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

By synchronously displaying recording controls in a virtual scene and triggering virtual debuffs in specific trigger areas, the problem of monotonous virtual prop interaction effects is solved, improving resource utilization and the depth of interaction strategies.

CN121911094APending Publication Date: 2026-04-24TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-02-26
Publication Date
2026-04-24

AI Technical Summary

Technical Problem

The interactive effects of virtual props in existing technologies are limited, resulting in low resource utilization of electronic devices.

Method used

When the first virtual character holding the target virtual item is displayed in the virtual scene, a recording control is displayed simultaneously to record voice in response to the recording operation. If the second virtual character enters the trigger area after the virtual item is thrown, a virtual debuff effect is triggered and voice is played, thus realizing the seamless execution of voice recording and throwing operation.

Benefits of technology

It improves the efficiency of human-computer interaction and resource utilization in virtual scenes, enriches the feedback behavior dimensions of virtual props, and increases the strategic depth and playability of adversarial interactions.

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Abstract

The invention provides a virtual item control method and device, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the following steps: displaying a first virtual character holding a target virtual item in a virtual scene, and displaying a recording control for recording voice; in response to a voice input operation executed based on the recording control, displaying the input target voice; in response to a throwing operation for the target virtual item, controlling the first virtual character to throw the target virtual item to a target position in the virtual scene, and displaying the target virtual item at the target position; and in the process that the target virtual item is located at the target position, responding to the situation that the second virtual character enters a triggering area of the target virtual item, triggering a virtual benefit reduction effect for the second virtual character, and playing the target voice. Through the application, the interaction effect of the virtual prop can be enriched, and the resource utilization rate of the electronic equipment is improved.
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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 controlling virtual props. Background Technology

[0002] With the development of technology, interactive experiences based on virtual scenes have become increasingly popular among users. Throwing virtual items within virtual scenes is a widely used interaction method, and therefore, the effects of throwable virtual items significantly impact the user's interactive experience. In current technologies, when using throwable virtual items in virtual scenes, the items only produce preset, fixed effects. For example, throwing a virtual smoke grenade displays smoke within a certain range, and throwing a virtual grenade displays an explosion effect upon landing. Clearly, these technologies suffer from limited interactive effects and low resource utilization of electronic devices. Summary of the Invention

[0003] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for controlling virtual props, which can enrich the interactive effects of virtual props and improve the resource utilization of electronic devices.

[0004] The technical solution of this application embodiment is implemented as follows: This application provides a method for controlling virtual props, the method comprising: A first virtual character holding a target virtual item is displayed in a virtual scene, and a recording control for recording voice is also displayed; in response to a voice recording operation performed based on the recording control, the recorded target voice is displayed; in response to a throwing operation for the target virtual item, the first virtual character is controlled to throw the target virtual item to a target location in the virtual scene, and the target virtual item is displayed at the target location; while the target virtual item is at the target location, in response to a second virtual character entering the trigger area of ​​the target virtual item, a virtual debuff effect is triggered for the second virtual character, and the target voice is played.

[0005] In the above scheme, displaying a first virtual character holding a target virtual item in a virtual scene includes: displaying an item list control of the virtual scene, and in response to a trigger operation on the item list control, displaying a virtual item list including at least one candidate virtual item; and in response to a selection operation on the target virtual item in the virtual item list, displaying a screen showing the first virtual character holding the target virtual item.

[0006] In the above scheme, the virtual item list includes item slots corresponding one-to-one with the candidate virtual items. Each item slot carries an item control corresponding to the candidate virtual item. The item control is used to trigger a selection operation for the corresponding candidate virtual item. After controlling the first virtual character to throw the target virtual item to the target location in the virtual scene, the method further includes: controlling the target item control corresponding to the target virtual item to be in a cooldown state and displaying the charging process of the target item slot corresponding to the target virtual item; when the charging time of the target item slot reaches a charging time threshold, controlling the state of the target item control to switch from the cooldown state to the available state.

[0007] In the above scheme, displaying the recording control for voice input includes: displaying a recording function entry; displaying a recording panel and the recording control in the recording panel in response to a trigger operation on the recording function entry; displaying the recorded target voice in response to a voice input operation performed based on the recording control includes: triggering the voice input operation in response to a trigger operation on the recording control and displaying audio acquisition indication information in the recording panel; if a trigger operation is received again on the recording control, or the duration of the voice input operation reaches the target duration, displaying the recorded target voice in the recording panel.

[0008] In the above scheme, after the voice input operation is triggered, the method further includes: displaying recording progress indication information, which is used to indicate the recording time that has been consumed or the remaining available time of the voice input operation.

[0009] In the above scheme, after displaying the recorded target voice in the recording panel, the method further includes: in response to a voice recording operation performed again based on the recording control, displaying the newly recorded voice in the recording panel; in response to a save operation for the new voice, replacing the target voice with the new voice and de-displaying the target voice; and playing the target voice includes: playing the new voice.

[0010] In the above scheme, the method further includes: displaying a throwing control, the throwing control being used to trigger the throwing operation; displaying a recording panel includes: overlaying a recording panel on top of the throwing control, so that the recording panel covers the throwing control; after displaying the recording panel covering the throwing control, the method further includes: in response to an adjustment operation for the display position of the recording panel, adjusting the display position of the recording panel in the graphical user interface to expose the covered throwing control; when the throwing control is exposed and the recording panel is displayed, if a trigger operation for the throwing control is received, restricting the execution of the throwing operation, and displaying a throwing prompt message indicating that throwing is not possible.

[0011] In the above scheme, the method further includes performing at least one of the following: displaying the distance between the target virtual prop and the first virtual character at the associated location of the target virtual prop; displaying the trigger area of ​​the target virtual prop using a first display style; wherein the display style of the trigger area in the view of the second virtual character is a second display style.

[0012] In the above scheme, a first display style is adopted to display the trigger area of ​​the target virtual prop, including: using a first color to display the trigger area of ​​the target virtual prop; wherein, the color depth of the first color is positively correlated with the voice duration of the target voice, and the display style of the trigger area in the view of the second virtual character is the second color.

[0013] In the above scheme, after displaying the target virtual item at the target location, the method further includes: destroying the target virtual item if the destruction conditions are met; wherein the destruction conditions include at least one of the following: the distance between the first virtual character and the target virtual item exceeds the target distance; the target virtual item's health value is lower than the health value threshold or reaches zero; the number of times the target virtual item is triggered reaches the number of times threshold.

[0014] In the above scheme, after destroying the target virtual prop, the method further includes: if the icon of the target virtual prop is displayed in the map of the virtual scene or in the graphical user interface, canceling the display of the icon.

[0015] In the above scheme, the method further includes: displaying a throwing control, and displaying a throwing trajectory extending from the first virtual character while the first virtual character is holding the target virtual prop; the step of controlling the first virtual character to throw the target virtual prop to the target location in the virtual scene in response to a throwing operation for the target virtual prop includes: controlling the first virtual character to enter a throwing preparation state in response to a first trigger operation for the throwing control; adjusting the throwing trajectory in response to an adjustment operation for the throwing trajectory while the first virtual character is in the throwing preparation state; and triggering a throwing operation for the target virtual prop in response to a second trigger operation for the throwing control based on the adjusted throwing trajectory, and controlling the first virtual character to throw the target virtual prop to the target location in the virtual scene along the adjusted throwing trajectory.

[0016] In the above scheme, the method is characterized by further comprising: displaying a throwing control, the throwing control being used to trigger the throwing operation; during the execution of a pressing operation on the throwing control, if a trigger operation on the recording control is received, restricting the execution of the voice input operation, and displaying a recording prompt message indicating that voice input cannot be performed.

[0017] In the above scheme, after displaying the target virtual prop at the target location, the method further includes: if the target virtual prop is within the current field of view and the target virtual prop is obscured by a virtual entity in the virtual scene, displaying the identifier of the target virtual prop at the virtual entity and displaying the distance between the target virtual prop and the first virtual character; if the target virtual prop is not within the current field of view, displaying the identifier and the distance at the edge of the graphical user interface; wherein, the display style of the identifier when the target virtual prop is in an untriggered state is different from the display style of the identifier when the target virtual prop is in a triggered state.

[0018] In the above scheme, after displaying the target virtual prop at the target location, the method further includes: displaying a map of the virtual scene, and displaying an identifier of the target virtual prop at the target location in the map; wherein the display style of the identifier when the target virtual prop is in an untriggered state is different from the display style of the identifier when the target virtual prop is in a triggered state.

[0019] In the above scheme, controlling the first virtual character to throw the target virtual prop to the target location in the virtual scene includes: determining the number of target virtual props that the first virtual character has thrown and are in an untriggered state; if the number has reached a number threshold, then destroying one target virtual prop that the first virtual character has thrown and is in an untriggered state, and controlling the first virtual character to throw the target virtual prop to the target location in the virtual scene.

[0020] In the above scheme, triggering the virtual debuff effect on the second virtual character includes: performing at least one of the following on the second virtual character: controlling the attribute value of the second virtual character to decrease; controlling the second virtual character to be in a target state, the target state being used to cause a virtual debuff effect on the second virtual character.

[0021] In the above scheme, after triggering the virtual debuff effect on the second virtual character and playing the target voice, the method further includes: outputting trigger prompt information, which is used to prompt that the target virtual item has been triggered.

[0022] In the above scheme, during the playback of the target voice, the method further includes performing at least one of the following: displaying a dynamically expanding sound circle effect centered on the target virtual prop; dynamically displaying subtitles corresponding to the target voice at the associated position of the second virtual character.

[0023] In the above scheme, the method further includes: playing a debuff effect for the second virtual character during the playback of the target voice; and synchronously adjusting the visual effect of the debuff effect as the volume of the target voice changes, so that the visual rhythm of the debuff effect matches the audio rhythm of the target voice.

[0024] In the above scheme, displaying the target virtual item at the target location includes: displaying the target virtual item at the target location using a third display style; wherein the third display style is used to indicate that the target virtual item is in an active state; after playing the target voice, the method further includes: when the target voice finishes playing, controlling the display style of the target virtual item to switch from the third display style to a fourth display style, wherein the fourth display style is used to indicate that the target virtual item is in a depleted state.

[0025] This application provides a control device for virtual props, including: The display module is used to display the first virtual character holding the target virtual prop in the virtual scene, and to display the recording control for recording voice. The recording module is used to display the recorded target voice in response to a voice input operation performed based on the recording control. The prop control module is used to respond to a throwing operation for the target virtual prop, control the first virtual character to throw the target virtual prop to a target location in the virtual scene, and display the target virtual prop at the target location; The prop triggering module is used to, in response to the second virtual character entering the triggering area of ​​the target virtual prop while the target virtual prop is in the target location, trigger a virtual debuff effect on the second virtual character and play the target voice.

[0026] In the above scheme, the display module is further configured to: display an item list control of the virtual scene, and in response to a trigger operation on the item list control, display a virtual item list including at least one candidate virtual item; and in response to a selection operation on the target virtual item in the virtual item list, display a screen showing the first virtual character holding the target virtual item.

[0027] In the above scheme, the virtual item list includes item slots corresponding one-to-one with the candidate virtual items. Each item slot carries an item control corresponding to the candidate virtual item. The item control is used to trigger a selection operation for the corresponding candidate virtual item. The item control module is further configured to: after controlling the first virtual character to throw the target virtual item to the target location in the virtual scene, control the target item control corresponding to the target virtual item to be in a cooldown state and display the charging process of the target item slot corresponding to the target virtual item; when the charging time of the target item slot reaches a charging time threshold, control the state of the target item control to switch from the cooldown state to the available state.

[0028] In the above scheme, the display module is further configured to: display the recording function entry; in response to a trigger operation on the recording function entry, display the recording panel and display the recording control in the recording panel; the recording module is further configured to: in response to a trigger operation on the recording control, trigger the voice input operation and display audio acquisition indication information in the recording panel; if a trigger operation is received again on the recording control, or the duration of the voice input operation reaches the target duration, display the recorded target voice in the recording panel.

[0029] In the above scheme, the recording module is further configured to: after triggering the voice input operation, display recording progress indication information, wherein the recording progress indication information is used to indicate the recording time currently consumed by the voice input operation, or the remaining available time.

[0030] In the above scheme, the recording module is further configured to: after the target voice is displayed in the recording panel, in response to a voice recording operation performed again based on the recording control, display the newly recorded voice in the recording panel; in response to a save operation for the new voice, replace the target voice with the new voice and cancel the display of the target voice; the prop triggering module is further configured to: play the new voice.

[0031] In the above scheme, the display module is further configured to: display a throwing control, the throwing control being used to trigger the throwing operation; overlay a recording panel on top of the throwing control, so that the recording panel covers the throwing control; after the recording panel covering the throwing control is displayed, in response to an adjustment operation on the display position of the recording panel, adjust the display position of the recording panel in the graphical user interface to expose the covered throwing control; when the throwing control is exposed and the recording panel is displayed, if a trigger operation is received for the throwing control, restrict the execution of the throwing operation and display a throwing prompt message indicating that throwing is not possible.

[0032] In the above scheme, the display module is further configured to: perform at least one of the following: display the distance between the target virtual prop and the first virtual character at the associated location of the target virtual prop; display the trigger area of ​​the target virtual prop using a first display style; wherein the display style of the trigger area in the view of the second virtual character is a second display style.

[0033] In the above scheme, the display module is further configured to: display the trigger area of ​​the target virtual prop using a first color; wherein, the color depth of the first color is positively correlated with the duration of the target voice, and the display style of the trigger area in the view of the second virtual character is the second color.

[0034] In the above scheme, the device further includes an item destruction module, used for: after the target virtual item is displayed at the target location, if the destruction conditions are met, destroying the target virtual item; wherein, the destruction conditions include at least one of the following: the distance between the first virtual character and the target virtual item exceeds the target distance; the target virtual item's health value is lower than the health value threshold or reaches zero; the number of times the target virtual item is triggered reaches the number of times threshold.

[0035] In the above scheme, the prop destruction module is further configured to, after destroying the target virtual prop: if the identifier of the target virtual prop is displayed in the map of the virtual scene or in the graphical user interface, cancel the display of the identifier.

[0036] In the above scheme, the display module is further configured to: display a throwing control, and display a throwing trajectory extending from the first virtual character while the first virtual character is holding the target virtual prop; the prop control module is further configured to: control the first virtual character to enter a throwing preparation state in response to a first trigger operation on the throwing control; adjust the throwing trajectory in response to an adjustment operation on the throwing trajectory while the first virtual character is in the throwing preparation state; and, based on the adjusted throwing trajectory, trigger a throwing operation on the target virtual prop in response to a second trigger operation on the throwing control, and control the first virtual character to throw the target virtual prop to the target position in the virtual scene along the adjusted throwing trajectory.

[0037] In the above scheme, the display control is further used to: display a throwing control, which is used to trigger the throwing operation; during the process of performing a pressing operation on the throwing control, if a trigger operation on the recording control is received, the execution of the voice input operation is restricted, and a recording prompt message indicating that voice input cannot be performed is displayed.

[0038] In the above scheme, the display module is further configured to: after displaying the target virtual prop at the target location, if the target virtual prop is within the current field of view and is obscured by a virtual entity in the virtual scene, display the identifier of the target virtual prop at the virtual entity and display the distance between the target virtual prop and the first virtual character; if the target virtual prop is not within the current field of view, display the identifier and the distance at the edge of the graphical user interface; wherein, the display style of the identifier when the target virtual prop is in an untriggered state is different from the display style of the identifier when the target virtual prop is in a triggered state.

[0039] In the above scheme, the display module is further configured to: after displaying the target virtual prop at the target location, display a map of the virtual scene, and display an identifier of the target virtual prop at the target location in the map; wherein the display style of the identifier when the target virtual prop is in an untriggered state is different from the display style of the identifier when the target virtual prop is in a triggered state.

[0040] In the above scheme, the prop control module is further configured to: determine the number of target virtual props that the first virtual character has thrown and are in an untriggered state; if the number has reached a quantity threshold, then destroy one target virtual prop that the first virtual character has thrown and is in an untriggered state, and control the first virtual character to throw the target virtual prop to the target location in the virtual scene.

