Method, device, equipment, medium and product for using virtual props
By launching various types of props through virtual shooting props, the problem of cumbersome interaction with virtual shooting props is solved, and diversified functions and efficient interaction are achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2024-12-10
- Publication Date
- 2026-06-12
AI Technical Summary
The current design of virtual shooting props is relatively simple, which makes the interaction process between players and virtual shooting props cumbersome and affects the efficiency of interaction.
This invention provides a virtual shooting prop that can fire props of at least two types of elemental types. By continuously hitting multiple hit elements of a virtual object, it applies status effects, achieving diverse functions and simplifying player operation.
By enabling diverse functions through a single virtual shooting tool, the interaction efficiency of virtual shooting tools is improved, and the need to switch between multiple virtual shooting tools is reduced.
Smart Images

Figure CN122183149A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, device, medium and product for using virtual props. Background Technology
[0002] In action, shooting, and other competitive virtual games, players can control virtual objects to use virtual items. For example, players can control virtual objects to use virtual shooting items to attack enemy virtual objects, heal teammates virtual objects, and so on.
[0003] In related technologies, virtual shooting props are usually set with fixed attributes and functions. In order to enrich the diversity of game content, multiple different virtual shooting props are usually designed to achieve different functions. For example, virtual shooting prop A can cause a lot of damage to the target when it hits the target, while virtual shooting prop B can put the target in a negative state of "blindness" when it hits the target.
[0004] However, the design of the aforementioned virtual shooting props is relatively simple. When there are diverse functional requirements, the interaction process between players and virtual shooting props is cumbersome, which affects the efficiency of players in controlling virtual shooting props. Summary of the Invention
[0005] This application provides a method, apparatus, device, medium, and product for using virtual props. The technical solution is as follows:
[0006] On the one hand, a method for using virtual props is provided, the method comprising:
[0007] The virtual shooting props of the first virtual object are displayed, the virtual shooting props are used to launch prop elements, and the virtual shooting props include prop elements of at least two element types;
[0008] Receive firing commands for the virtual shooting prop;
[0009] In response to the shooting operation, the virtual shooting prop is displayed to fire at least two prop elements;
[0010] When the at least two prop elements include at least two hit elements that consecutively hit the second virtual object, and the element types corresponding to the at least two hit elements meet the hit requirements, a status effect applied to the target virtual object is displayed, wherein the target virtual object includes at least one of the first virtual object or the second virtual object.
[0011] On the other hand, a device for using virtual props is provided, the device comprising:
[0012] The display module is used to display the virtual shooting props equipped by the first virtual object. The virtual shooting props are used to launch prop elements, and the virtual shooting props include prop elements of at least two element types.
[0013] A receiving module is used to receive shooting operations for the virtual shooting prop;
[0014] The display module is also configured to, in response to the shooting operation, display that the virtual shooting prop has fired at least two prop elements;
[0015] The display module is further configured to display a state effect applied to a target virtual object when the at least two prop elements include at least two hit elements that continuously hit the second virtual object, and the element types corresponding to the at least two hit elements respectively meet the hit requirements, wherein the target virtual object includes at least one virtual object among the first virtual object and the second virtual object.
[0016] In some optional embodiments, the display module is further configured to display the state effect applied to the target virtual object when the at least two prop elements include at least two hit elements that consecutively hit the second virtual object, and the at least two hit elements correspond to the same element type.
[0017] In some optional embodiments, the display module further includes:
[0018] The determining unit is configured to determine the number of elements of the at least two hit elements when the at least two prop elements include at least two hit elements that continuously hit the second virtual object, and the element types corresponding to the at least two hit elements are the same.
[0019] The display unit is used to display the state effect applied to the target virtual object when the number of elements reaches a first quantity threshold.
[0020] In some optional embodiments, the display module is further configured to, in response to the presence of a first hit element among the at least two prop elements that hits the second virtual object, display a first indicator bar associated with a first element type of the first hit element, the first indicator bar including a first element marker corresponding to the first hit element.
[0021] In some optional embodiments, the display module is further configured to, in response to the existence of at least two first hit elements that consecutively hit the second virtual object, cumulatively display the first element markers corresponding to the at least two first hit elements in the first indicator bar;
[0022] The display module is further configured to display the state effect applied to the target virtual object when the number of marks on the first element reaches the mark number threshold corresponding to the first indicator bar.
[0023] In some optional embodiments, the display module is further configured to, in response to the existence of at least two first hit elements that consecutively hit the second virtual object, cumulatively display the first element markers corresponding to the at least two first hit elements in the first indicator bar;
[0024] The display module is further configured to display the state effect applied to the target virtual object when the number of marks on the first element reaches the mark number threshold corresponding to the first indicator bar.
[0025] In some optional embodiments, the display module is further configured to display the i-th state effect applied to the target virtual object when the number of the first element markers reaches the i-th marker number threshold corresponding to the first indicator bar, wherein the effect intensity of the i-th state effect is positively correlated with i, and i is a positive integer.
[0026] In some optional embodiments, the display module is further configured to switch the first indicator bar to a second indicator bar in response to the existence of a second hit element that hits the second virtual object among the at least two prop elements. The second indicator bar is associated with a second element type corresponding to the second hit element, the hit time of the second hit element is later than the hit time of the first hit element, and the first element type and the second element type are different.
[0027] In some optional embodiments, the display module is further configured to display the shooting control corresponding to the virtual shooting prop, and to display the prompt information corresponding to the prop element to be fired, wherein the prompt information is used to indicate the element type of the prop element fired after the virtual shooting prop triggers the shooting operation;
[0028] The receiving module is further configured to, in response to the shooting control receiving a control trigger operation, determine that a shooting operation has been received for the virtual shooting prop;
[0029] The display module is also configured to, in response to the shooting operation, display the prop element to be fired by the virtual shooting prop based on the element type of the prop element to be fired as indicated by the prompt information.
[0030] In some optional embodiments, the prompt information is used to indicate the element type of the i-th item element that is fired after the shooting control is triggered, where i is a positive integer;
[0031] The display module is also used to overlay the prompt information on the shooting control; or, overlay the prompt information on the virtual shooting prop; or, overlay the prompt information on the crosshair mark of the virtual shooting prop; or, overlay the prompt information on the equipment bar of the virtual shooting prop.
[0032] In some optional embodiments, the prompt information is used to indicate the element type corresponding to at least two prop elements to be launched;
[0033] The display module is also used to display the prompt information around the shooting control. The prompt information includes type label information corresponding to the at least two prop elements to be fired, arranged in the firing order. The type label information is used to indicate the element type of the prop element to be fired.
[0034] In some optional embodiments, the receiving module is further configured to receive prop shaking operations for the virtual shooting prop;
[0035] The display module is also used to update the display of the prompt information corresponding to the prop element to be launched in response to the prop shaking operation.
[0036] In some optional embodiments, the display module is further configured to display an element control state effect applied to the first virtual object when the at least two prop elements include the at least two hit elements that hit the second virtual object consecutively, and the element types corresponding to the at least two hit elements respectively meet the hit requirements. The element control state effect is used to indicate that the first virtual object has custom control permissions over the element types of the prop elements fired by the virtual shooting prop.
[0037] The receiving module is further configured to receive a type order indication operation for the virtual shooting prop while the first virtual object maintains the element control state effect, the type order indication operation being used to indicate the order of element types of the prop elements to be fired in the virtual shooting prop;
[0038] The display module is also used to update the prompt information corresponding to the prop element to be launched based on the type sequence instruction operation.
[0039] In some optional embodiments, the determining unit is further configured to determine the target virtual object based on the element type corresponding to the at least two hit elements, and to determine the state effect based on the element type corresponding to the at least two hit elements, when the at least two prop elements include the at least two hit elements that continuously hit the second virtual object, and the element types corresponding to the at least two hit elements respectively meet the hit requirements.
[0040] The display unit is also used to display the state effect applied to the target virtual object.
[0041] In some optional embodiments, the state effect includes a gain state effect and a debuff state effect;
[0042] The display unit is further configured to display the gain state effect applied to the first virtual object when the determined target virtual object is the first virtual object;
[0043] The display unit is further configured to display the debuff effect applied to the second virtual object when the target virtual object is determined to be the second virtual object.
[0044] In some alternative embodiments, the device further includes a detection module, comprising:
[0045] The acquisition unit is used to acquire the launch starting point and launch direction of the i-th prop element among the at least two prop elements;
[0046] The acquisition unit is further configured to determine the firing speed and hit range of the i-th prop element based on the element type of the i-th prop element. The firing speed is used to indicate the movement speed of the i-th prop element in the virtual scene, and the hit range is used to determine the range in which the i-th prop element can hit the second virtual object.
[0047] A creation unit is used to create a ray corresponding to the i-th prop element based on the launch starting point, launch direction, and launch speed of the i-th prop element;
[0048] The detection unit is used to determine the i-th prop element as the hit element when it detects that the ray corresponding to the i-th prop element intersects with the second virtual object in the virtual scene within the hit range.
[0049] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the method of using virtual props as described in any of the embodiments of this application above.
[0050] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the method of using virtual props as described in any of the embodiments of this application above.
[0051] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the method of using virtual props as described in any of the above embodiments.
