Virtual item control method and device, equipment, storage medium and program product

By setting different gain effects in stages in the shooting operation of virtual props, the problem of single feedback effect in the prior art is solved, and the interactive experience between users and virtual scenes is improved.

CN120324904APending Publication Date: 2025-07-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410077656.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-18
Publication Date
2025-07-18

AI Technical Summary

Technical Problem

In the prior art, when a user controls virtual props for charging, the feedback effect is single, affecting the interaction effect between the user and the virtual scene.

Method used

A virtual prop control method is provided, which is divided into multiple power-causing stages through shooting operations. Each stage sets different types of gain effects, and applies the gain effects of all pre-causing stages in the last stage, allowing the user to select different types of gain effects through power-causing time.

Benefits of technology

It expands the operation method of the user selecting the gain effect of the virtual launcher, and improves the interaction effect of the user with the virtual scene when controlling the virtual shooting props to shoot.

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Abstract

The invention discloses a virtual item control method and device, equipment, a storage medium and a program product, and belongs to the technical field of virtual world. The method comprises the steps that a scene interface of a virtual scene is displayed, the virtual scene comprises a first virtual object, and the first virtual object is equipped with a virtual shooting prop; receiving a shooting operation, wherein the shooting operation has at most N force storage stages; in response to the fact that the shooting operation is released in the first operation stage, a gain effect corresponding to the first operation stage is applied to a virtual launcher launched by the virtual shooting prop; the first operation stage is one of N force storage stages; in response to the fact that the shooting operation is released in the second operation stage, gain effects corresponding to the N force storage stages are applied to the virtual launcher; the second operation phase is located after the N force storage phases.
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Description

Technical Field

[0001] This application relates to the technical field of virtual worlds, and particularly to a control method, device, equipment, storage medium and program product for virtual props. Background Art

[0002] In the process of applying an application including a virtual scene, virtual props are usually set, and users can control virtual objects to use virtual props in the virtual scene for battles.

[0003] In the related art, users can control virtual props to charge by long pressing a button, and then release the button to make the virtual object perform a charged attack operation on the virtual prop in the virtual scene, so as to achieve a higher damage value effect than a normal attack.

[0004] However, in the above solution, when the user controls the virtual prop to charge, the feedback effect that can be provided is relatively single, which affects the interaction effect between the user and the virtual scene. Summary of the Invention

[0005] This application provides a control method, device, equipment, storage medium and program product for virtual props. The technical solutions are as follows:

[0006] According to one aspect of this application, a control method for virtual props is provided. The method is executed by a computer device, and the method includes:

[0007] Display the scene interface of the virtual scene, where the virtual scene includes a first virtual object, and the first virtual object is equipped with a virtual shooting prop;

[0008] Receive a shooting operation, where the shooting operation has at most N charging stages; N is an integer greater than or equal to 2;

[0009] In response to the shooting operation being released in the first operation stage, apply the gain effect corresponding to the first operation stage to the virtual projectile emitted by the virtual shooting prop; the first operation stage is one of the N charging stages;

[0010] In response to the shooting operation being released in the second operation stage, apply the gain effects corresponding to each of the N charging stages to the virtual projectile; the second operation stage is after the N charging stages;

[0011] Wherein, the types of the gain effects corresponding to each of the N charging stages are different.

[0012] According to another aspect of this application, a control device for virtual props is provided. The device includes:

[0013] An interface display module for displaying a scene interface of a virtual scene, where the virtual scene includes a first virtual object equipped with a virtual shooting prop;

[0014] A receiving module for receiving a shooting operation, where the shooting operation has at most N charging stages; N is an integer greater than or equal to 2;

[0015] A first effect application module for applying a gain effect corresponding to the first operation stage to a virtual projectile emitted by the virtual shooting prop in response to the shooting operation being released within the first operation stage; the first operation stage is one of the N charging stages;

[0016] A second effect application module for applying gain effects corresponding to each of the N charging stages to the virtual projectile in response to the shooting operation being released within the second operation stage; the second operation stage is after the N charging stages;

[0017] Wherein, the types of the gain effects corresponding to each of the N charging stages are different.

[0018] In some embodiments, the gain effect corresponding to each charging time period in the N charging stages includes at least one of the following:

[0019] The value of the attribute change caused by the virtual projectile increases;

[0020] The divergence range caused by the virtual projectile decreases;

[0021] The collision volume of the virtual projectile increases;

[0022] The flight speed of the virtual projectile increases;

[0023] The trajectory of the virtual projectile changes.

[0024] In some embodiments, in response to the gain effect including an increase in the value of the attribute change caused by the virtual projectile, the attribute change value is positively correlated with the duration of the shooting operation remaining within the charging stage corresponding to the gain effect.

[0025] In some embodiments, in response to the gain effect including a decrease in the divergence range caused by the virtual projectile, the divergence range is inversely correlated with the duration of the shooting operation remaining within the charging stage corresponding to the gain effect.

[0026] In some embodiments, in response to the gain effect including an increase in the collision volume of the virtual projectile, the collision radius is positively correlated with the duration of the shooting operation remaining within the charging stage corresponding to the gain effect.

[0027] In some embodiments, in response to the gain effect including an increase in the flight speed of the virtual projectile, the flight speed is positively correlated with the duration of the shooting operation remaining within the corresponding charging phase of the gain effect.

[0028] In some embodiments, the device further includes:

[0029] A first special effect application module, configured to apply a first special effect corresponding to the third operation phase to the virtual shooting prop in response to the shooting operation being released within the third operation phase; the third operation phase is any one of the N charging phases and the second operation phase.

[0030] In some embodiments, the device further includes:

[0031] A second special effect application module, configured to apply a second special effect to the virtual projectile in response to the shooting operation being released within the fourth operation phase; the fourth operation phase is any one of the N charging phases and the second operation phase.

[0032] In some embodiments, the device further includes:

[0033] A sight display module, configured to display the sight of the virtual shooting prop in the scene interface according to the sight effect corresponding to the fifth operation phase in response to the shooting operation being released within the fifth operation phase; the fifth operation phase is any one of the N charging phases and the second operation phase.

[0034] In some embodiments, the device further includes:

[0035] A skip module, configured to skip the sixth operation phase of the shooting operation and enter the seventh operation phase of the shooting operation in response to the shooting operation being in the sixth operation phase and receiving a phase end operation executed in parallel with the shooting operation; the sixth operation phase is any one of the N charging phases, and the seventh operation phase is the next phase after the sixth operation phase among the N charging phases and the second operation phase.

[0036] In some embodiments, the skip module is configured to skip the sixth operation phase of the shooting operation and enter the seventh operation phase of the shooting operation in response to the duration of the shooting operation being within the sixth operation phase reaching a duration threshold and receiving the phase end operation.

[0037] In some embodiments, among the N charging phases and the second operation phase, each includes a plurality of timing nodes, and the device further includes:

[0038] A request sending module, configured to, before the shooting operation is released, send a status query request to the scene server of the virtual scene in response to each reaching of a timing node by the elapsed duration of the shooting operation, where the status query request includes the elapsed duration;

[0039] A response receiving module, configured to receive a status query response returned by the scene server, where the status query response includes the charging state corresponding to the eighth operation stage in which the shooting operation is located; the eighth operation stage is one of N charging stages and the second operation stage;

[0040] The first effect applying module is configured to, in response to the shooting operation being released and the charging state in the most recently received status query response being the charging state corresponding to the first operation stage, apply a gain effect corresponding to the first time period to the virtual projectile;

[0041] The second effect applying module is configured to, in response to the shooting operation being released and the charging state in the most recently received status query response being the charging state corresponding to the second operation stage, apply gain effects corresponding to at least two of the charging time periods to the virtual projectile.

[0042] According to another aspect of the present application, there is provided a computer device, which includes a processor and a memory. At least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the control method of the virtual prop as described in the above aspect.

[0043] According to another aspect of the present application, there is provided a computer-readable storage medium, in which at least one instruction, at least one program, a code set or an instruction set is stored, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the control method of the virtual prop as described in the above aspect.

[0044] According to another aspect of the present application, there is provided a computer program product, which includes computer instructions. The computer instructions are stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the control method of the virtual prop as described in the above aspect.