[0041] In the above scheme, the prop triggering module is further configured to: perform at least one of the following for the second virtual character: control the attribute value of the second virtual character to decrease; control the second virtual character to be in a target state, the target state being used to cause a virtual debuff effect on the second virtual character.

[0042] In the above scheme, the device further includes a prompting module, which is used to: after triggering the virtual debuff effect on the second virtual character and playing the target voice, output a triggering prompt message, which is used to prompt that the target virtual item has been triggered.

[0043] In the above scheme, the prop triggering module is further configured to: perform at least one of the following during the playback of the target voice: display a dynamically expanding sound circle effect centered on the target virtual prop; dynamically display subtitles corresponding to the target voice at the associated position of the second virtual character.

[0044] In the above scheme, the prop triggering module is further configured to: play a debuff effect for the second virtual character during the playback of the target voice; and synchronously adjust the visual effect of the debuff effect as the volume of the target voice changes, so that the visual rhythm of the debuff effect matches the audio rhythm of the target voice.

[0045] In the above scheme, the prop control module is further configured to: display the target virtual prop at the target location using a third display style; wherein the third display style is used to indicate that the target virtual prop is in an active state; the display module is further configured to: after the target voice is played, when the target voice is finished playing, control the display style of the target virtual prop to switch from the third display style to a fourth display style, wherein the fourth display style is used to indicate that the target virtual prop is in a depleted state.

[0046] This application provides an electronic device, the electronic device comprising: Memory is used to store executable instructions or computer programs. The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the virtual prop control method provided in the embodiments of this application.

[0047] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions, which, when executed by a processor, implements the virtual item control method provided in this application.

[0048] 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 virtual item control method provided in this application.

[0049] The embodiments of this application have the following beneficial effects: When a first virtual character holding a target virtual item is displayed in a virtual scene, a recording control for voice input is simultaneously displayed. The target voice is acquired and displayed in real-time in response to operations performed through the recording control. After a throwing operation is performed to throw the target virtual item bound to the target voice and place it at the target location, if a second virtual character is determined to have entered the trigger area of ​​the target virtual item, a virtual debuff effect is simultaneously triggered for the second character, and the target voice is played. On the one hand, since the recording control and the first virtual character holding the target virtual item are in the same display scene, the voice input and throwing operations for the target virtual item can be executed consecutively, avoiding cross-level jumps in the target voice recording interface, thus effectively improving the efficiency of human-computer interaction in the virtual scene. Simultaneously, the second virtual character entering the trigger area of ​​the target virtual item... With the domain as a prerequisite, the triggering of the virtual debuff effect and the playback of the target voice are executed synchronously. This on-demand triggering logic based on a specific triggering area avoids the unconditional global loading or continuous broadcasting of the target voice data in the virtual scene, thereby effectively improving the resource utilization of electronic devices. On the other hand, this parallel processing method of executing the virtual debuff effect and playing the target voice when the triggering area is entered allows the target virtual prop to have a dual effect of state weakening and custom audio delivery at the target location, enriching the feedback behavior dimension of the target virtual prop. This guides users to strategically think and predict the deployment of voice input operations and throwing target locations for the target virtual prop, thereby improving the strategic depth and playability of different virtual characters' combat interaction in the virtual scene, and greatly enriching the interactive effects of virtual props in the virtual scene. Attached Figure Description

[0050] Figure 1 This is a schematic diagram of the architecture of the control system 100 for virtual props provided in this application embodiment; Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application; Figure 3This is a schematic diagram of the control process for virtual props provided in the embodiments of this application. Figure 1 ; Figure 4 This is a virtual scene illustration provided in the embodiments of this application. Figure 1 ; Figure 5 A schematic diagram of the control process for virtual props provided in the embodiments of this application. Figure 2 ; Figure 6 This is a schematic diagram of the recording panel provided in the embodiments of this application. Figure 1 ; Figure 7 This is a virtual scene illustration provided in the embodiments of this application. Figure 2 ; Figure 8 This is a schematic diagram of the recording panel provided in an embodiment of this application; Figure 9 This is a schematic diagram of the prop operation and charging provided in the embodiments of this application; Figure 10 This is a virtual scene illustration provided in the embodiments of this application. Figure 3 ; Figure 11 This is a virtual scene illustration provided in the application's embodiments. Figure 4 ; Figure 12 This is a schematic diagram of the target virtual item display method provided in the embodiments of this application. Figure 1 ; Figure 13 This is a schematic diagram of the target virtual item display method provided in the embodiments of this application. Figure 2 ; Figure 14 This is a schematic diagram of the target virtual item display method provided in the embodiments of this application. Figure 3 ; Figure 15 This is a schematic diagram of the target virtual item display method provided in the embodiments of this application. Figure 4 ; Figure 16 This is a virtual scene illustration provided in the application's embodiments. Figure 5 ; Figure 17 This is a schematic diagram of the interaction flow of the target virtual props provided in the embodiments of this application. Figure 1 ; Figure 18 This is a schematic diagram of the interaction flow of the target virtual props provided in the embodiments of this application. Figure 2 ; Figure 19 This is a schematic diagram of the interaction flow of the target virtual props provided in the embodiments of this application. Figure 3 ; Figure 20This is a schematic diagram of the interaction flow of the target virtual props provided in the embodiments of this application. Figure 4 ; Figure 21 This is a schematic diagram of the interaction flow of the target virtual props provided in the embodiments of this application. Figure 5 . Detailed Implementation

[0051] 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.

[0052] 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.

[0053] 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.

[0054] In the embodiments of this application, 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed 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.

[0059] 2) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to work in conjunction with the server. That is, there needs to be a corresponding server and service program on the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as virtual scene clients (such as game clients) and video clients.

[0060] 3) Human-computer interaction interface, which is used to provide human-computer interaction functions / display virtual scenes.

[0061] For example, graphical user interfaces (GUIs) include augmented reality (AR) interfaces, virtual reality (VR) interfaces, voice user interfaces (VUIs), interactive projection interfaces (using projection technology to display information on a flat surface), eye-tracking interfaces (interfaces controlled by detecting the user's gaze), holographic interfaces (three-dimensional holograms formed by projecting images using holographic projection technology, allowing users to see stereoscopic images without wearing special glasses), multimodal interfaces (interfaces that combine multiple interaction methods, such as tactile, visual, and auditory interaction), and brain-machine interfaces (BMIs).

[0062] 4) A virtual scene is a scene displayed (or provided) by an application while it is running on a terminal device. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Players can control their character to move within this virtual scene.

[0063] 5) A virtual character is an image of various people and objects that can interact in a virtual scene, or an actionable object in a virtual scene. This actionable object can be a virtual person, virtual animal, anime character, etc., such as people, animals, plants, oil drums, walls, stones, etc., displayed in the virtual scene. The virtual character can be a virtual image representing the user within the virtual scene. A virtual scene can include multiple virtual characters, each with its own shape and volume, occupying a portion of the space in the virtual scene. In the embodiments of this application, the virtual character can be a first virtual character, a second virtual character, etc. For example, the virtual character can be a user character controlled through operations on a client, an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-user character (NPC) set up for interaction in the virtual scene. The number of virtual characters participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.

[0064] During their research, the inventors discovered the following technical problems in the related technologies: In these technologies, when using throwable virtual props in a virtual scene, the props only produce preset, fixed effects. For example, when throwing a virtual smoke grenade, smoke is displayed within a certain range; when throwing a virtual grenade, an explosion effect is displayed after the grenade lands. Clearly, the interactive effects of virtual props in these technologies are limited, resulting in low resource utilization of electronic devices.

[0065] Based on this, embodiments of this application provide a method, apparatus, electronic device, computer-readable storage medium, and computer program product for controlling virtual props, which can enrich the interactive effects of virtual props and improve the resource utilization of electronic devices. This method for controlling virtual props can be applied to various scenarios, as illustrated below.

[0066] In some embodiments, the above-described method for controlling virtual items can be applied to cross-platform online competitive games, such as multiplayer online battle arena (MOBA) games that support cross-platform play between mobile and PC. In the game, players control their characters to engage in combat via mobile or PC. During combat, players control their characters to use target virtual items. Before throwing a target virtual item, players can record voice commands via a voice control. After the target virtual item is thrown, if another player enters the trigger area of ​​the target virtual item, a virtual debuff effect is triggered against that player, and the previously recorded voice commands are played.

[0067] In some embodiments, the above-described method for controlling virtual items can also be applied to massively multiplayer online role-playing games (MMORPGs). In the game, players can control their characters to explore dungeons in open virtual scenes or fight against non-player characters (NPCs). During exploration or combat, players can control their characters to use target virtual items for area defense or trap placement. Before throwing the target virtual item, players can record voice messages via a voice control. After the target virtual item is thrown, if a non-player character or an enemy player character enters the trigger area of ​​the target virtual item in the virtual scene, a virtual debuff effect is triggered against the non-player character or enemy player character, and the previously recorded voice message is played.

[0068] It should be noted that, in addition to the above-mentioned application scenarios, the virtual prop control method provided in this application can also be widely applied to other scenarios to meet the diverse needs of different user groups, and this application does not impose any restrictions.

[0069] 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 when the device is implemented as a terminal will be described below.

[0070] See Figure 1 , Figure 1 This is a schematic diagram of the architecture of the control system 100 for virtual props provided in this application embodiment. In order to realize the control application supporting a virtual prop, the terminal 400 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.

[0071] Terminal 400 is used to obtain display data of the virtual scene from server 200, and then, based on the display data, displays a first virtual character holding a target virtual prop in the virtual scene, and displays a recording control for recording voice; in response to a voice recording operation performed based on the recording control, displays the recorded target voice; in response to a throwing operation for the target virtual prop, controls the first virtual character to throw the target virtual prop to the target position in the virtual scene, and displays the target virtual prop at the target position; while the target virtual prop is at the target position, in response to a second virtual character entering the trigger area of ​​the target virtual prop, triggers a virtual debuff effect for the second virtual character, and plays the target voice.

[0072] Server 200 is used to send display data of the virtual scene to terminal 400. 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 that provides 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 (CDN), and big data and artificial intelligence platforms. Terminals and servers can be connected directly or indirectly through wired or wireless communication, which is not limited in this embodiment.

[0073] See Figure 2 , Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Figure 2 The illustrated electronic device includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components of the electronic device 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, in… Figure 2 The general labeled all buses as Bus System 440.

[0074] 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. Among them, the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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; 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. 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. 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.

[0080] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2 A control device 455 for a virtual prop 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 display module 4551, a recording module 4552, a prop control module 4553, and a prop triggering module 4554. These modules are logically connected and can therefore be arbitrarily combined or further separated according to the functions they implement. The functions of each module will be described below.

[0081] In some embodiments, the terminal or server can implement the virtual item control method 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 an 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 instant messaging APPs; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to a browser environment to run. In summary, the aforementioned computer-executable instructions can be any form of instruction, and the aforementioned computer programs can be any form of application, module, or plugin.

[0082] The following describes the control method for virtual items provided in the embodiments of this application. As mentioned above, the electronic device implementing the control method for virtual items in the embodiments of this application can be a terminal, a server, or a combination of both. Therefore, the executing entity of each step will not be described again below.

[0083] See Figure 3 , Figure 3 This is a schematic diagram of the control process for virtual props provided in the embodiments of this application. Figure 1 In practical applications, this method can be implemented by the terminal or server alone, or by both the terminal and server working together. The following example uses terminal implementation and will combine... Figure 3 The steps shown are explained.

[0084] In step 101, a first virtual character holding the target virtual prop is displayed in the virtual scene, and a recording control for recording voice is displayed.

[0085] In practice, a client supporting virtual scenes is installed on the terminal. For example, when the virtual scene is a game, the corresponding client can be a game application, such as a multiplayer online tactical battle royale game application, a shooting game application, or a multiplayer online role-playing game application. When the user opens the client installed on the terminal device—for example, when the user clicks the icon corresponding to a multiplayer online tactical battle royale game application displayed in the terminal device's user interface, and the terminal device is running the client—a first virtual character can be displayed in the virtual scene presented in the client's graphical user interface. The client's graphical user interface can display the virtual scene from a first-person perspective, such as the user playing the first virtual character in the game from their own perspective; it can also display the virtual scene from a third-person perspective, such as the user chasing the first virtual character in the game; or it can display the virtual scene from a bird's-eye view. These different perspectives can be switched arbitrarily.

[0086] The first virtual character can be a virtual character controlled by the user through a client. The user can control the first virtual character to move, release skills, and use virtual props (e.g., throw target virtual props) in the virtual scene.

[0087] In some embodiments, the target virtual prop is a throwable virtual prop, i.e., a virtual projectile, such as a virtual grenade, a virtual smoke bomb, a virtual Molotov cocktail, or a virtual trap prop with specific appearance model features (such as plant morphology).

[0088] In some embodiments, the first virtual character displayed holding the target virtual item in the virtual scene may be the first virtual character holding the target virtual item in their hand, or the first virtual character carrying the target virtual item through other virtual attachment or accompanying methods.

[0089] As an example, in addition to direct physical contact (such as grasping with one or both hands), the specific forms of holding the target virtual prop may also include: the target virtual prop being suspended, attached, or equipped on a specific part of the first virtual character's torso (such as being hung on the waist or carried on the back); or the target virtual prop being suspended at a preset distance, accompanying, or flying around the space surrounding the first virtual character; or the target virtual prop being carried on the side of the first virtual character through a virtual energy field or holographic projection.

[0090] Correspondingly, the way the first virtual character throws the target virtual item will also have corresponding visual effects and action interactions depending on the holding method. Specifically, corresponding to the different holding methods mentioned above, the way the first virtual character throws the target virtual item can be displayed as follows: When the first virtual character holds the target virtual item, the throwing method can be displayed as the first virtual character swings their arm, causing the target virtual item to detach from their hand and fly out. When the target virtual item is suspended or attached to the first virtual character's torso, the throwing method can be displayed as the first virtual character first performs a detachment action and then throws it out; alternatively, it can be displayed as the target virtual item automatically detaches from the first virtual character's attachment point and is launched via a virtual mechanical device. When the target virtual item hovers, accompanies, or orbits around the first virtual character, the throwing method can be displayed as the first virtual character performs a specific command gesture (such as waving their hand or guiding with a staff), after which the target virtual item directly detaches from its current trajectory and flies out propelled by the virtual energy field.

[0091] In some embodiments, displaying a first virtual character holding a target virtual item in a virtual scene can be achieved by: displaying an item list control of the virtual scene, and in response to a trigger operation on the item list control, displaying a list of virtual items including at least one candidate virtual item; and in response to a selection operation on the target virtual item in the list of virtual items, displaying a screen showing the first virtual character holding the target virtual item.

[0092] Among them, the triggering operation refers to the behavior of the user to trigger a certain function or event by interacting with the display interface of the terminal. The triggering operation can include one or more of the following: single click operation, double click operation, long press operation, drag operation, swipe operation, hover operation, shortcut key, voice control, and gesture operation. The triggering operations provided in the embodiments of this application can be referred to the above description, and will not be repeated hereafter.

[0093] In some embodiments, the virtual item list displays the identifier of at least one candidate virtual item, such as an illustration of the virtual item, the name of the virtual item, etc.; correspondingly, the selection operation for the target virtual item can be a trigger operation for the identifier of the target virtual item displayed in the virtual item list.

[0094] As an example, see Figure 4 , Figure 4 This is a virtual scene illustration provided in the embodiments of this application. Figure 1 In the virtual scene, a first virtual character 401 and an item list control 402 are displayed. At this time, the first virtual character 401 does not hold any virtual items. By triggering the item list control 402, a virtual item list 403 is displayed. The virtual item list 403 displays multiple candidate virtual items, including the target virtual item 404. In response to the selection operation of the target virtual item 404, a screen is displayed showing the first virtual character 401 holding the target virtual item 404.

[0095] In some embodiments, in response to a selection operation for a target virtual item in the virtual item list, while displaying a screen showing the first virtual character holding the target virtual item, the virtual item list can be de-displayed, and an icon of the target virtual item can be overlaid in the item list control.

