Virtual scene interaction processing method and device, electronic equipment, computer readable storage medium and computer program product
By displaying a first-direction control in a virtual scene and triggering it to send information, the problem of inefficient information transmission in virtual scenes is solved, enabling intuitive perception and rapid transmission of information, thereby improving user experience and team collaboration capabilities.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-23
- Publication Date
- 2026-03-24
AI Technical Summary
In existing technologies, the information transfer between virtual objects in virtual scenes is not efficient and accurate enough, resulting in cumbersome operation steps and a tendency for delays or errors.
By displaying a first directional control in a virtual scene, the direction of the second virtual object perceived by the first virtual object can be indicated, and information can be sent directly by triggering the control, simplifying the operation steps and realizing intuitive perception and rapid transmission of information.
It enables efficient and accurate transmission of virtual object information, simplifies operation processes, and enhances users' interactive experience and team collaboration capabilities in virtual scenarios.
Smart Images

Figure CN121714918A_ABST
Abstract
Description
Technical Field
[0001] This application relates to computer technology, and more particularly to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes. Background Technology
[0002] When users control virtual objects to interact within a virtual environment, information exchange is typically required. Related technologies support communication via text, voice, or by using tagging systems to indicate virtual objects. However, these methods are cumbersome, prone to delays or errors, and can interfere with interaction within the virtual environment, making them inefficient and inaccurate. Summary of the Invention
[0003] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes, which can efficiently and accurately transmit information about virtual objects.
[0004] The technical solution of this application embodiment is implemented as follows:
[0005] This application provides an embodiment of an interactive processing method for a virtual scene, the method comprising:
[0006] Display a first virtual scene, wherein the first virtual scene includes a first virtual object;
[0007] In response to the appearance of a second virtual object in a first direction, a first direction control is displayed, wherein the first direction control is used to indicate the first direction, which is the direction from the perspective of the first virtual object to the location of the second virtual object;
[0008] In response to a trigger operation on the first direction control, information of the second virtual object is sent to the third virtual object.
[0009] This application provides an interactive processing device for a virtual scene, the device comprising:
[0010] A first display module is used to display a first virtual scene, wherein the first virtual scene includes a first virtual object;
[0011] The second display module is configured to display a first direction control in response to the appearance of a second virtual object in a first direction, wherein the first direction control is used to indicate the first direction, and the first direction is the direction in which the second virtual object is perceived from the perspective of the first virtual object;
[0012] The information sending module is used to send information of the second virtual object to the third virtual object in response to a trigger operation on the first direction control.
[0013] This application provides an electronic device, the electronic device comprising:
[0014] Memory is used to store executable instructions or computer programs.
[0015] The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interactive processing method for virtual scenes provided in the embodiments of this application.
[0016] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions, which, when executed by a processor, implements the interactive processing method for a virtual scene provided in this application.
[0017] This application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, they implement the interactive processing method for virtual scenes provided in this application.
[0018] The embodiments of this application have the following beneficial effects:
[0019] When a second virtual object appears in the first direction, a first direction control is displayed to indicate that direction. Information about the second virtual object is sent to a third virtual object by triggering the first direction control. Compared to related technologies that rely on text communication, voice communication, or tagging systems to transmit virtual object information, this approach provides a more intuitive display of the virtual object's direction, helping users quickly decide whether to send a message based on the direction of the second virtual object. Furthermore, it supports sending the first virtual object's information to the third virtual object through quick triggering of the first direction control. Thus, by integrating the perception of the second virtual object's direction and message sending into the first direction control, the operation steps are simplified, enabling intuitive perception of the virtual object's direction and efficient and accurate transmission of virtual object information. Attached Figure Description
[0020] Figure 1 This is a schematic diagram of the architecture of the virtual scene interaction processing system 100 provided in the embodiments of this application;
[0021] Figure 2 This is a schematic diagram of the structure of terminal 400-1 provided in an embodiment of this application;
[0022] Figure 3A This is a flowchart illustrating the interactive processing method for a virtual scene provided in an embodiment of this application;
[0023] Figure 3B This is a flowchart illustrating the process of determining the interactive intent of the second virtual object, provided in an embodiment of this application.
[0024] Figure 3C This is a schematic diagram of the information transmission process in a virtual scene provided in an embodiment of this application;
[0025] Figure 3D This is a flowchart illustrating the process of determining the first direction provided in an embodiment of this application;
[0026] Figure 3E This is a flowchart illustrating the process of determining the fourth direction provided in an embodiment of this application;
[0027] Figure 4A This is a first schematic diagram of the virtual scene provided in the embodiments of this application;
[0028] Figure 4B This is a second schematic diagram of the virtual scene provided in the embodiments of this application;
[0029] Figure 4C This is a third schematic diagram of the virtual scene provided in the embodiments of this application;
[0030] Figure 4D This is a fourth schematic diagram of the virtual scene provided in the embodiments of this application;
[0031] Figure 4E This is the fifth schematic diagram of the virtual scene provided in the embodiments of this application;
[0032] Figure 4F This is the sixth schematic diagram of the virtual scene provided in the embodiments of this application;
[0033] Figure 4G This is the seventh schematic diagram of the virtual scene provided in the embodiments of this application;
[0034] Figure 4H This is the eighth schematic diagram of the virtual scene provided in the embodiments of this application;
[0035] Figure 5 This is the ninth schematic diagram of the virtual scene provided in the embodiments of this application;
[0036] Figure 6 This is a schematic diagram of the direction indication provided in the embodiments of this application;
[0037] Figure 7 This is a schematic diagram of the attack direction provided in the embodiments of this application;
[0038] Figure 8 This is a schematic diagram of the impact situation provided in the embodiments of this application;
[0039] Figure 9 This is a schematic diagram of the direction conversion provided in the embodiments of this application;
[0040] Figure 10 This is a schematic diagram of the prompt information provided in the embodiments of this application;
[0041] Figure 11 This is an interactive flowchart of the virtual scene provided in the embodiments of this application.
[0042] It should be noted that the terms "first" and "second" mentioned above are only used to distinguish between different options and do not represent the degree of superiority or inferiority of the options or their priority in the implementation process. Detailed Implementation
[0043] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0044] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0045] In the following description, the terms "first / second / third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first / second / third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.
[0046] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.
[0047] Unless otherwise specified, "at least one" as used below refers to one or more cases, and "multiple" can refer to two or more cases.
[0048] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for descriptive purposes only and is not intended to limit the scope of this application.
[0049] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.
[0050] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.
[0051] 1) Virtual Scene: This is the scene displayed (or provided) by an application when it runs on a terminal device. This scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual scene, or a purely fictional virtual scene. For example, it could be a game scene within a user's game session, which could include player characters, non-player characters, sky, land, ocean, etc. The land could include environmental elements such as deserts and cities. The user can control the player character to interact with other player characters or non-player characters within this virtual scene.
[0052] 2) Virtual Objects: These are interactive images of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people or animals displayed in a virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene. For example, in a game scene, it could be a user-controlled player character or a machine-controlled non-player character interacting with other player or non-player characters in the virtual scene.
[0053] 3) Response: used to indicate the conditions or states on which the operation is performed. When the conditions or states on which the operation is performed are met, one or more operations may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.
[0054] 4) Interaction: The process by which virtual objects communicate, act, or react in a virtual environment. Interaction can be communication between friendly virtual objects or attacks between hostile virtual objects. For example, in a game, interaction between virtual objects might be one virtual object (such as an enemy character) attacking another virtual object (such as a player character); or it might be one virtual object (such as another player character from the same faction) sending information to another virtual object (such as a player character), which could be text, voice, or actions, for communication or instruction.
[0055] 5) Quantified Value: In a virtual scenario, a quantified value is a numerical representation of any positive or negative impact that one virtual object has on another, characterizing the degree of influence. Taking a game scenario as an example, a quantified value can describe the damage a player character suffers when attacked by an enemy character; it can also describe the buffs or support effects one player character provides to another player character within the same faction, such as healing, shield value, or speed boosts. For example, suppose two players, A and B, are on the same team in the same match. Player A uses a skill to provide player B with a shield, making player B immune to any damage for the next few seconds. In this case, the buff effect of player A's skill on player B can be represented as a quantified value, expressed as the shield's duration, strength, or percentage of damage reduction.
[0056] 6) Direction controls are used to indicate the direction of another virtual object within the field of view of one virtual object. The direction indicated by the direction control can be a relative direction, that is, the direction of another virtual object relative to the current virtual object; the direction indicated by the direction control can also be an absolute direction, that is, the direction of another virtual object relative to the origin of the coordinate system of the virtual scene, such as east, south, west, north, southeast, northeast, southwest, northwest, etc.
[0057] In related technologies, virtual objects need to communicate through text, voice, or be marked by a tagging system when transmitting information. However, this method is cumbersome and may lead to information delays or errors, making it inefficient and inaccurate.
[0058] Based on the above analysis, the applicant found that the virtual scene interaction processing methods of related technologies cannot efficiently and accurately realize the information transmission between virtual objects. In response to the above technical problems, the embodiments of this application provide a virtual scene interaction processing method, device, electronic device, computer-readable storage medium and computer program product, which can efficiently and accurately transmit information of virtual objects.
[0059] The following describes exemplary applications of the electronic devices provided in the embodiments of this application. These electronic devices can be implemented as various types of terminals such as laptops, tablets, desktop computers, set-top boxes, smartphones, smart speakers, smartwatches, smart TVs, and in-vehicle terminals, or as servers. Exemplary applications of the electronic devices as terminals will be described below.
[0060] See Figure 1 , Figure 1 This is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiments of this application. In order to realize the interactive processing application supporting a virtual scene, the terminal (terminal 400-1 and terminal 400-2 are shown as examples) connects to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.
[0061] Terminal 400-1 is used to display a first virtual scene on human-computer interaction interface 411-1, the first virtual scene including a first virtual object; when a second virtual object appears in a first direction in the virtual scene, a first direction control for indicating the first direction is displayed; when a trigger operation on the first direction control is detected, the information of the second virtual object is sent to a third virtual object controlled by terminal 400-2, so as to display the information and direction of the second virtual object in the second virtual scene of human-computer interaction interface 411-2 of terminal 400-2.
[0062] Taking a game scene as an example, terminal 400-1 is used to display the game scene on the human-computer interaction interface 411-1. The game scene includes a player character (first virtual object) controlled by the player through terminal 400-1. When other player characters or non-player characters (second virtual objects) appear in the first direction of the game scene, a first direction control is displayed to indicate the first direction. When terminal 400-1 detects the player's trigger operation on the first direction control, it sends the information of other virtual characters (second virtual objects) to the player character or non-player character (third virtual object) controlled through terminal 400-2, so as to display the information and direction of other virtual characters in the game scene of the human-computer interaction interface 411-2 of terminal 400-2.
[0063] In some embodiments, server 200 may be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminals and servers can be connected directly or indirectly via wired or wireless communication, which is not limited in this embodiment.