[0045] The beneficial effects brought by the technical solution provided by the present application at least include:

[0046] By setting different types of buff effects for the virtual projectile at different charging stages, and setting all the buff effects of the previous charging stages for the virtual projectile at the last charging stage, users are allowed to select different types of buff effects according to the charging time, which expands the operation method for users to select different buff effects of the virtual projectile and improves the interaction effect between the user and the virtual scene when controlling the virtual shooting prop for shooting. BRIEF DESCRIPTION OF THE DRAWINGS

[0047] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0048] Figure 1 is a block diagram of the structure of a computer system provided by an exemplary embodiment of the present application;

[0049] Figure 2 is a flowchart of a control method for a virtual prop provided by an exemplary embodiment of the present application;

[0050] Figure 3 is a flowchart of a control method for a virtual prop provided by an exemplary embodiment of the present application;

[0051] Figure 4 is a flowchart of a control method for a virtual prop provided by an exemplary embodiment of the present application;

[0052] Figure 5 is an interface diagram of shooting prop selection related to an exemplary embodiment of the present application;

[0053] Figure 6 is an interface diagram of the war bow in the first-stage uncharged state related to an exemplary embodiment of the present application;

[0054] Figure 7 is an interface diagram of the war bow in the first-stage charged state related to an exemplary embodiment of the present application;

[0055] Figure 8 is an interface diagram of the war bow in the second-stage charged state related to an exemplary embodiment of the present application;

[0056] Figure 9 is an interface diagram of the war bow in the third-stage charged state related to an exemplary embodiment of the present application;

[0057] Figure 10 is an interface diagram of the war bow firing after the third-stage charge related to an exemplary embodiment of the present application;

[0058] Figure 11 It is a flowchart of an implementation method for multi-stage energy storage involved in an exemplary embodiment of the present application;

[0059] Figure 12 It is a schematic diagram of time sequence management added on the basis of key pressing records involved in an exemplary embodiment of the present application;

[0060] Figure 13 It is a schematic diagram of a prop damage amplification curve involved in an exemplary embodiment of the present application;

[0061] Figure 14 It is a schematic diagram of damage amplification in the energy storage mechanism involved in an exemplary embodiment of the present application;

[0062] Figure 15 It is a schematic diagram of bullet radius amplification & flight speed increase in the energy storage mechanism involved in an exemplary embodiment of the present application;

[0063] Figure 16 It is a schematic diagram of a bullet radius amplification curve in the energy storage mechanism involved in an exemplary embodiment of the present application;

[0064] Figure 17 It is a schematic diagram of a collision box involved in an exemplary embodiment of the present application;

[0065] Figure 18 It is a schematic diagram of bow and arrow energy storage and corresponding effects involved in an exemplary embodiment of the present application;

[0066] Figure 19 It is a block diagram of a control device for a virtual prop provided by an exemplary embodiment of the present application;

[0067] Figure 20 It is a block diagram of a computer device provided by an exemplary embodiment of the present application.

[0068] The accompanying drawings here are incorporated into the specification and form a part of this specification, showing embodiments consistent with the present application, and are used together with the specification to explain the principles of the present application. Detailed Embodiments

[0069] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.

[0070] Exemplary embodiments will be described in detail herein, and examples thereof are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0071] The terms used in this disclosure are for the purpose of describing particular embodiments only and are not intended to limit the disclosure. The singular forms "a", "the", and "that" used in this disclosure and the appended claims are also intended to include the plural forms unless the context clearly dictates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.

[0072] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in this application are all information and data that have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions. For example, the object behaviors such as attack operations involved in this application are obtained under full authorization.

[0073] It should be understood that although the terms first, second, etc. may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of this disclosure, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to determining".

[0074] For ease of understanding, several terms related to this application are explained below.

[0075] 1) Virtual scene

[0076] A virtual scene is a virtual scene displayed (or provided) when an application runs on a terminal. The virtual scene can be a simulation environment scene of the real world, or a semi-simulated and semi-fictional three-dimensional environment scene, or a purely fictional three-dimensional environment scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The following embodiments take the virtual scene as a three-dimensional virtual scene as an example for illustration, but are not limited thereto. Optionally, the virtual scene can also be used for virtual scene battles between at least two virtual characters. Optionally, the virtual scene can also be used for battles between at least two virtual characters using virtual props. Optionally, the virtual scene can also be used for battles between at least two virtual characters using virtual props within a target area range, and the target area range will continuously become smaller as time passes in the virtual scene.

[0077] The virtual scene is usually generated by an application in a computer device such as a terminal and is displayed based on the hardware (such as a screen) in the terminal. The terminal can be a mobile terminal such as a smart phone, a tablet computer, or an e-book reader; or, the terminal can also be a personal computer device such as a notebook computer or a stationary computer.

[0078] 2) Virtual object

[0079] A virtual object refers to an active object in a virtual scene. The active object can be at least one of a virtual person, a virtual character, a virtual animal, and a virtual vehicle. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual object is a three-dimensional solid model created based on animation bone technology. Each virtual object has its own shape, volume, and orientation in the three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene.

[0080] 3) Shooting game

[0081] Shooting games include first-person shooting games, third-person shooting games, etc., including but not limited to all games that use attack props for long-range attacks.

[0082] In the game, at least two virtual objects engage in a single-round battle mode in a virtual environment. For example, the virtual objects aim to survive in the virtual environment by dodging the damage initiated by other virtual objects and the dangers existing in the virtual environment (such as a poison gas circle, a swamp, etc.). When the health value of a virtual object in the virtual environment reaches zero, the life of the virtual object in the virtual environment ends, and the virtual object that finally survives in the virtual environment is the winning party. Optionally, the battle starts at the moment when the first client joins the battle and ends at the moment when the last client exits the battle. Each client can control one or more virtual objects in the virtual environment. Optionally, the competitive mode of the battle can include a single-player battle mode, a two-player team battle mode, or a multi-player large-group battle mode. The embodiments of the present application do not limit the battle mode.

[0083] 4) Charging

[0084] A state during the firing process of a shooting prop. For specific shooting props, the player needs to hold down the firing button for a certain period of time before the prop can fire, and this period of time is called the charging state.

[0085] 5) Mobile device

[0086] Mobile device: Generally refers to the mobile phone, including but not limited to all handheld portable game devices.

[0087] 6) UI (User Interface)

[0088] The user interface is the point where the user interacts with a computer program, device, or operating system. UI design involves aspects such as layout, color, icons, fonts, etc., to ensure that the user can easily understand and operate the software or device.

[0089] Figure 1 The block diagram of the computer system provided by an exemplary embodiment of the present application is shown. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

[0090] The first terminal 110 installs and runs a client 111 that supports virtual scenarios. The client 111 can be a multiplayer online battle program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any one of a simulation program, a Virtual Reality (VR) application program, an Augmented Reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a Multiplayer Online Battle Arena Games (MOBA), and a SimulationGame (SLG). In this embodiment, the client 111 is taken as an example of an SLG game. The first terminal 110 is a terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a first virtual object located in the virtual scenario to perform activities. The first virtual object can be referred to as the virtual object of the first user 112. The activities of the first virtual object include but are not limited to at least one of moving, jumping, teleporting, releasing skills, using items, adjusting body postures, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual object is a first virtual object, such as a simulated character or an anime character.

[0091] The second terminal 130 installs and runs a client 131 that supports virtual scenarios. The client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any one of a simulation program, a battle royale shooting game, a VR application program, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, a FPS, a TPS, a MOBA, and an SLG. In this embodiment, the client is taken as an example of a MOBA game. The second terminal 130 is a terminal used by the second user 132. The second user 132 uses the second terminal 130 to control a second virtual object located in the virtual scenario to perform activities. The second virtual object can be referred to as the virtual object of the second user 132. Schematically, the second virtual object is a second virtual object, such as a simulated character or an anime character.

[0092] Optionally, the first virtual object and the second virtual object are in the same virtual scenario. Optionally, the first virtual object and the second virtual object can belong to the same camp, the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object can belong to different camps, different teams, different organizations, or have a hostile relationship.

[0093] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are of the same type on different operating system platforms (Android or IOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another one of multiple terminals. This embodiment only takes the first terminal 110 and the second terminal 130 as examples for illustration. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers, and desktop computers.

[0094] Figure 1 Only two terminals are shown in the figure, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there is also one or more terminals 140 that are the terminals corresponding to the developer. A development and editing platform for the client that supports virtual scenarios is installed on the terminal 140. The developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0095] The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server 120 through a wireless network or a wired network.

[0096] The server 120 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client that supports the three-dimensional virtual scenario. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, a distributed computing architecture is adopted between the server 120 and the terminal for collaborative computing.

[0097] In a schematic example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user - facing input / output interface (I / O interface) 125. Among them, the processor 122 is used to load the instructions stored in the server 120 and process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store the data of the user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area where the user account is located; the battle service module 124 is used to provide multiple battle rooms for users to conduct battles, such as 1V1 battles, 3V3 battles, 5V5 battles, etc.; the user - facing I / O interface 125 is used to establish communication with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network to exchange data.

[0098] The methods provided in the subsequent embodiments of this application can be, but are not limited to, applied to at least one of the following scenarios: virtual reality applications, three - dimensional map programs, simulation programs, Multiplayer Online Battle Arena Games (MOBA), Simulation Games (SLG), and multiplayer shooting survival games, etc. The following embodiments are illustrated by taking the application in games as an example.

[0099] Figure 2 The flowchart of the control method of the virtual item provided by an exemplary embodiment of this application is shown. This method can be executed by a computer device, and the computer device can be Figure 1 the first terminal 110 / second terminal 130 in the system shown, or, the computer device can also be Figure 1 the server 120 in the system shown, or, the computer device can also include the above - mentioned Figure 1 the first terminal 110 / second terminal 130 in the system shown, and the server 120; this method includes:

[0100] Step 210: Display the scene interface of the virtual scene. The virtual scene contains a first virtual object, and the first virtual object is equipped with a virtual shooting item.

