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

By displaying real-time physical status indicators of electronic devices and controlling the attribute states of virtual objects in a virtual scene, the problem of limited interaction in virtual scenes is solved, achieving a more efficient and immersive interactive experience.

CN122298006APending Publication Date: 2026-06-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2026-05-29
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

In existing virtual scene processing solutions, the evolution of the attribute state or the gain reward of virtual objects depends on the virtual business data generated in a closed manner within the virtual scene, which leads to limited user experience boundaries and makes it difficult to meet the needs of dynamic and diverse interactions and efficient interactions.

Method used

By displaying status indication information in the interactive interface of the virtual scene, the real-time physical status value of the electronic device is indicated, and the target virtual object is controlled to enter the corresponding additional attribute state under different status ranges, breaking the boundary between the virtual scene and the real environment and realizing cross-level interactive linkage.

Benefits of technology

It broadens the interactive dimensions of virtual scenes, improves the feedback efficiency of human-computer interaction and the immersive experience of users, reduces cognitive load, and enhances the strategic depth of levels.

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Abstract

This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing virtual scenes. The method includes: displaying status indication information in the interactive interface of the virtual scene, the status indication information indicating the real-time physical state value of the electronic device running the virtual scene; and controlling a target virtual object to enter an additional attribute state corresponding to the target state interval when the real-time physical state value is in a target state interval among multiple preset state intervals. This application can improve the feedback efficiency of human-computer interaction and the user's immersive experience.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction technology, and in particular to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing virtual scenes. Background Technology

[0002] With the rapid development of computer graphics processing and human-computer interaction technologies, various virtual scene applications (such as video games and virtual reality environments) have become widely popular. In these complex virtual scenes, specific attribute evolution mechanisms or phased reward mechanisms are typically designed for user-controlled virtual objects to drive progress and enhance user engagement. Currently, in related virtual scene processing solutions, the evolution of virtual object attributes or the triggering of reward effects generally rely on virtual business data generated within the closed virtual scene. This interaction mechanism limits the boundaries of the user experience and makes it difficult to meet the current demands for deeper, more dynamic, and diverse interactive experiences and higher interaction efficiency. Summary of the Invention

[0003] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing virtual scenes, which can broaden the interactive dimensions of virtual scenes by combining the real-time physical state of electronic devices, improve the feedback efficiency of human-computer interaction, and enhance the user's immersive experience.

[0004] The technical solution of this application embodiment is implemented as follows: This application provides a method for processing virtual scenes, the method comprising: The status indication information is displayed in the interactive interface of the virtual scene. The status indication information is used to indicate the real-time physical status value of the electronic device running the virtual scene. When the real-time physical status value is in a target status interval among multiple preset status intervals, the target virtual object is controlled to enter the additional attribute state corresponding to the target status interval.

[0005] This application provides a virtual scene processing device, including: A status indication module is used to display status indication information in the interactive interface of a virtual scene. The status indication information is used to indicate the real-time physical status value of the electronic device. The attribute control module is used to control the target virtual object to enter the additional attribute state corresponding to the target state interval when the real-time physical state value is in the target state interval among multiple preset state intervals.

[0006] This application provides an electronic device, the electronic device comprising: Memory is used to store executable instructions or computer programs. The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the virtual scene processing method provided in the embodiments of this application.

[0007] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions for implementing the virtual scene processing method provided in this application when executed by a processor.

[0008] This application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, they implement the virtual scene processing method provided in this application.

[0009] The embodiments of this application have the following beneficial effects: Through the embodiments of this application, by concretizing the implicit and dynamically changing real-time physical state values ​​of electronic devices running virtual scenes into explicit state indication information during the interaction phase, and by associating the attribute changes of the target virtual object with the state range in which the real-time physical state value is located, users can clearly and accurately perceive the correlation between the fluctuations in the physical state of electronic devices and the changes in the attributes of virtual objects. This broadens the interaction dimension of virtual scenes, reduces the cognitive load of users, improves the feedback efficiency of human-computer interaction, and enhances the strategic depth of levels and the immersive experience of users. Attached Figure Description

[0010] Figure 1 This is a schematic diagram of the architecture of the virtual scene processing system provided in the embodiments of this application; Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application; Figure 3 This is a first flowchart illustrating the virtual scene processing method provided in this application embodiment; Figure 4 This is a schematic diagram of the reward claiming interface provided in an embodiment of this application; Figure 5 This is a first schematic diagram of the interactive interface provided in the embodiments of this application; Figure 6 This is a second schematic diagram of the interactive interface provided in the embodiments of this application; Figure 7 This is a third schematic diagram of the interactive interface provided in the embodiments of this application; Figure 8 This is a fourth schematic diagram of the interactive interface provided in the embodiments of this application; Figure 9This is the fifth schematic diagram of the interactive interface provided in the embodiments of this application; Figure 10 This is the sixth schematic diagram of the interactive interface provided in the embodiments of this application; Figure 11 This is the seventh schematic diagram of the interactive interface provided in the embodiments of this application; Figure 12 This is the eighth schematic diagram of the interactive interface provided in the embodiments of this application; Figure 13 This is a schematic diagram of the second process of the virtual scene processing method provided in the embodiments of this application. Detailed Implementation

[0011] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0012] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0013] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0014] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0015] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for the purpose of describing the embodiments of this application only and is not intended to limit this application.

[0016] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0017] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0018] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0019] 2) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on ordinary client machines and needs to work in conjunction with the server. That is, there needs to be a corresponding server and service program in the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as a game client.

[0020] 3) A virtual scene is a virtual scene displayed (or provided) by an application while it is running on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional. For example, a virtual scene can include the sky, land, ocean, etc., and the land can include environmental elements such as deserts and cities. The user (i.e., the player) can control virtual objects to perform activities within the virtual scene, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing at least one of these activities. The virtual scene can be displayed from a first-person perspective (e.g., the user plays as a virtual object in the game from their own perspective); a third-person perspective (e.g., the user chases after a virtual object in the game); or a bird's-eye view. These perspectives can be switched arbitrarily.

[0021] 4) A target virtual object refers to a virtual image in a virtual scene that is directly controlled by the user through operating an electronic device and responds to user input to perform various interactive behaviors in the interactive interface. In the embodiments of this application, the target virtual object serves as the operating carrier for the user to participate in the virtual scene interaction process, advance the level mechanism, and achieve the set goal. Its own interactive performance and capability configuration are dynamically scheduled and adjusted by the underlying system.

[0022] 5) Collaborative virtual objects refer to virtual avatars that are on the same side as the target virtual object or have established a positive linkage in a virtual scene. In the embodiments of this application, collaborative virtual objects, as triggering nodes for cross-device or cross-object collaborative mechanisms, can participate in the interaction process of the virtual scene together with the target virtual object. Under the condition of meeting a specific distance threshold or receiving a specific interaction request, collaborative virtual objects and target virtual objects can form a sharing of interactive capabilities or linkage of environmental mechanisms, thereby broadening the interaction dimensions of a single entity.

[0023] 6) Hostile virtual objects refer to digital entities that are in an opposing camp or serve as the target of interaction output in a virtual scene with a level-based mechanism, and are opposed to the target virtual object and cooperative virtual objects. In the embodiments of this application, the hostile virtual object serves as the recipient of the target virtual object's basic interactive behavior or release of virtual skills. Its hit feedback, numerical impact, and target locking behavior presented in the interactive interface are used to intuitively reflect the strength of the target virtual object's current interactive output effect.

[0024] 7) Physical state refers to the real-time operating parameters or external environment sensing data objectively presented at the underlying hardware level of the electronic device running the virtual scene, existing in different dimensions. In this embodiment, physical state breaks the limitations of closed business data within the virtual scene, serving as an objective input dimension for cross-level intervention and control of the interactive performance of the target virtual object. The electronic device continuously acquires the real-time updated physical state through the underlying hardware interface and adaptively adjusts the comprehensive interactive capabilities of the target virtual object when dealing with hostile virtual objects based on the interval distribution and rate of change of the physical state.

[0025] 8) Attribute state refers to the set of underlying parameters and corresponding visual representations of a target virtual object in a virtual scene, used to define its various interactive capabilities. In this embodiment, the attribute state can be controlled by the real-time physical state value of the electronic device. Based on the target state range of the real-time physical state value, the electronic device can dynamically reconstruct the attribute state of the target virtual object (such as switching to a gain-based or restricted performance). Specifically, this is reflected in adjusting the target virtual object's own survival and mobility indicators, the cost and effect of releasing virtual skills, and the output effect when performing interactive behaviors against hostile virtual objects, thereby achieving deep linkage between the real physical state and the virtual scene interaction logic.

[0026] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing virtual scenes, which can broaden the interactive dimensions of virtual scenes by combining the real-time physical state of electronic devices, improve the feedback efficiency of human-computer interaction, and enhance the user's immersive experience.

[0027] The following describes the application scenarios of the virtual scene processing method provided in the embodiments of this application. The virtual scene processing method of this application can be applied to all interactive applications with level challenge mechanisms (such as various game applications). Examples are given below.

[0028] In some embodiments, the virtual scene processing method of this application can be applied to shooting survival or challenge-based games. These games are a type of game with resource management, wave defense, and extreme survival as their core gameplay. They typically require users to control a target virtual object to resist attacks from multiple waves of hostile virtual objects in a closed or open virtual scene. Here, when the user completes a specific wave of defense and enhances their abilities in stages, a level reward mechanism based on the physical state of the electronic device can be introduced. The actual physical state of the electronic device and the rules of the virtual scene jointly determine the development of the target virtual object's abilities. For example, taking the user's control of the target virtual object to successfully defeat a wave of hostile virtual objects in the virtual scene as an example, in response to meeting the conditions for claiming the level reward, a reward claiming interface is displayed; in response to the user's selection operation of the target level reward linked to "battery status", status indication information for indicating the real-time battery level of the electronic device is displayed at a specific location on the interactive interface; subsequently, the battery status data of the electronic device is detected in real time. When the battery level is low (below the preset minimum setting), the target virtual object gains buffs such as "unlimited virtual bullets" and "increased virtual attack power," and corresponding environmental effects (such as blue light effects) are rendered at the edge of the interactive interface. Conversely, when the battery level is high (above the preset maximum setting), the target virtual object gains restricted attributes such as "reduced virtual attack power" and "easily attracting enemy virtual objects to lock onto and attack," and restricted environmental effects (such as red light effects) are rendered. This design breaks away from the traditional single-value stacking of virtual values, cleverly reversing the low battery crisis of electronic devices in reality into a "survival bonus" in the virtual scene, enriching the strategic gameplay of shooting survival.

[0029] In some embodiments, the virtual scene processing method of this application can also be applied to randomly generated map games or action role-playing games. These games are a type of game with random scene generation, unidirectional progress, and rich gameplay combinations as their core gameplay. Their core feature is to provide users with an exploration experience full of unknowns and variables, and they highly rely on the dynamic combination of different virtual skills and virtual items. Here, a state effect judgment mechanism linked to the physical state of the device environment (such as operating temperature, device volume, etc.) can also be introduced when the user explores an unknown virtual scene and obtains random relics or buffs. For example, taking the example of the user controlling a target virtual object to explore a randomly generated dungeon virtual scene, after clearing the hostile virtual objects in the current room, in response to meeting the reward triggering conditions, the user selects a special reward of "temperature control mutation" (target level reward); subsequently, the background begins to collect real-time operating temperature data of the electronic device. In response to the electronic device's operating temperature falling below a set minimum threshold, the virtual skill of the target virtual object enters a buff skill attribute state (e.g., the cooldown time of the virtual skill is significantly shortened). Conversely, after prolonged gameplay, in response to the electronic device's operating temperature rising above a set maximum threshold, the virtual skill of the target virtual object enters a restricted skill attribute state (e.g., the release of the virtual skill is delayed or the cooldown time is extended). This design, which directly maps the physical load state of real hardware to strategy variables in the virtual scene, requires users to dynamically adjust the release rhythm of virtual skills and the strategy for clearing levels based on the current physical conditions of the electronic device during each random exploration, thus bringing an immersive interactive experience that transcends the virtual and real worlds.

[0030] See Figure 1 , Figure 1 This is a schematic diagram of the architecture of the virtual scene processing system 100 provided in the embodiments of this application. In order to support the processing application of a virtual scene, the terminal 401 connects to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.

[0031] In practical applications, the terminal 401 or server 200 has a game application (such as a game client) installed. The game can be any of the following: open-world game with level interaction mechanism, multiplayer online role-playing game, interactive narrative game, electronic tabletop role-playing game, first-person shooter game, third-person shooter game, multiplayer online tactical competitive game, virtual reality application, 3D map program, or multiplayer interactive survival game.

[0032] In practical applications, the virtual scene processing method of this application embodiment can be executed collaboratively by terminal 401 and server 200, or it can be executed by terminal 401 or server 200 alone. Taking terminal 401 as an example, the terminal 401 is equipped with a game client with a level interaction mechanism. The user can start the game client through terminal 401 and control the target virtual object in the virtual scene of the game. When the user controls the target virtual object to interact in the virtual scene of the game, terminal 401 can display status indication information in the interaction interface of the virtual scene. The status indication information is used to indicate the real-time physical state value of the electronic device running the virtual scene (i.e., terminal 401). When the real-time physical state value is in the target state interval among multiple preset state intervals, the target virtual object is controlled to enter the additional attribute state corresponding to the target state interval.

[0033] The following describes an electronic device that performs the virtual scene processing method provided in the embodiments of this application. The electronic device implementing the virtual scene processing method of the embodiments of this application can be a terminal, a server, or a combination of both. Therefore, the executing entity of each step will not be described again below. In some embodiments, the terminal can be implemented as a laptop computer, tablet computer, desktop computer, set-top box, smartphone, smart speaker, smartwatch, smart TV, vehicle terminal, and other types of terminals.

[0034] In some embodiments, the server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal and server can be connected directly or indirectly via wired or wireless communication, which is not limited in this embodiment.

[0035] See Figure 2 , Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Figure 2 The illustrated electronic device 400 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the electronic device 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 440.

[0036] Processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0037] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0038] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.

[0039] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.

[0040] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0041] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks; The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc. Presentation module 453 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 associated with user interface 430 (e.g., a display screen, a speaker, etc.). The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.

[0042] In some embodiments, the virtual scene processing apparatus provided in this application can be implemented in software. Figure 2 A processing device 455 for a virtual scene stored in memory 450 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a status indication module 4551 and an attribute control module 4552. These modules are logically linked and can therefore be arbitrarily combined or further separated according to their implemented functions. The functions of each module will be described below.

[0043] In some embodiments, the terminal or server can implement the virtual scene processing method provided in this application embodiment by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in an operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as game APPs; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to a browser environment to run. In summary, the aforementioned computer-executable instructions can be any form of instruction, and the aforementioned computer programs can be any form of application, module, or plugin.

[0044] The following description, in conjunction with the accompanying drawings, will first illustrate the virtual scene processing method provided in the embodiments of this application. As mentioned earlier, the electronic device 400 implementing the virtual scene processing method of the embodiments of this application can be a terminal, a server, or a combination of both. Therefore, the executing entity of each step will not be described again below.

[0045] The virtual scene processing method of this application embodiment will be described using a terminal as the executing entity as an example. In practical applications, the terminal has a game application installed. The game can be any one of the following: an open-world game with level mechanics, a multiplayer online role-playing game, a first-person shooter, a third-person shooter, a multiplayer online tactical competitive game, a virtual reality application, a 3D map application, or a multiplayer interactive survival game. Here, the terminal is the electronic device running the virtual scene.

[0046] See Figure 3 , Figure 3 This is a first flowchart illustrating the virtual scene processing method provided in this application embodiment, which will be combined with... Figure 3 The steps shown are explained.

[0047] In step 101, status indication information is displayed in the interactive interface of the virtual scene. The status indication information is used to indicate the real-time physical status value of the electronic device running the virtual scene.

[0048] In practical applications, the physical state of an electronic device refers to the real-time operating parameters objectively presented at the underlying hardware level of the electronic device running a virtual scene. In this application's embodiment, it serves as an external real-world input dimension for controlling the target virtual object to enter an additional attribute state, breaking down the boundary between virtual scene data and real-world environment data. Different physical state types can be associated depending on the actual situation. For example, the battery status of the electronic device can be configured, and different battery consumption rates can be configured for different battery statuses; alternatively, operating temperature, device volume, and device brightness can also be configured.

[0049] Status indication information is used to indicate the real-time physical state value of an electronic device, manifested as real-time data synchronization between the underlying hardware data acquisition mechanism and the front-end interface graphics rendering engine. In the underlying data acquisition mechanism, the electronic device periodically acquires the real-time physical state value of the current physical state by calling the operating system-level sensor application programming interface (API) at a preset sampling frequency. In the front-end rendering mechanism, the electronic device maps the acquired real-time physical state value to the specific display parameters in the status indication information in real time, and drives the interactive interface to perform partial redrawing of the control interface, thereby ensuring that the numerical change trend displayed by the status indication information is consistent with the actual numerical change of the objective physical state of the electronic device.