[0064] The virtual scene interaction processing method provided in this application is applicable to scenarios where virtual objects in a virtual scene transmit information during interaction. For example, in a multiplayer online game scenario, users can control their player character to interact with player characters or non-player characters in the virtual scene. By triggering directional controls in the virtual scene, information of virtual objects in the corresponding direction can be sent to other virtual objects. For example, the direction of an enemy's attack can be sent to a teammate, or a message sent by a teammate can be relayed to other teammates. This enables efficient and accurate information transmission, improves teamwork, and enhances the user's gaming experience.
[0065] See Figure 2 , Figure 2 This is a schematic diagram of the structure of terminal 400-1 provided in an embodiment of this application. Figure 2 The terminal 400-1 shown includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in terminal 400-1 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 440.
[0066] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.
[0067] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0068] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.
[0069] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.
[0070] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.
[0071] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;
[0072] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.
[0073] Presentation module 453 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with user interface 430;
[0074] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.
[0075] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2 An interactive processing device 455 for a virtual scene stored in memory 450 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a first module 4551 and a second module 4552. These modules are logically linked and can therefore be arbitrarily combined or further divided according to the functions they implement. The functions of each module will be described below.
[0076] In some embodiments, the terminal or server can implement the interactive processing method of the virtual scene provided in this application embodiment by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in the operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as game APPs; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to the browser environment to run. In summary, the above-mentioned computer-executable instructions can be any form of instruction, and the above-mentioned computer programs can be any form of application, module, or plugin.
[0077] The interactive processing method for virtual scenes provided in this application will be described by referring to the exemplary applications and implementations of the terminals provided in the embodiments of this application.
[0078] See Figure 3A , Figure 3A This is a flowchart illustrating the interactive processing method for a virtual scene provided in this application embodiment, using a terminal (such as...) Figure 1 Taking terminal 400-1 as an example of the execution subject, it will be combined with Figure 3A The steps shown are explained.
[0079] In step 101, a first virtual scene is displayed, wherein the first virtual scene includes a first virtual object.
[0080] In some embodiments, the first virtual scene can be an environment displayed in the human-computer interaction interface of a terminal device, providing a space for the first virtual object to interact with other virtual objects. The first virtual object is a user-controlled virtual object displayed in the current human-computer interaction interface. For example, in a game scenario, the first virtual scene can be an environment for game characters to fight in a virtual scene, and the first virtual object can be a player character controlled by the player displayed in the current human-computer interaction interface.
[0081] As an example, see Figure 4A , Figure 4AThis is a first schematic diagram of the virtual scene provided in the embodiments of this application. For example... Figure 4A As shown, in Figure 4A The first virtual object 401 is shown in the human-computer interaction interface above.
[0082] In step 102, in response to the appearance of a second virtual object in a first direction, a first direction control is displayed, wherein the first direction control is used to indicate the first direction, which is the direction in which the second virtual object is perceived from the perspective of the first virtual object.
[0083] Here, the first direction refers to the direction in which the second virtual object is located when viewed from the perspective of the first virtual object. The first direction control can indicate the direction in which the second virtual object is located in any of the following ways: the first direction control is an arrow, and the first direction is the direction indicated by the arrow; the first direction control is a sector sub-ring in a ring, and the first direction is the direction indicated by the ray that bisects the sector with the center of the sector as the endpoint; the first direction control is a control of other styles (such as rectangle, circle, ellipse, etc.), and the direction is indicated by marking the position of the control.
[0084] As an example, the first direction can be an absolute direction, that is, the direction of the second virtual object relative to the origin of the coordinate system of the virtual scene, such as east, south, west, north, southeast, northeast, southwest, and northwest. The coordinate system of the virtual scene takes point O as the origin and the xoy plane as the ground plane of the virtual scene.
[0085] As an example, the first direction can also be a relative direction, that is, the direction of the second virtual object relative to the first virtual object. See also... Figure 4A , Figure 4A In the diagram below, the second virtual object 402 is located at the 11 o'clock position relative to the first virtual object 401. The 11 o'clock position is the relative direction of the second virtual object 402 with respect to the first virtual object 401.
[0086] In some embodiments, the second virtual object appearing in the first direction does not refer to a specific object, but rather to any object distinct from the first virtual object; the number of second virtual objects can be one or more. In addition to indicating the first direction, the first direction control can also indicate the position of the second virtual object and the distance between the second virtual object and the first virtual object.
[0087] As an example, see further. Figure 4A , Figure 4A This is a first schematic diagram of a virtual scene provided in an embodiment of this application. In response to... Figure 4A A second virtual object appeared at the 11 o'clock position in the human-computer interaction interface above. Figure 4A The human-computer interaction interface at the top displays the following: Figure 4AThe diagram shows a first virtual object 401, a second virtual object 402, a second virtual object 403, and a second virtual object 404, as well as a direction control 405. The direction control 405 indicates that the second virtual object 402 and the second virtual object 403 are located at the 11 o'clock position, and shows their respective positions. The distance between the second virtual object 402 and the first virtual object 401 is 50 meters, and the distance between the second virtual object 403 and the first virtual object 401 is 30 meters.
[0088] In some embodiments of step 102, in response to the appearance of a second virtual object in the first direction and the second virtual object interacting with the first virtual object, a first direction control is displayed; in response to the appearance of a second virtual object in the first direction and the distance between the second virtual object and the first virtual object being less than a distance threshold, the first direction control is displayed.
[0089] As an example, the interaction initiated by the second virtual object to the first virtual object can be either an attack launched by the second virtual object to the first virtual object, or communication between the second virtual object and the first virtual object, that is, the second virtual object sending a message to the first virtual object.
[0090] Taking game scenarios as an example, in role-playing games, the interaction between virtual characters is an important part of the game experience. Here are some examples of interactions between different factions and between the same faction:
[0091] Interactions between different factions can occur in the following ways:
[0092] 1) Conflict and Battle: In a fantasy role-playing game, players take on the roles of a good faction character and an evil faction character who unexpectedly encounter each other in an unknown forest. The two sides engage in a fierce battle to compete for a mysterious treasure or to prevent the other side from completing an evil plan.
[0093] 2) Diplomacy and Negotiation: Players take on the role of a merchant who needs to engage in diplomatic negotiations with the king of the opposing faction to obtain valuable resources or open new trade routes. Players must demonstrate excellent negotiation skills while maintaining their stance.
[0094] 3) Activities and Conspiracies: Players take on the role of someone who infiltrates the enemy faction's castle in an attempt to gather intelligence or sabotage their plans.
[0095] 4) Cultural exchange and learning: Players may exchange academic knowledge with scholars from opposing factions. Although the two sides have differences in their positions, they can still find common ground in academics and culture.
[0096] Interactions between members of the same faction can occur in the following ways:
[0097] 1) Cooperation and teamwork: When players take on the role of an adventure team, they need close cooperation among team members when they encounter difficulties during their exploration, such as solving puzzles together and working together to defeat powerful monsters.
[0098] 2) Resource allocation and sharing: Resource allocation issues may arise between players in the same faction. This usually requires communication and negotiation within the team to determine how to fairly distribute loot or food supplies.
[0099] 3) Role-playing and story creation: Players take on different roles within a faction, such as doctors and soldiers, and collaborate to create a story through role-playing, increasing the depth and fun of the game.
[0100] 4) Emotions and interpersonal relationships: During the long adventure, player characters may develop deep friendships or romantic relationships. This emotional interaction can enrich the game experience and affect the development of the plot.
[0101] As an example, the aforementioned distance threshold can be preset. For instance, when the distance threshold is 100 meters, the first directional control can be displayed if the distance between the second virtual object and the first virtual object is less than 100 meters.
[0102] Distance thresholds can also be determined statistically based on historical interaction data of virtual scenes. For example, by statistically analyzing the distance between two virtual object samples when they interact at different times in the historical interaction data of virtual scenes, the average distance at multiple times can be used as the distance threshold. This allows the first virtual object to be alerted in advance when the distance between the second virtual object with potential interaction intention and the first virtual object is less than the distance threshold.
[0103] In some other embodiments of step 102, in response to the appearance of a second virtual object in the first direction and the second virtual object having the intention to interact with the first virtual object (i.e. having the intention to interact, but not yet interacting with the first virtual object), the first direction control is displayed.
[0104] In some embodiments, artificial intelligence techniques can be employed to predict the intention of the second virtual object to interact with the first virtual object, see [link to relevant documentation]. Figure 3B , Figure 3B This is a flowchart illustrating the process of determining the interactive intent of a second virtual object, as provided in an embodiment of this application. It can be achieved through... Figure 3B Steps 201 to 203 predict the intention of the second virtual object to interact with the first virtual object, which will be explained in detail below.
[0105] In step 201, the features of the object combination are obtained, wherein the features of the object combination include the position of the first virtual object and the second virtual object, the attributes of the first virtual object and the second virtual object, the relationship between the first virtual object and the second virtual object, and the roles of the first virtual object and the second virtual object.
[0106] Taking a game scenario as an example, the attributes of the first and second virtual objects can be their movement speed and skills, etc. The relationship between the first and second virtual objects can be adversarial, meaning they belong to different factions; or they can be teammates, meaning they belong to the same faction. The roles of the first and second virtual objects can be support, warrior, archer, mage, and assassin, etc.
[0107] In step 202, a pre-trained interaction probability model is invoked based on the features of the object combination to perform probability prediction, thereby obtaining the probability of the first virtual object and the second virtual object interacting. The interaction probability model is trained based on the features of the sample object combination and the corresponding labels, and the labels represent the probability of the sample objects in the sample object combination interacting.
[0108] In some embodiments, the interaction probability model is obtained by performing the following processes: taking the features of the sample object combination as input, calling the initialized interaction probability model to predict the probability of interaction between sample objects in the sample object combination, thus obtaining the predicted interaction probability of the sample objects; determining the loss value based on the difference between the predicted interaction probability and the label, and updating the parameters of the initialized interaction probability model based on the loss value using the backpropagation algorithm, thus obtaining the trained interaction probability model. Here, the interaction probability model can be trained by the terminal using an artificial intelligence (AI) chip, or it can be trained by a server and then distributed to the terminal.
[0109] As an example, training can be performed by collecting feature data of a first virtual object sample, a second virtual object sample, and the interaction between the first and second virtual object samples from historical interaction data of virtual scenes. For instance, interaction data from advanced players can be collected to learn their decision-making experience regarding whether to interact when they perceive other virtual objects.
[0110] As examples, the interaction probability model can be a fully connected neural network (Multilayer Perceptron, MLP), a convolutional neural network (CNN), a recurrent neural network (RNN), a variational autoencoder (VAE), a Transformer, a Long Short-Term Memory (LSTM) network, and a proximal policy optimization (PPO) network. The loss function used to determine the loss value can be a loss function such as Mean Squared Error (MSE), Root Mean Squared Error (RMSE), Mean Absolute Error (MAE), or Cross-Entropy Loss.
[0111] In step 203, in response to the probability that the first virtual object and the second virtual object interact being greater than a probability threshold, it is determined that the second virtual object has the intention to interact with the first virtual object.
[0112] As an example, when the probability of the first virtual object and the second virtual object interacting is 0.85 and the probability threshold is 0.8, it is determined that the second virtual object has the intention to interact with the first virtual object.