[0101] In some embodiments, the computer device can display the first virtual object and at least one other virtual object in the virtual scene interface.

[0102] Exemplarily, the first virtual object is the virtual object controlled by the user account logged in to the terminal, and the virtual scene is used to provide virtual tactical competitions between different virtual objects.

[0103] Exemplarily, the first virtual object and other virtual objects belong to different virtual camps; the virtual camps to which the other virtual objects belong and the virtual camp to which the first virtual object belongs can be in a hostile relationship or a neutral relationship with each other, and the present application does not impose any restrictions. In one implementation, the above two camps are in a hostile relationship, and other virtual objects can actively launch virtual attacks on the first virtual object. In another implementation, the above two camps are in a neutral relationship, and other virtual objects will not actively launch virtual attacks on the first virtual object, but will launch virtual attacks on the first virtual object when attacked by the first virtual object.

[0104] Among them, the user corresponding to the first virtual object can control the first virtual object to launch a virtual attack on other virtual objects.

[0105] Exemplarily, the implementation methods of the attack operation on other virtual objects include, but are not limited to, at least one of the following: clicking, long pressing, swiping, and rotating; for example: clicking / long pressing on the touch screen or button, swiping on the touch screen or handle, rotating the terminal or handle.

[0106] Exemplarily, the ways for the first virtual object to launch a virtual attack include, but are not limited to, at least one of the following: firing a virtual shooting prop, throwing a virtual throwing prop, waving a virtual instrument, and releasing a virtual skill. The present embodiment does not make any restrictive regulations on the specific implementation method for the first virtual object to launch a virtual attack on other virtual objects.

[0107] Correspondingly, the user corresponding to the other virtual object can also control the other virtual object to launch a virtual attack on the first virtual object.

[0108] In the embodiment of the present application, when the first virtual object is equipped with a virtual shooting prop, the way for the first virtual object to launch a virtual attack can be to fire the virtual shooting prop. For example, a virtual projectile is emitted through the virtual shooting prop to attack other virtual objects.

[0109] In some embodiments, the above virtual shooting prop is a virtual shooting prop triggered and released by designated equipment. By default, the user can have one or more virtual shooting props in the virtual scene, and the user can choose to equip one or more virtual shooting props.

[0110] Step 220: Receive a shooting operation, and the shooting operation has at most N charging stages; N is an integer greater than or equal to 2.

[0111] Among them, the entire process of the above shooting operation can have one charging stage or multiple charging stages, and specifically can be determined by the duration of the above shooting operation.

[0112] For example, the above N charging stages are arranged in chronological order. During the process of the user performing the above shooting operation, as the duration of the shooting operation continuously increases, the shooting operation sequentially passes through one or more of the above N charging stages until the shooting operation is released. For example, when the user performs the shooting operation, within the first second, the shooting operation is in the first charging stage among the N charging stages. When the duration of the shooting operation reaches the second second, the shooting operation is in the second charging stage among the N charging stages, and so on. If the shooting operation is released within the second second, the shooting operation ends. Even if there is a subsequent third charging stage, the shooting operation will not go through the third charging stage anymore.

[0113] Step 230a: In response to the shooting operation being released within the first operation stage, apply the gain effect corresponding to the first operation stage to the virtual projectile emitted by the virtual shooting prop; the first operation stage is one of the N charging stages.

[0114] Among them, the entire process of the above shooting operation has at least two charging stages. The duration of each charging stage can be the same or different. Each charging stage in the process of the shooting operation corresponds to one or more gain effects. Among them, the types of gain effects corresponding to different charging stages are different.

[0115] In the embodiment of the present application, when the shooting operation is released at which charging stage, the application program of the virtual scene can apply the gain effect corresponding to this charging stage to the virtual projectile emitted by the virtual shooting prop. In other words, when the shooting operation is released at different charging stages among the N charging stages, the types of gain effects applied to the virtual projectile emitted by the virtual shooting prop are different.

[0116] For example, assume that among the N charging stages, there are charging stage 1 (corresponding to the first second) and charging stage 2 (corresponding to the second second). Among them, the gain effect corresponding to charging stage 1 is to increase damage, and the gain effect corresponding to charging stage 2 is a knockback effect. If the shooting operation is released within the first second, the application program of the virtual scene will apply the effect of increasing damage to the virtual projectile. If the shooting operation is released within the second second, the application program of the virtual scene will apply the knockback effect to the virtual projectile (at this time, the effect of increasing damage may not be applied).

[0117] Step 230b: In response to the shooting operation being released within the second operation stage, apply the gain effects corresponding to each of the N charging stages to the virtual projectile; the second operation stage is after the N charging stages; among them, the effect types of the gain effects corresponding to each of the N charging stages are different.

[0118] Among them, the second operation stage is the operation stage after all N charging stages are completed. That is to say, if the duration of the above shooting operation is long enough to completely experience all the above N charging stages and is released after the above N charging stages, at this time, all the gain effects corresponding to each of the above N charging stages will be applied to the virtual projectile.

[0119] Exemplarily, the types of the gain effects corresponding to each of the above N charging stages are different. The shooting operation includes at most charging stage A and charging stage B. Among them, the gain effect corresponding to charging stage A is that the blood volume of the hit object is reduced by 50%. The gain effect corresponding to charging stage B is that the virtual projectile emits a sound effect during the shooting process. The duration of charging stage A is 1 second, and the duration of charging stage B is 3 seconds. Charging stage B comes after charging stage A. Assuming that the operation duration of the entire shooting operation is 5 seconds, at this time, this shooting operation is in the second operation stage, that is, after charging stage B. At this time, the virtual shooting prop releases the virtual projectile, and the virtual projectile is attached with the gain effects corresponding to charging stage A and B respectively. The virtual projectile emits a sound effect during the shooting process, and after the virtual projectile hits the target object, the blood volume of the target object is reduced by 50%.

[0120] In the embodiment of the present application, by setting different types of gain effects for the virtual projectile in different charging stages and setting all the gain effects of the previous charging stages for the virtual projectile after the last charging stage, the user is allowed to select different types of gain effects by the charging time, which expands the operation mode for the user to select different gain effects of the virtual projectile and improves the interaction effect between the user and the virtual scene when controlling the virtual shooting prop to shoot.

[0121] Based on Figure 2 , please refer to Figure 3 , which shows a flowchart of a method for controlling a virtual prop provided by an exemplary embodiment of the present application. As Figure 3 shown, Figure 2 the solution shown may further include the following step 230c.

[0122] Step 230c: In response to the shooting operation being in the sixth operation stage and receiving a stage end operation executed in parallel with the shooting operation, skip the sixth operation stage of the shooting operation and enter the seventh operation stage of the shooting operation; the sixth operation stage is any one of the N charging stages, and the seventh operation stage is the next stage after the sixth operation stage among the N charging stages and the second operation stage.

[0123] Among them, the above stage end operation indicates the end of the current operation stage. After the stage end operation is completed, the shooting operation enters the next stage of the current operation stage.

[0124] Among them, the above-mentioned stage end operation is executed in parallel with the shooting operation, which may mean that during the execution of the shooting operation, without interrupting the shooting operation, the stage end operation is additionally executed.

[0125] In a possible implementation manner, the above-mentioned stage end operation may be an operation other than the shooting operation.

[0126] For example, when the user performs a shooting operation by pressing and holding the scene interface with one hand, the user can use the other hand to click on the target control / blank area in the scene interface to trigger the stage end operation, or the user can also complete the stage end operation by pressing the physical button of the device.

[0127] In another possible implementation manner, the above-mentioned stage end operation can be integrated with the shooting operation, or rather, the above-mentioned stage end operation can be a part of the shooting operation.

[0128] For example, taking the user pressing and holding the scene interface with one hand to perform a shooting operation as an example, during the long press, the user can lift the finger and quickly double-click the screen and then continue to long press. At this time, the operation of lifting the finger and quickly double-clicking the screen can be used as the stage end operation. At the same time, the operation of lifting the finger and quickly double-clicking the screen and then continuing to long press will not interrupt the current shooting operation.

[0129] In a possible implementation manner, after the above-mentioned stage end operation is executed and the seventh operation stage of the shooting operation is entered, the gain effect of the sixth operation stage is not applied to the virtual projectile.

[0130] In a possible implementation manner, after the above-mentioned stage end operation is executed and the seventh operation stage of the shooting operation is entered, the gain effect of the sixth operation stage can also be applied to the virtual projectile.

[0131] In the embodiments of the present application, the user can skip the current charging stage through the stage end operation other than the shooting operation, directly enter the next charging stage, quickly select the charging stage they want, and the corresponding gain effect, which can effectively improve the user's selection efficiency of the gain effect, expand the operation methods for the user to select different gain effects of the virtual projectile, and improve the interaction effect between the user and the virtual scene when controlling the virtual shooting prop to shoot.