[0050] In practical applications, to enhance the flexibility of interaction logic and adapt to different application needs, electronic devices can control the timing of status indicator display based on various triggering mechanisms. Specific implementation methods may include: displaying status indicator information in the virtual scene's interactive interface in response to a target virtual object moving within the virtual scene and entering a target scene area with hardware linkage attributes, or in response to the virtual scene's interaction logic switching to the target interaction mode. For example, the electronic device continuously acquires real-time physical status values ​​in the background; in response to detecting that the real-time physical status value reaches or exceeds a preset display wake-up threshold, it displays status indicator information in the virtual scene's interactive interface. Furthermore, the interactive interface or system settings interface may have status display control controls configured; in response to receiving a trigger operation to activate the status display control controls, it displays status indicator information in the virtual scene's interactive interface.

[0051] In some embodiments, the "displaying status indication information in the interactive interface of the virtual scene" in step 101 can also be implemented in the following ways: in response to the target virtual object meeting the conditions for claiming the level reward in the virtual scene, displaying a reward claiming interface that includes at least the target level reward, wherein the target level reward is associated with the physical state of the electronic device running the virtual scene; in response to the claiming operation for the target level reward, displaying status indication information in the interactive interface.

[0052] In practical applications, the conditions for claiming level rewards are preset prerequisites for triggering the phased reward distribution mechanism within the virtual scene. The logic by which an electronic device determines whether the conditions for claiming level rewards are met can include at least one of the following: detecting that the number of enemy virtual objects defeated by the target virtual object in the virtual scene has reached a set threshold; receiving a system instruction that the target virtual object has successfully survived and moved to the next stage of the virtual scene; determining that the cumulative amount of specific resources consumed by the target virtual object in the virtual scene has reached the trigger standard; or detecting that the target virtual object has completed the occupation or exploration of specific target points in the virtual scene, etc.

[0053] When the conditions for claiming a level reward are met, the electronic device renders a reward claiming interface on top of the interactive interface. If multiple level rewards, including the target level reward, are retrieved, the electronic device can arrange and display these rewards in a horizontal card queue format or a grid matrix format. The target level reward is visually presented as an icon with a physical status indicator or as an interactive card with a special border.

[0054] The logic linking the target level rewards and the physical state of the electronic device running the virtual scene is manifested in the cross-level binding relationship in the underlying data structure and the visualization of the front-end interface. In the underlying data structure, the attribute calculation parameters of the target level rewards are mapped and bound to the underlying hardware sensor data reading logic of the electronic device through the application programming interface, ensuring that the target level rewards do not depend on virtual values ​​generated within the virtual scene. In the front-end interactive interface, the electronic device overlays status icons and explanatory labels at the edge of the target level reward display area. The status icons intuitively map to the associated physical state type, such as using customized icons representing battery level, thermometer, or sound waves; the explanatory labels intuitively map to the dynamic logic between the associated physical state and the additional attribute state, such as using different colored text to represent the impact of different physical state levels on virtual objects. The specific physical state type associated is pre-fixed by the underlying level reward configuration table, or dynamically matched by the electronic device based on the fluctuation range of the physical state collected by the current hardware sensors.

[0055] As an example, Figure 4This is a schematic diagram of the reward claiming interface provided in an embodiment of this application. See also... Figure 4 During the interaction and exploration of the target virtual object within the virtual scene, the electronic device determines that the conditions for claiming the level reward have been met. A reward claim interface is then overlaid on top of the interactive interface, displaying three level reward options. Each of these three reward options corresponds to a different reward logic. Taking the target level reward as an example, its interactive card contains specific text description labels (i.e., text information indicating the status effect), and a customized graphic icon representing the battery outline is displayed at the edge of the target level reward, indicating that the target level reward is associated with the physical state (e.g., battery status) of the electronic device running the virtual scene.

[0056] In practical applications, claiming a reward for a target level involves a user confirming a specific mechanism selected on the reward claiming interface. The logic for an electronic device to detect this reward claiming action can include at least one of the following: detecting a single click on the control corresponding to the target level reward; detecting a long press on the control for a preset duration; or detecting a swipe operation where the control corresponding to the target level reward is dragged to a specific confirmation area. In response to the detection of this reward claiming action, the electronic device hides the reward claiming interface, restores focus to the virtual scene's interactive interface, and simultaneously initiates a physical state detection thread for the underlying hardware of the electronic device.

[0057] After completing the level reward claim process, the electronic device can render status indicators in the interactive interface. Within the interface layout, the device can anchor these indicators to the edge of the interface, adjacent to the status bar of the target virtual object, or overlay them as independent floating controls. The visual presentation of status indicators can include numerical text, graphical progress bars, or dynamic icons. For example, when the associated physical status is battery level, the indicator might be a combination of a battery outline graphic and a percentage number; when the associated physical status is operating temperature, it might be a combination of a thermometer graphic and a Celsius value.

[0058] As an example, Figure 5 This is a first schematic diagram of the interactive interface provided in the embodiments of this application, such as... Figure 5 As shown, in response to the claiming of rewards for a target level, the electronic device displays status indicator information 110 in the interactive interface of the virtual scene. Specifically, Figure 5The diagram illustrates how, when the physical state is "charged," the electronic device displays a status indicator 110 on the interactive interface, indicating the battery status. The status indicator 110 can be presented as a floating control, containing a graphical representation of the battery outline and the numerical text "60%." This status indicator 110 visually indicates the real-time battery level (i.e., real-time physical state value) of the electronic device. By synchronously rendering the real-time battery data from the underlying electronic device to the interactive interface, the user can clearly perceive the current real-time physical state value, which serves as a trigger condition for the target level's reward.

[0059] See also Figure 3 The following explanation follows step 101 above.

[0060] In step 102, when the real-time physical state value is in the target state interval among multiple preset state intervals, the target virtual object is controlled to enter the additional attribute state corresponding to the target state interval.

[0061] In some embodiments, after controlling the target virtual object to enter the additional attribute state corresponding to the target state range, environmental effects corresponding to the target state range can also be displayed in the interactive interface.

[0062] In practical applications, corresponding preset state ranges can be customized for different physical states.

[0063] In this embodiment, in response to a target virtual object meeting the conditions for claiming a level reward in a virtual scene, a reward claiming interface containing the target level reward associated with the physical state of the electronic device running the virtual scene is displayed; then, in response to the claiming operation for the target level reward, status indication information for indicating the real-time physical state value is dynamically displayed in the interactive interface; finally, when the real-time physical state value is within a specific target state range, the target virtual object is controlled to enter the corresponding additional attribute state, and the corresponding environmental effects are simultaneously displayed in the interactive interface. The above method, by binding the level rewards in the virtual scene to the physical state of the electronic device, breaks the closed logic that relies solely on virtual values ​​within the virtual scene to trigger attribute state changes. Simultaneously, during the state execution interaction phase, the implicit and dynamically changing physical state data in the background is visualized as explicit state indication information. Furthermore, attribute changes in different state ranges are combined with environmental effects through multimodal visual collaborative rendering. This adaptive interaction mechanism, which deeply integrates physical state data collection with multidimensional visual feedback from the interactive interface, allows users to clearly and accurately perceive the correlation between fluctuations in the physical state of the electronic device and changes in the attributes of virtual objects. This broadens the interactive dimensions of the virtual scene, reduces the user's cognitive load, improves the feedback efficiency of human-computer interaction, and enhances the strategic depth of the levels and the user's immersive experience.

[0064] In some embodiments, the plurality of preset state intervals include at least a first state interval and a second state interval, and the upper limit of the first state interval is less than the lower limit of the second state interval; the target state interval is either the first state interval or the second state interval; step 102 can be implemented in the following way: when the real-time physical state value is in the first state interval, control the target virtual object to enter the first type of additional attribute state corresponding to the first state interval from the initial attribute state, and display the first environmental effect corresponding to the first state interval in the interactive interface; when the real-time physical state value is in the second state interval, control the target virtual object to enter the second type of additional attribute state corresponding to the second state interval from the initial attribute state, and display the second environmental effect corresponding to the second state interval in the interactive interface; wherein, the direction of influence of the second type of additional attribute state on the attribute state of the target virtual object is different from the direction of influence of the first type of additional attribute state on the attribute state of the target virtual object.

[0065] In related technologies, virtual scenes with level mechanisms typically have fixed interaction logic, and the changes in the attribute states of virtual objects mainly depend on virtual props or fixed events within the virtual scene. This design approach results in a lack of correlation between the interaction process of the virtual scene and the objective physical state of the electronic device, leading to a single dimension of human-computer interaction. When the physical state of the electronic device changes significantly, users cannot obtain intuitive status feedback from the interactive interface, resulting in low efficiency in human-computer interaction.

[0066] Here, the first state interval and the second state interval are numerical ranges with differences in magnitude among multiple preset state intervals, and the upper limit of the first state interval is smaller than the lower limit of the second state interval. For example, in an application scenario where the physical state is battery status, the first state interval can be defined as the remaining battery percentage between 0% and 20%, and the second state interval can be defined as the remaining battery percentage between 80% and 100%. The first type of additional attribute state and the second type of additional attribute state are additional attribute effects applied on top of the target virtual object's initial attribute state. The direction of influence of the second type of additional attribute state on the target virtual object's attribute state is different from the direction of influence of the first type of additional attribute state on the target virtual object's attribute state. For example, the first type of additional attribute state is a debuff state that reduces the target virtual object's movement speed, and the second type of additional attribute state is a gain state that increases the target virtual object's movement speed. The first environmental effect and the second environmental effect are visual environmental effects rendered in the interactive interface. For example, the first environmental effect can be presented as a visual effect of darkening the screen edges, and the second environmental effect can be presented as a visual effect of having a bright halo around the screen edges.

[0067] In practical applications, when the real-time physical state value is in the first state interval, the target virtual object changes from its initial attribute state to the first type of additional attribute state, and the interactive interface displays the first environmental effect corresponding to the first state interval. When the real-time physical state value is in the second state interval, the target virtual object changes from its initial attribute state to the second type of additional attribute state, and the interactive interface displays the second environmental effect corresponding to the second state interval. Assuming that the first type of additional attribute state has a negative attenuation effect on the target virtual object's attributes, then the second type of additional attribute state has a positive enhancement effect on the target virtual object's attributes.

[0068] Specifically, the electronic device continuously monitors its real-time physical state value and determines whether the real-time physical state value is within a first state interval. If the real-time physical state value is within the first state interval, the electronic device controls the target virtual object to transition from its initial attribute state to a first type of additional attribute state corresponding to the first state interval. The electronic device then calls the graphics rendering interface to render and display a first environmental effect corresponding to the first state interval in the interactive interface. If the real-time physical state value is not within the first state interval, the electronic device further determines whether the real-time physical state value is within a second state interval. If the real-time physical state value is within the second state interval, the electronic device controls the target virtual object to transition from its initial attribute state to a second type of additional attribute state corresponding to the second state interval. The electronic device then calls the graphics rendering interface to render and display a second environmental effect corresponding to the second state interval in the interactive interface. If the real-time physical state value is neither within the first state interval nor the second state interval, the electronic device maintains the initial attribute state of the target virtual object.

[0069] In some cases, in response to the detection that the real-time physical state value has fallen from the second state range to a third state range that does not belong to the target state range, the electronic device cancels the display of the second environmental effect in the interactive interface and controls the target virtual object to exit the second type of additional attribute state and restore to the initial attribute state. In response to the detection that the real-time physical state value has further fallen from the third state range to the first state range, the electronic device displays the first environmental effect in the interactive interface and controls the target virtual object to enter the first type of additional attribute state.

[0070] By configuring first-type and second-type additional attribute states with different influencing directions in the first and second state intervals, and combining this with visual feedback from first and second environmental effects, a tight mapping is established between the different physical state intervals of electronic devices and multi-dimensional interactive effects in the virtual scene. This mechanism breaks away from the single dimension of human-computer interaction, allowing users to intuitively perceive the two extreme changes in the physical state of electronic devices through the interactive interface, effectively improving the efficiency of human-computer interaction.

[0071] In some embodiments, the plurality of preset state intervals also include a third state interval located between the first state interval and the second state interval. When the real-time physical state value is in the third state interval, the target virtual object is controlled to recover from the first type of additional attribute state or the second type of additional attribute state to the initial attribute state.

[0072] In related technologies, the attribute state changes of virtual objects in virtual scenes are usually unidirectional or fixed, lacking smooth transition and recovery mechanisms. When the physical state of electronic devices fluctuates between extreme and normal values, the attribute state of the interactive interface often cannot return to the baseline state in a timely manner, resulting in a break in the interaction logic. Users find it difficult to accurately grasp the normal attributes of virtual objects, thereby reducing the efficiency of human-computer interaction.

[0073] Here, the third state interval is a numerical range among multiple pre-defined state intervals, where the value falls between the upper limit of the first state interval and the lower limit of the second state interval. For example, in an application scenario where the physical state is battery level, if the first state interval is 0% to 20% and the second state interval is 80% to 100%, then the third state interval can be defined as the remaining battery percentage being between 21% and 79%. The initial attribute state is the basic attribute value of the target virtual object when it is not affected by any additional environmental or device physical state.

[0074] In practical applications, when the real-time physical state value is in the third state range, if the target virtual object is currently in the first type of additional attribute state or the second type of additional attribute state, the attribute state of the target virtual object is changed to the initial attribute state in the interactive interface, and at the same time, the visual environment effects corresponding to the first type of additional attribute state or the second type of additional attribute state in the interactive interface are canceled.

[0075] Here, the initial attribute state refers to the basic attribute value or basic attribute manifestation of the target virtual object when neither the first type of additional attribute state nor the second type of additional attribute state is superimposed. It is the default basic state of the target virtual object in the virtual scene and is not affected by any physical state. In the embodiments of this application, the initial attribute state serves as the benchmark for calculating the first type of additional attribute state or the second type of additional attribute state, and also as the recovery target of the target virtual object when the real-time physical state value is in the third state range. For example, in a virtual scene with a level mechanism, the initial attribute state of the target virtual object may include basic values ​​such as the target virtual object's basic movement speed (e.g., the default 100 pixels / second), basic health, or basic attack power (e.g., the default 50 points of damage), which are not affected by extreme physical state values.

[0076] Specifically, the system continuously monitors the real-time physical state value of the electronic device and determines whether the real-time physical state value is within the third state interval. If the real-time physical state value is within the third state interval, the electronic device further determines whether the target virtual object is currently in either the first or second type of additional attribute state. If the target virtual object is in either the first or second type of additional attribute state, the electronic device controls the target virtual object to restore it to its initial attribute state and calls the graphics rendering interface to remove the additional environmental visual effects from the interactive interface. If the target virtual object is neither in the first nor the second type of additional attribute state, the electronic device maintains the initial attribute state of the target virtual object. If the real-time physical state value is not within the third state interval, the electronic device executes the corresponding additional attribute state change logic based on whether the real-time physical state value is within the first or second state interval.

[0077] As an example, when the physical state is the battery level, the third state range is 21%-79%. Assume the target virtual object is currently in a first-type additional attribute state triggered when the battery level is below 20% (movement speed reduced by 20%). In response to the electronic device connecting to a charging device and the real-time battery level rising to 30% (i.e., in the third state range), the electronic device controls the target virtual object to revert from the first-type additional attribute state to its initial attribute state (i.e., restore standard movement speed), and removes the visual cue effect indicating reduced movement speed from the interactive interface.

[0078] By establishing a third state interval between the first and second state intervals and controlling the target virtual object to return to its initial attribute state when the real-time physical state value falls within this third state interval, a complete and closed-loop attribute state recovery mechanism is constructed in the virtual scene. This mechanism addresses the logical flaw of attribute state changes failing to promptly return to normal, enabling the interactive interface to accurately reflect the stable physical state of the electronic device and improving the consistency and efficiency of human-computer interaction.

[0079] In some embodiments, the physical state includes at least one of the electronic device's power state and operating temperature state; the first type of additional attribute state is manifested as a first gain attribute state; the above step of "controlling the target virtual object to enter the first type of additional attribute state corresponding to the first state interval" can be implemented by at least one of the following: First, controlling the skill attribute of the target virtual object's virtual skill to enter the gain skill attribute state of the first gain attribute state from the initial skill attribute state of the initial attribute state; the skill attribute of the virtual skill represents at least one of the release cost and skill release effect of the virtual skill; Second, controlling the object attribute of the target virtual object to enter the gain object attribute state of the first gain attribute state from the initial object attribute state of the initial attribute state; the object attribute represents at least one of the target virtual object's basic survivability and basic mobility in the virtual scene; Third, controlling the output attribute of the target virtual object to enter the gain output attribute state of the first gain attribute state from the initial output attribute state of the initial attribute state; the output attribute represents the interactive output effect when the target virtual object performs basic interactive behavior.