[0113] This application embodiment comprehensively considers the features of the first virtual object and the second virtual object in different dimensions, and calls a pre-trained interaction probability model to predict the intention of the second virtual object to interact with the first virtual object. In this way, the behavior strategy of the virtual object can be dynamically adjusted according to the prediction results, so as to make more reasonable responses, improve the dynamic interaction quality and the adaptability of the intelligent agent in the virtual scene, and provide users with a richer and more realistic virtual experience.
[0114] The embodiments of this application, when displaying the first directional control, embody the process of responding to different conditions of the second virtual object. When the second virtual object actively interacts with the first virtual object, displaying the first directional control indicates the current interaction state and allows the user to perform corresponding operations, such as selecting dialogue options or executing specific skills. When the second virtual object approaches within a preset distance, displaying the first directional control can prompt the user of the possibility of close-range interaction, such as performing melee attacks or adjacent interactions in a role-playing game. When it is predicted that the second virtual object intends to interact with the first virtual object, but no interaction has yet occurred, displaying the first directional control provides the user with an opportunity to prepare or adjust their strategy to deal with potential interactions, increasing the user's sense of control and anticipation over the interaction. In summary, the scheme of displaying the first directional control under different conditions enables users to quickly understand the interaction state and possible interaction options in the environment through visual or operational feedback, thereby making more timely and appropriate responses, improving the user experience, and enhancing the intuitiveness and interaction efficiency of the user interface.
[0115] In some embodiments, the "displaying a first direction control in response to the appearance of a second virtual object in the first direction" in step 102 above can be implemented by performing at least one of the following processes: displaying a first direction control in response to the appearance of a second virtual object in the first direction, and the first virtual object and the second virtual object belong to different teams (e.g., the first virtual object belongs to the blue team and the second virtual object belongs to the red team); displaying a first direction control in response to the appearance of a second virtual object in the first direction, and the probability of successful interaction between the first virtual object and the second virtual object is less than a probability threshold (e.g., the probability threshold is 0.8); displaying a first direction control in response to the appearance of a second virtual object in the first direction, and the second virtual object and the first virtual object can meet based on the current movement direction and speed of the second virtual object and the distance between the first virtual object and the second virtual object.
[0116] Here, the probability of successful interaction between the first virtual object and the second virtual object can have any of the following meanings: the probability that the first virtual object defeats the second virtual object in a confrontation scenario where the first virtual object and the second virtual object belong to different camps; or the probability that the first virtual object and the second virtual object cooperate in a collaborative scenario where the first virtual object and the second virtual object belong to the same camp.
[0117] As an example of the first and second virtual objects meeting, if the second virtual object is currently moving westward, the first virtual object is to its west, the first virtual object is moving westward at a speed of 1 meter per second, the second virtual object is moving westward at a speed of 2 meters per second, and the distance between the first and second virtual objects is 10 meters, then according to the second virtual object's current direction and speed, the second and first virtual objects will meet after 10 seconds, and the first direction control will be displayed. If the second virtual object is currently moving westward, the first virtual object is to its west, and the first virtual object remains stationary, the second virtual object is moving westward at a speed of 2 meters per second, and the distance between the first and second virtual objects is 10 meters, then according to the second virtual object's current direction and speed, the second and first virtual objects will meet after 5 seconds, and the first direction control will be displayed. If the second virtual object is currently moving eastward, and the first virtual object is to its west, then according to the second virtual object's current direction and speed, the second and first virtual objects will not meet, and the first direction control will not be displayed.
[0118] This application's embodiments determine whether to display a first directional control by considering the faction a first virtual object and a second virtual object belong to, the probability of successful interaction between the first and second virtual objects, and the encounter situation between the first and second virtual objects. Through visual cues, users can promptly understand the interaction status and possible interaction options in the environment, thereby making more appropriate reactions and decisions. For example, in games, determining the display scheme of the first directional control for different situations can enhance the game's immersion and competitiveness, and improve the user's sense of control and anticipation.
[0119] In some embodiments, the aforementioned "successful probability of interaction between the first virtual object and the second virtual object" can be predicted by invoking a pre-trained deep learning model. The deep learning model can be obtained by performing the following processes: acquiring a training set, wherein the training set includes features of the first and second sample virtual objects, and successful probability labels for the interaction between the first and second sample virtual objects, wherein the features of the first and second sample virtual objects include the position, attributes, role, etc. of each sample virtual object; invoking the initialized deep learning model to predict the successful probability of interaction between the first and second sample virtual objects, obtaining the predicted successful probability of interaction between the first and second sample virtual objects; determining a loss value based on the difference between the predicted successful probability and the successful probability label; and updating the parameters of the initialized deep learning model using the backpropagation algorithm based on the loss value, obtaining the trained deep learning model.
[0120] Here, the success probability label can be either 0 or 1. Specifically, in a confrontation scenario where the first and second virtual objects belong to opposing factions, a success probability label of 1 indicates that the first virtual object can defeat the second; a success probability label of 0 indicates that the first virtual object fails in the confrontation. In a cooperative scenario where the first and second virtual objects belong to the same faction, a success probability label of 1 indicates that the first virtual object can cooperate with the second; a success probability label of 0 indicates that the first virtual object does not cooperate with the second.
[0121] As an example, deep learning models can be fully connected neural networks, convolutional neural networks, recurrent neural networks, variational autoencoders, Transformers, long short-term memory networks, and proximal policy optimization, etc. The loss function used to determine the loss value can be a mean squared error, root mean square error, mean absolute error, cross-entropy loss, etc.
[0122] This application's embodiments predict the success probability of interaction between a first sample virtual object and a second sample virtual object by calling a pre-trained deep learning model. This allows the deep learning model, trained on a large amount of data, to automatically learn and generate predictions of the interaction between the first and second virtual objects. Based on the difference between the prediction results and a probability threshold, the display of the first directional control is determined, making the display result of the first directional control more reliable. By predicting the success probability of virtual object interaction, users can better understand the interaction outcome and make more appropriate responses and decisions.
[0123] In some embodiments, the first virtual scene includes multiple directional controls, wherein the multiple directional controls are respectively located in multiple directions to indicate the direction they are in, that is, different directional controls indicate different directions; accordingly, the "displaying the first directional control in response to the appearance of a second virtual object in the first direction" in step 102 above can be achieved by performing the following process: in response to the appearance of a second virtual object in the first direction, applying a first display parameter to the first directional control; wherein the second directional control is applied with a second display parameter, the first display parameter is different from the second display parameter, and the second directional control is a directional control among the multiple directional controls that is different from the first directional control.
[0124] Here, the multiple directional controls can be displayed automatically when the first virtual scene is displayed; or they can be displayed simultaneously with the first directional control, while other directional controls, i.e., the second directional controls, are also displayed. When the second controls are displayed, they can be hidden in response to the user's triggering operation to hide some controls, thereby preventing the second directional controls from obscuring the first directional controls; or they can be hidden in response to the user's triggering operation to hide all controls, thus hiding all the multiple directional controls in the first virtual scene.
[0125] The first display parameter of the first directional control differs from the second display parameter. The display methods of the first and second display parameters can be any of the following: different colors, different brightness or different backgrounds, different saturation of the same color, different textures, or different line thicknesses of the same texture, different brightness (or transparency) of the same color or the same texture; different types of textures or materials, such as smooth and rough, metal and plastic, etc.
[0126] As an example, see Figure 4B , Figure 4B This is a second schematic diagram of the virtual scene provided in the embodiments of this application. For example... Figure 4B As shown, in Figure 4B The virtual scene above displays a first virtual object 401, a second virtual object 402, a second virtual object 403, and multiple directional controls, as well as a hidden directional control 421. Among the multiple directional controls are directional control 405 (the first directional control) and other directional controls (the second directional controls). Since directional control 405 indicates that the second virtual object 402 and the second virtual object 403 are located at the 11 o'clock position, directional control 405 is the first directional control, and the other directional controls are second directional controls, such as directional controls 407 and 408. In response to a trigger operation on the hidden directional control 421, in Figure 4B Only the first virtual object 401 is displayed in the middle of the virtual scene, while multiple directional controls are hidden.
[0127] At this time, if Figure 4B If a second virtual object appears at one of the three points in the middle of the virtual scene, then in Figure 4B The virtual scene below shows a first virtual object 401, a second virtual object 402, a second virtual object 403, and a second virtual object 404, as well as multiple direction controls. Among these direction controls, direction control 405 indicates that the second virtual object 402 and the second virtual object 403 are located at the 11 o'clock position, and shows their respective positions. The distance between the second virtual object 402 and the first virtual object 401 is 50 meters, and the distance between the second virtual object 403 and the first virtual object 401 is 30 meters. Direction control 406 indicates that the second virtual object 404 is located at the 3 o'clock position, and shows its position. The distance between the second virtual object 404 and the first virtual object 401 is 40 meters. Figure 4B The first directional controls shown in the virtual scene below include directional controls 405 and 406; the other directional controls are second directional controls. Figure 4B The direction control 407 and direction control 408 shown in the virtual scene below are examples. Figure 4B It can be seen that the display background (vertical stripes) of the first directional control (directional control 405 and directional control 406) is different from the display background (horizontal stripes) of the second directional control (directional control 407 and directional control 408).
[0128] This application applies a first display parameter to the directional control corresponding to the direction where the second virtual object appears, and a second display parameter to the directional control where the direction where the second virtual object does not appear. By applying different display parameters to different directional controls, the difference between the second and first directional controls can be highlighted, providing personalized visual feedback. This enhances the user's immersion in the virtual scene, making the virtual scene more realistic and vivid. Users can quickly identify different interactive scenarios, such as hostile or friendly virtual objects, based on the visual differences in the directional controls and react accordingly. The dynamic changes and personalized display of the directional controls can also improve the user's interactive experience with the virtual scene, making the user feel more engaged and involved.
[0129] In some embodiments, the plurality of directional controls are arranged radially around the first virtual object or around a position symbol of the first virtual object on a plane in a virtual scene, wherein the direction of each directional control relative to the position symbol is the direction indicated by each directional control.
[0130] Here, multiple directional controls are arranged radially around the first virtual object or around the position symbol of the first virtual object, and can be arranged in shapes such as circles, ellipses, rings, and rectangles.
[0131] As an example, see Figure 4G ,exist Figure 4G In the virtual scene, multiple directional controls (such as first directional control 466 and first directional control 468) are arranged in a radial ring around the first virtual object 461. See also Figure 4H , Figure 4H The diagram illustrates a first virtual object 471 and multiple directional controls, wherein the multiple directional controls include a first directional control 472 and multiple second directional controls, such as... Figure 4H The second direction control 473 is shown. Figure 4H The multiple directional controls shown are arranged radially around the position symbol 474 of the first virtual object 471.
[0132] In some embodiments, the positions of the multiple directional controls themselves are not directional, and the multiple directional controls can be displayed horizontally or vertically, with each directional control indicating the direction indicated by text.
