Reinforcement method, device, equipment, storage medium and program product of interactive object

By enhancing the behavior of interactive objects in virtual scenes, the problem of virtual character interactive objects being easily damaged is solved, the utilization rate and interaction effect of objects are improved, and differentiated enhancement of different types of objects is achieved.

CN122164078APending Publication Date: 2026-06-09SAROS NETWORK TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SAROS NETWORK TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2026-02-12
Publication Date
2026-06-09

AI Technical Summary

Technical Problem

In interactive virtual scenarios, interactive objects used by user-controlled virtual characters are easily damaged, affecting the interaction effect and reducing utilization.

Method used

By displaying virtual characters in a virtual scene to perform enhanced behaviors on interactive objects, including upgrades and maintenance, the utilization and interaction effects of objects can be improved.

Benefits of technology

It effectively improves the utilization rate of interactive objects and the interaction effect between virtual characters and other faction characters, and differentiates and strengthens different types of interactive objects to improve their attributes and health.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application relates to a reinforcement method and device of an interactive object, a computer device, a storage medium and a program product. The method comprises the following steps: displaying a first virtual role and an interactive object in a virtual scene; the first virtual role is a virtual role controlled by a user; in response to a reinforcement event triggered by the user, displaying that the first virtual role performs a reinforcement behavior on the interactive object; after the reinforcement behavior is performed, if the interactive object is a first virtual article, displaying the first virtual article after upgrade; if the interactive object is a second virtual article, displaying the second virtual article after maintenance. The method can improve the interactive effect of the virtual role and the utilization rate of the interactive object.
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Description

Technical Field

[0001] This application relates to the field of software technology, and in particular to a method, apparatus, device, storage medium, and program product for enhancing interactive objects. Background Technology

[0002] In interactive virtual environments, users can control virtual characters and interact with other virtual characters (such as other users or computer programs) by deploying interactive objects. For example, in tower defense games, users control their characters to use deployed offensive and defensive objects to shoot at and defend against attacks from other characters. However, during interaction, the primary method is for users to control their virtual characters to interact with other virtual characters using interactive objects. These interactive objects are easily damaged during interaction, which affects the interaction effect and significantly reduces their utilization rate. Summary of the Invention

[0003] Therefore, it is necessary to provide a method, apparatus, device, storage medium, and program product for enhancing interactive objects to address the aforementioned technical problems, thereby improving the interactive effects of virtual characters and the utilization rate of interactive objects.

[0004] Firstly, this application provides a method for enhancing interactive objects, the method comprising:

[0005] Display a first virtual character and interactive objects in a virtual scene; the first virtual character is a user-controlled virtual character.

[0006] In response to the enhancement event triggered by the user, the first virtual character is shown to perform enhancement behavior on the interactive object;

[0007] After the enhancement behavior is performed, if the interactive object is the first virtual object, the upgraded first virtual object is displayed.

[0008] If the interactive object is a second virtual object, the maintained second virtual object is displayed.

[0009] Secondly, this application also provides an enhancement device for interactive objects, the device comprising:

[0010] The first display module is used to display a first virtual character and interactive objects in a virtual scene; the first virtual character is a user-controlled virtual character.

[0011] The second display module is used to display the first virtual character performing enhancement behavior on the interactive object in response to the enhancement event triggered by the user.

[0012] The third display module is used to display the upgraded first virtual object when the interactive object is the first virtual object, and to display the maintained second virtual object when the interactive object is the second virtual object, after the enhancement behavior is performed.

[0013] In one embodiment, the interactive objects include at least two interactive objects to be enhanced; the device further includes:

[0014] The fourth display module is used to display status information indicating that the target interactive object is selected when the target interactive object is within the field of view and the distance between the target interactive object and the first virtual character or target point meets the distance condition; the target interactive object is at least one of the at least two interactive objects to be enhanced;

[0015] The third display module is further configured to display the upgraded first virtual object when the target interactive object is the first virtual object, and to display the maintained second virtual object when the target interactive object is the second virtual object.

[0016] In one embodiment, the fourth display module is further configured to display status information indicating that the target interactive object is selected and includes an upgrade identifier when the target interactive object is a first virtual object; and to display status information indicating that the target interactive object is selected and includes a maintenance identifier when the target interactive object is a second virtual object.

[0017] In one embodiment, the device includes:

[0018] The first enhancement module is used to stop performing enhancement actions on the interactive object if an interruption condition is met during the process of the first virtual character performing enhancement actions on the interactive object.

[0019] The interruption condition includes at least one of the following:

[0020] The interactive object is picked up;

[0021] The interactive object was destroyed;

[0022] An obstruction appears between the interactive object and the first virtual character;

[0023] The distance between the interactive object and the first virtual character increases to a preset distance value;

[0024] The interactive object has moved out of the field of view.

[0025] In one embodiment, the interactive object is a second virtual object, which is a turret and / or interceptor tower thrown by the first virtual character; the device further includes:

[0026] The first enhancement module is used to increase the current health value of the second virtual object to a target health value after the enhancement behavior is completed, the target health value being equal to a preset maximum health value; determine the enhancement rate based on the health value and the target health value; determine the cooldown time for the first virtual character to release the enhancement skill based on the enhancement rate; the enhancement skill is used to release the skill when the enhancement event is detected, so that the first virtual character performs the enhancement behavior on the interactive object.

[0027] In one embodiment, the interactive object is a first virtual object, which is a device accessory and / or character equipment that meets the level requirements.

[0028] The first enhancement module is used to upgrade the first virtual object from the current first level to the second level after the enhancement behavior is completed, and retain the current attribute value of the first virtual object.

[0029] Wherein, the upper limit value of the attribute of the first virtual object when it is at the second level is greater than the upper limit value of the attribute when it is at the first level.

[0030] In one embodiment, the device further includes:

[0031] The downgrade module is used to calculate the duration of the first virtual object at the second level after upgrading the level of the first virtual object when it is in object conversion mode; if the duration reaches the duration condition, downgrade the first virtual object from the second level to the first level; if the attribute value of the first virtual object overflows after the level is downgraded, remove the overflowed attribute value.

[0032] In one embodiment, the interactive objects include the turret thrown by the first virtual character and other first interactive objects; the device further includes:

[0033] The first display module is further configured to display the first virtual character and the first interactive object in a virtual scene; and to display the turret thrown by the first virtual character in response to the first throwing operation triggered by the user.

[0034] The selection module is used to select a second virtual character within the interaction range, wherein the second virtual character belongs to a different faction than the first virtual character.

[0035] The projection module is used to display the projectiles fired by the turret at the second virtual character.

[0036] In one embodiment, the first throwing operation includes a first skill activation operation and a first confirmation operation;

[0037] The first display module is further configured to, in response to the first skill switching operation triggered by the user, display the throwing aiming line of the turret; display a turret indicator at the landing point of the throwing aiming line; and, in response to the first confirmation operation triggered by the user, display the turret thrown by the first virtual character at the landing point.

[0038] In one embodiment, the first display module is further configured to place a detection box along the normal direction of the plane of the object where the landing point is located; perform obstruction detection through the detection box to obtain a detection result; if the detection result indicates that there is no obstruction, then display the turret at the landing point; if the detection result indicates that there is an obstruction, then offset the landing point and the detection box by a preset step size, and return to perform obstruction detection through the detection box until the obtained detection result indicates that there is no obstruction, or stop detection when the number of detections reaches a preset number.

[0039] In one embodiment, the turret has a collision box; the device further includes:

[0040] The processing module is used to disable the collision detection logic of the collision box if the target object to which the landing point belongs is a vehicle; and to perform self-destruct processing on the turret when the self-destruct logic of the turret is triggered during the vehicle's movement.

[0041] In one embodiment, the selection module is further configured to, if the second virtual character meets the reselection conditions, search for another virtual character from a different faction; wherein the reselection conditions include at least one of the following:

[0042] The second virtual character has disappeared;

[0043] The second virtual character enters an invincible state;

[0044] An obstruction appears between the second virtual characters.

[0045] In one embodiment, the device further includes:

[0046] A playback module is used to output warning information; wherein, the warning information includes warning effects or warning audio, used to alert the second virtual character that it is about to be attacked; the playback duration of the warning information is positively correlated with the distance between the turret and the second virtual character;

[0047] The projection module is also used to display, after the warning information has been played, the turret projecting objects toward the second virtual character.

[0048] In one embodiment, the device further includes:

[0049] The second enhancement module is used to enhance the turret when it enters the coverage area of ​​the interceptor tower; wherein, after shooting at the second virtual character, the damage value and impact of the turret after enhancement are greater than the damage value and impact of the turret before enhancement.

[0050] In one embodiment, the device further includes:

[0051] The first recycling module is used to respond to the first recycling operation triggered by the user and recycle the turret; after the recycling is completed, if the turret is at full health, a first proportion of the skill cooldown time is obtained; or, if the turret is not at full health, a second proportion of the skill cooldown time is obtained.

[0052] The first ratio is greater than the second ratio.

[0053] In one embodiment, the interactive objects include the interceptor tower thrown by the first virtual character and other second interactive objects; the device further includes:

[0054] The first display module is further configured to display a first virtual character and a second interactive object in a virtual scene; and to display the interceptor tower thrown by the first virtual character in response to a second throwing operation triggered by the user.

[0055] The third enhancement module is used to enhance the at least one second interactive object if it is within the coverage area of ​​the interception tower.

[0056] In one embodiment, the coverage area of ​​the interceptor tower is a hemispherical region centered on the location of the interceptor tower; the device further includes:

[0057] The destruction module is used to destroy any unexploded projectiles or projectile skills launched by virtual characters from other factions when the projectiles or projectile skills pass through the hemispherical area.

[0058] In one embodiment, the device further includes:

[0059] The second recycling module is used to recycle the interceptor tower in response to the second recycling operation triggered by the user; after the recycling process is completed, if the interceptor tower is at full health, a third proportion of the skill cooldown time is obtained; or, if the interceptor tower is not at full health, a fourth proportion of the skill cooldown time is obtained; wherein, the third proportion is greater than the fourth proportion.

[0060] In one embodiment, the second throwing operation includes a second skill activation operation and a second confirmation operation;

[0061] The first display module is further configured to, in response to the user-triggered second skill switching operation, send a first straight line of a first length to the target location in the virtual scene; if the first straight line hits a first object, send a second straight line of a second length along a preset direction, starting from the hit point on the first object; if the second straight line hits a second object and there is no obstruction between the hit point of the second object and the first virtual character, display an interceptor tower indicator of a first state at the hit point of the second object; and in response to the triggered second confirmation operation, display the interceptor tower thrown by the first virtual character at the hit point of the second object.

[0062] In one embodiment, the first display module is further configured to: when the second straight line hits the second object and there is no obstruction between the point of impact of the second object and the first virtual character, use the point of impact of the second object as the release point; place a detection box of the same size as the collision box of the interceptor tower at the release point; if a position where the character can stand is found through the detection box, the found position is used as the display position of the interceptor tower indicator, and the interceptor tower indicator in a first state is displayed at the display position; if no position where the character can stand is found through the detection box, the interceptor tower indicator in a second state is displayed at the release point; wherein, the interceptor tower indicator in the second state is used to indicate that throwing the interceptor tower is prohibited.

[0063] In one embodiment, the first display module is further configured to, when the first straight line does not hit an object, extend a third straight line of a third length from the end of the first straight line along the preset direction; when the third straight line hits a third object and there is no obstruction between the point of impact of the third object and the first virtual character, display an interceptor tower indicator of the first state at the point of impact of the third object; and, in response to the triggered second confirmation operation, display the interceptor tower thrown by the first virtual character at the point of impact of the second object.

[0064] Thirdly, this application also provides a computer device, the computer device including a memory and a processor, the memory storing a computer program, and the processor executing the computer program to implement the steps of the enhancement method for the interactive object.

[0065] Fourthly, this application also provides a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the steps of the enhancement method for the interactive object.

[0066] Fifthly, this application also provides a computer program product, which includes a computer program that, when executed by a processor, implements the steps of the enhancement method for the interactive object.

