Virtual scene interaction processing method and device, electronic equipment, computer readable storage medium and computer program product

By setting different appearance parameters for virtual objects inside and outside the skill's influence range in a virtual scene and sending prompt messages, the problem of unclear skill coverage range is solved, improving the accuracy and experience of user operations.

CN121927291APending Publication Date: 2026-04-28TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-10-28
Publication Date
2026-04-28

AI Technical Summary

Technical Problem

In existing technologies, determining the skill coverage area in a virtual scene is prone to visual interference, making it difficult for both the sender and receiver to clearly identify virtual objects within and outside the skill coverage area.

Method used

By applying different appearance parameters to virtual objects within and outside the skill's influence range during the skill's release preparation phase, and sending prompts to the target virtual object in response to a message sending operation, the location of the controlled virtual object can be represented.

Benefits of technology

By clarifying the scope of skills covered, the accuracy of user operations and interactive experience in virtual scenarios has been improved, and the probability of misoperation has been reduced.

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Abstract

The invention provides an interactive processing method and device of a virtual scene, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the steps of displaying a virtual scene; in response to a release preparation operation for a target skill of the controlled virtual object, applying a first appearance parameter to at least one first virtual object of which the target skill is within an influence range of the virtual scene, and applying a second appearance parameter to at least one second virtual object of which the target skill is outside the influence range of the virtual scene, the first appearance parameter is different from the second appearance parameter; in response to a message sending operation for the target skill, prompt information is sent to at least one target virtual object, the prompt information is used for representing the orientation of the controlled virtual object, and the target virtual object is any one of the at least one first virtual object and the at least one second virtual object. According to the method and the device, the skill sender and the skill receiver can more clearly know the skill coverage range.
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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 interactive processing of virtual scenes. Background Technology

[0002] Before using area-of-effect skills (such as area-of-effect enhancement or weakening skills) in a virtual environment, it is usually necessary to clearly define the virtual objects that the area-of-effect skill can affect to ensure that the skill accurately targets the intended virtual objects. Related techniques often use a skill coverage aperture, which is prone to visual interference; or they rely solely on the skill caster's vision and experience to judge the virtual objects within the skill's coverage area, resulting in an inability to clearly identify virtual objects inside and outside the skill's coverage. Summary of the Invention

[0003] This application provides an interactive processing method, apparatus, electronic device, computer-readable storage medium, and computer program product for virtual scenes, which enables the skill provider and receiver to more clearly understand the scope of the skill.

[0004] The technical solution of this application embodiment is implemented as follows:

[0005] This application provides an embodiment of an interactive processing method for a virtual scene, the method comprising:

[0006] Display virtual scenes;

[0007] In response to a release preparation operation for a target skill against a controlled virtual object, a first appearance parameter is applied to at least one first virtual object within the influence range of the target skill in the virtual scene, and

[0008] A second appearance parameter is applied to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter is different from the second appearance parameter.

[0009] In response to a message sending operation for the target skill, a prompt message is sent to at least one target virtual object, wherein the prompt message is used to indicate the location of the controlled virtual object, and the target virtual object is any one of the at least one first virtual object and at least one second virtual object.

[0010] This application provides an interactive processing device for a virtual scene, the device comprising:

[0011] The first display module is used to display the virtual scene;

[0012] The second display module is used to respond to the release preparation operation of the target skill against the controlled virtual object.

[0013] A first appearance parameter is applied to at least one first virtual object within the influence range of the target skill in the virtual scene, and a second appearance parameter is applied to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter is different from the second appearance parameter.

[0014] An information sending module is configured to send a prompt message to at least one target virtual object in response to a message sending operation for the target skill, wherein the prompt message is used to indicate the location of the controlled virtual object, and the target virtual object is any one of the at least one first virtual object and at least one second virtual object.

[0015] This application provides an electronic device, the electronic device comprising:

[0016] Memory is used to store executable instructions or computer programs.

[0017] The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interactive processing method for virtual scenes provided in the embodiments of this application.

[0018] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions, which, when executed by a processor, implements the interactive processing method for a virtual scene provided in this application.

[0019] This application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, they implement the interactive processing method for virtual scenes provided in this application.

[0020] The embodiments of this application have the following beneficial effects:

[0021] By applying different appearance parameters to virtual objects within and outside the influence range of the skill during the preparation phase of releasing the target skill, an intuitive visual feedback mechanism can be used to make users clearly understand the virtual objects that the skill can affect before it is released. In response to the message sending operation for the target skill, a prompt message is sent to at least one target virtual object, which can make the target virtual object within or outside the influence range of the prompt clearly understand the location of the controlled virtual object releasing the skill, so as to adjust its own position and enter the skill's influence range. Attached Figure Description

[0022] Figure 1 This is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiments of this application;

[0023] Figure 2 This is a schematic diagram of the structure of the terminal 400 provided in the embodiments of this application;

[0024] Figure 3A This is a first flowchart illustrating the interactive processing method for virtual scenes provided in this application embodiment;

[0025] Figure 3B This is a schematic diagram of the second process of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0026] Figure 3C This is a schematic diagram of the third process of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0027] Figure 3D This is a schematic diagram of the fourth process of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0028] Figure 4A This is a first schematic diagram of the virtual scene provided in the embodiments of this application;

[0029] Figure 4B This is a second schematic diagram of the virtual scene provided in the embodiments of this application;

[0030] Figure 4C This is a third schematic diagram of the virtual scene provided in the embodiments of this application;

[0031] Figure 4D This is a fourth schematic diagram of the virtual scene provided in the embodiments of this application;

[0032] Figure 4E This is the fifth schematic diagram of the virtual scene provided in the embodiments of this application;

[0033] Figure 5A This is the sixth schematic diagram of the virtual scene provided in the embodiments of this application;

[0034] Figure 5B This is the seventh schematic diagram of the virtual scene provided in the embodiments of this application;

[0035] Figure 5C This is the eighth schematic diagram of the virtual scene provided in the embodiments of this application;

[0036] Figure 6 This is the ninth schematic diagram of the virtual scene provided in the embodiments of this application;

[0037] Figure 7 This is the tenth schematic diagram of the virtual scene provided in the embodiments of this application;

[0038] Figure 8A This is the eleventh schematic diagram of the virtual scene provided in the embodiments of this application;

[0039] Figure 8B This is the twelfth schematic diagram of the virtual scene provided in the embodiments of this application;

[0040] Figure 8C This is the thirteenth schematic diagram of the virtual scene provided in the embodiments of this application;

[0041] Figure 8D This is the fourteenth schematic diagram of the virtual scene provided in the embodiments of this application;

[0042] Figure 8E This is the fifteenth schematic diagram of the virtual scene provided in the embodiments of this application;

[0043] Figure 9 This is a schematic diagram of the fifth process of the interactive processing method for virtual scenes provided in the embodiments of this application.

[0044] It should be noted that the terms "first" and "second" mentioned above are only used to distinguish between different options and do not represent the degree of superiority or inferiority of the options or their priority in the implementation process. Detailed Implementation

[0045] 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.

[0046] 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.

[0047] 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.

[0048] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0049] Unless otherwise specified, "at least one" as used below refers to one or more cases, and "multiple" can refer to two or more cases.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0054] 2) Human-Computer Interaction Interface: An interface used to provide human-computer interaction functions. Examples include graphical user interfaces (GUIs), 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 viewing of stereoscopic images without special glasses), multimodal interfaces (interfaces combining multiple interaction methods, such as tactile, visual, and auditory interaction), and brain-machine interfaces (BMIs).

[0055] 3) Virtual Scene: This is the scene displayed (or provided) by the application when it runs on the terminal device. This scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. Users can control virtual objects to move within this virtual scene. For example, in a game scene, the virtual scene could be the setting of a game match.

[0056] 4) Virtual Objects: Images of various people and objects that interact within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, virtual buildings, etc. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene. For example, in a game scene, a virtual object can be a player character (PC) controlled by the user, or a non-player character (NPC) automatically generated by the game system.

[0057] Controlled virtual object: A virtual object controlled by the user who issues the skill.

[0058] The first virtual object: a virtual object controlled by the user as the recipient of the skill, or a virtual object automatically generated by the game system, which is within the skill's influence range during the skill's release preparation phase.

[0059] The second virtual object: a virtual object controlled by the user as the recipient of the skill, or a virtual object automatically generated by the game system, which is outside the skill's influence range during the skill's release preparation phase.

[0060] 5) Salience: The salience of a virtual object refers to how easily it is noticed or recognized in a virtual scene from a visual perspective. The salience of a virtual object depends on several factors, including but not limited to: color, brightness, texture, shape, size, and position.

[0061] 6) Range of influence: The area in a virtual scene where a virtual skill can have an effect. For example, the range of influence is a circular area with a radius of 10 meters, centered on the release point of an area-of-effect skill.

[0062] 7) Skill Enhancement: This refers to adjusting specific skills of a virtual object to make the virtual object more powerful. Such adjustments include increasing skill damage output, expanding skill range, reducing skill cooldown time, and optimizing skill mechanics.

[0063] 8) Weakening Skills: This refers to adjusting a specific skill of a virtual object, making the virtual object's ability weaker or less powerful. Such adjustments include reducing skill damage output, shortening skill range, increasing skill cooldown time, and modifying skill mechanics.

[0064] Related technologies often use a skill coverage aperture, which is prone to visual interference; or they rely solely on the vision and experience of the skill issuer to judge the virtual objects within the skill coverage area, resulting in the issuer's virtual objects being unable to clearly distinguish between virtual objects inside and outside the skill coverage area, and the receiver's virtual objects being unable to perceive the skill coverage area.

[0065] Based on the above analysis, the applicant found that the interactive processing methods of virtual scenes in related technologies cannot provide feedback on the coverage of skills to the skill issuer and receiver. In response to the above problems, this application provides an interactive processing method, device, electronic device, computer-readable storage medium, and computer program product for virtual scenes, which enables the skill issuer and receiver to more clearly understand the coverage of skills.

[0066] The following describes exemplary applications of the electronic devices provided in the embodiments of this application. These electronic devices can be implemented as various types of terminals such as laptops, tablets, desktop computers, set-top boxes, smartphones, smart speakers, smartwatches, smart TVs, and in-vehicle terminals, or as servers. Exemplary applications of the electronic devices as terminals will be described below.

[0067] See Figure 1 , Figure 1 This is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiments of this application. In order to support the interactive processing application of a virtual scene, the terminal 400 (terminal 400-1 and terminal 400-2 are shown as examples) connects to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.

[0068] Terminal 400 is used to display a virtual scene on the human-computer interaction interface 411-1 of terminal 400-1. When a release preparation operation for a target skill is received for a controlled virtual object, different appearance parameters are applied to a first virtual object within the influence range of the target skill and a second virtual object outside the influence range. In response to a message sending operation for the target skill, a prompt message is sent to at least one of the first virtual object and at least one of the second virtual objects to indicate the location of the controlled virtual object.

[0069] Taking a game scene as an example, terminal 400 is used to display a virtual scene on the human-computer interaction interface 411-1 of terminal 400-1. When a release preparation operation for a target skill is received for a controlled virtual object, different appearance parameters are applied to the first virtual object within the influence range of the target skill and the second virtual object outside the influence range. In response to a message sending operation for the target skill, a prompt message is sent to at least one of the first virtual object and at least one of the second virtual objects to display the location of the target virtual object in the human-computer interaction interface 411-2 of terminal 400-2 that controls the target virtual object.

