Virtual scene interaction processing method and device, electronic equipment, computer readable storage medium and computer program product
By associating different skills with controls and displaying them only during their active period, the method enhances skill selection precision and engagement in virtual scenes, addressing the challenge of skill panel overload in role-playing games.
Patent Information
- Application Number
- CN202510713332.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-29
- Publication Date
- 2025-07-15
Smart Images

Figure CN120305686A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of Internet technologies, and in particular, to an interactive processing method, device, electronic device, computer-readable storage medium, and computer program product for a virtual scene. Background Art
[0002] The display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information. In particular, the display technology for virtual scenes can realize diverse interactions between virtual objects controlled by players or artificial intelligence (AI) according to actual application requirements, and has various typical application scenarios. For example, in a virtual scene such as a game, it can simulate the real battle process between virtual objects.
[0003] Taking role-playing games as an example, the game characters controlled by players usually have many skills (such as ninja skills, including earth escape, fire escape, lightning escape, ice escape, wind escape, etc.). In the solutions provided by the related art, usually all the skill icons of all skills are placed in the skill panel. Since there are too many skill icons in the skill panel, it is difficult for players to operate accurately, thereby reducing the game experience of players. Summary of the Invention
[0004] Embodiments of the present application provide an interactive processing method, device, electronic device, computer-readable storage medium, and computer program product for a virtual scene, which can improve the skill selection efficiency and encourage players to actively learn the activated skills, thereby enhancing the interest and experience of the game.
[0005] The technical solution of the embodiments of the present application is implemented as follows:
[0006] Embodiments of the present application provide an interactive processing method for a virtual scene, including:
[0007] Display a virtual scene, where the virtual scene includes a plurality of first skill controls, and different first skill controls are associated with different first skills;
[0008] In response to at least one of the plurality of first skill controls being triggered, display a second skill control of a second skill in the virtual scene, where the second skill has a validity period;
[0009] In response to the expiration of the second skill, cancel the display of the second skill control in the virtual scene.
[0010] Embodiments of the present application provide an interactive processing device for a virtual scene, including:
[0011] A display module for displaying a virtual scene, wherein the virtual scene includes a plurality of first skill controls, and different first skill controls are associated with different first skills;
[0012] The display module is further configured to, in response to at least one of the plurality of first skill controls being triggered, display a second skill control of a second skill in the virtual scene, wherein the second skill has a validity period;
[0013] The display module is further configured to, in response to the expiration of the second skill, cancel the display of the second skill control in the virtual scene.
[0014] An embodiment of the present application provides an electronic device, including:
[0015] A memory for storing computer-executable instructions;
[0016] A processor for implementing the interactive processing method of the virtual scene provided by the embodiment of the present application when executing the computer-executable instructions stored in the memory.
[0017] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the interactive processing method of the virtual scene provided by the embodiment of the present application when being executed by a processor.
[0018] An embodiment of the present application provides a computer program product including a computer program or computer-executable instructions for implementing the interactive processing method of the virtual scene provided by the embodiment of the present application when being executed by a processor.
[0019] The embodiments of the present application have the following beneficial effects:
[0020] On the one hand, by triggering at least one of the plurality of first skill controls, the corresponding second skill is activated, and only the second skill control of the activated second skill is displayed, which can greatly improve the accuracy of the player's selection of specific skills. In addition, the player can trigger the appropriate first skill control according to their own preferences and needs to activate the corresponding second skill, thereby enhancing the personalized experience. On the other hand, a validity period is set for the activated second skill, and when the second skill expires, the second skill control of the second skill is cancelled from being displayed in the virtual scene. In this way, misoperations can be avoided, and at the same time, the user's attention dispersion can be reduced, and the player can be motivated to more actively understand and learn the activated second skill, thereby enhancing the fun and experience of the game. In addition, by cancelling the display of the second skill control of the expired second skill, the resource consumption of the terminal device can also be saved. Description of the Drawings
[0021] Figure 1It is a schematic architecture diagram of the interactive processing system 100 for virtual scenarios provided by an embodiment of the present application;
[0022] Figure 2 It is a schematic structural diagram of the electronic device 500 provided by an embodiment of the present application;
[0023] Figure 3 It is a first process schematic diagram of the interactive processing method for virtual scenarios provided by an embodiment of the present application;
[0024] Figure 4 It is a second process schematic diagram of the interactive processing method for virtual scenarios provided by an embodiment of the present application;
[0025] Figure 5 It is a third process schematic diagram of the interactive processing method for virtual scenarios provided by an embodiment of the present application;
[0026] Figure 6 It is a first application scenario schematic diagram of the interactive processing method for virtual scenarios provided by an embodiment of the present application;
[0027] Figure 7 It is a second application scenario schematic diagram of the interactive processing method for virtual scenarios provided by an embodiment of the present application;
[0028] Figure 8 It is a third application scenario schematic diagram of the interactive processing method for virtual scenarios provided by an embodiment of the present application;
[0029] Figure 9 It is a fourth process schematic diagram of the interactive processing method for virtual scenarios provided by an embodiment of the present application;
[0030] Figure 10 It is a fourth application scenario schematic diagram of the interactive processing method for virtual scenarios provided by an embodiment of the present application;
[0031] Figure 11 It is a fifth application scenario schematic diagram of the interactive processing method for virtual scenarios provided by an embodiment of the present application;
[0032] Figure 12 It is a sixth application scenario schematic diagram of the interactive processing method for virtual scenarios provided by an embodiment of the present application;
[0033] Figure 13 It is a seventh application scenario schematic diagram of the interactive processing method for virtual scenarios 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 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, 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 relevant laws, regulations, and standards.
[0037] In the following description, the terms "first / second / ..." merely distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second / ..." can be interchanged with a specific order or sequence when permitted, so that the embodiments of this application described here can be implemented in an order other than that illustrated or described here.
[0038] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those of ordinary skill in the technical field to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0039] Before further elaborating on the embodiments of this application, the nouns and terms involved in the embodiments of this application are explained. The nouns and terms involved in the embodiments of this application are subject to the following explanations.
[0040] 1) Responsive to: Used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more executed operations can be real-time or can have a set delay; without special instructions, there is no restriction on the execution order of the multiple executed operations.
[0041] 2) Human-computer interaction interface: It refers to an interface used to provide human-computer interaction functions or to display virtual scene information. For example, the human-computer interaction interface can be a graphical user interface (GUI), an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (i.e., using projection technology to display information on a plane), an eye movement detection interface (i.e., an interface controlled by detecting the user's line of sight), a holographic interface (i.e., a three-dimensional hologram formed by projecting an image through holographic projection technology, and a stereoscopic image can be seen without wearing special glasses), a multimodal interface (i.e., an interface that combines multiple interaction methods, such as an interaction interface that combines touch, vision, hearing, etc.), a brain-machine interface (BMI) interface, etc.
[0042] 3) Virtual scene: It is the scene displayed (or provided) when the application program runs on the 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. The user can control the virtual object to move in this virtual scene.
[0043] 4) Virtual object: The images of various people and objects that can interact in the virtual scene, or the movable objects in the virtual scene. The movable object can be a virtual character, a virtual animal, an anime character, etc., such as the characters and animals displayed in the virtual scene. For example, the virtual object can be a virtual image in the virtual scene used to represent the user. The virtual scene can include multiple virtual objects. Each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0044] 5) Cloud gaming: Also known as Gaming on Demand, it means deploying a game program in a server and running an instance of the game program (referred to as a game instance for short). 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 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 for the response operation generated by the game instance, it repeats the decoding and rendering process, so that the changes in the game screen according to the user's operations are presented on the page.
[0045] That is to say, cloud gaming is an online game 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 user terminal (such as the player's game terminal), but on the cloud server, and the cloud server renders the game scenario as an audio-video stream and transmits it to the user terminal through the network. Thus, the user terminal only needs to have basic streaming media playback capabilities and the ability to obtain the player's input instructions and send them to the cloud server, without the need to have powerful graphics computing and data processing capabilities.
[0046] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenarios, which can improve the skill selection efficiency and encourage players to actively learn the activated skills, thereby enhancing the fun and experience of the game. 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 game application), or jointly implemented by a terminal device and a server (corresponding to an online game application). The following takes the case where the method for interactive processing of virtual scenarios provided by the embodiments of the present application is jointly implemented by a server and a terminal device as an example for description.
[0047] Before introducing the architecture of the interactive processing system for virtual scenarios 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.
[0048] Next, the architecture of the interactive processing system for virtual scenarios provided in the embodiments of the present application will be described.
[0049] Exemplarily, refer to Figure 1 , Figure 1 is a schematic diagram of the architecture of the interactive processing system 100 for virtual scenarios provided in the embodiments of the present application. As Figure 1 shown, the interactive processing system 100 for virtual scenarios provided in the embodiments of the present application includes: a server 200 (such as a game backend server), 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 the player. A client 410 is running on the terminal device 400. The client 410 can be various types of game clients, such as including an open-world game client, a role-playing game client, a shooting game client, and a browser, etc.
[0050] In some embodiments, taking the client 410 as an example of a role-playing game client, a virtual scene can be displayed in the human-computer interaction interface of the client 410. In the virtual scene, a plurality of first skill controls (such as 3 skill icons corresponding to 3 different hand seal skills) can be displayed. Among them, the first skills associated with different first skill controls are different; then, when the client 410 detects that at least one of the plurality of first skill controls is triggered by a player, a second skill control (such as a ninjutsu skill) of the second skill can be displayed in the virtual scene, where the second skill can be determined according to the at least one triggered first skill control, and the second skill can also have a validity period (such as a validity period of 30 seconds); subsequently, when the client 410 detects that the second skill fails (such as the existence duration of the second skill exceeds 30 seconds), the second skill control of the second skill can be cancelled from display in the virtual scene.
[0051] It should be noted that the virtual scene in the interactive processing method of the virtual scene provided by the embodiments of the present application can be completely output based on the terminal device, or output in cooperation with the terminal device and the server. For example, it can completely rely on Figure 1 the graphic processing hardware computing power of the terminal device 400 shown in to complete the relevant data calculation and output of the virtual scene, where the types of graphic 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 graphic 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 graphic 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.
[0052] Of course, it is also possible to rely on the computing power of the server 200 to complete virtual scene computing 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, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected onto the lens of an augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception and using a vibrator to form tactile perception, etc.
[0053] In addition, it should be noted that 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 smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smart watch, 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.