[0096] In other embodiments, in response to a selection operation for a target virtual item in the virtual item list, while displaying a screen showing the first virtual character holding the target virtual item, the virtual item list is continuously displayed. In response to a selection operation for another candidate virtual item, the virtual item held by the first virtual character is simultaneously switched to the selected candidate virtual item. In response to a re-triggering operation of the item list control, the virtual item list is then de-displayed.

[0097] In this embodiment, unselected candidate virtual items are uniformly collected in an item list control, avoiding screen redundancy and obstruction caused by multiple virtual item icons simultaneously displayed on the main interactive interface, thus greatly optimizing the space resource utilization of the virtual scene screen. On the other hand, since in practical applications, the first virtual character may carry multiple different types of candidate virtual items, this list-based coordination and secondary selection mechanism gives users a more precise switching capability in complex combat environments or tactical deployment phases. Users can flexibly select and switch the most suitable target virtual item from numerous candidate virtual items according to the needs of the current virtual scene's battle situation, thereby forming a handheld screen, improving the strategic depth and operational flexibility of virtual item allocation, and thus enhancing the human-computer interaction experience and tactical playability in the virtual scene.

[0098] In some embodiments, the display of the recording control is related to the use of the target virtual item. That is, if the first virtual character does not possess the target virtual item, that is, if the user does not select to purchase the target virtual item, the recording control will not be displayed in the virtual scene. Conversely, the recording control will only be displayed if the target virtual item is selected, that is, if the first virtual character possesses the target virtual item.

[0099] In some embodiments, the recording control can be directly displayed floating in a preset area of ​​the graphical user interface. By triggering the recording control, the terminal's audio acquisition permission can be directly enabled based on the recording control, and voice input can be performed. As an example, the recording control can be displayed as a microphone-style button icon, or as a button icon with the text prompt "Click to record".

[0100] In other embodiments, see Figure 5 , Figure 5 A schematic diagram of the control process for virtual props provided in the embodiments of this application. Figure 2 The recording control for recording voice shown in step 101 above can be implemented through steps 1011 to 1012.

[0101] In step 1011, the recording function entry is displayed.

[0102] In some embodiments, the recording control is not directly displayed in the virtual scene. Instead, a recording function entry is displayed in the virtual scene simultaneously with the first virtual character holding the target virtual item. This recording function entry can be displayed as a button icon with the identifier of the target virtual item and the message "Enter Recording". As an example, this recording function entry can be displayed near the status bar of the first virtual character, or it can be displayed floating on the edge of the equipment slot corresponding to the target virtual item.

[0103] It should be noted that the recording function entry here differs from the aforementioned recording control used directly for sound acquisition in terms of function and visual presentation. Visually, the recording function entry can have a smaller display area; its main purpose is to provide visual cues without occupying too much space on the main interface. Functionally, triggering the recording function entry does not directly activate the microphone for sound recording; it merely serves as a navigation node to expand to lower-level interactive interfaces.

[0104] In step 1012, in response to a trigger operation on the recording function entry, the recording panel is displayed, and the recording controls are displayed in the recording panel.

[0105] In some embodiments, the recording panel may be displayed as a floating window in the virtual scene.

[0106] In some embodiments, in addition to the recording control, the recording panel may also display at least one of the following: a re-record control, a save control, and a function prompt message for the target virtual item; wherein, the recording control is initially interactive, the re-record control is initially non-interactive, and after the voice input operation based on the recording control is completed, the re-record control switches to an interactive state, and the re-record control is used to re-record the current recording after the recording is completed, and the re-recorded voice will overwrite the current recording; the save control is initially non-interactive, and after the voice input operation based on the recording control is completed, the save control switches to an interactive state, and the save control is used to save the currently recorded voice, which can be played when the target virtual item is triggered subsequently. The function prompt message is used to indicate that the recording will be played when the target virtual item is triggered.

[0107] As an example, see Figure 6 , Figure 6 This is a schematic diagram of the recording panel provided in the embodiments of this application. Figure 1 The recording panel 601 displays a recording control 602, a re-recording control 603, a save control 604, and a function prompt message 605 for the target virtual prop. The recording control 602 is highlighted to indicate that it is currently interactive. The re-recording control 603 and the save control 604 are set to an uninterrupted display style to indicate that they are currently non-interactive until the initial voice recording is complete.

[0108] In this embodiment, by adopting a progressively unfolding interface interaction logic, the small-area recording function entry is used as an operation guide. Only after receiving a clear trigger operation is the complete recording panel and its internal recording controls presented, thus constructing an on-demand graphical user interface layout mechanism. On one hand, this hierarchical approach effectively avoids large function panels or highlighted controls from obstructing the virtual scene's view during normal gameplay, optimizing the utilization of display space and ensuring a wide field of view for users in complex battles or daily map exploration. On the other hand, a clear pre-trigger threshold for activating the recording function effectively reduces the probability of users accidentally activating recording during high-frequency movement or intense battles, thus reducing misoperation and improving the accuracy of human-computer interaction and the overall control experience.

[0109] In some embodiments, a throwing control is displayed in the virtual scene along with the recording control, and the throwing control is used to trigger a throwing operation. Correspondingly, the above-mentioned display of the recording panel can also be implemented in the following ways: the recording panel is overlaid on the throwing control so that the recording panel covers the throwing control; in response to the adjustment operation of the display position of the recording panel, the display position of the recording panel in the graphical user interface is adjusted to expose the covered throwing control; when the throwing control is exposed and the recording panel is displayed, if a trigger operation for the throwing control is received, the execution of the throwing operation is restricted, and a throwing prompt message is displayed to indicate that the throwing is not possible.

[0110] In some embodiments, the rendering level of the recording panel can be set higher than that of the throwing control, and the display coordinate area of ​​the recording panel can partially or completely enclose the coordinate area where the throwing control is located. In some embodiments, the recording panel can use an opaque interface background image or one with a blurred background effect to cover the throwing control.

[0111] In some embodiments, the recording panel also includes a drag area or drag handle for triggering position movement. Correspondingly, adjusting the display position of the recording panel can be a press-and-drag operation performed on the drag area or drag handle. For example, when a touch point is applied to the drag area or drag handle, and the touch point undergoes continuous displacement on the graphical user interface, the display coordinates of the recording panel are updated in real time to follow the displacement trajectory of the touch point. This sliding dragging method allows the recording panel to be moved from its initial position covering the throwing control to other non-overlapping areas in the graphical user interface.

[0112] In some embodiments, the aforementioned restriction on throwing operations can be implemented by introducing a state verification mechanism in the client's logic control layer. Specifically, when the recording panel is displayed, the client marks the current interactive state of the graphical user interface or the behavior state of the first virtual character as a recording protection state (e.g., configuring a specific state variable to an enabled value in the code logic). When a trigger operation for the throwing control is received, the behavior state is called first for conditional judgment. Since the current recording protection state is detected, the call instruction corresponding to the trigger operation is actively intercepted, blocking the sending of rendering requests for actions such as releasing the target virtual prop to the virtual scene physics engine, thereby restricting the throwing operation.

[0113] In some embodiments, the throw control can also be set to a non-interactive state when the recording panel is displayed.

[0114] In some embodiments, the throwing prompt information may be displayed in any of the following ways: a text floating window or a pop-up speech bubble. In some embodiments, the throwing prompt information is canceled when the display duration reaches a display duration threshold.

[0115] As an example, see Figure 7 , Figure 7 This is a virtual scene illustration provided in the embodiments of this application. Figure 2 In the virtual scene, a recording panel 701 is displayed. By dragging the recording panel 701, the recording panel 701 is moved to the target position. The original position of the recording panel 701 exposes the previously covered throwing control 702. In response to the triggering operation of the throwing control 702, a throwing prompt message 703 is displayed in the virtual scene to indicate that the throwing cannot be performed.

[0116] In this embodiment, this approach effectively avoids accidental operations and improves the efficiency of human-computer interaction in virtual scenarios. Because users often need to concentrate when recording voice during interaction in real-world virtual scenarios, if the throwing control and the recording panel are both interactive, accidental touches can easily occur, causing the target virtual prop to be thrown prematurely. By covering the throwing control, the possibility of accidental touches is visually and spatially blocked. Simultaneously, combined with drag-and-drop movement and throwing restriction logic, even if the throwing control is exposed, as long as the recording panel is not closed, it will remain in a protected state for recording and display a blocking prompt, thereby maximizing the stability and continuity of the voice input process.

[0117] In step 102, in response to the voice input operation performed based on the recording control, the target voice input is displayed.

[0118] In some embodiments, when displaying the recorded target speech, the corresponding text content can be displayed. For example, after acquiring the audio stream data collected based on the speech input operation, a local speech recognition engine is invoked or a speech transcription request is sent to the server to convert the target speech into the corresponding text content (i.e., the corresponding sentence text), and the text content is displayed.

[0119] In some embodiments, see continue to see Figure 5 In step 102 above, the target voice recording is displayed in response to the voice recording operation performed based on the recording control. This can be achieved through steps 1021 to 1022: In step 1021, in response to a trigger operation on the recording control, a voice recording operation is triggered, and audio acquisition indication information is displayed in the recording panel.

[0120] The audio acquisition indication information refers to the visual interactive feedback used to provide users with real-time feedback on the current reception of audio stream data. In practical applications, the specific display style of this audio acquisition indication information may include at least one of the following: The first type is a dynamic sound wave graph or audio waveform bar. In a specific area of ​​the recording panel (such as directly above the recording controls or in the center of the panel), an audio waveform component consisting of a row of continuous bar graphs or smooth curves is displayed. During voice input, the volume decibel value or audio energy value of the input voice collected by the microphone is monitored in real time. Based on this value, the height fluctuations of each bar graph or the amplitude of the curve in the sound wave graph are dynamically adjusted, thus presenting a dynamic animation effect in the graphical user interface that changes in real time according to the intensity of the user's voice.

[0121] The second method involves displaying a status icon animation on the recording panel, indicating the recording status (such as a microphone icon or a red dot icon). During the voice input phase, this icon can be controlled to display regular breathing light effects, flashing effects, or periodically expanding outwards around the icon with a fading light effect to indicate that the recording channel is currently active and open.

[0122] The third type is the auxiliary animation effect of the recording control, which directly integrates the audio acquisition indication information with the aforementioned "recording control". For example, when responding to a trigger operation on the recording control (such as a long press), the outer aperture or edge outline of the recording control itself is highlighted.

[0123] In some embodiments, after triggering the voice input operation, recording progress indication information may also be displayed. The recording progress indication information is used to indicate the recording time that has been consumed or the remaining available time of the voice input operation.

[0124] In some embodiments, a target duration is preset as the upper limit of the recording time for the recorded voice. That is, after the voice recording operation is triggered, the recording will automatically stop when the recording time reaches the target duration. Correspondingly, when the recording progress indicator shows the remaining available time, it is the difference between the target duration and the recording time currently consumed by the voice recording operation.

[0125] In some embodiments, the specific display method of the recording progress indication information may include at least one of the following: Method 1: Text timer. The current recording time is updated and displayed in real time in the recording panel as digital text. For example, it can be in the format of "Current Recording Duration / Maximum Recording Duration" (such as "03s / 10s"); or it can directly display the countdown number "7 seconds remaining", which synchronizes the recording progress with the user in a precise digital quantification.

[0126] Method 2: Graphical progress bar. As an example, a horizontal linear progress bar can be displayed at the top of the recording panel, or a circular progress bar can be displayed around the outer edge of the recording control. During continuous voice input, the fill ratio of this line or circular progress bar gradually increases as the consumed time increases (or gradually decreases as the remaining available time decreases), thus providing a more intuitive visual feedback.

[0127] Method 3: Critical Warning Indication. In addition to displaying the recording progress indicator information mentioned above, a time-critical warning mechanism can be further added. That is, when the remaining available time is detected to be less than a preset time difference threshold (e.g., only 3 seconds left), the display style of the recording progress indicator information changes to serve as a warning. For example, the countdown numbers can be changed from white to red and amplified with dithering; or the progress bar's fill color can be changed to red and exhibit a high-frequency flashing state.

[0128] In this embodiment, by displaying recording progress information after triggering the voice input operation, users can receive real-time visual feedback regarding the recording duration. On the one hand, users can intuitively and accurately grasp the current voice input progress, thereby reasonably allocating speech rate and language organization rhythm under the limited recording time constraint (especially in fast-paced virtual scene interactions), effectively avoiding the situation where key voice information is forcibly truncated by the system before it is finished due to the inability to perceive the remaining time. On the other hand, this clear progress prompt not only eliminates the user's time anxiety in blind recording, but also significantly improves the interactive controllability of performing voice input operations on target virtual props, thus ensuring the integrity and quality of the final recorded target voice content from a mechanism perspective.

[0129] In step 1022, if a trigger operation is received to execute the recording control again, or if the duration of the voice input operation reaches the target duration, the recorded target voice is displayed in the recording panel.

[0130] In some embodiments, the display style of the recording control changes before and after the first triggering of the recording control, that is, before and after the start of voice recording. Specifically, in the initial state before the voice recording operation is triggered, the recording control is displayed in its initial style (e.g., a regular microphone icon), prompting the user to trigger the recording control to start recording; after responding to the first triggering operation of the recording control and entering the voice recording state, the display style of the recording control changes from the initial display style to an intermediate display style (e.g., an icon with a square stop symbol, or a highlighted, breathing-flashing microphone icon), to prompt the user that recording is currently in progress and that recording can be ended by triggering the recording control again; if a triggering operation is received again for the recording control, voice recording stops, and the display style of the recording control switches back to the initial display style. In this embodiment, by controlling the switching of the display style of the recording control before and after recording begins, the interaction logic of "start recording" and "stop recording" can be reused in the same control position. This not only saves the display space of the recording panel in the graphical user interface, but also provides users with clear and explicit operation status guidance, effectively improving the human-computer interaction efficiency of the voice recording process.

[0131] In some embodiments, displaying the recorded target speech in the recording panel can be achieved in at least one of the following ways: Method 1: Display the text content generated from the target speech-to-text conversion. After the speech input operation ends (i.e., when a trigger operation is received to re-execute the recording control, or when the duration of the speech input operation reaches the target duration), the recorded audio data of the target speech is processed for speech recognition and text transcription, and the text characters generated from the target speech-to-text conversion are displayed in the display area of ​​the recording panel (e.g., where the original audio acquisition indicator information is located, or in a dedicated text display box). In this way, users can quickly check whether there are any omissions or recognition errors in their input by visually scanning the text without replaying the audio.

[0132] Method 2: Display a speech bubble component containing audio feature identifiers. Generate and display a concrete interactive component (such as a speech bubble) in the recording panel. The speech bubble may contain graphic elements indicating the existence of the target speech (such as a static audio waveform), the final total duration value of the target speech (such as "08s"), and playback controls for triggering a preview of the target speech.

[0133] In this embodiment of the application, the aforementioned visualization and textual display methods give the originally intangible audio data an intuitive interface presentation form, which not only greatly improves the efficiency of users in confirming the recording content in the intense game, but also provides basic data support for triggering debuff effects after throwing target virtual props (such as displaying them in the form of subtitles).

[0134] In some embodiments, after the target voice is displayed in the recording panel, in response to a voice recording operation performed again based on the recording control, the new voice is displayed in the recording panel; in response to a save operation for the new voice, the target voice is replaced by the new voice, and the target voice is de-displayed; accordingly, the new voice will be played after the target virtual prop is subsequently triggered.

[0135] The input and display methods for the new voice are the same as those for the target voice, so they will not be described in detail here.

[0136] In some embodiments, the target speech is continuously displayed in the recording panel during the recording of a new speech.

[0137] As an example, see Figure 8 , Figure 8 This is a schematic diagram of the recording panel provided in this application embodiment. The recording panel is divided into two areas by dotted lines, namely area 801 and area 802. After the target voice is recorded, the audio waveform diagram 803 of the target voice and the playback control 804 for the target voice are displayed in area 801 to trigger listening to the recorded target voice. In response to the voice input operation executed again based on the recording control 805, the recording process for the new voice is displayed in area 802. After the new voice is recorded, the audio waveform diagram 806 of the new voice and the playback control 807 for the new voice are displayed in area 802.