[0080] In related technologies, the interaction logic of virtual scenes is often independent of the objective physical state of electronic devices. When the battery level of an electronic device is too low or the operating temperature is too high, resulting in limited processing performance, these technologies typically only display a warning window at the operating system level. This singular feedback mechanism severs the interaction process between the physical state of the electronic device and the virtual scene, preventing the virtual scene from providing an adaptive dynamic response mechanism for the performance limitations of the electronic device. Consequently, users cannot obtain appropriate interactive compensation methods when faced with limitations in the physical state of the electronic device, leading to low efficiency in human-computer interaction.

[0081] Here, the gain attribute state is configured to grant the target virtual object a higher expected interaction performance compared to its initial attribute state. The expected interaction performance is characterized by the degree of positive gain on the target virtual object's survival time or intervention ability in the virtual scene. Specifically, the first gain attribute state refers to a state that positively enhances the target virtual object's various values ​​or ability performance in the virtual scene based on its initial attribute state. The skill attribute of a virtual skill characterizes the operational conditions and resulting visual effects of the target virtual object releasing a specific ability, including at least one of release cost and skill release effect. Release cost includes the virtual resource value or cooldown time required to release the virtual skill; skill release effect includes the size of the effective range of the virtual skill in the virtual scene and the visual effect rendering level. Object attributes characterize the basic indicators for the target virtual object to maintain its survival and perform displacement in the virtual scene, including at least one of basic generation ability and basic mobility ability. Basic survivability includes the target virtual object's basic maximum health or basic defense threshold; basic mobility ability includes the target virtual object's movement speed parameter or action response rate. Output attributes are used to characterize the numerical impact of the target virtual object on the interactive target when it performs basic interactive behaviors such as normal attacks without relying on virtual skills. Examples include the base attack power value or the probability of producing special interactive results.

[0082] In practical applications, in response to the real-time physical state value corresponding to the physical state of the electronic device (at least one of the electronic device's power status and operating temperature status) entering the first state interval, the electronic device presents a visual process in the interactive interface of the controlled target virtual object transitioning from the initial attribute state to the first type of additional attribute state (i.e., the first gain attribute state). The electronic device can achieve interface updates through at least one of the following methods: Firstly, when controlling the skill attributes of the virtual skill of the target virtual object, the interactive interface presents the transformation of the virtual skill from its initial skill attribute state to its enhanced skill attribute state. For example, the numerical label representing the release cost displayed on the interactive control corresponding to the virtual skill changes to a smaller value, or a highlight activation light effect is overlaid on the edge of the interactive control corresponding to the virtual skill; at the same time, when the target virtual object releases the virtual skill, the skill release effect rendered in the interactive interface has a larger effect coverage area or a more significant light and shadow rendering intensity compared to the initial skill attribute state.

[0083] Secondly, when controlling the object attributes of the target virtual object, the interactive interface presents the transition of the target virtual object from its initial object attribute state to its enhanced object attribute state. For example, for basic survivability, the fill length of the status progress bar representing health in the interactive interface extends towards the higher scale, or the fill color of the status progress bar changes to a specific enhanced color; for basic mobility, when the target virtual object performs a movement operation in the virtual scene, the playback speed of the target virtual object's movement animation is increased, and a rendering acceleration trailing light effect is superimposed on the area of ​​the target virtual object's movement trajectory.

[0084] Third, when controlling the output attributes of the target virtual object, the interactive interface displays the transition of the target virtual object from its initial output attribute state to its enhanced output attribute state. For example, in response to the target virtual object performing a basic interactive behavior to the outside world (such as a hostile virtual object), the font size of the numerical label that pops up at the hit location in the interactive interface to indicate the interactive output effect is larger than the initial font size in the initial output attribute state, and the rendering volume of the hit particle effect generated when the basic interactive behavior hits also increases synchronously.

[0085] Specifically, the electronic device continuously acquires real-time physical state values ​​corresponding to its battery level or operating temperature through its underlying hardware interface. The electronic device compares these real-time physical state values ​​with a first state interval to determine if the value falls within that interval. If the value falls within the first state interval, the electronic device triggers a first-buff attribute state and selects at least one of three preset underlying logics to perform an update: For skill attributes, the electronic device updates the skill parameter database, changing the cooldown time and area-of-effect parameters from their initial values ​​to those corresponding to the buff skill attribute state; or, the electronic device updates the object attribute state tree, changing the base health and base movement speed parameters from their initial values ​​to those corresponding to the buff object attribute state; or, for output attributes, the electronic device updates the interaction calculation formula, changing the damage coefficient of the basic interaction behavior from its initial value to that corresponding to the buff output attribute state. After completing the parameter update, the electronic device calls the graphics rendering engine to synchronously render the corresponding changes in the interactive interface. If the real-time physical state value does not fall within the first state interval, the electronic device maintains the initial attribute state of the target virtual object and does not perform any parameter update operations.

[0086] In some cases, in response to the real-time physical state value of the electronic device entering the first state range, the electronic device displays a state attribute selection control in the interactive interface; in response to the trigger operation of the state attribute selection control, the electronic device expands an option list in the interactive interface that includes the state of the buff skill attribute, the state of the buff object attribute, and the state of the buff output attribute; in response to the click operation of the target option in the option list, the electronic device controls the target virtual object to enter the first buff attribute state corresponding to the target option, and displays the visual effect corresponding to the target option in the interactive interface.

[0087] As an example, in the case of a physical state of battery level and a first state range of 0%-15%, in response to the real-time battery level of the electronic device dropping to 10%, the electronic device controls the output attribute of the target virtual object to change from the initial output attribute state (e.g., the normal attack damage value is 100) to the enhanced output attribute state (e.g., the normal attack damage value is increased to 200). When the target virtual object performs a basic interactive behavior against the hostile virtual object in the interactive interface, a "200" damage value label with a flame border effect pops up above the hostile virtual object.

[0088] By binding the battery status or operating temperature of an electronic device to the skill attributes, object attributes, and output attributes of the virtual skill of the target virtual object in a multi-dimensional way, positive numerical enhancement and visual compensation are provided to the target virtual object when the physical state of the electronic device is limited. This dynamic interaction mechanism solves the problem of the single dimension of physical state feedback, providing users with multi-dimensional interactive assistance when facing the performance bottleneck of electronic devices, and effectively improving the efficiency of human-computer interaction.

[0089] In some embodiments, when the physical state is at least one of the electronic device's power state and operating temperature state, the second type of additional attribute state manifests as the first restricted attribute state; the direction of influence of the first restricted attribute state on the attribute state of the target virtual object is different from the direction of influence of the first gain attribute state on the attribute state of the target virtual object; the above step "controlling the target virtual object to enter the second type of additional attribute state corresponding to the second state interval from the initial attribute state" can be implemented by at least one of the following: first, controlling the skill attribute of the virtual skill of the target virtual object to enter the restricted skill attribute state under the first restricted attribute state from the initial skill attribute state; second, controlling the object attribute of the target virtual object to enter the restricted object attribute state under the first restricted attribute state from the initial object attribute state; third, controlling the output attribute of the target virtual object to enter the restricted output attribute state under the first restricted attribute state from the initial output attribute state.

[0090] Here, the first restricted attribute state refers to a state where, based on the initial attribute state, specific attributes of the target virtual object are negatively reduced in value or their effects are limited. This is used to increase the difficulty of interaction when the physical state of the electronic device is within a specific range. The restricted skill attribute state refers to a state where the cost of releasing a virtual skill increases or the effect of releasing the skill weakens; for example, the cooldown time of a virtual skill is extended or its effective range is reduced. The restricted object attribute state refers to a state where the basic survivability or basic mobility of the target virtual object is reduced; for example, the defense value of the target virtual object decreases or its movement speed slows down. The restricted output attribute state refers to a state where the interactive output effect of the target virtual object when performing basic interactive behaviors is weakened; for example, the numerical impact of the target virtual object on hostile virtual objects is reduced.

[0091] In practical applications, when the physical state of an electronic device is at least one of its power level or operating temperature, in response to the real-time physical state value corresponding to the physical state of the electronic device entering the second state interval, the electronic device presents a visual process on the interactive interface of controlling the target virtual object to transition from its initial attribute state to a second type of additional attribute state (i.e., the first restricted attribute state). The electronic device can achieve interface updates in at least one of the following ways: First, when controlling the skill attribute of the virtual skill of the target virtual object, the interactive interface presents the transition of the virtual skill from its initial skill attribute state to its restricted skill attribute state. For example, the countdown value representing the release cost displayed on the interactive control corresponding to the virtual skill increases, or when the target virtual object releases the virtual skill, the range of the special effects representing the skill release effect rendered in the virtual scene shrinks compared to the initial skill attribute state. Second, when controlling the object attribute of the target virtual object, the interactive interface presents the transition of the target virtual object from its initial object attribute state to its restricted object attribute state. For example, regarding object attributes representing basic survivability, the shield icon associated with the target virtual object in the interactive interface appears damaged; regarding object attributes representing basic mobility, when the target virtual object performs a movement operation in the virtual scene, the playback speed of the target virtual object's movement animation decreases compared to the initial object attribute state, exhibiting a sluggish movement. Thirdly, when controlling the output attributes of the target virtual object, the interactive interface presents the transition of the target virtual object from the initial output attribute state to a restricted output attribute state. For example, in response to the target virtual object performing basic interactive behavior, the font size of the numerical label that pops up for hostile virtual objects in the interactive interface to indicate the interactive output effect decreases compared to the initial output attribute state, and the brightness of the hit effect's light and shadow decreases. Specifically, the electronic device continuously acquires the real-time physical state value of the electronic device and determines whether the real-time physical state value is in the second state interval. If the real-time physical state value is in the second state range, the electronic device determines the second type of additional attribute state as the first restricted attribute state and selects at least one of the following from the underlying logic to execute: The electronic device updates the underlying configuration of the virtual skill's skill attributes, updating the parameters representing release cost and skill release effect from the values ​​corresponding to the initial skill attribute state to the values ​​corresponding to the restricted skill attribute state; or, the electronic device updates the state parameters of the target virtual object's object attributes, updating the parameters representing basic survivability and basic mobility from the values ​​corresponding to the initial object attribute state to the values ​​corresponding to the restricted object attribute state; or, the electronic device updates the interactive calculation logic of the target virtual object's output attributes, updating the parameters representing interactive output effects from the values ​​corresponding to the initial output attribute state to the values ​​corresponding to the restricted output attribute state. After completing the parameter update, the electronic device calls the graphics rendering engine to synchronously render the interactive interface.If the real-time physical state value is not in the second state range, the electronic device will not perform the parameter update operation to enter the first restricted attribute state, and will maintain the current attribute state of the target virtual object.

[0092] In some cases, in response to the real-time physical state value entering the second state range, the electronic device displays an attribute status warning pop-up in the interactive interface. The attribute status warning pop-up is used to indicate that the target virtual object is about to enter the first restricted attribute state. In response to receiving a confirmation operation for the attribute status warning pop-up, the electronic device executes a visual representation of controlling the target virtual object to enter the first restricted attribute state in the interactive interface, and simultaneously displays the second environmental effects.

[0093] As an example, Figure 6 This is a second schematic diagram of the interactive interface provided in the embodiments of this application. For example... Figure 6 As shown, Figure 6 The diagram illustrates that when the physical state is "battery state," and the electronic device acquires a real-time physical state value (i.e., real-time battery value) greater than or equal to 90%, the electronic device determines that the real-time physical state value has entered the second state interval. In response to the real-time physical state value entering the second state interval, the electronic device controls the target virtual object 120 to enter a first restricted attribute state, thereby weakening the attribute state of the target virtual object 120. Simultaneously, the electronic device synchronously adjusts the display effects of the icon and environmental effects of the status indicator information 110 in the interactive interface. Specifically, the background color of the status indicator information 110 icon is changed to red, and a red light effect environmental effect appears in the surrounding area of ​​the interactive interface to intuitively provide the user with feedback on the current high battery physical state of the electronic device and the restricted state of the target virtual object 120.

[0094] By establishing a negative correlation between the physical state of the electronic device and the first restricted attribute state of the target virtual object, the target virtual object is automatically restricted in terms of skill attributes, object attributes, or output attributes when the real-time physical state value of the electronic device enters the second state range. This mechanism of controlling the target virtual object to enter the first restricted attribute state compensates for the logical deficiency of lacking constraints in the interaction process in related technologies. It allows the challenge of the virtual scene to be dynamically adjusted according to the objective physical state of the electronic device, enriching the strategic depth of the level mechanism and effectively improving the efficiency and multi-dimensional experience of human-computer interaction.

[0095] In some embodiments, the physical state also includes the device volume of the electronic device; correspondingly, the first type of additional attribute state manifests as a second restricted attribute state, and the second type of additional attribute state manifests as a second gain attribute state; the above step of "controlling the target virtual object to enter the first type of additional attribute state corresponding to the first state interval" can be implemented in the following way: controlling the skill attribute of the virtual skill of the target virtual object to enter the restricted skill attribute state of the second restricted attribute state from the initial skill attribute state of the initial attribute state. Correspondingly, the above step of "controlling the target virtual object to enter the second type of additional attribute state corresponding to the second state interval" can be implemented in the following way: controlling the virtual skill of the target virtual object to add an auxiliary virtual skill related to the device volume indicated by the second gain attribute state, based on the initial virtual skill corresponding to the initial attribute state.

[0096] Here, device volume refers to the media audio output parameters of the electronic device's operating system, or the external ambient sound parameters acquired through audio acquisition hardware. In this embodiment, device volume serves as the physical basis for triggering changes in the attribute state of the target virtual object. The second restricted attribute state refers to the negative attribute state applied to the target virtual object when the device volume is in a specific first state range (e.g., mute or very low volume range), used to weaken specific interactive capabilities of the target virtual object. The second gain attribute state refers to the positive attribute state applied to the target virtual object when the device volume is in a specific second state range (e.g., high volume range), used to expand the interactive means of the target virtual object. Ancillary virtual skills refer to temporary skills additionally instantiated based on the second gain attribute state, in addition to the initial virtual skills already possessed by the target virtual object. The mechanism or manifestation of the auxiliary virtual skills is related to the device volume.

[0097] In practical applications, the skill attributes of a virtual skill represent the cost of releasing the skill (e.g., the cooldown countdown value displayed in the interactive interface) and the skill release effect (e.g., the coverage area of ​​special effects or the intensity of light and shadow rendered in the virtual scene). The object attributes of the target virtual object represent the target virtual object's basic survivability in the virtual scene (e.g., the length of the health bar displayed in the interactive interface) and basic mobility (e.g., the playback rate of movement animations displayed in the virtual scene). The output attributes represent the interactive output effect when the target virtual object performs basic interactive behaviors (e.g., the font size of the feedback numerical label that pops up for the interactive target in the virtual scene).

[0098] In response to the real-time physical state value corresponding to the device volume of the electronic device entering the first state range, the electronic device displays a visual representation of the target virtual object entering the second restricted attribute state in the interactive interface. Specifically, the electronic device controls the skill attribute of the virtual skill to enter the restricted skill attribute state from the initial skill attribute state. In the interactive interface, the numerical label representing the release cost displayed on the interactive control corresponding to the virtual skill shows a larger value compared to the initial skill attribute state. Alternatively, when the target virtual object releases the virtual skill, the range of the visual effects representing the skill release effect rendered in the virtual scene shrinks compared to the initial skill attribute state.

[0099] In response to the real-time physical state value corresponding to the device volume of the electronic device entering the second state range, the electronic device displays a visual representation of the target virtual object entering the second gain attribute state in the interactive interface. Specifically, while maintaining the display of the initial virtual skill-related interactive controls in the interactive interface, the electronic device additionally displays auxiliary virtual skill-related interactive controls in a preset operation area. The auxiliary virtual skill-related interactive controls contain specific graphic symbols representing sound or sound waves.

[0100] Specifically, the electronic device obtains the current device volume value as the real-time physical state value by calling the audio management interface. The electronic device determines whether the real-time physical state value is within the first state range. If the real-time physical state value is within the first state range, the electronic device determines to trigger the second restricted attribute state and updates the underlying skill parameter tree of the target virtual object, changing the skill attribute parameters of the virtual skill from the parameter values ​​corresponding to the initial skill attribute state to the parameter values ​​corresponding to the restricted skill attribute state, and driving the graphics rendering engine to update the appearance of the interactive interface. If the real-time physical state value is not within the first state range, the electronic device determines whether the real-time physical state value is within the second state range. If the real-time physical state value is within the second state range, the electronic device determines to trigger the second gain attribute state. The electronic device instantiates an auxiliary virtual skill associated with the device volume for the target virtual object in memory, configures the function logic of the auxiliary virtual skill, and binds the trigger interface of the auxiliary virtual skill to the newly generated interactive control on the front end. If the real-time physical state value is neither within the first state range nor the second state range, the electronic device maintains the initial attribute state of the target virtual object, does not modify the existing skill parameters, and does not instantiate the auxiliary virtual skill.