[0054] In some embodiments, the terminal device can also implement the interactive processing method of the virtual scene provided by the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions can be commands at the microprogram level, machine instructions, or software instructions. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a role-playing game APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to the browser environment to run. In short, the above computer-executable instructions can be instructions in any form, and the above computer programs can be application programs, modules, or plugins in any form.
[0055] Next, the structure of the electronic device provided by the embodiments of the present application will be further described. Taking the electronic device as the terminal device (for example Figure 1Taking the terminal device 400 shown in Figure 2 , Figure 2 FIG. Figure 2 is a schematic structural diagram of an electronic device 500 provided by an embodiment 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 implement connection communication between these components. In addition to a 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.
[0056] The processor 510 can 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 can be a microprocessor or any conventional processor, etc.
[0057] The user interface 530 includes one or more output devices 531 capable of presenting 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.
[0058] The memory 550 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memories, hard disk drives, optical disk drives, etc. The memory 550 optionally includes one or more storage devices that are physically located away from the processor 510.
[0059] The memory 550 includes a volatile memory or a non-volatile memory, and can also include both a volatile memory and a non-volatile memory. The non-volatile memory can be a read-only memory (ROM, Read Only Memory), and the volatile memory can be a random access memory (RAM, Random Access Memory). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0060] In some embodiments, the memory 550 is capable of storing data to support various operations. Examples of these data include programs, modules, and data structures, or subsets or supersets thereof, which are described below by way of example.
[0061] The operating system 551 includes system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, the core library layer, the driver layer, etc., for implementing various basic services and processing hardware-based tasks.
[0062] 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, Wi-Fi (Wireless Fidelity), and USB (Universal Serial Bus), etc.
[0063] The presentation module 553 is used to enable the presentation of information (such as 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 (such as a display screen, a speaker, etc.).
[0064] The input processing module 554 is used to detect one or more user inputs or interactions from one of one or more input devices 532 and translate the detected inputs or interactions.
[0065] In some embodiments, the device provided by the embodiments of the present application can be implemented in software. Figure 2 Shown is an interactive processing device 555 for a virtual scene stored in the memory 550, which can be software in the form of programs and plugins, etc., including the following software modules: a display module 5551, a query module 5552, a sorting module 5553, a control module 5554, a determination module 5555, and a switching module 5556. These modules are logical, so they can be combined arbitrarily or further split according to the functions to be implemented. It should be noted that Figure 2 for the convenience of expression, all the above modules are shown at once, but it should not be considered that the interactive processing device 555 for the virtual scene excludes embodiments that may only include the display module 5551. The functions of each module will be described below.
[0066] Next, the interactive processing method for a virtual scene provided by the embodiments of the present application will be specifically described in combination with the exemplary applications and implementations of the terminal device provided by the embodiments of the present application.
[0067] Exemplarily, refer to Figure 3 , Figure 3 which is the first flowchart of the interactive processing method for a virtual scene provided by the embodiments of the present application, and will be described in combination with the steps shown in Figure 3 .
[0068] It should be noted that Figure 3The methods shown can be executed by various forms of computer programs run by a terminal device, not limited to a client. For example, it can also be an operating system, software module, script, applet, etc. described above. Therefore, the example of a client in the following text should not be regarded as a limitation on the embodiments of the present application. In addition, for the sake of convenience of expression, the terminal device and the client run by the terminal device will not be specifically distinguished in the following text.
[0069] In step 101, a virtual scene is displayed.
[0070] Here, the virtual scene may include a first virtual object (such as a game character A controlled by the current player) and multiple first skill controls. Among them, different first skill controls are associated with different first skills. For example, taking 3 seal-forming skill buttons as multiple first skill controls, assuming they are seal-forming skill button 1, seal-forming skill button 2, and seal-forming skill button 3 respectively. Among them, the seal-forming skill associated with seal-forming skill button 1 may be the "Heaven Seal" skill, the seal-forming skill associated with seal-forming skill button 2 may be the "Earth Seal" skill, and the seal-forming skill associated with seal-forming skill button 3 may be the "Human Seal" skill. It should be noted that these 3 seal-forming skill buttons may be displayed at a position on the upper right side of the virtual scene, and for the convenience of the player's operation, the distance between different seal-forming skill buttons may be less than a distance threshold. For example, these 3 seal-forming skill buttons may be arranged in a triangular shape, so as to facilitate the player's operation.
[0071] In some embodiments, in the human-computer interaction interface, the virtual scene may be displayed from the first-person perspective of the first virtual object (such as the game character A controlled by the current player) (for example, playing the game character A in the game from the perspective of player 1 himself, that is, the virtual camera bound to the game character A in the game may be set near the head of the game character A); it may also be displayed from the third-person perspective of the first virtual object (for example, player 1 chases the game character A in the game. For example, the virtual camera bound to the game character A in the game may be set behind the game character A). In addition, it can also be arbitrarily switched between the above different perspectives according to the perspective switching instruction triggered by player 1 (for example, it may be a click operation on the "Tab" key on the keyboard). For example, assuming the current perspective is the first-person perspective, when receiving the pressing operation of player 1 on the "Tab" key on the keyboard, it can be switched from the first-person perspective to the third-person perspective; when receiving the pressing operation of player 1 on the "Tab" key again, it can be switched back from the third-person perspective to the first-person perspective.
[0072] As an example, the first 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 in the virtual scene can be assigned to any one of multiple teams. The teams can be in a hostile relationship or a cooperative relationship, and the teams in the virtual scene can include one or all of the above relationships.
[0073] Taking the display of the virtual scene from the first-person perspective as an example, the virtual scene displayed in the human-computer interaction interface can include: determining the field-of-view area of the first virtual object according to the viewing position and field-of-view angle of the first virtual object in the complete virtual scene (that is, the scene range that can be captured by the virtual camera bound to the first virtual object and located near the head of the first virtual object in the virtual scene, and the size of the field-of-view angle directly determines how large a scene the player can see), 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. Since the first-person perspective is the viewing perspective that can most impact the user, in this way, an immersive perception can be realized for the player during the operation process.
[0074] Taking the display of the virtual scene from an aerial large perspective as an example, the virtual scene displayed in the human-computer interaction interface can 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 can be a partial virtual scene relative to the panoramic virtual scene. In this way, the operability of the player during the operation process can be improved, and thus the efficiency of human-computer interaction can be improved. 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 large perspective.
[0075] In step 102, in response to at least one of the multiple first skill controls being triggered, a second skill control of the second skill is displayed in the virtual scene.
[0076] Here, the second skill can be determined according to at least one of the triggered first skill controls, and the second skill can have a validity period.
[0077] It should be noted that, in order to avoid mis-triggering due to the player's too-fast operation, each first skill control can also have a response interval with a set duration (for example, 0.2 seconds).
[0078] In some embodiments, the above virtual scenario may further include a viewing entry. Before performing step 102, the following processing may also be performed: in response to a trigger operation for the viewing entry, a pre-created mapping table is displayed in the virtual scenario, where the mapping table may include the second skills respectively corresponding to each first skill control, a plurality of set orders configured for the plurality of first skill controls, and the second skills respectively corresponding to each set order.
[0079] For example, taking three hand seal skill buttons as the plurality of first skill controls, assume they are hand seal skill button 1, hand seal skill button 2, and hand seal skill button 3 respectively. Among them, the hand seal skill associated with hand seal skill button 1 may be the "Heaven Seal" skill, the hand seal skill associated with hand seal skill button 2 may be the "Earth Seal" skill, and the hand seal skill associated with hand seal skill button 3 may be the "Human Seal" skill. Game developers or game planners can pre-configure a corresponding mapping table for these three hand seal skill buttons. The mapping table may include the second skills (such as ninjutsu skills) corresponding to each hand seal skill button, and the ninjutsu skills corresponding to different hand seal skill buttons may be the same or different. For example, the above three hand seal skill buttons may correspond to the same ninjutsu skill "Wind XXXX Sword". In addition, the mapping table may further include a plurality of set orders configured by game developers or game planners for the above three hand seal skill buttons, and the ninjutsu skills respectively corresponding to each set order. Among them, the ninjutsu skills corresponding to different set orders may be different. For example, the ninjutsu skill activated by first clicking hand seal skill button 1 and then clicking hand seal skill button 2 may be different from the ninjutsu skill activated by first clicking hand seal skill button 2 and then clicking hand seal skill button 1. A viewing entry for the mapping table may be displayed in the upper right corner of the virtual scenario. When a click operation of the player for the viewing entry is received, the pre-created mapping table can be floatingly displayed in the virtual scenario. In this way, for novice players who are not familiar with the game, they can view the conditions required to activate different ninjutsu skills through the mapping table, improving the efficiency of the player to activate the corresponding ninjutsu skills subsequently.
[0080] In some other embodiments, the above virtual scenario may further include a prompt entry. Refer to Figure 4 , Figure 4 which is the second process schematic diagram of the interactive processing method of the virtual scenario provided by the embodiments of the present application. As Figure 4 shown, before performing step 102 shown in Figure 3 , steps 104 and 105 shown in Figure 4 may also be performed, and will be described in combination with the steps shown in Figure 4 .
[0081] In step 104, in response to a triggering operation for the hint entry, a hint interface is displayed in the virtual scene.
[0082] Here, the hint interface may include multiple skill identifiers (such as skill icons or skill names, etc.) corresponding to multiple second skills.
[0083] In some embodiments, taking the second skill as the ninja art skill as an example, a hint entry may also be displayed in the upper right corner of the virtual scene. When a click operation of the player on the hint entry is received, the hint interface can be floatingly displayed in the virtual scene, where multiple skill names corresponding to multiple ninja art skills can be displayed in the hint interface for the player to select.
[0084] In step 105, in response to a selection operation for multiple skill identifiers, hint information of the second skill corresponding to the selected skill identifier is displayed in the hint interface.
[0085] Here, the hint information may include at least one first skill control required to activate the second skill corresponding to the selected skill identifier. When the number of at least one first skill control is multiple, the hint information may further include the triggering order of the multiple first skill controls.
[0086] In some embodiments, continuing with the above example, taking 7 ninja art skills as an example, assuming they are ninja art skill 1 to ninja art skill 7 respectively. That is to say, 7 skill names corresponding to these 7 ninja art skills can be displayed in the hint interface for the player to select. When the player currently wants to activate ninja art skill 2, the player can click on the skill name corresponding to ninja art skill 2. When a click operation of the player on the skill name corresponding to ninja art skill 2 is received, at least one hand seal skill button required to activate ninja art skill 2 can be switched and displayed in the hint interface. When the number of at least one hand seal skill button is multiple, the triggering order of the multiple hand seal skill buttons can also be displayed in the hint interface. In this way, for novice players who are not familiar with the game, they can click on the hint entry to view the conditions required to activate a specific ninja art skill, thereby improving the efficiency of activating the ninja art skill and the player's gaming experience.