[0133] As an example, see Figure 4C , Figure 4CThis is a third schematic diagram of the virtual scene provided in the embodiments of this application. Figure 4C The image shows a first virtual object 441, and multiple direction controls, each of which indicates the number of direction points it points to in the form of text, such as... Figure 4C As shown, direction controls 442 and 443 indicate the presence of second virtual objects at the 3 o'clock and 11 o'clock positions, respectively. See also Figure 4D , Figure 4D This is the fourth schematic diagram of the virtual scene provided in the embodiments of this application. Figure 4D The image shows a first virtual object 441, and multiple directional controls, each indicating the direction indicated by the control in text form, such as... Figure 4C As shown, direction control 445 indicates that a second virtual object appears in the southwest direction of the virtual scene.
[0134] In this embodiment, multiple directional controls are arranged radially around a first virtual object or around the position symbol of the first virtual object, allowing users to intuitively identify the direction represented by each control and quickly understand the spatial layout and interaction possibilities in the virtual scene. The radial layout is visually appealing, providing a sense of order and dynamism to the virtual interface without distracting the user. This layout enhances the user's immersion, helps the user quickly determine their position and the direction of their surroundings, and makes more accurate navigation decisions, thereby improving the interaction efficiency and experience quality between the user and the virtual scene.
[0135] In some embodiments, the first display parameter applied to the first directional control includes a first display sub-parameter and a second display sub-parameter, wherein the first display sub-parameter and the second display sub-parameter are different. When performing the "display the first directional control" step 102 above, the following processing can be performed: in response to the second virtual object and the first virtual object belonging to the same camp, the first display sub-parameter is applied to the first directional control; in response to the second virtual object and the first virtual object belonging to different camps, the second display sub-parameter is applied to the first directional control.
[0136] As an example, the display method of the first display sub-parameter and the second display sub-parameter can be any of the following: different colors, different brightness or different backgrounds; different saturation of the same color; different textures; different line thicknesses of the same texture; different brightness (or transparency) of the same color or the same texture; different types of textures or materials, such as smooth and rough, metal and plastic, etc.
[0137] See Figure 4E and Figure 4F , Figure 4E This is the fifth schematic diagram of the virtual scene provided in the embodiments of this application. Figure 4F This is the sixth schematic diagram of the virtual scene provided in the embodiments of this application. Figure 4E A first virtual object 461, a first direction control 462, a second virtual object 463, a first direction control 464, and a second virtual object 465 are shown, wherein the first direction control 462 indicates that the second virtual object 463 is located at the 11 o'clock position, and the first direction control 464 indicates that the second virtual object 465 is located at the 3 o'clock position. Figure 4E The second virtual object 463 and the second virtual object 465 shown belong to the same category as the first virtual object 461. When the first directional control 462 and the first directional control 464 are displayed, the first display sub-parameter applied is "twill". Figure 4F In the virtual scene, a first virtual object 461, a first direction control 466, a second virtual object 467, a first direction control 468, and a second virtual object 469 are shown. The first direction control 466 indicates that the second virtual object 467 is located at the 11 o'clock position, and the first direction control 468 indicates that the second virtual object 469 is located at the 3 o'clock position. Figure 4F The second virtual object 467 and the second virtual object 469 shown belong to the same category as the first virtual object 461. When the first directional control 466 and the first directional control 468 are displayed, the second display sub-parameter applied is "grid".
[0138] In this embodiment, when the second virtual object and the first virtual object belong to the same faction and different factions, respectively, different display sub-parameters are used for the first directional control where the second virtual object is located. These different display sub-parameters distinguish between friendly units within the same faction and enemy units from different factions. Customized visual cues, such as colors, icons, or shapes, can be provided based on different faction relationships to emphasize different faction affiliations. Through visual feedback, users can more intuitively understand the identity and intentions of other virtual objects, enabling them to quickly identify and take appropriate action. Intuitive visual differences make it easier for users to understand and manipulate objects in the virtual scene, improving the user interface's friendliness. For example, in a game scenario, this distinction helps enhance the game's strategy and complexity, improving player immersion and the overall gaming experience.
[0139] In some embodiments, the first direction control includes at least one of the following information about the second virtual object: the second direction in which the second virtual object is located; a quantified value of the influence of the second virtual object on the first virtual object; characteristics of the second virtual object; the speed of the second virtual object; the position of the second virtual object; the number of second virtual objects; the distance between the second virtual object and the first virtual object; and the estimated time for the second virtual object and the first virtual object to meet.
[0140] Here, the second direction of the second virtual object can be the relative direction of the second virtual object to the first virtual object, or the absolute direction of the second virtual object within the virtual scene. The quantified value of the impact of the second virtual object on the first virtual object can include at least one of the following: the quantified value of each second virtual object's impact on the first virtual object; or the sum of the quantified values of multiple second virtual objects' impact on the first virtual object. For example, the quantified value of the impact of the second virtual object on the first virtual object can be the damage value of each second virtual object's impact on the first virtual object; or it can be the sum of the damage values of multiple second virtual objects' impact on the first virtual object, i.e., the total damage value.
[0141] In some embodiments, the "estimated time for the second virtual object to meet the first virtual object" can be determined by performing the following process: determining the distance between the first virtual object and the second virtual object based on their current positions; and determining the estimated time for the second virtual object to meet the first virtual object based on the distance between them, as well as their moving direction and moving speed.
[0142] As an example, the current distance between the first virtual object and the second virtual object is 30 meters. The first virtual object and the second virtual object are moving in the same direction. The first virtual object moves at a speed of 2 meters per second, and the second virtual object moves at a speed of 5 meters per second. Therefore, the estimated time for the second virtual object to meet the first virtual object is 10 seconds.
[0143] In some embodiments, the first direction control may also display a prompt message, wherein the prompt message is used to prompt the sending of a second virtual object located in the direction corresponding to the first direction control.
[0144] As an example, see further. Figure 4F In the first directional control 467 shown on 4F, the second direction of the second virtual object 467 is 11 o'clock, the quantized value of the influence of the second virtual object 467 on the first virtual object 461 is 130, the distance between the second virtual object 467 and the first virtual object 461 is 50 meters, and a prompt message is displayed: "Click to synchronize with teammates". In the first directional control 468 shown on 4F, the second direction of the second virtual object 469 is 3 o'clock, the quantized value of the influence of the second virtual object 469 on the first virtual object 461 is 32, the distance between the second virtual object 469 and the first virtual object 461 is 40 meters, and a prompt message is displayed: "Click to synchronize with teammates".
[0145] This embodiment of the application displays multi-dimensional information about the second virtual object in a first directional control, allowing the user controlling the first virtual object to quickly understand the position and direction of movement of other virtual objects, thus enabling appropriate responses. Based on the displayed speed and position of the second virtual object, the user can better navigate and avoid potential conflicts or collisions. Displaying the number of second virtual objects enhances the user's understanding of the quantity and distribution of virtual objects in the environment, leading to better decision-making; displaying the distance between the second and first virtual objects and the estimated time of their encounter helps the user estimate the time and location of the encounter, allowing for advance preparation or adjustments. In summary, by displaying this information, users can better immerse themselves in the virtual scene, enhancing the interactivity between the user and the virtual scene, and enabling users to better understand and control interactions within the virtual scene, thereby improving user experience and interaction efficiency.
[0146] See also Figure 3A The following will be an explanation following step 102 above.
[0147] In step 103, in response to a trigger operation on the first direction control, information of the second virtual object is sent to the third virtual object.
[0148] In some embodiments, see Figure 3C , Figure 3C This is a schematic diagram of the information transmission process in a virtual scene provided in the embodiments of this application. Figure 3A Step 103 can be achieved through Figure 3C Steps 1031 to 1032 are implemented, and the details are explained below.
[0149] In step 1031, in response to a trigger operation on the first directional control, a plurality of candidate third virtual objects are displayed in the first virtual scene.
[0150] In some embodiments, the display of multiple candidate third virtual objects in the first virtual scene can be achieved by classifying and displaying the third virtual objects according to their role types.
[0151] As an example, the multiple candidate third virtual objects are Virtual Object 1, Virtual Object 2, Virtual Object 3, and Virtual Object 4. Among them, Virtual Object 1 and Virtual Object 3 are of the Marksman type, while Virtual Object 2 and Virtual Object 4 are of the Support type. Therefore, Virtual Object 1, Virtual Object 3, Virtual Object 2, and Virtual Object 4 can be displayed in the order of Marksman first, then Support.
[0152] In other embodiments, the display of multiple candidate third virtual objects in the first virtual scene may be based on sorting and displaying the third virtual objects according to the most recent communication time between the third virtual object and the first virtual object.
[0153] As an example, if the multiple candidate third virtual objects are virtual object 1, virtual object 2, virtual object 3 and virtual object 4, and the most recent communication times between the four virtual objects and the first virtual object are 10:05, 9:55, 10:43 and 10:22 respectively, then the third virtual objects are sorted and displayed according to their most recent communication time with the first virtual object as follows: virtual object 3, virtual object 4, virtual object 1 and virtual object 2.
[0154] In other embodiments, the display of multiple candidate third virtual objects in the first virtual scene may be based on sorting and displaying the third virtual objects according to their distance from the first virtual object.
[0155] As an example, if the multiple candidate third virtual objects are virtual object 1, virtual object 2, virtual object 3 and virtual object 4, and the distances of the four virtual objects from the first virtual object are 25 meters, 10 meters, 18 meters and 20 meters respectively, then the multiple third virtual objects are sorted according to their distance from the first virtual object and displayed as: virtual object 2, virtual object 3, virtual object 4 and virtual object 1.
[0156] In other embodiments, the display of multiple candidate third virtual objects in the first virtual scene can be as follows: when the first virtual object and the second virtual object belong to different factions, the third virtual object whose defense direction is the first direction is displayed; when the first virtual object and the second virtual object belong to the same faction, the third virtual object whose role type matches that of the second virtual object is displayed.
[0157] As an example, see further. Figure 4F ,as well as Figure 4G , Figure 4G This is the seventh schematic diagram of the virtual scene provided in the embodiments of this application, in response to... Figure 4F The triggering operation of the first directional control 468 in the middle, in Figure 4G The list of third virtual objects is displayed in the middle. Figure 4G The multiple candidate third virtual objects shown include virtual object A, virtual object B, virtual object C, and virtual object D.
[0158] In step 1032, in response to a selection operation for at least one third virtual object, information about the second virtual object is sent to the selected at least one third virtual object.
[0159] As an example, see further. Figure 4G ,like Figure 4G As shown, in response to the selection operation for virtual object B, virtual object C, and virtual object D, the information of the second virtual object is sent to the selected virtual object B, virtual object C, and virtual object D.
[0160] In some embodiments, before performing the processing of step 1032 above, the following processing may be performed: displaying reference information for selecting candidate third virtual objects in the first virtual scene, wherein the reference information includes at least one of the following: the faction to which the third virtual object belongs; the number of third virtual objects; the third direction of the third virtual object; the distance between the third virtual object and the first virtual object; the state of the third virtual object.
[0161] Here, the state of the third virtual object includes a live state or an idle state, where the live state indicates whether the second virtual object is alive, and the idle state indicates whether the second virtual object is idle.
[0162] In some embodiments, when there are multiple second virtual objects located in the first direction, the "sending the information of the second virtual object to the third virtual object" in step 103 above can be achieved by performing at least one of the following processes: sending the information of the second virtual object located in the first direction and closest to the first virtual object to the third virtual object; sending the information of all second virtual objects located in the first direction to the third virtual object; sending the information of the second virtual object located in the first direction and having the intention to interact with the first virtual object to the third virtual object; sending the information of the second virtual object located in the first direction and initiating interaction with the first virtual object to the third virtual object.