[0138] In some embodiments, when the newly recorded voice is displayed in the recording panel, a save control is also displayed in the recording panel. Triggering the save control is equivalent to saving the new voice. The display style of the save control differs when only the target voice is displayed in the recording panel. For example, when only the target voice is displayed, the prompt text for the save control is "Save," while when the newly recorded voice is displayed, the prompt text is "Replace."

[0139] In some embodiments, when a new voice recording is displayed in the recording panel, a re-recording control is also displayed in the recording panel. In response to triggering the re-recording control, the current recording can be re-recorded, and the re-recorded voice will overwrite the new voice recording, while the target voice recording remains unchanged.

[0140] In this embodiment, when a user triggers a new voice input operation, the initially recorded "target voice" is retained in both the background and front-end recording panels until a clear "save operation" instruction is received. This avoids the situation where the user is forced to lose the original, acceptable recording if the second recording is unsatisfactory. The simultaneous handling of the display logic for both "target voice" and "new voice" in the recording panel creates a "recording buffer" for the user. The user can independently visually confirm (or listen to and compare) both on the current interface, and after fully evaluating the clarity or tactical expression effect of the two recordings, actively make a "replacement" decision. This design, which decouples "recording behavior" from "effective behavior," gives the user greater control over their data, protecting the user's voice data state and effectively preventing irreversible loss due to accidental activation of the "re-record" control, thus significantly improving the efficiency of human-computer interaction in virtual scenarios.

[0141] In step 103, in response to the throwing operation of the target virtual prop, the first virtual character is controlled to throw the target virtual prop to the target location in the virtual scene, and the target virtual prop is displayed at the target location.

[0142] In some embodiments, the virtual item list includes item slots corresponding to candidate virtual items one by one. Each item slot carries an item control corresponding to a candidate virtual item. The item control is used to trigger a selection operation for the corresponding candidate virtual item. Correspondingly, after controlling the first virtual character to throw the target virtual item to the target location in the virtual scene in step 103 above, the target item control corresponding to the target virtual item can also be controlled to be in a cooldown state, and the charging process of the target item slot corresponding to the target virtual item can be displayed. When the charging time of the target item slot reaches the charging time threshold, the state of the target item control is controlled to switch from the cooldown state to the available state.

[0143] In this context, an item slot refers to a fixed space or grid within the virtual item list, with each slot corresponding to one virtual item. Examples include "Grid 1" or "Grid 2" in the quick access bar. When the target item control is in a cooldown state, the target virtual item cannot be thrown; conversely, when the target item control is in an available state, the target virtual item can be thrown.

[0144] In some embodiments, the target item control corresponding to the target virtual item being in a cooling state can be displayed as follows: the target item control, which was originally highlighted, will instantly darken or be covered with a semi-transparent gray mask. The charging process of the target item slot can be displayed as follows: a decreasing countdown number text is displayed in the center area of ​​the target item slot, or a fan-shaped progress primitive is displayed around the target item slot, the shadow area of ​​which gradually decreases over time, or the inside of the wireframe outline of the target item slot is gradually filled with colored solid pixels from bottom to top.

[0145] As an example, see Figure 9 , Figure 9 This is a schematic diagram of the power-up process for a prop provided in this application embodiment. In a virtual scene, a first virtual character 901 holds a target virtual prop 902, and the virtual scene also displays a target prop slot 903 corresponding to the target virtual prop 902. The target slot 903 is in an available state. After performing a throwing operation on the target virtual prop 902, the target prop slot 903 corresponding to the target virtual prop 902 switches to a cooling state (the fill color becomes transparent), and the power-up process of the target prop slot 903 is displayed—as time goes by, the inside of the wireframe outline of the target prop slot 903 gradually begins to be refilled with colored solid pixels from bottom to top.

[0146] In some embodiments, the charging time threshold for the target item slot can be a preset, fixed duration, such as 1 second. In some embodiments, the charging time threshold can be reduced based on a specific buff behavior performed by the first virtual character in the virtual scene. For example, if the first virtual character defeats an opponent or uses a specific cooldown reduction buff item, the charging time threshold can be reduced by: controlling the countdown number text representing the charging progress on the target item slot to produce a discontinuous numerical jump (e.g., the countdown number on the interface suddenly changes from 30 seconds to 20 seconds), or controlling the semi-transparent mask covering the target item control to produce a sudden large-area contraction, or increasing the wireframe outline filling speed of the target item slot.

[0147] In this embodiment, by immediately placing the target item control after being thrown into an intuitive cooling state (e.g., the icon dims or becomes transparent) and dynamically presenting the charging process of the slot (e.g., a progress bar or countdown), the user is provided with accurate time expectations and status information, clearly informing the user that the item is currently unavailable and when it can be used again. This effectively improves the efficiency of human-computer interaction in virtual scenes. Furthermore, it avoids the user's habitual continuous blind spots when the item is not ready, significantly reducing the invalid redrawing and computational load caused by the high-frequency response to invalid interface click events on electronic devices, and effectively improving the resource utilization efficiency of electronic devices.

[0148] In some embodiments, a throwing control is also displayed in the virtual scene, and a throwing trajectory extending from the first virtual character is displayed while the first virtual character is holding the target virtual prop; correspondingly, in step 103 above, in response to the throwing operation for the target virtual prop, controlling the first virtual character to throw the target virtual prop to the target location in the virtual scene can be achieved in the following ways: In response to a first trigger operation on the throwing control, the first virtual character is controlled to enter a throwing preparation state; while the first virtual character is in the throwing preparation state, in response to an adjustment operation on the throwing trajectory, the throwing trajectory is adjusted; based on the adjusted throwing trajectory, in response to a second trigger operation on the throwing control, a throwing operation on the target virtual prop is triggered, and the first virtual character is controlled to throw the target virtual prop to the target position in the virtual scene along the adjusted throwing trajectory.

[0149] Among them, the throwing trajectory extending from the first virtual character can show the movement trajectory and landing position of the target virtual prop after it is thrown.

[0150] In some embodiments, after the first virtual character enters the throwing preparation state, its posture in the virtual scene changes. For example, the first virtual character's original posture in the virtual scene is standing with its arms hanging naturally, holding the target virtual prop. After the first virtual character enters the throwing preparation state, it will instantly switch actions and lift the target virtual prop. Correspondingly, the initial throwing trajectory can be displayed as a curved parabolic light band extending forward from the first virtual character's hand. The end of this light band will form a landing point cursor on the ground or obstacle surface, representing the landing point of the target virtual prop.

[0151] As an example, see Figure 10 , Figure 10 This is a virtual scene illustration provided in the embodiments of this application. Figure 3In the virtual scene, a first virtual character 1001 is displayed, which is in a standing state. When the first virtual character 1001 enters the throwing preparation state, the first virtual character 1001 will instantly switch actions and lift the target virtual prop 1002. At the same time, the throwing trajectory 1003 of the target virtual prop 1002 is also displayed in the virtual scene. The throwing trajectory 1003 is displayed as a parabola starting from the target virtual prop 1002.

[0152] In some embodiments, the adjustment operation is different from the first triggering operation, and the adjustment operation is performed continuously while maintaining the first triggering operation without interruption.

[0153] In some embodiments, the adjustment operation for the initial throwing trajectory can also be triggered by the throwing control. For example, the first triggering operation can be a pressing operation on the throwing control, while the adjustment operation can be a dragging operation on the throwing control. In response to the dragging operation on the throwing control, a virtual joystick is displayed around the throwing control. The virtual joystick takes the initial position of the dragging operation as its origin and displays the touch point corresponding to the dragging operation as the real-time position of the virtual joystick. The direction from the origin of the virtual joystick to the real-time position is the throwing direction of the target virtual item. Therefore, by adjusting the real-time position of the virtual joystick touch point, the throwing trajectory can be adjusted.

[0154] In other embodiments, adjustments to the initial trajectory can also be implemented through viewpoint adjustments within the virtual scene, where the triggering area for the viewpoint adjustment differs from the location of the throwing control. The viewpoint adjustment can be a position offset input operation generated in the non-throwing control area of ​​the graphical user interface, used to control the rotation parameters of the virtual camera, thereby changing the facing direction of the first virtual character in the virtual scene. For example, the viewpoint adjustment can be a touch-swipe operation in a blank area of ​​the touchscreen, or a movement based on a mouse or a joystick on an external gamepad.

[0155] During the continuous response to the first trigger operation of the throwing control, in response to the view adjustment operation, the view of the first virtual character in the virtual scene is controlled to be translated or rotated accordingly; simultaneously, the orientation or posture of the first virtual character is controlled to change with the view of the rendered screen, and the landing point and curvature of the throwing trajectory extending from the first virtual character are controlled to change in real time with the center position of the view.

[0156] In some embodiments, the second triggering operation can be a continuation of the first triggering operation. For example, the first triggering operation is a press operation on the throwing control, and the second triggering operation is a release operation on the press operation. The first triggering operation and the second triggering operation together constitute a complete long press operation.

[0157] In some embodiments, the target location may be the area where the item is expected to land by adjusting the throwing trajectory.

[0158] In some embodiments, the target location is dynamically calculated and generated by the physics engine of the electronic device. Upon receiving the second trigger operation and controlling the target virtual prop to move along the adjusted throwing trajectory, the physics engine performs ray detection or volumetric collision detection at a preset frequency (e.g., per rendering frame). When a collider representing the target virtual prop is detected to overlap or spatially intersect with a predefined static mesh or other dynamic entity in the virtual scene, the physics engine immediately captures the instantaneous three-dimensional spatial coordinates (i.e., the collision contact point) that generated the intersection event and confirms these coordinates as the final target location.

[0159] In this embodiment, by displaying the throwing trajectory extending from the first virtual character to the expected target position in real time, the user can intuitively see the movement trajectory of the target virtual prop. Before performing the final second trigger operation, the user can intuitively predict the flight path and landing point of the target virtual prop based on the throwing trajectory, thereby correcting the throwing deviation in time. This greatly reduces the throwing error rate caused by misjudgment of distance or limited viewpoint, improves the accuracy of human-computer interaction, and enhances the efficiency of human-computer interaction.

[0160] In some embodiments, during the process of adjusting the throwing trajectory, if the end point of the adjusted throwing trajectory lands in an inaccessible area (e.g., beyond the maximum boundary of the map, or touching a blocked invisible wall), in addition to displaying the throwing trajectory, the color of that throwing trajectory will also be controlled to switch, for example, from blue to red, to inform the user that the current location cannot be thrown.

[0161] In some embodiments, as described above, when the recording panel is displayed, throwing operations triggered by the throwing control are restricted. Correspondingly, if a trigger operation for the recording control is received during the pressing operation of the throwing control, the voice input operation is also restricted, and a recording prompt message indicating that voice input cannot be performed is displayed.

[0162] The display method for input prompts is the same as that for throwing prompts described above, and will not be repeated here.

[0163] See, for example Figure 11 , Figure 11 This is a virtual scene illustration provided in the embodiments of this application. Figure 4 In the virtual scene, a throwing control 1101 and a recording control 1102 are displayed. When a pressing operation is performed on the throwing control 1101, if a trigger operation is received on the recording control 1102, the recording prompt message 1103 will be displayed.

[0164] In some embodiments, the aforementioned restriction on voice input operations can be implemented by introducing a state verification mechanism in the client's logic control layer. Specifically, during the pressing operation of the throw control, the client marks the current interactive state of the graphical user interface or the behavior state of the first virtual character as a throw protection state (e.g., configuring a specific state variable to an enabled value in the code logic). When a trigger operation for the recording control is received, this behavior state is called first for conditional judgment. Since the current state of throw protection is detected, the call instruction corresponding to the trigger operation for the recording control is actively intercepted, blocking the sending of the rendering request for the recording panel to the virtual scene physics engine, thereby restricting the voice input operation.

[0165] In some embodiments, during a press operation on the throw control, the recording control can be directly set to a non-interactive state. As an example, when the recording control is in a non-interactive state, a semi-transparent watermark with a lock or slash symbol can be overlaid on the icon surface of the recording control.

[0166] In this embodiment, by directly setting the recording control to a non-interactive state (e.g., grayed out) during the pressing operation of the throwing control, a visual prompt is provided to the user, reducing invalid touch operations on the recording control and guiding the user to focus on adjusting the current throwing trajectory and confirming the target position, thus ensuring the continuity and accuracy of the throwing operation. At the same time, this control interaction interception mechanism based on state mutual exclusion reduces the probability of response conflicts when the underlying logic processes multiple concurrent operations, thereby improving the stability of human-computer interaction and overall operational efficiency in complex virtual scenarios or high-frequency tactical confrontations.

[0167] In some embodiments, in step 103 above, controlling the first virtual character to throw the target virtual prop to the target location in the virtual scene can be achieved by: determining the number of target virtual props that the first virtual character has thrown and are in an untriggered state; if the number has reached a threshold, then destroying one target virtual prop that the first virtual character has thrown and is in an untriggered state, and controlling the first virtual character to throw the target virtual prop to the target location in the virtual scene.

[0168] In some embodiments, the quantity threshold is the maximum number of target virtual items that the first virtual character can deploy simultaneously in the virtual scene (e.g., the maximum is set to 3). If it is determined that the number of target virtual items that the first virtual character has thrown and are still in an untriggered state has reached the quantity threshold, in response to a throwing operation for a new target virtual item, the earliest target virtual item thrown into the virtual scene that has not been triggered can be automatically destroyed according to the order of the throwing time. As an example, if 3 target virtual items have already been thrown in the virtual scene and the quantity threshold is 3, then when the 4th target virtual item is thrown, the 1st target virtual item will be automatically destroyed.

[0169] In some embodiments, when the first virtual character holds the target virtual item, the associated position (e.g., above or to the side) of the target item slot can be simultaneously displayed with a number of dwell status indicator icons (e.g., an array of 3 lit icons) equal to the number threshold. Each successful throw and dwell of a target virtual item into the virtual scene lights up one status indicator icon to represent the number of currently deployed surviving items. When the number of lit status indicator icons reaches the threshold and the user triggers another throw, while destroying the earliest thrown target virtual item, the earliest lit status indicator icon simultaneously generates a visual animation feedback to intuitively indicate to the user that the previous throw has been replaced. For example, an extinguishing action with a shattering or darkening effect is performed, and the icon is re-highlighted and displayed after the new target virtual item is thrown.

[0170] In this embodiment, by setting a deployment limit for throwable virtual props that reside in the virtual scene and an automatic replacement and destruction mechanism based on the order of deployment when the limit is exceeded, users are given more flexible allocation and overwriting capabilities for tactical props. This allows users to discard old, untriggered, and invalid traps directly by throwing them at new target locations when the battle lines shift or the situation changes in the virtual scene, without having to manually run back to the original point to retrieve the props. This greatly deepens the tactical strategy space for resource utilization and improves the smoothness of operation. On the other hand, it strictly limits the disorderly stacking of residing virtual prop entities in the same virtual scene environment, avoiding memory overload and collision calculation pressure caused by the infinite retention of a large number of untriggered props from the logical source. Thus, while ensuring the core tactical immersion, it effectively improves the utilization efficiency of electronic devices for underlying graphics rendering resources and the stability of program operation.

[0171] In some embodiments, after displaying the target virtual prop at the target location, if the target virtual prop is within the current field of view and is obscured by a virtual entity in the virtual scene, an identifier of the target virtual prop is displayed at the virtual entity, and the distance between the target virtual prop and the first virtual character is displayed; if the target virtual prop is not within the current field of view, an identifier and distance are displayed at the edge of the graphical user interface; wherein, the display style of the identifier when the target virtual prop is in an untriggered state is different from the display style of the identifier when the target virtual prop is in a triggered state.