[0087] In some embodiments, the above step 102 can be implemented in the following manner: in response to a triggering operation for any one of the multiple first skill controls, in the virtual scene, a second skill control of the second skill corresponding to the triggered first skill control is displayed, where the second skills corresponding to different first skill controls are the same or different.
[0088] For example, taking three first skill controls as three hand seal skill buttons, assume they are hand seal skill button 1, hand seal skill button 2, and hand seal skill button 3 respectively. Among them, the hand seal skill associated with hand seal skill button 1 can be the "Heaven Seal" skill, the hand seal skill associated with hand seal skill button 2 can be the "Earth Seal" skill, and the hand seal skill associated with hand seal skill button 3 can be the "Human Seal" skill. When receiving a click operation from the player on any one of the above three hand seal skill buttons, it is possible to control the first virtual object (such as the game character A controlled by the player) to release the hand seal skill associated with the clicked hand seal skill button. For example, assume the player clicks on hand seal skill button 2, then it is possible to control game character A to release the "Earth Seal" skill associated with hand seal skill button 2. For example, it is possible to control game character A to assume the ninja gesture corresponding to the "Earth Seal" skill. Subsequently, it is possible to display in the virtual scene the ninja skill button corresponding to the ninja skill of the "Earth Seal" skill (such as assume it is the "Wind XXXX Sword"). In this way, it perfectly simulates the process of ninja hand seals, increases the operational fun of the game play, and at the same time also enhances the player's overall understanding depth of the professional skills in the game.
[0089] In some embodiments, the above step 102 can also be implemented in the following manner: In response to N first skill controls among the multiple first skill controls being continuously triggered, in the virtual scene, display the second skill control of the second skill corresponding to the triggering order of the N triggered first skill controls, where different triggering orders correspond to different second skills, N is a positive integer greater than 1 and satisfies being less than or equal to M, and M is the total number of the multiple first skill controls.
[0090] For example, taking three first skill controls as three hand seal skill buttons, assume they are hand seal skill button 1, hand seal skill button 2, and hand seal skill button 3 respectively. Among them, the hand seal skill associated with hand seal skill button 1 can be the "Heaven Seal" skill, the hand seal skill associated with hand seal skill button 2 can be the "Earth Seal" skill, and the hand seal skill associated with hand seal skill button 3 can be the "Human Seal" skill. When receiving a click operation from the player on 2 or 3 of the above three hand seal skill buttons, it is possible to first obtain the click order of the 2 or 3 hand seal skill buttons clicked by the player. Then, it is possible to display in the virtual scene the ninja skill button corresponding to the ninja skill corresponding to this click order, where different click orders can activate different ninja skills. In this way, the player can, according to their own preferences and needs, select a suitable click order to activate a specific ninja skill, thereby enhancing the personalized experience and improving the player's satisfaction.
[0091] In some other embodiments, building on the above examples, the following method can be used to achieve the display of the second skill control corresponding to the second skill in the virtual scene according to the triggering order of N first skill controls among a plurality of first skill controls: When N first skill controls among a plurality of first skill controls are continuously triggered, query a mapping table based on the triggering order of the N triggered first skill controls. The mapping table includes a plurality of preset orders for the plurality of first skill controls and the second skills respectively corresponding to each preset order. When there is a preset order in the mapping table that is consistent with the triggering order of the N first skill controls, display the second skill control corresponding to the consistent preset order in the virtual scene.
[0092] For example, taking three hand seal skill buttons as the plurality of first skill controls, assume they are hand seal skill button 1, hand seal skill button 2, and hand seal skill button 3 respectively. Among them, the hand seal skill associated with hand seal skill button 1 can be the "Heaven Seal" skill, the hand seal skill associated with hand seal skill button 2 can be the "Earth Seal" skill, and the hand seal skill associated with hand seal skill button 3 can be the "Human Seal" skill. When receiving a click operation on 2 or 3 of the above three hand seal skill buttons by the player, first obtain the click order of the 2 or 3 hand seal skill buttons clicked by the player. Then, compare the obtained click order with the plurality of preset orders in the pre-created mapping table. If there is a preset order in the mapping table that is exactly the same as the click order (i.e., the order is correct), then display the ninja skill control corresponding to the preset order in the virtual scene. That is to say, only by forming hand seals in the specified order can the corresponding ninja skill be activated. In this way, the difficulty and interest of the game can be increased, the challenge and sense of achievement of the game can be enhanced, and at the same time, the player's thinking and decision-making abilities can be cultivated, and it is also helpful to enhance the player's understanding and cognition of ninja skills.
[0093] In some other embodiments, building on the above examples, if the virtual scene further includes a first virtual object (such as the game character A controlled by the player), the following processing can also be performed: When there is no preset order in the mapping table that is consistent with the triggering order of the N first skill controls, output a prompt message based on the first virtual object, where the prompt message is used to prompt that the triggering order is incorrect. For example, the prompt message can be a prompt text or a fake pet. For example, the game character A can output the prompt text to remind the player that the hand seal order is incorrect, or a virtual pet that is of no help in the battle can be summoned above the head of the game character A to remind the player that the hand seal order is incorrect.
[0094] Exemplarily, taking three seal - forming skill buttons as the multiple first - skill controls, assume they are seal - forming skill button 1, seal - forming skill button 2, and seal - forming skill button 3 respectively. Among them, the seal - forming skill associated with seal - forming skill button 1 can be the "Heaven's Seal" skill, the seal - forming skill associated with seal - forming skill button 2 can be the "Earth's Seal" skill, and the seal - forming skill associated with seal - forming skill button 3 can be the "Human's Seal" skill. When receiving a click operation from the player on 2 or 3 of the above - mentioned 3 seal - forming skill buttons, the click order of the 2 or 3 seal - forming skill buttons clicked by the player can be obtained first. Then, the obtained click order can be compared with multiple set orders in a pre - created mapping table. If there is no set order in the mapping table that is exactly the same as the click order (i.e., the order is incorrect), a virtual pet that is of no help in combat (such as a virtual rabbit) can be summoned above the head of the game character A controlled by the player as a punishment for the player's incorrect seal - forming order. In this way, on the one hand, it can increase the challenge of the game. Because the player needs to form seals in the correct order to activate the ninja skills, and if the seal - forming order is incorrect, a punishment skill will be triggered. This method can increase the fun and uncertainty of the game, thereby improving the player's participation and engagement. On the other hand, it can also ensure the fairness of the game and prevent players from obtaining unfair advantages through random seal - forming orders. At the same time, if the player's seal - forming order is incorrect, the player needs to adjust their seal - forming order according to the actual situation, thus cultivating the player's strategy and decision - making abilities, and further improving the playability and attractiveness of the game.
[0095] In some embodiments, referring to Figure 5 , Figure 5 is the third process schematic diagram of the interactive processing method for the virtual scene provided by the embodiments of the present application. As Figure 5 shown, Figure 3 the step 102 shown can be implemented by Figure 5 the steps 1021 to 1023 shown, and will be described in combination with Figure 5 the steps shown.
[0096] In step 1021, in response to a click operation on any one of the multiple first - skill controls, the clicked first - skill control is highlighted.
[0097] In some embodiments, taking three first skill controls as an example of seal - forming skill buttons, assume they are seal - forming skill button 1, seal - forming skill button 2, and seal - forming skill button 3 respectively. Among them, the seal - forming skill associated with seal - forming skill button 1 can be the "Heaven's Seal" skill, the seal - forming skill associated with seal - forming skill button 2 can be the "Earth's Seal" skill, and the seal - forming skill associated with seal - forming skill button 3 can be the "Human's Seal" skill. When a click operation on any one of the above three seal - forming skill buttons is received from a player, the clicked seal - forming skill button can be highlighted. For example, assume the player clicks seal - forming skill button 3 among the above three seal - forming skill buttons, then an animation effect of the word "Human" lighting up can be presented on seal - forming skill button 3 to indicate that seal - forming skill button 3 has been successfully triggered.
[0098] In step 1022, in response to a sliding operation, at least one first skill control passed by the sliding trajectory of the sliding operation is highlighted.
[0099] Here, the sliding operation is implemented starting from the click position of the click operation when the click operation is not released.
[0100] In some embodiments, continuing with the above example, after the player clicks seal - forming skill button 3, the player can perform a slide. During the player's slide, the seal - forming skill buttons passed by the sliding trajectory of the sliding operation performed by the player can be highlighted. For example, when the sliding trajectory of the sliding operation performed by the player passes through seal - forming skill button 2, an animation effect of the word "Earth" lighting up can be presented on seal - forming skill button 2 to indicate that seal - forming skill button 2 has been successfully triggered.
[0101] In step 1023, in response to the release of the sliding operation, a second skill control of the second skill is displayed in the virtual scene.
[0102] Here, the second skill can be determined based on the clicked first skill control and at least one first skill control passed by the sliding trajectory of the sliding operation.
[0103] In some embodiments, step 1023 can be implemented in the following way: in response to the release of the sliding operation (for example, detecting that the player's finger leaves the screen), sort the clicked first skill control and at least one first skill control passed by the sliding trajectory of the sliding operation in ascending order of time stamps to obtain a sorting result (i.e., the triggering order of the multiple first skill controls that are triggered); query a pre - created mapping table based on the sorting result to obtain the second skill corresponding to the sorting result, and display the second skill control of the queried second skill in the virtual scene.
[0104] Exemplarily, following the above example, when it is detected that the sliding operation performed by the player is released (e.g., the player's finger leaves the screen), the sealed skill buttons that have been clicked (i.e., sealed skill button 3) and the sealed skill buttons through which the sliding trajectory of the sliding operation passes (i.e., sealed skill button 2) can be sorted in ascending order of timestamps to obtain a sorting result, i.e., sealed skill button 3, sealed skill button 2. Then, based on the obtained sorting result, a pre-created mapping table can be queried. When there is a set order in the mapping table that is exactly the same as the sorting result, the sealed skill buttons of the ninjutsu skills corresponding to the set order can be displayed in the virtual scene. In this way, by triggering multiple sealed skill buttons through sliding, the convenience and efficiency of the operation can be improved because the sliding operation is more convenient and efficient than the click operation, and the player can continuously trigger multiple sealed skill buttons without interruption.