[0163] As an example of the above-mentioned "sending the information of the second virtual object located in the first direction and closest to the first virtual object to the third virtual object", when the multiple second virtual objects located in the first direction are virtual object A, virtual object B and virtual object C respectively, and the distance between virtual object A and the first virtual object is 50 meters, the distance between virtual object B and the first virtual object is 40 meters, and the distance between virtual object C and the first virtual object is 30 meters, then the information of virtual object C can be sent to the third virtual object.
[0164] As an example of the above-mentioned "sending the information of all second virtual objects located in the first direction to the third virtual object", when the multiple second virtual objects located in the first direction are virtual object A, virtual object B and virtual object C respectively, the information of virtual object A, virtual object B and virtual object C can all be sent to the third virtual object.
[0165] As an example of the above-mentioned "sending information of a second virtual object located in the first direction and having the intention to interact with the first virtual object to a third virtual object", when the multiple second virtual objects located in the first direction are virtual object A, virtual object B and virtual object C respectively, and virtual object B and virtual object C have the intention to interact with the first virtual object, then the information of virtual object B and virtual object C can be sent to the third virtual object.
[0166] As an example of the above-mentioned "sending information of a second virtual object located in the first direction and interacting with the first virtual object to a third virtual object", when multiple second virtual objects located in the first direction are virtual object A, virtual object B and virtual object C respectively, and virtual object B interacts with the first virtual object, then the information of virtual object B can be sent to the third virtual object.
[0167] This embodiment of the application ensures that the third virtual object can react quickly and improves interaction efficiency by sending information to the third virtual object when the second virtual object is closest to the first virtual object. Sending information from all second virtual objects located in the first direction to the third virtual object helps the third virtual object better understand its surroundings, thereby making more rational resource allocation and task planning decisions. Sending information to the third virtual object when a second virtual object intends to interact with the first virtual object or has already initiated interaction strengthens collaboration and interaction, improving the adaptability and flexibility of the entire system. In summary, this information sending mechanism based on specific conditions can enhance the collaboration efficiency between virtual objects and support more complex decision-making and task execution.
[0168] In some embodiments, when the first virtual object and the second virtual object belong to different factions, the "sending the information of the second virtual object to the third virtual object" in step 103 above can be achieved by performing at least one of the following processes: sending the information of the second virtual object to a third virtual object that is within a preset distance and belongs to the same faction as the first virtual object; or sending the information of the second virtual object to a third virtual object that can meet the first virtual object within a preset time and belongs to the same faction as the first virtual object.
[0169] In some embodiments, it can be determined whether the third virtual object can meet the first virtual object within a preset time period based on the distance between the third virtual object and the first virtual object, as well as the direction and speed of movement of the third virtual object.
[0170] As an example, if the current distance between the third virtual object and the first virtual object is 30 meters, and the third virtual object moves towards the first virtual object at a speed of 5 meters per second, while the first virtual object remains stationary, then the time it takes for the third virtual object and the first virtual object to meet is 6 seconds. If the preset time is 7 seconds, then the third virtual object can meet the first virtual object within the preset time.
[0171] In some embodiments, when the first virtual object and the second virtual object belong to the same faction, the "sending the information of the second virtual object to the third virtual object" in step 103 above can be achieved by performing at least one of the following processes: sending the information of the second virtual object to a third virtual object whose distance from the second virtual object exceeds the distance perception limit; sending the information of the second virtual object to a third virtual object that has a cooperative relationship with the second virtual object; sending the information of the second virtual object to a third virtual object that belongs to the same role type as the second virtual object.
[0172] As an example, if the distance between the third virtual object A and the second virtual object is 120 meters, and the second virtual object's distance perception limit is 100 meters, then the information of the second virtual object is sent to the third virtual object A. If both the second virtual object and the third virtual object B are on the blue team, then the information of the second virtual object is sent to the third virtual object B. If both the second virtual object and the third virtual object C are archers, then the information of the second virtual object is sent to the third virtual object C.
[0173] This application embodiment sets different conditions for cases where the first virtual object and the second virtual object belong to the same camp and different camps, respectively. When the third virtual object meets the corresponding conditions, it determines to send the information of the second virtual object to the corresponding third virtual object. This can enhance team collaboration and combat efficiency, and improve interactivity and strategy in virtual scenes.
[0174] In some embodiments, the first direction indicated by the first direction control in step 103 above can be an absolute direction, wherein the absolute direction is the direction of the second virtual object relative to the origin of coordinates (such as east, south, west, north, southeast, northeast, southwest, northwest), or the first direction is a relative direction, wherein the relative direction is the direction of the second virtual object relative to the reference point with the first virtual object as the reference point. The first virtual scene is displayed in a first terminal device, and the first virtual object is displayed through the first terminal device (such as...). Figure 1 The terminal 400-1 shown is controlled by the third virtual object, which is controlled by the second terminal device (such as...). Figure 1 The terminal shown (400-2) is controlled by it.
[0175] For the two different scenarios of the first direction mentioned above, the "sending the information of the second virtual object to the third virtual object" in step 103 can be achieved by performing the following processing: when the first direction is an absolute direction, the information of the second virtual object is sent to the third virtual object for displaying a first prompt message in the second virtual scene of the second terminal device, wherein the first prompt message is used to represent the information of the second virtual object in the first direction of the second virtual scene; when the first direction is a relative direction, the information of the second virtual object is sent to the third virtual object for converting the first direction to a fourth direction in the second terminal device and displaying a second prompt message in the second virtual scene of the second terminal device, wherein the second prompt message is used to represent the information of the second virtual object in the fourth direction of the second virtual scene.
[0176] In some embodiments, when the first direction is the aforementioned relative direction, participants Figure 3D , Figure 3D This is a flowchart illustrating the process of determining a first direction provided in an embodiment of this application, which can be performed by a terminal or server. Figure 3D Steps 301 to 303 determine the first direction of the second virtual object relative to the first virtual object. The following is a detailed explanation using the terminal as the execution subject.
[0177] In step 301, a first direction vector is determined based on the position of the first virtual object and the position of the second virtual object.
[0178] In some embodiments, the first terminal device controlling the first virtual object (such as...) can be used. Figure 1 The terminal 400-1 shown can determine the first direction vector based on the position of the first virtual object and the position of the second virtual object.
[0179] As an example, the coordinates of the first virtual object are P1 = (x1, y1) and the coordinates of the second virtual object A are P2 = (x2, y2). The first direction vector V1 can be determined based on the x-axis and y-axis coordinates of the first and second virtual objects, as shown in the following formula (1).
[0180] V1=P2-P1=(x2-x1,y2-y1) (1)
[0181] In step 302, the first direction angle is determined based on the first direction vector and the first view vector corresponding to the orientation of the first virtual object.
[0182] As an example, the first view vector corresponding to the orientation of the first virtual object is V0 = (x0, y0). Then, based on the first view vector V0 and the first direction vector V1 mentioned above, the first direction angle θ1 can be determined, see the following formula (2).
[0183]
[0184] In step 303, the first direction is determined based on the included angle of the first direction.
[0185] As an example, the first direction corresponding to the first direction angle θ1 can be determined according to the first direction angle θ1, see the following formula (3), where T1∈{0,1,2…11}.
[0186]
[0187] In some embodiments, when the first direction is the aforementioned relative direction, participants Figure 3E , Figure 3E This is a flowchart illustrating the process of determining the fourth direction provided in an embodiment of this application. For each third virtual object, this can be achieved by executing... Figure 3E Steps 401 to 404 are provided for converting the first direction into the fourth direction in the second terminal device and determining the fourth direction of the second virtual object relative to each third virtual object, as described in detail below.
[0188] In step 401, the position of the second virtual object is determined according to the first direction.
[0189] In some embodiments, during the determination of the first direction, an index list can be established to record the correspondence between the position of the second virtual object and the first direction. For example, k1 = [(x2, y2), T1]. After sending the information of the second virtual object to the third virtual object, the position of the second virtual object can be retrieved according to the correspondence between the position of the second virtual object and the first direction in the index list.
[0190] In step 402, the second direction vector is determined based on the position of the third virtual object and the position of the second virtual object.
[0191] In some embodiments, after sending the information of the second virtual object to the third virtual object, the second terminal device used to control the third virtual object can determine the second direction vector based on the position of the third virtual object and the position of the second virtual object.
[0192] As an example, the coordinates of the third virtual object are P3 = (x3, y3) and the coordinates of the second virtual object A are P2 = (x2, y2). The second direction vector V2 can be determined based on the x-axis and y-axis coordinates of the third and second virtual objects, as shown in the following formula (4).
[0193] V2=P2-P3=(x2-x3,y2-y3) (4)
[0194] In step 403, the second direction angle is determined based on the second direction vector and the second view vector corresponding to the orientation of the third virtual object.
[0195] In some embodiments, the second terminal device for controlling the third virtual object can determine the second direction angle based on the second direction vector and the second view vector corresponding to the orientation of the third virtual object.
[0196] As an example, the second view vector corresponding to the orientation of the third virtual object is V4 = (x4, y4). Then, based on the second view vector V4 and the second direction vector V2 mentioned above, the second direction angle θ2 can be determined, see the following formula (5).
[0197]
[0198] In step 404, the fourth direction is determined based on the included angle of the second direction.
[0199] In some embodiments, the second terminal device for controlling the third virtual object can determine the fourth direction based on the included angle of the second direction.
[0200] As an example, based on the included angle θ2 of the second direction, the fourth direction T2 corresponding to the included angle θ2 of the second direction can be determined, see the following formula (6), where T2∈{0,1,2…11}.
[0201]
[0202] This application's embodiments propose different schemes for cases where the first direction is both absolute and relative. After sending information from the second virtual object to the third virtual object, different prompts are displayed in the virtual scene of the third virtual object's terminal device. This enhances the navigation and positioning capabilities of the third virtual object under different conditions, improves interaction efficiency, optimizes user experience, and supports the management of complex scenes, thereby improving information transmission performance and user satisfaction. By displaying prompts in different situations on the third virtual object's terminal device, the third virtual object can better understand the scene's layout and dynamic changes, improving its environmental awareness. This is useful for team collaboration or coordinated attacks in multiplayer games. Personalized prompts can be provided based on the different first directions to adapt to the different needs and application scenarios of the third virtual object, thereby improving the relevance and effectiveness of the prompts. Displaying prompts in different situations provides a richer and more intuitive interactive experience, enhancing the user's understanding and sense of control over the virtual scene. By developing different display schemes for different situations, the flexibility and adaptability of information transmission can be improved, enabling it to better adapt to different usage scenarios and user needs.
[0203] In some embodiments, when performing any of the above steps, a map of the first virtual scene can be displayed in the first virtual scene, wherein the location of at least one of the first virtual object, the second virtual object, and the third virtual object is displayed in the map.
[0204] Here, the map of the first virtual scene includes at least a portion of the first virtual scene. The display methods of the first virtual object, the second virtual object, and the third virtual object in the map are not unique.