[0067] The aforementioned method, apparatus, computer equipment, storage medium, and computer program product for enhancing interactive objects display interactive objects and a user-controlled first virtual character in a virtual scene. When it is necessary to enhance the interactive object, an enhancement event is triggered, and the first virtual character performs enhancement actions on the interactive object. After the enhancement actions are completed, the interactive object is enhanced, thereby effectively improving the utilization rate of the interactive object and enhancing the interaction effect between the first virtual character and other faction characters. In addition, during enhancement, the type of interactive object is also enhanced in a differentiated manner. That is, when the interactive object is a first virtual object, the level of the first virtual object is increased, which can effectively improve the interactive attributes and utilization rate of the first virtual object. When the interactive object is a second virtual object, maintenance of the second virtual object is completed, which can effectively improve the health and utilization rate of the second object. Attached Figure Description

[0068] Figure 1 This is an application environment diagram of the enhancement method for interactive objects in one embodiment;

[0069] Figure 2 This is a flowchart illustrating a method for enhancing interactive objects in one embodiment;

[0070] Figure 3 This is a schematic diagram of the first page in one embodiment of releasing an enhancement skill for enhancement;

[0071] Figure 4 This is a schematic diagram of a virtual scene page in one embodiment;

[0072] Figure 5 This is a schematic diagram of the second page in one embodiment, showing the release of an enhancement skill for enhancement.

[0073] Figure 6 This is a schematic diagram of the third page in one embodiment of releasing an enhancement skill for enhancement;

[0074] Figure 7 This is a schematic diagram of the fourth page in one embodiment of releasing an enhancement skill for enhancement;

[0075] Figure 8 This is a schematic diagram of the fifth page, illustrating the enhancement skill being released in one embodiment.

[0076] Figure 9 The sixth page is a schematic diagram illustrating the enhancement skill being released in one embodiment.

[0077] Figure 10 The seventh page is a schematic diagram illustrating the enhancement skill being released in one embodiment.

[0078] Figure 11 The eighth page is a schematic diagram of the enhancement skill being released in one embodiment;

[0079] Figure 12 This is a schematic diagram of the ninth page, illustrating the enhancement skill being released in one embodiment.

[0080] Figure 13 This is a schematic diagram of the first page of a projectile turret in one embodiment;

[0081] Figure 14 This is a schematic diagram of the second page of a projectile turret in one embodiment;

[0082] Figure 15 This is a schematic diagram of the third page of one embodiment of a projectile turret;

[0083] Figure 16 The fourth page is a schematic diagram of a projectile turret in one embodiment;

[0084] Figure 17 The fifth page is a schematic diagram of a projectile turret in one embodiment;

[0085] Figure 18 The sixth page is a schematic diagram of a projectile turret in one embodiment;

[0086] Figure 19 The seventh page is a schematic diagram of a projectile turret in one embodiment;

[0087] Figure 20 The eighth page is a schematic diagram of a projectile turret in one embodiment;

[0088] Figure 21 The ninth page is a schematic diagram of a projectile turret in one embodiment;

[0089] Figure 22 The tenth page is a schematic diagram of a projectile turret in one embodiment;

[0090] Figure 23 This is a schematic diagram of the eleventh page of one embodiment of the projectile turret;

[0091] Figure 24 This is a schematic diagram of the twelfth page of one embodiment of a projectile turret;

[0092] Figure 25 This is a schematic diagram of the projectile turret on page thirteen of one embodiment;

[0093] Figure 26 This is a schematic diagram of the first page of one embodiment of the deployment of the interceptor tower;

[0094] Figure 27 This is a schematic diagram of the second page of an embodiment of the deployment of an interceptor tower;

[0095] Figure 28 This is a schematic diagram of the passive skill release process in one embodiment;

[0096] Figure 29 This is a schematic diagram of the throwing logic of a turret in one embodiment;

[0097] Figure 30 This is a schematic diagram of the attack logic of the turret in one embodiment;

[0098] Figure 31 This is a schematic diagram of the throwing logic of the interceptor tower in one embodiment;

[0099] Figure 32 This is a flowchart illustrating the execution of interception logic in one embodiment;

[0100] Figure 33 A structural block diagram of an interactive object enhancement device in one embodiment;

[0101] Figure 34 This is an internal structural diagram of a computer device in one embodiment. Detailed Implementation

[0102] To make the objectives, technical solutions, and advantages of this application clearer, the following detailed description is provided in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative and not intended to limit the scope of this application.

[0103] It should be noted that the terms "first," "second," etc., used in this application can be used to describe various elements, but these elements are not limited by these terms. These terms are only used to distinguish the first element from the second element. The terms "comprising" and "having," and any variations thereof, used in this application, are intended to cover non-exclusive inclusion. The term "multiple" used in this application refers to two or more. The term "and / or" used in this application refers to one of the embodiments, or any combination of multiple embodiments.

[0104] The method for enhancing interactive objects provided in this application can be applied to, for example... Figure 1 The application environment shown is illustrated. Terminal 102 communicates with server 104 via a network. A data storage system can store the game data that server 104 needs to process. The data storage system can be configured independently, integrated into server 104, or placed in the cloud or on other devices.

[0105] During or before the start of the game, terminal 102 can request game data from server 104. During the game, terminal 102 can display the game scene based on the requested game data, and display the user-controlled game character and turret in the game scene, as well as other game-related content. When the user needs to maintain the turret, a maintenance event can be triggered, and then the game character performs maintenance on the turret. After the maintenance is completed, the turret after maintenance is displayed.

[0106] The terminal 102 can be, but is not limited to, various personal computers, laptops, smartphones, tablets, drones, low-altitude aircraft, IoT devices, and portable wearable devices. IoT devices can include smart speakers, smart TVs, smart air conditioners, smart in-vehicle devices, and projection equipment. Portable wearable devices can include smartwatches, smart bracelets, and head-mounted displays. Head-mounted displays can be virtual reality (VR) devices, augmented reality (AR) devices, and smart glasses.

[0107] Server 104 can be a standalone physical server or a service node in a blockchain system. These service nodes form a peer-to-peer (P2P) network, where the P2P protocol is an application layer protocol running on top of the Transmission Control Protocol (TCP). Furthermore, server 104 can also be a server cluster composed of multiple physical servers, and can be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.

[0108] In one embodiment, such as Figure 2 As shown, an enhancement method for interactive objects is provided, which is based on the method... Figure 1 Taking the terminal execution in the example, the following steps are included:

[0109] S202, Display the first virtual character and interactive objects in the virtual scene.

[0110] The virtual scene can be an interactive scene generated using computer technology, such as a game scene. Within this virtual scene, various virtual characters and interactive objects can be displayed, and the virtual characters can be shown performing various interactive behaviors, such as reinforcement, projection, movement, and other behaviors. Additionally, various interactive operations of the interactive objects can be displayed, such as shooting. The projection behavior can be at least one of throwing or shooting.

[0111] The first virtual character can be a user-controlled virtual character, such as a user-controlled game character, for example... Figure 3 The game characters shown and Figure 4 The game character shown. In some practical applications, such as some game applications, the first virtual character can be a specific virtual character selected by the user, such as... Figure 3 The game character shown in the image is allowed by the system to possess enhancement skills, which can be used to enhance interactive objects; if the user selects another virtual character, such as... Figure 4 If a user selects a virtual character with enhanced skills, the system will not allow that user to upgrade the skills of other virtual characters. Furthermore, in some game applications, the system can support multiple virtual scenes running simultaneously. For example, in one virtual scene, the user selects a virtual character with enhanced skills; after switching to another virtual scene, the user selects a different virtual character without enhanced skills.

[0112] The first virtual character can possess corresponding character skills, which are unique abilities of the first virtual character in the virtual scene. Using these abilities can grant certain interactive advantages (such as advantages in game combat). These character skills can be mainly divided into three types: passive skills (i.e., enhancement skills), tactical skills, and special moves. Passive skills can include: skills that enhance interactive objects displayed in the virtual scene under specific environments or conditions; tactical skills can include: skills that allow throwing objects with offensive capabilities in the virtual scene, such as throwing turrets that can attack other faction characters; special moves can include: skills that allow throwing objects with defensive and enhancement capabilities in the virtual scene, such as destroying unexploded projectiles or throwing skills launched by other faction characters within the defensive coverage area, and upgrading and maintaining interactive objects (including the first virtual object and the second virtual object).

[0113] Interactive objects can be those that the first virtual character can interact with, including first virtual objects and second virtual objects. If an object's level meets a preset level requirement, then that object is an interactive object; specifically, interactive first virtual objects, such as non-max-level equipment and equipment parts, and non-max-level character equipment, etc. Furthermore, if an object is a skill item placed by the first virtual character (i.e., the user-controlled virtual character) within the virtual scene, then that object is an interactive object; specifically, interactive second virtual objects, such as thrown (i.e., released) turrets and interceptor towers. A turret can also be called a tower. In addition, the virtual scene can also display non-interactive objects. If an object's level does not meet a preset level requirement, then that object is a non-interactive object; such as max-level equipment and equipment parts, and max-level character equipment, etc.

[0114] Equipment accessories are attachments that users can equip and detach from their own offensive and defensive equipment within the virtual environment, increasing their offensive and defensive stats. Character equipment refers to gear that users can equip on their virtual characters within the virtual environment, such as helmets, shields, and backpacks. Specifically, helmets are headgear that reduces damage to the virtual character's head; shields are protective gear that consumes shield points to mitigate damage received; and backpacks are containers that users can equip on their virtual characters, allowing them to carry more items.

[0115] In one embodiment, in addition to displaying a first virtual character and interactive objects in a virtual scene, the terminal can also display a second virtual character in the virtual scene, which belongs to a different faction than the first virtual character; furthermore, it can also display friendly characters in the virtual scene, which can be characters belonging to the same faction as the user's first virtual character, such as characters that share common goals with the user in the game and are controlled by other players.

[0116] In one embodiment, the terminal can control the first virtual character to walk or run in the virtual scene based on the user-triggered movement operation; in addition, it can control the first virtual character to interact with other faction characters appearing in the virtual scene based on the user-triggered interaction operation, such as launching projectiles at other faction characters.

[0117] S204, in response to a user-triggered enhancement event, displays the first virtual character performing enhancement behavior on the interactive object.

[0118] In response to conditions or states that can be used to represent the actions performed, one or more actions can be performed in real time or with a set delay when the conditions or states are met; unless otherwise specified, there is no restriction on the order in which the multiple actions are performed.

[0119] Enhancement events can be actions initiated by the user on a specific mouse control, keyboard control, gamepad control, or virtual control displayed in a virtual scene, such as long press, single click, or double click. In addition, enhancement events can also be upgrade or maintenance commands triggered by the user issuing an upgrade voice message.

[0120] Considering that interactive objects have different types, enhancement events can be either maintenance events or upgrade events. Maintenance events are used to maintain interactive objects, such as skill items thrown (placed) by the user-controlled first virtual character. Triggering a maintenance event allows maintenance of these skill items. Upgrade events are used to upgrade interactive objects, such as upgrading non-max-level equipment parts and character gear of the first virtual character.

[0121] Enhancement behavior can be an action or operation performed by the first virtual character to enhance an interactive object, such as maintaining a skill item thrown by itself, or upgrading equipment parts and character equipment that are not at their maximum level. The display of enhancement behavior can be the enhancement action performed by the first virtual character and the enhancement prompt generated by the enhancement action, such as the user-controlled game character performing a maintenance action on a turret and emitting an energy beam to the turret to indicate maintenance.

[0122] In one embodiment, the terminal may display status information indicating that the interactive object is selected when the interactive object meets the enhancement conditions; and in response to a first enhancement event triggered by the user, display the enhancement behavior performed by the first virtual character on the selected interactive object.

[0123] The enhancement condition can be that the interactive object is within the field of view of the first virtual character and the distance between the interactive object and the first virtual character meets the distance condition, such as the distance being less than n meters, where n can be a value greater than 0. The specific condition can be set during the development stage or during the game.

[0124] The field of view can be the visual range that the first virtual character can see, or it can be the field of view cone with the player's camera position as the apex of the field of view cone, with the vertical line aligned with the orientation of the virtual camera, such as a field of view cone with a height of 5 meters, a pitch angle of 15° and a horizontal angle of 15°.

[0125] In one embodiment, the terminal can determine the orientation of the first virtual character as it moves, determine the field of view of the first virtual character based on the orientation, and simultaneously detect the distance between the interactive object and the first virtual character, thereby determining whether the interactive object meets the enhancement conditions.

[0126] In one embodiment, when an interactive object meets enhancement conditions, the terminal can, in addition to displaying status information indicating that the interactive object is selected, also display candidate operation items for that interactive object to prompt the user to perform actions. For example, when the interactive object is a second virtual object, the candidate operation items may include maintenance and recycling items to prompt the user to maintain and recycle the second virtual object. Figure 3 Candidate operation item 302 is shown.