[0105] In some embodiments, the above virtual scene may further include a first virtual object. Then, the above step 102 can also be implemented in the following manner: in response to at least one of the multiple first skill controls being triggered, control the first virtual object to release at least one first skill respectively associated with the at least one triggered first skill control. When the number of the at least one triggered first skill control is multiple, the first virtual object releases multiple first skills respectively associated with the multiple first skill controls in the triggering order of the multiple first skill controls; in response to at least one first skill being released, display the second skill control of the second skill in the virtual scene.
[0106] Exemplarily, taking three sealed skill buttons as the multiple first skill controls, assume they are sealed skill button 1, sealed skill button 2, and sealed skill button 3 respectively. Among them, the sealed skill associated with sealed skill button 1 can be the "Heaven Seal" skill, the sealed skill associated with sealed skill button 2 can be the "Earth Seal" skill, and the sealed skill associated with sealed skill button 3 can be the "Human Seal" skill. Assume the player first clicks sealed skill button 2 and then clicks sealed skill button 3. Then, it can be controlled that the first virtual object (e.g., the game character A controlled by the current player) first releases the "Earth Seal" skill associated with sealed skill button 2, and then releases the "Human Seal" skill associated with sealed skill button 3. When it is detected that the game character A has released the "Human Seal" skill, the sealed skill buttons of the ninjutsu skills corresponding to the click order of these two sealed skill buttons can be displayed in the virtual scene. In this way, the process of ninja sealing can be perfectly simulated, and at the same time, in the embodiment of the present application, only the sealed skill buttons of the currently activated ninjutsu skills are displayed, which can greatly improve the accuracy of the player's selection of skill buttons compared with the method of displaying all the sealed skill buttons of all ninjutsu skills in the related art.
[0107] In some other embodiments, following the above examples, the above control of the first virtual object to release at least one first skill associated with at least one first skill control can be achieved in the following manner: when the number of at least one first skill control is multiple, control the first virtual object to sequentially execute the skill actions of multiple first skills associated with multiple first skill controls in the triggering order of the multiple first skill controls, and during the process of controlling the first virtual object to execute the skill action of each first skill, display a skill special effect corresponding to the first skill on the body of the first virtual object, where the skill special effect can be used to represent the visual performance of the first skill.
[0108] For example, taking three hand seal skill buttons as multiple first skill controls, assume they are hand seal skill button 1, hand seal skill button 2, and hand seal skill button 3 respectively. Among them, the hand seal skill associated with hand seal skill button 1 can be the "Heaven Seal" skill, the hand seal skill associated with hand seal skill button 2 can be the "Earth Seal" skill, and the hand seal skill associated with hand seal skill button 3 can be the "Human Seal" skill. Assume the player first clicks hand seal skill button 2 and then clicks hand seal skill button 3. Then, it can first control the first virtual object (such as the game character A controlled by the player) to execute the skill action (such as a gesture) corresponding to the "Earth Seal" skill associated with hand seal skill button 2, and during the process of controlling the game character A to execute the gesture corresponding to the "Earth Seal" skill, play the special effect of the word "Earth" lighting up on the body of the game character A. Subsequently, it can control the game character A to execute the gesture corresponding to the "Human Seal" skill associated with hand seal skill button 3, and during the process of controlling the game character A to execute the gesture corresponding to the "Human Seal" skill associated with hand seal skill button 3, play the special effect of the word "Human" lighting up on the body of the game character A. In this way, the process of ninja hand seals can be perfectly simulated, improving the fun and immersion of the game.
[0109] In some other embodiments, when responding to the triggering of at least one first skill control among multiple first skill controls, the following processing can also be performed: for each first skill control among the at least one first skill control that is triggered, when the first skill control is triggered, display a first animation special effect associated with the first skill control (such as the animation special effect of the skill identifier of the first skill associated with the first skill control lighting up) on the first skill control, where the first animation special effect can be used to represent that the first skill control is being triggered.
[0110] Exemplarily, taking three seal-forming skill buttons as the multiple first skill controls, assume they are seal-forming skill button 1, seal-forming skill button 2, and seal-forming skill button 3 respectively. Among them, the seal-forming skill associated with seal-forming skill button 1 can be the "Heaven Seal" skill, the seal-forming skill associated with seal-forming skill button 2 can be the "Earth Seal" skill, and the seal-forming skill associated with seal-forming skill button 3 can be the "Human Seal" skill. When a click operation of the player on seal-forming skill button 3 is received, an animation effect of the word "Human" lighting up can be played on seal-forming skill button 3; subsequently, assume the player clicks on seal-forming skill button 2 again, then an animation effect of the word "Earth" lighting up can be played on seal-forming skill button 2. That is to say, every time the player clicks on a seal-forming skill button, a corresponding animation effect can be played on the clicked seal-forming skill button. In this way, the visual effect and interest of the game can be enhanced, and at the same time, the interactivity and feedback feeling of the game can also be enhanced, enabling the player to more intuitively understand the result of their operation, thereby improving the player's participation and satisfaction.
[0111] In some embodiments, the above step 102 can also be implemented in the following manner: In response to any one of the multiple first skill controls being triggered, in the virtual scene, display the second skill control of the second skill corresponding to the triggered first skill control, and display a countdown control, where the style of the countdown control changes continuously as time increases; in response to a trigger operation on another first skill control being received within a set duration (for example, the duration from the original style of the countdown control changing to the set style), in the virtual scene, switch to display the second skill control of the second skill corresponding to the trigger order of the two triggered first skill controls, and control the countdown control to continue changing according to the style when the other first skill control was triggered.
[0112] Exemplarily, taking three first skill controls as three hand seal skill buttons as an example, assuming they are hand seal skill button 1, hand seal skill button 2, and hand seal skill button 3 respectively. Among them, the hand seal skill associated with hand seal skill button 1 can be the "Heaven's Seal" skill, the hand seal skill associated with hand seal skill button 2 can be the "Earth's Seal" skill, and the hand seal skill associated with hand seal skill button 3 can be the "Human's Seal" skill. Assume the player first clicks on hand seal skill button 1, then the ninja art skill corresponding to the "Heaven's Seal" (for example, assume it is the "Wind XXX Sword") can be activated. At this time, the ninja art skill button of the "Wind XXX Sword" can be displayed on the game interface. Meanwhile, a countdown progress circle can also be displayed around the ninja art skill button of the "Wind XXX Sword", where the length of the countdown progress circle can continuously become smaller as time increases. Subsequently, assume the player clicks on hand seal skill button 2 before the length of the countdown progress circle decreases to zero, then the ninja art skill corresponding to the hand seal sequence of the "Heaven's Seal" and the "Earth's Seal" (for example, assume it is the "Thunder Release Technique") can be activated. At this time, the ninja art skill button of the "Thunder Release Technique" can be switched and displayed on the game interface. Meanwhile, the countdown progress circle can also be controlled to continue to become smaller according to the length when the player clicks on hand seal skill button 2. That is to say, the player needs to determine which ninja art skill they need before the length of the countdown progress circle decreases to 0, which requires the player to have a certain ability of time management and decision-making, thereby improving the strategy and difficulty of the game.
[0113] In some embodiments, the above virtual scene may further include a first virtual object. After step 102 is executed, the following processing may further be performed: in response to a trigger operation on the second skill control, control the first virtual object to release the second skill, and display a second animation effect corresponding to the second skill on at least one of the triggered first skill controls, where the second animation effect can be used to represent that the first virtual object is releasing the second skill; in response to the completion of the release of the second skill, cancel the display of the second skill control in the virtual scene.
[0114] Exemplarily, taking three seal - forming skill buttons as the multiple first - skill controls, assume they are seal - forming skill button 1, seal - forming skill button 2, and seal - forming skill button 3 respectively. Among them, the seal - forming skill associated with seal - forming skill button 1 can be the "Heaven Seal" skill, the seal - forming skill associated with seal - forming skill button 2 can be the "Earth Seal" skill, and the seal - forming skill associated with seal - forming skill button 3 can be the "Human Seal" skill. Assume the player first clicks seal - forming skill button 2 and then clicks seal - forming skill button 3. Then, a ninja - art skill button corresponding to the click order of these two seal - forming skill buttons can be displayed in the virtual scene. When a click operation of the player on this ninja - art skill button is received, it is possible to control the first virtual object (such as the game character A controlled by the player) to release this ninja - art skill, and play the animation special effect corresponding to this ninja - art skill on the clicked seal - forming skill button 2 and seal - forming skill button 3. When the game character A finishes releasing this ninja - art skill, the ninja - art skill button of this ninja - art skill can be cancelled and displayed in the virtual scene. In this way, the fluency of the game operation can be improved, and the possibility of misoperation can be reduced. This is because if the ninja - art skill button is always displayed, it may increase the probability of user misoperation. When the game character controlled by the player releases the ninja - art skill and then cancels the display of the ninja - art skill button, the possibility of misoperation can be reduced. At the same time, the player does not need to pay attention to the ninja - art skill button anymore, so that the player can be more focused on the actions of the game character and other tasks, thereby improving the fluency and comfort of the game operation.
[0115] In some embodiments, the first - skill control provided in the embodiments of the present application may include a ready state (i.e., a state where it can be used) and a cooling state (i.e., a state where it cannot be used). Then, the above - mentioned step 102 can also be implemented in the following manner: in response to at least one first - skill control in the multiple first - skill controls in the ready state being triggered, display the second - skill control of the second skill in the virtual scene, and switch the at least one triggered first - skill control from the ready state to the cooling state.
[0116] Exemplarily, taking three first skill controls as three hand seal skill buttons as an example, assuming they are hand seal skill button 1, hand seal skill button 2, and hand seal skill button 3 respectively. Among them, the hand seal skill associated with hand seal skill button 1 can be the "Heaven Seal" skill, the hand seal skill associated with hand seal skill button 2 can be the "Earth Seal" skill, and the hand seal skill associated with hand seal skill button 3 can be the "Human Seal" skill. At the same time, assuming that the above three hand seal skill buttons are all in the ready state, and assuming that the player first clicks on the ready hand seal skill button 2 and then clicks on the ready hand seal skill button 3, then the ninja skill button corresponding to the click order of these two hand seal skill buttons can be displayed in the virtual scene. Subsequently, the hand seal skill button 2 and the hand seal skill button 3 can also be switched from the ready state to the cooling state. In this way, on the one hand, the strategy and difficulty of the game can be improved because the player needs to wait for the button to enter the ready state before clicking, which requires the player to have certain time management and decision-making abilities. At the same time, not being able to click continuously also increases the difficulty of the game, enhancing the challenge and fun of the game. On the other hand, it can also increase the fairness and playability of the game, preventing players from obtaining unfair advantages by continuously clicking the button.