[0132] In some embodiments, in response to the duration of the shooting operation in the sixth operation stage reaching the duration threshold and receiving the stage end operation, the sixth operation stage of the shooting operation is skipped and the seventh operation stage of the shooting operation is entered.

[0133] Among them, the above-mentioned duration threshold is less than the maximum duration of the sixth operation stage.

[0134] When the user performs an end-of-phase operation, misoperations may occur. For example, the user performs the end-of-phase operation twice in a short period of time, but the second end-of-phase operation is a misoperation. For the above problems, in the embodiments of the present application, after the shooting operation enters the sixth operation phase, initially, it is not allowed to skip the sixth operation phase. After the shooting operation has been in the sixth operation phase for a period of time, the user is allowed to actively skip the sixth operation phase.

[0135] Exemplarily, assume that the maximum duration of the above-mentioned sixth operation phase is 2 seconds, and the above-mentioned duration threshold is 1 second. When the user performs the above-mentioned shooting operation, the duration of the shooting operation in the sixth operation phase reaches 1.5 seconds, and the user triggers the end-of-phase operation. At this time, the above-mentioned shooting operation enters the seventh operation phase, and at this time, the virtual projectile is applied with the gain effect corresponding to the seventh operation phase; optionally, when the user performs the above-mentioned shooting operation, the duration of the shooting operation in the sixth operation phase does not reach 1 second (such as 0.5 second). At this time, the application program corresponding to the virtual scene can pause receiving the end-of-phase operation, or even if the end-of-phase operation is received, it will not respond to the end-of-phase operation (that is, it will not skip the sixth operation phase).

[0136] In the embodiments of the present application, the shooting operation can only skip the current charging phase after the duration in the current charging phase reaches the duration threshold. Through the duration limit, it is avoided that the user mistakenly skips the current charging phase, ensuring the accuracy of the user's operation, thereby improving the interaction efficiency between the user and the virtual scene, ensuring the user experience. On the other hand, through the combined conditional method of the duration condition and the end-of-phase operation, the operation method for the user to select different gain effects of the virtual projectile is expanded, improving the interaction effect between the user and the virtual scene when controlling the virtual shooting prop to shoot.

[0137] Based on Figure 2 or Figure 3 the embodiments shown, please refer to Figure 4 , which shows a flowchart of a method for controlling a virtual prop provided by an exemplary embodiment of the present application. As Figure 4 shown, before the above-mentioned steps 230a1 and 230b1, there are also steps 224 and 228. Step 230a can be implemented as step 230a1, and step 230b can be implemented as step 230b1.

[0138] Step 224: Before the shooting operation is released, in response to each time the elapsed duration of the shooting operation reaches a timing node, send a status query request to the scene server of the virtual scene. The status query request includes the elapsed duration.

[0139] In the embodiments of the present application, in the above-mentioned N charging stages and the above-mentioned second operation stage, a plurality of timing nodes are respectively included.

[0140] Among them, the time lengths indicated by each of the above-mentioned timing nodes may be the same or different. Each timing node corresponds to a start moment, an intermediate moment, or an end moment of a charging stage / second operation stage respectively. The above-mentioned timing nodes may be represented by the duration of a single charging stage / second operation stage, or the above-mentioned timing nodes may also be represented by the duration of the shooting operation. When the elapsed duration of the shooting operation reaches a timing node, the computer device may send a status query request to the scene server of the virtual scene once.

[0141] Optionally, the above-mentioned status query request includes the elapsed operation duration of the shooting operation.

[0142] Step 228: Receive the status query response returned by the scene server. The status query response includes the charging state corresponding to the eighth operation stage in which the shooting operation is located; the eighth operation stage is one of the N charging stages and the second operation stage.

[0143] Among them, the above-mentioned charging state is determined by the scene server of the virtual scene based on the elapsed duration included in the status query request and then notified to the computer device.

[0144] For example, when the scene server receives the above-mentioned status query request, it extracts the elapsed duration in the status query request and determines which one of the N charging stages and the second operation stage the shooting operation is in based on the maximum duration corresponding to each of the N charging stages and the above-mentioned elapsed duration.

[0145] For example, assume there are two charging stages, namely charging stage 1 and charging stage 2. Among them, the maximum duration of charging stage 1 is 2s, and the maximum duration of charging stage 2 is 3s. Then, if the elapsed duration included in the status query request is 1s, the scene server can determine that the shooting operation is currently in charging stage 1, and the status query response returned at this time includes the charging state corresponding to charging stage 1; if the elapsed duration included in the status query request is 3s, the scene server can determine that the shooting operation is currently in charging stage 2, and the status query response returned at this time includes the charging state corresponding to charging stage 2; if the elapsed duration included in the status query request is 6s, the scene server can determine that the shooting operation is currently after charging stage 2 (i.e., the second operation stage), and the status query response returned at this time includes the charging state corresponding to the second operation stage.

[0146] The above-mentioned charging state can be used to indicate the current operation stage of the shooting operation, and this operation stage is one of the N charging stages and the second operation stage.

[0147] That is to say, the above-mentioned charging state is a state information indicating which charging stage among the N charging stages the shooting operation is currently in, or the above-mentioned charging state is a state information indicating the state after the N charging stages of the shooting operation.

[0148] In a possible implementation manner, if it is supported that the user skips the current charging stage through the stage end operation, then before the shooting operation is released, in response to receiving the stage end operation, a stage skip notification is sent to the scene server of the virtual scene, and the stage skip notification also includes the duration that the shooting operation has lasted; when the scene server receives the stage skip notification, it can determine the sixth operation stage that the user wants to skip according to the duration that has lasted in the stage skip notification, and update the maximum duration of the sixth operation stage to the duration of the shooting operation within the sixth operation stage, so that when the subsequent scene server receives a status query request in the case that the user skips one or more charging stages through the stage end operation, it can accurately determine which operation stage the shooting operation is in according to the duration that is included in the status query request.

[0149] For example, suppose there are 3 charging stages, namely charging stage 1, charging stage 2, and charging stage 3, and the default maximum duration of the three charging stages without skipping is 2 seconds each.

[0150] Case 1: When the elapsed duration of the shooting operation reaches 2 seconds, a timing stage is reached. At this time, the computer device sends a status query request to the scene server, which includes an elapsed duration of 2 seconds. The scene server determines that the shooting operation has passed the charging stage 1 and entered the charging stage 2 based on this elapsed duration, and the returned status query response includes the charging status corresponding to the charging stage 2. When the elapsed duration of the shooting operation reaches 3 seconds, the user performs an end-of-stage operation. At this time, the computer device skips the charging stage 2, enters the charging state 3, and sends a stage skip notification to the scene server, which includes an elapsed duration of 3 seconds. When the scene server receives this stage skip notification, based on the elapsed duration (3s), it determines that the shooting operation skipped at 1 second during the charging stage 2, and then adjusts the maximum duration of the charging stage 2 to 1 second. Subsequently, when the elapsed duration of the shooting operation reaches 5 seconds, another timing stage is reached. At this time, the computer device sends a status query request to the scene server, which includes an elapsed duration of 5 seconds. The scene server determines that the shooting operation has passed the charging stage 3 and entered the second operation stage after the charging stage 3 based on this elapsed duration and in combination with the previously adjusted maximum duration of the charging stage 2 (1 second). At this time, the returned status query response includes the charging status corresponding to the second operation stage.

[0151] Case 2: When the elapsed duration of the shooting operation reaches 2 seconds, a timing stage is reached. At this time, the computer device sends a status query request to the scene server, which includes an elapsed duration of 2 seconds. The scene server determines that the shooting operation has passed the charging stage 1 and entered the charging stage 2 based on this elapsed duration, and the returned status query response includes the charging status corresponding to the charging stage 2. Subsequently, the user does not perform an end-of-stage operation. Correspondingly, the computer device does not send a stage skip notification, and the scene server does not modify the maximum duration of each charging stage. Subsequently, when the elapsed duration of the shooting operation reaches 5 seconds, another timing stage is reached. At this time, the computer device sends a status query request to the scene server, which includes an elapsed duration of 5 seconds. The scene server determines that the shooting operation is currently inside the charging stage 3 and has not entered the second operation stage after the charging stage 3 based on this elapsed duration and in combination with the unadjusted maximum duration of each charging stage. At this time, the returned status query response includes the charging status corresponding to the charging stage 3.

[0152] For example, the charging status corresponding to the above-mentioned eighth operation stage is used to indicate the operation duration of the current shooting operation, the specific time point within the eighth operation stage, or to indicate whether the current shooting operation starts charging within the eighth operation stage.

[0153] Step 230a1: In response to the shooting operation being released and the charging state in the most recently received status query response being the charging state corresponding to the first operation stage, apply the gain effect corresponding to the first operation stage to the virtual projectile.

[0154] Wherein, the most recently received status query response is the status query response with the closest time to the release of the current shooting operation before the shooting operation is released.

[0155] In the embodiment of the present application, when the computer device detects that the shooting operation is released, the computer device may not directly use the charging stage of the shooting operation detected locally to apply the gain effect to the virtual projectile, but use the charging stage corresponding to the charging state in the most recently feedback status query response of the scene server to apply the corresponding gain effect to the virtual projectile, so as to synchronize the gain effect of a certain charging stage applied to the virtual projectile at both ends of the computer device and the scene server.