[0127] In one embodiment, the interactive objects include at least two interactive objects to be enhanced; the terminal can display status information indicating that the target interactive object is selected when the target interactive object is within the field of view and the distance between the target interactive object and the first virtual character or target point meets the distance condition.

[0128] The target point can be the center of the displayed virtual scene, that is, the center of the screen.

[0129] The status information indicates that the target interactive object has been selected by the first virtual character, thus enabling enhancement processing. In terms of presentation, this status information can be a graphical status icon.

[0130] The target interactive object can be at least one of at least two interactive objects to be enhanced. If an interactive object is within the field of view and the distance between it and the first virtual character or target point meets the distance condition, then the interactive object is automatically selected by the system as the target interactive object for enhancement processing.

[0131] For example, if a non-max-level character's equipment is within the user-controlled game character's field of vision, and the distance between the equipment and the game character is 5 meters, then the equipment will be displayed as selected. Figure 5 The status indicator 502 is shown. For example, if a non-max-level character's equipment is within the player's camera's field of view, and the distance between the equipment and the center of the screen is 5 meters, then the equipment will be displayed as selected. Figure 5 The status identifier 502 is shown. Here, the meter is the unit of length measurement used in the virtual scene of this application, and its meaning differs from that of the real-world unit of length, the meter.

[0132] In one embodiment, the terminal can detect whether the first virtual character is empty-handed when the target interactive object is within the field of view of the first virtual character and the distance between the target interactive object and the first virtual character or the target point meets the distance condition. If so, the terminal can automatically select the target interactive object; otherwise, the terminal can choose not to select the target interactive object.

[0133] The empty-handed state can be the state when the first virtual character is not holding any equipment.

[0134] In one embodiment, the terminal may display status information indicating that the target interactive object is selected and including an upgrade identifier when the target interactive object is a first virtual object; and display status information indicating that the target interactive object is selected and including a maintenance identifier when the target interactive object is a second virtual object.

[0135] Different types of interactive objects, such as the first virtual object and the second virtual object, have different enhancement indicators in their status information. For example, the status information of the first virtual object includes an upgrade indicator, such as an upward arrow, to indicate that an upgrade is possible; while the status information of the second virtual object includes a maintenance indicator, such as a graphical wrench, to indicate that maintenance (such as repair) is possible. Thus, the different status information of different types of interactive objects can represent different enhancement methods.

[0136] In one embodiment, the terminal responds to an enhancement event triggered by the user by releasing a passive skill, thereby enabling the first virtual character to perform enhancement actions on an interactive object and display it.

[0137] For passive skills to be released, a cooldown period must be met. That is, if the time since the last release of a passive skill is greater than or equal to the cooldown period, the passive skill will be released when the user triggers the enhancement time.

[0138] In one embodiment, when the interactive object is a first virtual object, the terminal can prompt that the upgrade preparation for the first virtual object is complete when the duration of the last release of the passive skill is greater than or equal to the cooldown duration. For example, a first prompt message can be displayed to indicate that the upgrade preparation for the first virtual object is complete. After the prompt is completed, in response to a long press operation triggered by the user, the terminal can display the first virtual character performing the upgrade behavior on the first object. When the long press operation reaches the duration condition, the upgrade behavior is stopped.

[0139] The long-press operation can be performed by pressing and holding a button on the keyboard, mouse, screen, gamepad, etc. The initial notification can be text or a combination of text and graphics, such as a notification text plus an upgrade icon, used to inform the user that the first virtual object has completed its upgrade preparation. Figure 5 The warning label shown is 504.

[0140] Regarding the upgrade behavior performed by the first virtual character on the first object (such as character equipment), please refer to... Figure 6 .

[0141] In another embodiment, when the interactive object is a second virtual object, the terminal can prompt that the maintenance preparation for the second virtual object is complete when the duration of the last release of the passive skill is greater than or equal to the cooldown duration. For example, a second prompt message can be displayed to indicate that the maintenance preparation for the second virtual object is complete. After the prompt, in response to a long press operation triggered by the user, the first virtual character is shown performing maintenance behavior (i.e., maintenance operation) on the second object. When the long press operation reaches the duration condition, the maintenance behavior is stopped.

[0142] The second prompt can be a text prompt or a prompt combining text and graphics, such as a prompt text plus a maintenance icon, used to inform the user that the maintenance preparation for the first virtual object has been completed, such as... Figure 3 The warning label shown is 304.

[0143] In one embodiment, during the response to a long press operation, while displaying the first virtual character performing an upgrade action on the first object, the terminal can display the upgrade progress at the display location of the upgrade item. (See reference...) Figure 6 Upgrade item 602 is shown.

[0144] In another embodiment, during the long-press operation, while the terminal is displaying the first virtual character performing maintenance on the second object, the maintenance progress can be displayed at the maintenance item display location. (Refer to...) Figure 7 Maintenance item 702 is shown.

[0145] S206, after the enhancement action is completed, if the interactive object is the first virtual object, display the upgraded first virtual object.

[0146] In this case, the color of the level effect used to represent the object's level (or grade) changes before and after the first virtual object is upgraded. For example, before the upgrade, the color of the level effect could be white, but after the upgrade, the color of the level effect changes to blue.

[0147] Level effects can be light effects surrounding the first virtual object. Effect colors can be used to represent the object level of the first virtual object, such as white, blue, purple, and gold from low to high. The higher the object level, the better the mechanics it provides to the first virtual character.

[0148] In one embodiment, the interactive objects include at least two interactive objects to be enhanced, and the target interactive object is at least one of the at least two interactive objects to be enhanced. Therefore, if the target interactive object is the first virtual object, the terminal can display the upgraded first virtual object. Furthermore, the upgraded first virtual object's level effects and an icon indicating that the upgrade is complete are also displayed simultaneously, such as... Figure 8 As shown.

[0149] S208, if the interactive object is the second virtual object, display the maintained second virtual object.

[0150] Before maintenance, if the second virtual object is attacked by characters from other factions or friendly characters, and its health is less than or equal to a preset health value, it will display a special effect to indicate severe damage, such as a smoke effect, thus prompting the user that the second virtual object is severely damaged and requires maintenance. After maintenance, the smoke effect will be removed from the second virtual object. Health value can be the second virtual object's remaining health.

[0151] In one embodiment, the interactive object includes at least two interactive objects to be enhanced, and the target interactive object is at least one of the at least two interactive objects to be enhanced. Therefore, the terminal can display the maintained second virtual object if the target interactive object is the second virtual object.

[0152] During the process of displaying the second virtual object after maintenance, the terminal can display an animation effect to indicate that maintenance is complete, such as a refreshed animation effect, which could include twinkling stars, etc. Figure 9 and Figure 10 As shown.

[0153] As an example, taking the interceptor tower as the interactive object, the solution of this application will be explained as follows:

[0154] The game scene displays the user-controlled game character and an interceptor tower. When the game character approaches the interceptor tower, a selected notification appears on the tower. In response to a long-press action triggered by the user, the game character performs maintenance operations on the interceptor tower, such as... Figure 11 As shown; when the long press operation lasts for 1 second, the game character stops the maintenance operation, thus completing the maintenance of the interceptor tower. At this time, the maintained interceptor tower is displayed, as shown. Figure 12 As shown.

[0155] During maintenance operations performed by the game character, the maintenance progress can be displayed in the designated area; after maintenance is complete, the maintenance items will be removed from the display. When maintenance items are displayed, recycle items can also be shown simultaneously.

[0156] In the above embodiments, interactive objects and a user-controlled first virtual character are displayed in a virtual scene. When the interactive object needs to be enhanced, an enhancement event is triggered, and the first virtual character performs enhancement actions on the interactive object. After the enhancement actions are completed, the interactive object is enhanced, thereby effectively improving the utilization rate of the interactive object and enhancing the interaction effect between the first virtual character and other faction characters. In addition, during enhancement, the type of interactive object is also enhanced in a differentiated manner. That is, when the interactive object is a first virtual object, the level of the first virtual object is increased, which can effectively improve the interactive attributes and utilization rate of the first virtual object. When the interactive object is a second virtual object, the maintenance of the second virtual object is completed, which can effectively improve the health and utilization rate of the second object.

[0157] In one embodiment, if an interruption condition is met during the process of the terminal performing enhancement behavior on the interactive object by the first virtual character, the enhancement behavior on the interactive object is stopped; wherein the interruption condition includes at least one of the following:

[0158] Interactive objects are picked;

[0159] Interactive objects are destroyed;

[0160] An obstruction appears between the interactive object and the first virtual character;

[0161] The distance between the interactive object and the first virtual character increases to a preset distance value;

[0162] Interactive objects are removed from the field of view.

[0163] The obstruction can be other characters (such as friendly characters or characters from other factions) or other objects that appear between the interactive object and the first virtual character, thereby causing the enhancement behavior to be interrupted.

[0164] During the enhancement of an interactive object, the enhancement process will be interrupted if the interactive object is picked up by the user or another character, or if the interactive object is destroyed, or if an obstruction appears between them, or if the distance between them increases to a preset value due to the movement of the first virtual character or the interactive object, or if the interactive object moves out of the field of view due to the movement of the first virtual character or the interactive object.

[0165] For example, if the distance between the game character and the equipment accessory exceeds 10 meters during the upgrade process, or if the equipment accessory is picked up or destroyed by another game character, or if a vehicle appears between the equipment accessory and the game character, or if the equipment accessory moves out of the field of view of the game character or the player's camera, the upgrade process will be interrupted.

[0166] In one embodiment, if, while the long press operation is still in progress, the obstruction moves out of the space between the interactive object and the first virtual character, or the distance between the interactive object and the first virtual character decreases and becomes less than a preset distance value, or the interactive object re-enters the field of view, then the enhanced operation on the interactive object will be resumed.

[0167] In one embodiment, the interactive object is a second virtual object, which is a turret and / or interceptor tower thrown by the first virtual character; after the terminal completes the enhancement action, it can increase the current health value of the second virtual object to a target health value, which is equal to a preset maximum health value; the enhancement rate is determined based on the health value and the target health value; the cooldown time for the first virtual character to release the enhancement skill is determined based on the enhancement rate; the enhancement skill is used to release when an enhancement event is detected, so that the first virtual character can perform enhancement actions on the interactive object.

[0168] Specifically, when a passive skill (i.e., an enhancement skill) is activated, the user can maintain a second virtual object, such as a turret and / or interceptor tower thrown by the first virtual character, using the first virtual character they control. Enhancement skills can include upgrade skills and maintenance skills. Upgrade skills can be skills that upgrade interactive objects (such as the first virtual object), while maintenance skills can be skills that maintain interactive objects (such as the second virtual object).

[0169] After maintenance is completed, the second virtual object's health reaches its maximum value, thus restoring it to its optimal state (i.e., full health).

[0170] The boost rate can be a percentage calculated based on the current health and the target health. Secondly, the lower the current health of the virtual object, the higher the boost rate, and the longer the cooldown time for interactive objects.

[0171] In one embodiment, the interactive object is a first virtual object, which is a device accessory and / or character equipment that meets the level conditions; therefore, after the terminal completes the enhancement behavior, it can upgrade the first virtual object from the current first level to the second level and retain the current attribute value of the first virtual object.

[0172] The first level can be the current object level of the first virtual object. The second level can be an object level that is at least one level higher than the first level.

[0173] The maximum attribute value of a virtual object at level 2 is greater than the maximum attribute value at level 1. For example, the maximum health of a turret at object level a is greater than the maximum health of an object at object level b, where object level a is higher than object level b.

[0174] Retaining the current attribute values ​​of the first virtual object can mean that the attribute values ​​do not change after the first virtual object is upgraded to the second level, such as the health value not changing.

[0175] In one embodiment, after the first virtual object is upgraded from the current first level to the second level, the terminal can determine the cooldown time for the first virtual character to release the upgrade skill based on the second level; wherein, the cooldown time for the first virtual character to release the upgrade skill is different when the first virtual object is at different levels.

[0176] The cooldown duration can be the length of the skill's cooldown period. After releasing a skill, a timer will run for a certain period of time. During this timer, the virtual character cannot release the skill. Once the timer runs out and the cooldown period is equal to the skill's cooldown duration, the virtual character can release the skill again.