[0117] It should be noted that when the skill identifier (such as the skill name) of the first skill associated with the first skill control is represented based on a virtual container, the virtual container in the first skill control in the cooling state is in an incompletely filled state, and the filling amount of the virtual container is positively correlated with the duration of the first skill control in the cooling state (that is, the longer the duration of the first skill control in the cooling state, the greater the filling amount of the virtual container); the virtual container in the first skill control in the ready state is in a completely filled state and displays a third animation effect that spreads outwards, where the third animation effect can be used to represent that the first skill control is currently in the ready state. In this way, the player can intuitively distinguish the first skill controls in the ready state and the first skill controls in the cooling state among multiple first skill controls. At the same time, for the first skill controls in the cooling state, the player can also intuitively understand the remaining waiting time through the filling amount of the virtual container in the first skill control, thereby effectively enhancing the player's gaming experience.
[0118] In some other embodiments, following the above example, the above-mentioned switching of at least one triggered first skill control from the ready state to the cooling state can be achieved in the following way: for each first skill control in the at least one triggered first skill control, empty the virtual container in the first skill control and cancel the display of the third animation effect that spreads outwards from the first skill control.
[0119] Exemplarily, taking at least one first skill control that is triggered as the hand seal skill button 1 as an example, the skill name of the hand seal skill associated with the hand seal skill button 1 can be displayed in the hand seal skill button 1. For example, assuming that the hand seal skill associated with the hand seal skill button 1 is the "Heaven Seal" skill, then the character "Heaven" can be displayed in the hand seal skill button 1. When the hand seal skill button 1 is in the ready state, the character "Heaven" displayed in the hand seal skill button 1 can be in a fully filled state (for example, the character "Heaven" is in a state of being fully filled with red liquid), and an outward diffusion animation effect can also be displayed on the hand seal skill button 1 to indicate that the cooling of the hand seal skill button 1 has ended and it is in a state where it can be used. When a click operation of the player on the hand seal skill button 1 in the ready state is received, the red liquid filling the character "Heaven" in the hand seal skill button 1 can be cleared, and the outward diffusion animation effect displayed on the hand seal skill button 1 can be cancelled. In this way, the player can intuitively understand the process of the hand seal skill button 1 switching from the ready state to the cooling state.
[0120] In some embodiments, following the above example, after switching at least one first skill control that is triggered from the ready state to the cooling state, the following processing can also be performed: for each first skill control in at least one first skill control that is triggered, when the cooling duration of the first skill control reaches a preset duration (for example, assumed to be 15 seconds), the first skill control is switched from the cooling state back to the ready state, where the cooling duration is the duration in the cooling state, and the cooling durations corresponding to different first skill controls can be the same or different.
[0121] Exemplarily, taking at least one first skill control that is triggered as the hand seal skill button 1 as an example, when the hand seal skill button 1 in the ready state is clicked by the player, the hand seal skill button 1 can be controlled to switch from the ready state to the cooling state. For example, the red liquid filling the character "Heaven" in the hand seal skill button 1 can be cleared, and the outward diffusion animation effect displayed on the hand seal skill button 1 can be cancelled. For the hand seal skill button 1 in the cooling state, the red liquid can be controlled to slowly fill the character "Heaven" in the hand seal skill button 1. When the red liquid fills the character "Heaven" in the hand seal skill button 1 again, the outward diffusion animation effect can be redisplayed on the hand seal skill button 1, indicating that the cooling of the hand seal skill button 1 has ended and it can be used again (that is, it has switched back from the cooling state to the ready state). In this way, the player can intuitively understand the cooling situation of the hand seal skill button 1 through the filling process of the character "Heaven" and clearly understand the time to wait.
[0122] In some other embodiments, the above-mentioned virtual scenario may further include a refresh control. After at least one first skill control to be triggered is switched from the ready state to the cooling state, the following processing may further be performed: in response to a trigger operation on the refresh control in the ready state, the at least one first skill control to be triggered is switched from the cooling state to the ready state, and the refresh control is switched from the ready state to the cooling state.
[0123] For example, taking the at least one first skill control to be triggered as the mudra skill button 1 and the mudra skill button 2, a refresh button may further be displayed in the virtual scenario for refreshing the states of multiple mudra skill buttons displayed in the virtual scenario. For example, when a click operation of a player on the refresh button in the ready state is received, the states of the mudra skill button 1 and the mudra skill button 2 can be immediately switched from the cooling state to the ready state, and the refresh button is switched from the ready state to the cooling state. In this way, the strategy and difficulty of the game can be increased. For example, the player can use the refresh button to refresh the states of the mudra skill buttons as needed, which requires the player to have a certain strategy and judgment ability. At the same time, refreshing the states of the mudra skill buttons through the refresh button can also improve the interactivity and interest of the game, and contribute to improving the attraction and playability of the game.
[0124] In some embodiments, the remaining usage times of each first skill control may be displayed around (such as the lower right corner) each first skill control. When at least one first skill control among the multiple first skill controls is triggered in response, the following processing may further be performed: for each first skill control among the at least one first skill control to be triggered, when the remaining usage times of the first skill control are greater than 1, the remaining usage times are decreased by 1; when the remaining usage times of the first skill control are 1, the display of the remaining usage times of the first skill control is cancelled, and the first skill control is controlled to enter the cooling state.
[0125] Exemplarily, taking three first skill controls as three hand seal skill buttons as an example, assuming they are hand seal skill button 1, hand seal skill button 2, and hand seal skill button 3 respectively, a number is displayed in the lower right corner of each hand seal skill button, which is used to represent the remaining number of uses of the hand seal skill button. For example, assuming the number displayed in the lower right corner of hand seal skill button 1 is 2, it means the remaining number of uses of hand seal skill button 1 is 2 times; the number displayed in the lower right corner of hand seal skill button 2 is 1, which means the remaining number of uses of hand seal skill button 2 is 1 time; the number displayed in the lower right corner of hand seal skill button 3 is 2, which means the remaining number of uses of hand seal skill button 3 is 2 times. Assuming the player first clicks on hand seal skill button 1 and then clicks on hand seal skill button 2, the number displayed in the lower right corner of hand seal skill button 1 can be updated from 2 to 1, indicating that the remaining number of uses of hand seal skill button 1 has decreased from 2 times to 1 time; in addition, since the remaining number of uses of hand seal skill button 2 has decreased to 0 times, the number displayed in the lower right corner of hand seal skill button 2 can be cancelled, and hand seal skill button 2 can be controlled to enter the cooling state. In this way, by displaying the remaining number of uses in the lower right corner of the hand seal skill button, clear feedback information can be provided, allowing the player to intuitively understand the number of times each hand seal skill button can be used currently, so that the player can more reasonably control their operations. At the same time, the remaining number of uses also allows the player to choose whether to use a certain hand seal skill button according to the actual situation, which requires the player to have a certain strategy and judgment ability, thereby increasing the strategy and challenge of the game.
[0126] In step 103, in response to the failure of the second skill, the second skill control is cancelled from display in the virtual scene.
[0127] In some embodiments, when the second skill control of the second skill is displayed in the virtual scene, the following processing can also be performed: a countdown control for the second skill is displayed in the virtual scene, where the style of the countdown control changes continuously as time increases. Then, the above step 103 can be implemented in the following manner: in response to the style of the countdown control changing to a set style, it is determined that the second skill has failed, and the second skill control is cancelled from display in the virtual scene.
[0128] It should be noted that the above countdown control can be a countdown progress circle. The length of the countdown progress circle can continuously decrease as time increases. When the length of the countdown progress circle decreases to 0, it can be determined that the second skill fails. Of course, the above countdown control can also be a virtual hourglass. The sand in the virtual hourglass will continuously fall down as time increases. When all the sand in the virtual hourglass has fallen to the lower part, it can be determined that the second skill fails. In addition, the above countdown control can also be a virtual rope in a burning state. The length of the virtual rope will continuously decrease as time increases. When the virtual rope is burned out, it is determined that the second skill fails. The embodiments of the present application do not specifically limit the form of the countdown control.
[0129] For example, taking the second skill as the ninja skill 1, a countdown progress circle can be displayed around the ninja skill button of the ninja skill 1 to indicate the activation time of the ninja skill 1. If the player does not release the ninja skill 1 within this time, the ninja skill 1 will fail. That is to say, the length of the countdown progress circle will continuously decrease as time increases. When the length of the countdown progress circle decreases to 0, it can be determined that the ninja skill 1 has failed, and then the ninja skill button of the ninja skill 1 can be cancelled from display in the virtual scene. In this way, by setting a validity period for the activated ninja skill and cancelling the display of the ninja skill button of the ninja skill after it fails, misoperations can be avoided. At the same time, it can also encourage players to actively learn and understand the activated ninja skills. In addition, it can also enhance the fairness and excitement of the game, thereby improving the player's gaming experience and interest.
[0130] Next, taking a role-playing game as an example, the exemplary application of the embodiments of the present application in an actual application scenario will be described.
[0131] In a role-playing game, the game characters of the ninja class have many ninja skills, such as: earth escape, fire escape, thunder escape, ice escape, wind escape, water escape, wind XXX sword, XX technique, etc. In the related art, usually all the skill icons of all skills are placed in the skill panel. Since there are too many skill icons placed in the skill panel, it is difficult for players to operate accurately. At the same time, the lack of the "hand seal" process for activating ninja skills results in insufficient professional characteristics and immersion. To solve the above problems, the embodiments of the present application provide an interactive processing method for a virtual scene, and design a complete mobile gameplay of ninja hand seals to release 3 hand seal skills to combine different ninja skills. Although the whole operation process is a bit more complicated, it also enhances the immersion of the ninja class in hand seals and perfectly restores all ninja skills. That is to say, the technical solution provided by the embodiments of the present application can restore all the ninja skills possessed by the game characters of the ninja class through the combination of 3 hand seal skills.