[0052] The technical solution provided in this application includes at least the following beneficial effects:
[0053] In a virtual scene, a user-controlled first virtual object is equipped with a virtual shooting prop that includes at least two types of prop elements. When the user shoots a second virtual object in the virtual scene using the virtual shooting prop, if at least two of the at least two second prop elements hit the second virtual object consecutively, and the element types and hit requirements of the at least two hit elements match, a status effect can be applied to the first and / or second virtual object. That is, a single virtual shooting prop can fire prop elements of multiple element types, and when a prop element hits a second virtual object in the virtual scene, additional status effects can be applied to the second virtual object based on the element type of the hit element. This allows the user to achieve diverse functions by controlling prop elements of different element types to hit the second virtual object using only a single virtual shooting prop, without having to switch between multiple virtual shooting props. This improves the functional diversity of the virtual shooting prop while also increasing its interactive efficiency. Attached Figure Description
[0054] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0055] Figure 1 This is a structural block diagram of a computer system provided in an exemplary embodiment of this application;
[0056] Figure 2 This is a schematic diagram of an interface illustrating a method for using virtual items provided in an exemplary embodiment of this application;
[0057] Figure 3 This is a flowchart illustrating a method for using virtual items provided in an exemplary embodiment of this application;
[0058] Figure 4 This is a flowchart illustrating a method for using virtual items provided in an exemplary embodiment of this application;
[0059] Figure 5 This is a schematic diagram of an indicator bar provided in an exemplary embodiment of this application;
[0060] Figure 6 This is a schematic diagram of an indicator bar provided in an exemplary embodiment of this application;
[0061] Figure 7 This is a schematic diagram of an indicator bar provided in an exemplary embodiment of this application;
[0062] Figure 8 This is a schematic diagram of an indicator bar provided in an exemplary embodiment of this application;
[0063] Figure 9 This is a flowchart illustrating a method for using virtual items provided in an exemplary embodiment of this application;
[0064] Figure 10 This is a schematic diagram illustrating the prompt information provided in an exemplary embodiment of this application;
[0065] Figure 11 This is a schematic diagram illustrating the use of a virtual shooting prop provided in an exemplary embodiment of this application;
[0066] Figure 12 This is a flowchart illustrating the usage process of a virtual item provided in an exemplary embodiment of this application;
[0067] Figure 13 This is a structural block diagram of a device for using virtual props provided in an exemplary embodiment of this application;
[0068] Figure 14 This is a structural block diagram of a device for using virtual props provided in an exemplary embodiment of this application;
[0069] Figure 15 This is a structural block diagram of a terminal provided in an exemplary embodiment of this application. Detailed Implementation
[0070] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0071] In this application, the terms "first" and "second" are used to distinguish between identical or similar items that have essentially the same function. It should be understood that there is no logical or temporal dependency between "first" and "second", nor is there any limitation on the quantity or execution order.
[0072] First, a brief introduction to the terms used in the embodiments of this application will be given.
[0073] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of a real scene, a semi-simulated / semi-fictional scene, or a purely fictional scene. A virtual scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional; this application does not limit it to any particular type.
[0074] Virtual characters / objects: These refer to movable objects in a virtual scene. These movable objects can be virtual objects, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a 3D virtual scene. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual scene, occupying a portion of the space within the 3D virtual scene.
[0075] Virtual items refer to items simulated by an application and existing in a virtual game. Virtual items may have specific functions or uses and can be picked up, equipped, or activated by players or artificial intelligence (AI). Optionally, virtual items include attack items, buff items, debuff items, virtual equipment, virtual decorations, etc.
[0076] The virtual camera is a crucial component in a virtual scene, determining the content and perspective the user sees on the screen. The virtual camera's position in three-dimensional space determines the viewpoint, its orientation determines the viewing direction, and its field of view (FOV) determines the size of the virtual scene displayed on the screen. Typically, users cannot directly observe the virtual camera within the virtual scene.
[0077] Optionally, when the user-controlled master virtual object observes the virtual scene from a first-person perspective, the virtual camera is attached to the head position of the master virtual object; when the user-controlled master virtual object observes the virtual scene from a third-person perspective, the virtual camera is attached to the position behind the character of the master virtual object.
[0078] Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0079] The first terminal 110 has a client 111 installed and running that supports virtual scenes. This client 111 can be a multiplayer online battle arena program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any one of the following: battle royale shooting game, virtual reality (VR) application, augmented reality (AR) program, 3D mapping program, virtual reality game, augmented reality game, casual game, party game, first-person shooter (FPS) game, third-person shooter (TPS) game, multiplayer online battle arena (MOBA) game, or simulation game (SLG). In this embodiment, the client 111 is an FPS game as an example. The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a first virtual object located in a virtual scene to perform activities. The first virtual object can be referred to as the virtual object of the first user 112. The activities of the first virtual object include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using items, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. For illustrative purposes, the first virtual object is a virtual object, such as a realistic character or an anime character.
[0080] The second terminal 130 has a client 131 installed and running that supports virtual scenes. This client 131 can be a multiplayer online battle arena (MOBA) program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be any of the following: battle royale shooting game, VR application, AR program, 3D map program, virtual reality game, augmented reality game, FPS, TPS, MOBA, or SLG. In this embodiment, a MOBA game is used as an example. The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control a second virtual object located in the virtual scene. This second virtual object can be referred to as the virtual object of the second user 132. For illustrative purposes, the second virtual object is a virtual character, such as a realistic or anime character.
[0081] Optionally, the first virtual object and the second virtual object are in the same virtual scene. Optionally, the first virtual object and the second virtual object may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0082] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.
[0083] Figure 1 Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 may also be terminals corresponding to developers, on which a development and editing platform for clients supporting virtual scenes is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0084] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0085] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for clients supporting 3D virtual scenes. Optionally, server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.
[0086] In an illustrative example, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to play, such as 1v1, 3v3, and 5v5 battles. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.
[0087] Based on the implementation environment provided by the aforementioned computer system, taking this method consisting of a first terminal, a server, and a second terminal as an example, please refer to... Figure 2 The diagram illustrates an interface schematic of a method for using virtual props provided in an exemplary embodiment of this application.
[0088] The first interface 210 is the display interface of the first terminal through the first client, and the first virtual object 201 is the main virtual object controlled by the first terminal. The first interface 210 includes the first virtual object 201 and the second virtual object 202 in the virtual scene. The first virtual object 201 is equipped with a virtual shooting prop 203, which can fire prop elements of at least two element types. The first interface 210 displays the shooting control 211 corresponding to the virtual shooting prop 203.
[0089] A first user triggers a shooting operation against the virtual shooting prop 203 via the shooting control 211. In response to this shooting operation, the first interface 210 displays that the virtual shooting prop 203 fires at least two prop elements. When the at least two prop elements include at least two hit elements that consecutively hit the second virtual object 202 in the virtual scene, and the element types corresponding to the at least two hit elements meet the hit requirements, a status effect is applied to the first virtual object 201 and / or the second virtual object 202.
[0090] The background data processing logic for the interface of the first interface 210 is implemented as follows: After the first terminal detects the shooting operation triggered by the shooting control 211, the first client performs ray detection to determine whether the fired prop element hits other virtual objects (second virtual object 202) in the virtual scene, in order to determine whether the prop element includes a hit element. If a hit element exists, the hit information is processed to obtain the hit result data, which is then sent to the server. The server verifies and processes the hit result data, calculates the damage, and applies the damage value to the hit second virtual object 202. Simultaneously, the server... The received hit result data determines whether the element types corresponding to at least two consecutively hit elements meet the hit requirements. If so, the status effect is applied to the first virtual object 201 and / or the second virtual object 202. The hit effect data is generated by combining the damage value. The server broadcasts the hit effect data to the first client of the first terminal and the second client of the second terminal. The first client and the second client respectively display the corresponding hit screen based on the hit effect data. The hit screen is used to show that the second virtual object 202 is hit and the status effect is applied to the first virtual object 201 and / or the second virtual object 202.
[0091] In one example, when the first virtual object 201 fires a prop element through the virtual shooting prop 203, if three consecutive hit elements of the same type hit the second virtual object 202, a burning effect is triggered on the second virtual object 202. Under the burning effect, the second virtual object 202 continuously loses virtual health points within a specified time period.
[0092] It is worth noting that the method of using virtual props provided in this application embodiment can also be implemented independently by a single terminal. That is, the data logic processing involved in the use of virtual props is completed locally on the terminal, and no specific limitations are made here.
[0093] Based on the above-described terminology and implementation environment, the method of using the virtual props provided in this application will be explained, with an illustrative example of the method being executed by a first terminal. Figure 3 As shown, the method includes the following steps 310 to 340.
[0094] Step 310: Display the virtual shooting props equipped by the first virtual object.
[0095] In this embodiment, the first terminal runs a client application that supports virtual scenes. The virtual scene is a virtual space where the first virtual object performs virtual activities; for example, the first virtual object launches a virtual attack within the virtual scene to achieve virtual competition. Illustratively, the first terminal displays a first interface through the application supporting virtual scenes. This first interface includes a virtual scene view of the first virtual object observing the virtual scene. Optionally, the virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.
[0096] In this embodiment, the first virtual object is the master virtual object of the first terminal, and the user controls the first virtual object to perform virtual activities in the virtual environment. Illustratively, the virtual scene displayed on the first interface is a view of the virtual scene from the perspective of the first virtual object. Optionally, the virtual scene can be displayed from the first-person perspective of the first virtual object, or from the third-person perspective of the first virtual object. The first-person perspective is the viewpoint that the first virtual object can observe in the virtual scene, and this viewpoint does not include the first virtual object itself; for example, only the first virtual object's arm and / or held virtual props can be seen. The third-person perspective is the viewpoint through a camera model observing the first virtual object in the virtual scene. This third-person perspective includes the first virtual object itself, and the camera model is usually located behind the first virtual object, allowing the viewpoint to see the first virtual object's 3D model and the virtual props held by the first virtual object.
[0097] In this embodiment of the application, a first virtual object controlled by a first terminal is equipped with a virtual shooting prop, which is used to launch prop elements. The virtual shooting prop includes prop elements of at least two element types.
[0098] In some embodiments, there are at least one of the following type differences between prop elements of different element types:
[0099] 1. Differences in appearance:
[0100] This is illustrative; different types of prop elements have different appearances. These appearances include color, shape, and size.
[0101] 2. Differences in item functions:
[0102] This is illustrative, showing that props of different types have different functions. These functions indicate the effects that props produce on virtual objects in the virtual scene, such as damage, healing, or additional effects.
[0103] 3. Differences in item launch effects:
[0104] This illustration shows that different types of item elements have different launch effects. These launch effects indicate the flight path of an item element after it has been launched by a virtual shooting item. Optionally, these launch effects may include the item element's flight speed, flight path, and hit range.