[0177] If the second level is white, blue, purple, or gold, the cooldown time for the first virtual character to release the upgrade skill will be different. For example, if the second level is white, blue, purple, or gold, the cooldown time for the first virtual character to release the upgrade skill will be 120 seconds, 240 seconds, 360 seconds, and 480 seconds, respectively.

[0178] In one embodiment, when the terminal is in object switching mode, after upgrading the level of the first virtual object, it calculates the duration of the first virtual object at the second level; if the duration reaches the duration condition, it downgrades the first virtual object from the second level to the first level; if the attribute value of the first virtual object overflows after the level is downgraded, the overflowed attribute value is removed.

[0179] The duration condition can be that the duration of the second level is greater than or equal to the preset duration.

[0180] The object transformation mode can be: within a specific scenario, collect virtual objects in the virtual scene (such as loot obtained by interacting with a second virtual character and winning), and bring them out to be transformed into virtual resources (such as game currency).

[0181] While the first virtual character is at the second level, it can collect or increase the attribute values ​​of the first virtual object, thereby increasing the attribute values ​​of the first virtual object. When descending to the first level, the attribute values ​​of the first virtual object may overflow. If there are overflowing attribute values, the overflowing attribute values ​​will be removed.

[0182] It should be noted that in some practical applications, if the first virtual object is a turret and / or interceptor tower thrown by the first virtual character, and the second virtual object is a machine accessory and / or character equipment that meets the level requirements, the first virtual object can be upgraded and the second virtual object can be maintained.

[0183] In one embodiment, the interactive objects include a turret thrown by a first virtual character and other first interactive objects; therefore, the terminal can display the first virtual character and the first interactive objects in the virtual scene; in response to a first throwing operation triggered by the user, the turret thrown by the first virtual character is displayed; a second virtual character within the interaction range is selected, the second virtual character being a character belonging to a different faction than the first virtual character; and the turret is displayed launching projectiles at the second virtual character.

[0184] The first interactive object can be: an interactive first virtual object, and / or a second virtual object including an interceptor tower.

[0185] The second virtual character can be a virtual character from another faction, that is, a virtual character that does not belong to the faction of the first virtual character, or a virtual character in the virtual scene that has different goals from the first virtual character.

[0186] Projectiles fired from the turret can be flashbangs, smoke grenades, or incendiary grenades, or lasers emitted by the turret (i.e., laser cannons). The interaction range can be the effective range of the turret, which is the geometric area centered on the turret.

[0187] In one embodiment, the terminal can release tactical skills in response to a first throwing operation triggered by the user, thereby controlling a first virtual character to throw a turret and displaying the turret thrown by the first virtual character in a virtual scene.

[0188] Tactical skills can be used to throw turrets or other items used to attack other faction characters.

[0189] In one embodiment, the terminal can determine candidate virtual characters belonging to other factions within a geometric area; among the candidate virtual characters, at least one virtual character that is not obstructed by any object between it and the turret is selected to obtain a second virtual object.

[0190] Among these, candidate virtual characters from other factions can be characters from other factions, i.e., candidate enemy faction characters. If there are multiple characters from other factions within the effective firing range of the turret, virtual characters that are not obstructed by any obstacles between them and the turret can be selected to avoid ineffective shots.

[0191] In one embodiment, a virtual character that is not obstructed by any object from the turret is selected from the candidate virtual characters. If only one virtual character is selected, the selected virtual character is used as the second virtual character. Alternatively, if multiple virtual characters are selected, a virtual character that meets the distance condition is selected from the multiple selected virtual characters, and the virtual character that meets the distance condition is used as the second virtual character.

[0192] In one embodiment, the turret is destroyed when its health is less than or equal to zero; the turret is destroyed when the target object it attracts is destroyed; the turret is destroyed when the first virtual character is eliminated; and, after throwing a turret, if the total number of turrets thrown by the first virtual character meets a preset turret condition, the turret thrown first is destroyed.

[0193] The preset turret condition can be that the total number of turrets is greater than or equal to the preset number of turrets.

[0194] In one embodiment, the first throwing operation includes a first skill switching operation and a first confirmation operation; in response to the user-triggered first skill switching operation, the throwing aiming line of the turret is displayed; a turret indicator is displayed at the landing point of the throwing aiming line; in response to the user-triggered first confirmation operation, the turret thrown by the first virtual character is displayed at the landing point.

[0195] Among them, the turret indicator can be an indicator corresponding to the turret. In terms of presentation, the turret indicator is consistent with the outer contour of the turret, but the displayed texture and color are different. For example, the turret has a turret texture and different display colors (i.e. different parts present different colors), while the turret indicator does not have a turret texture and its color is a single color.

[0196] The aiming line can be the trajectory of the turret. The landing point of the aiming line can be the landing point of the turret after it is thrown. Displaying the turret indicator at the landing point of the aiming line indicates that after the first virtual object throws the turret, the turret's display position is the same as the turret indicator's display position.

[0197] For example, when a user presses the Q key on the keyboard, they can switch to a tactical skill that displays the turret's throwing aiming line from the user's controlled game character's perspective. The turret indicator then appears at the point where the throwing aiming line lands. Figure 13 As shown; if the user decides to throw the turret to that landing point, they can trigger the left mouse button. The game character will then throw the turret, and the thrown turret will be displayed at that landing point. Figure 14 As shown.

[0198] In one embodiment, the terminal can display placement and cancellation options while displaying the throwing pre-aiming line and turret designator, such as... Figure 13 As shown, the placement option prompts the user to place the turret at the landing point of the throwing pre-aiming line; the cancellation option prompts the user to cancel the throwing if they do not wish to place the turret at the landing point of the throwing pre-aiming line.

[0199] After the turret is thrown, the terminal cancels the display of the placement and cancellation options, and then displays the retrieval option to prompt the user to retrieve the thrown turret.

[0200] Cancel and retrieve options can display corresponding key characters. For example, a cancel option containing the letter H means that pressing the H key on the keyboard will retrieve the thrown turret. A cancel option containing the letter Q means that pressing the Q key on the keyboard will cancel the throw.

[0201] In one embodiment, after the terminal launches the turret, it selects a second virtual character within the turret's effective firing range, and then controls the turret to attack the second virtual character, such as... Figure 15 and Figure 16 As shown.

[0202] In one embodiment, the terminal places a detection box along the normal direction of the plane of the object where the landing point is located; the detection box is used to detect obstructions and obtain the detection result; if the detection result indicates that there is no obstruction, the turret is displayed at the landing point; if the detection result indicates that there is an obstruction, the landing point and the detection box are offset by a preset step size, and the obstruction detection is performed again until the obtained detection result indicates that there is no obstruction, or the detection is stopped when the number of detections reaches a preset number.

[0203] The detection box can be a cube or cuboid with the same length, width and height as the turret (e.g., equal), used to detect the area around the landing point, such as detecting obstacles between the landing point and the first virtual character, thereby determining whether there are obstacles between the landing point and the first virtual character.

[0204] The target object to which the landing point is located can be the ground (including roads and other ground surfaces), the floors and walls of buildings, trees, and vehicles, etc. That is, the turret can be placed on the ground, the floors and walls of buildings, trees, and vehicles. The vehicle can be a drivable and rideable vehicle in the virtual scene, which can help the user-controlled first virtual character to move quickly and safely.

[0205] For example, if a user wants to throw a turret at a tree in the game scene, they can control the game character to face the tree, then press the Q key on the keyboard to activate a tactical skill. The turret's aiming line will then be displayed, with the user-controlled character as the starting point. The turret's indicator will appear at the point of impact on the tree. Figure 17 As shown; if the user decides to throw the turret onto the tree, they can trigger the left mouse button. The game character will then throw the turret, and the location where it lands on the tree will be displayed. Figure 18 As shown; select other faction characters within the effective firing range of this turret, control the turret to attack the second virtual character, and display the turret's hit damage message, such as... Figure 19 As shown.

[0206] For example, considering that game characters can drive vehicles, turrets placed on vehicles can be moved to the locations of other game characters to attack as needed. Therefore, if a user wants to throw a turret onto a vehicle in the game scene, such as... Figure 20 As shown, you can control the game object to face the vehicle or jump onto its roof. Pressing the Q key on the keyboard activates a tactical skill. Then, using the user-controlled character as the starting point, the turret's aiming line is displayed. The turret's indicator appears at the point of impact when the aiming line lands on the vehicle. Figure 21 As shown; if the user decides to throw the turret onto the vehicle, they can click the left mouse button. The game character will then throw the turret, and the location of its landing point on the vehicle will be displayed, as shown below. Figure 22 As shown; at this point, the user can choose to drive a vehicle according to actual needs. Once the vehicle reaches a location with other faction characters, the user can select other faction characters within the effective firing range of the turret, control the turret to attack them, and display a damage hit notification, such as... Figure 23 As shown.

[0207] In one embodiment, the turret has a collision box; therefore, after the terminal displays the turret at the landing point, if the target object to which the landing point belongs is a vehicle, the collision detection logic of the collision box is turned off; during the vehicle's movement, when the turret's self-destruct logic is triggered, the turret is self-destructed.

[0208] The collision box is a cube or cuboid used for collision detection. To prevent vehicles from getting stuck on turrets while driving, the collision detection logic of the collision box is turned off when the turret is attached to the vehicle. Once the turret intersects with the ground or other objects in the virtual scene, the turret's self-destruct logic is triggered, thus prioritizing the smooth movement of the vehicle.

[0209] In one embodiment, before the terminal displays the turret firing projectiles at the second virtual character, if the second virtual character meets the reselection criteria, it searches for the next virtual character from another faction; wherein the reselection criteria include at least one of the following:

[0210] The second virtual character has disappeared;

[0211] The second virtual character enters an invincible state;

[0212] An obstruction appears between the two virtual characters.

[0213] Among them, virtual characters from other factions can be referred to as characters from other factions (i.e., characters from the enemy faction). The state of being unable to be defeated (i.e., invincible state) can be when the health of the second virtual character is significantly greater than that of the first virtual character, and / or the character level of the second virtual character is significantly higher than that of the first virtual character.

[0214] Obstacles can be smoke, or objects that bullets, shells, and lasers cannot penetrate.

[0215] For example, if the number of enemy faction characters selected is 1, and the enemy faction character has been killed, or is invincible, or there is an obstacle between the enemy faction character and the user-controlled game character, then the system will search for another game character from another faction.

[0216] In one embodiment, the terminal may output a warning message before displaying the turret projecting projectiles at the second virtual character; wherein the warning message includes a warning effect or a warning audio to alert the second virtual character that it is about to be attacked; the playback duration of the warning message is positively correlated with the distance between the turret and the second virtual character; after the warning message has finished playing, the terminal displays the turret projecting projectiles at the second virtual character.

[0217] The warning effects can be visual effects used for issuing warnings. The warning audio can be voice-based warnings.

[0218] The output of warning information can be: sending warning information to the player of the second virtual character so that the player's terminal displays or plays the warning information.

[0219] In one embodiment, if the distance between the first virtual character and the turret is less than or equal to a preset distance, after the warning information is played, the turret is controlled to launch projectiles (such as shells) at the second virtual character; if the distance between the first virtual character and the turret is greater than the preset distance, the turret is controlled to enter a dormant state and stop launching projectiles at the second virtual character.

[0220] In one embodiment, when the turret enters the coverage area of ​​the interceptor tower, the turret is reinforced; wherein, after firing at the second virtual character, the damage and impact caused by the reinforced turret are greater than the damage and impact caused before the reinforcement.

[0221] The damage value can be the amount of damage inflicted on the second virtual object's health. The degree of impact can be other forms of damage besides health, such as reducing the second virtual character's walking and running speed by 30%, or reducing the second virtual character's jump height by 40%.

[0222] Strengthening a turret can include upgrading and / or maintaining it to increase its level and / or restore its health to its maximum value.

[0223] In one embodiment, after the terminal completes the enhancement of the turret, it selects a second virtual character and uses the enhanced turret to fire at the second virtual character. Where the enhancement includes at least an upgrade, the damage and impact of the turret after enhancement are greater than those before enhancement.

[0224] In one embodiment, the terminal can perform a recycling process on the turret in response to a first recycling operation triggered by the user; after the recycling process is completed, if the turret is at full health, it acquires a first proportion of the skill cooldown time; or, if the turret is not at full health, it acquires a second proportion of the skill cooldown time; wherein the first proportion is greater than the second proportion.