[0132] In some embodiments, the operation of seals skills can be displayed and manipulated through a spectrum area (i.e., the area in the game interface dedicated to displaying partial combat information of a class), and the skills related to ninjutsu can be displayed and manipulated through trigger skills (i.e., skills that do not normally appear on the skill panel and are only briefly activated and available after meeting some specific conditions). Among them, the seal can be used as an independent operation module. The player needs to click different seal skill buttons, so that the ninjutsu skills can have real-time corresponding changes, and then simulate the process of the ninja forming seals, enabling the player to select the ninjutsu skill they want to release.
[0133] Exemplarily, refer to Figure 6 , Figure 6 FIG. is a schematic diagram of the first application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application. As Figure 6 shown, in the virtual scene 601, in addition to the game character 602 controlled by the current player, three seal skill buttons are also displayed, namely the seal skill button 603, the seal skill button 604, and the seal skill button 605. Among them, the seal skill associated with the seal skill button 603 is the "Heaven Seal", the seal skill associated with the seal skill button 604 is the "Earth Seal", and the seal skill associated with the seal skill button 605 is the "Human Seal". The player can trigger different seal skill buttons by clicking or swiping, so as to activate different ninjutsu skills. For example, assume that the player first clicks the seal skill button 605 displayed in the virtual scene 601 and swipes while keeping the click operation not released. Assume that the swipe trajectory of the swipe operation performed by the player successively passes through the seal skill button 603 and the seal skill button 604, then the ninjutsu skill corresponding to the seal order of the "Human Seal", "Heaven Seal", and "Earth Seal" can be activated.
[0134] In some embodiments, the embodiments of the present application can display and manipulate the seal skills by adding an interaction mode in the spectrum area.
[0135] Exemplarily, refer to Figure 7 , Figure 7 FIG. is a schematic diagram of the second application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application. As Figure 7As shown, three Mudra skill buttons can be added in the spectral region, namely Mudra skill button 701, Mudra skill button 702, and Mudra skill button 703. Among them, the content displayed in Mudra skill button 701 can be the word "Heaven" in the Doma script, indicating that the Mudra skill associated with Mudra skill button 701 is the "Seal of Heaven". The content displayed in Mudra skill button 702 can be the word "Earth" in the Doma script, indicating that the Mudra skill associated with Mudra skill button 702 is the "Seal of Earth". The content displayed in Mudra skill button 703 can be the word "Human" in the Doma script, indicating that the Mudra skill associated with Mudra skill button 703 is the "Seal of Human". And a corresponding number can also be displayed in the lower right corner of each Mudra skill button, which is used to indicate the number of times the Mudra can be used. For example, taking Mudra skill button 701 as an example, the number "2" displayed in the lower right corner of Mudra skill button 701 indicates that the "Seal of Heaven" skill can currently be used 2 times.
[0136] Continue to refer to Figure 7 , assuming that the player clicks on the above three Mudra skill buttons, the numbers displayed in the lower right corners of these three Mudra skill buttons can be decreased by 1. For example, taking Mudra skill button 701 as an example, when receiving the click operation of the player on Mudra skill button 701, the number displayed in the lower right corner of Mudra skill button 701 can be decreased from "2" to "1", indicating that the number of times the "Seal of Heaven" skill can be used is decreased from 2 times to 1 time. In addition, the charging color of the word "Heaven" displayed in Mudra skill button 701 can also be cleared (i.e., after releasing the Mudra skill, the text in the button will enter the charging state, which is used to indicate the cooldown time of the skill. For example, assume it is 15 seconds), and the charging color can be controlled to slowly refill the word "Heaven" displayed in Mudra skill button 701. For example, after 15 seconds, the charging color will refill the word "Heaven" displayed in Mudra skill button 701. At this time, the number displayed in the lower right corner of Mudra skill button 701 can be increased from "1" to "2", indicating that after 15 seconds of cooldown time, the number of times the "Seal of Heaven" skill can be used is increased from 1 time to 2 times.
[0137] In some other embodiments, refer to Figure 8 , Figure 8 is the third application scenario schematic diagram of the interactive processing method for the virtual scenario provided by the embodiment of the present application. As Figure 8As shown, three Mudra skill buttons can be added in the spectrum area, namely Mudra skill button 801, Mudra skill button 802, and Mudra skill button 803. Among them, the content displayed in Mudra skill button 801 can be the word "Heaven" in Doma script, indicating that the Mudra skill associated with Mudra skill button 801 is the "Seal of Heaven". The content displayed in Mudra skill button 802 can be the word "Earth" in Doma script, indicating that the Mudra skill associated with Mudra skill button 802 is the "Seal of Earth". The content displayed in Mudra skill button 803 can be the word "Human" in Doma script, indicating that the Mudra skill associated with Mudra skill button 803 is the "Seal of Human". In addition, when the text in the Mudra skill button is fully charged, there will be an outward-diffusing animation effect on the Mudra skill button, indicating that the skill's cooldown is complete and it can be used again. For example, taking Mudra skill button 801 as an example, when the word "Heaven" in Mudra skill button 801 is fully charged, an outward-diffusing animation effect 804 can be displayed on Mudra skill button 801, indicating that the "Seal of Heaven" skill's cooldown is complete and it can be used again. Suppose the player first clicks Mudra skill button 801 and then clicks Mudra skill button 803. Then, when the player clicks Mudra skill button 801, an animation effect where the corresponding text 805 (i.e., the word "Heaven") lights up can be played on Mudra skill button 801, and when the player clicks Mudra skill button 803, an animation effect where the corresponding text 806 (i.e., the word "Human") lights up can be played on Mudra skill button 803. After controlling the game character to release the "Seal of Heaven" skill associated with Mudra skill button 801 and the "Seal of Human" skill associated with Mudra skill button 803, the text 805 in Mudra skill button 801 and the text 806 in Mudra skill button 803 can be controlled to enter the charging state, indicating that the "Seal of Heaven" skill and the "Seal of Human" skill are in the cooldown state. For example, the cooldown duration of these two Mudra skills is 15 seconds each. At the same time, a Ninjutsu skill button 807 for the Ninjutsu skill (such as "Ice Release Ninjutsu") corresponding to the Mudra sequence of the "Seal of Heaven" and the "Seal of Human" can also be displayed in the game interface. An outer countdown progress circle 808 can also be displayed around the Ninjutsu skill button 807, indicating the activation time of this Ninjutsu skill. If the player does not release this Ninjutsu skill within this time, then this Ninjutsu skill will become invalid. At this time, the Ninjutsu skill button 807 can be cancelled and not displayed in the game interface.
[0138] That is to say, the embodiments of the present application can activate corresponding trigger skills (i.e., ninja skills) through a specific hand seal sequence. Combining the above operations, the game character can release all ninja skills. The following describes the specific process of activating different ninja skills through the combination release of the three hand seal skills of "Heaven Seal", "Earth Seal", and "Human Seal". In addition, it should be noted that in order to prevent players from accidentally touching the hand seal skill button due to rapid and frequent clicking, the hand seal skill button itself can have a response interval of 0.25 seconds.
[0139] In some embodiments, when the player controls the game character to release any one of the hand seal skills of "Heaven Seal", "Earth Seal", or "Human Seal" alone, the ninja skill of "Wind XXX Sword" can be activated; when the player controls the game character to perform hand seals in the order of "Heaven Seal", "Earth Seal", or in the order of "Human Seal", "Earth Seal", the ninja skill of "Lightning Release Technique" can be activated; when the player controls the game character to perform hand seals in the order of "Human Seal", "Heaven Seal", or in the order of "Earth Seal", "Heaven Seal", the ninja skill of "Fire Release Technique" can be activated; when the player controls the game character to perform hand seals in the order of "Heaven Seal", "Human Seal", or in the order of "Earth Seal", "Human Seal", the ninja skill of "Ice Release Technique" can be activated; when the player controls the game character to perform hand seals in the order of "Human Seal", "Earth Seal", "Heaven Seal", or in the order of "Earth Seal", "Human Seal", "Heaven Seal", the ninja skill of "Wind Release Technique" can be activated; when the player controls the game character to perform hand seals in the order of "Heaven Seal", "Human Seal", "Earth Seal", or in the order of "Human Seal", "Heaven Seal", "Earth Seal", the ninja skill of "Earth Release Technique" can be activated; when the player controls the game character to perform hand seals in the order of "Heaven Seal", "Earth Seal", "Human Seal", or in the order of "Earth Seal", "Heaven Seal", "Human Seal", the ninja skill of "Water Release Technique" can be activated.
[0140] It should be noted that if the hand seals are not performed in the above order, a useless skill (such as "XX Technique") can be activated. For example, a rabbit that is of no help in the battle can be summoned above the game character's head as a punishment for the player.
[0141] The following continues to combine Figure 9 to describe the interactive processing method of the virtual scene provided by the embodiments of the present application.
[0142] For example, refer to Figure 9 , Figure 9It is the fourth process schematic diagram of the interactive processing method for virtual scenarios provided by the embodiments of the present application, and will be described in conjunction with Figure 9 the steps shown.
[0143] In step 201, control the game character to perform hand seals according to the click order of the player on multiple hand seal skill buttons.
[0144] In some embodiments, when the game character releases a hand seal skill, special effects of corresponding text lighting up can be played on the game character. For example, as Figure 10 shown, when the game character 1001 controlled by the player releases the "Earth Seal" skill, special effects of the corresponding text 1002 (i.e., the character "Earth") lighting up can be played on the game character 1001.
[0145] In step 202, determine whether the hand seal order is correct. If it is correct, execute step 203; if it is incorrect, execute step 204.
[0146] In step 203, activate the corresponding ninjutsu skill.
[0147] In some embodiments, as Figure 11 shown, when receiving a click operation on the ninjutsu skill button of the activated ninjutsu skill by the player, the game character 1101 (such as the game character A controlled by the player) can be controlled to release the corresponding ninjutsu skill towards the selected target 1102 (such as a game character controlled by another player or a non-player character). When the game character 1101 releases the ninjutsu skill, corresponding skill actions and special effects can be played on the game character 1101. In addition, as Figure 12 shown, when the game character 1101 releases the ninjutsu skill, corresponding animation special effects 1201 can also be played on the 3 hand seal skill buttons displayed in the energy spectrum area.
[0148] In step 204, activate a useless skill.
[0149] In some embodiments, as Figure 13 shown, if the game character does not perform hand seals in the above-specified order (such as repeating hand seals), a skill that is actually useless can be activated as a punishment. This skill will summon a rabbit 1302 that is of no help in combat above the head of the game character 1301 controlled by the player.
[0150] In step 205, when the time expires, control the activated skill to disappear.