[0205] As an example, different shapes, colors, or sizes of identifiers could be used to represent the first, second, and third virtual objects, respectively. For instance, the identifier for the first virtual object could be a square, the identifier for the second virtual object could be a circle, and the identifier for the third virtual object could be a triangle. Alternatively, the same identifier could be labeled with different text to represent the first, second, and third virtual objects, respectively.
[0206] See Figure 5 , Figure 5 This is the ninth schematic diagram of the virtual scene provided in the embodiments of this application. Figure 5 The first virtual scene shown includes a first virtual object 501 and a map 511 of the first virtual scene. The map 511 displays an identifier 502 corresponding to the first virtual object 501, an identifier 503 corresponding to the second virtual object A, an identifier 504 corresponding to the second virtual object B, and an identifier 505 corresponding to the third virtual object C. The identifier 502 of the first virtual object 501 is a square, the identifiers 503 and 504 of the second virtual object A and the second virtual object B are circles, and the identifier 505 of the third virtual object C is a triangle.
[0207] This application embodiment identifies the locations of different virtual objects on a map within a virtual scene, providing an overview of the virtual scene through map display. This helps users better understand and locate their position within the scene and the surrounding environment. Users can identify potential interaction opportunities or conflicts by observing the locations of objects on the map and formulate action plans accordingly. Simultaneously, the map display enhances the realism and immersion of the virtual scene, allowing users to simultaneously observe the locations and dynamics of multiple virtual objects without needing to retrieve the location of each object in real time. By displaying the locations of virtual objects on the map, an intuitive interface is provided to showcase the structure and elements of the virtual scene, improving the usability and ease of use of the user interface, thereby significantly enhancing the user experience and the practicality of the virtual scene.
[0208] In some embodiments, after performing step 103 above, "in response to a trigger operation on the first direction control, send information of the second virtual object to the third virtual object", the sending status of the information, such as sent, in the process of sending, or failed to send, can be displayed in the first virtual scene of the first virtual object.
[0209] The virtual object interaction processing method provided in this application embodiment can display a first direction control to indicate the first direction when a second virtual object appears in the first direction; and send the information of the second virtual object to a third virtual object by triggering the first direction control. Compared with related technologies that can only rely on text communication, voice communication, or marker systems to transmit information of virtual objects, this method can intuitively display the direction of the virtual object, helping users quickly decide whether to send a message based on the direction of the second virtual object. Furthermore, it supports sending the information of the first virtual object to the third virtual object through quick triggering operations on the first direction control. Thus, the perception of the first direction of the second virtual object and the sending of messages are integrated into the first direction control, simplifying the operation steps and enabling intuitive perception of the direction of the virtual object, as well as efficient and accurate transmission of virtual object information.
[0210] The following will describe an exemplary application of the embodiments of this application in a game scenario.
[0211] In first-person shooter (FPS) games that support multiplayer online participation, players often face the challenge of accurately communicating the direction of attack to their teammates after being attacked by enemies. In this situation, players cannot quickly inform their teammates of the enemy's exact location and total damage dealt, leading to poor information flow between teams and impacting tactical coordination and team combat efficiency. Current technologies rely on text communication, voice communication, or marking the direction of attack to inform teammates of the enemy's location. For example, players can send a description of the attack direction via text chat, use voice communication tools, or use in-game marking functions to indicate the enemy's location. While these methods achieve some degree of information transmission, they are often inefficient, untimely, and inaccurate, especially in intense combat environments. First, the efficiency of information transmission is low; manual operation requires player attention and may lead to delays or errors, affecting team tactical decisions. Second, the operation steps are cumbersome, increasing the player's operational burden, and the high operational cost reduces players' willingness to communicate enemy location information, lowering the user experience.
[0212] To address the aforementioned issues, the virtual scene interaction processing method provided in this application can display the direction of attack and the total damage in that direction within the virtual scene of the player's terminal device after the player is attacked, and convey the direction of attack and the total damage to teammates. Furthermore, when a player is attacked by an enemy, a ring indicating the attack direction is displayed on the human-computer interaction interface of the player's terminal device. This ring includes 12 sub-rings (corresponding to 12 direction points), mapping the attack direction to the corresponding direction points and displaying the total damage to the player in each direction point. Each direction point indicates a direction of the attacker relative to the player. When there are multiple attackers in the same direction, the position of the attacker closest to the player is taken as the attack point. Responding to the player's click on a direction point, the indicated direction can be accurately reported to teammates. The direction information received by teammates is based on the direction converted from their own position to the position of the attack point, improving the accuracy of information transmission.
[0213] This application simplifies the player's operation process in battle and the transmission of attack direction information by using an intuitive attack direction indication method and a fast message transmission interaction method. It greatly reduces the information delay and error caused by manual operation. Through visual display and automated message transmission, it improves the accuracy and efficiency of information transmission, enabling teammates to quickly understand the source of the attack and the damage value. This not only enhances the real-time communication ability between players, enabling team members to cooperate more efficiently, but also improves the team's ability to coordinate combat under high pressure, thereby optimizing the team's reaction speed and tactical adjustment ability, and improving the overall game experience and team performance.
[0214] The following is a detailed description of the virtual scene interaction processing method provided in this application embodiment. When a player character is attacked by an enemy, an attack direction indicator ring will appear at the center of the player's view. This ring is divided into 12 fan-shaped sub-rings (each fan-shaped sub-ring serves as a direction control), corresponding to 12 directional points within the 360-degree field of view of the player's plane. The sub-ring directly facing the player's view is the 0-point direction. Based on the angle between the enemy attacker and the player's view, the direction of attack can be determined, and the corresponding sub-ring is highlighted. The total accumulated damage value in that direction is also displayed in the attacked sub-ring. In response to the player's click on any highlighted sub-ring, the coordinates of the attacker closest to the player character in that direction can be determined and recorded, and sent to the teammate's terminal device. After receiving the corresponding direction information and the attacker's coordinates, the teammate's terminal device can determine the direction point of the attacker's coordinates relative to each teammate's view and pop up an information bar on the teammate's human-computer interaction interface, displaying the name of the attacked player, the direction point of attack, and the total damage value.
[0215] As an example, see Figure 6 , Figure 6 This is a schematic diagram of the direction indication provided in an embodiment of this application. For example... Figure 6 As shown, when a player is attacked, in Figure 6 The left-hand interface displays an attack direction indicator ring 601, where the player's view is directly facing the sub-ring corresponding to point 0. Figure 6 The right-hand interface shows a circle 602 in the 360-degree view of the plane where the game character is located, with the player at the center of the circle. Figure 6 The attack direction indicator ring 601 on the left side of the interface is divided into 12 equal sub-rings, each sub-ring corresponding to... Figure 6 The number of directional points in circle 602 shown on the right side of the interface.
[0216] The angle between the enemy's attack direction and the player's view direction can be used to determine the directional point corresponding to the attack direction, thereby identifying which sub-rings of the attack direction indicator circle contain enemy attacks and highlighting the corresponding sub-rings.
[0217] As an example, see Figure 7 , Figure 7 This is a schematic diagram illustrating the attack direction provided in an embodiment of this application. For example... Figure 7 As shown, the player's perspective direction corresponds to... Figure 7 In the 0 o'clock direction shown, object 702 is attacker 1 located at the 11 o'clock direction, and object 703 is attacker 2 located at the 3 o'clock direction. The sub-rings at the 11 o'clock direction and the sub-rings at the 3 o'clock direction are highlighted.
[0218] During gameplay, when a player is attacked, in addition to highlighting the direction of the attack on the interface, the sub-rings displaying the attacker's location also show the total damage received in that direction. When there are multiple attackers in the direction corresponding to a sub-ring, the total damage displayed on the sub-ring is the sum of all the damage received.
[0219] As an example, see Figure 8 , Figure 8 This is a schematic diagram of the impact situation provided in the embodiments of this application. Figure 8 The system displays the hit status of the player-controlled virtual object 801. The sub-rings corresponding to the 11 o'clock and 3 o'clock directions are highlighted. The sub-ring corresponding to the 11 o'clock direction displays the damage value 130, the direction number "11 o'clock", and the prompt message "Click to synchronize with teammates". The sub-ring corresponding to the 3 o'clock direction displays the damage value 32, the direction number "3 o'clock", and the prompt message "Click to synchronize with teammates".
[0220] In response to a player's click on any highlighted sub-ring, the terminal device sends the corresponding attack direction to the server. The server records the coordinates of the nearest damage source to the player character in that attack direction, and determines the direction of the straight line connecting the coordinates of that damage source to the coordinates of each teammate. Based on the angle between the direction of the connecting line and the viewpoint of each teammate, the server determines the direction in which the attacker's coordinates are located, i.e., determines which sub-rings of the teammate's corresponding attack direction indicator ring are attacked by the enemy, and obtains the direction points corresponding to the sub-rings.
[0221] As an example, see Figure 9 , Figure 9 This is a schematic diagram of the direction conversion provided in an embodiment of this application. For example... Figure 9 As shown, object 901 is the player-controlled character, object 902 is the character controlled by teammate 1, object 903 is the character controlled by teammate 2, and object 904 is the character controlled by teammate 3. Object 904 is in a non-surviving state. Object 905 is the character controlled by attacker 1, and object 906 is the character controlled by attacker 2. Figure 9 As shown, at the 11 o'clock position of the player-controlled object 901, there are two attackers: attacker 1 controls object 905, and attacker 2 controls object 906. Attacker 1's object 905 is the closest to the player-controlled object 901. For teammate 1's controlled object 902, the angle between the line l5 connecting object 902 and object 905 and the line of sight l4 of object 902 is θ1. Based on θ1, object 905 is located at the 1 o'clock position of object 902. For teammate 2's controlled object 903, the angle between the line l7 connecting object 903 and object 905 and the line of sight l6 of object 903 is θ2. Based on θ2, object 905 is located at the 0 o'clock position of object 903.
[0222] Once the attacker's coordinates are determined to be in the direction of the teammate, an information bar will pop up on the human-computer interaction interface of the teammate's terminal device, indicating the information of the player being attacked, including the name of the player being attacked, the direction of the attack relative to the teammate's direction, and the total damage to the player.
[0223] As an example, see Figure 10 , Figure 10 This is a schematic diagram of the prompt information provided in an embodiment of this application. In such... Figure 10 In the human-computer interaction interface of the teammate's terminal device, an information bar 1002 is displayed above the object 1001 controlled by the teammate. The information bar displays: "Teammate XX has been attacked, the total damage is 123, the enemy is at your 3 o'clock position!"
[0224] The following describes the implementation of the virtual scene interaction processing method provided in the embodiments of this application. See also... Figure 11 , Figure 11 This is an interactive flowchart of the virtual scene provided in the embodiments of this application, which will be combined with Figure 11 Steps 1101 to 1108 shown are explained in detail.
[0225] In step 1101, the player character controlled by terminal 400-1 is attacked.
[0226] In some embodiments, in response to an attack on a player character controlled by terminal 400-1, the following step 1102 is performed.
[0227] In step 1102, terminal 400-1 records the attacker's coordinates and determines the distance between each attacker and the player character.