[0070] See Figure 2 , Figure 2 This is a schematic diagram of the structure of the terminal 400 provided in the embodiment of this application. Figure 2 The terminal 400 shown includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 440.

[0071] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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;

[0077] 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.

[0078] 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;

[0079] 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 An interactive processing device 455 for a virtual scene stored in memory 450 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a first display module 4551, a second display module 4552, and an information sending module. These modules are logically connected and can therefore be arbitrarily combined or further separated according to their implemented functions. The functions of each module will be described below.

[0081] In some embodiments, the terminal or server can implement the interactive processing method of the virtual scene provided in this application embodiment by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in 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 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 interactive processing method for virtual scenes provided in this application will be described by referring to the exemplary applications and implementations of the terminals provided in the embodiments of this application.

[0083] See Figure 3A , Figure 3A This is a first flowchart illustrating the interactive processing method for virtual scenes provided in this application embodiment. Taking the terminal as the execution subject as an example, it will be combined with... Figure 3A The steps shown are explained.

[0084] In step 101, a virtual scene is displayed.

[0085] In some embodiments, a virtual scene can be an environment displayed in the human-computer interaction interface of a terminal device, providing a space for virtual objects to interact with each other. The virtual scene includes multiple virtual objects, including a controlled virtual object that acts as a skill issuer and a virtual object that acts as a skill receiver. A virtual object is a user-controlled virtual object displayed in the current human-computer interaction interface. For example, in a game scenario, the virtual scene can be an environment for game characters to engage in combat, and the virtual object can be a player character controlled by the player displayed in the current human-computer interaction interface.

[0086] As an example, in a game scenario, see Figure 4A , Figure 4A This is a first schematic diagram of the virtual scene provided in the embodiments of this application. For example... Figure 4A As shown, in Figure 4A The human-computer interaction interface shows skill control 401, virtual object 402, virtual object 403, virtual object 404 and virtual object 405. Virtual object 405 is a virtual object controlled by the player who issues the skill, and virtual objects 402, 403 and 404 are virtual objects controlled by the player who receives the skill.

[0087] In step 102, in response to a release preparation operation for a target skill of a controlled virtual object, a first appearance parameter is applied to at least one first virtual object within the influence range of the target skill in the virtual scene, and a second appearance parameter is applied to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter is different from the second appearance parameter.

[0088] In some embodiments, if the target skill has at least one first virtual object within the influence range of the virtual scene, a first appearance parameter is applied to the at least one first virtual object; if the target skill has at least one second virtual object outside the influence range of the virtual scene, a second appearance parameter is applied to the at least one second virtual object.

[0089] Here, in response to a release preparation operation for a target skill on a controlled virtual object, the skill can be placed in a release preparation state. The release preparation operation for a target skill can be a click operation on the skill control; it can also be done through voice control. For example, a user's voice command can be received via a microphone or other audio input device; then, the received voice command can be recognized to convert the received voice signal into text information, or the user's command intent can be directly identified, and the release preparation state can be triggered based on the parsed voice command.

[0090] In some embodiments, the salience of the first virtual object represented by the first appearance parameter is greater than the salience of the second virtual object represented by the second appearance parameter, and the distance between the boundary of the influence range of the first virtual object and the target skill is negatively correlated with the salience represented by the first appearance parameter. The first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape.

[0091] Here, the salience of a virtual object refers to its visual distinguishability from other virtual objects. The salience of a virtual object depends on several factors, including but not limited to color, brightness, texture, shape, and size. The distance between the boundary of the first virtual object and the influence range of the target skill is negatively correlated with the salience represented by the first appearance parameter; that is, the smaller the distance between the boundary of the first virtual object and the influence range of the target skill, the higher the salience.

[0092] As an example, when the sub-parameters of the first and second appearance parameters are colors, the color of the first appearance parameter is red, and the color of the second appearance parameter is gray. When the sub-parameters of the first and second appearance parameters are brightness, the brightness of the first appearance parameter is highlight, and the color of the second appearance parameter is grayscale. When the sub-parameters of the first and second appearance parameters are textures, the texture of the first appearance parameter is a thick line, and the texture of the second appearance parameter is a thin line. When the sub-parameters of the first and second appearance parameters are shapes, the shape of the first appearance parameter is a pentagon, and the shape of the second appearance parameter is a rectangle. When the sub-parameters of the first and second appearance parameters are sizes, the size of the first appearance parameter is 100 pixels, and the size of the second appearance parameter is 50 pixels.

[0093] As an example, see further. Figure 4A In response to a player's click on the skill control 401 while controlling the virtual object 405, switch to Figure 4B The human-computer interaction interface shown indicates that the target skill is now in the release preparation state. Figure 4B This is a second schematic diagram of the virtual scene provided in the embodiments of this application, such as... Figure 4B As shown, the interface displays an overlay prompt bar 406, which displays the numbers of all virtual objects. The numbers of the virtual objects 402 (i.e., the first virtual object) that are overlaid by the skill are displayed in bold, while the numbers of the virtual objects 403 and 404 (i.e., the second virtual objects) that are not overlaid by the skill are not displayed in bold.

[0094] Based on the appearance of the virtual object and the distance between it and the boundary of the area of ​​influence, the embodiments of this application further define the significance of the first appearance parameter and the second appearance parameter. By precisely controlling the appearance parameters of different virtual objects, such as color, texture, and brightness, a more realistic visual effect can be achieved in the virtual environment, which helps to improve the user experience, reduce the probability of operation errors, and improve the accuracy of subsequent skill releases.

[0095] In some embodiments, the first appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the first virtual object, and the second appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the second virtual object. Both the first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape.

[0096] Here, different types of sub-parameters can be used to distinguish different skill types. For example, when the sub-parameters of the first and second appearance parameters are colors, if the skill type is a weakening type, the sub-parameter can be set to red, and if the skill type is an enhancing type, the sub-parameter can be set to green. Different levels of influence for the same type of skill can be distinguished using different parameter values ​​for the same type of sub-parameter; for example, a sub-parameter set to dark red has a greater influence than a sub-parameter set to light red or gray.

[0097] This application's embodiments further define the first and second appearance parameters based on the skill type and its impact on virtual objects. This allows for a more intuitive display of different skills to the user, enabling them to quickly identify and differentiate the effects of different skills. By displaying appearance parameters differently, the degree of skill impact on virtual objects can be visualized. Adjusting appearance parameters according to skill type and impact can optimize the user's interactive experience, providing clear skill usage and feedback information through visual feedback. In summary, fine-grained control of appearance parameters can improve the visualization of skills in the virtual environment, enhance the user's interactive experience, and also help optimize performance and enrich content.

[0098] In some embodiments, for each first virtual object within the influence range of the target skill in the virtual scene, the step 102 above, "applying a first appearance parameter to at least one first virtual object within the influence range of the target skill in the virtual scene," can be implemented in any of the following ways:

[0099] Method 1: Display an overlay tooltip control, wherein the overlay tooltip control includes the object identifier of the first virtual object, and a first appearance parameter is applied to the object identifier of the first virtual object.

[0100] In some embodiments, an overlay prompt control may be displayed at a fixed position in the human-computer interaction interface, and a first appearance parameter may be applied to the object identifier of the first virtual object in the overlay prompt control.

[0101] Here, the object identifier of the first virtual object can be the number of the first virtual object, or it can be the avatar or identification code of the player who controls the first virtual object.

[0102] As an example, see further. Figure 4B ,like Figure 4B As shown, in Figure 4B The human-computer interaction interface displays an overlay prompt bar 406, in which the number of the virtual object 402 (i.e. the first virtual object) within the skill's influence range is displayed in bold.

[0103] Method 2: Apply the first appearance parameter to the object identifier bound to the first virtual object.

[0104] In some embodiments, the object identifier bound to the first virtual object may be displayed anywhere on the first virtual object, for example, at the top, bottom, or around the first virtual object.

[0105] As an example, see further. Figure 4A In response to a player's click on the skill control 401 while controlling the virtual object 405, switch to Figure 4C The human-computer interaction interface shown is Figure 4C This is a third schematic diagram of the virtual scene provided in the embodiments of this application. Figure 4C The object identifier at the top of the virtual object 402 (i.e., the first virtual object) within the skill's influence range is shown in bold.

[0106] Method 3: Apply the first appearance parameter to the body of the first virtual object.

[0107] As an example, see further. Figure 4A In response to a player's click on the skill control 401 while controlling the virtual object 405, switch to Figure 4D The human-computer interaction interface shown is Figure 4D This is a fourth schematic diagram of the virtual scene provided in the embodiments of this application, as shown below. Figure 4D As shown, the physical object of virtual object 402 (i.e., the first virtual object) within the skill's influence range is displayed in bold.

[0108] In some embodiments, for each second virtual object outside the influence range of the target skill in the virtual scene, the step 102 above, "applying a second appearance parameter to at least one second virtual object outside the influence range of the target skill in the virtual scene," can be implemented in any of the following ways:

[0109] Method 1: Display an overlay tooltip control, wherein the overlay tooltip control includes the object identifier of the second virtual object, and a second appearance parameter is applied to the object identifier of the second virtual object.

[0110] In some embodiments, an overlay prompt control may be displayed at a fixed position in the human-computer interaction interface, and a second appearance parameter may be applied to the object identifier of the second virtual object in the overlay prompt control.

[0111] Here, the object identifier of the second virtual object can be the number of the second virtual object, or it can be the avatar or identification code of the player who controls the second virtual object.

[0112] As an example, see further. Figure 4B ,like Figure 4B As shown, in Figure 4B The human-computer interaction interface displays an overlay prompt bar 406, in which the numbers of virtual objects 403 and 404 (i.e., the second virtual object) outside the skill's influence range in the overlay prompt bar 406 are not displayed in bold.

[0113] Method 2: Apply the second appearance parameter to the object identifier bound to the second virtual object.

[0114] In some embodiments, the object identifier bound to the second virtual object may be displayed anywhere on the second virtual object, for example, at the top, bottom, or around the second virtual object.

[0115] As an example, see further. Figure 4A In response to a player's click on the skill control 401 while controlling the virtual object 405, switch to Figure 4C The human-computer interaction interface shown is Figure 4C The object identifiers at the top of virtual objects 403 and 404 (i.e., the second virtual object), which are outside the skill's influence range, are not displayed in bold.

[0116] Method 3: Apply the second appearance parameter to the body of the second virtual object.

[0117] As an example, see further. Figure 4A In response to a player's click on the skill control 401 while controlling the virtual object 405, switch to Figure 4D The human-computer interaction interface shown is as follows: Figure 4D As shown, the physical forms of virtual objects 403 and 404 (i.e., the second virtual object) outside the skill's influence range are not displayed in bold.

[0118] This application embodiment displays the first appearance parameters of a first virtual object and the second appearance parameters of a second virtual object in different ways. The overlay tooltip provides users with immediate feedback; when a user focuses their attention on a specific virtual object, the tooltip visually displays the object's key appearance parameters, such as color, size, and shape, helping the user quickly grasp and understand the object's characteristics. By applying different appearance parameters to the object identifier and the virtual object itself bound to the virtual object, the quality of interaction between the user and the virtual object can be improved. Through these methods, not only is the interactivity and recognizability of virtual objects enhanced, but the user experience is also improved, providing a more flexible and efficient approach to information management and function implementation in virtual environments.