[0151] In summary, the technical solutions provided by the embodiments of the present application have the following beneficial effects:
[0152] It perfectly simulates the process of ninja hand seals on the mobile side and also implements all ninja skills, enhancing both the operational fun of the class gameplay and the overall depth of the class skills.
[0153] Next, continue to describe the exemplary structure of the software module for the implementation of the interactive processing device 555 of the virtual scene provided in the embodiment of the present application. In some embodiments, as Figure 2 shown, the software module in the interactive processing device 555 of the virtual scene stored in the memory 550 may include: a display module 5551.
[0154] The display module 5551 is used to display a virtual scene, where the virtual scene includes a plurality of first skill controls, and different first skill controls are associated with different first skills; the display module 5551 is further used to, in response to at least one of the plurality of first skill controls being triggered, display a second skill control of the second skill in the virtual scene, where the second skill has a validity period; the display module 5551 is further used to, in response to the second skill expiring, cancel the display of the second skill control in the virtual scene.
[0155] In some embodiments, the display module 5551 is further used to, in response to a trigger operation on any one of the plurality of first skill controls, display a second skill control of the second skill corresponding to the triggered first skill control in the virtual scene, where the second skills corresponding to different first skill controls may be the same or different.
[0156] In some embodiments, the display module 5551 is further used to, in response to N first skill controls among the plurality of first skill controls being continuously triggered, display a second skill control of the second skill corresponding to the trigger order of the N first skill controls in the virtual scene, where the second skills corresponding to different trigger orders are different, N is a positive integer greater than 1 and satisfies less than or equal to M, and M is the total number of the plurality of first skill controls.
[0157] In some embodiments, the interactive processing device 555 of the virtual scene further includes a query module 5552, which is used to, in response to N first skill controls among the plurality of first skill controls being continuously triggered, query a mapping table based on the trigger order of the N first skill controls, where the mapping table includes a plurality of preset orders for the plurality of first skill controls and the second skills respectively corresponding to each preset order; the display module 5551 is further used to, in response to the existence of a preset order in the mapping table that is consistent with the trigger order, display a second skill control of the second skill corresponding to the consistent preset order in the virtual scene.
[0158] In some embodiments, the virtual scene further includes a first virtual object; the display module 5551 is further configured to output a prompt message based on the first virtual object in response to the absence of a set order consistent with the triggering order in the mapping table, where the prompt message is used to prompt an incorrect triggering order.
[0159] In some embodiments, the display module 5551 is further configured to highlight the clicked first skill control in response to a click operation on any one of the plurality of first skill controls; in response to a sliding operation, highlight at least one first skill control through which the sliding trajectory of the sliding operation passes, where the sliding operation is implemented starting from the click position of the click operation when the click operation is not released; in response to the release of the sliding operation, display a second skill control of a second skill in the virtual scene, where the second skill is determined based on the clicked first skill control and at least one first skill control through which the sliding trajectory of the sliding operation passes.
[0160] In some embodiments, the interaction processing device 555 of the virtual scene further includes a sorting module 5553, configured to sort the clicked first skill control and at least one first skill control through which the sliding trajectory of the sliding operation passes in ascending order of timestamps in response to the release of the sliding operation, to obtain a sorting result; a query module 5552 is further configured to query a pre-created mapping table based on the sorting result to obtain a second skill corresponding to the sorting result; the display module 5551 is further configured to display a second skill control of the second skill in the virtual scene.
[0161] In some embodiments, the virtual scene further includes a first virtual object; the interaction processing device 555 of the virtual scene further includes a control module 5554, configured to control the first virtual object to release at least one first skill respectively associated with at least one of the plurality of first skill controls in response to the triggering of at least one of the plurality of first skill controls, where when the number of at least one first skill control is multiple, the first virtual object sequentially releases a plurality of first skills respectively associated with the plurality of first skill controls in the triggering order of the plurality of first skill controls; the display module 5551 is further configured to display a second skill control of a second skill in the virtual scene in response to the completion of the release of at least one first skill.
[0162] In some embodiments, the control module 5554 is further configured to control the first virtual object to sequentially execute the skill actions of a plurality of first skills respectively associated with the plurality of first skill controls in the triggering order of the plurality of first skill controls when the number of at least one first skill control is multiple; the display module 5551 is further configured to display a skill special effect corresponding to the first skill on the first virtual object when the first virtual object executes the skill action of each first skill.
[0163] In some embodiments, when the display module 5551 responds to the triggering of at least one of the multiple first skill controls, it is further configured to perform the following processing: for each of the at least one first skill controls, when the first skill control is triggered, a first animation effect associated with the first skill control is displayed on the first skill control.
[0164] In some embodiments, the virtual scene further includes a first virtual object; after the display module 5551 displays a second skill control of the second skill in the virtual scene in response to the triggering of at least one of the multiple first skill controls, the control module 5554 is further configured to control the first virtual object to release the second skill in response to a triggering operation on the second skill control; the display module 5551 is further configured to display a second animation effect corresponding to the second skill on at least one of the first skill controls; and is configured to cancel the display of the second skill control in the virtual scene in response to the completion of the release of the second skill.
[0165] In some embodiments, when the display module 5551 displays a second skill control of the second skill in the virtual scene, it is further configured to display a countdown control for the second skill in the virtual scene, wherein the style of the countdown control changes continuously as time increases; the interaction processing device 555 of the virtual scene further includes a determination module 5555, configured to determine that the second skill fails in response to the style of the countdown control changing to a set style; the display module 5551 is further configured to cancel the display of the second skill control in the virtual scene.
[0166] In some embodiments, the display module 5551 is further configured to display a second skill control of the second skill in the virtual scene in response to the triggering of at least one first skill control among the multiple first skill controls that is in a ready state; the interaction processing device 555 of the virtual scene further includes a switching module 5556, configured to switch at least one triggered first skill control from the ready state to the cooling state.
[0167] In some embodiments, when the skill identifier of the first skill associated with the first skill control is represented based on a virtual container, the virtual container in the first skill control in the cooling state is in an incompletely filled state, and the filling amount of the virtual container is positively correlated with the duration of the first skill control in the cooling state; the virtual container in the first skill control in the ready state is in a completely filled state, and a third animation effect of outward diffusion is displayed.
[0168] In some embodiments, the switching module 5556 is further configured to, for each of the at least one triggered first skill controls, empty the virtual container in the first skill control and cancel the display of the third animation effect of outward diffusion of the first skill control.
[0169] In some embodiments, after the switching module 5556 switches at least one first skill control to be triggered from the ready state to the cooling state, it is further configured to perform the following processing: for each first skill control among the at least one first skill control to be triggered, when the cooling duration of the first skill control reaches a preset duration, switch the first skill control from the cooling state to the ready state, where the cooling duration is the duration in the cooling state, and the cooling durations corresponding to different first skill controls are the same or different.
[0170] In some embodiments, the virtual scene further includes a refresh control; after the switching module 5556 switches at least one first skill control to be triggered from the ready state to the cooling state, it is further configured to perform the following processing: in response to a trigger operation on the refresh control in the ready state, switch the at least one first skill control to be triggered from the cooling state to the ready state, and switch the refresh control from the ready state to the cooling state.
[0171] In some embodiments, the display module 5551 is further configured to, in response to any one of the multiple first skill controls being triggered, display, in the virtual scene, a second skill control corresponding to the second skill of the triggered first skill control, and display a countdown control, where the style of the countdown control changes continuously as time increases; in response to a trigger operation on another first skill control being received within a set duration, switch, in the virtual scene, to display the second skill control corresponding to the second skill of the two triggered first skill controls in the order of triggering, and control the countdown control to continue changing according to the style when the other first skill control is triggered.
[0172] In some embodiments, after the display module 5551 displays the virtual scene, it is further configured to display the remaining usage times of each first skill control around the first skill control; the control module 5554 is further configured to, in response to at least one of the multiple first skill controls being triggered, perform the following processing: for each first skill control among the at least one first skill control to be triggered, when the remaining usage times of the first skill control is greater than 1, decrement the remaining usage times by 1; when the remaining usage times of the first skill control is 1, cancel the display of the remaining usage times of the first skill control, and control the first skill control to enter the cooling state.
[0173] In some embodiments, the virtual scene further includes a viewing entrance; before the display module 5551 displays the second-skill control of the second skill in the virtual scene in response to the triggering of at least one of the multiple first-skill controls, it is further configured to perform the following processing: in response to a triggering operation on the viewing entrance, display a mapping table in the virtual scene, where the mapping table includes the second skill corresponding to each first-skill control, the multiple set orders configured for the multiple first-skill controls, and the second skill corresponding to each set order.
[0174] In some embodiments, the virtual scene further includes a prompt entrance; before the display module 5551 displays the second-skill control of the second skill in the virtual scene in response to the triggering of at least one of the multiple first-skill controls, it is further configured to perform the following processing: in response to a triggering operation on the prompt entrance, display a prompt interface in the virtual scene, where the prompt interface includes multiple skill identifiers corresponding to the multiple second skills respectively; in response to a selection operation on the multiple skill identifiers, display the prompt information of the second skill corresponding to the selected skill identifier in the prompt interface, where the prompt information includes at least one first-skill control required to activate the second skill corresponding to the selected skill identifier; when the number of at least one first-skill control is multiple, the prompt information further includes the triggering order of the multiple first-skill controls.
[0175] It should be noted that the description of the device in the embodiments of the present application is similar to the description of the above method embodiments and has similar beneficial effects as the method embodiments, so details will not be repeated. For the technical details not described in the virtual scene interaction processing device provided in the embodiments of the present application, they can be understood according to Figure 3 , Figure 4 , or Figure 5 any one of the drawings.
[0176] The embodiments of the present application provide a computer program product, which includes a computer program or computer-executable instructions, and the computer program or computer-executable instructions are stored in a computer-readable storage medium. The processor of the 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 virtual scene interaction processing method described above in the embodiments of the present application.
[0177] The embodiments of the present application provide a computer-readable storage medium storing computer-executable instructions, where the computer-executable instructions are stored, and when the computer-executable instructions are executed by a processor, the processor will be caused to execute the virtual scene interaction processing method provided in the embodiments of the present application, for example, such as Figure 3 , Figure 4 , or Figure 5 the virtual scene interaction processing method 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 a stand-alone 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 execute on one electronic device, or on multiple electronic devices located at one location, or alternatively, on multiple electronic devices distributed at multiple locations and interconnected through a communication network.