[0105] Optionally, the item elements of the virtual shooting prop are automatically generated; or, the item elements of the virtual shooting prop are obtained by the first virtual character through picking up or exchanging.
[0106] Step 320: Receive shooting operation for virtual shooting prop.
[0107] Optionally, the method of receiving shooting commands for virtual shooting props includes at least one of the following:
[0108] The first method involves the first terminal receiving control-triggered operations performed by the user on the screen displaying the first interface.
[0109] Schematic illustration: When the first terminal is a device with a touch screen, the shooting operation for the virtual shooting prop can be determined by the user touching the displayed shooting controls on the touch screen. Optionally, the control triggering operation can be implemented as at least one of the following: single-click operation, double-click operation, continuous press operation, heavy press operation, drag operation, etc.
[0110] The second method involves the first terminal receiving a shortcut key operation signal. When the shortcut key corresponding to the shortcut key operation signal is the target shortcut key bound to the virtual shooting prop, it is determined that a shooting operation targeting the virtual shooting prop has been received.
[0111] In illustrative terms, when the first terminal is a desktop computer, laptop, or game console, the shortcut key operation signal can be triggered by input operations from an external input device, such as by clicking the right mouse button; when the first terminal is a mobile terminal such as a mobile phone or tablet, the shortcut key operation signal can be triggered by triggering a physical button on the mobile terminal, or by triggering an auxiliary input device connected to the mobile terminal.
[0112] The third method involves the first terminal receiving the user's voice. When the voice recognition result corresponding to the user's voice indicates that the virtual shooting prop should be launched, it is determined that a shooting operation has been received for the virtual shooting prop.
[0113] Schematic illustration: When the first terminal includes a voice acquisition component, or when the first terminal is connected to a voice acquisition device, the aforementioned shooting operation against the virtual shooting prop can be triggered by user voice input through the voice acquisition component or the voice acquisition device. In some embodiments, the first terminal performs voice recognition on the received user voice, and when the recognition result indicates that the user voice contains voice keywords that match the shooting operation of controlling the virtual shooting prop, it is determined that a shooting operation against the virtual shooting prop has been received.
[0114] Step 330, in response to the shooting operation, displays the virtual shooting prop launching at least two prop elements.
[0115] In this embodiment of the application, when the virtual shooting prop receives a shooting operation, the first terminal displays that at least two prop elements are launched through the virtual shooting prop.
[0116] Optionally, the above-mentioned at least two prop elements can be prop elements that are fired sequentially by the virtual shooting props. For example, the virtual shooting props fire prop element 1, prop element 2, ..., prop element n sequentially, where n is a positive integer. Optionally, the above-mentioned at least two prop elements can also be prop elements that are fired simultaneously by the virtual shooting props.
[0117] In some embodiments, where at least two item elements are items fired sequentially by a virtual shooting item, optionally, the at least two item elements can be triggered by a single shooting operation. For example, when a user clicks the shooting control once, the virtual shooting item fires item elements 1 through n sequentially. Or, for example, when a user long-presses the shooting control, the virtual shooting item fires item elements 1 through n sequentially during the time period during which the shooting control continuously receives the long-press signal. When the long-press signal received by the shooting control stops, the virtual shooting item stops firing item elements. Alternatively, the at least two item elements can be triggered by multiple shooting operations. For example, when a user clicks the shooting control once, the virtual shooting item fires item element 1. When the user clicks the shooting control again, the virtual shooting item fires item element 2.
[0118] Optionally, the element types of the at least two launched item elements can be element types known before launch; or, the element types of the at least two launched item elements can be element types randomly generated at the time of launch.
[0119] Optionally, when at least two item elements are sequentially launched, the launch order of the item elements can be randomly generated; or, the launch order of the item elements can be determined based on the loading order of the virtual shooting item elements, wherein the item element of the first loaded element type is launched first. For example, if the user controls the first virtual object to load item elements of element types A, B, and C sequentially, then when the virtual shooting item launches item elements, it will launch them in the order of element type A, element type B, and element type C. The firing order of item elements can be determined by the type of the item elements being fired. For example, if the user controls the first virtual object to pick up item elements of type A and type B, the virtual shooting item will fire item elements in the order of type A and type B. Then, if the user controls the first virtual object to pick up item elements of type C, the virtual shooting item will fire item elements in the order of type A, type B, and type C.
[0120] In this embodiment of the application, the virtual scene also includes a second virtual object. Optionally, the second virtual object may be a teammate virtual object of the first virtual object, an enemy virtual object, a virtual object currently locked by the first virtual object, a virtual object belonging to the first virtual object (e.g., a virtual pet), a non-player character (NPC) virtual object associated with the first virtual object in the virtual scene, etc.
[0121] Step 340: If at least two prop elements include at least two hit elements that hit the second virtual object consecutively, and the element types corresponding to the at least two hit elements meet the hit requirements, display the state effect applied to the target virtual object.
[0122] In this embodiment of the application, at least two prop elements include at least two hit elements that hit the second virtual object consecutively. That is, among the at least two prop elements fired by the virtual shooting prop, there are at least two prop elements that hit the second virtual object consecutively. The prop elements that hit the second virtual object are referred to as hit elements.
[0123] In some embodiments, the determination of the hit element is achieved through ray detection, wherein the ray detection process includes: obtaining the launch starting point and launch direction of the i-th prop element among at least two prop elements; determining the launch speed and hit range of the i-th prop element based on the element type of the i-th prop element, wherein the launch speed is used to indicate the movement speed of the i-th prop element in the virtual scene, and the hit range is the range used to determine that the i-th prop element can hit the second virtual object; creating a ray corresponding to the i-th prop element based on the launch starting point, launch direction, and launch speed of the i-th prop element; and determining the i-th prop element as the hit element when it is detected that the ray corresponding to the i-th prop element intersects with the second virtual object in the virtual scene within the hit range.
[0124] Optionally, different element types of items correspond to different firing speeds and / or hit ranges.
[0125] Optionally, the aforementioned hit range includes at least one of the range range and the collision volume range of the item element.
[0126] In this embodiment of the application, the target virtual object includes at least one of a first virtual object and a second virtual object. That is, the aforementioned state effect is a virtual effect applied to the first virtual object and / or the second virtual object.
[0127] Optionally, the above-mentioned state effect can be implemented as a gain state effect or a debuff state effect. That is, when the state effect is implemented as a gain state effect, the state effect can add a positive auxiliary effect to the target virtual object, and when the state effect is implemented as a debuff state effect, the state effect can add a negative weakening effect to the target virtual object.
[0128] Optionally, the aforementioned buff effects include increased attack power, increased virtual health, control buffs for virtual shooting items (e.g., customizable firing order of element types, permission to hold multiple virtual shooting items simultaneously), increased attack speed, increased movement speed, and increased field of vision.
[0129] Optionally, the aforementioned debuff effects include decreased attack power, taking a specified value of single / multiple instances of virtual damage, deprivation of access to virtual items / virtual skills, reduced attack speed, reduced movement speed, and reduced field of vision.
[0130] In some embodiments, the state effect applied to the target virtual object is displayed through a state performance animation corresponding to the state effect. That is, if the element types corresponding to at least two hit elements meet the hit requirements, the state performance animation associated with the target virtual object is displayed.
[0131] In some embodiments, the state effect applied to the target virtual object is associated with the element types corresponding to at least two hit elements. Illustratively, when at least two prop elements include at least two consecutive hit elements that hit the second virtual object, and the element types corresponding to at least two hit elements meet the hit requirements, the state effect is determined based on the element types corresponding to the at least two hit elements; the state effect applied to the target virtual object is then displayed.
[0132] Alternatively, the above hit requirement can be implemented as at least one of the following:
[0133] The first type is element type matching, which means that at least two matching elements correspond to the same element type.
[0134] Indicatively, when at least two prop elements, including at least two hit elements that consecutively hit the second virtual object, and when the element types corresponding to the at least two hit elements are the same, the state effect applied to the target virtual object is displayed.
[0135] Indicatively, obtain the element types corresponding to at least two hit elements; determine whether the element types corresponding to at least two hit elements are the same; if so, apply a state effect associated with the element type to the target virtual object.
[0136] That is, when at least two hit elements of the second virtual object have the same element type, the state effect applied to the target virtual object is displayed.
[0137] The second type is element type combination matching, which means that the type combination formed by the element types corresponding to at least two hit elements is matched with the preset type combination.
[0138] Indicatively, when the type combination formed by the element types corresponding to at least two hit elements matches the preset type combination, the state effect applied to the target virtual object is displayed.
[0139] Indicatively, the process involves: obtaining the element types corresponding to at least two hit elements; determining the type combination formed by the element types corresponding to at least two hit elements; obtaining multiple candidate type combinations, including a preset type combination; and applying a state effect associated with the preset type combination to the target virtual object when the type combination formed by the element types corresponding to at least two hit elements matches the preset type combination.
[0140] In one example, the virtual shooting prop includes prop elements of three element types. Taking the existence of three hit elements that hit the second virtual object as an example, when the three hit elements correspond one-to-one with the above three element types, it is determined that the type combination of the three hit elements matches the preset type combination, and the state effect applied to the target virtual object is displayed.
[0141] The third type is element type order matching, which means that the order in which at least two matching elements belonging to different element types match the preset matching order.
[0142] Indicatively, when at least two hit elements correspond to different element types, and the hit order of the at least two hit elements matches the preset hit order, a state effect associated with the preset hit order is applied to the target virtual object.
[0143] Indicatively, the process involves obtaining the element hit order corresponding to at least two hit elements, and obtaining the element types corresponding to at least two hit elements respectively; determining the type hit order corresponding to at least two hit elements based on the element hit order and the element types corresponding to at least two hit elements respectively; obtaining multiple candidate hit orders, including a preset hit order; and applying a state effect associated with the preset hit order to the target virtual object when the type hit order corresponding to at least two hit elements matches the preset hit order of the multiple candidate hit orders.