[0172] In some embodiments, after a target virtual item is thrown to a target location, to help users continuously detect the location of the target virtual item in complex virtual terrain, the target location coordinates in the 3D virtual scene can be mapped to the 2D screen coordinates of the graphical user interface, thereby achieving a global visualization of the target virtual item's status. The identifier and distance information of the target virtual item can be simultaneously displayed on the client controlling the first virtual character, as well as on the client interfaces of other virtual characters belonging to the same faction as the first virtual character.

[0173] As an example, if the target virtual prop is within the field of view of the first virtual character's current virtual camera, but its direct line of sight is blocked by virtual entities such as walls, buildings, or cover in the virtual scene, then at the corresponding screen coordinates on the surface of the obstructing virtual entity, the identifier representing the target virtual prop and its real-time calculated spatial distance value (e.g., "50m") will be displayed in a perspective layer overlay manner.

[0174] In some embodiments, if the target virtual prop is not within the current field of view of the first virtual character, the identifier and distance value are snapped to and hovered at the corresponding screen edge (e.g., the left, right, or bottom edge of the screen) of the graphical user interface, based on the actual spatial orientation of the target virtual prop relative to the first virtual character. The specific position of the identifier at the screen edge will dynamically slide along the screen edge as the viewpoint of the first virtual character rotates, thereby providing the user with continuous orientation guidance.

[0175] In some embodiments, the difference in display style between the untriggered and triggered states can be specifically manifested as a contrast switch in color and brightness. When the target virtual prop resides at the target location and is not triggered by any second virtual character, the marker and distance displayed at the cover or the edge of the screen present a grayed-out, semi-transparent, or low-brightness visual style to reduce interference with the user's field of vision; when the second virtual character enters the triggering area and causes the target virtual prop to be triggered, the corresponding marker on the graphical user interface will immediately switch from the grayed-out untriggered style state to a bright, brightly colored, or flashing state (i.e., the triggered style).

[0176] As an example, see Figure 12 , Figure 12 This is a schematic diagram of the target virtual item display method provided in the embodiments of this application. Figure 1 In the virtual scene, there are three target virtual props. The first is a target virtual prop 1201 directly displayed at the target location. Below the target virtual prop 1201, the distance between the first virtual character 1202 and the target virtual prop 1201 is also displayed. The second target virtual prop is within the current field of view but is obscured by the terrain in the virtual scene. Therefore, at the corresponding screen coordinates on the surface of the terrain, an identifier 1203 representing the target virtual prop is displayed in a perspective layer overlay manner. Below the identifier 1203, the distance between the first virtual character 1202 and the target virtual prop is also displayed. The third target virtual prop is not within the current field of view. Its corresponding identifier 1204 is displayed at the edge of the graphical user interface. Below the identifier 1204, the distance between the first virtual character 1202 and the target virtual prop is still displayed.

[0177] In this embodiment, by adaptively adjusting the display strategy of the prop information (perspective display or edge orientation guidance) according to the relative spatial relationship between the target virtual prop and the current viewpoint, and combining the visual comparison of the non-triggered and triggered states (grayed out and lit), on the one hand, it enables users and their teammates to have a global and accurate grasp of the location distribution and distance of deployed virtual props without frequent rotation and searching when facing complex and limited virtual terrain, breaking through the limitations of physical field of vision and greatly optimizing the acquisition methods and efficiency of battlefield information; on the other hand, this event-triggered remote information strong synchronization mechanism can provide users with intuitive and strong interface visual feedback the moment a distant prop is stepped on, crossing spatial barriers, assisting users to capture the dynamic closed loop of the battle situation and make tactical responses in the first instance, thereby significantly improving the smoothness of human-computer interaction and the strategic depth of virtual scene confrontation.

[0178] In some embodiments, after displaying the target virtual prop at the target location, a map of the virtual scene can also be displayed, and an identifier of the target virtual prop can be displayed at the target location on the map; wherein, the display style of the identifier when the target virtual prop is in an untriggered state is different from the display style of the identifier when the target virtual prop is in a triggered state.

[0179] In some embodiments, the map of the virtual scene may be a miniature map displayed in a specific area (e.g., a specific corner) of the graphical user interface, or a global map displayed in full screen; wherein, the triggering method of the global map may include any of the following: displaying the global map by triggering an operation on the miniature map; or displaying the global map by triggering an operation on a map control displayed in the virtual scene.

[0180] As an example, see further. Figure 12 A miniature map 1205 of the virtual scene is displayed in the upper right corner of the graphical user interface. In the miniature map 1205, the icons 1206, 1207 and 1208 of the target virtual props are displayed. Icon 1206 is used to indicate the location of the target virtual prop 1201 on the map, icon 1207 is used to indicate the location of the target virtual prop corresponding to icon 1203 on the map, and icon 1208 is used to indicate the location of the target virtual prop corresponding to icon 1204 on the map.

[0181] As an example, take Figure 12 See Figure 13 , Figure 13 This is a schematic diagram of the target virtual item display method provided in the embodiments of this application. Figure 2 In response to Figure 12 The triggering operation of the miniature map 1205 shown in the figure displays a full-screen global map 1301 of the virtual scene in the graphical user interface. This map displays an identifier 1302 corresponding to the first virtual character and identifiers 1303, 1304, and 1305 corresponding to three target virtual items. Identifier 1302 indicates the position of the first virtual character on the map, while identifiers 1303, 1304, and 1305 indicate the positions of the three target virtual items corresponding to the three identifiers on the map.

[0182] After controlling the first virtual character to throw the target virtual prop and stay at the target location, the spatial coordinates of the target location in the three-dimensional virtual scene are obtained and mapped proportionally to the two-dimensional plane coordinates on the map. Then, the identifier representing the target virtual prop is rendered and displayed at this two-dimensional plane coordinate location.

[0183] As an example, the change in the display style of the marker between the untriggered and triggered states can be specifically manifested as follows: when the target virtual item is in an untriggered state, the marker on the map appears as a grayed-out, low-saturation, or semi-transparent visual style; when a second virtual character enters the trigger area of ​​the target virtual item, causing the target virtual item to be triggered, the corresponding marker on the map will change synchronously, switching from a grayed-out state to a highlighted style, or a dynamic flashing indicator light effect will be superimposed around the marker. Furthermore, if the target virtual item is destroyed or removed in the virtual scene, the corresponding marker displayed on the map will also be simultaneously de-displayed.

[0184] As an example, see Figure 14 , Figure 14 This is a schematic diagram of the target virtual item display method provided in the embodiments of this application. Figure 3The target virtual item 1401 is displayed in the virtual scene, and at the same time, the corresponding icon 1402 of the target virtual item 1401 is displayed on the map, such as... Figure 14 As shown in the image above, when the target virtual item 1401 is in an untriggered state, the marker 1402 on the map appears grayed out; as... Figure 14 As shown in the image below, when the target virtual item 1401 is in the triggered state, the corresponding marker 1402 in the map will change synchronously, switching from a grayed-out state to a highlighted style.

[0185] In this embodiment, by mapping the physical landing point of the target virtual prop to the map of the virtual scene in real time for identification and display, and combining the switching mechanism of display style between the untriggered state and the triggered state, a prompt information that is free from the limitation of the field of view is provided to the controller of the first virtual character (or even other virtual characters of the same faction). This eliminates the need for users to repeatedly check the position and current state of the target virtual props distributed in different directions by frequently rotating the main camera view, greatly reducing the observation cost and memory burden of users when dealing with complex battle situations, and effectively improving the efficiency of human-computer interaction.

[0186] In some embodiments, after the target virtual item is displayed at the target location, the target virtual item can be destroyed if the destruction conditions are met; wherein the destruction conditions include at least one of the following: The distance between the first virtual character and the target virtual item exceeds the target distance; The target virtual item's health points are below the health threshold or have reached zero; The number of times the target virtual item has been triggered has reached the threshold.

[0187] In some embodiments, when the distance between the first virtual character and the target virtual prop exceeds a target distance, while the target virtual prop is at the target location and remains in the virtual scene, the electronic device periodically calculates the relative distance between the current spatial coordinates of the first virtual character and the spatial coordinates of the target location at a preset frequency. If the relative distance is detected to be greater than the preset target distance (e.g., 100 virtual scene length units), the destruction condition is determined to be met.

[0188] In some embodiments, when the target virtual item's health value falls below a health value threshold or reaches zero, the target virtual item is configured with attribute status parameters, including health value, within the virtual scene. After the target virtual item is deployed, other opposing characters in the virtual scene (such as a second virtual character or an NPC), besides the first virtual character and other virtual characters of the same faction, can inflict virtual damage by performing attack operations on the target virtual item, thereby dynamically reducing the target virtual item's health value. When the target virtual item's health value decreases to zero or falls below a preset health value threshold, the destruction condition is determined to be met, and the target virtual item is then destroyed.

[0189] In some embodiments, when the number of times a target virtual item is triggered reaches a threshold, after a second virtual character enters the trigger area and successfully triggers the target virtual item, the internal counter of the target virtual item will accumulate. When the accumulated number reaches the threshold, it is determined that the destruction condition has been met, and the target virtual item is then destroyed. For example, if the target virtual item is set to be a one-time consumable item (i.e., the threshold is one time), then the target virtual item will be destroyed after it is triggered for the first time.

[0190] In this embodiment, by setting multi-dimensional destruction conditions for the target virtual prop (such as distance limit, health limit, and trigger count limit), when the first virtual character is too far away from the target virtual prop, or when the target virtual prop reaches its usage limit, the virtual prop that has lost its interactive value or has been consumed can be destroyed in time. This can actively release the graphics rendering resources, memory space, and physical collision calculation resources originally occupied by the target virtual prop, thereby significantly improving the resource utilization efficiency and screen rendering smoothness of electronic devices when running complex 3D virtual scenes. The introduction of a health-based destruction mechanism gives the target virtual prop the physical attribute of being able to be interfered with and destroyed by the outside world, providing other virtual characters in a confrontational state with a means of countermeasures. When the health reaches zero, a physically reasonable destruction feedback is presented, which greatly enriches the multi-level interaction dimensions and strategic game depth between the first virtual character and other characters in the virtual terrain, thereby improving the overall human-computer interaction experience while ensuring system performance.

[0191] In some embodiments, after the target virtual item is destroyed, if the target virtual item's identifier is displayed on the map of the virtual scene or in the graphical user interface, the displayed identifier is removed.

[0192] In some embodiments, destroying a target virtual prop specifically includes removing the target virtual prop's 3D model, effects, and corresponding physical collider from the 3D virtual scene. Simultaneously with the destruction of the target virtual prop, the electronic device triggers update logic for the graphical user interface and map panel. Specifically, if, before the target virtual prop is destroyed, an indicator pointing to its target location is displayed on the miniature map or global map of the virtual scene, or if the target virtual prop's indicator and distance are displayed floating on the edge of the first virtual character's field of view or on the surface of an obscured virtual entity, then the target virtual prop's indicator is simultaneously removed from the display upon destruction.

[0193] In this embodiment, by simultaneously destroying the target virtual prop in the three-dimensional virtual scene and canceling the display of the status indicator in the two-dimensional graphical user interface, it is possible to ensure that the scene information received by the first virtual character is absolutely consistent with the real physical state of the virtual scene, avoiding misleading users to make incorrect judgments due to residual invalid indicators (such as mistakenly believing that there is still a virtual prop in a certain location); on the other hand, timely clearing the indicator components that are no longer effective in the interface effectively releases the corresponding interface rendering layer and memory resources, maintaining the simplicity and clarity of the human-computer interaction interface, thereby further improving the information display efficiency and interactive experience of electronic devices.

[0194] In step 104, while the target virtual prop is at the target location, in response to the second virtual character entering the trigger area of ​​the target virtual prop, a virtual debuff effect is triggered against the second virtual character, and the target voice is played.

[0195] The second virtual character is in an opposing camp to the first virtual character.

[0196] In some embodiments, the trigger area is a virtual detection range of a specific shape (e.g., a sphere, cylinder, or hemisphere) constructed in the virtual scene with the target location as the reference center. While the target virtual prop is at the target location, collision detection logic or distance determination logic is continuously executed by the physics engine. When a physical collider of a second virtual character, for example, on the opposing side of the first virtual character, is detected crossing the boundary of this virtual detection range, causing physical overlap or a relative spatial distance between the two characters being less than a preset trigger radius, it is determined that the second virtual character has entered the trigger area of ​​the target virtual prop, thereby quickly switching the state of the target virtual prop from an untriggered state to a triggered state.

[0197] In some embodiments, triggering a virtual debuff effect on the second virtual character mainly manifests as altering or weakening the second virtual character's normal status attributes or behavioral abilities in the virtual scene. Specifically, the virtual debuff effect may include at least one of the following: continuously reducing the second virtual character's survival attributes such as health points by a preset value or according to a time period; reducing the second virtual character's movement speed or turning sensitivity by a preset ratio; and overlaying a visual occlusion mask on the second virtual character's client interface to limit its field of vision. These debuff effects may act individually or in combination.

[0198] In some embodiments, when a virtual debuff effect is triggered within the effective area, a target voice is simultaneously played in the virtual scene. This target voice is recorded by the controller of the first virtual character using a recording control. If the controller of the first virtual character has not recorded a target voice, then when a virtual debuff effect is triggered within the effective area, pre-configured default audio data can be played simultaneously in the virtual scene to be output as the target voice.

[0199] The default audio data can be a pre-packaged audio file stored in the client's local resource library or an audio file downloaded by the server. Regarding the selection logic for the default audio data, in some embodiments, the corresponding default audio data can be matched and played based on the type of the target virtual item (e.g., a mechanical ticking sound, a long alarm sound, or an energy explosion sound uniformly configured for a certain type of target virtual item); in other embodiments, a pre-set dialogue audio segment corresponding to the first virtual character can be extracted and played based on the identity characteristics of the first virtual character (e.g., specific statements with a threatening or provocative tone from a preset voice-over library), as an alternative.

[0200] In some embodiments, within the virtual scene, the distance between the target virtual prop and the first virtual character can also be displayed at the associated location of the target virtual prop. In some embodiments, within the virtual scene, a first display style can also be used to display the trigger area of ​​the target virtual prop; wherein, the display style of the trigger area in the second virtual character's viewpoint is the second display style.

[0201] As an example, the associated position of the target virtual item can be directly above, directly below, or to the side of the target virtual item. This distance value is updated in real time according to the relative positions of the first virtual character and the target virtual item in the virtual scene. The method for calculating the distance can be found above and will not be repeated here.

[0202] As an example, the trigger area of ​​a target virtual item can be displayed as a circular halo or a spherical force field centered on the target virtual item. The first display style can be a first color (e.g., green), used to indicate to the first virtual character that the trigger area is set up by themselves or belongs to their own faction, and is in a safe state; the second display style can be a second color (e.g., red), used to indicate to the second virtual character that the trigger area belongs to the enemy faction, and entering the area will face danger or inflict debuffs. By presenting trigger areas of different colors from different perspectives, it is possible to intuitively assist virtual characters of different factions in judging the battlefield situation.

[0203] In this embodiment, by intuitively displaying the real-time distance between the target virtual prop and the first virtual character at the associated location of the target virtual prop, the user's spatial perception ability in complex 3D virtual scenes can be enhanced. Users can accurately grasp the physical location and spatial span of deployed props without frequently bringing up the global map or making complex perspective switches. This not only greatly reduces the interaction cost for users to obtain information in the virtual scene, but also helps users quickly determine whether the prop is about to exceed its maximum dwell distance (thus facing the risk of being destroyed), effectively improving the efficiency of human-computer interaction.

[0204] On the other hand, by using different display styles (first display style and second display style) to distinguish the trigger areas, the safety attributes of the trigger areas can be quickly and clearly conveyed to virtual characters of different factions in complex virtual scenes through a mechanism of visual differentiation (e.g., the friendly side judges it as safe, while the enemy judges it as dangerous). This perspective-based factional visual feedback effectively reduces the cognitive load and recognition cost for users in high-speed movement or complex gameplay. It not only prevents friendly characters from avoiding their own tactical areas due to misjudgment, but also provides logical visual warnings for enemy characters. This greatly enriches the visual expressiveness and strategic depth of virtual items in multi-party games, and enhances the overall virtual scene interaction experience.