[0101] In some cases, in response to the detection of a triggered operation on an interactive control associated with an auxiliary virtual skill, the electronic device displays an indicator animation representing the diffusion of sound waves centered on the target virtual object in the virtual scene, and performs attribute reduction calculation logic on hostile virtual objects within the coverage area of ​​the indicator animation; in response to the detection of a change in the real-time device volume value and its maintenance within the second state interval, the electronic device controls the diffusion radius and rendering brightness of the indicator animation in the interactive interface to be synchronously enlarged or reduced as the real-time device volume value increases or decreases.

[0102] As an example, Figure 7 This is a third schematic diagram of the interactive interface provided in the embodiments of this application. Figure 7 This illustrates the situation where, when the physical state is "device volume," the real-time device volume value acquired by the electronic device enters the corresponding second state interval. Specifically, as shown... Figure 7 As shown, the real-time device volume value indicated by status indication information 110 is 90%, and the electronic device determines that the real-time device volume value of 90% enters the second state interval. In response to the real-time device volume value entering the second state interval, the electronic device controls the target virtual object 120 to enter the second gain attribute state. In the second gain attribute state, as... Figure 7 As shown, in addition to the initial virtual skills (such as the regular interactive controls in the lower left and lower right corners of the interface), the electronic device adds an auxiliary virtual skill 130 associated with the device's volume to the target virtual object 120. The auxiliary virtual skill 130 is presented as a circular control containing a musical note pattern in the interface, so that the user can trigger additional interactive logic when the physical volume is high.

[0103] By incorporating the volume of electronic devices as a physical state parameter into the underlying control logic of the virtual scene, the virtual skills of the target virtual object can be dynamically adjusted according to changes in the device volume. When the device volume is in the first state range, a restricted skill attribute is applied; when the device volume is in the second state range, an additional virtual skill is added. This mechanism breaks the conventional separation between interaction methods and external hardware states in virtual scenes. The adaptive dynamic addition and subtraction logic of skills based on objective physical states compensates for the logical deficiency in related technologies where the interaction process cannot perceive external physical environment parameters, enriching the interaction dimensions and strategy depth of the virtual scene, thereby significantly improving the efficiency and flexibility of human-computer interaction.

[0104] In some embodiments, the physical state further includes the device brightness of the electronic device; correspondingly, the second type of additional attribute state manifests as a third gain attribute state, and the first type of additional attribute state manifests as a third restricted attribute state; the above step of "controlling the target virtual object to enter the second type of additional attribute state corresponding to the second state interval from the initial attribute state" can be implemented by at least one of the following: first, controlling the object attribute of the target virtual object to add the auxiliary object attribute related to the device brightness indicated by the third gain attribute state on the basis of the initial object attribute corresponding to the initial attribute state; second, controlling the target object attribute related to the device brightness of the target virtual object to enter the gain object attribute state of the third gain attribute state from the initial object attribute state corresponding to the initial attribute state. Correspondingly, the above step of "controlling the target virtual object to enter the first type of additional attribute state corresponding to the first state interval from the initial attribute state" can be implemented by: controlling the object attribute of the target virtual object to enter the restricted object attribute state of the third restricted attribute state from the initial object attribute state of the initial attribute state; or, controlling the target object attribute related to the device brightness of the target virtual object to enter the restricted object attribute state of the third restricted attribute state from the initial object attribute state corresponding to the initial attribute state.

[0105] Here, device brightness refers to the screen backlight brightness parameter of the current operating system of the electronic device, or the ambient light intensity value collected by the light sensor of the electronic device. In this embodiment, device brightness is used as a physical trigger condition for adjusting the object attributes of the target virtual object. The third gain attribute state refers to the positive attribute enhancement state given to the target virtual object when the device brightness is in a higher value range (i.e., the second state range), which is used to enhance the interaction advantage under sufficient light conditions. The third restricted attribute state refers to the negative attribute restriction state applied to the target virtual object when the device brightness is in a lower value range (i.e., the first state range), which is used to increase the exploration difficulty of the level under low light conditions. Auxiliary object attributes refer to new attribute capabilities related to optical characteristics (such as stealth unit detection capability, night vision capability, etc.) added in addition to the original initial object attributes of the target virtual object. Target object attributes refer to specific basic object attributes directly related to visual perception, such as the field of view radius or exploration range in the virtual scene.

[0106] In practical applications, the object attributes of a target virtual object characterize its basic survivability and mobility in a virtual scene (including implicit survivability indicators such as field of view and perception distance). As a supplement, the skill attributes of a virtual skill characterize the cost of releasing the skill and the final rendered special effects; output attributes characterize the magnitude of the numerical impact of the target virtual object on the interactive target when performing basic interactive behaviors. This embodiment focuses on the visual adjustment of object attributes. In response to the real-time physical state value corresponding to the device brightness of the electronic device entering the second state interval, the electronic device displays a visual representation of the target virtual object entering the third gain attribute state in the interactive interface. Specifically, the interactive interface is updated in at least one of the following ways: First, with the addition of auxiliary object attributes, an auxiliary state icon representing optical perception is overlaid next to the status bar of the target virtual object in the interactive interface. Simultaneously, traps or invisible hostile virtual objects that were originally hidden in the virtual scene are presented as semi-transparent, visible outlines in the interactive interface. Second, with the target object attributes controlled and associated with device brightness, the field of view perception range of the target virtual object is expanded in the interactive interface. For example, the radius of the area illuminated by the radar minimap in the interactive interface increases significantly, or the dark mask layer around the target virtual object in the virtual scene recedes significantly outward, revealing more scene terrain details.

[0107] In addition, in response to the real-time physical state value corresponding to the device brightness of the electronic device entering the first state range, the electronic device displays a visual representation of the target virtual object entering the third restricted attribute state in the interactive interface. Specifically, the life bar or movement joystick control of the target virtual object in the interactive interface appears in a grayed-out restricted style (controlling the overall object attribute); or, the dark mask layer rendered in the interactive interface shrinks towards the center of the screen, which greatly reduces the visible environment range around the target virtual object, and the field of view detection radius on the minimap decreases simultaneously (controlling the target object attribute).

[0108] Specifically, the electronic device obtains the current device brightness value in real time by calling the operating system's screen brightness interface or light sensor interface, using it as the real-time physical state value. The electronic device compares the real-time physical state value with a preset state interval. If the real-time physical state value is in the second state interval, the electronic device determines to trigger the third gain attribute state. The electronic device performs at least one of the following processing operations: the electronic device loads an instance of ancillary object attributes for the target virtual object in the underlying state machine (e.g., registers a collision detection callback for a hidden unit), and instructs the graphics engine to render the mesh model of the hidden unit; or, the electronic device updates the field-view parameter value representing the target object attribute by multiplying the base value corresponding to the initial object attribute state by a preset magnification factor to the value corresponding to the gain object attribute state, and drives the graphics engine to expand the field-view camera's frustum range. If the real-time physical state value is in the first state interval, the electronic device determines to trigger the third restricted attribute state. The electronic device performs the following processing operations: modifies the general parameter set of the object attribute (e.g., reduces the base movement speed parameter), or updates the field-view parameter value representing the target object attribute by multiplying the base value by a preset attenuation factor to the value corresponding to the restricted object attribute state, and controls the graphics engine to render the scaled-down field-view mask. If the real-time physical state value is neither in the first state interval nor in the second state interval, the electronic device maintains the initial attribute state of the target virtual object.

[0109] In some cases, in response to the target virtual object entering the third restricted attribute state in the virtual scene, the interactive control of the light source prop for lighting is displayed in the interactive interface; in response to the trigger operation of the light source prop interactive control, a dynamically diffused lighting environment effect is rendered in the interactive interface centered on the target virtual object, and the restriction effect of the third restricted attribute state on the target object's attributes is temporarily eliminated.

[0110] As an example, when the physical state is device brightness, assuming the electronic device acquires a real-time device brightness value of 85%, the electronic device determines that this real-time physical state value enters the second state interval representing high brightness. In response to entering the second state interval, the electronic device controls the target virtual object to enter the third gain attribute state. The electronic device controls the target virtual object and its associated target object attributes (such as the visible distance attribute), transitioning from the initial object attribute state to the gain object attribute state. In terms of visualization on the interactive interface, the visible light radius of the target virtual object in the virtual scene is doubled from the initial radius, allowing distant enemy virtual objects and environmental cover to be rendered and displayed on the screen in advance, improving the user's exploration efficiency in the level.

[0111] By using the above method, and taking the brightness of the electronic device as the physical input source for controlling the attribute state of the target virtual object, the object attributes (especially field of view and perception capabilities) in the virtual scene can adaptively adjust according to changes in the real optical environment. A restricted state is applied when the device brightness enters the first state range, and a gain state is provided when it enters the second state range. This mechanism overcomes the shortcomings of related technologies where the interaction process cannot adapt to the optical physical environment, constructing a deep linkage between physical optical state and virtual visual perception, effectively improving the flexibility of human-computer interaction and the user's immersive experience.

[0112] In some embodiments, the plurality of preset state intervals include at least a first state interval and a second state interval; the direction of influence of the second type of additional attribute state corresponding to the second state interval on the attribute state of the target virtual object is different from the direction of influence of the first type of additional attribute state corresponding to the first state interval on the attribute state of the target virtual object; after displaying the state indication information in the interactive interface of the virtual scene, the attribute details interface can also be displayed in the following way: in response to the trigger operation for the state indication information, the attribute details interface is displayed, and the first type of additional attribute state marked with the first state interval and the second type of additional attribute state marked with the second state interval are displayed in the attribute details interface; wherein, the display style of the first type of additional attribute state and the display style of the second type of additional attribute state are different.

[0113] Here, the attribute details interface refers to a graphical information panel overlaid on the interactive interface of the virtual scene, used to centrally display the mapping rules between the physical state range of the electronic device and the additional attribute state of the target virtual object. Triggering an operation refers to the interactive command input by the user to the electronic device aimed at bringing up the attribute details interface, such as clicking, long-pressing, or hovering over a specific control. Display style refers to the visual presentation characteristics of elements in the graphical user interface, including background color, text size, border shape, transparency, and lighting effects. Here, display style is used to intuitively distinguish between the first type of additional attribute state and the second type of additional attribute state with different influence directions (e.g., opposite influence directions).

[0114] In practical applications, the skill attributes of virtual skills represent the release cost of virtual skills (e.g., the skill cooldown time countdown displayed in the interactive interface) and the skill release effect (e.g., the size of the skill's effective range displayed in the virtual scene); the object attributes of the target virtual object represent the target virtual object's basic survivability in the virtual scene (e.g., the fill scale of the status bar in the interactive interface, used to indicate the basic tolerance limit) and basic mobility (e.g., the animation playback rate when the target virtual object performs a movement operation in the virtual scene); the output attributes of the target virtual object represent the interactive output effect when the target virtual object performs basic interactive behaviors (e.g., the magnitude of the numerical feedback generated by the target virtual object performing a regular targeted interactive action when it does not release a virtual skill, which is represented by the size of the pop-up numerical label in the interactive interface).

[0115] After displaying status indicators showing real-time physical state values ​​in the virtual scene's interactive interface, in response to a triggering operation on these status indicators (such as clicking on them), an overlay of attribute details is displayed on the interactive interface. The attribute details interface exists as an independent panel within the preset hierarchy of the interactive interface. This interface simultaneously displays descriptive text for both the first and second types of additional attribute states. Text labels indicating the first state range are displayed around or at the same level as the first type of additional attribute state, and text labels indicating the second state range are displayed around or at the same level as the second type of additional attribute state. To visually reflect the distinctly different directions of attribute influence (e.g., the first type is positive gain, the second type is negative limitation), the display styles of the first and second types of additional attribute states are significantly different. For example, the area containing the first type of additional attribute state uses a bright background color with a highlighted border, while the area containing the second type of additional attribute state uses a dark background color with a warning-style border.

[0116] Specifically, after the electronic device renders and generates status indication information in the interactive interface, it initiates an event detection process for the status indication information. The electronic device continuously checks whether it has received a trigger operation for the status indication information. If a trigger operation is received, the electronic device extracts mapping relationship data between multiple preset status intervals and additional attribute states from the underlying rule configuration file. The electronic device parses the mapping relationship data and constructs the rendering layer for the attribute details interface. The electronic device data-binds the first type of additional attribute state with its corresponding first status interval, and data-binds the second type of additional attribute state with its corresponding second status interval. Subsequently, the electronic device configures a first set of graphics rendering parameters for the first type of additional attribute state, and configures a second set of graphics rendering parameters different from the first set for the second type of additional attribute state. The electronic device sends rendering instructions carrying different graphics rendering parameters to the graphics rendering engine, controlling the graphics rendering engine to draw and display attribute details interfaces with different display styles in the interactive interface. If no trigger operation for the status indication information is received, the electronic device maintains the normal detection state of the status indication information and does not generate or display the attribute details interface in the interactive interface.

[0117] In some cases, in response to the detection of a sliding touch operation on the area where the first type of additional attribute state is located in the attribute details interface, a dynamic demonstration animation representing the direction of influence of the corresponding attribute is displayed in the interactive interface; in response to the detection of a click operation on an area outside the attribute details interface in the interactive interface, the attribute details interface is closed and the unobstructed rendering state of the virtual scene is restored.

[0118] As an example, Figure 8 This is a fourth schematic diagram of the interactive interface provided in the embodiments of this application. Figure 8 The diagram shows the user interface when the physical state represents the battery level. The electronic device's user interface displays a status indicator 110 showing the current remaining battery level. In response to a triggering operation (e.g., a touch click) on the status indicator 110, the electronic device expands the user interface to display a property details screen 140. (For example...) Figure 8As shown, the attribute details interface 140 displays a first type of additional attribute state 1402 marked with a first state range 14021 (e.g., battery ≤ 20%). The accompanying text indicates that when entering the first state range 14021, the target virtual object's output attributes are positively increased (e.g., damage increased by 100%). Simultaneously, the attribute details interface 140 also displays a second type of additional attribute state 1401 marked with a second state range 14011 (e.g., battery ≥ 90%). The accompanying text indicates that when entering the second state range 14011, the target virtual object's output attributes and object attributes are negatively restricted (e.g., damage and defense reduced). Furthermore, to visually distinguish the difference in the direction of influence, the electronic device uses different display styles for the first type of additional attribute state 1402 and the second type of additional attribute state 1401 (e.g., differences in background texture and border style), allowing users to easily understand the boundary conditions for the attribute state reversal.

[0119] By employing the above method, and displaying an attribute details interface in response to trigger operations within the interactive interface, this technical solution effectively addresses the logical flaws caused by the opaque rules of the interaction mechanism in related technologies. The different display styles intuitively present the different directions of attribute influence, significantly reducing the cognitive load on users to understand complex physical state linkage rules. This allows users to accurately predict the timing of attribute state reversals, thereby significantly improving the efficiency of human-computer interaction.

[0120] In some embodiments, the target state interval is a first state interval or a second state interval, and the additional attribute state of the target virtual object is a first type of additional attribute state or a second type of additional attribute state. After displaying the attribute details interface, the terminal can also display an attribute state reversal control on the attribute details interface. In response to the triggering operation of the attribute state reversal control, the annotation information of the first type of additional attribute state displayed in the attribute details interface is switched from the first state interval to the second state interval, and the annotation information of the second type of additional attribute state is switched from the second state interval to the first state interval. When the target state interval is the first state interval, the additional attribute state of the target virtual object is controlled to switch from the first type of additional attribute state to the second type of additional attribute state, or, when the target state interval is the second state interval, the additional attribute state of the target virtual object is controlled to switch from the second type of additional attribute state to the first type of additional attribute state.

[0121] Here, the attribute state inversion control refers to a graphical user interface element displayed in the attribute details interface that can be triggered by the user. In this embodiment, the attribute state inversion control is used to receive rule reconstruction instructions input by the user to trigger the swapping of the mapping relationship between the underlying physical state and the additional attribute state. Labeling information refers to text or graphic identifiers in the attribute details interface used to indicate the physical state triggering conditions corresponding to each additional attribute state.

[0122] In practical applications, the skill attributes of virtual skills represent the release cost (e.g., in the interactive interface, this can be presented as a cooldown time countdown on the skill interaction control) and the skill release effect (e.g., in the virtual scene, this can be presented as the light effect coverage area of ​​the skill's effective range); the object attributes of the target virtual object represent the target virtual object's basic survivability in the virtual scene (presented in the interactive interface as the fill scale of the status bar or shield icon) and basic mobility (presented in the virtual scene as the animation playback rate and afterimage effects when performing movement operations); the output attributes of the target virtual object represent the interactive output effect when performing basic interactive behaviors (presented in the interactive interface as the font size and color depth of the feedback numerical labels that pop up for hostile virtual objects). The first type of additional attribute state and the second type of additional attribute state have different effects on the above attribute dimensions (such as positive gain or negative limitation).