[0144] In one example, the virtual shooting prop includes prop elements of three element types (including element type A, element type B, and element type C). When there are two hit elements that hit the second virtual object (including the hit element of element type A and the hit element of element type C), the type hit order is determined according to the element types corresponding to the two hit elements as <element type A, element type C>. The candidate hit orders include hit order 1 <element type A, element type B>, hit order 2 <element type A, element type C>, hit order 3 <element type B, element type C>, and hit order 4 <element type A, element type B, element type C>. Since the current type hit order exists in the candidate hit order, the state effect associated with the preset hit order is applied to the target virtual object.
[0145] In some embodiments, in addition to the status effect being determined based on element type, the target virtual object to which the status effect is applied is also determined based on the element types corresponding to at least two hit elements. Illustratively, when at least two prop elements include at least two hit elements that consecutively hit the second virtual object, and the element types corresponding to at least two hit elements meet the hit requirements, the target virtual object is determined based on the element types corresponding to at least two hit elements, and the status effect is determined based on the element types corresponding to at least two hit elements; the status effect applied to the target virtual object is displayed.
[0146] In some embodiments, the correspondence between element types and the object types of target virtual objects is preset by the system; or, the correspondence between element types and the object types of target virtual objects is user-defined. Illustratively, a first mapping table between element types and object types is obtained; the target element type is determined based on the element types corresponding to at least two hit elements; the target object type corresponding to the target element type is found in the first mapping table; and based on the matching between the object types of the first virtual object and the target object type, and the matching between the object types of the second virtual object and the target object type, the target virtual object to which the state effect is applied is determined from the first and second virtual objects. In one example, if the hit condition indicates that the hit elements hitting the second virtual object have the same element type and the number reaches a first quantity threshold, the target element type is the element type of multiple hit elements with the same element type.
[0147] In some embodiments, the correspondence between element types and state effects is preset by the system. Illustratively, a second mapping table between element types and state effects is obtained; the target element type is determined based on the element types corresponding to at least two hit elements; the state effect corresponding to the target element type is found in the second mapping table; and the state effect is applied to the target virtual object.
[0148] In some embodiments, the state effects include gain state effects and debuff state effects. Illustratively, when the determined target virtual object is a first virtual object, a gain state effect applied to the first virtual object is displayed; when the determined target virtual object is a second virtual object, a debuff state effect applied to the second virtual object is displayed.
[0149] In summary, in a virtual scene, the user-controlled first virtual object is equipped with a virtual shooting prop that includes at least two types of prop elements. When the user shoots a second virtual object in the virtual scene using the virtual shooting prop, if at least two of the at least two second prop elements hit the second virtual object consecutively, and the element types and hit requirements of the at least two hit elements match, a status effect can be applied to the first and / or second virtual object. That is, a single virtual shooting prop can fire prop elements of multiple element types, and when a prop element hits a second virtual object in the virtual scene, additional status effects can be applied to the second virtual object based on the element type of the hit element. This allows the user to achieve diverse functions by controlling prop elements of different element types to hit the second virtual object using only a single virtual shooting prop, without having to switch between multiple virtual shooting props. This improves the functional diversity of the virtual shooting prop while also increasing its interactive efficiency.
[0150] In some optional embodiments, when a prop element fired via a virtual shooting prop hits a second virtual object, an indicator bar associated with the element type of the hit element is displayed on the interface to indicate the hit element among the fired prop elements that hit the second virtual object. For illustrative purposes, please refer to... Figure 4 The diagram illustrates a flowchart of a method for using virtual props provided in an exemplary embodiment of this application, the method including steps 410 to 460.
[0151] Step 410: Display the virtual shooting props equipped by the first virtual object.
[0152] In this embodiment, the first virtual object is the master virtual object of the first terminal, and the user controls the first virtual object to perform virtual activities in the virtual environment.
[0153] In this embodiment of the application, a first virtual object controlled by a first terminal is equipped with a virtual shooting prop, which is used to launch prop elements. The virtual shooting prop includes prop elements of at least two element types.
[0154] Step 420: Receive shooting commands for the virtual shooting props.
[0155] Optionally, the method of receiving shooting commands for virtual shooting props includes at least one of the following:
[0156] The first method involves the first terminal receiving control-triggered operations performed by the user on the screen displaying the first interface.
[0157] The second method involves the first terminal receiving a shortcut key operation signal. When the shortcut key corresponding to the shortcut key operation signal is the target shortcut key bound to the virtual shooting prop, it is determined that a shooting operation targeting the virtual shooting prop has been received.
[0158] The third method involves the first terminal receiving the user's voice. When the voice recognition result corresponding to the user's voice indicates that the virtual shooting prop should be launched, it is determined that a shooting operation has been received for the virtual shooting prop.
[0159] Step 430, in response to the shooting operation, displays the virtual shooting prop launching at least two prop elements.
[0160] In this embodiment of the application, when the virtual shooting prop receives a shooting operation, the first terminal displays that at least two prop elements are launched through the virtual shooting prop.
[0161] Optionally, the above-mentioned at least two prop elements can be prop elements that are fired sequentially by the virtual shooting props. For example, the virtual shooting props fire prop element 1, prop element 2, ..., prop element n sequentially, where n is a positive integer. Optionally, the above-mentioned at least two prop elements can also be prop elements that are fired simultaneously by the virtual shooting props.
[0162] In this embodiment of the application, the virtual scene also includes a second virtual object. Optionally, the second virtual object may be a teammate virtual object of the first virtual object, an enemy virtual object, a virtual object currently locked by the first virtual object, a virtual object belonging to the first virtual object (e.g., a virtual pet), an NPC virtual object associated with the first virtual object in the virtual scene, etc.
[0163] Step 440, in response to the existence of a first hit element that hits the second virtual object among at least two prop elements, displays a first indicator bar associated with the first element type of the first hit element.
[0164] In this embodiment of the application, at least two prop elements include a first hit element that hits the second virtual object. That is, among the at least two prop elements fired by the virtual shooting prop, there is a prop element that hits the second virtual object, wherein the prop element that hits the second virtual object is referred to as the first hit element.
[0165] In this embodiment of the application, when a first hit element that hits a second virtual object is among the prop elements launched by the shooting operation, the first terminal displays a first indicator bar on the first interface that is associated with the first element type of the first hit element. The first indicator bar is used to indicate the hit status of the prop element on the second virtual object, and the first indicator bar includes a first element mark corresponding to the first hit element.
[0166] Optionally, the display position of the first indicator bar includes the associated position of the second virtual object (e.g., above the head of the second virtual object, beside the body of the second virtual object), the associated position of the virtual shooting prop (e.g., the virtual display screen on the virtual shooting prop, around the prop of the virtual shooting prop), and the associated position of the shooting control corresponding to the virtual shooting prop (e.g., on or around the shooting control).
[0167] In this embodiment, the display style of the first indicator bar is associated with the first element type. In some embodiments, the indicator bars corresponding to different element types are displayed with different display styles. Optionally, the display style includes at least one of the indicator bar's color, size, and shape.
[0168] like Figure 5 The diagram illustrates a display schematic of an indicator bar provided in an exemplary embodiment of this application. The first interface 500 displays a first virtual object 501 controlled by a first terminal, and a virtual shooting prop 502 equipped on the first virtual object 501. When a prop element is fired through the virtual shooting prop 502, and a first hit element hits a second virtual object 503 among the fired prop elements, a first indicator bar 510 is displayed above the head of the second virtual object 503. This first indicator bar 510 includes a first element marker 511 corresponding to the first hit element.
[0169] In some embodiments, the first indicator bar corresponds to a display duration. Indicatively, a timer is started when the first hit element of the first element type hits the second virtual object, and the timer is controlled by the display duration corresponding to the first indicator bar. When the timer reaches the display duration corresponding to the first indicator bar, the first indicator bar is hidden.
[0170] In some embodiments, when the first indicator bar is hidden, in response to the first hit element of the first element type hitting the second virtual object again, the first indicator bar is displayed with the element marking progress before the first indicator bar was hidden, or the first indicator bar is displayed after the element marking progress has been reset.
[0171] Step 451: In response to the existence of at least two first hit elements that consecutively hit the second virtual object, the first element markers corresponding to the at least two first hit elements are cumulatively displayed in the first indicator bar.
[0172] In this embodiment of the application, when there are multiple first hit elements of the same element type that continuously hit the second virtual object, the first indicator bar displays the first element markers corresponding to the multiple first hit elements respectively.
[0173] Optionally, the aforementioned at least two first hit elements that continuously hit the second virtual object can be implemented as prop elements fired in a single shot by a virtual shooting prop; or, the aforementioned at least two first hit elements that continuously hit the second virtual object can be implemented as prop elements fired in multiple shots by a virtual shooting prop, without any limitation here.
[0174] like Figure 6 As shown, it illustrates a schematic diagram of an indicator bar provided in an exemplary embodiment of this application. In the first interface 500, when a first hit element of the first element type among the prop elements fired by the first virtual object 501 through the virtual shooting prop 502 hits the second virtual object 503 again, the first indicator bar 510 above the head of the second virtual object 503 is updated and displayed. That is, the displayed first indicator bar 510 changes from including one first element mark 511 to including two first element marks 511.
[0175] Step 452: If the number of tags of the first element reaches the tag number threshold corresponding to the first indicator bar, display the state effect applied to the target virtual object.
[0176] In this embodiment, the hit requirement is implemented by simultaneously determining two conditions: the element types of the hit elements are the same and the quantity threshold is reached. Illustratively, when at least two prop elements, including at least two consecutive hit elements hitting the second virtual object, and the element types corresponding to the at least two hit elements are the same, the element quantity of the at least two hit elements is determined; when the element quantity reaches a first quantity threshold, the state effect applied to the target virtual object is displayed.
[0177] In this embodiment, the first quantity threshold is indicated by the markers to be lit displayed in the first indicator bar. Illustratively, the first indicator bar displays multiple markers to be lit. In response to the presence of a first hit element that hits the second virtual object, the markers to be lit are lit based on the number of the first hit elements until all the markers to be lit are lit, at which point the state effect applied to the target virtual object is displayed.