[0181] As described above, the above are only embodiments of the present application and are not used to limit the protection scope of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. An interactive processing method for a virtual scene, characterized in that The method includes: Displaying a virtual scene, where the virtual scene includes a plurality of first skill controls, and different first skill controls are associated with different first skills; In response to at least one of the plurality of first skill controls being triggered, displaying a second skill control for a second skill in the virtual scene, where the second skill has a validity period; In response to the second skill expiring, canceling the display of the second skill control in the virtual scene.
2. The method according to claim 1, wherein The step of, in response to at least one of the plurality of first skill controls being triggered, displaying a second skill control for a second skill in the virtual scene includes: In response to a triggering operation on any one of the plurality of first skill controls, displaying, in the virtual scene, a second skill control for a second skill corresponding to the triggered first skill control, where the second skills corresponding to different first skill controls may be the same or different.
3. The method according to claim 1, characterized in that, The step of, in response to at least one of the plurality of first skill controls being triggered, displaying a second skill control for a second skill in the virtual scene includes: In response to N first skill controls among the plurality of first skill controls being continuously triggered, displaying, in the virtual scene, a second skill control for a second skill corresponding to the triggering order of the N first skill controls, where the second skills corresponding to different triggering orders are different, N is a positive integer greater than 1 and less than or equal to M, and M is the total number of the plurality of first skill controls.
4. The method according to claim 3, characterized in that, The step of, in response to N first skill controls among the plurality of first skill controls being continuously triggered, displaying, in the virtual scene, a second skill control for a second skill corresponding to the triggering order of the N first skill controls includes: In response to N first skill controls among the plurality of first skill controls being continuously triggered, querying a mapping table based on the triggering order of the N first skill controls, where the mapping table includes a plurality of preset orders for the plurality of first skill controls and second skills respectively corresponding to each of the preset orders; In response to the existence of a preset order in the mapping table that is consistent with the triggering order, displaying, in the virtual scene, a second skill control for the second skill corresponding to the consistent preset order.
5. The method according to claim 4, wherein the virtual scene further includes a first virtual object; the method further includes: In response to the non-existence of a preset order in the mapping table that is consistent with the triggering order, outputting a prompt message based on the first virtual object, where the prompt message is used to prompt that the triggering order is incorrect.
6. The method according to claim 1, characterized in that, The step of, in response to at least one of the plurality of first skill controls being triggered, displaying a second skill control for a second skill in the virtual scene includes: In response to a click operation on any one of the plurality of first skill controls, highlighting the clicked first skill control; In response to a sliding operation, at least one of the first skill controls through which the sliding trajectory of the sliding operation passes is highlighted, where the sliding operation is implemented starting from the click position of the click operation when the click operation is not released; In response to the release of the sliding operation, a second skill control for a second skill is displayed in the virtual scene, where the second skill is determined based on the first skill control that is clicked and at least one of the first skill controls through which the sliding trajectory of the sliding operation passes.
7. The method according to claim 6, wherein The displaying, in response to the release of the sliding operation, of a second skill control for a second skill in the virtual scene includes: In response to the release of the sliding operation, the first skill control that is clicked and at least one of the first skill controls through which the sliding trajectory of the sliding operation passes are sorted in ascending order of timestamp to obtain a sorting result; Based on the sorting result, a pre-created mapping table is queried to obtain a second skill corresponding to the sorting result, and a second skill control for the second skill is displayed in the virtual scene.
8. The method according to claim 1, wherein the virtual scene further includes a first virtual object; The displaying, in response to at least one of the plurality of first skill controls being triggered, of a second skill control for a second skill in the virtual scene includes: In response to at least one of the plurality of first skill controls being triggered, the first virtual object is controlled to release at least one first skill respectively associated with the at least one first skill control, where when the number of the at least one first skill control is multiple, the first virtual object sequentially releases multiple first skills respectively associated with the multiple first skill controls in the triggering order of the multiple first skill controls; In response to the completion of the release of the at least one first skill, a second skill control for a second skill is displayed in the virtual scene.
9. The method according to claim 8, characterized in that, The controlling the first virtual object to release at least one first skill respectively associated with the at least one first skill control includes: When the number of the at least one first skill control is multiple, the first virtual object is controlled to sequentially execute the skill actions of multiple first skills respectively associated with the multiple first skill controls in the triggering order of the multiple first skill controls, and when controlling the first virtual object to execute the skill action of each first skill, a skill special effect corresponding to the first skill is displayed on the first virtual object.
10. The method according to claim 1, wherein When at least one of the plurality of first skill controls is triggered, the method further includes: For each of the at least one first skill controls, when the first skill control is triggered, a first animation special effect associated with the first skill control is displayed on the first skill control.
11. The method according to claim 1, wherein the virtual scene further includes a first virtual object; After the second skill control of the second skill is displayed in the virtual scene in response to at least one of the multiple first skill controls being triggered, the method further includes: In response to a trigger operation on the second skill control, controlling the first virtual object to release the second skill, and displaying a second animation effect corresponding to the second skill on the at least one first skill control; In response to the completion of the release of the second skill, canceling the display of the second skill control in the virtual scene.
12. The method according to claim 1, wherein When the second skill control of the second skill is displayed in the virtual scene, the method further includes: Displaying a countdown control for the second skill in the virtual scene, where the style of the countdown control changes continuously as time increases; The canceling the display of the second skill control in the virtual scene in response to the invalidation of the second skill includes: In response to the style of the countdown control changing to a set style, determining that the second skill is invalid, and canceling the display of the second skill control in the virtual scene.
13. The method according to claim 1, wherein The displaying the second skill control of the second skill in the virtual scene in response to at least one of the multiple first skill controls being triggered includes: In response to at least one of the multiple first skill controls in a ready state being triggered, displaying the second skill control of the second skill in the virtual scene, and switching the at least one first skill control that is triggered from the ready state to a cooling state.
14. The method according to claim 13, wherein: When the skill identifier of the first skill associated with the first skill control is represented based on a virtual container, the virtual container in the first skill control in the cooling state is in an incompletely filled state, and the filling amount of the virtual container is positively correlated with the duration of the first skill control in the cooling state; the virtual container in the first skill control in the ready state is in a completely filled state and displays a third animation effect that spreads outwards.
15. The method according to claim 14, wherein The switching the at least one first skill control that is triggered from the ready state to the cooling state includes: For each of the at least one first skill controls that is triggered, clearing the virtual container in the first skill control and canceling the display of the third animation effect that spreads outwards from the first skill control.
16. The method according to claim 13, wherein After the switching the at least one first skill control that is triggered from the ready state to the cooling state, the method further includes: For each of the at least one first skill controls that is triggered, when the cooling duration of the first skill control reaches a preset duration, switching the first skill control from the cooling state to the ready state, where the cooling duration is the duration in the cooling state, and the cooling durations corresponding to different first skill controls are the same or different.
17. The method according to claim 13, wherein: The virtual scene further includes a refresh control; After switching the at least one first skill control to be triggered from the ready state to the cooling state, the method further includes: In response to a trigger operation on the refresh control in the ready state, switch the at least one first skill control to be triggered from the cooling state to the ready state, and switch the refresh control from the ready state to the cooling state.
18. The method according to claim 1, wherein The displaying, in the virtual scene, a second skill control of a second skill in response to at least one first skill control among the plurality of first skill controls being triggered includes: In response to any one of the first skill controls among the plurality of first skill controls being triggered, in the virtual scene, display a second skill control of a second skill corresponding to the triggered first skill control, and display a countdown control, wherein a style of the countdown control changes continuously as time increases; In response to a trigger operation on another first skill control being received within a set duration, in the virtual scene, switch to display a second skill control of a second skill corresponding to a trigger order of the two triggered first skill controls, and control the countdown control to continue changing according to a style when the other first skill control is triggered.
19. The method according to claim 1, wherein After displaying the virtual scene, the method further includes: Display a remaining usage count of each first skill control around each first skill control; When at least one first skill control among the plurality of first skill controls is triggered, the method further includes: For each first skill control among the at least one first skill control that is triggered, when a remaining usage count of the first skill control is greater than 1, decrement the remaining usage count by 1; when the remaining usage count of the first skill control is 1, cancel displaying the remaining usage count of the first skill control, and control the first skill control to enter the cooling state.
20. The method according to any one of claims 1 to 19, wherein: The virtual scene further includes a viewing entry; Before displaying, in the virtual scene, a second skill control of a second skill in response to at least one first skill control among the plurality of first skill controls being triggered, the method further includes: In response to a trigger operation on the viewing entry, display a mapping table in the virtual scene, wherein the mapping table includes a second skill corresponding to each first skill control, a plurality of set orders configured for the plurality of first skill controls, and a second skill corresponding to each set order.
21. The method according to any one of claims 1 to 19, wherein: The virtual scene further includes a prompt entry; Before displaying, in the virtual scene, a second skill control of a second skill in response to at least one first skill control among the plurality of first skill controls being triggered, the method further includes: In response to a trigger operation on the prompt entry, display a prompt interface in the virtual scene, wherein the prompt interface includes a plurality of skill identifiers corresponding to the plurality of second skills respectively. In response to a selection operation for the multiple skill identifiers, display, in the prompt interface, prompt information of a second skill corresponding to the selected skill identifier, where the prompt information includes at least one of the first skill controls required to activate the second skill corresponding to the selected skill identifier; when the number of at least one of the first skill controls is multiple, the prompt information further includes the triggering order of the multiple first skill controls.
22. An interactive processing device for a virtual scene, characterized in that, The device includes: a display module, configured to display a virtual scene, where the virtual scene includes multiple first skill controls, and different first skill controls are associated with different first skills; the display module is further configured to, in response to at least one of the multiple first skill controls being triggered, display a second skill control of a second skill in the virtual scene, where the second skill has a validity period; the display module is further configured to, in response to the second skill expiring, cancel the display of the second skill control in the virtual scene.
23. An electronic device, characterized in that, including: a memory, configured to store computer-executable instructions; a processor, configured to, when executing the computer-executable instructions stored in the memory, implement the interactive processing method of the virtual scene according to any one of claims 1 to 21.
24. A computer-readable storage medium stores computer-executable instructions, characterized in that, When the computer-executable instructions are executed by the processor, the interactive processing method of the virtual scene according to any one of claims 1 to 21 is implemented.
25. A computer program product, comprising a computer program or computer-executable instructions, characterized in that, When the computer program or the computer-executable instructions are executed by the processor, the interactive processing method of the virtual scene according to any one of claims 1 to 21 is implemented.