[0156] Step 230b1: In response to the shooting operation being released and the charging state in the most recently received status query response being the charging state corresponding to the second operation stage, apply the gain effects corresponding to each of the N charging stages to the virtual projectile.

[0157] In the embodiment of the present application, when the computer device detects that the shooting operation is released, the computer device may not directly use the second operation stage of the shooting operation detected locally to apply the gain effect to the virtual projectile, but determine the operation stage corresponding to the charging state in the most recently feedback status query response of the scene server. If the operation stage corresponding to the charging state in the most recently feedback status query response of the scene server is the second operation stage, then apply the gain effects corresponding to each of the N charging stages to the virtual projectile, so as to synchronize the gain effects of all charging stages applied to the virtual projectile at both ends of the computer device and the scene server.

[0158] In the embodiment of the present application, when the shooting operation is released, the computer device determines different types of gain effects applied to the virtual projectile when the shooting operation is released according to the gain effect corresponding to the charging state in the most recently received status query response, so as to ensure the synchronization of the gain effects applied to the virtual projectile at both ends of the computer device and the scene server, avoid the problem of inconsistent gain effects applied to the virtual projectile at both ends of the computer device and the scene server, improve the accuracy of the gain effects applied to the virtual projectile, and further improve the interaction effect between the user and the virtual scene when controlling the virtual shooting prop to shoot.

[0159] In some embodiments, the gain effect corresponding to each of the N charging stages includes at least one of the following:

[0160] The value increase of the attributes caused by the virtual projectile;

[0161] The divergence range caused by the virtual projectile is reduced;

[0162] The collision volume of the virtual projectile is increased;

[0163] The flying speed of the virtual projectile is increased;

[0164] The trajectory of the virtual projectile changes.

[0165] Among them, the above attributes can be any one or more of the blood volume, magic value, force value, speed value, strength value, etc. The embodiments of the present application do not limit the type of the above attributes.

[0166] Among them, the above divergence range refers to the maximum range of the virtual projectile fired by the virtual shooting prop deviating from the sight of the virtual shooting prop at a specified distance; for example, the above divergence range can be a circular range or other shaped ranges covered with the sight of the virtual projectile as the center and any length as the radius.

[0167] Among them, the above collision volume refers to the volume occupied by the virtual projectile in the virtual scene. For example, the collision volume can be the volume of the space obtained by expanding a certain distance outward according to the shape of the virtual projectile with the centroid of the virtual projectile as the center.

[0168] Among them, the above flying speed can be the initial speed after the virtual projectile is released, or the above flying speed can include the initial speed after the projectile is released and the acceleration after the virtual projectile is launched.

[0169] Among them, the above change in the trajectory can be a trajectory change in which the virtual projectile can move in a direction according to a predetermined curve or a curve calculated in real time.

[0170] Among them, each of the above at least two charging stages corresponds to one or more types of the above gain effect types. Optionally, the types of the gain effects included in different charging stages may not be completely the same or may be completely different.

[0171] In the embodiments of the present application, the gain effect corresponding to each charging stage can be one or more of a plurality of different types of gain effects, which expands the types of different gain effects applied to the virtual projectile. On the other hand, the user can control the operation duration of the shooting operation to obtain the gain effect that can meet specific requirements, so as to better meet the target requirements in the virtual scene, and can effectively improve the interaction effect between the user and the virtual scene when controlling the virtual shooting prop to shoot.

[0172] In some embodiments, in response to the gain effect including an increase in the value of the attribute change caused by the virtual projectile, the value of the attribute change is positively correlated with the duration of the shooting operation remaining within the corresponding charging phase of the gain effect.

[0173] Among them, the longer the above shooting operation time, the greater the value of the attribute change corresponding to the virtual projectile.

[0174] Exemplarily, assuming that the gain effect of the first charging phase is to cause additional damage, the above attribute change value is the damage value. The longer the duration of the shooting operation remaining within the first charging phase, the greater this damage value, and the higher the additional damage caused by this gain effect. For example, when the shooting operation is released after remaining within the first charging phase for 0.5 seconds, the beneficial effect applied to the virtual projectile is to cause an additional 20% damage. When the duration of the shooting operation remaining within the first charging phase reaches 1 second and is released, the beneficial effect applied to the virtual projectile is to cause an additional 40% damage.

[0175] In the embodiments of the present application, the user is allowed to control the value of the attribute change of the virtual projectile by controlling the operation duration of the virtual shooting operation, so as to meet the user's demand for control accuracy in the virtual shooting scenario, expand the method for the user to control the size of the virtual projectile attribute value by duration, and on the other hand, also expand the operation method for the user to select different gain effects of the virtual projectile, which can effectively improve the interaction effect between the user and the virtual scenario.

[0176] In some embodiments, in response to the gain effect including a decrease in the divergence range caused by the virtual projectile, the divergence range is inversely correlated with the duration of the shooting operation remaining within the corresponding charging phase of the gain effect.

[0177] Among them, the longer the above shooting operation remains within the corresponding charging phase of the gain effect, the smaller the divergence range of the virtual projectile, and the higher the shooting accuracy of the virtual shooting prop.

[0178] In the embodiments of the present application, the user can control the divergence range of the virtual projectile by controlling the operation duration of the virtual shooting operation, thereby effectively controlling the shooting accuracy of the virtual shooting prop, expanding the method for the user to control the shooting accuracy of the virtual shooting prop by duration, and on the other hand, also expanding the operation method for the user to select different gain effects of the virtual projectile to meet the user's target requirements in the virtual shooting scenario, which can effectively improve the interaction effect between the user and the virtual scenario.

[0179] In some embodiments, in response to the gain effect including an increase in the collision volume of the virtual projectile, the collision radius is positively correlated with the duration of the shooting operation remaining within the corresponding charging phase of the gain effect.

[0180] Among them, the above-mentioned collision volume is used to detect whether a collision occurs between the targeted object and the virtual projectile after the virtual projectile is launched.

[0181] Among them, the above-mentioned collision volume can have different shapes, and can be any one of a spherical collision volume, a box-shaped collision volume, and a mesh collision volume.

[0182] Among them, the longer the above-mentioned shooting operation is maintained during the charging stage corresponding to the buff effect, the larger the collision volume of the virtual projectile.

[0183] In the embodiments of the present application, the larger the collision volume of the virtual projectile, the easier it is for the virtual shooting prop to hit the target object, providing a way to assist virtual shooting for users. By controlling the duration of the shooting operation, users can control the hit rate of virtual shooting, expanding the operation methods for users to select different buff effects of the virtual projectile, and effectively improving the interaction effect between users and the virtual scene.

[0184] In some embodiments, in response to the buff effect including an increase in the flight speed of the virtual projectile, the flight speed is positively correlated with the duration of the shooting operation maintained during the charging stage corresponding to the buff effect.

[0185] Among them, the longer the above-mentioned shooting operation is maintained during the charging stage corresponding to the buff effect, the faster the flight speed of the virtual projectile.

[0186] In the embodiments of the present application, the faster the flight speed of the virtual projectile, the faster the shooting speed of the virtual shooting prop, expanding the method for users to determine the shooting speed of the virtual shooting prop by controlling the duration of the virtual shooting operation. On the other hand, it also expands the operation methods for users to select different buff effects of the virtual projectile to meet the target requirements of users in the virtual shooting scene, thereby effectively improving the interaction effect between users and the virtual scene.

[0187] In summary, in the above-mentioned multiple application embodiments, by combining the operation duration of the virtual shooting operation, the effect intensity corresponding to different buff effects is determined, expanding the method for determining buff effects, and effectively improving the interaction effect between users and the virtual scene when controlling the virtual shooting prop to shoot.

[0188] In a possible implementation manner, in response to the shooting operation being released during the third operation stage, a first special effect corresponding to the third operation stage is applied to the virtual shooting prop; the third operation stage is any one of N charging stages and the second operation stage.

[0189] Among them, the special effects of the virtual shooting prop corresponding to the N charging stages and the second operation stage can be different special effects.

[0190] Among them, the first special effect can be a visual effect or a vibration effect emitted by the virtual shooting prop in the virtual scene; optionally, when the third operation stage belongs to the second operation stage, the visual effect or vibration effect corresponding to the virtual shooting prop can be the superimposed effect of the visual effects or vibration effects of each of the N charging stages, or the further enhancement of the visual effects or vibration effects of each of the N charging stages. Among them, the visual effect or vibration effect of the virtual shooting prop can not only prompt the user of the current operation stage of the shooting operation, but also prompt the user of the duration of the shooting operation in the current operation stage through the visual effect or vibration effect. For example, taking the first feature as including a perspective special effect and the visual effect being an animation, the playback process of the animation can prompt the user that the shooting operation is currently in the third operation stage, and the progress of the animation playback can also prompt the user of the duration of the shooting operation in the third operation stage.