[0178] like Figure 7 As shown, it illustrates a display diagram of an indicator bar provided by an exemplary embodiment of this application. In the first interface 500, the first marker bar 510 corresponds to 3 markers to be lit. Indicatively, the first virtual object 501 launches item elements by shooting virtual items 502. When three first hit elements of the same type among the launched item elements hit the second virtual object 503, a burning effect is triggered on the second virtual object 503. Under the burning effect, the second virtual object 503 continuously deducts virtual health points within a specified time period.
[0179] In some embodiments, the first indicator bar corresponds to multiple marker quantity thresholds. Schematic, when the number of markers of the first element reaches the i-th marker quantity threshold corresponding to the first indicator bar, the i-th state effect applied to the target virtual object is displayed, wherein the effect intensity of the i-th state effect is positively correlated with i, and i is a positive integer.
[0180] That is, when there are hit elements that continuously hit the second virtual object, and the element type of the hit elements meets the hit requirements, different state effects can be triggered when the number of hit elements that continuously hit reaches different mark number thresholds, and the effect strength of the state effect increases with the increase of the mark number threshold.
[0181] For example, when the number of first hit elements of the first element type that continuously hits the second virtual object reaches a first number, an attack power boost effect is applied to the first virtual object to increase its attack power by 3%. When the number of first hit elements reaches a second number, an attack power boost effect is applied to the first virtual object to increase its attack power by 5%. When the number of first hit elements reaches a third number, an attack power boost effect is applied to the first virtual object to increase its attack power by 10%.
[0182] Step 460: In response to the existence of a second hit element that hits the second virtual object among at least two prop elements, switch the display of the first indicator bar to the second indicator bar.
[0183] In this embodiment, the second indicator bar is associated with the second element type corresponding to the second hit element. The hit time of the second hit element is later than the hit time of the first hit element, and the first element type and the second element type are different. That is, after the first hit element hits the second virtual object, if a second hit element of a different element type hits the second virtual object, then after the second hit element hits the second virtual object, the first indicator bar corresponding to the first hit element is switched to display as the second indicator bar.
[0184] Optionally, after the first indicator bar is switched to the second indicator bar, the first element marker is cleared, and the second element marker corresponding to the second hit element is displayed in the second indicator bar.
[0185] In some embodiments, the first indicator bar and the second indicator bar have different display styles, wherein the display styles include at least one of color, size, shape, and opacity.
[0186] like Figure 8The diagram illustrates a display schematic of an indicator bar provided in an exemplary embodiment of this application. In the first interface 500, when a prop element is launched via a virtual shooting prop 502, and a first hit element among the launched prop elements hits a second virtual object 503, a first indicator bar 510 is displayed above the head of the second virtual object 503. After the first hit element hits the second virtual object 503, a second hit element hits the second virtual object 503. The first element type corresponding to the first hit element and the second element type corresponding to the second hit element are different. At this time, the first indicator bar 510 above the head of the second virtual object 503 is switched to a second indicator bar 520, which includes a second element marker 521 corresponding to the second hit element.
[0187] In summary, in a virtual scene, the user-controlled first virtual object is equipped with a virtual shooting prop that includes at least two types of prop elements. When the user shoots a second virtual object in the virtual scene using the virtual shooting prop, if at least two of the at least two second prop elements hit the second virtual object consecutively, and the element types and hit requirements of the at least two hit elements match, a status effect can be applied to the first and / or second virtual object. That is, a single virtual shooting prop can fire prop elements of multiple element types, and when a prop element hits a second virtual object in the virtual scene, additional status effects can be applied to the second virtual object based on the element type of the hit element. This allows the user to achieve diverse functions by controlling prop elements of different element types to hit the second virtual object using only a single virtual shooting prop, without having to switch between multiple virtual shooting props. This improves the functional diversity of the virtual shooting prop while also increasing its interactive efficiency.
[0188] In this embodiment, when a prop element hits a second virtual object, an indicator bar corresponding to the second virtual object is displayed on the interface. This allows the user to quickly know the element type of the prop element that hits the second virtual object and indicates the hit progress of prop elements of the same type. This improves the efficiency of information transmission on the interface, provides ideas for the user's subsequent use of the virtual shooting prop, and improves the interaction efficiency of the virtual shooting prop.
[0189] In some optional embodiments, the virtual shooting prop includes prop elements of at least two element types. Before the prop element is fired, the element type of the prop element to be fired is indicated by the corresponding prompt information. Please refer to [reference needed]. Figure 9 The diagram illustrates a flowchart of a method for using virtual props provided in an exemplary embodiment of this application, the method including steps 910 to 950.
[0190] Step 910: Display the virtual shooting props equipped by the first virtual object.
[0191] In this embodiment, the first virtual object is the master virtual object of the first terminal, and the user controls the first virtual object to perform virtual activities in the virtual environment.
[0192] In this embodiment of the application, a first virtual object controlled by a first terminal is equipped with a virtual shooting prop, which is used to launch prop elements. The virtual shooting prop includes prop elements of at least two element types.
[0193] Step 920: Display the shooting controls corresponding to the virtual shooting prop, and display the prompt information corresponding to the prop element to be fired.
[0194] In this embodiment, the shooting control is used to control the virtual shooting prop to launch prop elements, and the prompt information is used to indicate the element type of the prop element launched after the virtual shooting prop triggers the shooting operation.
[0195] In some embodiments, the prompt information is used to indicate the element type of the prop element that is fired first after the shooting control is triggered. Optionally, the prompt information can be displayed as follows: the prompt information is overlaid on the shooting control; or, the prompt information is overlaid on the virtual shooting prop; or, the prompt information is overlaid on the crosshair of the virtual shooting prop; or, the prompt information is overlaid on the equipment bar of the virtual shooting prop.
[0196] In other embodiments, the prompt information is used to indicate the element type corresponding to at least two prop elements to be launched. Optionally, the prompt information can be displayed as follows: the prompt information is displayed around the shooting control, wherein the prompt information includes type label information corresponding to at least two prop elements to be launched arranged in the firing order, and the type label information is used to indicate the element type of the prop elements to be launched.
[0197] In one example, such as Figure 10The diagram illustrates a display of prompt information provided in an exemplary embodiment of this application. The first interface 1000 displays a first virtual object 1001 controlled by a first terminal, and a virtual shooting prop 1002 equipped on the first virtual object 1001. The first interface 1000 also displays a shooting control 1010 for controlling the virtual shooting prop 1002. The display style of the shooting control 1010 is associated with the prop element to be fired. In this diagram, the control color of the shooting control 1010 is the same as the color associated with the element type of the next prop element fired by the virtual shooting prop 1002. The first interface 1000 also displays a crosshair marker 1020 corresponding to the virtual shooting prop 1002, and the crosshair color of the crosshair marker 1020 is the same as the color associated with the element type of the next prop element.
[0198] For example, the shooting control 1010 is also surrounded by multiple prompts 1011 corresponding to the props to be fired. The color of each prompt 1011 is the same as the color associated with the element type of the multiple props to be fired. That is, the type labeling information for the props is implemented through the prompts 1011.
[0199] In some embodiments, the element type of the item element to be fired corresponding to the virtual shooting item can be randomly generated. Optionally, when the first virtual object is equipped with the virtual shooting item, the first terminal initializes multiple item elements, including item elements of at least two element types; or, in response to the first virtual object picking up the virtual shooting item, the first terminal initializes multiple item elements corresponding to the virtual shooting item; or, in response to receiving an item filling operation corresponding to the virtual shooting item, the first terminal initializes multiple item elements corresponding to the virtual shooting item; or, when the first virtual object picks up item elements of multiple element types, the first terminal randomly generates the firing order between item elements of multiple element types.
[0200] In some embodiments, when a user determines the element type of the item to be fired in a virtual shooting prop based on the prompt information, the user can change the element type of the known item or the arrangement order of item elements of multiple known item types by shaking the virtual shooting prop. Illustratively, a shaking operation is received for the virtual shooting prop; in response to the shaking operation, the prompt information corresponding to the item element to be fired is updated and displayed.
[0201] Optionally, the aforementioned prop shaking operation can be implemented as a shaking operation targeting the first terminal, a shaking operation implemented through a displayed joystick control, or a shaking operation implemented through a physical joystick control on an external input device.
[0202] Step 930: In response to the shooting control receiving a control trigger operation, determine that a shooting operation for the virtual shooting prop has been received.
[0203] In this embodiment, a shooting operation against a virtual shooting prop is triggered by a shooting control. Optionally, the control-triggered operation can be implemented as at least one of a single-click operation, a double-click operation, a continuous press operation, a heavy press operation, or a drag operation.
[0204] Step 940: In response to the shooting operation, based on the element type of the prop element to be fired as indicated by the prompt information, display the prop element to be fired in the virtual shooting prop.
[0205] In this embodiment of the application, when the virtual shooting prop receives a shooting operation, the first terminal displays that at least two prop elements are launched through the virtual shooting prop, wherein the element type of the at least two prop elements matches the element type of the prop element to be launched indicated by the prompt information.
[0206] Optionally, the above-mentioned at least two prop elements can be prop elements that are fired sequentially by the virtual shooting props. For example, the virtual shooting props fire prop element 1, prop element 2, ..., prop element n sequentially, where n is a positive integer. Optionally, the above-mentioned at least two prop elements can also be prop elements that are fired simultaneously by the virtual shooting props.
[0207] In this embodiment of the application, the virtual scene also includes a second virtual object. Optionally, the second virtual object may be a teammate virtual object of the first virtual object, an enemy virtual object, a virtual object currently locked by the first virtual object, a virtual object belonging to the first virtual object (e.g., a virtual pet), a non-player character (NPC) virtual object associated with the first virtual object in the virtual scene, etc.
[0208] Step 950: If at least two prop elements include at least two hit elements that consecutively hit the second virtual object, and the element types corresponding to the at least two hit elements meet the hit requirements, display the state effect applied to the target virtual object.
[0209] In this embodiment of the application, at least two prop elements include at least two hit elements that hit the second virtual object consecutively. That is, among the at least two prop elements fired by the virtual shooting prop, there are at least two prop elements that hit the second virtual object consecutively. The prop elements that hit the second virtual object are referred to as hit elements.