[0225] For example, after throwing a turret, a user can choose whether to retrieve it based on their needs. If retrieval is desired, the user can first acquire the turret's health. If the health equals the maximum health value corresponding to the item's level, the turret is at full health, and 75% of the skill cooldown time is refunded. For example, if the skill cooldown time was originally 100 seconds, it will now only be 25 seconds before attacking other faction characters. If the health is less than the maximum health value corresponding to the item's level, the turret is not at full health, and 50% of the skill cooldown time is refunded. For example, if the skill cooldown time was originally 100 seconds, it will now only be 50 seconds before attacking other faction characters.

[0226] In one embodiment, the terminal can deduct a first percentage of damage to the turret when it is attacked by a friendly character, until the turret's health drops to zero, at which point the turret is destroyed; or, in the event of a melee attack by a second virtual character, deduct a first multiple of damage to the turret.

[0227] For example, an enemy character attacks the turret, such as Figure 24 As shown, each attack reduces the damage by a factor of two, meaning the reduction in health is twice that of normal damage; when the turret's health reaches zero, the turret is destroyed. Figure 25 As shown.

[0228] In the above embodiments, by throwing turrets in the virtual scene and using the thrown turrets to project fire at the second virtual character within the coverage area, the traditional approach of fixed turret positions, which cannot be dynamically adjusted and thus cannot achieve effective fire coverage, is avoided. Furthermore, it improves the synergy between virtual characters and virtual objects, effectively utilizing the dynamic deployability of turrets to reinforce weak points in the defensive area. In addition, for areas with fewer characters from other factions, some turrets in those areas can be retrieved and applied to areas with more frequent appearances of characters from other factions, achieving dynamic resource scheduling of virtual objects, avoiding resource waste, and effectively improving resource utilization.

[0229] In one embodiment, the interactive objects include an interceptor tower thrown by a first virtual character and other second interactive objects; therefore, the terminal can display the first virtual character and the second interactive objects in the virtual scene; in response to a second throwing operation triggered by the user, the interceptor tower thrown by the first virtual character is displayed; if at least one second interactive object displayed in the virtual scene is within the coverage area of ​​the interceptor tower, then at least one second interactive object is enhanced.

[0230] Interception towers can be used to intercept unexploded projectiles or throwing skills launched by a second virtual character. Projectiles can be thrown projectiles such as grenades, flashbangs, smoke grenades, and incendiary grenades. Throwing skills can be detonable throwing skills.

[0231] The second interactive object can be: an interactive first virtual object, and / or a second virtual object including a turret.

[0232] The coverage area of ​​an interceptor tower can be a hemispherical area centered on the tower. Interactive objects and first virtual characters within this coverage area are immune to damage from enemy characters. In addition, interactive objects within this coverage area can be automatically strengthened.

[0233] In one embodiment, the terminal may deduct a fifth percentage of the damage when the interceptor tower is attacked by a friendly character; and deduct a second multiple of the damage when the interceptor tower is attacked at close range by a virtual object or virtual item from another faction.

[0234] For example, when an enemy character attacks an interception tower, each attack will reduce the damage by twice, meaning the amount of damage lost is twice that of normal damage; when the interception tower's health reaches zero, the interception tower is destroyed.

[0235] In one embodiment, the coverage area of ​​the interceptor tower is a hemispherical area centered on the location of the interceptor tower; therefore, if a virtual character from another faction launches an unexploded projectile or projectile-like skill, the terminal can destroy the projectile or projectile-like skill when it crosses the hemispherical area.

[0236] In one embodiment, the terminal can respond to a second recycling operation triggered by the user to recycle the interceptor tower; after the recycling process is completed, if the interceptor tower is at full health, it acquires a third proportion of the skill cooldown time; or, if the interceptor tower is not at full health, it acquires a fourth proportion of the skill cooldown time; wherein the third proportion is greater than the fourth proportion.

[0237] For example, after throwing an interceptor tower, a user can choose whether to retrieve it based on their needs. If retrieval is desired, the user can first obtain the tower's health. If the health equals the maximum health value corresponding to the tower's level, the tower is at full health, and 75% of the skill cooldown time is refunded. For example, if the original cooldown time was 100 seconds, the next time the tower is thrown, it will only take 25 seconds before attacking other faction characters. If the health is less than the maximum health value corresponding to the tower's level, the tower is not at full health, and 50% of the cooldown time is refunded. For example, if the original cooldown time was 100 seconds, the next time the tower is thrown, it will only take 50 seconds before attacking other faction characters.

[0238] In one embodiment, the second throwing operation includes a second skill switching operation and a second confirmation operation; therefore, the terminal can respond to the user-triggered second skill switching operation by sending a first straight line of a first length to the target location in the virtual scene; if the first straight line hits a first object, a second straight line of a second length is sent from the hit point on the first object along a preset direction; if the second straight line hits a second object and there is no obstruction between the hit point of the second object and the first virtual character, an interceptor tower indicator of the first state is displayed at the hit point of the second object; in response to the triggered second confirmation operation, an interceptor tower thrown by the first virtual character is displayed at the hit point of the second object.

[0239] Among them, the interceptor tower indicator can be an indicator corresponding to the interceptor tower. In terms of presentation, the interceptor tower indicator has the same outer contour as the interceptor tower, but the displayed texture and color are different. For example, the interceptor tower has an interceptor tower texture and different display colors (i.e., different components present different colors), while the interceptor tower indicator does not have an interceptor tower texture and its color is a single color.

[0240] The target location can be the center of the virtual scene, i.e., the center of the screen. The first object can be a wall, and the second object can be the ground.

[0241] If the target location is on the ground, the default direction can be the positive Z-axis of the world coordinate system. If the target location is on a wall, the default direction can be the negative Z-axis of the world coordinate system.

[0242] For example, when a user presses the Q key on the keyboard, they can activate a special move that launches a 5-meter-long straight line 'a' from the player's camera (i.e., the virtual camera, which can see or capture the current virtual scene) towards the center of the screen. If line 'a' hits a wall, a 3-meter-long straight line 'b' is launched from the point of impact on the wall along the negative Z-axis of the world coordinate system. If the line hits the ground and there are no obstructions between the point of impact on the ground and the first virtual character, an interceptor tower indicator for the first state is displayed at the point of impact on the ground. In response to the triggered second confirmation action, the interceptor tower thrown by the first virtual character is displayed at the point of impact on the ground.

[0243] In one embodiment, if the first object is not hit in a straight line and that object is the ground, the terminal can detect whether there is an obstruction between the hit point and the first virtual character. If there is no obstruction, the terminal displays an interceptor tower indicator of the first state at the hit point. Figure 26 As shown; in response to the triggered second confirmation operation, the interception tower thrown by the first virtual character is displayed at the hit point.

[0244] In one embodiment, the terminal can use the point where the second object is hit by the second straight line and there is no obstruction between the point of impact of the second object and the first virtual character as the release point; place a detection box of the same size as the collision box of the interceptor tower at the release point; if the detection box finds a position where the character can stand, the found position is used as the display position of the interceptor tower indicator, and the first state interceptor tower indicator is displayed at the display position; if the detection box does not find a position where the character can stand, the second state interceptor tower indicator is displayed at the release point; wherein, the second state interceptor tower indicator is used to indicate that throwing the interceptor tower is prohibited.

[0245] In one embodiment, the terminal can display a second-state interceptor indicator at the point of impact of the second object if the second straight line hits the second object, but there is an obstruction between the point of impact of the second object and the first virtual character, or if the second straight line does not hit the object. Figure 27 As shown; where the interceptor tower indicator in the second state is used to indicate that the deployment of interceptor towers is prohibited.

[0246] In one embodiment, if the first straight line misses an object, the terminal can send out a third straight line of a third length from the end of the first straight line in a preset direction; if the third straight line hits a third object and there is no obstruction between the point of impact of the third object and the first virtual character, the terminal can display an interceptor tower indicator of the first state at the point of impact of the third object; in response to a triggered second confirmation operation, the terminal can display the interceptor tower thrown by the first virtual character at the point of impact of the second object.

[0247] For example, when a user presses the Q key on the keyboard, they can activate a special move that launches a 5-meter-long straight line 'a' from the player's camera (i.e., the virtual camera, which can see or capture the current virtual scene) towards the center of the screen. If line 'a' misses, a 3-meter-long straight line 'b' is launched from the end point of line 'a' along the negative Z-axis of the world coordinate system. If the line hits the ground and there are no obstructions between the point of impact on the ground and the first virtual character, an interceptor tower indicator for the first state is displayed at the point of impact on the ground. In response to the triggered second confirmation action, the interceptor tower thrown by the first virtual character is displayed at the point of impact on the ground.

[0248] In one embodiment, the terminal can use the point where the third object is hit by the third straight line and there is no obstruction between the point of impact of the third object and the first virtual character as the release point; place a detection box of the same size as the collision box of the interceptor tower at the release point; if the detection box finds a position where the character can stand, the found position is used as the display position of the interceptor tower indicator; and display the interceptor tower indicator in the first state at the display position.

[0249] In the above embodiments, by throwing interceptor towers in the virtual scene, the thrown interceptor towers protect interactive objects and the first virtual character within their coverage area from damage initiated by enemy characters. Furthermore, the interactive objects within the coverage area can be enhanced, effectively improving their interactive effects. In addition, the interceptor towers can be selectively and dynamically thrown and retrieved, thus avoiding the limitations of traditional solutions where the interceptor tower's position is fixed, preventing dynamic adjustments and limiting its protection to a fixed range of interactive objects and the first virtual character, and restricting enhancement to only a fixed range of interactive objects. This improves the deployment flexibility of the interceptor towers.

[0250] As an example, combined Figure 28-32 The passive skills, tactical skills, and special moves mentioned in this application are described in detail below:

[0251] (a) Passive Skills

[0252] The activation process of passive skills, such as Figure 28 As shown, the details are as follows:

[0253] S2802, the user selects a specific game character as the main control character;

[0254] S2804, Determine if there are interactive objects within the view frustum;

[0255] S2806, If there is an interactive object, determine whether the right mouse button has been held down for more than 1 second;

[0256] S2808, if it exceeds 1 second, determine whether the interactive object is a turret or an interception tower;

[0257] S2810, if it is a turret or interceptor tower, can fully restore the health of the interactive object, consuming the cooldown time of the passive skill;

[0258] S2812, if less than 1 second has elapsed, determine whether the interactive object is a machine accessory or character equipment;

[0259] S2814: If it is a turret or interceptor tower, the level of the interactive object is increased by one level, and the skill enters cooldown according to the upgraded level; if it is not a turret or interceptor tower, it returns to S2804.

[0260] Next, we will continue to explain the passive skills in more detail, as follows:

[0261] (1) When the game character is in an unarmed state, the user can press and hold the right mouse button to interact with interactive objects (such as equipment parts, character equipment, turrets, and interception towers), where:

[0262] 1) Selection logic for interactive objects

[0263] i. When the game character is empty-handed, the system will automatically select an interactive object in the front area. After the user holds down the right mouse button for 1 second, the interactive object can be upgraded by one level.

[0264] ii. The frontal area is defined as a view cone with a height of 5 meters, a pitch angle of 15°, and a horizontal angle of 15°. The apex of the view cone is located at the player's camera position, and the perpendicular bisector is aligned with the camera's orientation. The interactive target will be the closest interactive object to the center of the screen within the view cone.

[0265] iii. Interactive objects include: non-max level equipment parts, non-max level character equipment, and skill items placed in the game scene, such as turrets released using tactical skills and interception towers released using ultimate moves.

[0266] iv. When an interactive target is selected, press and hold the right mouse button to perform the interaction, and complete the interaction after holding for 1 second. During the long press, the following logic applies: the interaction will not switch to other interactive objects, and the logic will be interrupted if one of the following occurs:

[0267] a) An occlusion appears between the interactive object and the upper body of the game character. The collision type of the occlusion is WorldStatic, WorldDynamic, and vehicle.

[0268] b) The distance between the interactive object and the character is greater than 8.5 meters;

[0269] c) Interactive objects are outside the view frustum, such as exceeding 30°;

[0270] d) An interactive object is picked;

[0271] e) Interactive objects are destroyed.

[0272] (2) The reinforcement logic after the interaction is completed is as follows:

[0273] 1) If the interaction object is a machine accessory or character equipment

[0274] The level of equipment accessories or character equipment is increased by one level; in addition, when the level is increased, the original attribute information of the equipment accessories or character equipment is retained. For example, when the shield is upgraded, the current shield value remains unchanged, but the shield value limit is changed.