[0228] In some embodiments, when attacks on the player are detected from different attackers, the terminal 400-1 records the coordinates of the attackers and determines the distance between each attacker and the player character. Let PA be the coordinates of the i-th attacker. i =(x i ,y i ,z i The coordinates of the player being attacked are P. u = (x0, y0, z0), then based on the attacker's coordinates PA i and the coordinates P of the player being attacked u It is possible to determine the distance D between each attacker and the player. i See formula (7) below.
[0229]
[0230] In step 1103, terminal 400-1 determines the angle between the attack direction vector and the player's view vector from the player's perspective, and determines the sub-ring based on the angle.
[0231] In some embodiments, based on the attacker's coordinates PA described above i and the coordinates P of the player being attacked u Terminal 400-1 can determine the attack direction vector V based on the x-axis and y-axis coordinates of the attacker and player. i See formula (8) below.
[0232] V i =PA i -P u =(x i -x0,y i -y0) (8)
[0233] Player's perspective vector V uIt can be determined based on the player's current viewpoint, denoted as V. u =(x u ,y u Then, based on the attack direction vector V... i and player's perspective vector V u The attack direction vector V can be determined. i and player's perspective vector V u The included angle θ i See formula (9) below.
[0234]
[0235] Based on the included angle θ i It can be determined that the attack direction corresponding to each attacker is mapped to the number of direction points T in the direction-indicating attack ring. j Finally, the direction points are mapped to the corresponding sub-rings. See formula (10) below, where T j ∈{0,1,2…11}.
[0236]
[0237] In step 1104, the total damage value for each attack direction is displayed on the sub-ring of the virtual scene in terminal 400-1.
[0238] In some embodiments, the direction point T corresponding to the attack direction of each attacker can be used. j Determine the total damage M in each attack direction. j The total damage M for each attack direction is displayed on a sub-ring of the virtual scene in terminal 400-1. j .
[0239] In step 1105, terminal 400-1 detects the click operation on the sub-ring.
[0240] In some embodiments, when a T j When there are multiple attackers in a direction, let D be the direction. j For T j The distance between the attacker and the player in each direction. If T j The index of the attacker whose direction is closest to the player is k, i.e., D. k =min(D j Similarly, an index dictionary d can be created to record the index of the attacker closest to the player along the attack direction corresponding to each directional point, such as d[T j = k. When terminal 400-1 detects a click operation on the sub-ring, it performs the following step 1106.
[0241] In step 1106, terminal 400-1 identifies the attacker closest to the player in the corresponding direction as the target of the notification.
[0242] In the game implementation, when terminal 400-1 detects a click operation on the sub-ring, it can determine that in the attack direction corresponding to the target direction point, it is related to d[T]. j The corresponding index k determines the coordinates PA of the attacker closest to the player along that attack direction. k The attacker's coordinates PA k After sending it to the server, the coordinates of all surviving teammates can be determined. q .
[0243] In step 1107, terminal 400-2 determines the angle between the attack direction vector and the teammate's view vector from the teammate's perspective, and determines the direction point number based on the angle.
[0244] In some embodiments, terminal 400-2 can determine the attacker's coordinates PA based on the attacker's coordinates PA. k Coordinates of surviving teammates (PS) q The attacker's location relative to the teammate is determined, and the corresponding direction is mapped to the direction point of the attack direction indicator ring. The specific processing steps are detailed in steps 1102 and 1103 above, and will not be repeated here.
[0245] In step 1108, the player's hit information is displayed in the virtual scene of the terminal 400-2 controlled by the teammate.
[0246] In some embodiments, player hit information can be displayed in the virtual scene of the teammate-controlled terminal 400-2, wherein the player hit information may include the name of the hit player, the direction of the attacker, and the total damage to the player.
[0247] The virtual scene interaction processing method provided in this application embodiment can immediately display the attack direction and damage points in the virtual scene after detecting that the player character is attacked, and convey them to teammates. This allows players to accurately and quickly transmit enemy attack direction and damage information to teammates, improving the accuracy of information transmission and reducing tactical errors caused by inaccurate information transmission. By simplifying the information transmission process, players can quickly report the source of the attack without relying on text or voice communication, which greatly improves the team's reaction speed and collaborative combat capabilities in tense battles and optimizes teamwork efficiency. Compared with traditional perspective rotation or complex marking operations, the quick click method of clicking the sub-ring corresponding to the direction points reduces the player's operational costs under high-pressure environments, reduces the possibility of information delays, and ensures the timeliness of information transmission. By providing real-time attack direction and damage information, teammates can quickly understand the battle situation and adjust tactics accordingly, enhancing tactical adjustment capabilities and effectively improving the team's overall combat performance.
[0248] The following description continues to illustrate the exemplary structure of the virtual scene interaction processing device 455 provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software modules in the interactive processing device 455 of the virtual scene stored in the memory 450 may include:
[0249] The first display module 4551 is used to display a first virtual scene, wherein the first virtual scene includes a first virtual object.
[0250] The second display module 4552 is used to display a first direction control in response to the appearance of a second virtual object in a first direction. The first direction control is used to indicate the first direction, which is the direction in which the second virtual object is perceived from the perspective of the first virtual object.
[0251] The information sending module 4553 is used to send information of the second virtual object to the third virtual object in response to a trigger operation of the first direction control.
[0252] In some embodiments, the second display module 4552 is further configured to perform at least one of the following processes: displaying a first direction control in response to the appearance of a second virtual object in a first direction and the second virtual object initiating an interaction with a first virtual object; displaying a first direction control in response to the appearance of a second virtual object in a first direction and the distance between the second virtual object and the first virtual object being less than a distance threshold; and displaying a first direction control in response to the appearance of a second virtual object in a first direction and the second virtual object having an intention to interact with the first virtual object.
[0253] In some embodiments, the second display module 4552 is further configured to acquire features of the object combination, wherein the features of the object combination include the positions of the first virtual object and the second virtual object, the attributes of the first virtual object and the second virtual object, the relationship between the first virtual object and the second virtual object, and the roles of the first virtual object and the second virtual object; based on the features of the object combination, a pre-trained interaction probability model is invoked to perform probability prediction to obtain the probability of the first virtual object and the second virtual object interacting, wherein the interaction probability model is trained based on the features of the sample object combination and the corresponding labels, and the labels characterize the probability of the sample objects in the sample object combination interacting; in response to the probability of the first virtual object and the second virtual object interacting being greater than a probability threshold, it is determined that the second virtual object has the intention to interact with the first virtual object.
[0254] In some embodiments, the second display module 4552 is further configured to perform at least one of the following processes: in response to the appearance of a second virtual object in a first direction, and the first virtual object and the second virtual object belonging to different camps, displaying a first direction control; in response to the appearance of a second virtual object in a first direction, and the probability of successful interaction between the first virtual object and the second virtual object being less than a probability threshold, displaying a first direction control; in response to the appearance of a second virtual object in a first direction, and based on the current movement direction and speed of the second virtual object and the distance between the first virtual object and the second virtual object, the second virtual object and the first virtual object are able to meet, displaying a first direction control.
[0255] In some embodiments, the first virtual scene includes multiple directional controls, wherein the multiple directional controls are respectively located in multiple directions to indicate the direction they are in; the second display module 4552 is further configured to apply a first display parameter to the first directional control in response to the appearance of a second virtual object in the first direction; wherein the second directional control is applied with a second display parameter, the first display parameter is different from the second display parameter, and the second directional control is a directional control among the multiple directional controls that is different from the first directional control.
[0256] In some embodiments, a plurality of directional controls are arranged radially around a first virtual object or around a position symbol of the first virtual object, wherein the direction of each directional control relative to the position symbol is the direction indicated by each directional control.
[0257] In some embodiments, the first display parameter includes a first display sub-parameter and a second display sub-parameter, wherein the first display sub-parameter and the second display sub-parameter are different; when displaying the first directional control, the second display module 4552 is further configured to apply the first display sub-parameter to the first directional control in response to the second virtual object and the first virtual object belonging to the same camp; and to apply the second display sub-parameter to the first directional control in response to the second virtual object and the first virtual object belonging to different camps.
[0258] In some embodiments, the first direction control includes at least one of the following information about the second virtual object: the second direction in which the second virtual object is located; a quantified value of the influence of the second virtual object on the first virtual object; characteristics of the second virtual object; the speed of the second virtual object; the position of the second virtual object; the number of second virtual objects; the distance between the second virtual object and the first virtual object; and the estimated time for the second virtual object and the first virtual object to meet.
[0259] In some embodiments, the information sending module 4553 is further configured to, in response to a trigger operation on the first direction control, display a plurality of candidate third virtual objects in the first virtual scene; and, in response to a selection operation on at least one third virtual object, send information of the second virtual object to the selected at least one third virtual object.
[0260] In some embodiments, the information sending module 4553 is further configured to display reference information for selecting a candidate third virtual object in the first virtual scene, wherein the reference information includes at least one of the following: the faction to which the third virtual object belongs; the number of third virtual objects; the third direction of the third virtual object; the distance between the third virtual object and the first virtual object; and the state of the third virtual object.
[0261] In some embodiments, when there are multiple second virtual objects located in the first direction, the information sending module 4553 is further configured to perform at least one of the following processes: sending information of the second virtual object located in the first direction and closest to the first virtual object to the third virtual object; sending information of all second virtual objects located in the first direction to the third virtual object; sending information of the second virtual object located in the first direction and having the intention to interact with the first virtual object to the third virtual object; and sending information of the second virtual object located in the first direction and initiating interaction with the first virtual object to the third virtual object.
[0262] In some embodiments, when the first virtual object and the second virtual object belong to different factions, the information sending module 4553 is further configured to perform at least one of the following processes: sending the information of the second virtual object to a third virtual object that is within a preset distance and belongs to the same faction as the first virtual object; sending the information of the second virtual object to a third virtual object that can meet the first virtual object within a preset time period and belongs to the same faction as the first virtual object.
[0263] In some embodiments, when the first virtual object and the second virtual object belong to the same faction, the information sending module 4553 is further configured to perform at least one of the following processes: sending the information of the second virtual object to a third virtual object whose distance from the second virtual object exceeds the distance perception limit; sending the information of the second virtual object to a third virtual object that has a cooperative relationship with the second virtual object; sending the information of the second virtual object to a third virtual object that belongs to the same role type as the second virtual object.
[0264] In some embodiments, the second display module 4552 is further configured to display a map of the first virtual scene in the first virtual scene, wherein the location of at least one of the first virtual object, the second virtual object, and the third virtual object is displayed in the map.
[0265] In some embodiments, the first direction is an absolute direction, wherein the absolute direction is the direction of the second virtual object relative to the origin of coordinates; or, the first direction is a relative direction, wherein the relative direction is the direction of the second virtual object relative to the reference point with the first virtual object as the reference point; the first virtual scene is displayed in the first terminal device, the first virtual object is controlled by the first terminal device, and the third virtual object is controlled by the second terminal device; the information sending module 4553 is further configured to, when the first direction is an absolute direction, send information of the second virtual object to the third virtual object for displaying a first prompt message in the second virtual scene of the second terminal device, wherein the first prompt message is used to characterize information of the second virtual object in the first direction of the second virtual scene; and when the first direction is a relative direction, send information of the second virtual object to the third virtual object for converting the first direction to a fourth direction in the second terminal device and displaying a second prompt message in the second virtual scene of the second terminal device, wherein the second prompt message is used to characterize information of the second virtual object in the fourth direction of the second virtual scene.