[0119] In step 103, in response to a message sending operation for a target skill, a prompt message is sent to at least one target virtual object, wherein the prompt message is used to characterize the location of the controlled virtual object, and the target virtual object is any one of at least one first virtual object and at least one second virtual object.

[0120] In some embodiments, the target skill is a controlled virtual object, and the prompt information is used to indicate the location of the controlled virtual object relative to the target virtual object. For example, the controlled virtual object is located southeast of the target virtual object.

[0121] In some embodiments, the message sending operation includes an object locking operation and a marking operation. Step 103 described above can be implemented by performing the following processing: in response to an object locking operation performed on any first virtual object or second virtual object via a virtual prop (e.g., a virtual gun), the first virtual object or second virtual object is designated as the target virtual object, and a locking indicator is displayed on the target virtual object; in response to a marking operation on the target virtual object, a prompt message is sent to the target virtual object.

[0122] Here, in response to an object locking operation performed via a virtual prop targeting either a first or second virtual object, the target virtual object can be either the first or second virtual object. This can be an object locking operation targeting any first virtual object, making that first virtual object the target first virtual object; or an object locking operation targeting any second virtual object, making that second virtual object the target second virtual object. Alternatively, it can be an object locking operation targeting both the first and second virtual objects, making both the locked first and second virtual objects the target virtual objects. The locking indicator displayed on the target virtual object can be an indicator of a specific shape, such as a crosshair or a lock-shaped pattern.

[0123] As an example, if the first virtual object displayed in the virtual scene includes virtual object 1 and virtual object 2, and the second virtual object includes virtual object 3, virtual object 4 and virtual object 5, then in response to the object locking operation on virtual object 2, virtual object 3 and virtual object 4 implemented through virtual props, virtual object 2, virtual object 3 and virtual object 4 can all be used as target virtual objects, and a lock mark can be displayed on virtual object 2, virtual object 3 and virtual object 4.

[0124] As an example, the above-mentioned "marking operation on the target virtual object and sending a prompt message to the target virtual object" can be implemented in any of the following ways: in response to the triggering operation of a shortcut key in the human-computer interaction interface, send a prompt message to the target virtual object; in response to the triggering operation of a specific key on the terminal device (e.g., the right mouse button, or the Enter key on the keyboard), send a prompt message to the target virtual object.

[0125] As an example, see Figure 4E , Figure 4E This is the fifth schematic diagram of the virtual scene provided in the embodiments of this application. Figure 4E The human-computer interaction interface at the top displays skill controls 401, virtual objects 402, 403, 404, and 405, and an overlay prompt bar 406. In the overlay prompt bar 406, the number of virtual object 402 is displayed in bold, indicating that virtual object 402 is within the skill's range during the skill's release preparation phase. The numbers of virtual objects 403 and 404 are not displayed in bold, indicating that virtual objects 403 and 404 are outside the skill's range during the skill's release preparation phase. At this time, in response to the player controlling virtual object 405 locking onto virtual object 403, ... Figure 4E The human-computer interaction interface below displays a lock indicator 407 and a marker control 408 for the virtual object 403. In response to a trigger action on the marker control 408, a prompt message can be sent to the player controlling the virtual object 403.

[0126] In some embodiments, step 103 above can be implemented by performing the following processes: in response to an object locking operation for any first virtual object or second virtual object, any first virtual object or second virtual object is taken as the target virtual object, and a locking mark is displayed on the target virtual object; in response to a marking operation for the target virtual object, a prompt message is sent to the target virtual object.

[0127] Here, object locking operations can be performed on any first virtual object or second virtual object in sequence, and the locked first virtual object or second virtual object is taken as the target virtual object, and a locking mark is displayed on the target virtual object; when a marking operation is detected for each target virtual object, prompt information is sent to the corresponding target virtual object in sequence.

[0128] As an example, if the first virtual object includes virtual object 1, and the second virtual object includes virtual object 2 and virtual object 3, then in response to an object locking operation on virtual object 1, a lock icon can be displayed on virtual object 1. When a marking operation is detected on virtual object 1, a prompt message can be sent to virtual object 1. Then, in response to an object locking operation on virtual object 2, a lock icon can be displayed on virtual object 2. When a marking operation is detected on virtual object 2, a prompt message can be sent to virtual object 2. Finally, in response to an object locking operation on virtual object 3, a lock icon can be displayed on virtual object 3. When a marking operation is detected on virtual object 3, a prompt message can be sent to virtual object 3.

[0129] In other embodiments, step 103 above can also be implemented by performing the following processing: in response to an object locking operation on multiple first virtual objects or multiple second virtual objects at the same time, multiple first virtual objects or multiple second virtual objects are batched as target virtual objects, and locking marks are batch displayed on multiple target virtual objects; in response to a marking operation on target virtual objects, prompt information is batch sent to multiple target virtual objects.

[0130] Here, an object locking operation can be performed on any one of the first or second virtual objects at once, and the locked first or second virtual object is used as the target virtual object, and a locking mark is displayed on the target virtual object; when a marking operation is detected on all target virtual objects, prompt information is sent to the corresponding target virtual objects in batches.

[0131] As an example, if the first virtual object includes virtual object 1 and the second virtual object includes virtual object 2 and virtual object 3, then in response to an object locking operation on virtual object 1, virtual object 2 and virtual object 3, a locking indicator can be displayed on virtual object 1, virtual object 2 and virtual object 3; when a trigger operation on the batch marker control is detected, a prompt message can be sent to virtual object 1, virtual object 2 and virtual object 3 at the same time.

[0132] In this embodiment, when performing object locking and marking operations on virtual objects, virtual objects can be locked one by one, and then prompt messages can be sent to each virtual object individually. This allows for precise control of the state of each object, ensuring that each object can respond independently and providing personalized prompt messages for each object, thus enhancing the user's interactive experience. Alternatively, multiple virtual objects can be locked at once, and then a sending operation can be triggered to send prompt messages in batches. Batch processing can significantly improve operational efficiency, especially when processing a large number of objects. Through batch processing, the consumption of computing resources can be reduced, improving overall performance. These different operation methods allow users to choose the most suitable locking and prompt message sending method according to specific application scenarios and needs, achieving the best technical effect and user experience.

[0133] In some embodiments, the above-mentioned "in response to an object locking operation performed by a virtual prop on any first virtual object or second virtual object, taking any first virtual object or second virtual object as the target virtual object and displaying a lock icon on the target virtual object" can be achieved by performing the following process: in response to an object locking operation performed by a virtual prop on any first virtual object or second virtual object, displaying a countdown control; if no unlocking operation is received during the countdown, then displaying a lock icon on the target virtual object after the countdown ends.

[0134] As an example, see Figure 5A , Figure 5A This is the sixth schematic diagram of the virtual scene provided in this application embodiment. The human-computer interaction interface above the BA displays skill controls 501, virtual objects 502, 503, 504, 505, and an overlay prompt bar 506. In the overlay prompt bar 506, the number of virtual object 502 is displayed in bold, indicating that during the skill release preparation phase, virtual object 502 is within the skill's influence range; the numbers of virtual objects 503 and 504 are not displayed in bold, indicating that during the skill release preparation phase, virtual objects 503 and 504 are outside the skill's influence range. At this time, in response to the player controlling virtual object 505 performing an object-locking operation on virtual object 503, Figure 5A The human-computer interaction interface in the middle displays a countdown control 508, which currently shows a 1-minute countdown. If no unlocking operation is received during the countdown, the interface will display a new value after the countdown ends. Figure 5A The human-computer interaction interface below. Figure 5A As shown, a lock icon 507 is displayed on the virtual object 503.

[0135] In some embodiments, after performing the above-described "display a lock icon on the target virtual object", the following processing may also be performed: in response to the unlocking operation on the target virtual object, the display of the lock icon is canceled.

[0136] Here, the unlocking operation for the target virtual object can be triggered by a specific button on the terminal device, a lock icon, or a unlocking control in the human-computer interaction interface.

[0137] As an example, see Figure 5B , Figure 5B This is the seventh schematic diagram of the virtual scene provided in the embodiments of this application. For example... Figure 5B As shown in the human-computer interaction interface above, a lock icon 507 is displayed on the virtual object 503. In response to a triggering operation on the lock icon 507 (e.g., a single click, double click, or long press), the following is displayed: Figure 5B The human-computer interaction interface below, in Figure 5B The lock icon 507 and countdown control 508 of the virtual object 503 are no longer displayed in the human-computer interaction interface below.

[0138] In some embodiments, the message sending operation includes an object locking operation, and step 103 above can also be implemented by performing the following processing: in response to the object locking operation on the target virtual object implemented through the virtual prop, display a locking mark on the target virtual object; display a countdown control, and if no cancel sending operation is received during the countdown, send a prompt message to at least one target virtual object when the countdown ends.

[0139] Here, in response to the object locking operation of the target virtual object implemented through the virtual prop, a countdown control can be displayed on the target virtual object while displaying a lock mark. If no cancellation operation is received during the countdown, a prompt message is automatically sent to at least one locked target virtual object when the countdown ends.

[0140] In some embodiments, the lock icon is de-displayed in response to receiving a cancel send operation during the countdown.

[0141] Here, the cancel send operation received during the countdown can be triggered by a specific button on the terminal device, a lock icon, or a cancel send control in the human-computer interaction interface.

[0142] As an example, see Figure 5C , Figure 5C This is the eighth schematic diagram of the virtual scene provided in the embodiments of this application. For example... Figure 5CAs shown in the human-computer interaction interface above, a lock icon 507 and a countdown control 508 are displayed on the virtual object 503. At this time, the countdown duration in the countdown control 508 is 30 seconds. When the countdown in the countdown control 508 reaches 10 seconds, in response to a trigger operation on the lock icon 507 (e.g., a single click, double click, or long press), the following is displayed: Figure 5C The human-computer interaction interface below, in Figure 5C The lock icon 507 for virtual object 503 is no longer displayed in the human-computer interaction interface below.

[0143] In this embodiment, during object locking, the virtual object is automatically locked if no cancellation operation is received before the countdown ends, based on the countdown control's display result. After locking the virtual object, the countdown control is displayed. If no cancellation operation is received before the countdown ends, a prompt message is automatically sent; if a cancellation operation is received, the lock is removed. Automatically performing locking and prompt message sending via the countdown control reduces user steps and improves efficiency. Automatic locking before the countdown ends reduces errors caused by user hesitation or forgetfulness. Providing a cancellation option at the end of the countdown allows users to change their minds at the last minute, increasing flexibility and preventing errors or conflicts due to improper user operation. It also provides intuitive visual feedback, helping users observe the remaining time and make timely decisions. Overall, this object locking and prompt message sending mechanism combining a countdown control provides a user-friendly interaction while improving system efficiency and reliability.

[0144] In some embodiments, the target skill belongs to a controlled virtual object. When the virtual scene includes multiple factions, the "sending a prompt message to at least one target virtual object" in step 103 above can be achieved by performing the following processing: If the target skill is an enhancement skill, a first prompt message is sent to a first target virtual object within the influence range that is in the same faction as the controlled virtual object, and a second prompt message is sent to a second target virtual object outside the influence range that is in the same faction as the controlled virtual object. The first prompt message is used to prompt the first target virtual object to stay within the influence range, and the second prompt message is used to prompt the second target virtual object to enter the influence range. If the target skill is a debuff skill, a third prompt message is sent to a first target virtual object within the influence range that is in the same faction as the controlled virtual object, and a fourth prompt message is sent to a second target virtual object outside the influence range of the target skill. The third prompt message is used to prompt the first target virtual object to leave the influence range, and the fourth prompt message is used to prompt the second target virtual object not to enter the influence range.