[0123] After displaying the attribute details interface, the electronic device renders and displays an attribute state inversion control in a preset area of ​​the attribute details interface. The attribute state inversion control can be presented as a button icon with a double-headed looping arrow graphic. In response to a trigger operation on the attribute state inversion control, the attribute details interface in the interactive interface undergoes a visual change of information reorganization. Specifically, the labeling information associated with the first type of additional attribute state changes from the numerical labels of the first state interval to the numerical labels of the second state interval; simultaneously, the labeling information associated with the second type of additional attribute state changes from the numerical labels of the second state interval to the numerical labels of the first state interval.

[0124] Simultaneously, the visualization of the target virtual object in the virtual scene switches instantly. When the target state interval determined by the current real-time physical state value is the first state interval, the visual representation of the target virtual object immediately flips from the representation corresponding to the first type of additional attribute state (such as a large numerical label corresponding to output attribute gain) to the representation corresponding to the second type of additional attribute state (such as a small numerical label corresponding to output attribute limitation). When the target state interval is the second state interval, the visual representation of the target virtual object immediately flips from the representation corresponding to the second type of additional attribute state to the representation corresponding to the first type of additional attribute state.

[0125] Specifically, when rendering the attribute details interface, the electronic device calls the graphics rendering interface to draw an attribute state inversion control at a specified coordinate position on the interface and initiates an input detection process for the control. The electronic device then determines whether it has received a trigger operation for the attribute state inversion control. If so, it executes mapping rule modification logic in memory, setting the condition pointer bound to the first type of additional attribute state to the second state interval, and setting the condition pointer bound to the second type of additional attribute state to the first state interval. Subsequently, the electronic device drives the graphics rendering engine to update the annotation information in the attribute details interface. Next, the electronic device determines whether the target state interval corresponding to the current real-time physical state value is the first state interval. If the target state interval is the first state interval, the electronic device switches the attribute parameter set of the target virtual object from the parameters corresponding to the first type of additional attribute state to the parameters corresponding to the second type of additional attribute state, and controls the graphics rendering engine to update the rendering screen of the virtual scene. If the target state interval is not the first state interval (i.e., the target state interval is the second state interval), the electronic device switches the attribute parameter set of the target virtual object from the parameters corresponding to the second type of additional attribute state to the parameters corresponding to the first type of additional attribute state, and controls the graphics rendering engine to update the rendering screen of the virtual scene. If no trigger operation is received for the attribute state inversion control, the electronic device maintains the underlying original mapping rules, preserves the current display state of the attribute details interface, and continues to detect user input.

[0126] In some cases, in response to a triggering operation on the attribute state reversal control, the electronic device displays a consumption prompt pop-up overlaid on the interactive interface. The consumption prompt pop-up indicates the amount of virtual resources required to perform the state reversal. In response to a confirmation operation on the consumption prompt pop-up, the electronic device deducts the corresponding amount of virtual resources and displays a global distortion visual animation in the virtual scene to indicate that the attribute state reversal has taken effect.

[0127] As an example, Figure 9 This is the fifth schematic diagram of the interactive interface provided in the embodiments of this application. For example... Figure 9 As shown, the electronic device displays a property details interface 140 in a partial area of ​​the interactive interface. In the property details interface 140, in addition to displaying the status of each additional property and its initial trigger range, Figure 9The diagram also shows a reversal control 1403 displayed in the attribute details interface 140. The reversal control 1403 is represented by a circular icon containing a double-headed arrow. In response to a user's touch click on the reversal control 1403, the electronic device cross-swaps the text relationships within the attribute details interface 140, changing the labeling information for the restricted state to the low battery range and the labeling information for the gain state to the high battery range. Furthermore, if the current battery level of the electronic device is in the first state range representing low battery, the electronic device synchronously controls the target virtual object to forcibly switch from its original gain state (such as the first type of additional attribute state) to a restricted state (such as the second type of additional attribute state), presenting a visual attenuation of the corresponding skill, object, or output attribute in the interactive interface.

[0128] By providing an attribute state reversal control in the attribute details interface, users are given the authority to actively reconstruct the mapping relationship between physical states and additional attribute states. This mechanism overcomes the logical flaw of static binding of underlying rules in related technologies, allowing users to dynamically determine which attribute effects are triggered in which physical state range based on actual level requirements. This solution returns some control of the interaction process to the user, enriches the dimensions of strategic gameplay, effectively solves the problem of insufficient flexibility in human-computer interaction, and significantly improves the efficiency and depth of human-computer interaction experience.

[0129] In some embodiments, after the target virtual object enters an additional attribute state corresponding to the target state range, the terminal may also display at least one of the environmental effects and attribute prompts corresponding to the target state range in the interactive interface. The attribute prompts are used to indicate the current additional attribute state of the target virtual object. The display styles of the attribute prompts, the environmental effects, and the state indication information are adapted to each other.

[0130] Here, attribute hints refer to text boxes, graphic labels, or pop-up elements that float in the interactive interface of a virtual scene, used to clearly explain and announce the specific content of the additional attribute state currently assigned to the target virtual object. Adaptability refers to the high degree of consistency or related mapping relationship between multiple visual elements in graphical user interface design, such as color scheme, lighting effects, and border styles, to convey the same interactive theme.

[0131] In practical applications, after an electronic device controls a target virtual object to enter an additional attribute state corresponding to the target state range, the electronic device displays attribute prompts overlaid in a preset area of ​​the interactive interface (e.g., slightly above the center of the interface). The attribute prompts contain descriptive text explaining the specific effects of the current additional attribute state. Simultaneously, the interactive interface presents a highly unified visual linkage. Specifically, the display styles of the attribute prompts, environmental effects, and status indicators are matched. For example, when the target virtual object enters a negatively restricted additional attribute state, the background of the status indicator icon changes to a specific warning color (e.g., red), and the environmental effect displays a red breathing light effect covering the outer edge of the interactive interface; simultaneously, the attribute prompts adopt a pop-up style with the same red border and red background texture. The attribute prompts, environmental effects, and status indicators maintain complete consistency in visual color and graphic rendering style.

[0132] Specifically, after determining that the real-time physical state value has entered the target state range and executing the parameter update logic to control the target virtual object to enter the additional attribute state, the electronic device triggers the user interface generation process. The electronic device reads the text prompt data corresponding to the current target state range from the local configuration table and generates the text content of the attribute prompt information. Subsequently, the electronic device obtains the style parameters of the rendered environment effects in the graphics pipeline, as well as the style parameters of the status indication information (e.g., extracting color channel values, transparency values, and effect rendering level identifiers). Based on the extracted style parameters, the electronic device assigns style values ​​to the rendering template of the attribute prompt information, ensuring that the style parameters of the attribute prompt information are consistent with the style parameters of the environment effects and status indication information. After completing the style assignment, the electronic device generates rendering instructions for the attribute prompt information and calls the graphics rendering engine to draw and display the attribute prompt information in the top-level rendering pipeline of the interactive interface.

[0133] In some cases, in response to the detection of a swipe touch operation targeting the attribute hint information, the attribute hint information is hidden in the interactive interface; in response to the target virtual object being removed from the attached attribute state, the attribute hint information is simultaneously removed from the interactive interface, rendering of environmental effects is stopped, and the display style of the status indicator information is restored to the default display style.

[0134] As an example, Figure 10 This is the sixth schematic diagram of the interactive interface provided in the embodiments of this application. (Continued) Figure 6 The scene, Figure 10 The display shows the screen when the physical state is "battery state" and the real-time battery level is greater than or equal to 90%, thus triggering a restricted state. For example... Figure 10As shown, after the target virtual object enters the first restricted attribute state, the electronic device also displays attribute prompt information 150 in the interactive interface. Attribute prompt information 150 includes the text "Device battery level is above 90%, entered restricted state, damage reduced by 50%, defense reduced," clearly indicating the details of the target virtual object's current additional attribute state. Furthermore, the display style of attribute prompt information 150 (such as specific border and background styles), the display style of environmental effects (such as surrounding red light effects), and the display style of status indication information 110 (such as the icon turning red) are all compatible, collectively conveying the current high battery restricted state to the user through a highly consistent red warning visual theme.

[0135] By displaying attribute prompts upon entering an additional attribute state and ensuring that the display style of the attribute prompts, environmental effects, and status indicators are compatible, this technical solution effectively addresses the logical deficiency of related technologies where interactive mechanism changes lack intuitive feedback. Detailed attribute prompts help users accurately grasp the details of current attribute changes; while a globally unified and compatible visual display style eliminates the sense of fragmentation in interface information, constructing a full-link visual feedback from triggering conditions to the final result, reducing the user's cognitive load and significantly improving the efficiency of human-computer interaction.

[0136] In some embodiments, step 102, "when the real-time physical state value is in a target state interval among multiple preset state intervals, controlling the target virtual object to enter the additional attribute state corresponding to the target state interval," can be implemented in the following way: when the real-time physical state value is in a target state interval among multiple preset state intervals, and the rate of change of the physical state of the electronic device within a preset time exceeds a preset rate threshold, controlling the target virtual object to enter a third type of additional attribute state corresponding to the target state interval, or controlling the target virtual object to enter a fourth type of additional attribute state corresponding to the rate of change of the state value; wherein, the rate of change of the additional attribute state value indicated by the third type of additional attribute state matches the rate of change of the state value; and the influence of the fourth type of additional attribute state on the attribute state of the target virtual object is greater than the influence of the third type of additional attribute state on the attribute state of the target virtual object.

[0137] In related technologies, when establishing the linkage logic between physical states and virtual attributes, virtual scenes typically rely solely on static range determinations of real-time physical state values, ignoring the dynamic evolution of physical states over time. When electronic devices run high-load virtual scenes, their physical states may fluctuate drastically (e.g., a sudden drop in battery power or a rapid rise in temperature), at which point the device's performance limits reach their peak. Because the interaction flow of these technologies lacks a mechanism for detecting the slope of state changes, the virtual scene cannot provide real-time, dynamically matching compensation feedback for drastic device state deterioration. This logical flaw in the interaction flow prevents the target virtual object from obtaining timely and in-depth support under extreme physical conditions, increasing the difficulty for users to cope with sudden fluctuations in device performance, thus leading to low human-computer interaction efficiency.

[0138] Here, the rate of change of state value refers to the ratio of the change in the physical state of an electronic device over a preset period of time to the time itself, used to characterize the drastic degree of change in physical state. In this embodiment, it is used as the dynamic determination basis for triggering deeper attribute states. The rate of change of the third type of additional attribute state value refers to the slope of the increase or decrease of the additional attribute parameters assigned to the target virtual object over time. In this embodiment, the rate of change of the third type of additional attribute state value is linked to the rate of change of state value, realizing dynamic synchronization between attribute compensation and the degree of device degradation. The fourth type of additional attribute state refers to the advanced attribute state assigned to the target virtual object when a specific rate of change of state value is met. The influence of the fourth type of additional attribute state on the attribute state of the target virtual object is greater than that of the third type of additional attribute state, used to provide stronger interactive feedback.

[0139] In practical applications, when the real-time physical state value falls within a target state interval from multiple preset state intervals, and the rate of change of the electronic device's physical state value within a preset time exceeds a preset rate threshold, the interactive interface presents two possible visual representations: First, the target virtual object is controlled to enter the third type of additional attribute state corresponding to the target state interval. In the visual representation of the interactive interface, the rate of change of the additional attribute state value indicated by the third type of additional attribute state matches the rate of change of the state value. Specifically, when the target virtual object is in the third type of additional attribute state, the faster the rate of change of the electronic device's state value, the faster the reduction of the cooldown time value of the virtual skill in the interactive interface; or the faster the recovery scale of the target virtual object's health bar rises; or the faster the visual transition rate of the size of the feedback value label triggered by basic interactive behavior increases over time. Second, the target virtual object is controlled to enter the fourth type of additional attribute state corresponding to the rate of change of the state value. The influence of the fourth type of additional attribute state on the attribute state of the target virtual object is greater than that of the third type of additional attribute state. For example, the fourth type of additional attribute state presents as advanced visual feedback. For example, compared to the only reduction in cooldown value in the third type of additional attribute state, after entering the fourth type of additional attribute state, not only does the cooldown value in the interactive interface return to zero, but the overall appearance of the virtual skill interactive control is replaced with an exclusive texture in the burst style, and a full-screen enhanced light beam effect is rendered around the target virtual object. When performing basic interactive behaviors to the outside world, the feedback value label that pops up adopts the highest level of dazzling font display.

[0140] Specifically, the electronic device continuously collects real-time physical state values ​​in the background and calculates the difference between the current timestamp and historical timestamps to determine the rate of change of the physical state within a preset time period. The electronic device performs a dual conditional judgment: determining whether the real-time physical state value falls within a target state interval from multiple preset state intervals, and determining whether the rate of change of the state value exceeds a preset rate threshold. If the real-time physical state value is within the target state interval and the rate of change of the state value exceeds the preset rate threshold, the electronic device selects one of the following update logics from the underlying rule base: First, the electronic device controls the target virtual object to enter a third type of additional attribute state. The electronic device establishes a mapping function between the third type of additional attribute state value and the rate of change of the state value. Based on the calculated rate of change of the state value, it updates the increment or decrement of the additional attribute state value in real time for each rendering frame to ensure that the rate of change of the additional attribute state value matches the rate of change of the state value, and drives the graphics engine to render. Second, the electronic device controls the target virtual object to enter a fourth type of additional attribute state. The electronic device loads a set of extreme attribute parameters at a higher level than the third type of additional attribute state for the target virtual object, and calls a higher-level graphics rendering pipeline to output the corresponding high-impact performance in the interactive interface.

[0141] If the real-time physical state value is not within the target state range, or the rate of change of the state value does not exceed the preset rate threshold, the electronic device will perform processing according to the normal state range determination logic and will not trigger dynamic matching changes or the fourth type of additional attribute state.

[0142] In some cases, in response to the detection that the rate of change of the physical state of an electronic device exceeds a preset rate threshold within a preset time period, a high-frequency flashing state change warning animation is superimposed on the interactive interface; in response to the decrease in the rate of change of the state value and its fall below the preset rate threshold for a second preset time period, the state change warning animation is eliminated from the interactive interface, and the target virtual object is controlled to revert from the fourth type of additional attribute state to the normal third type of additional attribute state.

[0143] As an example, consider a scenario where the physical state is a battery state and the target state range is a low battery range. The electronic device detects that the real-time battery value is in the low battery range (e.g., 15% remaining) and simultaneously calculates that the battery consumption rate (i.e., the rate of change of the state value) over the past minute has reached an extremely high value (e.g., a 3% drop in power within 1 minute), exceeding a preset rate threshold. At this point, the electronic device not only determines that the battery has entered a specific range but also determines that the device is in an extreme condition of drastic power consumption. In response to these two conditions, the electronic device controls the target virtual object to directly enter a fourth type of additional attribute state (e.g., "extreme performance state"). In the fourth type of additional attribute state, the output attributes of the target virtual object (such as the numerical impact of basic interactive behaviors) are increased by 300%, far exceeding the 50% increase in the normal third type of additional attribute state. At the same time, in the interactive interface, the action frequency of the target virtual object increases dramatically, and a full-screen shaking visual effect is displayed when a normal attack hits, thus providing interactive compensation capabilities for the user when the electronic device is in an extreme power consumption state.

[0144] By introducing a dynamic detection mechanism for the rate of change of physical states within a preset time period, the state triggering logic of the virtual scene is upgraded from a "static numerical threshold" to a "dynamic trend record." This approach effectively solves the logical deficiency in related technologies where the interaction process cannot perceive sudden device performance degradation. By matching the rate of change of state values ​​with the rate of change of third-type additional attribute state values, or by providing a fourth-type additional attribute state with a greater impact, real-time, accurate, and explosive interactive compensation can be provided to users when electronic devices face extreme physical state fluctuations. This enriches the strategy space for virtual scenes to cope with extreme physical environments and improves the agility and feedback efficiency of human-computer interaction. Accordingly, in some embodiments, the above-mentioned "displaying environmental effects corresponding to the target state range in the interactive interface" can be achieved by displaying dynamic environmental effects in the interactive interface that correspond to the target state range and match the rate of change of the state value.

[0145] Here, dynamic environment effects refer to the visual environment rendering in the interactive interface of a virtual scene. These effects include one or more animation parameters (such as flashing frequency, particle movement speed, color flow rate, etc.) that are not fixed but can be adjusted in real time according to external input variables. In this embodiment, dynamic environment effects are used to intuitively reflect the drastic changes in physical states over time.

[0146] In practical applications, when the real-time physical state value enters the target state range and the system simultaneously detects the change of the current physical state over time, dynamic environmental effects are overlaid on the interactive interface. The overall style of the dynamic environmental effects (such as the main color scheme or basic style) is determined by the current target state range; while the animation playback rhythm and rendering intensity of the dynamic environmental effects are driven in real time by the rate of change of the state value. For example, the interactive interface displays dynamic environmental effects that correspond to the target state range and match the rate of change of the state value. Specifically, when the rate of change of the physical state value is large (e.g., the temperature drops very quickly), the dynamic environmental effects covering the edge areas of the interactive interface appear as high-frequency flashing breathing light, fast-flowing light maps, or dense particle eruption effects. When the rate of change of the state value decreases and slows down, the flashing frequency of the above dynamic environmental effects slows down, the flow speed slows down, or the density of particle eruptions decreases, thus visually forming a dynamic fluctuation that is completely synchronized with the deterioration or stabilization trend of the physical state.