[0191] Exemplarily, when the virtual shooting prop is a virtual bow, the first special effect can be a special light effect animation or a vibration effect emitted by the virtual bow; among them, in different operation stages, the light effect animation or vibration effect emitted by the virtual bow can be different.

[0192] In the embodiments of the present application, the computer device determines the special effect corresponding to the virtual shooting prop according to the operation stage where the operation duration of the virtual shooting operation is located, so as to prompt the user of the operation stage of the shooting operation through the special effect corresponding to the virtual shooting prop, thereby making it more convenient for the user to identify the current operation stage and improving the interaction effect between the user and the virtual scene when controlling the virtual shooting prop to shoot.

[0193] In a possible implementation manner, in response to the shooting operation being released within the fourth operation stage, a second special effect is applied to the virtual projectile; the fourth operation stage is any one of the N charging stages and the second operation stage.

[0194] Among them, the second special effect can be the UI display special effect of the virtual projectile, such as the visual effect or vibration effect emitted by the virtual projectile in the virtual scene. The computer device can display different UI display special effects of the virtual projectile according to the operation stage where the current shooting operation is located. The UI display special effect can be any one or more special effects among the color, shape, brightness, light effect animation or vibration effect of the virtual projectile.

[0195] Exemplarily, the operation duration of the current virtual shooting operation is in the second operation stage, and the second operation stage includes a charging stage A2 and a charging stage B2. The UI display special effect corresponding to the charging stage A2 is that the virtual projectile shows red light, and the UI display special effect corresponding to the charging stage B2 is that the virtual projectile shows high brightness. When the user controls the virtual operation duration from the start time to the end time of the second operation stage, the user can first see the virtual projectile showing red light in the charging stage A2. When entering the charging stage B2, the brightness of the virtual projectile becomes higher. After the charging stage B2, the virtual projectile shows red light and the brightness becomes higher at the same time.

[0196] Among them, the visual special effect or vibration special effect of the above virtual projectile can not only prompt the user of the operation stage where the shooting operation is currently located, but also prompt the user of the duration of the shooting operation in the current operation stage through the visual special effect or vibration special effect. For example, taking the second special effect including a perspective special effect and the visual special effect being an animation, the playback process of the animation can prompt the user that the shooting operation is currently in the fourth operation stage, and the progress of the animation playback can also prompt the user of the duration of the shooting operation in the fourth operation stage.

[0197] In the embodiment of the present application, the computer device determines the UI display special effect corresponding to the virtual projectile according to the operation stage where the operation duration of the virtual shooting operation is located, so as to prompt the user of the operation stage where the shooting operation is located through the special effect corresponding to the virtual projectile, thereby making it more convenient for the user to identify the current operation stage and improving the interaction effect between the user and the virtual scene when controlling the virtual shooting prop to shoot.

[0198] In a possible implementation manner, in response to the shooting operation being released within the fifth operation stage, the sight of the virtual shooting prop is displayed in the scene interface according to the sight effect corresponding to the fifth operation stage; the fifth operation stage is any one of the N charging stages and the second operation stage.

[0199] Among them, the computer device can display the sight of the virtual shooting prop used by the current virtual object in the scene interface according to the sight effect corresponding to the fifth operation stage.

[0200] Among them, the above sight can be displayed in any one of the forms of a cross, a circle, and a dot. Among different operation stages in the N charging stages and the second operation stage, the shape of the above sight can be different.

[0201] Among them, the above sight effect can not only prompt the user about the current operation stage of the firing operation, but also, through the sight effect, prompt the user about the duration of the firing operation in the current operation stage. For example, taking the sight effect as a gradually shrinking square as an example, the process of the continuous shrinking of the square can prompt the user that the firing operation is currently in the fifth operation stage, and the shrinking progress of the square can also prompt the user about the duration of the firing operation in the fifth operation stage.

[0202] In the embodiment of the present application, the computer device determines the sight effect corresponding to the virtual projectile according to the operation stage in which the operation duration of the virtual shooting operation is located, so as to prompt the user about the operation stage of the shooting operation through the sight effect of the virtual projectile, thereby making it more convenient for the user to identify the current operation stage and improving the interaction effect between the user and the virtual scene when controlling the virtual shooting prop to shoot.

[0203] Based on the above Figures 2 to 4 shown solution, exemplarily, taking the above virtual scene as a shooting game as an example, the application manner of the solution shown in each of the above embodiments of the present application will be introduced below.

[0204] 1. In-game assembly: Select and assemble equipment with a multi-stage charging function.

[0205] Please refer to Figure 5 , which shows an interface diagram of shooting prop selection related to an exemplary embodiment of the present application.

[0206] As Figure 5 shown, the player can select a shooting prop with a multi-stage charging function in area 502 in scene 501.

[0207] 2. Charging performance.

[0208] Please refer to Figure 6 , which shows an interface diagram of a battle bow in the first-stage uncharged state related to an exemplary embodiment of the present application.

[0209] Please refer to Figure 7 , which shows an interface diagram of a battle bow in the first-stage charged state related to an exemplary embodiment of the present application.

[0210] A. First-stage charging: Long press the fire button for 0 to 0.5 s.

[0211] When the player long presses the fire button, the stage of 0 to 0.5 s is regarded as the first-stage charging stage. In this stage, the battle bow will have the following changes. If the player releases the fire button at this time, the following effects will be obtained:

[0212] UI: The horizontal bar at the sight position will gradually narrow, informing the player that the accuracy of the shooting prop has improved.

[0213] Special effects: Special effect A appears on the bow body, and special effect B appears on the arrow body.

[0214] Prop mechanism: The spread of the battle bow shrinks, the accuracy improves, and the damage of the battle bow gradually increases over a period of 0. - 0.5s.

[0215] Please refer to Figure 8 , which shows the interface diagram of the battle bow in the second-stage charging involved in an exemplary embodiment of the present application.

[0216] B. Second-stage charging: Long press the fire button for 0.5 - 1s.

[0217] When the player long presses the fire button until the 0.5 - 1s stage, it is regarded as the second-stage charging stage. During this stage, the battle bow will have the following changes. When the player releases the fire button at this time, the following effects are obtained:

[0218] UI: A rotating circle animation appears at the aiming reticle position, indicating that the shooting prop's hit range has increased.

[0219] Special effects: Special effect C1 appears on the bow body, and a converging special effect C2 appears at the arrow position.

[0220] Prop mechanism: The hit judgment range of the prop increases.

[0221] Please refer to Figure 9 , which shows the interface diagram of the battle bow in the third-stage charging involved in an exemplary embodiment of the present application.

[0222] Please refer to Figure 10 , which shows the interface diagram of the battle bow after firing in the third-stage charging involved in an exemplary embodiment of the present application.

[0223] When the player long presses the fire button until the 1 - the stage where the player finally releases the fire button is regarded as the third-stage charging stage. When the player releases the fire button at this time, the following effects are obtained:

[0224] UI: The aiming reticle is fixed in the form of a horizontal bar - circular frame, indicating that all the charging effects have been completed at this time.

[0225] Special effects: Special effect D appears on the bow body, and a backward light effect E appears at the arrow position.

[0226] Prop mechanism: The prop retains all the effects of the first and second-stage chargings, including damage increase, accuracy improvement, and hit judgment range increase.

[0227] Among them, the above first-stage charging stage and second-stage charging stage correspond to the N charging stages in the scheme shown above Figures 2 to 4 The above third-stage charging stage corresponds to the second operation stage in the scheme shown above Figures 2 to 4 .

[0228] The implementation method of this solution on the technical side is as follows:

[0229] 1. Two solutions for multi - stage charging.

[0230] Solution A: Only for performance. Split the charging performance into multiple segmented small chargings to achieve performance differences.

[0231] Make the charging performance longer. For example, make a complete 3 - second charging, which consists of three one - second small chargings A, B, and C. When the player holds down the button, the client performance will be played in the order of A, B, and C. At this time, judge the charging condition when the player releases the button.

[0232] This approach can achieve performance differences during the charging process, play animations / effects / UI performances, etc. in sequence, giving players an illusion of differentiation.

[0233] Solution B: Actively query / change the state during the charging process, synchronize the states of the server and the client to achieve true segmentation.

[0234] The common definition of the charging stage is to start when Button Down is detected and end when Button UP. Records are only made when the player presses and releases the button. But actually, conditions can be added to continuously record during the player's button - pressing process. Whether it is to query and send state information in the server tick (without interrupting the client performance), or to do a local timing on the client (using frame synchronization for real - time changes instead of state synchronization), or to use some ready - made time - based blueprint tools, such as using the TL timing manager to query the player's state again at fixed time nodes, or even to implement new effects at fixed nodes.

[0235] Then the charging process changes from button down ~ button up to button down —— timing node 1 —— timing node 2 —— timing node N —— button up. As long as the player does not release the button, the charging stage and duration can be freely split during the entire button - pressing process, and any number of segments can be divided.

[0236] At the same time, because the process is relatively complete, when the player releases the button, a state change is made, and it is matched with the packet sent by the previous timing node, and the state that should be in the current charging stage can be directly obtained, making the mechanism more flexible.