[0145] As an example, see further. Figure 4B ,like Figure 4B As shown, if the first virtual object within the influence range of the target skill is Virtual Object 2, and the second virtual objects outside the influence range are Virtual Objects 3 and 4, where Virtual Objects 2, 3, and 4 are all of the same faction as Virtual Object 405 (i.e., the controlled virtual object): If the target skill is an enhancement skill, a first notification message is sent to Virtual Object 2, indicating that Virtual Object 2 remains within the influence range; a second notification message is sent to Virtual Objects 3 and 4, indicating that Virtual Objects 3 and 4 enter the influence range. If the target skill is a debuff skill, a third notification message is sent to Virtual Object 2, indicating that Virtual Object 2 leaves the influence range; a fourth notification message is sent to Virtual Objects 3 and 4, indicating that Virtual Objects 3 and 4 do not enter the influence range.

[0146] In this embodiment of the application, when multiple factions exist in a virtual scene, different prompts are sent to virtual objects both inside and outside the influence range based on the different types (enhancement and weakening) of the target skill. This differentiated information delivery strategy provides users with a more personalized interactive experience. Sending corresponding prompts to objects within the influence range according to the skill type helps clarify the skill's objective and effect, improving the user's operational purpose. Sending different prompts for different skill types enhances user immersion, making the virtual environment more realistic and dynamic. Sending different prompts based on skill type not only helps improve the accuracy and experience of user operations but also enriches the game's strategy and dynamism.

[0147] In some embodiments, when the target skill is an enhancement skill, before the above-mentioned "sending a second prompt message to a target second virtual object that is of the same faction as the controlled virtual object outside the influence range", the target second virtual object can be determined by performing the following process: if there is at least one candidate second virtual object of the same faction outside the influence range, at least one candidate second virtual object that enters the influence range of the target skill within the effective time is determined as the target second virtual object based on the expected release time of the target skill and the movement parameters of the candidate second virtual object, wherein the effective time is the time period from the current time to the expected release time.

[0148] Here, when there are multiple candidate second virtual objects of the same faction as the controlled virtual object outside the influence range, the candidate second virtual object that can enter the influence range of the target skill before the expected release time can be determined based on the expected release time of the target skill and the movement parameters (such as movement direction and movement speed) of each candidate second virtual object, and then used as the target second virtual object.

[0149] As an example, several candidate second virtual objects outside the influence range and belonging to the same faction as the controlled virtual object are designated as Candidate Virtual Object 1, Candidate Virtual Object 2, and Candidate Virtual Object 3. The time interval between the current moment and the expected release moment is 3 seconds. All three candidate virtual objects move towards the controlled virtual object. Candidate Virtual Object 1 moves at a speed of 3 meters per second, Candidate Virtual Object 2 moves at a speed of 4 meters per second, and Candidate Virtual Object 3 moves at a speed of 5 meters per second. Based on their current movement speeds, Candidate Virtual Object 1 can enter the influence range of the target skill within 5 seconds, Candidate Virtual Object 2 can enter within 4 seconds, and Candidate Virtual Object 3 can enter within 2 seconds. Therefore, before the expected release moment, the candidate second virtual object that can enter the influence range of the target skill is Candidate Virtual Object 3, and thus, Candidate Virtual Object 3 is designated as the target second virtual object.

[0150] In some embodiments, a second prompt message may be sent to multiple candidate second virtual objects that are outside the scope of influence and belong to the same camp as the controlled virtual object.

[0151] As an example, a second prompt message can be sent to candidate virtual object 1, candidate virtual object 2, and candidate virtual object 3 in the above example.

[0152] In some embodiments, if the target skill is an enhancement type, and the number of people or the enhancement value that the target skill can enhance is limited, virtual objects can be sorted according to the degree of enhancement required based on their attributes (e.g., the distance between the virtual object and the boundary of the influence area, or its health), and prompts can be automatically sent to the virtual objects that are at the top of the list. For example, the virtual objects can be sorted according to their distance from the boundary of the influence area, with the closest ones at the top and the furthest ones at the bottom. Players can also select the marked virtual objects.

[0153] In some embodiments, when the target skill is a weakening skill, before the above-mentioned "sending a third prompt message to the target first virtual object that is of the same faction as the controlled virtual object within the influence range", the target first virtual object can be determined by performing the following process: if there is at least one candidate first virtual object of the same faction within the influence range, based on the expected release time of the target skill and the movement parameters of the candidate first virtual objects, at least one candidate first virtual object that leaves the influence range of the target skill within the effective time is determined as the target first virtual object, wherein the effective time is the time period from the current time to the expected release time.

[0154] Here, when there are multiple candidate first virtual objects of the same faction as the controlled virtual object within the range of influence, the candidate first virtual object that can leave the range of influence of the target skill before the expected release time can be determined based on the expected release time of the target skill and the movement parameters (such as movement direction and movement speed) of each candidate first virtual object, and then used as the target first virtual object.

[0155] As an example, within the affected area, there are three candidate first virtual objects that are allies with the controlled virtual object: candidate virtual object 4, candidate virtual object 5, and candidate virtual object 6. The time interval between the current moment and the expected release moment is 3 seconds. All three candidate virtual objects move away from the controlled virtual object. Candidate virtual object 4 moves at a speed of 3 meters per second, candidate virtual object 5 moves at a speed of 4 meters per second, and candidate virtual object 6 moves at a speed of 5 meters per second. At the current speeds, candidate virtual object 4 can leave the affected area of ​​the target skill within 5 seconds, candidate virtual object 5 can leave within 4 seconds, and candidate virtual object 6 can leave within 2 seconds. Therefore, before the expected release moment, the candidate second virtual object that can leave the affected area of ​​the target skill is candidate virtual object 6, and thus candidate virtual object 6 is designated as the target first virtual object.

[0156] In some embodiments, a third prompt message may be sent to multiple candidate first virtual objects that are in the same camp as the controlled virtual object within the scope of influence.

[0157] As an example, a third prompt message can be sent to candidate virtual object 4, candidate virtual object 5 and candidate virtual object 6 in the above example.

[0158] In some embodiments, if the target skill is a weakening type, virtual objects can be sorted according to their attributes (e.g., distance from the boundary of the influence area, health, and defense status), and prompts can be automatically sent to the virtual objects that appear earlier in the order. For example, virtual objects can be sorted by their distance from the boundary of the influence area, with the closest ones at the top and the furthest at the bottom. Alternatively, virtual objects without protective gear or with weak defense can be placed at the top, while those with protective gear or strong defense can be placed at the bottom. Players can also manually select the virtual objects to receive prompts from.

[0159] This application embodiment determines the target virtual object receiving the prompt information based on the expected release time of the target skill and the movement parameters of the candidate virtual objects. This allows for a more accurate prediction of which objects will enter the skill's influence range at the time of skill release, thereby sending prompt information to these target objects. It avoids sending unnecessary prompt information to virtual objects that will not ultimately enter the skill's influence range, reducing resource consumption and potential performance bottlenecks. Furthermore, it can dynamically adjust the recipients of the prompt information based on the real-time movement of the candidate objects, improving the system's real-time performance and adaptability, while providing players with a richer and more dynamic gaming experience.

[0160] In some embodiments, the second prompt information includes at least one of the following: the identifier of the target skill, the identifier of the controlled virtual object, and the location of the controlled virtual object.

[0161] Here, the identifier of the target skill can be the name or icon of the target skill; the identifier of the controlled virtual object can be the number of the controlled virtual object, or the avatar or identification code of the user controlling the controlled virtual object; the position of the controlled virtual object can be the coordinates of the controlled virtual object, or the direction of the controlled virtual object relative to the target virtual object.

[0162] In some embodiments, the type of the second prompt message is text, wherein the text is used to indicate the direction of movement of the target second virtual object into the area of ​​influence; or, the type of the second prompt message is a direction identifier, wherein the direction identifier is used to indicate the direction of movement of the target second virtual object into the area of ​​influence.

[0163] As an example, see Figure 6 , Figure 6 This is the ninth schematic diagram of the virtual scene provided in the embodiments of this application. For example... Figure 6 The human-computer interaction interface shown above displays skill control 601, virtual object 602, virtual object 603, virtual object 604, virtual object 605, and an overlay prompt bar 606. In the overlay prompt bar 606, the number of virtual object 602 is displayed in bold, indicating that virtual object 602 is within the skill's influence range during the skill's release preparation phase. The numbers of virtual objects 603 and 604 are not displayed in bold, indicating that virtual objects 603 and 604 are outside the skill's influence range during the skill's release preparation phase. In response to a marking operation on virtual object 603, a second prompt message is sent to the terminal device controlling virtual object 603. (The text abruptly ends here.) Figure 6 As shown in the human-computer interaction interface below, the human-computer interaction interface of the terminal device controlling the virtual object 603 displays the direction indicator 609 and skill indicator 608 of the virtual object 605 from the perspective of the virtual object 603, so as to prompt the virtual object 603 to enter the skill's influence range.

[0164] In some embodiments, the target skill is a controlled virtual object. When the virtual scene does not distinguish between factions, step 103, "sending a prompt message to at least one target virtual object," can be implemented by performing the following processing: If the target skill is an enhancement skill, a fifth prompt message is sent to the first target virtual object within the influence range, and a sixth prompt message is sent to the second target virtual object outside the influence range. The fifth prompt message indicates that the target skill has an enhancement effect on the first target virtual object, and the sixth prompt message indicates that the target skill has no enhancement effect on the second target virtual object. If the target skill is a debuffing skill, a seventh prompt message is sent to the first target virtual object within the influence range, and an eighth prompt message is sent to the second target virtual object outside the influence range. The seventh prompt message indicates that the target skill has a debuffing effect on the first target virtual object, and the eighth prompt message indicates that the target skill has no debuffing effect on the second target virtual object.

[0165] As an example, see further. Figure 4B ,like Figure 4B As shown, in a virtual scene where no faction is distinguished, if the first virtual object within the range of the target skill's influence is Virtual Object 2, and the second virtual objects outside the range of the target skill's influence are Virtual Objects 3 and 4, where Virtual Objects 2, 3, and 4 are not distinguished from Virtual Object 405 by faction: If the target skill is an enhancement skill, a fifth notification message is sent to Virtual Object 2, indicating that the target skill has an enhancement effect on Virtual Object 2; a sixth notification message is sent to Virtual Objects 3 and 4, indicating that the target skill has no enhancement effect on Virtual Objects 3 and 4. If the target skill is a debuff skill, a seventh notification message is sent to Virtual Object 2, indicating that the target skill has a debuff effect on Virtual Object 2; an eighth notification message is sent to Virtual Objects 3 and 4, indicating that the target skill has no debuff effect on Virtual Objects 3 and 4.

[0166] Here, different degrees of enhancement or reduction effects can be displayed for target virtual objects at different distances from the controlled virtual object. Target virtual objects closer to the controlled virtual object are affected by the enhancement or reduction effect more significantly; target virtual objects farther away from the controlled virtual object are affected by the enhancement or reduction effect less significantly.