[0147] In some cases, in response to the detection that the rate of change of the state value exceeds the preset extreme value warning threshold, the dynamic environment effect is controlled in the interactive interface to cover the main field of view of the entire scene screen, and a screen shaking effect is added; in response to the rate of change of the state value gradually approaching zero (i.e. the physical state is stable), the dynamic environment effect is controlled in the interactive interface to retreat from the main field of view of the screen to the edge area, and finally remain as a semi-transparent static rendering layer.

[0148] As an example, when the physical state is "battery state" and the real-time physical state value is within a target range representing low battery (e.g., below 20%), the electronic device continuously calculates the device's power loss rate (i.e., the rate of change of the state value). When a user triggers a large-scale skill release in a virtual scene, causing a surge in system load and extremely rapid power loss, the rate of change of the state value calculated by the electronic device increases significantly. At this time, the originally slow-breathing red edge environmental effect displayed in the interactive interface immediately changes its flashing frequency to a rapid and high-brightness red high-frequency flashing effect as the power loss rate increases. This dynamic environmental effect intuitively conveys to the user, through visual perception, the unfavorable information that the device is in a state of rapid power consumption.

[0149] By displaying dynamic environmental effects in the interactive interface that match the rate of change of state values, the underlying monotonous static environment rendering is upgraded to a dynamic visual system driven in real time by the slope of physical state changes. This approach overcomes the technical deficiency in related technologies that cannot intuitively reflect the degree of device state deterioration. Dynamic environmental effects achieve high-precision synchronization between the underlying physical evolution trend of electronic devices and front-end visual feedback, allowing users to immediately perceive the intensity of physical state fluctuations through the animation rhythm of the screen. This significantly lowers the cognitive threshold for information acquisition and improves the efficiency of human-computer interaction and the depth of information transmission.

[0150] In some embodiments, after the target virtual object is controlled to enter the additional attribute state corresponding to the target state interval, if the duration of the real-time physical state value in the target state interval is greater than or equal to a preset duration threshold, the additional attribute state value of the target virtual object in the additional attribute state is controlled to change dynamically with time, and the rate of change of the additional attribute state value is positively correlated with the duration.

[0151] In related technologies, when the physical state of an electronic device triggers attribute changes in a virtual scene, static parameter assignment logic is typically used. Once the physical state of the electronic device enters a specific state range, the system only assigns fixed numerical attribute changes to the virtual object. The logical flaw in this interaction process is that the system ignores the time dimension of the physical state's duration. When an electronic device is in an abnormal physical state for an extended period (such as continuous high load leading to sustained high temperatures), the static attribute values ​​cannot accurately reflect the severity of the physical state accumulating over time. This lack of a dynamic feedback mechanism that progresses over time results in a lack of hierarchy in the interactive experience of the virtual scene; users cannot perceive the strategic variables brought about by the time dimension, leading to low efficiency in human-computer interaction.

[0152] Here, the positive correlation between the rate of change and the duration means that the rate of change of the additional attribute state value increases synchronously with the increase of the duration. That is, the longer the physical state lasts, the faster the growth or decay of the additional attribute state value, showing an accelerated change trend.

[0153] In practical applications, after controlling the target virtual object to enter the additional attribute state corresponding to the target state interval, the additional attribute state is initially presented in a fixed form in the interactive interface. When the real-time physical state value is in the target state interval for a duration greater than or equal to a preset duration threshold, the additional attribute state value in the interactive interface will dynamically change over time, and the rate of change will become increasingly faster.

[0154] Specifically, firstly, regarding the skill attributes of virtual skills, the countdown timer for skill cooldowns in the interactive interface increases faster over time (dynamically reducing release cost), or the area of ​​the skill effect aura expands progressively each time the target virtual object releases a virtual skill (accelerated skill release effect). Secondly, regarding the object attributes of the target virtual object, the recovery or deduction speed of the health bar in the interactive interface shows a significant accelerating trend; simultaneously, when the target virtual object performs movement operations in the virtual scene, the trailing length of the movement afterimage effect increases rapidly over time. Thirdly, regarding the output attributes of the target virtual object, when the target virtual object performs basic interactive behaviors against hostile virtual objects, the font size of the feedback value labels that pop up in the interactive interface exhibits a visually accelerating expansion effect over time.

[0155] Specifically, after determining that the real-time physical state value has entered the target state interval and controlling the target virtual object to enter the additional attribute state, the electronic device starts a background timer to continuously accumulate the duration for which the real-time physical state value remains in the target state interval. The electronic device periodically checks whether this duration is greater than or equal to a preset duration threshold. If the duration is greater than or equal to the preset duration threshold, the electronic device activates the dynamic attribute calculation module. The electronic device establishes a positive correlation between the time derivative (i.e., rate of change) of the additional attribute state value and the duration using a mathematical function (e.g., mapping using a quadratic or exponential function). In each subsequent rendering frame or logical calculation cycle, the electronic device calculates the continuously increasing rate of change in real time based on the current duration and updates the additional attribute state value using this rate of change. Subsequently, the electronic device synchronizes the dynamically updated additional attribute state value to the graphics rendering pipeline, driving the corresponding accelerated changes in the interactive interface and virtual scene rendering. If the duration is not greater than or equal to the preset duration threshold, the electronic device does not activate the dynamic attribute calculation module and maintains the current static parameter configuration corresponding to the additional attribute state value unchanged.

[0156] In some cases, in response to the attached attribute state value reaching the system's set extreme value limit during dynamic changes, an extreme state halo effect covering the periphery of the target virtual object model is displayed in the interactive interface; in response to the detection that the real-time physical state value has deviated from the target state range, the extreme state halo effect is removed in the interactive interface, the duration recorded by the background timer is cleared to zero, and the target virtual object is restored to its initial attribute state.

[0157] As an example, consider a scenario where the physical state is a battery state and the target state is a low battery range. The electronic device detects that the real-time battery level has dropped to 15%, entering the low battery range, and controls the target virtual object to enter an additional attribute state (e.g., a 50% increase in output attributes). At this point, the electronic device starts a timer. When the target virtual object has been running in the low battery state for 3 minutes (i.e., a preset duration threshold), the electronic device controls the output attribute's damage bonus value to begin dynamically increasing. Since the rate of change of the additional attribute state value is positively correlated with the duration, between the 3rd and 4th minutes, the damage bonus value may slowly increase at a rate of 1% per second; while when the duration in the low battery range accumulates to 5 minutes, the rate of increase in the damage bonus value accelerates to 5% per second. In the interactive interface, users can intuitively see that when the target virtual object attacks an enemy virtual object, the pop-up damage value label increases at an increasingly faster rate as the low battery duration extends, thus providing users in extreme physical states with an interactive experience of rapidly increasing compensation.

[0158] By controlling the dynamic changes in the value of additional attributes when the duration of the physical state exceeds a preset threshold, and ensuring that the rate of change is positively correlated with the duration, this technical solution effectively addresses the logical flaw of static attribute assignment leading to a single interaction dimension in related technologies. This mechanism introduces the time dimension into the underlying mapping rules, enabling the target virtual object to provide dynamic feedback that accelerates or decreases based on the duration of the electronic device's extreme physical state. This approach more realistically maps the evolution of the device's physical state over time, providing users with a deeply strategic game space and significantly improving the efficiency of human-computer interaction and the dynamic expressiveness of virtual scenes.

[0159] In some embodiments, there are collaborative virtual objects in the virtual scene that cooperate with the target virtual object. In this case, step 102, "when the real-time physical state value is in the target state interval among multiple preset state intervals, control the target virtual object to enter the additional attribute state corresponding to the target state interval", can be implemented in the following ways: when at least one of the real-time physical state value of the target virtual object and the real-time physical state value of the collaborative virtual object is in the target state interval among multiple preset state intervals, control the target virtual object to enter the additional attribute state corresponding to the target state interval, where the additional priority of the target virtual object is higher than that of the collaborative virtual object; or, when the real-time physical state value of the collaborative virtual object is in the target state interval but the real-time physical state value of the target virtual object is not in the target state interval, control the target virtual object to enter the additional attribute state in response to receiving an attribute cooperation request sent by the collaborative virtual object; or, when the real-time physical state value of the collaborative virtual object is in the target state interval but the real-time physical state value of the target virtual object is not in the target state interval, control the target virtual object and the collaborative virtual object to enter the additional attribute state in response to the distance between the target virtual object and the collaborative virtual object being less than a distance threshold.

[0160] In related technologies, multi-user collaborative virtual scenarios with level-based mechanisms typically only support conventional virtual ability interactions, and the attribute state transition mechanisms between various virtual objects are relatively isolated. When the physical state of one electronic device changes and triggers performance limitations, the system lacks cross-device and cross-object physical state sharing and attribute collaboration mechanisms. This logical flaw in the interaction process prevents virtual objects in the team from obtaining collaborative compensation or transferring states based on the physical states of other members' electronic devices. This makes it difficult for the team to flexibly adjust its overall tactics when facing performance bottlenecks in local electronic devices, resulting in a relatively closed human-computer interaction dimension and thus low human-computer interaction efficiency.

[0161] Here, a collaborative virtual object refers to other virtual objects in a virtual scene that are in the same camp as the target virtual object or have established a team association. In this embodiment, it is used as a trigger node for cross-device physical state linkage and attribute collaboration. Additional priority refers to the weight index assigned to a specific virtual object to prioritize obtaining additional attribute states when determining the physical states of multiple virtual objects. An attribute collaboration request refers to a communication signal sent by the electronic device where the collaborative virtual object resides, aimed at sharing physical state triggering conditions with the target virtual object. The distance threshold refers to the three-dimensional spatial distance boundary in the virtual scene at which the state sharing conditions are met between the target virtual object and the collaborative virtual object.

[0162] In practical applications, when a collaborative virtual object exists within a virtual scene, the interactive interface displays the following visual effects based on different triggering conditions: First, if at least one of the real-time physical state values ​​of the target virtual object and the collaborative virtual object is within the target state range, the 3D model surface of the target virtual object in the interactive interface exhibits the visual effect of additional attribute states (such as highlighted outlines appearing at the model edges). Second, if the real-time physical state value of the collaborative virtual object is within the target state range but the real-time physical state value of the target virtual object is not within the target state range, a floating attribute collaboration request panel pops up in the interactive interface. In response to a confirmation operation on this panel, the visual appearance of the target virtual object switches from its initial attribute state to the visual appearance corresponding to the additional attribute state. Third, when the distance between the target virtual object and the collaborative virtual object meets the conditions, a dynamic light strip effect establishing a connection is rendered between the target virtual object and the collaborative virtual object in the interactive interface, and subsequently, the visual appearance of both is simultaneously updated to include the ambient halo effect corresponding to the additional attribute state.

[0163] Specifically, the electronic device continuously acquires the real-time physical state values ​​associated with the target virtual object and the collaborative virtual object in the background. The electronic device determines whether at least one of the real-time physical state values ​​of the target virtual object and the collaborative virtual object is within the target state range. If at least one is within the target state range, the electronic device executes one of the following logical branches: Branch 1: The electronic device determines whether the additional priority of the target virtual object is higher than the priority threshold (or higher than the additional priority of the collaborative virtual object). If yes, the electronic device controls the target virtual object to directly enter the additional attribute state. If no, the electronic device does not control the target virtual object to enter the additional attribute state. Branch 2: The electronic device determines whether the real-time physical state value of the collaborative virtual object is within the target state range, and the real-time physical state value of the target virtual object is not within the target state range. If yes, the electronic device determines whether it has received an attribute collaboration request sent by the collaborative virtual object through a network transmission protocol. If an attribute collaboration request is received, the electronic device controls the target virtual object to enter the additional attribute state; if not received, the electronic device maintains the initial attribute state of the target virtual object. Branch 3: The electronic device determines whether the real-time physical state value of the collaborative virtual object is within the target state range, and the real-time physical state value of the target virtual object is not within the target state range. If so, the electronic device calculates the coordinate distance between the target virtual object and the collaborative virtual object within the virtual scene and determines whether this distance is less than a distance threshold. If the distance is less than the distance threshold, the electronic device synchronously controls the target virtual object and the collaborative virtual object to enter the additional attribute state; if the distance is greater than or equal to the distance threshold, the electronic device does not control the above entry operation. If, in each judgment, the real-time physical state value of both is not within the target state range, the electronic device does not trigger the collaborative attribute allocation logic.

[0164] In some cases, in response to the target virtual object and the cooperative virtual object simultaneously entering the attached attribute state, a floating window displaying the cooperative synergy effect and a value representing the synergy strength is displayed in the interactive interface; in response to the distance between the target virtual object and the cooperative virtual object increasing and being greater than or equal to the distance threshold, the cooperative synergy effect is canceled in the interactive interface, and the target virtual object is controlled to exit the attached attribute state.

[0165] As an example, Figure 11 This is the seventh schematic diagram of the interactive interface provided in the embodiments of this application. For example... Figure 11As shown, when the real-time physical state value of the collaborative virtual object is within the target state range and the real-time physical state value of the target virtual object is not within the target state range, in response to receiving an attribute collaboration request sent by the collaborative virtual object, the electronic device displays a collaboration request interface 160 in the interactive interface. The collaboration request interface 160 includes query text and interactive buttons for "agree" and "disagree". In response to a confirmation operation triggered based on the collaboration request interface 160 (such as clicking the "agree" button), the electronic device controls the target virtual object to enter the additional attribute state.

[0166] As another example, Figure 12 This is the eighth schematic diagram of the interactive interface provided in the embodiments of this application. Figure 12 As shown, a target virtual object 120 and a cooperative virtual object 170 exist in the interactive interface. When the real-time physical state value of the cooperative virtual object is within the target state range but the real-time physical state value of the target virtual object 120 is not within the target state range, the electronic device calculates the distance between them in real time. In response to the distance between the target virtual object 120 and the cooperative virtual object 170 being less than a distance threshold (e.g., ...), the electronic device... Figure 12 (As shown by the dashed line surrounding both), the electronic device controls the target virtual object 120 and the collaborative virtual object 170 to jointly enter the additional attribute state, thereby realizing the spatial range sharing of the physical state triggering effect.

[0167] By introducing a state linkage mechanism between the target virtual object and the collaborative virtual object, this technical solution addresses the logical deficiency of isolated physical states among multiple virtual objects in related technologies. When the physical states of different electronic devices differ, various triggering mechanisms, such as priority determination, collaborative request interface interaction, or spatial distance threshold determination, enable cross-device physical state sharing and attribute collaborative compensation. This mechanism breaks the limitations of a single device's physical state, broadens the strategic interaction dimensions in team-based challenge scenarios, and improves the efficiency of human-computer interaction and the team collaboration experience.

[0168] In some embodiments, the physical state includes a first physical state and a second physical state, and the real-time physical state value includes a first real-time physical state value corresponding to the first physical state and a second real-time physical state value corresponding to the second physical state. Step 102, "when the real-time physical state value is in a target state interval among multiple preset state intervals, control the target virtual object to enter the additional attribute state corresponding to the target state interval," can be implemented as follows: when the first real-time physical state value is in a first target state interval among the corresponding multiple preset state intervals, and the second real-time physical state value is in a second target state interval among the corresponding multiple preset state intervals, control the target virtual object to enter a composite additional attribute state; wherein, the composite additional attribute state is obtained by superimposing the first additional attribute state corresponding to the first target state interval and the second additional attribute state corresponding to the second target state interval, or, the influence of the composite additional attribute state on the attribute state of the target virtual object is greater than the sum of the influence of the first additional attribute state on the attribute state of the target virtual object and the influence of the second additional attribute state on the attribute state of the target virtual object.

[0169] In related technologies, virtual scenes with level mechanisms typically rely solely on independent judgments of a single physical dimension (such as detecting only battery level or only temperature) when constructing interaction logic based on the physical environment of electronic devices. When electronic devices run high-load virtual scenes, they often face multiple performance limitations simultaneously (such as extremely low battery and severe overheating). The lack of a fusion judgment mechanism for multi-source heterogeneous physical states in related technologies, coupled with logical flaws in the interaction flow, prevents virtual scenes from providing comprehensive dynamic responses to multiple extreme physical states. This singular interaction mechanism results in users being unable to obtain sufficiently strong interaction compensation when facing severe multiple hardware performance bottlenecks, increasing the difficulty of level progression and leading to low human-computer interaction efficiency.

[0170] Here, the first physical state and the second physical state refer to the objectively existing hardware operating parameters (such as battery status and operating temperature status) at different dimensions of the underlying electronic device running the virtual scene. In the embodiments of this application, the first physical state and the second physical state together constitute the judgment condition for triggering a multi-dimensional composite state. The composite additional attribute state refers to the comprehensive attribute state assigned to the target virtual object when multiple dimensions of physical states simultaneously satisfy the corresponding target state intervals. The composite additional attribute state is used to provide comprehensive superposition or exponentially enhanced interactive capability compensation when the electronic device faces multiple physical limitations.