[0237] 2. Implementation methods of multi - stage charging.

[0238] Please refer to Figure 11 , which shows the flowchart of the implementation method of multi - stage charging involved in an exemplary embodiment of the present application.

[0239] Solution A: Record during the charging process

[0240] A. Common practices for the charging state:

[0241] Record the time when the player presses the fire button and assign the Button Down state. As long as the Button Down state is still attached to the character, it is considered that the player is in the charging state; when the player releases the fire button and records Button Up, judge whether the time in Button Down is sufficient and whether the charging condition is met:

[0242] 1) If the condition is met, allow firing or attach other effects;

[0243] 2) If the condition is not met, cancel firing or cannot attach the effect.

[0244] Please refer to Figure 12 , which shows a schematic diagram of the timing management added based on button recording involved in an exemplary embodiment of the present application.

[0245] Based on simply recording Button Down / Up based on whether the button is pressed, the solution shown in the embodiments of the present application can also record the state after pressing Button Down based on time and tick. Even if the player is always in the Button Down state, the charging state of the player will still be queried / changed at specified time nodes.

[0246] As above Figure 12 shown, at the three specified nodes of 0 second / 1 second / 2 seconds, the charging state of the character is respectively queried and changed, and the performance in terms of item mechanism / special effect / UI / sound effect is changed, realizing the function that when the player holds down the fire button without firing, there are obvious differences in the performance of the item.

[0247] Make another judgment when the player raises the fire button, Button Up, and the accurate charging stage and effect can be obtained.

[0248] III. Implementation principle of the change of item mechanism during charging.

[0249] 1) Damage improvement of the item

[0250] Please refer to Figure 13 , which shows a schematic diagram of the item damage amplification curve involved in an exemplary embodiment of the present application.

[0251] Please refer to Figure 14 , which shows a schematic diagram of damage amplification in the charging mechanism involved in an exemplary embodiment of the present application.

[0252] On top of the regular fixed damage, add a damage curve that changes over time. The horizontal axis represents the time of the first-stage charge. When the player holds down the fire button, the damage increases over time. Also, since we record the changes during the charging process in real time, the second-stage / third-stage charge does not continuously affect the damage of the item.

[0253] 2) The hit judgment range and flying speed of the item are increased

[0254] Please refer to Figure 15 , which shows a schematic diagram of the bullet radius amplification & flying speed increase in the charging mechanism related to an exemplary embodiment of the present application.

[0255] Please refer to Figure 16 , which shows a schematic diagram of the bullet radius amplification curve in the charging mechanism related to an exemplary embodiment of the present application.

[0256] Please refer to Figure 17 , which shows a schematic diagram of the collision box related to an exemplary embodiment of the present application.

[0257] The effect of the expanded hit range is achieved by adjusting the bullet radius. In the normal state, the bullet is fired in the form of a line without volume. However, during the charging process, after entering the second-stage charge, the radius of the bullet line will continuously increase. Even if the player's crosshair is not aimed at the target, as long as the bullet radius overlaps with the enemy target's collision box, damage can be caused. As shown in the following figure, as long as the circle of the crosshair touches the enemy target's collision box, damage can be caused.

[0258] Please refer to Figure 18 , which shows a schematic diagram of the bow charging and corresponding effects related to an exemplary embodiment of the present application.

[0259] In the embodiments of the present application, under the condition that the player interaction process (hold - release) remains unchanged, more recording times and tag processing are added to the charging stage. Multiple charging states can be split according to time / state, etc. The player obtains different mechanism effects when charging to different stages. At the same time, the interaction prompt is improved, realizing that the player interaction remains unchanged and different effects are provided based on the holding duration; for the player, the operation is still to hold down the fire button to charge and release the button to fire. However, by splitting the charging stage and providing different effects according to different times and states, the player can choose an appropriate charging time according to different scenarios to obtain the most effective item effect in the current scenario. The player realizes different item mechanisms by adjusting the charging stage, meeting the effect of enhancing item diversity and expressiveness. At the same time, by using the combined scheme of recording buttons + timing management, only the key time nodes are controlled, and it does not depend on the specific charging mechanism, and can be reused on multiple shooting items without the need for separate development.

[0260] Please refer toFigure 19 , which shows a block diagram of a control device for virtual props provided by an exemplary embodiment of the present application. The device is controlled by a computer device and includes:

[0261] An interface display module 1901, configured to display a scene interface of a virtual scene, where the virtual scene includes a first virtual object, and the first virtual object is equipped with a virtual shooting prop;

[0262] A receiving module 1902, configured to receive a shooting operation, where the shooting operation has at most N charging phases; N is an integer greater than or equal to 2;

[0263] A first effect application module 1903, configured to apply a gain effect corresponding to the first operation phase to a virtual projectile emitted by the virtual shooting prop in response to the shooting operation being released within the first operation phase; the first operation phase is one of the N charging phases;

[0264] A second effect application module 1904, configured to apply gain effects corresponding to each of the N charging phases to the virtual projectile in response to the shooting operation being released within the second operation phase; the second operation phase is after the N charging phases;

[0265] Wherein, the effect types of the gain effects corresponding to each of the N charging phases are different.

[0266] In some embodiments, the gain effect corresponding to each charging time period in the N charging phases includes at least one of the following:

[0267] The attribute change value caused by the virtual projectile increases;

[0268] The divergence range caused by the virtual projectile decreases;

[0269] The collision volume of the virtual projectile increases;

[0270] The flight speed of the virtual projectile increases;

[0271] The trajectory of the virtual projectile changes.

[0272] In some embodiments, in response to the gain effect including an increase in the attribute change value caused by the virtual projectile, the attribute change value is positively correlated with the duration of the shooting operation remaining within the charging phase corresponding to the gain effect.

[0273] In some embodiments, in response to the gain effect including a decrease in the divergence range caused by the virtual projectile, the divergence range is inversely correlated with the duration of the shooting operation remaining within the charging phase corresponding to the gain effect.

[0274] In some embodiments, in response to the gain effect including an increase in the collision volume of the virtual projectile, the collision radius is positively correlated with the duration of the shooting operation remaining within the charging stage corresponding to the gain effect.

[0275] In some embodiments, in response to the gain effect including an increase in the flying speed of the virtual projectile, the flying speed is positively correlated with the duration of the shooting operation remaining within the charging stage corresponding to the gain effect.

[0276] In some embodiments, the device further includes:

[0277] A first special effect application module, configured to apply a first special effect corresponding to the third operation stage to the virtual shooting prop in response to the shooting operation being released within the third operation stage; the third operation stage is any one of the N charging stages and the second operation stage.

[0278] In some embodiments, the device further includes:

[0279] A second special effect application module, configured to apply a second special effect to the virtual projectile in response to the shooting operation being released within the fourth operation stage; the fourth operation stage is any one of the N charging stages and the second operation stage.

[0280] In some embodiments, the device further includes:

[0281] A sight display module, configured to display the sight of the virtual shooting prop in the scene interface according to the sight effect corresponding to the fifth operation stage in response to the shooting operation being released within the fifth operation stage; the fifth operation stage is any one of the N charging stages and the second operation stage.

[0282] In some embodiments, the device further includes:

[0283] A skip module, configured to skip the sixth operation stage of the shooting operation and enter the seventh operation stage of the shooting operation in response to the shooting operation being in the sixth operation stage and receiving a stage end operation executed in parallel with the shooting operation; the sixth operation stage is any one of the N charging stages, and the seventh operation stage is the next stage after the sixth operation stage among the N charging stages and the second operation stage.

[0284] In some embodiments, the skip module is configured to skip the sixth operation stage of the shooting operation and enter the seventh operation stage of the shooting operation in response to the duration of the shooting operation within the sixth operation stage reaching a duration threshold and receiving a stage end operation.

[0285] In some embodiments, among the N charging stages and the second operation stage, each includes a plurality of timing nodes, and the device further includes:

[0286] A request sending module, configured to, before a shooting operation is released, in response to each reaching of a timing node by the elapsed duration of the shooting operation, send a status query request to a scene server of a virtual scene, where the status query request includes the elapsed duration;

[0287] A response receiving module, configured to receive a status query response returned by the scene server, where the status query response includes a charging state corresponding to an eighth operation stage in which the shooting operation is located; the eighth operation stage is one of N charging stages and a second operation stage;

[0288] The first effect application module 1903 is configured to, in response to the shooting operation being released and the charging state in the most recently received status query response being the charging state corresponding to the first operation stage, apply a gain effect corresponding to a first time period to the virtual projectile;

[0289] The second effect application module 1904 is configured to, in response to the shooting operation being released and the charging state in the most recently received status query response being the charging state corresponding to the second operation stage, apply gain effects corresponding to at least two charging time periods to the virtual projectile respectively.

[0290] In an embodiment of the present application, by setting different types of gain effects for the virtual projectile in different charging stages, and setting all the gain effects of the previous charging stages for the virtual projectile in the last charging stage, the user is allowed to select different types of gain effects by the charging time, which expands the operation mode for the user to select different gain effects of the virtual projectile, and improves the interaction effect between the user and the virtual scene when controlling the virtual shooting prop to shoot.