[0167] In the absence of faction distinction in the virtual scene, this application's embodiment provides a solution for sending prompts to virtual objects both within and outside the range of the skill's influence, targeting both enhancement and debuffing abilities. This provides immediate feedback to all players, regardless of whether they are the skill's target, thus enhancing the game's interactivity and overall experience. Sending prompts to all objects within the range of influence can also enhance the game's appeal through visual effects, making the game environment more dynamic, improving interactivity and playability, and providing players with a richer and more dynamic gaming experience.

[0168] In some embodiments, the type of the seventh prompt message is text, wherein the text indicates the direction of movement of the target first virtual object as it leaves the area of ​​influence; or, the type of the seventh prompt message is a direction identifier, wherein the direction identifier indicates the direction of movement of the target first virtual object as it leaves the area of ​​influence.

[0169] As an example, see Figure 7 , Figure 7 This is the tenth schematic diagram of the virtual scene provided in the embodiments of this application. For example... Figure 7 The human-computer interaction interface shown above displays skill control 701, virtual object 702, virtual object 703, virtual object 704, virtual object 705, and an overlay prompt bar 706. In the overlay prompt bar 706, the numbers of virtual objects 702 and 703 are displayed in bold, indicating that during the skill release preparation phase, virtual objects 702 and 703 are within the skill's influence range; the number of virtual object 704 is not displayed in bold, indicating that during the skill release preparation phase, virtual object 704 is outside the skill's influence range. In response to a marking operation on virtual object 703, a seventh prompt message is sent to the terminal device controlling virtual object 703. (The text abruptly ends here.) Figure 7 As shown in the human-computer interaction interface below, the human-computer interaction interface of the terminal device controlling the virtual object 703 displays the direction indicator 709 and the skill indicator 708 moving away from the virtual object 705 from the perspective of the virtual object 703, so as to prompt the virtual object 703 to leave the skill's influence range.

[0170] In some embodiments, before performing step 103 above, "sending a prompt message to at least one target virtual object", the target virtual object can be determined in any of the following ways:

[0171] Method 1: Display an overlay tooltip control, wherein the overlay tooltip control includes object identifiers of at least one first virtual object and at least one second virtual object. In response to a selection operation on the overlay tooltip control, the first virtual object or the second virtual object corresponding to the selected object identifier is used as the target virtual object.

[0172] In some embodiments, an overlay tooltip control can be displayed at a fixed position in the human-computer interaction interface. The overlay tooltip control includes object identifiers for at least one first virtual object and at least one second virtual object. When a selection operation is detected in the overlay tooltip control, the selected object identifier can be highlighted (e.g., the object identifier can be highlighted), and the first or second virtual object corresponding to the selected object identifier is used as the target virtual object.

[0173] As an example, see further. Figure 4B ,exist Figure 4B The overlay prompt bar 406 displays the numbers of virtual objects 402 within the skill's influence range, and virtual objects 403 and 404 outside the skill's influence range. Virtual object 403 can be selected as the target virtual object in response to a selection operation on virtual object 403.

[0174] Here, the object identifiers of at least one first virtual object and at least one second virtual object can be the virtual object's number, or the player's avatar or identification code that controls the virtual object.

[0175] Method 2: In response to a selection operation on an object identifier bound to either a first virtual object or a second virtual object, use either a first virtual object or a second virtual object as the target virtual object.

[0176] In some embodiments, the object identifier bound to the virtual object can be displayed anywhere along with the virtual object, for example, at the top, bottom, or around the virtual object.

[0177] As an example, see further. Figure 4C , Figure 4C Virtual object 402 (i.e., the first virtual object) is shown within the skill's influence range, while virtual objects 403 and 404 (i.e., the second virtual objects) are outside the skill's influence range. In response to a selection operation targeting the object identifier at the top of virtual object 403, virtual object 403 can be designated as the target virtual object.

[0178] Method 3: Display an interactive mode list, which includes multiple interactive modes. In response to a selection operation on the interactive mode list, the first or second virtual object that matches the selected interactive mode is used as the target virtual object.

[0179] As an example, in a game scenario, the interaction modes between virtual objects in the interaction mode list can be attack, defense, and viewing. In response to the player's selection of an attack mode from the interaction mode list, the first or second virtual object in attack mode can be designated as the target virtual object.

[0180] This application provides multiple methods for determining the target virtual object receiving prompts, such as clicking on the object identifier in the prompt control, clicking on the object identifier bound to the virtual object, or selecting a virtual object matching the interaction mode from the interaction mode list. These diverse selection methods cater to different users' habits and preferences, improving user convenience and satisfaction. By clicking controls, binding identifiers, or selecting from lists, users can interact with virtual objects more intuitively, enhancing the interactivity between users and the virtual environment. Providing multiple methods for determining the target virtual object receiving prompts helps improve user convenience and satisfaction, while also offering more possibilities for fields such as virtual reality, augmented reality, game development, and interaction design.

[0181] In some embodiments, see Figure 3B , Figure 3B This is a schematic diagram of the second process of the virtual scene interaction processing method provided in the embodiments of this application. During execution... Figure 3A Before step 103, it can be done by executing Figure 3B Steps 201 to 202 determine the target virtual object, which will be explained in detail below.

[0182] In step 201, based on the feature data of the controlled virtual object, the feature data of the first virtual object, and the feature data of the second virtual object, the interaction model is invoked to predict the interaction probability, so as to obtain the interaction probability between the controlled virtual object and the first virtual object and the second virtual object respectively.

[0183] In some embodiments, the feature data of a virtual object includes geometric features (such as coordinates, orientation), interaction mode features, identification features (such as unique identifier, faction affiliation) and state features (parameter values ​​that characterize the current state of the virtual object, such as health value, life value).

[0184] Here, the interaction model is trained as follows: First, a sample dataset is constructed, including feature data of multiple controlled virtual objects, multiple first virtual objects, and multiple second virtual objects, as well as interaction probability labels for each controlled virtual object with each first and second virtual object. The interaction probability label for a virtual object interacting with a controlled virtual object is 1, and the interaction probability label for a virtual object not interacting with a controlled virtual object is 0. Then, the sample data from the sample dataset is input into the initialized interaction model, which outputs the predicted interaction probability for each controlled virtual object with each first and second virtual object. Finally, based on the difference between the interaction probability labels and the predicted interaction probabilities, a loss function is used to determine the loss value. Based on the loss value, the parameters of the initialized interaction model are updated using backpropagation, resulting in the trained interaction model.

[0185] As an example, in a game scenario, historical data of the user within a historical time period can be collected, and feature data of the controlled virtual object, the first virtual object, and the second virtual object can be extracted from the historical data.

[0186] In step 202, the first virtual object or the second virtual object corresponding to the interaction probability exceeding the probability threshold is taken as the target virtual object.

[0187] As an example, when the probability threshold is 0.8, the interaction probability between virtual object 1 and the controlled virtual object is 0.7, the interaction probability between virtual object 2 and the controlled virtual object is 0.85, and the interaction probability between virtual object 3 and the controlled virtual object is 0.9. Then, virtual object 2 and virtual object 3 are selected as target virtual objects.

[0188] This application utilizes artificial intelligence methods to predict the probability of interaction with controlled virtual objects. Virtual objects exceeding a probability threshold are designated as target virtual objects. Based on user preferences and behaviors, this approach provides a more personalized interactive experience, increases user engagement, and makes the prediction results more aligned with user preferences. This enhances the interactivity between users and virtual objects, reduces erroneous interactions caused by misjudgments, improves the accuracy and reliability of identifying target virtual objects, and significantly improves the intelligence, personalization, efficiency, and user experience of identifying target virtual objects. It also supports dynamic adjustment and interaction processing in complex scenarios.

[0189] In some embodiments, if at least one first virtual object exists within the influence range of the virtual scene for the target skill, see [link to relevant documentation]. Figure 3C , Figure 3C This is a schematic diagram of the third process of the virtual scene interaction processing method provided in the embodiments of this application. During execution... Figure 3ABefore step 103, you can execute Figure 3C The processing steps 301 to 302 are explained in detail below.

[0190] In step 301, a first object list is displayed, wherein the first object list includes multiple first virtual objects within the influence range of the target skill, and the multiple first virtual objects are sorted according to at least one of the following factors: distance from the boundary of the influence range, and degree of influence from the target skill.

[0191] In some embodiments, multiple first virtual objects can be sorted in ascending (or descending) order according to their distance from the boundary of the influence range. For example, the first virtual object with the largest distance from the boundary of the influence range is placed first, and the first virtual object with the smallest distance from the boundary of the influence range is placed last. They can also be sorted in ascending (or descending) order according to the degree of influence from the target skill. For example, the first virtual object with the greatest degree of influence from the target skill is placed first, and the first virtual object with the least degree of influence from the target skill is placed last. Alternatively, multiple first virtual objects can be arranged in ascending (or descending) order by combining the distance from the boundary of the influence range and the degree of influence from the target skill. For example, the distance from the boundary of the influence range and the degree of influence from the target skill can be quantified and scored separately, and then the two quantified values ​​can be weighted and summed to obtain the final target quantified value.

[0192] As an example, if the target skill is of the weakening type, the distance between virtual object 1 and the boundary of the influence area is 5 meters, corresponding to a distance quantification value of 6 points; the distance between virtual object 2 and the boundary of the influence area is 4 meters, corresponding to a distance quantification value of 8 points; the distance between virtual object 3 and the boundary of the influence area is 3 meters, corresponding to a distance quantification value of 9 points; virtual object 1 has a defense value of 100, and the quantification value of the degree of influence from the target skill is 2.5 points; virtual object 2 has a defense value of 50, and the quantification value of the degree of influence from the target skill is 5 points; virtual object 3 has a defense value of 100, and the quantification value of the degree of influence from the target skill is 2.5 points. Therefore, the target quantification value for virtual object 1 is 8.5 points, the target quantification value for virtual object 2 is 13 points, and the target quantification value for virtual object 3 is 11.5 points. Arranged in descending order, the order is: Virtual Object 2, Virtual Object 3, Virtual Object 1.

[0193] In step 302, in response to the selection operation in the first object list, a ninth prompt message is sent to the selected first virtual object within the influence range of the target skill.

[0194] As an example, in response to the selection operation on virtual object 2, a ninth prompt message can be sent to virtual object 2, for virtual object 1, virtual object 2 and virtual object 3 mentioned above.

[0195] In some embodiments, all first virtual objects within the influence range of the target skill are used as target virtual second virtual objects.

[0196] In some embodiments, if at least one second virtual object exists outside the influence range of the virtual scene for the target skill, see [link to relevant documentation]. Figure 3D , Figure 3D This is a schematic diagram of the fourth process of the virtual scene interaction processing method provided in the embodiments of this application. During execution... Figure 3A Before step 103, you can execute Figure 3D The processing steps 401 to 402 are explained in detail below.

[0197] In step 401, a second object list is displayed, wherein the second prompt list includes multiple second virtual objects outside the influence range of the target skill, and the multiple second virtual objects are sorted according to at least one of the following factors: distance from the boundary of the influence range, and matching degree with the target skill.