[0171] In practical applications, when the first real-time physical state value is within the first target state range and the second real-time physical state value is within the second target state range, the interactive interface presents a visual representation of the target virtual object entering a composite attribute state. Specifically, it presents one of two visual feedback modes: First, when the composite attribute state is obtained by superimposing the first and second attribute states, the interactive interface simultaneously displays the visual features corresponding to both basic states. For example, the interactive interface not only presents a large numerical feedback label corresponding to the output attribute improvement but also a high-speed movement afterimage effect corresponding to the object's improved mobility. Second, when the influence of the composite attribute state on the target virtual object's attribute state is greater than the sum of the influences of the first and second attribute states, the interactive interface presents an advanced visual representation that breaks through conventional superposition levels. For example, the target virtual object's appearance model is rendered with a unique blended light effect material, while the cooldown countdown value of the virtual skill is directly reset to zero, and the skill effect aura is upgraded to a full-screen ultimate visual representation. The intensity of the visual feedback significantly surpasses the simple coexistence of the two basic states.

[0172] Specifically, the electronic device continuously calls the hardware sensor interface in the background to synchronously acquire the first real-time physical state value corresponding to the first physical state and the second real-time physical state value corresponding to the second physical state. The electronic device performs dual logical condition judgments. The electronic device determines whether the first real-time physical state value is within the first target state interval among multiple preset state intervals, and determines whether the second real-time physical state value is within the second target state interval among multiple preset state intervals. If the judgment result is that the first real-time physical state value is within the first target state interval and the second real-time physical state value is within the second target state interval, the electronic device determines to trigger the composite additional attribute state. The electronic device executes one of the following algorithms in the underlying parameter calculation module: The electronic device acquires the parameter values ​​of the first additional attribute state and the second additional attribute state, adds them together, and uses the result as the parameter set of the composite additional attribute state; or, the electronic device adds the parameter values ​​of the first additional attribute state and the second additional attribute state and then multiplies them by a preset multiplier greater than one (or directly assigns a preset extreme value parameter), so that the parameter value of the final generated composite additional attribute state is greater than the sum of the two independent parameter values. Subsequently, the electronic device overwrites the current attribute parameters of the target virtual object with the parameter set of the generated composite attribute state and drives the graphics rendering engine to update the interactive interface. If the judgment result is that only one of them is in the corresponding target state interval, or neither is in the corresponding target state interval, the electronic device does not trigger the composite attribute state, but executes the corresponding single attribute attachment logic according to the single condition met, or maintains the initial attribute state.

[0173] In some cases, in response to the target virtual object entering a composite attribute state, a dynamic transition animation and composite prompt text for the activation of the composite state are displayed in full screen in the interactive interface; in response to the first real-time physical state value or the second real-time physical state value leaving the corresponding target state range, the dynamic transition animation for the activation of the composite state is interrupted in the interactive interface, and the target virtual object is controlled to degenerate to a single attribute state or an initial attribute state.

[0174] As an example, the first physical state is the electronic device's battery level, the first target state range is the extremely low battery range (e.g., remaining battery below 15%), and the first additional attribute state is a 50% increase in base attack power. The second physical state is the electronic device's operating temperature, the second target state range is the extremely high temperature range (e.g., CPU temperature above 45 degrees Celsius), and the second additional attribute state is a 30% reduction in skill cooldown time. When the electronic device simultaneously faces both low battery and high temperature conditions, i.e., the first real-time physical state value is within the first target state range, and the second real-time physical state value is within the second target state range, the electronic device controls the target virtual object to enter a composite additional attribute state. At this time, if a logic greater than the sum of the effects is adopted, the electronic device not only grants the target virtual object a cumulative attribute of a 50% increase in attack power and a 30% reduction in cooldown time, but directly grants the target virtual object an advanced composite additional attribute state, such as a 200% increase in base attack power and a 100% reduction in skill cooldown time (i.e., no cooldown restriction). In the interactive interface, users can see the target virtual object bursting with a strong red and blue color fusion effect, providing users with the ultimate interactive capability that can instantly change the course of the level when the performance of electronic devices is most severely limited.

[0175] By introducing multi-source heterogeneous perception of the first and second physical states and triggering a composite additional attribute state when both simultaneously satisfy a specific interval, this technical solution effectively solves the logical defect in related technologies where the interaction mechanism cannot cope with multiple physical state constraints. Utilizing the direct superposition of attribute parameters or achieving an exponential enhancement "greater than the sum of the two," it provides users with an extremely powerful and comprehensive interaction compensation mechanism when electronic devices face multiple extreme physical conditions. This deep fusion mapping logic enhances the adaptability of virtual scenes to complex hardware environments, broadens the strategic depth of level mechanisms, and thus significantly improves the efficiency and experience of human-computer interaction under extreme conditions.

[0176] It should be noted that the specific manifestations of the first and second types of additional attribute states can be configured separately for different physical states, and the gain attribute states and restricted attribute states corresponding to different physical states do not need to be consistent. That is, after determining the type of physical state currently involved in the state determination, the electronic device can further call the attribute mapping relationship corresponding to that physical state type to determine which gain attribute state or restricted attribute state the target virtual object enters.

[0177] For example, when the physical state is the battery level of an electronic device, the device can assign a lower battery level to a first gain attribute state and a higher battery level to a first restrictive attribute state. The first gain attribute state can act on output attributes, causing the target virtual object to transition from an initial output attribute state to a gain output attribute state; the first restrictive attribute state can act on object attributes or the skill attributes of virtual skills, causing the target virtual object to transition from an initial object attribute state to a restricted object attribute state, or from an initial skill attribute state to a restricted skill attribute state.

[0178] For example, when the physical state is the operating temperature state of an electronic device, the electronic device can be configured with attribute switching logic different from that of the battery level state. The lower temperature range corresponding to the operating temperature state can be associated with a buff skill attribute state, causing the virtual skill's skill attribute to change from its initial skill attribute state to a buff skill attribute state; the higher temperature range corresponding to the operating temperature state can be associated with a restricted skill attribute state, causing the virtual skill's skill attribute to change from its initial skill attribute state to a restricted skill attribute state. It can also be further configured so that the higher temperature range does not affect the virtual skill's skill attribute, but rather affects the object attribute, causing the target virtual object to change from its initial object attribute state to a restricted object attribute state.

[0179] In other words, different physical states can correspond not only to different target state interval divisions, but also to different attribute application dimensions. For one physical state, a beneficial attribute state can apply to the skill attributes of a virtual skill; for another physical state, a beneficial attribute state can apply to object attributes or output attributes. Similarly, for one physical state, a restricted attribute state can apply to output attributes; for another physical state, a restricted attribute state can apply to object attributes or the skill attributes of a virtual skill.

[0180] In some embodiments, the electronic device can pre-establish a mapping configuration table between physical state types and additional attribute states. The mapping configuration table records the state range, attribute application dimension, and attribute switching direction corresponding to different physical states. After obtaining real-time physical state values, the electronic device first determines the physical state type, and then queries the corresponding mapping configuration table entry based on the physical state type to determine whether the target virtual object needs to enter a gain attribute state or a restricted attribute state. In this way, different physical states can correspond to different attribute adjustment strategies, improving the flexibility and adaptability of attribute allocation.

[0181] Furthermore, for the same physical state, the gain attribute state and the restricted attribute state corresponding to different target state intervals can also be set separately; for different physical states, the adjustment direction and adjustment magnitude corresponding to the same attribute dimension can also be set separately. For example, the gain object attribute state corresponding to the battery level state can be used to improve basic mobility, while the gain object attribute state corresponding to the operating temperature state can be used to improve basic survivability. Therefore, the specific forms of the gain attribute state and the restricted attribute state can be set according to the actual application scenario, the target level reward configuration method, and the attribute structure of the target virtual object, and this application does not limit them in this regard.

[0182] The following will describe an exemplary application of the embodiments of this application in a real-world game scenario. First, the terms used in the embodiments of this application will be explained, including: 1) Player vs. Environment (PVE) gameplay: This mode involves players (users) battling against a virtual environment. In this mode, the user-controlled virtual objects primarily compete against program-controlled virtual objects and virtual scene mechanisms. Players complete phased challenges and acquire virtual resources through solo or multiplayer collaboration. The core gameplay revolves around virtual object development and strategic combinations, abandoning real-world competitive battles and emphasizing immersive content experiences and the fun of cooperative gameplay.

[0183] 2) Level rewards refer to various virtual rewards issued by users after controlling a target virtual object to complete specified stage challenges (such as levels) in a virtual scene, based on the challenge results, evaluation level, and difficulty. Virtual rewards mainly consist of development resources such as virtual equipment, virtual skills, virtual currency, and experience points, and are a core supporting mechanism for advancing the virtual scene, developing virtual objects, and incentivizing gameplay.

[0184] 3) Status effects refer to the collective term for various persistent additional mechanisms acting on virtual objects within a virtual scene, including both positive gains and negative debuffs (i.e., restrictions). Status effects can be triggered by virtual skills, virtual items, virtual scenes, or gameplay rules, and can change the attribute state of virtual objects (such as mobility and virtual interaction performance) within a limited time. They are a core foundational element for enriching interaction strategies, balancing match intensity, and expanding gameplay design. In the embodiments of this application, status effects can also be referred to as additional attribute states.

[0185] In the virtual environments of games using related technologies, the development of virtual objects' abilities and the level reward mechanisms typically rely on directly increasing the virtual attributes of these objects, such as their level, skills, and equipment. However, this development method based on accumulating single numerical values ​​is often quite traditional and struggles to consistently create novel interactive experiences for users. Users are prone to fatigue after prolonged play, leading to decreased user retention and engagement.

[0186] On the other hand, the correlation between the interactive content in existing virtual scenes and the real-time physical state (such as real-time battery level) of the physical hardware devices (such as smartphones, tablets, and other electronic devices) used by users to run the virtual scene is weak. The physical state of the hardware devices usually only serves as a basic condition for maintaining the operation of the application and does not participate deeply in the gameplay logic and interaction mechanism of the virtual scene, resulting in a relatively simple virtual scene experience and a lack of linkage between the virtual world and the real physical device state.

[0187] To address the issues of monotonous experience and numerical accumulation in the aforementioned related technologies, this application provides a method for processing virtual scenes. Its core lies in achieving deep linkage between the physical state of hardware electronic devices and the virtual scene interaction mechanism. The real-time physical state of electronic devices (such as real-time battery status) is transformed into part of the virtual scene interaction rules, thereby breaking through the limitations of monotonous numerical accumulation in related solutions and adding strategy and diversity to the interactive experience of virtual scenes.

[0188] Specifically, in PVE gameplay and other modes, the main experience objective is as follows: after the user controls the target virtual object to defeat waves of hostile virtual objects (i.e., program-controlled virtual objects), they can choose different level rewards to improve the target virtual object's virtual interaction capabilities (such as virtual combat power) until all hostile virtual objects are defeated to complete the stage challenge. Unlike traditional reward models that improve virtual object levels, virtual skills, and virtual equipment attribute values, this application introduces a novel target level reward that combines with the real-time physical state of the electronic device (such as real-time battery level): when the user selects to trigger the target level reward, the physical state (such as battery data) of the electronic device (such as terminal 401) running the virtual scene will be collected in real time, and the additional attribute state (i.e., state effect) acquired by the target virtual object will be dynamically adjusted in real time based on the value of the collected physical state data.

[0189] As an example of implementation logic: 1) When the real-time collected battery status is lower than the preset minimum setting value (i.e., in the first state interval), the target virtual object is controlled to obtain a positive buff status effect (e.g., increased virtual attack power, and granted unlimited virtual firepower or unlimited virtual bullets). 2) When the real-time collected battery status is higher than the preset maximum setting value (i.e., in the second state interval), the target virtual object is controlled to obtain a negative debuff status effect (i.e., restricted attribute status, e.g., reduced virtual attack power, and increased lock-on priority, making it easier to become a target of hostile virtual objects). 3) When the real-time collected battery status is between the minimum and maximum setting values ​​(i.e., in the third state interval, or the safe interval), the target virtual object cannot obtain any of the above-mentioned buff or debuff attribute states.

[0190] The solution in this application breaks down the barrier between virtual values ​​and real hardware devices. In particular, by adopting rules such as "lower battery power, higher benefit (gain); higher battery power, higher risk (loss)," it enriches the user's strategic choices when facing different physical states of electronic devices, enhancing the immersion and fun of the virtual scene experience.

[0191] In practical applications, when a user controls a target virtual object in a virtual scene (such as a PVE mode), and defeats enemy virtual objects at a certain stage to meet the conditions for claiming the level's reward, the terminal (i.e., the electronic device) will display a reward claiming interface that includes at least the target level's reward. After the user selects and responds to the claiming operation for the target level's reward (i.e., the reward associated with the electronic device's real-time physical state), status indicator information will be displayed in a specific location on the virtual scene's interactive interface (such as the battle interface). Figure 5 As shown, the status indication information 110 can be represented by a default icon control displaying a physical status image, used to indicate the real-time physical status value of the electronic device running the virtual scene (e.g., displaying the battery percentage data of the electronic device in real time). In response to a trigger operation (such as a click operation) on the status indication information 110, a detailed attribute interface will be displayed in the interactive interface (e.g., ...). Figure 8 The attribute details interface 140 shown here displays the name of the target level reward, the current real-time physical state value, and the additional attribute status descriptions corresponding to different preset state ranges (e.g., ...). Figure 8 (The text indicates the buff and restricted states, marked with trigger conditions.) Triggering the state indicator information 110 again will close the attribute details interface 140. Users can quickly understand this gameplay mechanism based on physical state linkage by viewing the attribute details interface.

[0192] After the user obtains the reward for the target level, the system will determine the target virtual object in real time based on the physical state value of the electronic device. If the real-time physical state value (such as battery status) is in the first state interval (e.g., below the preset minimum setting value) among multiple preset state intervals, the system will control the target virtual object to enter the first type of additional attribute state corresponding to the first state interval. Here, the first type of additional attribute state can be manifested as a first type of beneficial attribute state (e.g., increasing virtual attack power and granting unlimited virtual bullets). If the real-time physical state value is in the second state interval (e.g., above the preset maximum setting value), the system will control the target virtual object to enter the second type of additional attribute state corresponding to the second state interval. Here, the second type of additional attribute state can be manifested as a first type of restricted attribute state (e.g., weakening virtual attack power and increasing the lock priority in the object's attributes, making it easier to be attacked by hostile virtual objects). If the real-time physical state value is in the third state interval (i.e., the safe interval) between the first and second state intervals, the target virtual object will not be able to obtain any beneficial or restricted additional attribute state (or will revert from the additional attribute state to the initial attribute state).

[0193] Combination Figure 10 As shown ( Figure 10 Taking entering a restricted attribute state as an example, the real-time physical state value and the corresponding additional attribute state will be displayed in real time on the interactive interface through the status indicator information 110. The status indicator information can intuitively distinguish between the first type of additional attribute state and the second type of additional attribute state through different display styles (such as the blue and red color change of the icon). Figure 10 When the battery level is ≥90%, the status indicator icon 110 turns red. While controlling the target virtual object to enter the corresponding additional attribute state, the interactive interface will also display attribute prompts (such as...). Figure 10 The pop-up attribute hint message 150 indicates the current additional attribute status of the target virtual object. Attribute hint message 150 provides supplementary explanations of the corresponding additional attribute status, and the icons it contains can uniformly use the identifier representing the reward for that target level.

[0194] Furthermore, after the target virtual object enters the attached attribute state, environmental effects corresponding to that target state range will be displayed in the interactive interface. For example, such as... Figure 10As shown, a color lighting effect matching the current attached attribute state display style (e.g., red) will be continuously displayed at the edge of the screen. Changes in the display style of status indicators (e.g., button color changes) and environmental effects (e.g., lighting effects at the screen edge) will continue to be displayed during the existence of the attached attribute state. When the attached attribute state disappears (e.g., the real-time physical state value falls back to the third state range), the display style of the status indicators will revert to the default state (e.g., the default white-gray), and the environmental effects will disappear from the interactive interface.