[0205] In some embodiments, the first display style is used to display the trigger area of ​​the target virtual prop in the following way: the first color is used to display the trigger area of ​​the target virtual prop; wherein, the color depth of the first color is positively correlated with the voice duration of the target voice, and the display style of the trigger area in the view of the second virtual character is the second color.

[0206] As an example, from the perspective of the first virtual character (i.e., the user who throws the target virtual item) and other virtual characters on the same side, the trigger area of ​​the target virtual item is displayed using a first color (e.g., green). Furthermore, the color depth of this first color is dynamically mapped based on the duration of the target voice recording by the first virtual character. Specifically, the color depth of the first color is positively correlated with the duration of the target voice recording. If the recorded target voice recording is short (e.g., 1 second), the trigger area is displayed as a light green; if the recorded target voice recording is long (e.g., reaching the maximum recording duration limit of 5 seconds), the trigger area is displayed as a dark green.

[0207] Meanwhile, from the perspective of the second virtual character, who is in an opposing faction to the first virtual character, the trigger area of ​​the target virtual item is displayed using a fixed second color (e.g., red) to serve as a danger warning. This perspective-based color differentiation allows virtual characters from different factions to intuitively distinguish whether the trigger area is friend or foe; furthermore, by varying the depth of the first color, the first virtual character and their teammates can intuitively perceive the amount of voice information carried by the target virtual item without triggering it.

[0208] In some embodiments, the specific implementation of "the color depth of the first color is positively correlated with the speech duration of the target speech" may include any of the following: The first method involves determining the target voice recorded by the first virtual character, obtaining the actual voice duration and the preset maximum recording duration (e.g., 5 seconds); calculating the ratio of the actual voice duration to the maximum recording duration (i.e., the duration percentage); then, based on this ratio, performing linear or non-linear interpolation between the preset initial color depth parameter (e.g., a lighter alpha channel value or a lower color saturation value) and the maximum color depth parameter to obtain the target color depth parameter; finally, updating the material parameters corresponding to the first color to the target color depth parameter and inputting it into the graphics rendering engine of the virtual scene to render a trigger area effect that precisely matches the color depth with the voice duration. For example, for every 0.1 seconds increase in voice duration, the green saturation or opacity of the aperture increases by a corresponding fixed step.

[0209] The second approach involves pre-configuring multiple consecutive duration intervals in the electronic device and assigning a corresponding first color depth level to each interval. The larger the time value of the duration interval, the deeper the visual effect represented by its associated color depth level. For example, "0-2 seconds" corresponds to "light green (level one)," "2-4 seconds" corresponds to "standard green (level two)," and "more than 4 seconds" corresponds to "dark green (level three)." When the target virtual prop is thrown and remains at the target location, the duration of the target voice is obtained, and the target duration interval is determined. Subsequently, the color depth level parameter corresponding to that target duration interval is directly called to render the first color of the triggered area. This segmented mapping method significantly reduces the consumption of graphics computing resources while providing users with clearly defined visual hierarchy feedback.

[0210] As an example, see Figure 15 , Figure 15 This is a schematic diagram of the target virtual item display method provided in the embodiments of this application. Figure 4 In the first virtual character's perspective view 1501, a target virtual item 1502 at the target location and its trigger range 1503 are displayed in the virtual scene. The trigger range 1503 is displayed as a circular area. In the second virtual character's perspective view 1504, the target virtual item 1502 at the target location and its trigger range 1503 are displayed in the virtual scene. The trigger range 1503 is displayed as a circular area, and the circular area is filled with color.

[0211] In this embodiment, by making the color depth of the first color positively correlated with the duration of the target speech, a mapping mechanism is achieved that transforms intangible audio data attributes into intuitive visual features. This design endows the target virtual prop with a richer dimension of visual information, allowing the first virtual character and their teammates to instantly perceive and predict the amount of speech information or the completeness of tactical expression within the target virtual prop simply by scanning the color depth of the trigger area (e.g., light green represents short speech, dark green represents long speech) without actually triggering the target virtual prop or listening to the audio. This visual quantification not only greatly optimizes the information transmission efficiency of the graphical user interface but also helps users quickly distinguish the tactical weight of different projectiles in complex battles with multiple props, thereby deepening the strategic depth of in-game interaction and greatly enriching the interactive effects of virtual props in virtual scenes.

[0212] In some embodiments, triggering the virtual debuff effect on the second virtual character in step 104 above can be achieved by performing at least one of the following on the second virtual character: Control the attribute values ​​of the second virtual character to decrease; Control the second virtual character to be in the target state, which is used to inflict virtual debuffs on the second virtual character.

[0213] In practice, the specific manifestation of the virtual debuff effect triggered on the second virtual character will vary depending on the type of the target virtual item. Specifically, it can be achieved by controlling the target virtual item to generate different physical or visual interactive behaviors in the virtual scene, thereby affecting the second virtual character within the trigger area.

[0214] As an example, when the target virtual item is a radiation or sound wave type item, triggering a virtual debuff effect on the second virtual character can be achieved by controlling the target virtual item to emit a virtual attack wave or virtual energy pulse into the trigger area. At the moment the virtual attack wave is emitted, it is determined that the second virtual character within the trigger area has been impacted, thereby deducting the second virtual character's health or armor value (i.e., reducing control attribute values).

[0215] As an example, when the target virtual item is an explosive item (such as a virtual grenade or virtual landmine), a virtual debuff effect is triggered against the second virtual character. This can be achieved by controlling the target virtual item to explode in the center of the trigger area. Upon explosion, explosion effects (such as flashes or flying debris) can be displayed, while simultaneously dealing significant damage to the second virtual character or inflicting a brief stun on the second virtual character (i.e., keeping the character in the target state).

[0216] As an example, when the target virtual item is a trap or environmental modification item (such as a virtual poison gas device, virtual bear trap, or virtual freeze trap), a virtual debuff effect is triggered against the second virtual character. This can be achieved by controlling the target virtual item to release a continuous virtual poison gas field or triggering a physical trapping action. In this case, it is mainly used to control the second virtual character to be in a target state, which may include: a movement slowdown or immobilization state caused by stepping on a trap; a limited vision state caused by being in a poison gas field (such as a blurred mask overlaid on the second virtual character's client interface); or a poison state of continuous bleeding. Through these target states, the attack or survivability of the second virtual character is continuously weakened over a period of time.

[0217] In this embodiment, multi-dimensional virtual debuffs are provided, greatly enriching the tactical functions and interactive dimensions of target virtual items in virtual scenes. This diverse debuff mechanism complements the playback of target voice. For example, when a second virtual character is subjected to a "target state" such as slowing or immobilization, its dwell time within the trigger area is forced to be extended. This not only creates an excellent window for attack or counterattack for the first virtual character at the tactical level, but also ensures that the recorded target voice can be completely and effectively transmitted to the enemy at the interactive level. This fusion of visual, numerical, and auditory feedback greatly enhances the immersion and strategic depth of in-game combat, significantly improving the human-computer interaction experience in virtual scenes.

[0218] In some embodiments, after triggering a virtual debuff effect on the second virtual character and playing the target voice, a trigger prompt message can also be output to indicate that the target virtual item has been triggered.

[0219] In some embodiments, the trigger notification can be simultaneously output to the first virtual character (i.e., the user who threw the target virtual item) and other virtual characters of the same faction.

[0220] As an example, the trigger prompt can be output as floating text. Specifically, it can be that a text prompt such as "Someone has triggered the item" or "The target virtual item has been triggered" pops up directly in a preset area of ​​the graphical user interface corresponding to the first virtual character (such as the upper center or side information bar of the interface).

[0221] As an example, see Figure 16 , Figure 16 This is a virtual scene illustration provided in the application's embodiments. Figure 5 In the virtual scene, when the second virtual character 1601 triggers the target virtual item 1602, a trigger prompt message 1603 will be displayed in the virtual scene.

[0222] In this embodiment, by outputting explicit trigger prompts, the first virtual character can obtain the activation status of remote tactical items instantly, across physical distances, without needing to maintain direct visual focus on the target location. This event-driven asynchronous information push mechanism grants users a global battlefield awareness, making information acquisition less dependent on the orientation of the virtual camera. Furthermore, because the system proactively and accurately pushes trigger results, users do not need to frequently rotate the view, control the character to run back and forth, or frequently open and close the global map to confirm whether the target virtual item is active. This significantly reduces unnecessary touch or button input, lowering user fatigue, and also effectively reduces the instantaneous graphics rendering pressure and memory consumption on electronic devices caused by frequent switching of large-angle views or loading of full-screen map UIs, thus improving operational smoothness while ensuring device stability.

[0223] In some embodiments, during the playback of the target audio, at least one of the following may also be performed: Centered on the target virtual prop, a dynamically expanding sound coil effect is displayed; At the associated position of the second virtual character, subtitles corresponding to the target speech are dynamically displayed.

[0224] As an example, a voice coil effect that dynamically diffuses around a target virtual object can be specifically represented as a semi-transparent ripple or sound wave particle light effect expanding outward from the target virtual object in a 3D virtual scene. Optionally, the diffusion speed, ripple density, color brightness, or amplitude of this voice coil effect can dynamically change in real time according to the volume fluctuations or audio rhythm of the currently playing target speech. This visual sound wave diffusion effect not only enhances the physical realism of sound propagation in virtual space but also helps a second virtual character located in or near the trigger area to quickly locate the spatial position of the sound source.

[0225] As an example, dynamically displaying subtitles corresponding to the target speech at the associated location of the second virtual character can be achieved by: the text content generated from the target speech in the previous embodiment being synchronously displayed in the graphical user interface. This associated location can be a floating information prompt area above the second virtual character's head, or a specific area in the second virtual character's view (e.g., the regular subtitle area at the bottom of the screen). In terms of specific display methods, depending on the actual playback progress of the audio, a word-by-word display or sentence-by-sentence scrolling animation can be used, or the text can be bound to speech bubbles and dynamically rendered following the movement trajectory of the second virtual character. By displaying subtitles, it can be ensured that even in noisy environments such as intense firefights in the virtual scene, or when the user's device is in silent playback mode, the personalized interactive information recorded by the first virtual character can still be accurately and completely transmitted to the enemy character who triggered the item, thereby effectively guaranteeing the success rate of cross-faction social interaction.

[0226] In some embodiments, during the playback of the target speech, a debuff effect for the second virtual character may also be played; the visual effect of the debuff effect is adjusted synchronously with the volume change of the target speech so that the visual rhythm of the debuff effect matches the audio rhythm of the target speech.

[0227] In some embodiments, when playing the target speech, feature parameters (such as the volume decibel value, audio energy amplitude, or frequency parameter of the current audio frame) are extracted in real time from the audio stream data of the target speech, and these audio feature parameters are dynamically mapped to graphical control variables for rendering the debuff effect. As an example, if the debuff effect for the second virtual character is a damage wave, electric spark, or energy ripple surrounding it, when the volume of the target speech increases sharply or there is an accent (e.g., the content recorded by the first virtual character is a loud shout or a speech with strong emotions), the brightness of the debuff effect is simultaneously increased instantaneously, the particle emission rate is significantly accelerated, or the volume bounding box of the effect is proportionally enlarged; conversely, when the volume of the target speech is in a flat period or at a low point (e.g., the recording content is a whisper), the visual appearance of the debuff effect is controlled to darken, slow down, or shrink accordingly.

[0228] As an example, if the debuff effect on the second virtual character is manifested as a vignetting effect, a blurred mask, or screen vibration superimposed on the edge of its main view graphical user interface, the transparency or vibration amplitude of the mask can be controlled, and pulse flashing or breathing beats can be performed in sync with the fluctuations of the target voice's sound wave waveform.

[0229] In this embodiment, by binding custom audio content in the auditory dimension with debuff effects in the visual dimension, not only are the originally fixed debuff effects made vivid and varied, but the second virtual character, while suffering numerical or status weakening, can intuitively experience the emotional tension and personalized expression poured into the first virtual character's recorded voice through both visual and auditory senses. This audio-visual synergy design greatly enhances the immersion and fun of the interaction and confrontation between characters of different factions in the virtual scene.

[0230] In some embodiments, the virtual debuff effects of the second virtual character can be related to the content of the target speech. For example, during the playback of the target speech, text characters generated by converting the target speech are displayed synchronously; the text characters are controlled to form a visual effect of wrapping around and binding on the surface of the second virtual character, and perform high-frequency contraction and flashing animations along with the playback of the target speech.

[0231] As an example, when a target virtual prop is triggered, text character data generated by the target's speech conversion can be obtained, and these text characters can be instantiated into primitive models with a three-dimensional feel and luminous materials in a three-dimensional virtual scene. Subsequently, these primitive models are controlled to dynamically surround and wrap around the outside of the second virtual character with chain-like, spiral, or ring-like motion trajectories.

[0232] During the duration of the target speech playback, as the audio content progresses word by word, the binding halo composed of text characters can dynamically perform visual animations such as inward contraction and compression, high-frequency vibration, or color-gradient flashing (e.g., gradually flashing from yellow to red).

[0233] In some embodiments, in step 103 above, displaying the target virtual item at the target location can also be achieved by the following method: at the target location, the target virtual item is displayed using a third display style; wherein, the third display style is used to indicate that the target virtual item is in an active state; correspondingly, after playing the target voice, when the target voice finishes playing, the display style of the target virtual item is controlled to switch from the third display style to the fourth display style, and the fourth display style is used to indicate that the target virtual item is in a depleted state.

[0234] In some embodiments, the display style of the target virtual prop is related to the type of the target virtual prop. For example, if the target virtual prop is in the form of a plant, the third display style is that the plant model is in a structurally unfolded state and the surface of the model is rendered with a high-brightness material, which is used to indicate to the virtual character in the virtual scene that the prop can be triggered at present. If the target virtual prop is in the form of a mechanical object, the third display style can be displayed as dynamic effects such as the indicator light flashing regularly and the radar antenna rotating.

[0235] Correspondingly, the fourth display style is also related to the type of the target virtual prop. If the target virtual prop is in the form of a plant, the fourth display style corresponds to the third display style. The plant model switches from an unfolded state to a contracted or drooping state, and the bright material on the surface of the model is replaced with a low-brightness texture or grayscale material.

[0236] If the target virtual prop is mechanical, corresponding to the third display style, its fourth display style is to cancel the original dynamic effects and switch the model state to static, such as turning off the regularly flashing indicator lights and stopping the rotating radar antenna.

[0237] In this embodiment, by setting visual representations strongly bound to the functional state of the target virtual prop (i.e., the third display style in the active state and the fourth display style in the depleted state), intuitive and clear status indicators can be provided to users in the virtual scene. The first and second virtual characters do not need to approach the test or access additional information panels; they can instantly determine whether the target virtual prop currently possesses triggering conditions or interactive value simply by observing its appearance changes. This design effectively reduces the information acquisition cost for users in complex battle situations and avoids ineffective evasion or attack operations on depleted props, thereby significantly improving the efficiency of human-computer interaction and the accuracy of tactical decision-making. Furthermore, by binding the display style switching logic to the event of the target voice playback completion, the end point of a single interaction lifecycle of the target virtual prop is clearly defined, avoiding misjudgments caused by the lack of status indicators. Simultaneously, by promptly changing the rendering performance of consumed props (e.g., canceling dynamic lighting effects or reducing material brightness), redundant rendering overhead in graphics computing can be reduced to some extent, improving the resource utilization of electronic devices.

[0238] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0239] The virtual prop control method provided in this application embodiment can be applied to scenarios where virtual props are thrown in games. The following will use a game scenario as an example to explain the virtual prop control method.

[0240] See Figure 17 , Figure 17 This is a schematic diagram of the interaction flow of the target virtual props provided in the embodiments of this application. Figure 1 This virtual item could be a sunflower, that is, a throwable item in the form of a plant. Next, we will combine... Figure 17 The steps shown illustrate the interactive process of using the sunflower prop.

[0241] In step 1701, in response to a click on the inventory, the item list is opened.

[0242] In some embodiments, an item bar (i.e., a trigger item list control) is displayed in the game interface (i.e., in the virtual scene). In response to a click on the item bar, the item list (i.e., the virtual item list) is opened; the item list displays multiple candidate virtual items, including the sunflower item.