[0198] In some embodiments, multiple second virtual objects can be sorted in ascending (or descending) order according to their distance from the boundary of the influence area. For example, the second virtual object with the smallest distance from the boundary of the influence area is placed first, and the first virtual object with the largest distance from the boundary of the influence area is placed last. They can also be sorted in ascending (or descending) order according to their matching degree with the target skill. For example, when the target skill type is enhancement, the second virtual object that most needs enhancement (e.g., has the lowest health) is placed first. Alternatively, multiple first virtual objects can be arranged in ascending (or descending) order by combining their distance from the boundary of the influence area and their matching degree with the target skill. For example, the distance from the boundary of the influence area and the matching degree with the target skill can be quantified and scored separately, and then the two quantified values ​​can be weighted and summed to obtain the final target quantified value.

[0199] As an example, if the target skill type is enhancement, the distance between virtual object 1 and the boundary of the influence area is 5 meters, corresponding to a distance quantification value of 6 points; the distance between virtual object 2 and the boundary of the influence area is 4 meters, corresponding to a distance quantification value of 8 points; the distance between virtual object 3 and the boundary of the influence area is 3 meters, corresponding to a distance quantification value of 9 points; the matching degree between virtual object 1 and the target skill is 0.5, corresponding to a quantification value of 2.5 points; the matching degree between virtual object 2 and the target skill is 0.8, corresponding to a quantification value of 5 points; the matching degree between virtual object 3 and the target skill is 0.5, corresponding to a quantification value of 2.5 points. Therefore, the target quantification value for virtual object 1 is 8.5 points, the target quantification value for virtual object 2 is 13 points, and the target quantification value for virtual object 3 is 11.5 points. Arranged in descending order, the order is: Virtual object 2, Virtual object 3, Virtual object 1.

[0200] In step 402, in response to the selection operation in the second object list, a tenth prompt message is sent to the selected second virtual object outside the influence range of the target skill.

[0201] As an example, for the virtual objects 1, 2 and 3 mentioned above, in response to the selection operation of virtual object 2, a tenth prompt message can be sent to virtual object 2.

[0202] In some embodiments, all second virtual objects outside the scope of the target skill's influence can be used as the target virtual second virtual object.

[0203] In some embodiments, after performing the above-described "sending a prompt message to at least one target virtual object in response to a message sending operation for a target skill" in step 103, the following process may be performed: in response to a trigger release operation for a target skill, releasing the skill to at least one virtual object within the influence range of the target skill.

[0204] Here, the trigger release operation for the target skill can be the same as the "release preparation operation for the target skill" in step 102 above. For example, both are click operations. The first click operation is the release preparation operation, and the second click operation is the release trigger operation. The trigger release operation and the release preparation operation can also be different operations. For example, the press operation on the target skill is the release preparation operation, and the release operation on the target skill while in the press state is the release trigger operation.

[0205] In summary, by applying different appearance parameters to virtual objects within and outside the influence range of the skill during the preparation phase of releasing the target skill, this embodiment of the application provides an intuitive visual feedback mechanism that allows users to clearly understand the virtual objects that the skill can affect before its release. In response to a message sending operation for the target skill, a prompt message is sent to at least one target virtual object, enabling the target virtual object within or outside the influence range of the prompt to clearly identify its location and adjust its position accordingly.

[0206] The following will describe an exemplary application of the embodiments of this application in a game scenario.

[0207] In existing multiplayer online competitive games, players often face the problem of accurately judging the coverage area of ​​area-of-effect (AoE) skills (such as AoE buffs). Related technologies for using AoE skills include two methods: one is to use a skill coverage circle centered on the player as a reference; the other is to rely on the player's vision, experience, and map location cues to estimate the skill's coverage area. However, the first method, using a skill coverage circle, can cause visual interference during gameplay, especially in dynamically changing environments, where the skill coverage circle may obstruct the player's view, making it unclear how to judge the skill's coverage area (equivalent to the skill's influence range mentioned above), and making it difficult to identify teammates within the skill's coverage area. The second method relies on the player's vision and experience to estimate the skill's range, but this method is prone to errors, resulting in the skill effect not fully covering all expected teammates, thus affecting teamwork and tactical execution. Furthermore, due to the lack of an effective feedback mechanism, teammates cannot know the specific coverage area of ​​the skill in a timely manner, increasing the uncertainty of tactical execution.

[0208] To address the aforementioned issues, this application provides an interactive processing method for virtual scenes, adding teammate coverage prompts and marking prompts to make player skill usage more controllable and precise. Compared to related technologies, it provides clear skill coverage feedback and teammate position adjustment mechanisms. The coverage status of ranged skills can be clearly indicated in the teammate coverage prompt bar, and marking prompts can be sent to teammates outside the coverage area to remind them to enter the skill coverage area. This allows players in the game to quickly determine the skill's effective range, effectively reducing skill release errors and tactical mistakes, significantly improving the accuracy of skill usage and the efficiency of team collaboration, reducing team coordination problems caused by incorrect skill range judgment, and enhancing the player's gaming experience. A detailed explanation follows.

[0209] First, in response to the player's initial click on an area-of-effect skill, the skill enters a "pre-use" state (equivalent to the release preparation state mentioned above). At this time, a teammate coverage indicator automatically pops up in the user interface, displaying the IDs of all teammates. Teammates covered by the skill will have their IDs highlighted (e.g., highlighted or bolded), while those not covered will be marked in gray. This intuitive interface helps players quickly assess the coverage of area-of-effect skills, allowing them to not only quickly identify which teammates are within the skill's range but also to observe the IDs of uncovered teammates and make timely adjustments or actions.

[0210] As an example, see Figure 8A , Figure 8AThis is the eleventh schematic diagram of the virtual scene provided in the embodiments of this application. For example... Figure 8A As shown, the human-computer interaction interface displays skill control 801, virtual object 802, virtual object 803, virtual object 804, and virtual object 805. Virtual objects 802, 803, and 804 are all teammates of virtual object 805. In response to the player controlling virtual object 805 clicking on skill control 801, the interface switches to... Figure 8B The human-computer interaction interface shown indicates that the skill has entered the "pre-use" state. Figure 8B This is the twelfth schematic diagram of the virtual scene provided in the embodiments of this application. For example... Figure 8B As shown, the interface displays an overlay prompt bar 806, which displays the IDs of all teammates. The IDs of teammates whose skills are overlaid (virtual object 802) are displayed in bold, while the IDs of teammates whose skills are not overlaid (virtual objects 803 and 804) are not displayed in bold.

[0211] Secondly, in the "pre-use" state, the crosshair control function is unlocked, allowing players to freely move the crosshair to aim at teammates not covered by the skill. In response to the player aiming at a teammate, a marking operation is performed, sending a marking command to the player-controlled terminal device to mark the uncovered teammate. A visual cue is generated in the marked teammate's interface, clearly indicating the marked location (excluding the player's mark), prompting teammates outside the skill's effective coverage area to enter the skill's effective coverage. Here, the marking cue can be presented on the teammate's interface with a specific icon or color, making it easy for teammates to quickly identify and adjust their position. For example, in response to a teammate receiving the marking cue, the player's (skill initiator's) position and direction will appear on the teammate's interface, prompting the teammate to adjust their position and enter the skill's coverage area.

[0212] As an example, see Figure 8C , Figure 8C This is the thirteenth schematic diagram of the virtual scene provided in this application embodiment. In response to the player controlling the virtual object 805 aiming at and marking a virtual object 803 not covered by a skill using the crosshair 807, a notification can be displayed indicating that the virtual object 803, outside the skill's influence range, has entered the skill's effective coverage area (i.e., the skill's influence range). In response to the teammate controlling the virtual object 803 receiving the marking notification, it is displayed on the teammate's human-computer interaction interface. Figure 8D The human-computer interaction interface shown. Figure 8D This is the fourteenth schematic diagram of the virtual scene provided in the embodiments of this application. Figure 8D The image shows the direction marker 809 and skill marker 809 of the virtual object 805 from the perspective of the virtual object 803, to prompt teammates to adjust their positions and enter the skill coverage area.

[0213] Once the player confirms that all teammates are within the skill's coverage area, the skill is released in response to the player's next click on the area-of-effect skill. The player-controlled terminal device will calculate the actual application range of the buff effect based on the current skill's coverage area and target, thereby ensuring that the buff skill can effectively cover more teammates.

[0214] As an example, in response to virtual objects 803 and 804 in the above example both receiving a marking operation from the player controlling virtual object 805, and after entering the skill's coverage area according to the directional prompts, the following is displayed: Figure 8E The human-computer interaction interface shown. Figure 8E This is the fifteenth schematic diagram of the virtual scene provided in this application embodiment. At this time, the numbers corresponding to virtual objects 802, 803, and 804 in the overlay prompt bar are all displayed in bold. In response to the player's repeated click on the skill control 801, the skill is released to virtual objects 802, 803, and 804 within the skill's coverage area.

[0215] The above methods can effectively reduce errors in the use of skills across a range, improve the accuracy of skill coverage, enhance team collaboration efficiency, and solve the problems of inaccurate skill coverage judgment and insufficient feedback mechanisms in related technologies.

[0216] The following is a detailed description of the flow of the virtual scene interaction processing method provided in the embodiments of this application. See also... Figure 9 , Figure 9 This is a schematic diagram of the fifth process of the interactive processing method for virtual scenes provided in the embodiments of this application. Taking the terminal as the execution subject as an example, it will be combined with... Figure 9 Steps 901 to 910 will be explained.

[0217] In step 901, a click operation on the skill control is detected.

[0218] In response to detecting a player's click on a skill control, the following steps 902 are performed.

[0219] In step 902, the skill is in a pre-use state.

[0220] In response to the player's click on the area-of-effect skill control, the terminal device captures the click event through an event detector and sets the skill state to pre-use. While the skill is in the pre-use state, step 903 is executed.

[0221] In step 903, it is determined whether the teammate is within the skill's coverage area.

[0222] When the skill is in the pre-use state, it is determined whether the teammate is within the skill's coverage area based on the teammate's real-time control data and the skill's coverage range. After executing step 903, steps 904 to 906 are executed, wherein, in response to the teammate being within the skill's coverage area, step 905 is executed; in response to the teammate not being within the skill's coverage area, step 906 is executed.

[0223] In step 904, a teammate overwrite prompt appears.

[0224] When a skill is in a pre-use state, a teammate coverage indicator is generated and displayed on the human-computer interaction interface. It retrieves teammate information, such as teammate identifiers, within the skill's coverage area by calling a server interface. The teammate coverage indicator displays the IDs and coverage status of all teammates. The terminal device determines the skill's coverage area in real time and updates the display status of the teammate coverage indicator to show information about teammates both within and outside the coverage area.

[0225] In step 905, the teammate's icon is highlighted in the teammate overlay prompt bar.

[0226] In response to a teammate being within skill coverage, the teammate's icon is highlighted in the teammate coverage indicator, and then the process can proceed to step 909.

[0227] In step 906, the teammate's icon is not highlighted in the teammate overlay prompt bar.

[0228] In response to a teammate being outside the skill's coverage area, the teammate's icon will be de-highlighted in the teammate coverage indicator, and then the process can proceed to step 907.

[0229] In step 907, a marking operation is detected, and a prompt message is sent to the marked teammate to prompt the teammate to move within the skill's coverage area.

[0230] For teammates not within the coverage area, in response to the player aiming at and marking the teammate with a crosshair, the interface is called to send the marking command to the server, and the location and direction of the caster are displayed in real time on the marked teammate's interface. Here, the prompt information is determined based on the spatial coordinates of the caster and the target teammate, so as to prompt the teammate to move into the skill's coverage area.