[0210] In this embodiment of the application, the target virtual object includes at least one of a first virtual object or a second virtual object. That is, the aforementioned state effect is a virtual effect applied to the first virtual object and / or the second virtual object.
[0211] Optionally, the above-mentioned state effect can be implemented as a gain state effect or a debuff state effect. That is, when the state effect is implemented as a gain state effect, the state effect can add a positive auxiliary effect to the target virtual object, and when the state effect is implemented as a debuff state effect, the state effect can add a negative weakening effect to the target virtual object.
[0212] In some embodiments, the state effect applied to the target virtual object is displayed through a state performance animation corresponding to the state effect. That is, if the element types corresponding to at least two hit elements meet the hit requirements, the state performance animation associated with the target virtual object is displayed.
[0213] In some embodiments, the state effect applied to the target virtual object is associated with the element types corresponding to at least two hit elements. Illustratively, if the element types corresponding to at least two hit elements meet the hit requirements, the state effect is determined based on the element types corresponding to the at least two hit elements; the state effect applied to the target virtual object is then displayed.
[0214] In some embodiments, the hit requirement is implemented by simultaneously determining two conditions: the element type of the hit element is the same and the quantity threshold is reached. Illustratively, when at least two prop elements, including at least two consecutive hit elements hitting the second virtual object, and the element types corresponding to the at least two hit elements are the same, the element quantity of the at least two hit elements is determined; when the element quantity reaches a first quantity threshold, the state effect applied to the target virtual object is displayed.
[0215] In this embodiment of the application, the user can control the element type of the hit element that hits the second virtual object to remain consistent in order to trigger the state effect through the prompt information displayed on the interface.
[0216] In some embodiments, when a user wants the element type of the hit element that hits the second virtual object to remain the same, the user can move the crosshair to aim at other positions as instructed by the prompt information to "miss" prop elements of other element types.
[0217] In some embodiments, when the virtual scene includes multiple second virtual objects, the user can, based on the element type of the prop element to be launched indicated by the prompt information, control prop elements of the same element type to be fired at the same second virtual object during the triggering of the shooting operation. For example, as shown... Figure 11The diagram illustrates the use of a virtual shooting prop provided in an exemplary embodiment of this application. The first interface 1100 displays a first virtual object 1101 controlled by a first terminal, and a virtual shooting prop 1102 equipped on the first virtual object 1101. The virtual scene also includes an enemy virtual object 1103 and a teammate virtual object 1104. The first interface 1100 also displays a shooting control 1110, with prompts indicating that the shooting control 1110 itself and its surroundings are ready to fire prop elements. When a user triggers the shooting control 1110 to control the virtual shooting prop 1102 to fire props of the element type indicated by the prompt information, the user can determine the element type of the prop element to be fired next based on the prompt information, and adjust the direction of the crosshair as needed so that props of different element types hit different virtual objects. For example, the prompt information indicates that the virtual shooting prop 1102 includes three types of props (including element type A, element type B and element type C). During the shooting process, the user controls the crosshair to aim at the enemy virtual object 1103 and fire props of element type A at the enemy virtual object 1103, controls the crosshair to aim at the teammate virtual object 1104 and fire props of element type B at the teammate virtual object 1104, controls the crosshair to aim at an open space in the virtual scene and fire props of element type C at an open space in the virtual scene.
[0218] In some embodiments, when the target virtual object is implemented as a first virtual object, the state effect applied to the first virtual object further includes an element control state effect, wherein the element control state effect is used to indicate that the first virtual object has custom control permissions over the element types of the props fired by the virtual shooting props. Illustratively, when at least two props, including at least two consecutive hit elements that hit the second virtual object, and the element types corresponding to the at least two hit elements respectively meet the hit requirements, the element control state effect applied to the first virtual object is displayed. While the first virtual object maintains the element control state effect, a type order indication operation for the virtual shooting props is received, wherein the type order indication operation is used to indicate the order of the element types of the props to be fired in the virtual shooting props; based on the type order indication operation, the prompt information corresponding to the props to be fired is updated and displayed.
[0219] In some embodiments, the above-described type sequence indication operation can be implemented as a movement operation of the prompt icons for each item element to be launched in the displayed prompt information. For example, multiple prompt icons for item elements to be launched are displayed in the first interface. The prompt icons indicate the element type of the item element to be launched. The user can move the prompt icons according to their own needs, thereby adjusting the launch order among the multiple item elements to be launched.
[0220] In other embodiments, the above-mentioned type sequence indication operation can be implemented as follows: while the first virtual object maintains the element control state, display the element control control; in response to the element control control receiving a control trigger operation, display the element control area, which includes type identifiers corresponding to at least two element types corresponding to the virtual shooting prop, and at least two prop slots corresponding to the virtual shooting prop; receive a drag operation on the type identifier, wherein the starting position of the drag operation is the type identifier and the ending position is the prop slot; determine the type firing order corresponding to the prop element to be fired based on the drag operation, so as to realize the type sequence indication operation.
[0221] In summary, in a virtual scene, the user-controlled first virtual object is equipped with a virtual shooting prop that includes at least two types of prop elements. When the user shoots a second virtual object in the virtual scene using the virtual shooting prop, if at least two of the at least two second prop elements hit the second virtual object consecutively, and the element types and hit requirements of the at least two hit elements match, a status effect can be applied to the first and / or second virtual object. That is, a single virtual shooting prop can fire prop elements of multiple element types, and when a prop element hits a second virtual object in the virtual scene, additional status effects can be applied to the second virtual object based on the element type of the hit element. This allows the user to achieve diverse functions by controlling prop elements of different element types to hit the second virtual object using only a single virtual shooting prop, without having to switch between multiple virtual shooting props. This improves the functional diversity of the virtual shooting prop while also increasing its interactive efficiency.
[0222] In this embodiment of the application, before the virtual shooting prop receives the shooting operation, the user can know the element type of the prop element to be fired next through the displayed prompt information, so as to assist the user in making a decision on the target of the prop element and improve the interaction efficiency of the virtual shooting prop.
[0223] Please refer to Figure 12 This document illustrates a flowchart of the usage process of a virtual prop provided in an exemplary embodiment of this application. In this embodiment, taking virtual bullets as an example, different types of virtual bullets are distinguished by different bullet colors, thus illustrating the usage process of the virtual shooting prop. The process includes the following steps 1201 to 1210.
[0224] Step 1201: Initialize the virtual bullet order.
[0225] In this embodiment of the application, a client application that supports virtual scenes runs on the terminal. The terminal displays the virtual scene screen corresponding to the virtual scene through the virtual scene interface. The virtual scene screen includes a master virtual object controlled by the terminal. The master virtual object is equipped with virtual shooting props. The virtual magazine of the virtual shooting props includes virtual bullets of various colors.
[0226] Optionally, the terminal initializes the virtual bullet order when the master virtual object is equipped with a virtual shooting prop; or, the terminal initializes the virtual bullet order in response to the master virtual object picking up a virtual shooting prop; or, the terminal initializes the virtual bullet order in response to receiving a prop filling operation corresponding to the virtual shooting prop; or, the terminal initializes the virtual bullet order when the master virtual object picks up virtual bullets of multiple colors.
[0227] Step 1202: Detect input to the shooting control.
[0228] As an illustration, the virtual scene interface displayed on the terminal includes shooting controls for controlling virtual shooting props to fire. The terminal continuously detects input to the shooting controls to determine whether to perform a shooting operation through the virtual shooting props.
[0229] Indicatively, when the terminal detects that the shooting control has received an input signal, the terminal controls the virtual shooting prop to fire virtual bullets, wherein the firing order of the virtual bullets is the virtual bullet order obtained in step 1201.
[0230] Step 1203: Randomly generate new virtual bullets to fill the virtual magazine.
[0231] As an illustration, after firing virtual bullets using the shooting controls, the terminal randomly generates new virtual bullets to fill the virtual magazine.
[0232] Optionally, if there is a shortage of virtual magazines, the terminal automatically replenishes the virtual magazines; or, if there is a shortage of virtual magazines, in response to receiving a tool filling operation corresponding to the virtual shooting tool, the terminal replenishes the virtual magazines.
[0233] Step 1204: Determine if a hostile virtual object has been hit. If so, proceed to step 1205.
[0234] In some embodiments, the terminal uses ray detection to determine whether a virtual bullet fired by a virtual shooting prop hits a hostile virtual object in the virtual scene.
[0235] For example, the raycasting process is implemented as follows: First, determine the starting point and direction of the ray. The starting point is determined based on the first position of the master virtual object, and the direction is determined based on the direction of the virtual crosshair. Second, create the ray, i.e., use the raycasting function provided by the game engine to create a ray. Input parameters such as the starting point, direction, and extension speed of the ray into the raycasting function to generate the ray. It is worth noting that the user cannot directly observe this ray in the virtual scene. Third, perform raycasting by calling the raycasting function to detect whether the ray intersects with objects in the virtual scene. If so, the raycasting function returns result data containing intersection information. Fourth, process the intersection result. That is, if an intersection between the ray and an object in the virtual scene is detected, determine whether the intersecting object is a hostile virtual object based on the result data returned by the raycasting function. If so, determine that the virtual bullet has hit the hostile virtual object. In one example, the above raycasting function can be implemented as the "Physics.Raycast" function in Unity.
[0236] Step 1205: Determine if the color of the virtual bullet is the same as the color of the indicator bar of the hit enemy virtual object. If yes, proceed to step 1206; otherwise, proceed to step 1207.
[0237] As an illustration, when the terminal detects that a virtual bullet has hit a hostile virtual object, it determines whether the color of the hit virtual bullet is the same as the color of the indicator bar of the hostile virtual object, thereby determining whether the hostile virtual object has been hit by virtual bullets of the same color consecutively.
[0238] In some embodiments, if the enemy virtual object that is hit does not display an indicator bar, that is, if the enemy virtual object is hit for the first time in this virtual bullet hit process, the terminal displays the indicator bar corresponding to the enemy virtual object in the virtual scene interface, wherein the color of the indicator bar is the same as the color of the hit virtual bullet.