[0243] In step 1702, in response to a click on the sunflower item in the item list, the sunflower item is selected.

[0244] For details regarding the selected sunflower item, please refer to the explanation in step 101 above; it will not be repeated here.

[0245] After step 1702, steps 1703 to 1705 are executed synchronously.

[0246] In step 1703, the actions of the first virtual character are displayed.

[0247] The first virtual character's action could be holding a sunflower prop.

[0248] In step 1704, the throwing trajectory is displayed.

[0249] In some embodiments, the throwing trajectory can be displayed as a parabola in the center of the game interface. For an explanation of the throwing trajectory, please refer to the description in step 103 above; it will not be repeated here.

[0250] In step 1705, the recording button and three slots are displayed.

[0251] In some embodiments, the recording button displayed in the game interface serves as the entry point for the recording function. Simultaneously, the game interface also displays three slots (i.e., item slots) to indicate that the threshold quantity of the sunflower item is 3. For a detailed explanation of the item slots, please refer to the description in step 103 above; it will not be repeated here.

[0252] After performing step 1702 above, step 1706 can also be performed.

[0253] In step 1706, the maximum number of sunflower props that can be thrown is set to 3, and the number of sunflowers thrown at one time is 1.

[0254] In step 1707, it is determined whether the number of sunflower items that have been thrown but not yet triggered has reached the maximum of 3.

[0255] In response to the throwing operation of the sunflower item, it first checks whether the number of sunflower items that have been thrown but not yet triggered has reached the limit of 3. If it has reached the limit of 3, then step 1708 is executed first, followed by step 1709; if it has not reached the limit of 3, then step 1709 is executed directly.

[0256] In step 1708, the sunflower item that was placed earliest is destroyed.

[0257] In some embodiments, if the upper limit is reached, that is, the current sunflower being thrown is the 4th, then when the 4th sunflower item is thrown, the 1st sunflower item that has already been thrown is destroyed first.

[0258] In step 1709, place one sunflower prop in the virtual scene.

[0259] In some embodiments, the sunflower item targeted by the throwing operation is thrown at the target location, and the sunflower item is displayed at the target location.

[0260] In step 1710, a sunflower icon is lit up.

[0261] In practical applications, after a sunflower item is thrown, the corresponding slot will display the charging process. As an example, the charging time threshold for this slot is 1 second. After the charging is completed, the sunflower item corresponding to this slot can be thrown again.

[0262] See Figure 18 , Figure 18 This is a schematic diagram of the interaction flow of the target virtual props provided in the embodiments of this application. Figure 2 Next, combining Figure 18 The steps shown illustrate the interactive process of recording based on the record button.

[0263] In step 1801, in response to the click operation of the voice input button, a small pop-up panel is opened.

[0264] In some embodiments, in response to a click on the voice input button (i.e., the entry point for the recording function), a small pop-up panel (i.e., the recording panel) is opened. The small pop-up panel includes a start recording button (i.e., the recording control), a re-record button (i.e., the re-record control), and a save button (i.e., the save control). The re-record button and the save button are grayed out by default.

[0265] In step 1802, in response to the click of the start recording button, the recording function is invoked to begin recording. After executing step 1802, either step 1803 or step 1804 can be executed.

[0266] In step 1803, in response to a click on the throw button, the throw operation is restricted and a throw prompt message is displayed.

[0267] The throwing prompt message is used to indicate that a throw is not possible.

[0268] In some embodiments, when the pop-up panel is open, i.e., while recording is in progress, the throwing operation of the sunflower item is restricted. As an example, the pop-up panel can be overlaid on top of the throw button (i.e., the throw control), restricting the throwing operation by obscuring the throw button. When the pop-up panel does not obscure the throw button, for example, in response to a movement operation on the pop-up panel, after moving the pop-up panel to a position that does not obscure the throw button, a click on the throw button will also restrict the throwing operation and display a throwing warning message indicating that throwing is not possible.

[0269] In step 1804, recording progress indication information is displayed.

[0270] In some embodiments, the recording progress indicator is displayed in a small pop-up panel. The recording progress indicator can be used to indicate the recording duration limit, such as a maximum recording duration of 5 seconds.

[0271] In step 1805, it is determined whether the recording duration is greater than the target duration. If the recording duration is less than or equal to the target duration, step 1806 is executed; if the recording duration is greater than the target duration, step 1807 is executed.

[0272] In step 1806, recording is stopped in response to a second click on the start recording button.

[0273] In step 1807, recording is automatically stopped.

[0274] After steps 1806 and 1807 are completed, step 1808 is executed.

[0275] In step 1808, the recorded audio clip is displayed.

[0276] In some embodiments, when displaying a recorded audio segment in a small pop-up panel, if there is no saved audio segment, refer to the previous description of how to display the target audio; if there is a saved audio segment, that is, the recorded audio segment is a new audio segment, refer to the previous description of how to display the new audio segment. These will not be repeated here.

[0277] After step 1808, steps 1809 to 1811 can be executed respectively.

[0278] In step 1809, in response to a click on the playback control, the recorded audio clip is played.

[0279] In some embodiments, the playback control is displayed in a small pop-up panel to trigger a preview of the recorded audio clip.

[0280] In step 1810, in response to a click operation on the re-record control, the recorded audio segment is cleared.

[0281] If a saved audio segment already exists, meaning the recorded audio segment is a new audio segment, clicking the re-record control will not affect the saved audio segment. In other words, the re-record control only applies to newly recorded audio segments that have not yet been saved.

[0282] In step 1811, it is determined whether a saved audio segment exists. If it does not exist, step 1812 is executed; if it does exist, step 1813 is executed.

[0283] In step 1812, a save button is displayed, and in response to a trigger operation on the save button, the recorded voice clip is set as the voice of the sunflower prop.

[0284] In some embodiments, when the recorded audio clip is displayed, the save button can be switched from a default grayed-out state to an illuminated state, that is, switched to an interactive state, and the audio clip is saved in response to a click operation on the save button.

[0285] In step 1813, a replacement button is displayed, and in response to a trigger operation on the replacement button, a recorded voice segment is used to replace the saved voice segment.

[0286] In some embodiments, when there is a saved audio segment, the newly recorded audio segment that has just been recorded and the previously saved audio segment can be displayed simultaneously in the pop-up panel.

[0287] Step 1814 will be executed after steps 1812 and 1813.

[0288] In step 1814, the saved voice is set as the voice for the sunflower item.

[0289] In some embodiments, this voice line will be played after the sunflower item is thrown and triggered.

[0290] See Figure 19 , Figure 19 This is a schematic diagram of the interaction flow of the target virtual props provided in the embodiments of this application. Figure 3 Next, we will combine Figure 19 The steps shown illustrate the process of throwing sunflowers.

[0291] In step 1901, the throwing control is displayed.

[0292] In some embodiments, after selecting the sunflower item from the item list, the game interface displays a screen showing the first virtual object holding a sunflower, and at the same time, a throw button for the sunflower item is displayed to trigger the throwing of the sunflower item.

[0293] After executing step 1901, steps 1902 and 1903 can be executed respectively.

[0294] In step 1902, in response to the click operation of the throw button, the first virtual character is controlled to make a throwing action, and the sunflower prop is controlled to be thrown along the throwing trajectory.

[0295] The explanation of the throwing trajectory can be found in the previous text, and will not be repeated here.

[0296] In step 1903, in response to a long press operation on the throw button, if a drag operation on the throw button is detected while the button is pressed, the throwing direction of the sunflower prop is dynamically changed; if a click operation on the record button is detected while the button is pressed, the voice input operation is restricted, and a recording prompt message indicating that voice input cannot be performed is displayed.

[0297] The display method for input prompts is the same as that for throwing prompts described above, and will not be repeated here.

[0298] After performing steps 1902 and 1903 above, step 1904 can be performed.

[0299] In step 1904, the sunflower prop was successfully thrown. Afterwards, steps 1905 and 1906 can be executed respectively.

[0300] In practice, successfully throwing the sunflower means successfully landing the sunflower at the target location. The method for determining the target location was explained earlier and will not be repeated here.

[0301] In step 1905, a sunflower icon is displayed on the map at the location corresponding to the target location.

[0302] The sunflower icon (i.e. the identifier of the target virtual item) is grayed out when the sunflower item is not triggered, and is highlighted after the sunflower item is triggered.

[0303] In step 1906, the sunflower prop is displayed at the target location in the virtual scene.

[0304] After step 1906, proceed to step 1907 to determine whether the current view is from the perspective of the thrower or a teammate. If not, proceed to step 1908; if so, proceed to step 1909 or step 1910.

[0305] In this game, the thrower is the first virtual character, and teammates are other virtual characters belonging to the same faction as the first virtual character. The game can also include second virtual characters belonging to a different faction than the first virtual character, as well as NPCs.

[0306] In step 1908, the trigger range of the sunflower item is displayed in red.

[0307] The trigger range of the sunflower item can be a circular area with a radius of 5 units centered on the sunflower item.

[0308] In step 1909, the trigger range of the sunflower item is displayed as green.

[0309] In step 1910, it is determined whether the sunflower prop is within the field of vision of the thrower or a teammate. If it is, step 1911 is executed; otherwise, step 1912 is executed.

[0310] In step 1911, the distance is displayed below the sunflower prop.

[0311] For details regarding the distance displayed below the sunflower item, please refer to the previous text; it will not be repeated here.

[0312] In step 1912, determine whether the sunflower prop is within the field of vision of the thrower or a teammate. If it is, proceed to step 1913; otherwise, proceed to step 1914.

[0313] In step 1913, a silhouette marker and distance value are displayed at the target location.

[0314] In some embodiments, if the sunflower prop is detected to be outside the field of view and in the same direction as the current field of view, a grayed-out silhouette icon (i.e., the icon of the target virtual prop, i.e., the sunflower icon) and a distance value are displayed. The grayed-out state is used to indicate that the sunflower prop has not been triggered. Correspondingly, when the sunflower prop is in the triggered state, the silhouette icon is displayed in a highlighted state.

[0315] In step 1914, a silhouette icon and distance value are displayed at the edge of the graphical user interface.

[0316] For instructions on how to display the sunflower item, please refer to step 102 above; it will not be repeated here.

[0317] See Figure 20 , Figure 20 This is a schematic diagram of the interaction flow of the target virtual props provided in the embodiments of this application. Figure 4 Next, combining Figure 20 The steps shown illustrate the triggering process of the sunflower item.

[0318] In step 2001, it is determined whether a second virtual character has entered the sunflower's range. If yes, step 2002 is executed; otherwise, step 2001 is executed.

[0319] In step 2002, the sunflower item is triggered.

[0320] When the sunflower item is triggered, different content is displayed for different characters in the game. Therefore, after executing step 2002, steps 2003 and 2004 can also be executed.

[0321] In step 2003, the sunflower icon corresponding to the triggered sunflower item is lit up.

[0322] The sunflower icon may include: a grayed-out sunflower icon displayed at the corresponding placement location of the sunflower prop on the map, a silhouette icon displayed at the target location, and a silhouette icon displayed at the edge of the graphical user interface.

[0323] Maps can include miniature maps and global maps.

[0324] In step 2004, it is determined whether the current view is from the perspective of the thrower or a teammate. If not, step 2005 is executed; if so, step 2006 is executed.

[0325] In step 2005, the sunflower prop is controlled to emit a damage wave, and a virtual damage calculation, including deducting health points, is performed on the second virtual character within the trigger range.

[0326] In some embodiments, the sunflower prop is configured with a health value attribute; in response to receiving an attack from a virtual character other than the first virtual character and its allied virtual characters (such as a second virtual character or other NPCs in the game), if it is determined that the deducted health value exceeds the remaining health value, the sunflower prop is destroyed; In step 2006, a trigger prompt message is output to the client of the first virtual character.

[0327] The display style of the trigger prompt message can be found in the previous text, and will not be repeated here.

[0328] See Figure 21 , Figure 21 This is a schematic diagram of the interaction flow of the target virtual props provided in the embodiments of this application. Figure 5 Next, combining Figure 21 The steps shown illustrate the process of destroying the sunflower prop.

[0329] In step 2101, the sunflower prop is destroyed when the destruction conditions are met.

[0330] In some embodiments, if the spatial distance between the first virtual character and the sunflower prop in the virtual scene exceeds a preset threshold (e.g., 100m), the sunflower prop is automatically destroyed.

[0331] In some embodiments, if it is determined that the amount of health lost from the sunflower item due to damage is greater than the remaining health, the sunflower item is destroyed.

[0332] In step 2102, the sunflower prop is made to disappear. After executing step 2102, steps 2103 to 2105 can be executed simultaneously.

[0333] In step 2103, the sunflower prop at the target location is destroyed.

[0334] In step 2104, the sunflower icon in the map is destroyed.

[0335] In step 2105, the sunflower icon in the graphical user interface is destroyed.

[0336] It should be noted that in response to the event of the sunflower model being destroyed, the marker information (such as silhouette markers and distance values) related to the sunflower prop in the map and graphical user interface will be removed simultaneously.

[0337] The following description continues to illustrate the exemplary structure of the virtual prop control device 455 provided in the embodiments of this application as a software module. In some embodiments, such as... Figure 2 As shown, the software module in the virtual prop control device 455 stored in the memory 450 may include: Display module 4551 is used to display the first virtual character holding the target virtual prop in the virtual scene, and to display the recording control for recording voice. The recording module 4552 is used to display the recorded target voice in response to a voice input operation performed based on the recording control; The prop control module 4553 is used to respond to the throwing operation of the target virtual prop, control the first virtual character to throw the target virtual prop to the target position in the virtual scene, and display the target virtual prop at the target position; The prop triggering module 4553 is used to trigger a virtual debuff effect on the second virtual character and play the target voice when the target virtual prop is in the target location and the second virtual character enters the triggering area of ​​the target virtual prop.

[0338] In some embodiments, the display module 4551 is further configured to: display a prop list control of a virtual scene, and in response to a trigger operation on the prop list control, display a virtual prop list including at least one candidate virtual prop; and in response to a selection operation on a target virtual prop in the virtual prop list, display a screen showing a first virtual character holding the target virtual prop.

[0339] In some embodiments, the virtual item list includes item slots corresponding one-to-one with candidate virtual items. Each item slot carries an item control corresponding to a candidate virtual item. The item control is used to trigger a selection operation for the corresponding candidate virtual item. The item control module 4553 is further configured to: control the first virtual character to throw the target virtual item to the target location in the virtual scene, control the target item control corresponding to the target virtual item to be in a cooldown state, and display the charging process of the target item slot corresponding to the target virtual item; when the charging time of the target item slot reaches the charging time threshold, control the state of the target item control to switch from a cooldown state to an available state.

[0340] In some embodiments, the display module 4551 is further configured to: display the recording function entry; display the recording panel in response to a trigger operation on the recording function entry, and display the recording control in the recording panel; the recording module 4552 is further configured to: trigger a voice input operation in response to a trigger operation on the recording control, and display audio acquisition indication information in the recording panel; if a trigger operation is received again on the recording control, or the duration of the voice input operation reaches the target duration, display the recorded target voice in the recording panel.

[0341] In some embodiments, the recording module 4552 is further configured to: after triggering the voice input operation, display recording progress indication information, the recording progress indication information being used to indicate the recording duration currently consumed by the voice input operation, or the remaining available duration.

[0342] In some embodiments, the recording module 4552 is further configured to: after displaying the recorded target voice in the recording panel, in response to a voice recording operation performed again based on the recording control, display the newly recorded voice in the recording panel; in response to a save operation for the new voice, replace the target voice with the new voice and cancel the display of the target voice; the prop trigger module 4553 is further configured to: play the new voice.

[0343] In some embodiments, the display module 4551 is further configured to: display a throwing control, which is used to trigger a throwing operation; overlay a recording panel on top of the throwing control so that the recording panel covers the throwing control; after displaying the recording panel covering the throwing control, adjust the display position of the recording panel in the graphical user interface in response to an adjustment operation for the display position of the recording panel to expose the covered throwing control; when the throwing control is exposed and the recording panel is displayed, if a trigger operation for the throwing control is received, restrict the execution of the throwing operation and display a throwing prompt message indicating that throwing is not possible.