[0231] In step 908, teammates are detected to be within the skill's coverage area.

[0232] In response to the detection that a teammate who was outside the skill's coverage area has moved into the skill's coverage area, the process proceeds to step 909.

[0233] In step 909, a click operation on the skill control is detected.

[0234] In response to the detection of a player clicking the skill control again, proceed to step 910.

[0235] In step 910, the skill is released.

[0236] When a player clicks on the skill control again, the system calls the buff application interface based on the player's action to apply the skill effect to all teammates within the coverage area, thus releasing the skill to all teammates within the skill's coverage area.

[0237] The virtual scene interaction processing method provided in this application achieves the following beneficial technical effects: 1) Improved accuracy of skill usage: By introducing a teammate coverage prompt bar, when a skill enters the pre-use state, the numbers of all teammates within the skill coverage area can be displayed in real time on the human-computer interaction interface, and the coverage status of different teammates is marked with highlighted (e.g., high-key display) and non-highlighted (e.g., gray-screen display). Through a clear visual feedback mechanism, misjudgment of skill coverage area is reduced, ensuring that the skill effect can be accurately applied to the intended teammates. 2) Enhanced team collaboration efficiency: In the skill pre-use stage, players can mark teammates who are not covered by the crosshair and send skill usage prompts to teammates. After receiving the mark, the position and direction prompt of the caster is displayed in the teammate's human-computer interaction interface, helping teammates to quickly adjust their position. This marking prompt mechanism can effectively solve the problem of poor team coordination caused by incorrect judgment of skill coverage area, and improve the coordination of tactical execution. 3) Reduce skill release errors: Players can confirm all teammates are within the skill's range before clicking the skill control to release the skill. This ensures the skill effect covers all eligible teammates, reducing the negative impact of errors and mistakes during skill release. 4) Improve the real-time nature of operational feedback: Real-time calculation and updating provide players with instant feedback during skill use, including teammates' coverage status and marker prompts. This timely feedback mechanism enhances players' control over skill use, making skill casting more precise and effective.

[0238] The following description continues to illustrate the exemplary structure of the virtual scene interaction processing device 455 provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software modules in the interactive processing device 455 of the virtual scene stored in the memory 450 may include:

[0239] The first display module 4551 is used to display virtual scenes.

[0240] The second display module 4552 is configured to, in response to a release preparation operation for a target skill of a controlled virtual object, apply a first appearance parameter to at least one first virtual object within the influence range of the target skill in the virtual scene, and apply a second appearance parameter to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter and the second appearance parameter are different.

[0241] The information sending module 4553 is used to send a prompt message to at least one target virtual object in response to a message sending operation for a target skill, wherein the prompt message is used to indicate the location of the target virtual object, and the target virtual object is any one of at least one first virtual object and at least one second virtual object.

[0242] In some embodiments, the second display module 4552 is further configured to perform any of the following processes on each first virtual object within the influence range of the target skill in the virtual scene: displaying an overlay prompt control, wherein the overlay prompt control includes an object identifier of the first virtual object; applying a first appearance parameter to the object identifier of the first virtual object; applying the first appearance parameter to the object identifier bound to the first virtual object; and applying the first appearance parameter to the body of the first virtual object.

[0243] In some embodiments, the second display module 4552 is further configured to perform any of the following processes on each second virtual object outside the influence range of the target skill in the virtual scene: displaying an overlay prompt control, wherein the overlay prompt control includes an object identifier of the second virtual object; applying a second appearance parameter to the object identifier of the second virtual object; applying a second appearance parameter to the object identifier bound to the second virtual object; and applying a second appearance parameter to the body of the second virtual object.

[0244] In some embodiments, the salience of the first virtual object represented by the first appearance parameter is greater than the salience of the second virtual object represented by the second appearance parameter, and the distance between the boundary of the influence range of the first virtual object and the target skill is negatively correlated with the salience represented by the first appearance parameter. The first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape.

[0245] In some embodiments, the first appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the first virtual object, and the second appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the second virtual object. Both the first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape.

[0246] In some embodiments, the message sending operation includes an object locking operation and a marking operation. The information sending module 4553 is further configured to, in response to the object locking operation implemented through the virtual prop for any first virtual object or second virtual object, use any first virtual object or second virtual object as the target virtual object and display a locking mark on the target virtual object; and in response to the marking operation for the target virtual object, send a prompt message to the target virtual object.

[0247] In some embodiments, the information sending module 4553 is further configured to, in response to an object locking operation for any one of the first virtual objects or the second virtual objects, use any one of the first virtual objects or the second virtual objects as the target virtual object, display a locking identifier on the target virtual object, and send a prompt message to the target virtual object in response to a marking operation for the target virtual object; or, in response to an object locking operation for multiple first virtual objects or multiple second virtual objects simultaneously, use multiple first virtual objects or multiple second virtual objects as target virtual objects in batches, display locking identifiers on multiple target virtual objects in batches, and send prompt messages to multiple target virtual objects in batches in response to a marking operation for the target virtual objects.

[0248] In some embodiments, the information sending module 4553 is further configured to display a countdown control in response to an object locking operation performed on any first virtual object or second virtual object via a virtual prop; if no unlocking operation is received during the countdown, a lock icon is displayed on the target virtual object after the countdown ends; after the lock icon is displayed on the target virtual object, the information sending module 4553 is further configured to cancel the display of the lock icon in response to an unlocking operation on the target virtual object.

[0249] In some embodiments, the message sending operation includes an object locking operation. The information sending module 4553 is further configured to, in response to the object locking operation implemented through the virtual prop for the target virtual object, display a locking indicator on the target virtual object; display a countdown control, and if no cancellation sending operation is received during the countdown, send a prompt message to at least one target virtual object when the countdown ends; the information sending module 4553 is further configured to, in response to a cancellation sending operation received during the countdown, cancel the display of the locking indicator.

[0250] In some embodiments, the second display module 4552 is further configured to perform at least one of the following processes: displaying an overlay prompt control, wherein the overlay prompt control includes object identifiers of at least one first virtual object and at least one second virtual object; in response to a selection operation on the overlay prompt control, the first virtual object or the second virtual object corresponding to the selected object identifier is used as the target virtual object; in response to a selection operation on an object identifier bound to any one of the first virtual objects or the second virtual object, any one of the first virtual objects or the second virtual object is used as the target virtual object; displaying an interaction mode list, wherein the interaction mode list includes multiple interaction modes; in response to a selection operation on the interaction mode list, the first virtual object or the second virtual object that matches the selected interaction mode is used as the target virtual object.

[0251] In some embodiments, the second display module 4552 is further configured to call an interaction model to predict the interaction probability based on the feature data of the controlled virtual object, the feature data of the first virtual object, and the feature data of the second virtual object, to obtain the interaction probability between the controlled virtual object and the first virtual object and the second virtual object respectively; and to take the first virtual object or the second virtual object corresponding to the interaction probability exceeding the probability threshold as the target virtual object.

[0252] In some embodiments, where the target skill belongs to a controlled virtual object, and the virtual scene includes multiple factions, the information sending module 4553 is further configured to: if the target skill is an enhancement skill, send a first prompt message to a first target virtual object within the influence range that is of the same faction as the controlled virtual object, and send a second prompt message to a second target virtual object outside the influence range that is of the same faction as the controlled virtual object; wherein the first prompt message is used to prompt the first target virtual object to remain within the influence range, and the second prompt message is used to prompt the second target virtual object to enter the influence range; if the target skill is a debuff skill, send a third prompt message to the first target virtual object within the influence range that is of the same faction as the controlled virtual object, and send a fourth prompt message to the second target virtual object outside the influence range of the target skill; wherein the third prompt message is used to prompt the first target virtual object to leave the influence range, and the fourth prompt message is used to prompt the second target virtual object not to enter the influence range.

[0253] In some embodiments, the second prompt information includes at least one of the following: the identifier of the target skill, the identifier of the controlled virtual object, and the location of the controlled virtual object.

[0254] In some embodiments, the type of the second prompt message is text, wherein the text is used to indicate the direction of movement of the target second virtual object into the area of ​​influence; or, the type of the second prompt message is a direction identifier, wherein the direction identifier is used to indicate the direction of movement of the target second virtual object into the area of ​​influence.

[0255] In some embodiments, the target skill is a controlled virtual object. When the virtual scene does not distinguish factions, the information sending module 4553 is further configured to: if the target skill is an enhancement skill, send a fifth prompt message to the first target virtual object within the influence range and a sixth prompt message to the second target virtual object outside the influence range; wherein the fifth prompt message indicates that the target skill has an enhancement effect on the first target virtual object, and the sixth prompt message indicates that the target skill has no enhancement effect on the second target virtual object; if the target skill is a debuffing skill, send a seventh prompt message to the first target virtual object within the influence range and an eighth prompt message to the second target virtual object outside the influence range; wherein the seventh prompt message indicates that the target skill has a debuffing effect on the first target virtual object, and the eighth prompt message indicates that the target skill has no debuffing effect on the second target virtual object.

[0256] In some embodiments, the type of the seventh prompt message is text, wherein the text indicates the direction of movement of the target first virtual object as it leaves the area of ​​influence; or, the type of the seventh prompt message is a direction identifier, wherein the direction identifier indicates the direction of movement of the target first virtual object as it leaves the area of ​​influence.

[0257] In some embodiments, if there is at least one first virtual object within the influence range of the target skill in the virtual scene, the information sending module 4553 is further configured to display a first object list, wherein the first object list includes multiple first virtual objects within the influence range of the target skill, and the multiple first virtual objects are sorted according to at least one of the following factors: distance from the boundary of the influence range, degree of influence of the target skill; in response to a selection operation in the first object list, a ninth prompt message is sent to the selected first virtual object within the influence range of the target skill.

[0258] In some embodiments, if at least one second virtual object exists outside the influence range of the target skill in the virtual scene, the information sending module 4553 is further configured to display a second object list, wherein the second prompt list includes multiple second virtual objects outside the influence range of the target skill, and the multiple second virtual objects are sorted according to at least one of the following factors: distance from the boundary of the influence range, and matching degree with the target skill; in response to a selection operation in the second object list, a tenth prompt message is sent to the selected second virtual object outside the influence range of the target skill.

[0259] In some embodiments, the information sending module 4553 is further configured to, in the case that there is at least one candidate second virtual object of the same faction outside the influence range, determine at least one candidate second virtual object that enters the influence range of the target skill within the effective time, based on the expected release time of the target skill and the movement parameters of the candidate second virtual object, as the target second virtual object, wherein the effective time is the time period from the current time to the expected release time.

[0260] In some embodiments, the information sending module 4553 is further configured to, when there is at least one candidate first virtual object of the same faction within the influence range, determine at least one candidate first virtual object that leaves the influence range of the target skill within the effective time, based on the expected release time of the target skill and the movement parameters of the candidate first virtual object, as the target first virtual object, wherein the effective time is the time period from the current time to the expected release time.

[0261] In some embodiments, the information sending module 4553 is further configured to release the skill to at least one virtual object within the influence range of the target skill in response to a trigger release operation for the target skill.

[0262] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the electronic device to perform the virtual scene interaction processing method described above in this application.

[0263] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs. When the computer-executable instructions or computer programs are executed by a processor, the processor will execute the virtual scene interaction processing method provided in this application, such as the virtual scene interaction processing method shown in Figure &&&.

[0264] 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.

[0265] 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.

[0266] 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).