[0239] Step 1206: Increment the hit count indicated by the indicator bar of the hostile virtual object by one.
[0240] Indicatively, when the terminal detects that the color of the hit virtual bullet is the same as the color of the indicator bar of the enemy virtual object, it updates the hit count displayed in the indicator bar of the enemy virtual object in the virtual scene interface, thereby indicating the number of virtual bullets of the same color that have hit the enemy virtual object.
[0241] Step 1207: Reset the indicator bar status in the hostile virtual object and increment the hit count of the new color virtual bullets by one.
[0242] As an illustration, when the terminal detects that the color of the hit virtual bullet is different from the color of the indicator bar of the enemy virtual object, it updates the color of the indicator bar of the enemy virtual object in the virtual scene interface and resets the hit count of the indicator bar of the enemy virtual object after the color update.
[0243] Step 1208: Determine if the indicator bar indicates that three virtual bullets of the same color have hit the enemy virtual object. If so, proceed to step 1209.
[0244] Optionally, the three virtual bullets of the same color indicated by the indicator bar can come from the same virtual object or different virtual objects.
[0245] In one example, when the terminal detects that the master virtual object hits the enemy virtual object with three consecutive virtual bullets of the same color using a virtual shooting prop, step 1209 is executed.
[0246] In another example, when the terminal detects that the virtual bullets of the master virtual object hit the virtual bullets of the enemy virtual object through virtual shooting props, and that the virtual bullets of the master virtual object's teammate virtual object hit the enemy virtual object through virtual shooting props are the same color, and the total number reaches three, step 1209 is executed.
[0247] Step 1209: Trigger the special effect corresponding to the virtual bullet of that color.
[0248] In this embodiment, different colors of virtual bullets correspond to different special effects. The terminal determines the applied special effect and the target virtual object corresponding to the special effect based on the color of the virtual bullet / indicator bar, and applies the special effect to the target virtual object.
[0249] Optionally, the target virtual object includes the controlling virtual object and / or the hostile virtual object.
[0250] Optionally, the aforementioned special effects may include: inflicting additional virtual damage on hostile virtual objects; or, inflicting a slowing effect on hostile virtual objects; or, inflicting an explosion effect on hostile virtual objects, wherein the explosion effect will inflict virtual damage on other virtual objects within a specified range of the hostile virtual object; or, restoring the virtual health of the controlling virtual object and / or teammate virtual objects; or, granting the controlling virtual object an attack power boost; or, having the virtual shooting item held by the controlling virtual object fire virtual bullets in a specified color sequence.
[0251] Step 1210: Reset the indicator state of the hit enemy virtual object.
[0252] Optionally, after performing step 1209, the terminal hides the indicator bar for the hostile virtual object; or, after performing step 1209, the terminal displays the indicator bar for the hostile virtual object in the initial color, and the hit count indicated in the indicator bar is 0; or, after performing step 1209, the terminal still displays the indicator bar for the hostile virtual object in the current color, but clears the hit count in the indicator bar.
[0253] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0254] Please refer to Figure 13 The diagram illustrates a structural block diagram of a device for using virtual props according to an exemplary embodiment of this application. The device includes the following modules:
[0255] Display module 1310 is used to display the virtual shooting props of the first virtual object equipment, the virtual shooting props being used to launch prop elements, and the virtual shooting props including prop elements of at least two element types;
[0256] The receiving module 1320 is used to receive shooting operations for the virtual shooting prop;
[0257] The display module 1310 is also configured to, in response to the shooting operation, display that the virtual shooting prop has fired at least two prop elements;
[0258] The display module 1310 is further configured to display the state effect applied to the target virtual object when the element types corresponding to the at least two hit elements meet the hit requirements, wherein the target virtual object includes at least one of the first virtual object and the second virtual object.
[0259] In some optional embodiments, the display module 1310 is further configured to display the state effect applied to the target virtual object when the at least two prop elements include at least two hit elements that consecutively hit the second virtual object, and the at least two hit elements correspond to the same element type.
[0260] In some alternative embodiments, such as Figure 14 As shown, the display module 1310 further includes:
[0261] The determining unit 1311 is used to determine the number of elements of the at least two hit elements when the at least two prop elements include at least two hit elements that continuously hit the second virtual object, and the element types corresponding to the at least two hit elements are the same.
[0262] Display unit 1312 is used to display the state effect applied to the target virtual object when the number of elements reaches a first quantity threshold.
[0263] In some optional embodiments, the display module 1310 is further configured to, in response to the presence of a first hit element among the at least two prop elements that hits the second virtual object, display a first indicator bar associated with a first element type of the first hit element, the first indicator bar including a first element marker corresponding to the first hit element.
[0264] In some optional embodiments, the display module 1310 is further configured to, in response to the existence of at least two first hit elements that consecutively hit the second virtual object, cumulatively display the first element markers corresponding to the at least two first hit elements in the first indicator bar;
[0265] The display module 1310 is further configured to display the state effect applied to the target virtual object when the number of marks of the first element mark reaches the mark number threshold corresponding to the first indicator bar.
[0266] In some optional embodiments, the display module 1310 is further configured to, in response to the existence of at least two first hit elements that consecutively hit the second virtual object, cumulatively display the first element markers corresponding to the at least two first hit elements in the first indicator bar;
[0267] The display module 1310 is further configured to display the state effect applied to the target virtual object when the number of marks of the first element mark reaches the mark number threshold corresponding to the first indicator bar.
[0268] In some optional embodiments, the display module 1310 is further configured to display the i-th state effect applied to the target virtual object when the number of the first element markers reaches the i-th marker number threshold corresponding to the first indicator bar, wherein the effect intensity of the i-th state effect is positively correlated with i, and i is a positive integer.
[0269] In some optional embodiments, the display module 1310 is further configured to switch the first indicator bar to a second indicator bar in response to the existence of a second hit element that hits the second virtual object among the at least two prop elements. The second indicator bar is associated with a second element type corresponding to the second hit element, the hit time of the second hit element is later than the hit time of the first hit element, and the first element type and the second element type are different.
[0270] In some optional embodiments, the display module 1310 is further configured to display the shooting control corresponding to the virtual shooting prop, and to display the prompt information corresponding to the prop element to be fired, wherein the prompt information is used to indicate the element type of the prop element fired after the virtual shooting prop triggers the shooting operation;
[0271] The receiving module 1320 is further configured to, in response to the shooting control receiving a control trigger operation, determine that a shooting operation has been received for the virtual shooting prop;
[0272] The display module 1310 is also configured to, in response to the shooting operation, display the prop element to be fired by the virtual shooting prop based on the element type of the prop element to be fired as indicated by the prompt information.
[0273] In some optional embodiments, the prompt information is used to indicate the element type of the i-th item element that is fired after the shooting control is triggered, where i is a positive integer;
[0274] The display module 1310 is also used to overlay the prompt information on the shooting control; or, overlay the prompt information on the virtual shooting prop; or, overlay the prompt information on the crosshair mark of the virtual shooting prop; or, overlay the prompt information on the equipment bar of the virtual shooting prop.
[0275] In some optional embodiments, the prompt information is used to indicate the element type corresponding to at least two prop elements to be launched;
[0276] The display module 1310 is also used to display the prompt information around the shooting control. The prompt information includes type label information corresponding to the at least two prop elements to be fired, arranged in the firing order. The type label information is used to indicate the element type of the prop element to be fired.
[0277] In some optional embodiments, the receiving module 1320 is further configured to receive prop shaking operations for the virtual shooting prop;
[0278] The display module 1310 is also used to update the display of the prompt information corresponding to the prop element to be launched in response to the prop shaking operation.
[0279] In some optional embodiments, the display module 1310 is further configured to display an element control state effect applied to the first virtual object when the at least two prop elements include the at least two hit elements that hit the second virtual object consecutively, and the element types corresponding to the at least two hit elements respectively meet the hit requirements. The element control state effect is used to indicate that the first virtual object has custom control permissions over the element types of the prop elements fired by the virtual shooting prop.
[0280] The receiving module 1320 is further configured to receive a type order indication operation for the virtual shooting prop while the first virtual object maintains the element control state effect, the type order indication operation being used to indicate the order of element types of the prop elements to be fired in the virtual shooting prop;
[0281] The display module 1310 is also used to update the prompt information corresponding to the prop element to be launched based on the type sequence instruction operation.
[0282] In some optional embodiments, the determining unit 1311 is further configured to determine the target virtual object based on the element type corresponding to the at least two hit elements, and to determine the state effect based on the element type corresponding to the at least two hit elements, when the at least two prop elements include the at least two hit elements that continuously hit the second virtual object, and the element types corresponding to the at least two hit elements respectively meet the hit requirements.
[0283] The display unit 1312 is also used to display the state effect applied to the target virtual object.
[0284] In some optional embodiments, the state effect includes a gain state effect and a debuff state effect;
[0285] The display unit 1312 is further configured to display the gain state effect applied to the first virtual object when the determined target virtual object is the first virtual object;
[0286] The display unit 1312 is further configured to display the debuff effect applied to the second virtual object when the target virtual object is determined to be the second virtual object.
[0287] In some optional embodiments, the device further includes a detection module 1330, comprising:
[0288] Acquisition unit 1331 is used to acquire the launch starting point and launch direction of the i-th prop element among the at least two prop elements;
[0289] The acquisition unit 1331 is further configured to determine the firing speed and hit range of the i-th prop element based on the element type of the i-th prop element. The firing speed is used to indicate the movement speed of the i-th prop element in the virtual scene, and the hit range is used to determine the range in which the i-th prop element can hit the second virtual object.
[0290] Creation unit 1332 is used to create a ray corresponding to the i-th prop element based on the launch starting point, launch direction and launch speed of the i-th prop element;
[0291] The detection unit 1333 is used to determine the i-th prop element as the hit element when it is detected that the ray corresponding to the i-th prop element intersects with the second virtual object in the virtual scene within the hit range.