[0344] In some embodiments, the display module 4551 is further configured to: perform at least one of the following: display the distance between the target virtual prop and the first virtual character at the associated location of the target virtual prop; display the trigger area of ​​the target virtual prop using a first display style; wherein the display style of the trigger area in the view of the second virtual character is the second display style.

[0345] In some embodiments, the display module 4551 is further configured to: display the trigger area of ​​the target virtual prop using a first color; wherein the color depth of the first color is positively correlated with the duration of the target voice, and the display style of the trigger area in the view of the second virtual character is the second color.

[0346] In some embodiments, the device further includes an item destruction module, configured to: after displaying the target virtual item at the target location, destroy the target virtual item if the destruction conditions are met; wherein the destruction conditions include at least one of the following: the distance between the first virtual character and the target virtual item exceeds the target distance; the target virtual item's health value is lower than the health value threshold or reaches zero; the number of times the target virtual item is triggered reaches the number of times threshold.

[0347] In some embodiments, the prop destruction module is further configured to, after destroying the target virtual prop: if the target virtual prop's identifier is displayed in the map of the virtual scene or in the graphical user interface, remove the displayed identifier.

[0348] In some embodiments, the display module 4551 is further configured to: display a throwing control, and display a throwing trajectory extending from the first virtual character while the first virtual character is holding the target virtual prop; the prop control module 4553 is further configured to: control the first virtual character to enter a throwing preparation state in response to a first trigger operation on the throwing control; adjust the throwing trajectory in response to an adjustment operation on the throwing trajectory while the first virtual character is in the throwing preparation state; and, based on the adjusted throwing trajectory, trigger a throwing operation on the target virtual prop in response to a second trigger operation on the throwing control, and control the first virtual character to throw the target virtual prop to the target position in the virtual scene along the adjusted throwing trajectory.

[0349] In some embodiments, the display control is further configured to: display a throwing control, which is used to trigger a throwing operation; and, during the execution of a press operation on the throwing control, if a trigger operation on the recording control is received, restrict the execution of voice input operation and display a recording prompt message indicating that voice input is not possible.

[0350] In some embodiments, the display module 4551 is further configured to: after displaying the target virtual prop at the target location, if the target virtual prop is within the current field of view and is occluded by a virtual entity in the virtual scene, display the identifier of the target virtual prop at the virtual entity and display the distance between the target virtual prop and the first virtual character; if the target virtual prop is not within the current field of view, display the identifier and distance at the edge of the graphical user interface; wherein the display style of the identifier when the target virtual prop is in an untriggered state is different from the display style of the identifier when the target virtual prop is in a triggered state.

[0351] In some embodiments, the display module 4551 is further configured to: display a map of the virtual scene after displaying the target virtual prop at the target location, and display an identifier of the target virtual prop at the target location in the map; wherein the display style of the identifier when the target virtual prop is in an untriggered state is different from the display style of the identifier when the target virtual prop is in a triggered state.

[0352] In some embodiments, the prop control module 4553 is further configured to: determine the number of target virtual props that the first virtual character has thrown and are in an untriggered state; if the number has reached a quantity threshold, destroy one target virtual prop that the first virtual character has thrown and is in an untriggered state, and control the first virtual character to throw the target virtual prop to the target location in the virtual scene.

[0353] In some embodiments, the prop triggering module 4553 is further configured to: perform at least one of the following for the second virtual character: control the attribute value of the second virtual character to decrease; control the second virtual character to be in a target state, the target state being used to cause a virtual debuff effect on the second virtual character.

[0354] In some embodiments, the device further includes a prompting module, configured to: trigger a virtual debuff effect on the second virtual character and play the target voice, and then output a triggering prompt message, the triggering prompt message being used to indicate that the target virtual item has been triggered.

[0355] In some embodiments, the prop triggering module 4553 is further configured to: perform at least one of the following during the playback of the target voice: display a dynamically expanding sound circle effect centered on the target virtual prop; dynamically display subtitles corresponding to the target voice at the associated position of the second virtual character.

[0356] In some embodiments, the prop triggering module 4553 is further configured to: play a debuff effect for the second virtual character during the playback of the target voice; and synchronously adjust the visual effect of the debuff effect as the volume of the target voice changes, so that the visual rhythm of the debuff effect matches the audio rhythm of the target voice.

[0357] In some embodiments, the prop control module 4553 is further configured to: display the target virtual prop at the target location using a third display style; wherein the third display style is used to indicate that the target virtual prop is in an active state; the display module 4551 is further configured to: after playing the target voice, when the target voice finishes playing, control the display style of the target virtual prop to switch from the third display style to a fourth display style, wherein the fourth display style is used to indicate that the target virtual prop is in a depleted state.

[0358] This application provides a computer program product, which includes a computer program or computer-executable instructions. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the virtual item control method provided in this application. For example, ... Figure 3 The illustrated method for controlling virtual props. The processor of the electronic device reads the computer program or computer-executable instructions from a computer-readable storage medium, and executes the computer program or computer-executable instructions, causing the electronic device to perform the virtual prop control method described above in the embodiments of this application.

[0359] 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 item control method provided in this application. For example, ... Figure 3The method for controlling virtual props is shown.

[0360] 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.

[0361] 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.

[0362] 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).

[0363] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located in one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0364] In summary, through the embodiments of this application, when a first virtual character holding a target virtual item is displayed in a virtual scene, a recording control for recording voice is simultaneously displayed; the target voice is acquired and displayed in real time in response to the operation performed through the recording control; after the target virtual item bound to the target voice is thrown and stays at the target position in response to the throwing operation; if it is determined that a second virtual character has entered the triggering area of ​​the target virtual item, a virtual debuff effect for the second character is triggered simultaneously and the target voice is played. On the one hand, since the recording control and the first virtual character holding the target virtual item are in the same display scene, the voice recording operation and the throwing operation for the target virtual item can be executed continuously, avoiding cross-level jumps in the target voice recording interface, thereby effectively improving the human-computer interaction efficiency in the virtual scene; at the same time, when the second virtual character enters the target virtual item, the recording control and the first virtual character holding the target virtual item are displayed in the same display scene, the voice recording operation and the throwing operation for the target virtual item can be executed continuously, avoiding cross-level jumps in the target voice recording interface, thereby effectively improving the human-computer interaction efficiency in the virtual scene; at the same time, the second virtual character enters the target virtual item... The virtual debuff effect and target voice playback are triggered simultaneously based on the trigger area of ​​the virtual prop. This on-demand triggering logic based on a specific trigger area avoids unconditional global loading or continuous broadcasting of the target voice data in the virtual scene, thereby effectively improving the resource utilization of electronic devices. On the other hand, this parallel processing method of executing the virtual debuff effect and playing the target voice when the trigger area is entered allows the target virtual prop to have a dual effect of state weakening and custom audio delivery at the target location, enriching the feedback behavior dimension of the target virtual prop. This guides users to strategically think and predict the voice input operation and throwing target location of the target virtual prop, thereby improving the strategic depth and playability of different virtual characters' combat interaction in the virtual scene, and greatly enriching the interactive effect of virtual props in the virtual scene.

[0365] 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 controlling virtual props, characterized in that, The method includes: Display the first virtual character holding the target virtual item in the virtual scene, and display the recording control for recording voice. In response to a voice input operation performed based on the recording control, the recorded target voice is displayed; In response to a throwing operation targeting the virtual prop, the first virtual character is controlled to throw the virtual prop to a target location in the virtual scene, and the virtual prop is displayed at the target location; While the target virtual prop is in the target location, in response to the second virtual character entering the trigger area of ​​the target virtual prop, a virtual debuff effect is triggered against the second virtual character, and the target voice is played.

2. The method according to claim 1, characterized in that, The first virtual character displaying the target virtual item in the virtual scene includes: Displays a list of props for the virtual scene, and in response to a trigger operation on the list of props, displays a list of virtual props including at least one candidate virtual prop. In response to a selection operation for the target virtual item in the list of virtual items, a screen is displayed showing the first virtual character holding the target virtual item.

3. The method according to claim 2, characterized in that, The virtual item list includes item slots that correspond one-to-one with the candidate virtual items. Each item slot carries an item control corresponding to the candidate virtual item. The item control is used to trigger a selection operation for the corresponding candidate virtual item. After controlling the first virtual character to throw the target virtual prop to the target location in the virtual scene, the method further includes: The target item control corresponding to the target virtual item is kept in a cooling state, and the process of charging the target item slot corresponding to the target virtual item is displayed. When the charging time of the target item slot reaches the charging time threshold, the state of the target item control is switched from the cooling state to the available state.

4. The method according to claim 1, characterized in that, The recording control for recording voice includes: Displays the recording function entry; In response to a trigger operation on the recording function entry point, a recording panel is displayed, and the recording control is displayed in the recording panel; The step of displaying the recorded target voice in response to a voice input operation performed based on the recording control includes: In response to a trigger operation on the recording control, the voice input operation is triggered, and audio acquisition indication information is displayed in the recording panel; If a trigger operation is received to execute the recording control again, or if the duration of the voice recording operation reaches the target duration, the recorded target voice is displayed in the recording panel.

5. The method according to claim 4, characterized in that, After triggering the voice input operation, the method further includes: The recording progress indicator information is used to indicate the recording time that has been consumed or the remaining available time for the voice input operation.

6. The method according to claim 4, characterized in that, After displaying the recorded target speech on the recording panel, the method further includes: In response to a voice input operation performed again based on the recording control, the newly recorded voice is displayed in the recording panel; In response to the save operation for the new voice, the new voice replaces the target voice, and the target voice is de-displayed; Playing the target voice includes: playing the new voice.

7. The method according to claim 4, characterized in that, The method further includes: Display a throwing control, which is used to trigger the throwing operation; The display recording panel includes: A recording panel is overlaid on top of the throwing control so that the recording panel covers the throwing control; After the display covers the recording panel of the throwing control, the method further includes: In response to an adjustment operation on the display position of the recording panel, the display position of the recording panel in the graphical user interface is adjusted to expose the covered throwing control; When the throwing control is exposed and the recording panel is displayed, if a trigger operation is received for the throwing control, the throwing operation is restricted, and a throwing prompt message indicating that the throwing is not possible is displayed.

8. The method according to claim 1, characterized in that, The method further includes: Perform at least one of the following: At the associated location of the target virtual item, the distance between the target virtual item and the first virtual character is displayed; The trigger area of ​​the target virtual prop is displayed using a first display style; wherein, the display style of the trigger area in the view of the second virtual character is the second display style.

9. The method according to claim 8, characterized in that, The first display style is used to display the trigger area of ​​the target virtual item, including: The trigger area of ​​the target virtual item is displayed using a first color; Wherein, the color depth of the first color is positively correlated with the duration of the target speech, and the display style of the trigger area in the view of the second virtual character is the second color.

10. The method according to claim 1, characterized in that, After displaying the target virtual item at the target location, the method further includes: If the destruction conditions are met, the target virtual item will be destroyed. The destruction conditions include at least one of the following: The distance between the first virtual character and the target virtual item exceeds the target distance; The target virtual item's health value is lower than the health value threshold or has reached zero; The number of times the target virtual item is triggered reaches the threshold.

11. The method according to claim 10, characterized in that, After destroying the target virtual item, the method further includes: If the icon of the target virtual prop is displayed on the map of the virtual scene or in the graphical user interface, the icon is undisplayed.

12. The method according to any one of claims 1 to 11, characterized in that, The method further includes: Display the throwing control and, while the first virtual character is holding the target virtual prop, display the throwing trajectory extending from the first virtual character; The step of controlling the first virtual character to throw the target virtual prop to a target location in the virtual scene in response to a throwing operation on the target virtual prop includes: In response to a first trigger operation on the throwing control, the first virtual character is controlled to enter a throwing preparation state; While the first virtual character is in the throwing preparation state, the throwing trajectory is adjusted in response to the adjustment operation for the throwing trajectory; Based on the adjusted throwing trajectory, in response to the second trigger operation for the throwing control, a throwing operation for the target virtual prop is triggered, and the first virtual character is controlled to throw the target virtual prop to the target position in the virtual scene along the adjusted throwing trajectory.

13. The method according to any one of claims 1 to 11, characterized in that, The method further includes: Display a throwing control, which is used to trigger the throwing operation; During the pressing operation of the throwing control, if a trigger operation for the recording control is received, the voice input operation is restricted, and a recording prompt message indicating that voice input cannot be performed is displayed.

14. The method according to any one of claims 1 to 11, characterized in that, After displaying the target virtual item at the target location, the method further includes: If the target virtual prop is within the current field of view and is obscured by a virtual entity in the virtual scene, the identifier of the target virtual prop is displayed at the virtual entity, and the distance between the target virtual prop and the first virtual character is displayed; If the target virtual prop is not within the current field of view, the icon and the distance are displayed at the edge of the graphical user interface; The display style of the identifier when the target virtual item is in an untriggered state is different from the display style of the identifier when the target virtual item is in a triggered state.

15. The method according to any one of claims 1 to 11, characterized in that, After displaying the target virtual item at the target location, the method further includes: Display a map of the virtual scene, and display the identifier of the target virtual prop at the target location on the map; The display style of the identifier when the target virtual item is in an untriggered state is different from the display style of the identifier when the target virtual item is in a triggered state.

16. The method according to any one of claims 1 to 11, characterized in that, The step of controlling the first virtual character to throw the target virtual prop to the target location in the virtual scene includes: Determine the number of the target virtual items that the first virtual character has thrown and that are in an untriggered state; If the quantity has reached the quantity threshold, then destroy one target virtual prop that the first virtual character has thrown and is in an untriggered state, and control the first virtual character to throw the target virtual prop to the target location in the virtual scene.

17. The method according to any one of claims 1 to 11, characterized in that, The triggering of the virtual debuff effect on the second virtual character includes: For the second virtual character, perform at least one of the following: Control the attribute values ​​of the second virtual character to decrease; The second virtual character is controlled to be in a target state, which is used to cause a virtual debuff effect on the second virtual character.

18. The method according to any one of claims 1 to 11, characterized in that, After triggering the virtual debuff effect on the second virtual character and playing the target voice, the method further includes: Output trigger prompt information, which is used to indicate that the target virtual item has been triggered.

19. The method according to any one of claims 1 to 11, characterized in that, During the playback of the target speech, the method further includes: Perform at least one of the following: Centered on the target virtual prop, a dynamically expanding sound coil effect is displayed; At the associated position of the second virtual character, subtitles corresponding to the target speech are dynamically displayed.

20. The method according to any one of claims 1 to 11, characterized in that, The method further includes: During the playback of the target voice, debuff effects targeting the second virtual character are played. As the volume of the target speech changes, the visual effect of the debuff is adjusted synchronously so that the visual rhythm of the debuff is adapted to the audio rhythm of the target speech.

21. The method according to any one of claims 1 to 11, characterized in that, Displaying the target virtual item at the target location includes: At the target location, the target virtual item is displayed using a third display style; wherein, the third display style is used to indicate that the target virtual item is in an active state; After playing the target audio, the method further includes: When the target voice finishes playing, the display style of the target virtual item is switched from the third display style to the fourth display style, which indicates that the target virtual item is in a depleted state.

22. A control device for virtual props, characterized in that, The device includes: The display module is used to display the first virtual character holding the target virtual prop in the virtual scene, and to display the recording control for recording voice. The recording module is used to display the recorded target voice in response to a voice input operation performed based on the recording control. The prop control module is used to respond to a throwing operation for the target virtual prop, control the first virtual character to throw the target virtual prop to a target location in the virtual scene, and display the target virtual prop at the target location; The prop triggering module is used to, in response to the second virtual character entering the triggering area of ​​the target virtual prop while the target virtual prop is in the target location, trigger a virtual debuff effect on the second virtual character and play the target voice.

23. 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 method according to any one of claims 1 to 21.

24. 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 method according to any one of claims 1 to 21.

25. 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 method according to any one of claims 1 to 21.