[0291] It should be noted that when the device provided in the above embodiment implements its functions, only the above division of each functional module is used for illustration. In actual applications, the above functions can be allocated to different functional modules according to actual needs, that is, the content structure of the device is divided into different functional modules to complete all or part of the functions described above.

[0292] Regarding the device in the above embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment related to the method; the technical effects obtained by each module performing operations are the same as those in the embodiment related to the method, and will not be elaborated here in detail.

[0293] Figure 20 The block diagram of a computer device 2000 provided by an exemplary embodiment of the present application is shown. The computer device 2000 may be a portable mobile terminal, such as: a smart phone, a tablet computer. The computer device 2000 may also be referred to by other names such as a user device, a portable terminal, etc.

[0294] Generally, the computer device 2000 includes: a processor 2001 and a memory 2002.

[0295] The processor 2001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2001 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2001 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2001 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2001 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.

[0296] The memory 2002 may include one or more computer-readable storage media, and the computer-readable storage media may be tangible and non-transitory. The memory 2002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2002 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 2001 to implement the control method of the virtual object provided in the embodiments of the present application.

[0297] In some embodiments, the computer device 2000 may also optionally include: a peripheral device interface 2003 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 2004, a touch display screen 2005, a camera 2006, an audio circuit 2007, and a power supply 2008.

[0298] In some embodiments, the computer device 2000 further includes one or more sensors 2009. The one or more sensors 2009 include, but are not limited to, an acceleration sensor 2010, a gyroscope sensor 2011, a pressure sensor 2012, an optical sensor 2013, and a proximity sensor 2014.

[0299] Those skilled in the art can understand that the structures shown above do not constitute a limitation on the computer device 2000, and it may include more or fewer components than those shown in the figure, or combine certain components, or adopt a different component layout.

[0300] In an exemplary embodiment, a chip is further provided. The chip includes programmable logic circuits and / or program instructions, which are used to implement the control method of the virtual item when the chip runs on a computer device.

[0301] In an exemplary embodiment, a computer program product is further provided. The computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to implement the control method of the virtual item provided in the foregoing method embodiments.

[0302] In an exemplary embodiment, a computer-readable storage medium is further provided. A computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to implement the control method of the virtual item provided in the foregoing method embodiments.

[0303] Those of ordinary skill in the art can understand that all or part of the steps of implementing the foregoing embodiments can be completed by hardware, or can be completed by a program instructing related hardware. The program can be stored in a computer-readable storage medium. The storage medium mentioned above can be a read-only memory, a magnetic disk, an optical disk, or the like.

[0304] Those skilled in the art should be able to realize that in the above one or more examples, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. The computer-readable medium includes computer storage media and communication media, where the communication media includes any medium that facilitates the transmission of a computer program from one place to another. The storage media can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0305] The above are only alternative embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included within the protection scope of the present application.

Claims

1. A control method for virtual props, characterized in that, The method is executed by a computer device, and the method includes: Displaying a scene interface of a virtual scene, where the virtual scene includes a first virtual object, and the first virtual object is equipped with a virtual shooting prop; Receiving a shooting operation, where the shooting operation has at most N charging stages; N is an integer greater than or equal to 2; In response to the shooting operation being released within a first operation stage, applying a gain effect corresponding to the first operation stage to the virtual projectile launched by the virtual shooting prop; the first operation stage is one of the N charging stages; In response to the shooting operation being released within a second operation stage, applying the gain effects corresponding to each of the N charging stages to the virtual projectile; the second operation stage is after the N charging stages; Among them, the types of the gain effects corresponding to each of the N charging stages are different.

2. The method according to claim 1, characterized in that, Each of the gain effects corresponding to the N charging stages includes at least one of the following: The value of the attribute change caused by the virtual projectile increases; The divergence range caused by the virtual projectile decreases; The collision volume of the virtual projectile increases; The flight speed of the virtual projectile increases; The trajectory of the virtual projectile changes.

3. The method according to claim 2, wherein In response to the gain effect including that the value of the attribute change caused by the virtual projectile increases, the attribute change value is positively correlated with the duration of the shooting operation remaining within the charging stage corresponding to the gain effect.

4. The method according to claim 2, wherein In response to the gain effect including that the divergence range caused by the virtual projectile decreases, the divergence range is inversely correlated with the duration of the shooting operation remaining within the charging stage corresponding to the gain effect.

5. The method according to claim 2, wherein In response to the gain effect including that the collision volume of the virtual projectile increases, the collision radius is positively correlated with the duration of the shooting operation remaining within the charging stage corresponding to the gain effect.

6. The method according to claim 2, wherein In response to the gain effect including that the flight speed of the virtual projectile increases, the flight speed is positively correlated with the duration of the shooting operation remaining within the charging stage corresponding to the gain effect.

7. According to the method described in any one of claims 1 to 6, characterized in that, The method further includes: In response to the shooting operation being released within a third operation stage, applying a first special effect corresponding to the third operation stage to the virtual shooting prop; the third operation stage is any one of the N charging stages and the second operation stage.

8. The method according to any one of claims 1 to 6, characterized in that, The method further includes: In response to the shooting operation being released within a fourth operation stage, applying a second special effect to the virtual projectile; the fourth operation stage is any one of the N charging stages and the second operation stage.

9. The method according to any one of claims 1 to 6, characterized in that The method further includes: In response to the shooting operation being released within a fifth operation stage, displaying the sight of the virtual shooting prop in the scene interface according to the sight effect corresponding to the fifth operation stage; the fifth operation stage is any one of the N charging stages and the second operation stage.

10. The method according to any one of claims 1 to 6, characterized in that, The method further includes: In response to the shooting operation being in the sixth operation stage and receiving a stage end operation executed in parallel with the shooting operation, skip the sixth operation stage of the shooting operation and enter the seventh operation stage of the shooting operation; the sixth operation stage is any one of the N charging stages, and the seventh operation stage is the next stage after the sixth operation stage among the N charging stages and the second operation stage.

11. The method according to claim 10, wherein The step of, in response to the shooting operation being in the sixth operation stage and receiving a stage end operation executed in parallel with the shooting operation, skipping the sixth operation stage of the shooting operation and entering the seventh operation stage of the shooting operation, includes: In response to the duration of the shooting operation in the sixth operation stage reaching a duration threshold and receiving the stage end operation, skip the sixth operation stage of the shooting operation and enter the seventh operation stage of the shooting operation.

12. The method according to any one of claims 1 to 6, characterized in that, Among the N charging stages and the second operation stage, each includes a plurality of timing nodes, and the method further includes: Before the shooting operation is released, in response to the elapsed duration of the shooting operation reaching each of the timing nodes, send a status query request to the scene server of the virtual scene, where the status query request includes the elapsed duration. Receive a status query response returned by the scene server, where the status query response includes the charging status corresponding to the eighth operation stage in which the shooting operation is located; the eighth operation stage is one of the N charging stages and the second operation stage. The step of, in response to the shooting operation being released in the first operation stage, applying a gain effect corresponding to the first operation stage to the virtual projectile launched by the virtual shooting prop, includes: In response to the shooting operation being released and the charging status in the most recently received status query response being the charging status corresponding to the first operation stage, apply a gain effect corresponding to the first operation stage to the virtual projectile. The step of, in response to the shooting operation being released in the second operation stage, applying gain effects corresponding to each of the N charging stages to the virtual projectile, includes: In response to the shooting operation being released and the charging status in the most recently received status query response being the charging status corresponding to the second operation stage, apply gain effects corresponding to each of the N charging stages to the virtual projectile.

13. A control device for virtual props, characterized in that, The device includes: An interface display module, configured to display a scene interface of a virtual scene, where the virtual scene includes a first virtual object, and the first virtual object is equipped with a virtual shooting prop. A receiving module, configured to receive a shooting operation, where the shooting operation has at most N charging stages; N is an integer greater than or equal to 2. A first effect application module, configured to, in response to the shooting operation being released in the first operation stage, apply a gain effect corresponding to the first operation stage to the virtual projectile launched by the virtual shooting prop; the first operation stage is one of the N charging stages. A second effect application module, configured to apply N boost effects respectively corresponding to the respective charging phases to the virtual projectile in response to the shooting operation being released within a second operation phase; the second operation phase is located after the N charging phases; Wherein, the types of the boost effects respectively corresponding to the N charging phases are different.

14. A computer device, characterized in that, The computer device includes a processor and a memory, and the memory stores at least one computer instruction, and the at least one computer instruction is loaded and executed by the processor to implement the control method of the virtual item according to any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, At least one computer instruction is stored in the computer-readable storage medium, and the computer instruction is loaded and executed by a processor to implement the control method of the virtual item according to any one of claims 1 to 12.

16. A computer program product, characterized in that, The computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium; the computer instructions are read and executed by a processor of a computer device to implement the control method of the virtual item according to any one of claims 1 to 12.