[0275] In Rush mode, character equipment and weapon attachments will revert to their original level after 60 seconds of upgrading, at which point the shield will remove any excess shield value. Additionally, magazines need to unload any excess bullets into the backpack, which will be automatically discarded if the backpack is full.

[0276] After the enhancement is completed, the passive skill cooldown timer is activated based on the level of the interactive object. The cooldown timers for white, blue, purple, and gold levels are 120 seconds, 240 seconds, and 360 seconds, respectively.

[0277] 2) Interactive objects are friendly turrets or interceptor towers.

[0278] When the interactive object is a friendly turret or interceptor tower, its health is restored to its maximum health. Furthermore, the more health restored, the longer the skill cooldown timer is increased. For example, if the health restoration is 50% of the maximum health, the increased skill cooldown timer is also 50% of the timer's maximum value. Upon completion of maintenance, and when the interactive object is a turret or interceptor tower, the increased skill cooldown timer applies to both tactical skills and ultimate abilities, and does not affect the cooldown timer for accessory upgrades.

[0279] (ii) Tactical skills

[0280] Using tactical skills, you can throw a turret. Upon landing, the turret will attack nearby and visible enemy characters. The throwing logic of the turret is as follows: Figure 29 As shown, the details are as follows:

[0281] S2902, the user selects a specific game character as the main control character;

[0282] S2904, Determine if the Q key on the keyboard is pressed;

[0283] S2906, if you press the Q key, you can switch to tactical skills and enter skill holding state;

[0284] S2908, determine whether the left mouse button is pressed; if the left mouse button is not pressed, return to S2906, or execute S2912; if the left mouse button is pressed, execute S2910.

[0285] S2910, a projectile turret;

[0286] S2912, determine whether to cut out the device or other props; if yes, the throwing logic ends; otherwise, return to S2906.

[0287] Specifically, the throwing procedure of the turret is as follows:

[0288] 1) Throwing process

[0289] First, the switch-out step is executed, that is, after the user presses the skill control Q, the tactical skill is switched out and the switch-out animation is played.

[0290] Secondly, the standby step is executed, which continuously displays the turret's aiming line for throwing, and displays the turret indicator at the landing point of the aiming line.

[0291] Finally, the release step is executed. That is, in the skill standby state, if the left mouse button is pressed, the skill is released; if the skill control Q is pressed, the skill is withdrawn, that is, the skill is not released.

[0292] In addition, after deploying a turret, it can be retrieved. For example, if the game character is unarmed, pressing the skill assist key H will retrieve a turret within 20 meters of the character.

[0293] 2) Once the turret is deployed, the skill cooldown timer will be increased.

[0294] 3) Allows the turret to attach to the surface of a corresponding object, which can be a static world object, a dynamic world object, or a vehicle.

[0295] 4) The turret's adsorption logic is as follows:

[0296] Place a detection box the same size as the turret's collision box along the normal direction of the object's collision surface. If the detection box does not detect an obstacle, generate the turret along the normal direction of the collision surface. If the detection box detects an obstacle, shift upwards by 0.1 meters and check again, until no obstacle is detected and the first step is executed, or if this step is repeated more than 4 times, the generation is considered a failure. If generation fails, the turret is not generated, the projectile is destroyed, and the skill cooldown timer is rolled back.

[0297] The turret will not attach to the game character's dismount position. Therefore, the detection box will detect the capsule body at the vehicle's preset dismount position. If the detection box and the capsule body overlap, the detection will be considered a failure.

[0298] 5) Logic for turrets attaching to vehicles

[0299] The same adsorption logic as in step 4) is used, and the relative positions of the thrown turret and vehicle remain unchanged when the adsorption detection passes.

[0300] To prevent vehicles from getting stuck on turrets while driving, scene collision logic will be disabled when a turret is attached to a vehicle. Once it crosses the ground, the turret's self-destruct logic will be triggered, thus prioritizing the smooth movement of the vehicle.

[0301] 6) Turrets have their own unique attribute values, as follows:

[0302] It has a maximum health of 200 points, is destroyed when its health drops to 0, and has a special damage-taking logic: when taking damage from friendly forces, the damage is reduced by 50%, and when taking melee damage, the damage is increased by 300%.

[0303] 7) Turret generation, dormancy, destruction, and recycling

[0304] i. Turret Generation

[0305] The turret is generated along the normal direction of the collision surface, and after the turret is generated, it takes 1 second to execute the turret's attack logic.

[0306] ii. Dormant of the turret

[0307] When the distance between the turret and the user-controlled game character exceeds 100 meters, the turret enters a dormant state and does not execute attack logic.

[0308] iii. Destruction of the turret

[0309] When a turret's health is less than or equal to 0, destroy the turret; when an object attached to a turret is destroyed, destroy the turret; the maximum number of turrets in a single game is 3, and when a fourth turret is successfully generated, destroy the first turret; when the user-controlled game character is eliminated, destroy the turrets that were thrown.

[0310] iv. Recovery of the fortifications

[0311] When a turret is selected using the passive skill's field of vision range, pressing the skill key H will reclaim the selected turret. Upon reclamation, the skill cooldown time is refunded based on the turret's current health; for example, 75% of the skill cooldown time is refunded when the turret is at full health, and 50% of the skill cooldown time is refunded when the turret is not at full health.

[0312] Regarding the attack logic of the turret, such as Figure 30 As shown, the details are as follows:

[0313] S3002, generate a turret;

[0314] S3004, determine whether the turret has been destroyed, recycled, or put into hibernation; if it has not been destroyed, recycled, or put into hibernation, execute S3006; if it has been destroyed, recycled, or put into hibernation, the turret's attack logic ends.

[0315] S3006, determine whether an enemy character has been found; if an enemy character has been found, proceed to S3008; if no enemy character has been found, return to S3004.

[0316] S3008 executes the attack logic;

[0317] S3010, determine whether the enemy character is lost, or whether other conditions for finding the enemy character again are met; if so, return to S3004, otherwise return to S3008.

[0318] Specifically, the attack logic of the turret is as follows:

[0319] 1) Attack logic of the turret

[0320] i. After the turret is generated, if the turret is not destroyed, recycled, or put into hibernation, the enemy character selection logic will continue to be executed. After acquiring the enemy character, the attack logic will be executed until the enemy character is lost or the turret itself is destroyed, recycled, or put into hibernation.

[0321] ii. Enemy character selection logic

[0322] The turret will target enemy characters (including those in vehicles) within its effective firing range that are not obstructed by it. The maximum range for selecting enemy characters is: 90° elevation, 70° depression, 360° horizontal, and a distance of 70m. Obstructions are defined as smoke and other objects that cannot be penetrated by machine gun bullets. Notably, user-controlled game characters are not considered obstructions.

[0323] It should be noted that in scenarios where the turret is within a low line of sight, the target acquisition range will be reduced to match the reduced line of sight.

[0324] When there are multiple attackable enemy characters within the effective firing range, the enemy character closest to the turret is selected as the target. When there is only one attackable enemy character within the turret's effective firing range, the turret will search for the next enemy character to attack if one of the following conditions occurs:

[0325] a) Enemy character is eliminated;

[0326] b) There are obstructions between the enemy characters and the turrets;

[0327] c) The target of the attack enters an invincible state;

[0328] After the turret selects an enemy character, it will point its cannon at the enemy character and execute the firing logic.

[0329] iii. Shooting Logic

[0330] Before firing, the turret will enter a warning phase, during which warning effects or sound effects will play to alert enemy characters that they are about to be attacked.

[0331] The duration of the warning is related to the distance between the enemy character and the turret; the closer the distance, the shorter the warning duration.

[0332] After the warning phase ends, the turret fires a beam (like a laser) from its muzzle to attack the enemy character. There is no trajectory. When the beam hits, it will cause the following effect: deal 10 damage and reduce the enemy character's movement speed by 30% for 3 seconds.

[0333] After firing, the turret enters a 4-second firing cooldown period. After the cooldown ends, it will re-enter the warning phase and attack the target.

[0334] The firing cooldown is unaffected by hibernation or target selection logic and will not interrupt the timer. If the turret switches to attacking an enemy character during the warning phase, the entire warning phase must be re-executed before attacking that enemy character again.

[0335] iv. The reinforcement logic of the turret

[0336] When the turret enters the range of an allied interceptor tower, it gains a buff: damage dealt becomes 20 points, movement speed reduction becomes 50% for 3 seconds, and firing cooldown becomes 2 seconds. The buff is removed when the turret leaves the range of an allied interceptor tower.

[0337] (III) Ultimate Technique

[0338] Selecting a target point to throw an interceptor turret will affect turrets, projectiles, and some skill items within a 40-meter radius. The throwing logic of the interceptor turret can be found in [reference needed]. Figure 31 The details are as follows:

[0339] S3102, the user selects a specific game character as the main control character;

[0340] S3104, Determine if the X key on the keyboard is pressed; if the X key is pressed, then execute S3106;

[0341] S3106, unleash your ultimate move and enter skill-holding state;

[0342] S3108, determine whether the left mouse button is pressed; if the left mouse button is not pressed, return to S3106, or execute S3110; if the left mouse button is pressed, execute SB12.

[0343] S3110, cutting out instruments or other tools;

[0344] S3112, determine whether the target point can be released; if release is allowed, execute S3114; if not, return to S3106.

[0345] S3114, Deploy the interceptor tower.

[0346] Specifically, the interception throwing process is as follows:

[0347] 1) Throwing process

[0348] First, the switch-out step is performed, that is, the user presses the skill key X to switch out the special move and enter the skill standby state.

[0349] Secondly, the standby step is executed, that is, after the cut-out action is completed, the action is played in a loop before the skill is released.

[0350] Finally, the release step is executed, which involves using the location selection logic to determine the release point of the interceptor tower while the skill is in standby mode. Specifically, pressing the left mouse button releases the ultimate move, and pressing the skill key X recalls the ultimate move.

[0351] 2) Position selection logic and release determination logic

[0352] A 5-meter-long ray 'a' is fired from the player's camera position towards the crosshair. The following logic is executed to find a release point:

[0353] 1. When ray a hits a target object, a 3-meter-long ray b is fired from the point of impact in the negative Z-axis direction of the world coordinate system. If ray b hits an object, a skill release judgment is performed on the point of impact of ray b, as follows:

[0354] If there is no obstruction between the point of impact of ray b and the game character's head / upper body, the user is allowed to release the skill, and the indicator color style changes to blue, indicating that the skill can be released.

[0355] If the point of impact of ray b is blocked between the game character's head / upper body, or if ray b fails to hit a certain type of object, then find a new starting point 1 meter in the opposite direction of the ray and repeat the downward search logic. If the new starting point fails to hit a certain type of object, repeat this step. Stop when the reverse search has been performed 5 times.

[0356] If there is an obstacle between the found point and the game character, or if the point cannot be found (the character is floating too high in the air, causing the ray to be unable to find the point on the ground), the user is prohibited from releasing the skill, and the indicator color will switch to red, indicating that the skill is prohibited.

[0357] 2. When ray 'a' emitted by the player's camera misses an object, a 3-meter ray 'b' is fired from the point of maximum distance between ray 'a' and the player's camera, pointing in the negative Z-axis direction of the world coordinate system. If there are no obstructions between the point of impact of ray 'b' and the character's head / upper body, the player is allowed to release the skill, and the indicator's color style changes to blue, indicating that the skill is allowed to be released.

[0358] If the point of impact of ray b is blocked between the character's head / upper body, or if ray b does not hit a certain type of object, then find a new starting point 1 meter in the opposite direction of ray b and repeat the logic of finding a point downwards. If the new starting point does not hit a certain type of object, repeat this step. Stop when the reverse point search is performed 5 times.

[0359] If the found point is obstructed by the game character, or if no point can be found (the character is floating too high in the air, causing the ray to be unable to find the point on the ground), the player is prohibited from releasing skills, and the indicator color style is switched to red, indicating that skills cannot be released.

[0360] 3. After obtaining the release point, a detection box of the same size as the interceptor tower's collision box is pre-placed at the release point. The detection box uses the user's (UE) expulsion logic to find a position where the character can stand as the display position of the indicator, and adjusts the material color of the indicator to blue to indicate that release is allowed.

[0361] If extrusion fails and no release point can be found, the indicator will be displayed at the last extruded position, and the indicator's material color will be adjusted to red to indicate that release is not possible.

[0362] When the release point allows release, press the left mouse button to generate an interceptor tower at the release point, and the interceptor tower will activate its mechanism.