[0292] It should be noted that the virtual props usage device provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual props usage device and the virtual props usage method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0293] Figure 15 This illustration shows a structural block diagram of a terminal 1500 provided in an exemplary embodiment of this application. The terminal 1500 may be a smartphone, tablet computer, Moving Picture Experts Group Audio Layer III (MP3) player, Moving Picture Experts Group Audio Layer IV (MP4) player, laptop computer, or desktop computer. The terminal 1500 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
[0294] Typically, terminal 1500 includes a processor 1501 and a memory 1502.
[0295] Processor 1501 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1501 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1501 may also include a main processor and a coprocessor. The main processor, also known as the Central Processing Unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 2401 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 2401 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.
[0296] The memory 1502 may include one or more computer-readable storage media, which may be non-transitory. The memory 1502 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1502 are used to store at least one instruction, which is executed by the processor 1501 to implement the method of using virtual props provided in the method embodiments of this application.
[0297] Indicatively, terminal 1500 also includes other components 1503, as will be understood by those skilled in the art. Figure 15 The structure shown does not constitute a limitation on terminal 1500 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0298] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be implemented by a program instructing related hardware. This program can be stored in a computer-readable storage medium, which may be a computer-readable storage medium included in the memory described in the above embodiments; or it may be a standalone computer-readable storage medium not assembled into the terminal. The computer-readable storage medium stores at least one instruction, at least one program segment, a code set, or an instruction set. The at least one instruction, the at least one program segment, the code set, or the instruction set is loaded and executed by the processor to implement the method of using virtual items as described in any of the above embodiments.
[0299] Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments in this application are merely descriptive and do not represent the superiority or inferiority of the embodiments.
[0300] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0301] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for using a virtual prop, characterized in that, The method includes: The virtual shooting props of the first virtual object are displayed, the virtual shooting props are used to launch prop elements, and the virtual shooting props include prop elements of at least two element types; Receive firing commands for the virtual shooting prop; In response to the shooting operation, the virtual shooting prop is displayed to fire at least two prop elements; When the at least two prop elements include at least two hit elements that consecutively hit the second virtual object, and the element types corresponding to the at least two hit elements meet the hit requirements, a status effect applied to the target virtual object is displayed, wherein the target virtual object includes at least one of the first virtual object and the second virtual object.
2. The method according to claim 1, characterized in that, The step of displaying the state effect applied to the target virtual object when at least two prop elements include at least two consecutive hit elements that hit the second virtual object, and the element types corresponding to the at least two hit elements respectively meet the hit requirements, includes: When the at least two prop elements include at least two hit elements that consecutively hit the second virtual object, and the at least two hit elements correspond to the same element type, the state effect applied to the target virtual object is displayed.
3. The method according to claim 2, characterized in that, The condition of displaying the state effect applied to the target virtual object when at least two prop elements include at least two consecutive hit elements that hit the second virtual object, and the element types corresponding to the at least two hit elements are the same, includes: The number of elements of the at least two prop elements is determined when the at least two prop elements include at least two hit elements that hit the second virtual object consecutively, and the at least two hit elements correspond to the same element type. When the number of elements reaches a first quantity threshold, the state effect applied to the target virtual object is displayed.
4. The method according to any one of claims 1 to 3, characterized in that, Before displaying the state effect applied to the target virtual object, the method further includes: In response to the presence of a first hit element that hits the second virtual object among the at least two prop elements, a first indicator bar associated with a first element type of the first hit element is displayed, the first indicator bar including a first element marker corresponding to the first hit element.
5. The method according to claim 4, characterized in that, The step of displaying the state effect applied to the target virtual object when at least two prop elements include at least two consecutive hit elements that hit the second virtual object, and the element types corresponding to the at least two hit elements respectively meet the hit requirements, includes: In response to the existence of at least two first hit elements that consecutively hit the second virtual object, the first element markers corresponding to the at least two first hit elements are cumulatively displayed in the first indicator bar; When the number of tags in the first element reaches the tag number threshold corresponding to the first indicator bar, the state effect applied to the target virtual object is displayed.
6. The method according to claim 5, characterized in that, The step of displaying the state effect applied to the target virtual object when the number of markers for the first element reaches the quantity threshold corresponding to the first indicator bar includes: When the number of tags of the first element reaches the threshold of the number of tags corresponding to the i-th tag in the first indicator bar, the i-th state effect applied to the target virtual object is displayed, wherein the effect intensity of the i-th state effect is positively correlated with i, and i is a positive integer.
7. The method according to claim 4, characterized in that, After responding to the presence of a first hit element among the at least two prop elements that hits the second virtual object, and displaying a first indicator bar associated with the first element type of the first hit element, the method further includes: In response to the existence of a second hit element that hits the second virtual object among the at least two prop elements, the first indicator bar is switched to display as a second indicator bar. The second indicator bar is associated with the second element type corresponding to the second hit element. The hit time of the second hit element is later than the hit time of the first hit element. The first element type and the second element type are different.
8. The method according to any one of claims 1 to 3, characterized in that, The receiving of a shooting operation for the virtual shooting prop includes: Display the shooting controls corresponding to the virtual shooting prop, and display the prompt information corresponding to the prop element to be fired. The prompt information is used to indicate the element type of the prop element fired after the virtual shooting prop triggers the shooting operation. In response to the shooting control receiving a control trigger operation, it is determined that a shooting operation targeting the virtual shooting prop has been received; In response to the shooting operation, the virtual shooting prop is displayed to fire at least two prop elements, including: In response to the shooting operation, the prop element to be fired by the virtual shooting prop is displayed based on the element type of the prop element to be fired as indicated by the prompt information.
9. The method according to claim 8, characterized in that, The prompt information is used to indicate the element type of the i-th item element that is fired after the shooting control is triggered, where i is a positive integer; The prompt information displayed for the prop element to be launched includes: The prompt message is overlaid on the shooting control; or, The prompt message is overlaid on the virtual shooting prop; or, The prompt information is overlaid on the crosshair of the virtual shooting prop; or, The prompt message is overlaid on the equipment slot of the virtual shooting prop.
10. The method according to claim 8, characterized in that, The prompt information is used to indicate the element type corresponding to at least two prop elements to be launched; The prompt information displayed for the prop element to be launched includes: The prompt information is displayed around the shooting control. The prompt information includes type label information corresponding to the at least two prop elements to be fired, arranged in the firing order. The type label information is used to indicate the element type of the prop element to be fired.
11. The method according to claim 8, characterized in that, The method further includes: Receive prop shaking operation for the virtual shooting prop; In response to the shaking operation of the prop, the prompt information corresponding to the prop element to be launched is updated and displayed.
12. The method according to claim 8, characterized in that, The step of displaying the state effect applied to the target virtual object when at least two prop elements include at least two consecutive hit elements that hit the second virtual object, and the element types corresponding to the at least two hit elements respectively meet the hit requirements, includes: When the at least two prop elements include the at least two hit elements that hit the second virtual object consecutively, and the element types corresponding to the at least two hit elements meet the hit requirements, an element control state effect applied to the first virtual object is displayed. The element control state effect is used to indicate that the first virtual object has custom control permissions over the element types of the prop elements fired by the virtual shooting prop. The method further includes: While the first virtual object maintains the element control state effect, a type order indication operation is received for the virtual shooting prop, the type order indication operation being used to indicate the order of element types of the prop elements to be fired in the virtual shooting prop; Based on the type sequence instruction operation, update and display the prompt information corresponding to the prop element to be launched.
13. The method according to any one of claims 1 to 3, characterized in that, The step of displaying the state effect applied to the target virtual object when at least two prop elements include at least two consecutive hit elements that hit the second virtual object, and the element types corresponding to the at least two hit elements respectively meet the hit requirements, includes: When the at least two prop elements include the at least two hit elements that continuously hit the second virtual object, and the element types corresponding to the at least two hit elements meet the hit requirements, the target virtual object is determined based on the element types corresponding to the at least two hit elements, and the state effect is determined based on the element types corresponding to the at least two hit elements. Displays the state effect applied to the target virtual object.
14. The method according to claim 13, characterized in that, The state effects include gain state effects and debuff state effects; The state effects applied to the target virtual object include: If the target virtual object is determined to be the first virtual object, the gain state effect applied to the first virtual object is displayed; If the target virtual object is determined to be the second virtual object, the debuff effect applied to the second virtual object is displayed.
15. The method according to any one of claims 1 to 3, characterized in that, After displaying that the virtual shooting prop has fired at least two prop elements, the description also includes: Obtain the launch starting point and launch direction of the i-th item element among the at least two item elements; The firing speed and hit range of the i-th prop element are determined based on the element type of the i-th prop element. The firing speed is used to indicate the movement speed of the i-th prop element in the virtual scene, and the hit range is used to determine the range in which the i-th prop element can hit the second virtual object. Based on the launch starting point, launch direction, and launch speed of the i-th item element, create a ray corresponding to the i-th item element; If the ray corresponding to the i-th prop element intersects with the second virtual object in the virtual scene within the hit range, the i-th prop element is determined to be the hit element.
16. A device for using virtual props, characterized in that, The device includes: The display module is used to display the virtual shooting props equipped by the first virtual object. The virtual shooting props are used to launch prop elements, and the virtual shooting props include prop elements of at least two element types. A receiving module is used to receive shooting operations for the virtual shooting prop; The display module is also configured to, in response to the shooting operation, display that the virtual shooting prop has fired at least two prop elements; The display module is further configured to display a state effect applied to a target virtual object when the at least two prop elements include at least two hit elements that continuously hit the second virtual object, and the element types corresponding to the at least two hit elements respectively meet the hit requirements, wherein the target virtual object includes at least one virtual object among the first virtual object and the second virtual object.
17. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one program, which is loaded and executed by the processor to implement the method of using virtual items as described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to implement the method of using virtual props as described in any one of claims 1 to 15.
19. A computer program product, characterized in that, It includes a computer program or instructions that, when executed by a processor, implement the method of using virtual props as described in any one of claims 1 to 15.