[0266] In some embodiments, when the first direction is a relative direction, the information sending module 4553 is further configured to perform the following processes to determine the first direction: determine a first direction vector based on the position of the first virtual object and the position of the second virtual object; determine a first direction angle based on the first direction vector and the first view vector corresponding to the orientation of the first virtual object; and determine the first direction based on the first direction angle.
[0267] In some embodiments, the information sending module 4553 is further configured to perform the following processing for each third virtual object to determine a fourth direction: determine the position of the second virtual object based on the first direction; determine a second direction vector based on the position of the third virtual object and the position of the second virtual object; determine the angle between the second direction vector and the second view vector corresponding to the orientation of the third virtual object; and determine the fourth direction based on the angle between the second direction.
[0268] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the electronic device to perform the virtual scene interaction processing method described above in this application.
[0269] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the virtual scene interaction processing method provided in this application embodiment. For example, ... Figure 3A The interactive processing method of the virtual scene is shown.
[0270] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.
[0271] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.
[0272] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).
[0273] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.
[0274] In summary, the virtual object interaction processing method provided in this application can display a first direction control to indicate the first direction when a second virtual object appears in the first direction; and send the information of the second virtual object to a third virtual object by triggering the first direction control. Compared with related technologies that can only rely on text communication, voice communication, or marker systems to transmit information of virtual objects, this method can intuitively display the direction of the virtual object, helping users quickly decide whether to send a message based on the direction of the second virtual object. Furthermore, it supports sending the information of the first virtual object to the third virtual object through quick triggering of the first direction control. Thus, the perception of the first direction of the second virtual object and the sending of messages are integrated into the first direction control, simplifying the operation steps and enabling intuitive perception of the direction of the virtual object, as well as efficient and accurate transmission of virtual object information.
[0275] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.
Claims
1. A method for interactive processing of a virtual scene, characterized in that, The method includes: Display a first virtual scene, wherein the first virtual scene includes a first virtual object; In response to the appearance of a second virtual object in a first direction, a first direction control is displayed, wherein the first direction control is used to indicate the first direction, which is the direction from the perspective of the first virtual object to the location of the second virtual object; In response to a trigger operation on the first direction control, information of the second virtual object is sent to the third virtual object.
2. The method according to claim 1, characterized in that, The response to the appearance of a second virtual object in the first direction, displaying the first direction control, includes: Perform at least one of the following processes: In response to the appearance of a second virtual object in the first direction and the second virtual object interacting with the first virtual object, the first direction control is displayed; In response to the appearance of the second virtual object in the first direction and the distance between the second virtual object and the first virtual object being less than a distance threshold, the first direction control is displayed; In response to the appearance of the second virtual object in the first direction and the second virtual object having the intention to interact with the first virtual object, the first direction control is displayed.
3. The method according to claim 2, characterized in that, The method further includes: The characteristics of the object combination are obtained, wherein the characteristics of the object combination include the positions of the first virtual object and the second virtual object, the attributes of the first virtual object and the second virtual object, the relationship between the first virtual object and the second virtual object, and the roles of the first virtual object and the second virtual object; Based on the features of the object combination, a pre-trained interaction probability model is invoked to perform probability prediction, thereby obtaining the probability that the first virtual object and the second virtual object will interact. The interaction probability model is trained based on the features of the sample object combination and the corresponding labels, and the labels represent the probability that the sample objects in the sample object combination will interact. In response to the probability that the first virtual object and the second virtual object interact being greater than a probability threshold, it is determined that the second virtual object has the intention to interact with the first virtual object.
4. The method according to claim 1, characterized in that, The response to the appearance of a second virtual object in the first direction, displaying the first direction control, includes: Perform at least one of the following processes: In response to the appearance of a second virtual object in the first direction, and the first virtual object and the second virtual object belonging to different factions, the first direction control is displayed; In response to the appearance of the second virtual object in the first direction, and the probability of successful interaction between the first virtual object and the second virtual object being less than a probability threshold, the first direction control is displayed; In response to the appearance of the second virtual object in the first direction, and based on the current movement direction and speed of the second virtual object and the distance between the first virtual object and the second virtual object, the second virtual object and the first virtual object are able to meet, the first direction control is displayed.
5. The method according to any one of claims 1 to 4, characterized in that, The first virtual scene includes multiple directional controls, wherein the multiple directional controls are respectively positioned in multiple directions to indicate the current direction; The response to the appearance of a second virtual object in the first direction, displaying the first direction control, includes: In response to the appearance of a second virtual object in the first direction, a first display parameter is applied to the first direction control; wherein, the second direction control is applied with a second display parameter, the first display parameter being different from the second display parameter, and the second direction control being a direction control among the plurality of direction controls that is different from the first direction control.
6. The method according to claim 5, characterized in that, The plurality of directional controls are arranged radially around the first virtual object or around the position symbol of the first virtual object, wherein the direction of each directional control relative to the position symbol is the direction indicated by each directional control.
7. The method according to claim 5, characterized in that, The first display parameter includes a first display sub-parameter and a second display sub-parameter, wherein the first display sub-parameter and the second display sub-parameter are different; When displaying the first directional control, the method further includes: In response to the fact that the second virtual object and the first virtual object belong to the same camp, the first display sub-parameter is applied to the first directional control; In response to the fact that the second virtual object and the first virtual object belong to different factions, the second display sub-parameter is applied to the first directional control.
8. The method according to any one of claims 1 to 4, characterized in that, The first directional control includes at least one of the following information of the second virtual object: The second direction in which the second virtual object is located; The quantified value of the impact of the second virtual object on the first virtual object; The characteristics of the second virtual object; The speed of the second virtual object; The position of the second virtual object; The number of the second virtual objects; The distance between the second virtual object and the first virtual object; The estimated time it takes for the second virtual object to meet the first virtual object.
9. The method according to any one of claims 1 to 4, characterized in that, The step of sending information of the second virtual object to the third virtual object in response to a trigger operation on the first direction control includes: In response to a trigger operation on the first directional control, multiple candidate third virtual objects are displayed in the first virtual scene; In response to a selection operation for at least one of the third virtual objects, information of the second virtual object is sent to the selected at least one of the third virtual objects.
10. The method according to claim 9, characterized in that, Before sending information about the second virtual object to the selected at least one of the third virtual objects in response to a selection operation for at least one of the third virtual objects, the method further includes: In the first virtual scene, reference information for selecting the candidate third virtual object is displayed, wherein the reference information includes at least one of the following: The faction to which the third virtual object belongs; The number of the third virtual objects; The third virtual object's third direction; The distance between the third virtual object and the first virtual object; The state of the third virtual object.
11. The method according to any one of claims 1 to 4, characterized in that, When there are multiple second virtual objects located in the first direction, sending the information of the second virtual objects to the third virtual object includes: Perform at least one of the following processes: The information of the second virtual object, which is located in the first direction and is closest to the first virtual object, is sent to the third virtual object; Send the information of all the second virtual objects located in the first direction to the third virtual object; Information about the second virtual object, which is located in the first direction and has the intention to interact with the first virtual object, is sent to the third virtual object; Information about the second virtual object, which is located in the first direction and initiates interaction with the first virtual object, is sent to the third virtual object.
12. The method according to any one of claims 1 to 4, characterized in that, When the first virtual object and the second virtual object belong to different factions, sending the information of the second virtual object to the third virtual object includes: Perform at least one of the following processes: Send the information of the second virtual object to a third virtual object that is within a preset distance and belongs to the same camp as the first virtual object; The information of the second virtual object is sent to a third virtual object that can meet the first virtual object within a preset time period and belongs to the same camp as the first virtual object.
13. The method according to any one of claims 1 to 4, characterized in that, When the first virtual object and the second virtual object belong to the same faction, sending the information of the second virtual object to the third virtual object includes: Perform at least one of the following processes: Send the information of the second virtual object to a third virtual object whose distance from the second virtual object exceeds the distance perception limit; Send the information of the second virtual object to the third virtual object that has a cooperative relationship with the second virtual object; The information of the second virtual object is sent to the third virtual object, which belongs to the same role type as the second virtual object.
14. The method according to any one of claims 1 to 4, characterized in that, The method further includes: A map of the first virtual scene is displayed in the first virtual scene, wherein the location of at least one of the first virtual object, the second virtual object, and the third virtual object is displayed on the map.
15. The method according to any one of claims 1 to 4, characterized in that, The first direction is an absolute direction, wherein the absolute direction is the direction of the second virtual object relative to the origin of the coordinate system, or The first direction is a relative direction, wherein the relative direction is the direction of the second virtual object relative to the first virtual object as a reference point; The first virtual scene is displayed on the first terminal device, the first virtual object is controlled by the first terminal device, and the third virtual object is controlled by the second terminal device. Sending the information of the second virtual object to the third virtual object includes: When the first direction is the absolute direction, the information of the second virtual object is sent to the third virtual object for displaying first prompt information in the second virtual scene of the second terminal device, wherein the first prompt information is used to characterize the information of the second virtual object in the first direction of the second virtual scene; When the first direction is the relative direction, the information of the second virtual object is sent to the third virtual object for conversion of the first direction to the fourth direction in the second terminal device, and the second prompt information is displayed in the second virtual scene of the second terminal device. The second prompt information is used to characterize the information of the second virtual object in the fourth direction of the second virtual scene.
16. The method according to claim 15, characterized in that, When the first direction is the relative direction, the first direction is determined by performing the following process: Determine the first direction vector based on the positions of the first virtual object and the second virtual object; The first direction angle is determined based on the first direction vector and the first view vector corresponding to the orientation of the first virtual object; The first direction is determined based on the included angle of the first direction.
17. The method according to claim 15, characterized in that, The fourth direction is determined in the following way: For each of the aforementioned third virtual objects, the following processing is performed: The position of the second virtual object is determined based on the first direction; The second direction vector is determined based on the position of the third virtual object and the position of the second virtual object; The second direction angle is determined based on the second direction vector and the second view vector corresponding to the orientation of the third virtual object; The fourth direction is determined based on the included angle of the second direction.
18. An interactive processing device for a virtual scene, characterized in that, The device includes: A first display module is used to display a first virtual scene, wherein the first virtual scene includes a first virtual object; The second display module is configured to display a first direction control in response to the appearance of a second virtual object in a first direction, wherein the first direction control is used to indicate the first direction, and the first direction is the direction in which the second virtual object is perceived from the perspective of the first virtual object; The information sending module is used to send information of the second virtual object to the third virtual object in response to a trigger operation on the first direction control.
19. An electronic device, characterized in that, The electronic device includes: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interactive processing method of the virtual scene as described in any one of claims 1 to 17.
20. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, they implement the interactive processing method of the virtual scene as described in any one of claims 1 to 17.
21. A computer program product, comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, they implement the interactive processing method of the virtual scene as described in any one of claims 1 to 17.