[0267] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0268] In summary, by applying different appearance parameters to virtual objects within and outside the influence range of the skill during the preparation phase of releasing the target skill, this embodiment of the application provides an intuitive visual feedback mechanism that allows users to clearly understand the virtual objects that the skill can affect before its release. In response to a message sending operation for the target skill, a prompt message is sent to at least one target virtual object, enabling the target virtual object within or outside the influence range of the prompt to clearly identify its location and adjust its position accordingly.

[0269] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for interactive processing of virtual scenes, characterized in that, The method includes: Display virtual scenes; In response to a release preparation operation for a target skill against a controlled virtual object, a first appearance parameter is applied to at least one first virtual object within the influence range of the target skill in the virtual scene, and A second appearance parameter is applied to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter is different from the second appearance parameter. In response to a message sending operation for the target skill, a prompt message is sent to at least one target virtual object, wherein the prompt message is used to indicate the location of the controlled virtual object, and the target virtual object is any one of the at least one first virtual object and at least one second virtual object.

2. The method according to claim 1, characterized in that, Applying a first appearance parameter to at least one first virtual object within the influence range of the target skill in the virtual scene includes: Perform any of the following processes on each first virtual object within the influence range of the target skill in the virtual scene: Display overlay tooltip control, wherein the overlay tooltip control includes the object identifier of the first virtual object, and a first appearance parameter is applied to the object identifier of the first virtual object; The first appearance parameter is applied to the object identifier bound to the first virtual object; The first appearance parameter is applied to the body of the first virtual object.

3. The method according to claim 1 or 2, characterized in that, Applying a second appearance parameter to at least one second virtual object outside the influence range of the target skill in the virtual scene includes: Perform any of the following processes on each second virtual object outside the influence range of the target skill in the virtual scene: Display overlay tooltip control, wherein the overlay tooltip control includes the object identifier of the second virtual object, and a second appearance parameter is applied to the object identifier of the second virtual object; The second appearance parameter is applied to the object identifier bound to the second virtual object; The second appearance parameter is applied to the body of the second virtual object.

4. The method according to any one of claims 1 to 3, characterized in that, The salience of the first virtual object represented by the first appearance parameter is greater than the salience of the second virtual object represented by the second appearance parameter. The distance between the boundary of the first virtual object and the influence range of the target skill is negatively correlated with the salience represented by the first appearance parameter. The first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape.

5. The method according to any one of claims 1 to 3, characterized in that, The first appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the first virtual object, and the second appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the second virtual object. Both the first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape.

6. The method according to claim 1, characterized in that, The message sending operation includes an object locking operation and a marking operation. The step of sending a prompt message to at least one target virtual object in response to the message sending operation targeting the target skill includes: In response to an object locking operation performed via a virtual prop on any one of the first virtual objects or the second virtual objects, the first virtual object or the second virtual object is taken as the target virtual object, and a locking mark is displayed on the target virtual object; In response to a marking operation on the target virtual object, a prompt message is sent to the target virtual object.

7. The method according to claim 6, characterized in that, The response to the target technique The message sending operation can send a prompt message to at least one target virtual object, including: In response to an object locking operation targeting either the first virtual object or the second virtual object, the first virtual object or the second virtual object is designated as the target virtual object, and a locking indicator is displayed on the target virtual object. In response to a marking operation on the target virtual object, a prompt message is sent to the target virtual object; or... In response to an object locking operation simultaneously targeting multiple first virtual objects or multiple second virtual objects, the multiple first virtual objects or multiple second virtual objects are batched as target virtual objects, and lock indicators are batch-displayed on the multiple target virtual objects. In response to a marking operation on the target virtual object, prompt messages are sent in batches to multiple target virtual objects.

8. The method according to claim 6, characterized in that, The step of responding to an object locking operation performed via a virtual prop on any one of the first or second virtual objects, and displaying a lock icon on the target virtual object, includes: In response to an object locking operation performed via a virtual prop on either the first virtual object or the second virtual object, a countdown control is displayed. If no unlocking operation is received during the countdown, a lock icon is displayed on the target virtual object after the countdown ends. After displaying a lock icon on the target virtual object, the method further includes: In response to the unlock operation for the target virtual object, the lock icon is removed from display.

9. The method according to claim 1, characterized in that, The message sending operation includes an object locking operation, and the step of sending a prompt message to at least one target virtual object in response to the message sending operation for the target skill includes: In response to an object locking operation performed on a target virtual object via a virtual prop, a lock indicator is displayed on the target virtual object; Display a countdown control; if no cancellation operation is received during the countdown, send a prompt message to at least one of the target virtual objects when the countdown ends. The method further includes: In response to the cancel send operation received during the countdown, the lock icon is de-displayed.

10. The method according to claim 1, characterized in that, Before sending the prompt message to at least one target virtual object, the method further includes: Perform at least one of the following processes: A display overlay tooltip control is provided, wherein the overlay tooltip control includes object identifiers of at least one first virtual object and at least one second virtual object, and in response to a selection operation on the overlay tooltip control, the first virtual object or the second virtual object corresponding to the selected object identifier is taken as the target virtual object; In response to a selection operation for an object identifier bound to either the first virtual object or the second virtual object, the either first virtual object or the second virtual object is selected as the target virtual object; Display an interaction mode list, wherein the interaction mode list includes multiple interaction modes, and in response to a selection operation on the interaction mode list, the first virtual object or the second virtual object that matches the selected interaction mode is selected as the target virtual object.

11. The method according to claim 1, characterized in that, Before sending the prompt message to at least one target virtual object, the method further includes: Based on the feature data of the controlled virtual object, the feature data of the first virtual object, and the feature data of the second virtual object, the interaction model is invoked to predict the interaction probability, and the interaction probabilities of the controlled virtual object with the first virtual object and the second virtual object are obtained respectively. The first virtual object or the second virtual object corresponding to the interaction probability that exceeds the probability threshold is taken as the target virtual object.

12. The method according to any one of claims 1 to 11, characterized in that, The target skill belongs to the controlled virtual object. When the virtual scene includes multiple factions, sending a prompt message to at least one target virtual object includes: If the target skill is an enhancement skill, a first prompt message is sent to a first target virtual object that is in the same camp as the controlled virtual object within the influence range, and a second prompt message is sent to a second target virtual object that is in the same camp as the controlled virtual object outside the influence range. The first prompt message is used to prompt the first target virtual object to stay within the influence range, and the second prompt message is used to prompt the second target virtual object to enter the influence range. If the target skill is a weakening skill, a third prompt message is sent to the first target virtual object within the influence range that is of the same faction as the controlled virtual object, and a fourth prompt message is sent to the second target virtual object outside the influence range of the target skill. The third prompt message is used to prompt the first target virtual object to leave the influence range, and the fourth prompt message is used to prompt the second target virtual object not to enter the influence range.

13. The method according to claim 12, characterized in that, The second prompt message includes at least one of the following: The identifier of the target skill, the identifier of the controlled virtual object, and the location of the controlled virtual object.

14. The method according to claim 12, characterized in that, The second prompt message is of type text, wherein the text is used to indicate the direction of movement of the target second virtual object into the area of ​​influence; or, The second prompt message is a direction indicator, which is used to point to the direction of movement of the target second virtual object into the influence range.

15. The method according to any one of claims 1 to 11, characterized in that, The target skill belongs to the controlled virtual object. In the case that the virtual scene does not distinguish between factions, sending a prompt message to at least one target virtual object includes: If the target skill is an enhancement skill, then a fifth prompt message is sent to the first target virtual object within the influence range, and a sixth prompt message is sent to the second target virtual object outside the influence range. The fifth prompt message is used to indicate that the target skill has an enhancement effect on the first target virtual object, and the sixth prompt message is used to indicate that the target skill has no enhancement effect on the second target virtual object. If the target skill is a weakening skill, a seventh prompt message is sent to the first target virtual object within the influence range, and an eighth prompt message is sent to the second target virtual object outside the influence range. The seventh prompt message is used to indicate that the target skill has a weakening effect on the first target virtual object, and the eighth prompt message is used to indicate that the target skill has no weakening effect on the second target virtual object.

16. The method according to claim 15, characterized in that, The seventh prompt message is of type text, wherein the text indicates the direction of movement of the target first virtual object as it leaves the area of ​​influence; or... The seventh prompt message is a direction indicator, which is used to point to the direction of movement of the target first virtual object to leave the range of influence.

17. The method according to any one of claims 1 to 5, characterized in that, If at least one of the first virtual objects exists within the influence range of the target skill in the virtual scene, the method further includes, before sending a prompt message to at least one target virtual object in response to a message sending operation for the target skill: Display a first object list, wherein the first object list includes multiple first virtual objects within the influence range of the target skill, and the multiple first virtual objects are sorted according to at least one of the following factors: distance from the boundary of the influence range, and degree of influence from the target skill; In response to a selection operation in the first object list, a ninth prompt message is sent to the selected first virtual object within the influence range of the target skill.

18. The method according to any one of claims 1 to 5, characterized in that, If at least one of the second virtual objects exists outside the influence range of the target skill in the virtual scene, the method further includes, before sending a prompt message to at least one target virtual object in response to a message sending operation for the target skill: Display a second object list, wherein the second object list includes multiple second virtual objects outside the influence range of the target skill, and the multiple second virtual objects are sorted according to at least one of the following factors: distance from the boundary of the influence range, and matching degree with the target skill; In response to a selection operation in the second object list, a tenth prompt message is sent to the selected second virtual object outside the influence range of the target skill.

19. The method according to claim 12, characterized in that, Before sending the second notification message to a second target virtual object outside the influence range that is aligned with the controlled virtual object, the method further includes: If at least one candidate second virtual object of the same faction exists outside the influence range, at least one candidate second virtual object that enters the influence range of the target skill within the effective time is determined as the target second virtual object based on the expected release time of the target skill and the movement parameters of the candidate second virtual object. The effective time is the time period from the current time to the expected release time.

20. The method according to claim 12, characterized in that, Before sending the third notification message to a first target virtual object within the influence range that is of the same faction as the controlled virtual object, the method further includes: If at least one candidate first virtual object of the same faction exists within the influence range, at least one candidate first virtual object that leaves the influence range of the target skill within the effective time is determined as the target first virtual object based on the expected release time of the target skill and the movement parameters of the candidate first virtual object, wherein the effective time is the time period from the current time to the expected release time.

21. The method according to any one of claims 1 to 11, characterized in that, After sending a prompt message to at least one target virtual object in response to a message sending operation for the target skill, the method further includes: In response to a trigger release operation targeting the target skill, the skill is released to at least one of the virtual objects within the influence range of the target skill.

22. An interactive processing device for a virtual scene, characterized in that, The device includes: The first display module is used to display the virtual scene; The second display module is used to respond to the release preparation operation of the target skill against the controlled virtual object. A first appearance parameter is applied to at least one first virtual object within the influence range of the target skill in the virtual scene, and a second appearance parameter is applied to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter is different from the second appearance parameter. An information sending module is configured to send a prompt message to at least one target virtual object in response to a message sending operation for the target skill, wherein the prompt message is used to indicate the location of the controlled virtual object, and the target virtual object is any one of the at least one first virtual object and at least one second virtual object.

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 interactive processing method of the virtual scene as described in 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 interactive processing method of the virtual scene as described in 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 interactive processing method of the virtual scene as described in any one of claims 1 to 21.