[0363] 3) After completing the release logic of the interception tower, execute the interception logic, such as... Figure 32 As shown, the details are as follows:

[0364] S3202, generate an interception tower;

[0365] S3204, Determine whether the interception tower has been destroyed; if destroyed, the interception logic ends; if not destroyed, execute S3206.

[0366] S3206, Determine if there are any friendly turrets within the coverage area; if there are friendly turrets, execute S3208; if there are no friendly turrets, execute S3210.

[0367] S3208, reinforced turret;

[0368] S3210: Determine if there are any enemy projectiles or projectile skills within the coverage area; if not, return to S3204; if so, execute S3212.

[0369] S3212, destroys enemy projectiles or projectile skills.

[0370] The interceptor tower has its own unique attributes, as follows: maximum health of 200 points, self-destruction when health drops to 0, and special damage-taking logic: when taking damage from friendly characters, the damage is reduced by 50%, while when taking melee damage, the damage is increased by 300%.

[0371] The interception tower affects the logic of projectiles and some skill items. It can intercept and destroy all designated objects within a 20m radius centered on the interception tower. The intercepted and destroyed objects include unexploded enemy projectiles and unexploded enemy projectile skills.

[0372] The solution proposed in this application can achieve the following technical effects, as detailed below:

[0373] 1. Enhance the strategic depth of defensive roles: Defensive tactics can be flexibly adjusted through turret placement, interceptor tower enhancement, and equipment upgrades;

[0374] 2. Enhance the strategic depth of offense and defense: The soft control of the turret and the projectile restriction of the interceptor turret increase the breakthrough cost for the enemy.

[0375] 3. Optimize resource management experience: The equipment upgrade mechanism for passive skills reduces user loot time, allowing them to focus on tactical execution.

[0376] It should be understood that although the steps in the flowcharts of the embodiments described above are shown sequentially according to the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order restriction on the execution of these steps, and they can be executed in other orders. Moreover, at least some steps in the flowcharts of the embodiments described above may include multiple steps or multiple stages. These steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these steps or stages is not necessarily sequential, but can be performed alternately or in turn with other steps or at least some of the steps or stages of other steps.

[0377] Based on the same inventive concept, this application also provides an interactive object enhancement device for implementing the interactive object enhancement method described above. The solution provided by this device is similar to the implementation described in the above method; therefore, the specific limitations in one or more interactive object enhancement device embodiments provided below can be found in the limitations of the interactive object enhancement method described above, and will not be repeated here.

[0378] In one embodiment, such as Figure 33 As shown, an enhanced interactive object device is provided, comprising: a first display module 3302, a second display module 3304, and a third display module 3306, wherein:

[0379] The first display module 3302 is used to display a first virtual character and interactive objects in a virtual scene; the first virtual character is a user-controlled virtual character.

[0380] The second display module 3304 is used to display the first virtual character performing enhanced behavior on the interactive object in response to the enhanced event triggered by the user.

[0381] The third display module 3306 is used to display the upgraded first virtual object when the interactive object is the first virtual object after the enhancement behavior is completed; and to display the maintained second virtual object when the interactive object is the second virtual object.

[0382] In one embodiment, the interactive objects include at least two interactive objects to be enhanced; the device further includes:

[0383] The fourth display module is used to display status information indicating that the target interactive object is selected when the target interactive object is within the field of view and the distance between the target interactive object and the first virtual character or target point meets the distance condition; the target interactive object is at least one of at least two interactive objects to be enhanced;

[0384] The third display module is also used to display the upgraded first virtual object when the target interactive object is the first virtual object, and to display the maintained second virtual object when the target interactive object is the second virtual object.

[0385] In one embodiment, the fourth display module is further configured to display status information indicating that the target interactive object is selected and includes an upgrade identifier when the target interactive object is a first virtual object; and to display status information indicating that the target interactive object is selected and includes a maintenance identifier when the target interactive object is a second virtual object.

[0386] In one embodiment, the device includes:

[0387] The first enhancement module is used to stop performing enhancement actions on interactive objects if an interruption condition is met during the process of the first virtual character performing enhancement actions on interactive objects.

[0388] The interruption conditions include at least one of the following:

[0389] Interactive objects are picked;

[0390] Interactive objects are destroyed;

[0391] An obstruction appears between the interactive object and the first virtual character;

[0392] The distance between the interactive object and the first virtual character increases to a preset distance value;

[0393] Interactive objects are removed from the field of view.

[0394] In one embodiment, the interactive object is a second virtual object, which is a turret and / or interceptor tower thrown by the first virtual character; the device further includes:

[0395] The first enhancement module is used to increase the current health value of the second virtual object to the target health value after the enhancement behavior is completed. The target health value is equal to the preset maximum health value. The enhancement rate is determined based on the health value and the target health value. The cooldown time for the first virtual character to release the enhancement skill is determined based on the enhancement rate. The enhancement skill is used to release the enhancement skill when an enhancement event is detected, so that the first virtual character can perform enhancement behavior on the interactive object.

[0396] In one embodiment, the interactive object is a first virtual object, which is a device accessory and / or character equipment that meets the level conditions.

[0397] The first enhancement module is used to upgrade the first virtual object from the current first level to the second level after the enhancement behavior is completed, and retain the current attribute values ​​of the first virtual object.

[0398] Among them, the upper limit of the attributes of the first virtual object when it is at the second level is greater than the upper limit of the attributes when it is at the first level.

[0399] In one embodiment, the device further includes:

[0400] The downgrade module is used to calculate the duration of the first virtual object at the second level after upgrading the level of the first virtual object when it is in object conversion mode; if the duration reaches the duration condition, the first virtual object is downgraded from the second level to the first level; if the attribute value of the first virtual object overflows after the level is downgraded, the overflowed attribute value is removed.

[0401] In one embodiment, the interactive objects include a turret thrown by a first virtual character and other first interactive objects; the device further includes:

[0402] The first display module is also used to display a first virtual character and a first interactive object in a virtual scene; and to display the turret thrown by the first virtual character in response to a first throwing operation triggered by the user.

[0403] The selection module is used to select a second virtual character within the interaction range. The second virtual character belongs to a different faction than the first virtual character.

[0404] The projection module is used to display the projectiles fired by the turret at the second virtual character.

[0405] In one embodiment, the first throwing operation includes a first skill activation operation and a first confirmation operation;

[0406] The first display module is also used to display the turret's throwing aiming line in response to the user's first skill switching operation; to display the turret indicator at the landing point of the throwing aiming line; and to display the turret thrown by the first virtual character at the landing point in response to the user's first confirmation operation.

[0407] In one embodiment, the first display module is further configured to, in response to the first confirmation operation, place a detection box along the normal direction of the plane of the object where the landing point is located; perform obstruction detection through the detection box to obtain a detection result; if the detection result indicates that there is no obstruction, then display the turret at the landing point; if the detection result indicates that there is an obstruction, then offset the landing point and the detection box by a preset step size, and return to perform obstruction detection through the detection box until the obtained detection result indicates that there is no obstruction, or the detection count reaches a preset number of times and then stop the detection.

[0408] In one embodiment, the turret has a collision box; the device also includes:

[0409] The processing module is used to disable the collision detection logic of the collision box if the target object to which the landing point belongs is a vehicle; and to perform self-destruct processing on the turret when the turret's self-destruct logic is triggered during the vehicle's movement.

[0410] In one embodiment, the selection module is further configured to, if the second virtual character meets the reselection criteria, search for the next virtual character from another faction; wherein the reselection criteria include at least one of the following:

[0411] The second virtual character has disappeared;

[0412] The second virtual character enters an invincible state;

[0413] An obstruction appears between the two virtual characters.

[0414] In one embodiment, the device further includes:

[0415] The playback module is used to output warning information; the warning information includes warning effects or warning audio, which is used to alert the second virtual character that it is about to be attacked; the playback duration of the warning information is positively correlated with the distance between the turret and the second virtual character;

[0416] The projection module is also used to display the projectiles fired by the turret at the second virtual character after the warning information has been played.

[0417] In one embodiment, the device further includes:

[0418] The second enhancement module is used to enhance the turret when it enters the coverage area of ​​the interceptor tower; specifically, after firing at the second virtual character, the damage and impact of the turret after enhancement are greater than those before enhancement.

[0419] In one embodiment, the device further includes:

[0420] The first recycling module is used to respond to the first recycling operation triggered by the user and recycle the turret. After the recycling is completed, if the turret is at full health, it will acquire a first proportion of the skill cooldown time; or, if the turret is not at full health, it will acquire a second proportion of the skill cooldown time.

[0421] The first proportion is greater than the second proportion.

[0422] In one embodiment, the interactive objects include an interceptor tower thrown by a first virtual character and other second interactive objects; the device further includes:

[0423] The first display module is also used to display a first virtual character and a second interactive object in a virtual scene; in response to a second throwing operation triggered by the user, it displays the interception tower thrown by the first virtual character;

[0424] The third enhancement module is used to enhance at least one second interactive object if it is within the coverage area of ​​the interception tower.

[0425] In one embodiment, the coverage area of ​​the interceptor tower is a hemispherical region centered on the location of the interceptor tower; the device further includes:

[0426] The destruction module is used to destroy unexploded projectiles or projectile skills launched by virtual characters from other factions when the projectiles or projectile skills pass through the hemispherical area.

[0427] In one embodiment, the device further includes:

[0428] The second recycling module is used to recycle the interceptor tower in response to the second recycling operation triggered by the user. After the recycling is completed, if the interceptor tower is at full health, it will acquire a third percentage of the skill cooldown time; or, if the interceptor tower is not at full health, it will acquire a fourth percentage of the skill cooldown time. The third percentage is greater than the fourth percentage.

[0429] In one embodiment, the second throwing operation includes a second skill switching operation and a second confirmation operation;

[0430] The first display module is further configured to, in response to a user-triggered second skill switch-out operation, send out a first straight line of a first length to a target location in the virtual scene; if the first straight line hits a first object, send out a second straight line of a second length along a preset direction, starting from the hit point on the first object; if the second straight line hits a second object and there is no obstruction between the hit point of the second object and the first virtual character, display an interceptor tower indicator of the first state at the hit point of the second object; and in response to a triggered second confirmation operation, display the interceptor tower thrown by the first virtual character at the hit point of the second object.

[0431] In one embodiment, the first display module is further configured to, when the second straight line hits the second object and there is no obstruction between the point of impact of the second object and the first virtual character, use the point of impact of the second object as the release point; place a detection box of the same size as the collision box of the interceptor tower at the release point; if a position where the character can stand is found through the detection box, the found position is used as the display position of the interceptor tower indicator, and the first state interceptor tower indicator is displayed at the display position; if no position where the character can stand is found through the detection box, the second state interceptor tower indicator is displayed at the release point; wherein, the second state interceptor tower indicator is used to indicate that throwing the interceptor tower is prohibited.

[0432] In one embodiment, the first display module is further configured to, if the first straight line does not hit an object, emit a third straight line of a third length from the end of the first straight line along a preset direction; if the third straight line hits a third object and there is no obstruction between the point of impact of the third object and the first virtual character, display an interceptor tower indicator of the first state at the point of impact of the third object; and in response to a triggered second confirmation operation, display the interceptor tower thrown by the first virtual character at the point of impact of the second object.

[0433] Each module in the aforementioned enhanced interactive object device can be implemented entirely or partially through software, hardware, or a combination thereof. These modules can be embedded in or independent of the processor in a computer device in hardware form, or stored in the memory of a computer device in software form, so that the processor can call and execute the operations corresponding to each module.

[0434] In one embodiment, a computer device, which may be a server, is provided, including a processor, memory, input / output (I / O) interfaces, and a communication interface. The processor, memory, and I / O interfaces are connected via a system bus, and the communication interface is connected to the system bus via the I / O interfaces. The processor of the computer device provides computing and control capabilities. The memory of the computer device includes non-volatile storage media and internal memory. The non-volatile storage media stores an operating system, computer programs, and a database. The internal memory provides an environment for the operation of the operating system and computer programs in the non-volatile storage media. The database of the computer device stores game data. The I / O interfaces of the computer device are used for exchanging information between the processor and external devices. The communication interface of the computer device is used for communicating with external terminals via a network connection. When the computer program is executed by the processor, it implements an enhanced method for interactive objects.

[0435] In one embodiment, a computer device is provided, which may be a terminal, and its internal structure diagram may be as follows: Figure 34 As shown, the computer device includes a processor, memory, input / output interfaces, a communication interface, a display unit, and an input device. The processor, memory, and input / output interfaces are connected via a system bus, and the communication interface, display unit, and input device are also connected to the system bus via the input / output interfaces. The processor provides computing and control capabilities. The memory includes non-volatile storage media and internal memory. The non-volatile storage media stores the operating system and computer programs. The internal memory provides an environment for the operation of the operating system and computer programs stored in the non-volatile storage media. The input / output interfaces are used for exchanging information between the processor and external devices. The communication interface is used for wired or wireless communication with external terminals; wireless communication can be achieved through Wi-Fi, mobile cellular networks, NFC (Near Field Communication), or other technologies. When the computer program is executed by the processor, it implements an enhanced method for interactive objects. The display unit of the computer device is used to form a visually visible image. It can be a display screen, a projection device, or a virtual reality imaging device. The display screen can be an LCD screen or an e-ink screen. The input device of the computer device can be a touch layer covering the display screen, or buttons, trackballs, or touchpads set on the casing of the computer device, or external keyboards, touchpads, or mice, etc.

[0436] Those skilled in the art will understand that Figure 34The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.

[0437] In one embodiment, a computer device is provided, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps of the above-described method for enhancing interactive objects.

[0438] In one embodiment, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the steps of the enhanced method for the aforementioned interactive object.

[0439] In one embodiment, a computer program product is provided, including a computer program that, when executed by a processor, implements the steps of the enhanced method for the interactive object described above.

[0440] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0441] Those skilled in the art will understand that all or part of the processes in the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium. When executed, the computer program can include the processes of the embodiments described above. Any references to memory, databases, or other media used in the embodiments provided in this application can include at least one of non-volatile and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetic random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory can include random access memory (RAM) or external cache memory, etc. By way of illustration and not limitation, RAM can take many forms, such as Static Random Access Memory (SRAM) or Dynamic Random Access Memory (DRAM). The databases involved in the embodiments provided in this application may include at least one type of relational database and non-relational database. Non-relational databases may include, but are not limited to, blockchain-based distributed databases. The processors involved in the embodiments provided in this application may be general-purpose processors, central processing units, graphics processing units, digital signal processors, programmable logic devices, and other data processing logic devices, and are not limited to these.

[0442] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0443] The embodiments described above are merely illustrative of several implementation methods of this application, and while the descriptions are specific and detailed, they should not be construed as limiting the scope of this patent application. It should be noted that those skilled in the art can make various modifications and improvements without departing from the concept of this application, and these all fall within the protection scope of this application. Therefore, the protection scope of this application should be determined by the appended claims.

Claims

1. A method for enhancing interactive objects, characterized in that, The method includes: Display a first virtual character and interactive objects in a virtual scene; the first virtual character is a user-controlled virtual character. In response to the enhancement event triggered by the user, the first virtual character is shown to perform enhancement behavior on the interactive object; After the enhancement behavior is performed, if the interactive object is the first virtual object, the upgraded first virtual object is displayed. If the interactive object is a second virtual object, the maintained second virtual object is displayed.

2. The method according to claim 1, characterized in that, The interactive objects include at least two interactive objects to be enhanced; The method further includes: when the target interactive object is within the field of view and the distance between the target interactive object and the first virtual character or target point meets the distance condition, displaying status information indicating that the target interactive object is selected; the target interactive object is at least one of at least two interactive objects to be enhanced; The step of displaying the upgraded first virtual object when the interactive object is the first virtual object includes: displaying the upgraded first virtual object when the target interactive object is the first virtual object; The step of displaying the maintained second virtual object when the interactive object is the second virtual object includes: displaying the maintained second virtual object when the target interactive object is the second virtual object.

3. The method according to claim 2, characterized in that, The displayed status information indicating that the target interactive object is selected includes: If the target interactive object is a first virtual object, display status information indicating that the target interactive object is selected and includes an upgrade indicator; If the target interactive object is a second virtual object, display status information indicating that the target interactive object is selected and containing a maintenance identifier.

4. The method according to claim 1, characterized in that, The method includes: If an interruption condition is met during the process of the first virtual character performing enhancement behavior on the interactive object, the enhancement behavior on the interactive object will be stopped. The interruption condition includes at least one of the following: The interactive object is picked up; The interactive object was destroyed; An obstruction appears between the interactive object and the first virtual character; The distance between the interactive object and the first virtual character increases to a preset distance value; The interactive object has moved out of the field of view.

5. The method according to claim 1, characterized in that, The interactive object is a second virtual object, which is a turret and / or interception tower thrown by the first virtual character; The method further includes: after performing the enhancement behavior, increasing the current health value of the second virtual object to a target health value, wherein the target health value is equal to a preset maximum health value; The enhancement rate is determined based on the stated health and the target health. The cooldown time for the first virtual character to release the enhancement skill is determined based on the enhancement rate; the enhancement skill is used to release the skill upon detecting the enhancement event, so that the first virtual character performs enhancement behavior on the interactive object.

6. The method according to claim 1, characterized in that, The interactive object is a first virtual object, which is a machine accessory and / or character equipment that meets the level requirements. The method includes: after performing the enhancement behavior, upgrading the first virtual object from the current first level to the second level, and retaining the current attribute value of the first virtual object; Wherein, the upper limit value of the attribute of the first virtual object when it is at the second level is greater than the upper limit value of the attribute when it is at the first level.

7. The method according to any one of claims 1 to 6, characterized in that, The method further includes: In object transformation mode, after upgrading the level of the first virtual object, calculate the duration of the first virtual object at the second level; If the specified duration condition is met, the first virtual object will be downgraded from the second level to the first level. If the attribute values ​​of the first virtual object overflow after the level is reduced, then the overflowed attribute values ​​are removed.

8. The method according to claim 1, characterized in that, The interactive objects include the turret thrown by the first virtual character and other first interactive objects. The process of displaying the first virtual character and interactive objects in the virtual scene includes: Display the first virtual character and the first interactive object in a virtual scene; In response to the first throwing operation triggered by the user, the turret thrown by the first virtual character is displayed; The method further includes: selecting a second virtual character within the interaction range, wherein the second virtual character and the first virtual character belong to different factions; The turret is shown firing projectiles at the second virtual character.

9. The method according to claim 8, characterized in that, The first throwing operation includes a first skill activation operation and a first confirmation operation; the turret displayed in response to the triggered first throwing operation includes: In response to the user's first skill switching operation, the turret's throwing aiming line is displayed; The turret indicator is displayed at the point of impact of the projectile's aiming line; In response to the first confirmation operation triggered by the user, the turret thrown by the first virtual character is displayed at the landing point.

10. The method according to claim 9, characterized in that, The method further includes: A detection box is placed along the normal direction of the plane of the object where the landing point is located; Obstacles are detected using the detection box, and the detection results are obtained. The turret that displays the first virtual character's throw at the landing point includes: If the detection result indicates that there is no obstruction, then the turret is displayed at the landing point; If the detection result indicates the presence of an obstruction, the landing point and the detection box are offset by a preset step size, and the obstruction detection is performed again until the detection result indicates the absence of an obstruction, or the detection count reaches a preset number, at which point the detection stops.

11. The method according to claim 9, characterized in that, The turret has a collision box; After the turret is displayed at the impact point, the method further includes: If the target object to which the landing point belongs is a vehicle, disable the collision detection logic of the collision box; During the vehicle's operation, when the turret's self-destruct logic is triggered, the turret will be self-destructed.

12. The method according to claim 8, characterized in that, Before displaying the turret firing projectiles at the second virtual character, the method further includes: If the second virtual character meets the reselection criteria, a new virtual character from another faction will be searched for; wherein the reselection criteria include at least one of the following: The second virtual character has disappeared; The second virtual character enters an invincible state; An obstruction appears between the second virtual characters.

13. The method according to claim 8, characterized in that, Before displaying the turret firing projectiles at the second virtual character, the method further includes: Output early warning information; wherein, the early warning information includes early warning effects or early warning audio, used to alert the second virtual character that it is about to be attacked; the playback duration of the early warning information is positively correlated with the distance between the turret and the second virtual character; The description of the turret projecting projectiles at the second virtual character includes: After the warning message is played, the turret is shown to fire projectiles at the second virtual character.

14. The method according to any one of claims 8 to 13, characterized in that, The method further includes: When the turret enters the coverage area of ​​the interceptor tower, the turret is reinforced. Specifically, after shooting at the second virtual character, the damage and impact of the turret after enhancement are greater than those before enhancement.

15. The method according to any one of claims 8 to 13, characterized in that, The method further includes: In response to the first recycling operation triggered by the user, the turret is recycled. After the recycling process is completed, if the turret is at full health, it will receive a first percentage of the skill cooldown time; or, if the turret is not at full health, it will receive a second percentage of the skill cooldown time. The first ratio is greater than the second ratio.

16. The method according to claim 1, characterized in that, The interactive objects include the interception tower thrown by the first virtual character and other second interactive objects; The process of displaying the first virtual character and interactive objects in the virtual scene includes: Display the first virtual character and the second interactive object in a virtual scene; In response to the second throwing operation triggered by the user, the interception tower thrown by the first virtual character is displayed; The method further includes: if at least one second interactive object displayed in the virtual scene is within the coverage area of ​​the interception tower, then the at least one second interactive object is enhanced.

17. The method according to claim 16, characterized in that, The coverage area of ​​the interceptor tower is a hemispherical region centered on the location of the interceptor tower; The method further includes: if a virtual character from another faction launches an unexploded projectile or projectile skill, the projectile or projectile skill is destroyed when it passes through the hemispherical area.

18. The method according to claim 16, characterized in that, The method further includes: In response to the second recycling operation triggered by the user, the interceptor tower is recycled. After the recycling process is completed, if the interceptor tower is at full health, a third percentage of the skill cooldown time is acquired; or, if the interceptor tower is not at full health, a fourth percentage of the skill cooldown time is acquired; wherein the third percentage is greater than the fourth percentage.

19. The method according to any one of claims 16 to 18, characterized in that, The second throwing operation includes a second skill activation operation and a second confirmation operation; the interception tower displayed in response to the second throwing operation triggered by the user includes: In response to the user-triggered second skill switch operation, a first straight line of a first length is sent to the target location in the virtual scene; If the first straight line hits the first object, a second straight line of a second length is emitted from the point of impact on the first object along a preset direction, with the point of impact on the first object as the starting point. When the second straight line hits the second object and there is no obstruction between the point of impact of the second object and the first virtual character, the first state interceptor tower indicator is displayed at the point of impact of the second object. In response to the triggered second confirmation operation, the interception tower thrown by the first virtual character is displayed at the point of impact of the second object.

20. The method according to claim 19, characterized in that, The interceptor tower indicator that displays a first state at the point of impact of the second object when the second straight line hits the second object and there is no obstruction between the point of impact of the second object and the first virtual character includes: If the second straight line hits the second object and there is no obstruction between the point of impact of the second object and the first virtual character, the point of impact of the second object shall be used as the release point. A detection box of the same size as the collision box of the interceptor tower is placed at the release point; If the detection box finds a position where the character can stand, the found position is used as the display position of the interceptor tower indicator, and the interceptor tower indicator in the first state is displayed at the display position; If no position for the character to stand is found through the detection box, a second-state interceptor indicator is displayed at the release point; wherein the second-state interceptor indicator is used to indicate that throwing the interceptor is prohibited.

21. The method according to claim 19, characterized in that, The method further includes: If the first straight line does not hit the object, a third straight line of a third length is emitted from the end of the first straight line along the preset direction. If the third straight line hits the third object and there is no obstruction between the point of impact of the third object and the first virtual character, the interceptor tower indicator of the first state is displayed at the point of impact of the third object. In response to the triggered second confirmation operation, the interception tower thrown by the first virtual character is displayed at the point of impact of the second object.

22. A device for enhancing interactive objects, characterized in that, The device includes: The first display module is used to display a first virtual character and interactive objects in a virtual scene; the first virtual character is a user-controlled virtual character. The second display module is used to display the first virtual character performing enhancement behavior on the interactive object in response to the enhancement event triggered by the user. The third display module is used to display the upgraded first virtual object when the interactive object is the first virtual object, and to display the maintained second virtual object when the interactive object is the second virtual object, after the enhancement behavior is performed.

23. A computer device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the steps of the method according to any one of claims 1 to 21.

24. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the method according to any one of claims 1 to 21.

25. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the steps of the method according to any one of claims 1 to 21.