[0195] In practical applications, in response to a user-controlled target virtual object entering a specific virtual scene mode (e.g., PVE gameplay mode), after the conditions for claiming the level reward are met (e.g., the target virtual object defeats all hostile virtual objects in the current stage of the virtual scene), a reward claiming interface is displayed for the user to select the corresponding level reward. When a target level reward associated with the physical state of the electronic device (e.g., battery status) appears, and in response to an operation to claim the target level reward, this physical state linkage mechanism remains in effect. At this time, status indication information will be displayed in the interactive interface. The background program collects the physical state data of the electronic device running the virtual scene in real time and indicates the real-time physical state value of the electronic device (e.g., real-time battery data) through the status indication information. During the operation of the virtual scene, when the real-time physical state value of the electronic device changes dynamically, a state range determination and corresponding control process will be performed in real time: if the real-time physical state value is in the first state range (e.g., below a preset minimum setting value), the target virtual object is controlled to enter the first type of additional attribute state corresponding to the first state range (e.g., manifested as a gain attribute state). Simultaneously, the display style of the status indicator information changes accordingly (e.g., the icon color turns blue), and an attribute prompt indicating that the first type of additional attribute state has been acquired is displayed in the interactive interface, along with a first environmental effect (e.g., a corresponding color light effect) corresponding to and adapted to the first state range displayed in the interactive interface (e.g., at the screen edge). When the real-time physical state value is in the second state range (e.g., higher than the preset maximum setting value), the target virtual object is controlled to enter the second type of additional attribute state corresponding to the second state range (e.g., manifested as a restricted attribute state or a debuff state). At the same time, the display style of the status indicator information changes again (e.g., the icon color turns red), an attribute prompt indicating that the second type of additional attribute state has been acquired pops up in the interactive interface, and a second environmental effect corresponding to the second state range is displayed in the interactive interface. When the real-time physical state value is in the third state range between the first and second state ranges (e.g., between the maximum and minimum setting values), the target virtual object cannot acquire any of the aforementioned additional attribute states. Furthermore, if the target virtual object was previously in the first or second type of additional attribute state, and the physical state value of the electronic device changes during the operation of the virtual scene (such as due to continuous power consumption or connection to a charger), causing the latest real-time physical state value to change to the third state range, then the target virtual object is controlled to restore from the previous additional attribute state to the initial attribute state, and the corresponding environmental effects are simultaneously eliminated, and the status indication information is restored to the default display style.

[0196] It is understandable that after the user obtains the target level reward, the electronic device will continue to collect and determine the physical state data of the electronic device in the background until the end of the current virtual scene game or round, so as to ensure the real-time linkage between hardware status and virtual scene interaction.

[0197] To facilitate understanding of the processing logic based on physical state linkage provided in the embodiments of this application, the following example illustrates the complete process of triggering state determination of the target virtual object in the virtual scene, with reference to a specific flowchart. Figure 13 This is a schematic diagram of the second process of the virtual scene processing method provided in the embodiments of this application. Please refer to it. Figure 13 , Figure 13 This illustration shows a flowchart illustrating the determination of physical state (taking battery level as an example) and corresponding additional attribute state (state effect) in a virtual scene according to an embodiment of this application. Specifically, in response to the player's game start request, the game starts, and then the following steps are executed: S201, defeat all hostile virtual objects in the level.

[0198] During the progression of virtual scenarios (such as PVE mode gameplay), the target virtual object defeats all hostile virtual objects controlled by the program in the current stage or level through virtual combat, thereby fulfilling the prerequisite for obtaining level rewards.

[0199] S202, select level rewards.

[0200] After the above conditions are met, a reward claiming interface will be displayed in the interactive interface, providing multiple level reward options for users to choose from, thereby improving the attributes or abilities of the target virtual object in subsequent virtual scenes.

[0201] S203, determine whether to select the battery status level reward.

[0202] Determine whether the user selected a level reward related to the real-time battery level of the electronic device in step S202. If the determination result is "no" (i.e., the user selected a regular numerical reward), the process loops back to step S201, and the target virtual object enters the next level to continue the challenge; if the determination result is "yes", the physical state linkage mechanism is triggered, and the process proceeds to step S204.

[0203] S204, button to display battery status.

[0204] In response to the selection of rewards for battery status challenges, a status indicator (i.e., a battery status button) is generated and displayed at a specific location on the interactive interface. The battery status button is used to display the current battery percentage of the electronic device in real time and marks the official start of the background real-time battery monitoring mechanism.

[0205] S205, determine whether the battery level of the electronic device is lower than the minimum set value.

[0206] The current battery level of the electronic device is acquired in real time and compared with a preset minimum value. If the current battery level is determined to be lower than the minimum value, the condition for triggering the first type of additional attribute state is met, and the process proceeds to step S206; if it is not lower than the minimum value, the process proceeds to step S209.

[0207] S206, the battery status button turns blue.

[0208] As part of the visual feedback, the display style of the battery status button in the control interface changes, specifically by changing the icon color to blue.

[0209] S207, Obtain the gain state effect.

[0210] Control the target virtual object to enter the first type of additional attribute state corresponding to the low power range, that is, to obtain a positive buff state effect (such as increasing the virtual attack power of the target virtual object or giving it the ability of unlimited virtual bullets).

[0211] S208, pop-up status effect acquisition prompt and blue light effect at the edge of the screen.

[0212] A corresponding attribute prompt message pops up in the interactive interface to inform the user that the gain effect has been successfully obtained. At the same time, a matching blue ambient light effect is rendered and displayed at the edge of the screen. After this branch is completed, the process jumps directly to step S214.

[0213] S209 determines whether the battery level is higher than the maximum set value.

[0214] If step S205 determines no, the process further determines whether the current real-time battery level is higher than the preset maximum setting value. If it is higher than the maximum setting value, the conditions for triggering the second type of additional attribute state are met, and the process proceeds to step S210; if the determination is no (i.e., the battery level is between the minimum setting value and the maximum setting value), the process proceeds to step S213.

[0215] S210, the battery status button turns red.

[0216] The display style of the battery status button in the control interface has changed again, specifically, the icon color has changed to red to indicate a warning.

[0217] S211, acquire negative status effects.

[0218] Control the target virtual object to enter the second type of additional attribute state corresponding to the high power range, that is, to obtain the restricted or negative state effect (for example, weaken the virtual attack power, or make the target virtual object's lock priority higher and more vulnerable to attack by hostile virtual objects).

[0219] S212, pop-up status effect acquisition prompt and red light effect at the edge of the screen.

[0220] A property tooltip indicating a negative effect pops up in the interactive interface, and a matching red ambient light effect is rendered at the edge of the screen. After this branch completes, the process jumps to step S214.

[0221] S213, Unable to acquire state effects or eliminate existing state effects.

[0222] Since the current battery level is in a safe intermediate range, the target virtual object will not acquire any additional beneficial or detrimental state effects. Furthermore, if the target virtual object has already acquired one of the aforementioned state effects in a previous process, the system will remove the existing effect at this time, restoring the virtual object to its initial attribute state. After this branch is completed, the process jumps to step S214.

[0223] S214, determine whether the conditions for ending the game are met.

[0224] After dynamically adjusting the state effects of the virtual objects, it is determined whether the current virtual scene game has reached the end condition (e.g., clearing all levels, running out of time, or the target virtual object's health reaching zero). If the determination result is "no", it indicates that the game is still in progress, and the process will loop back to step S205 along the return path to continue uninterrupted real-time detection and branch determination of the electronic device's battery status; if the determination result is "yes", the detection loop will be exited, "end game" will be executed, and the linkage process of the current virtual scene will be terminated.

[0225] In the above embodiments, the "real-time battery status" of the electronic device is mainly used as an example to illustrate the physical state. It is understood that the processing mechanism for linking the virtual scene with the physical state of the device provided in this application is not limited to this. In other feasible alternatives, the physical state may also include other real-time hardware operating states of the electronic device, as specifically exemplified below: Example 1: A linkage scheme based on the operating temperature status of electronic devices.

[0226] Physical state can include the operating temperature of an electronic device. In this example, the influence of additional attribute states on the target virtual object is similar to the logic of the aforementioned power state: when the real-time physical state value (operating temperature) is in the second state range (e.g., higher than a preset maximum setting), the target virtual object is controlled to enter a second type of additional attribute state, which manifests as a restricted attribute state (i.e., a negative state effect). For example, controlling the skill attribute of the target virtual object's virtual skill to enter a restricted skill attribute state from the initial attribute state can specifically manifest as an extended cooldown time for the virtual skill; when the real-time physical state value (operating temperature) is in the first state range (e.g., lower than a preset minimum setting), the target virtual object is controlled to enter a first type of additional attribute state, which manifests as a beneficial attribute state. For example, controlling the skill attribute of the virtual skill to enter a beneficial skill attribute state can specifically manifest as a shortened cooldown time for the virtual skill, thereby reducing the release cost of the virtual skill.

[0227] Example 2: A linkage scheme based on the volume status of electronic devices.

[0228] Physical state can include the device volume of an electronic device. In this example, the triggering logic for the additional attribute state can be differentiated: when the real-time physical state value (device volume) is in a second state range (e.g., higher than a preset maximum setting), the target virtual object is controlled to enter a second type of additional attribute state, which manifests as a second gain attribute state. Specifically, based on the initial virtual skill, an auxiliary virtual skill indicated by the second gain attribute state and associated with the device volume can be added to the target virtual object (e.g., unlocking and granting the target virtual object temporary acoustic-related gain virtual skills such as "sound wave virtual attack" or "echo virtual positioning"); when the real-time physical state value (device volume) is in a first state range (e.g., lower than a preset minimum setting), the target virtual object is controlled to enter a first type of additional attribute state, which manifests as a second restricted attribute state. For example, controlling the target virtual object's virtual skill to enter a restricted skill attribute state can specifically manifest as some of the target virtual object's unlocked virtual skills becoming temporarily unavailable, or the release effect of virtual skills being significantly weakened.

[0229] Example 3: A linkage scheme based on the screen brightness status of electronic devices.

[0230] Physical states can also include the device brightness of electronic devices (such as screen brightness). In this example, the state linkage logic is as follows: When the real-time physical state value (device brightness) is in the second state range (e.g., higher than the preset maximum setting value), the target virtual object is controlled to enter the second type of additional attribute state, which manifests as a third gain attribute state. For example, the target object attribute associated with the device brightness is controlled to enter the gain object attribute state, or related auxiliary object attributes are added, which can specifically manifest as an increased virtual field of view or increased virtual interactive attack distance in the virtual scene. When the real-time physical state value (device brightness) is in the first state range (e.g., lower than the preset minimum setting value), the target virtual object is controlled to enter the corresponding restricted attribute state. For example, the target virtual object's object attribute is controlled to enter the restricted object attribute state (manifested as a reduction in basic survivability such as virtual defense), or the output attribute is controlled to enter the restricted output attribute state (manifested as a negative effect such as a delay in the release of virtual skills).

[0231] Through the above-mentioned divergent alternatives, the embodiments of this application further expand the dimension of physical state linkage, enabling the gameplay mechanism of virtual scenes to dynamically evolve based on diverse real physical environment data such as temperature, volume, and brightness, thus enriching the diversity and strategic depth of virtual scene interaction.

[0232] The following description continues to illustrate the exemplary structure of the virtual scene processing device 455 provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software modules in the processing device 455 storing the virtual scene in the memory 450 may include: The status indication module 4551 is used to display status indication information in the interactive interface of the virtual scene. The status indication information is used to indicate the real-time physical status value of the electronic device running the virtual scene. The attribute control module 4552 is used to control the target virtual object to enter the additional attribute state corresponding to the target state interval when the real-time physical status value is in the target state interval among multiple preset state intervals.

[0233] In some embodiments, the status indication module 4551 is further configured to, in response to the target virtual object meeting the conditions for claiming the level reward in the virtual scene, display a reward claiming interface that includes at least the target level reward, wherein the target level reward is associated with the physical state of the electronic device running the virtual scene; and to, in response to a claiming operation for the target level reward, display status indication information in the interactive interface.

[0234] In some embodiments, the plurality of preset state intervals include at least a first state interval and a second state interval, and the upper limit of the first state interval is less than the lower limit of the second state interval; the attribute control module 4552 is further configured to control the target virtual object to enter a first type of additional attribute state corresponding to the first state interval when the real-time physical state value is in the first state interval; and to control the target virtual object to enter a second type of additional attribute state corresponding to the second state interval when the real-time physical state value is in the second state interval; wherein the direction of influence of the second type of additional attribute state on the attribute state of the target virtual object is different from the direction of influence of the first type of additional attribute state on the attribute state of the target virtual object.

[0235] In some embodiments, the plurality of preset state intervals also include a third state interval located between the first state interval and the second state interval. The attribute control module 4552 is further configured to control the target virtual object to recover from the first type of additional attribute state or the second type of additional attribute state to the initial attribute state when the real-time physical state value is in the third state interval.

[0236] In some embodiments, the physical state of the electronic device includes at least one of the electronic device's power state and operating temperature state; the first type of additional attribute state is manifested as a first gain attribute state; the attribute control module 4552 is further configured to control the skill attribute of the virtual skill of the target virtual object, from the initial skill attribute state of the initial attribute state to the gain skill attribute state of the first gain attribute state; the skill attribute of the virtual skill represents at least one of the release cost and skill release effect of the virtual skill; control the object attribute of the target virtual object, from the initial object attribute state of the initial attribute state to the gain object attribute state of the first gain attribute state; the object attribute represents at least one of the target virtual object's basic survivability and basic mobility in the virtual scene; control the output attribute of the target virtual object, from the initial output attribute state of the initial attribute state to the gain output attribute state of the first gain attribute state; the output attribute represents the interactive output effect when the target virtual object performs basic interactive behavior.

[0237] In some embodiments, the second type of additional attribute state manifests as a first restricted attribute state; the direction of influence of the first restricted attribute state on the attribute state of the target virtual object is different from the direction of influence of the first gain attribute state on the attribute state of the target virtual object; the attribute control module 4552 is also used to control the skill attribute of the virtual skill of the target virtual object to enter the restricted skill attribute state under the first restricted attribute state from the initial skill attribute state; control the object attribute of the target virtual object to enter the restricted object attribute state under the first restricted attribute state from the initial object attribute state; and control the output attribute of the target virtual object to enter the restricted output attribute state under the first restricted attribute state from the initial output attribute state.

[0238] In some embodiments, the physical state of the electronic device includes the device volume of the electronic device; the first type of additional attribute state is manifested as the second restricted attribute state, and the second type of additional attribute state is manifested as the second gain attribute state; the attribute control module 4552 is further configured to control the skill attribute of the virtual skill of the target virtual object, from the initial skill attribute state in the initial attribute state to the restricted skill attribute state in the second restricted attribute state; the attribute control module 4552 can also be configured to control the virtual skill of the target virtual object, and on the basis of the initial virtual skill corresponding to the initial attribute state, add an auxiliary virtual skill associated with the device volume indicated by the second gain attribute state.

[0239] In some embodiments, the physical state of the electronic device includes the device brightness of the electronic device; the second type of additional attribute state is manifested as the third gain attribute state; the attribute control module 4552 is further configured to control the object attributes of the target virtual object, and add the auxiliary object attributes related to the device brightness indicated by the third gain attribute state on the basis of the initial object attributes corresponding to the initial attribute state; control the target virtual object and the target object attributes related to the device brightness to enter the gain object attribute state of the third gain attribute state from the initial object attribute state corresponding to the initial attribute state.

[0240] In some embodiments, the plurality of preset state intervals include at least a first state interval and a second state interval; the direction of influence of the second type of additional attribute state corresponding to the second state interval on the attribute state of the target virtual object is different from the direction of influence of the first type of additional attribute state corresponding to the first state interval on the attribute state of the target virtual object; after displaying the state indication information in the interactive interface of the virtual scene, the state indication module 4551 is further configured to respond to the trigger operation for the state indication information, display the attribute details interface, and display the first type of additional attribute state marked with the first state interval and the second type of additional attribute state marked with the second state interval in the attribute details interface; wherein, the display style of the first type of additional attribute state and the display style of the second type of additional attribute state are different.

[0241] In some embodiments, the target state interval is a first state interval or a second state interval, and the additional attribute state of the target virtual object is a first type of additional attribute state or a second type of additional attribute state; the state indication module 4551 is also used to display an attribute state reversal control on the attribute details interface; In response to a trigger operation on the attribute state inversion control, the annotation information of the first type of additional attribute state displayed in the attribute details interface is switched from the first state interval to the second state interval, and the annotation information of the second type of additional attribute state is switched from the second state interval to the first state interval; when the target state interval is the first state interval, the additional attribute state of the target virtual object is switched from the first type of additional attribute state to the second type of additional attribute state, or when the target state interval is the second state interval, the additional attribute state of the target virtual object is switched from the second type of additional attribute state to the first type of additional attribute state.

[0242] In some embodiments, after controlling the target virtual object to enter the additional attribute state corresponding to the target state interval, the attribute control module 4552 is further used to display at least one of the environmental effects and attribute prompts corresponding to the target state interval in the interactive interface, wherein the attribute prompts are used to indicate the additional attribute state currently held by the target virtual object; wherein the display style of the attribute prompts, the display style of the environmental effects, and the display style of the state indication information are adapted to each other.

[0243] In some embodiments, the attribute control module 4552 is further configured to, when the real-time physical state value is in a target state interval among multiple preset state intervals, and the rate of change of the physical state value of the electronic device within a preset time exceeds a preset rate threshold, control the target virtual object to enter a third type of additional attribute state corresponding to the target state interval, or control the target virtual object to enter a fourth type of additional attribute state corresponding to the rate of change of the state value; wherein the rate of change of the additional attribute state value indicated by the third type of additional attribute state matches the rate of change of the state value; and the degree of influence of the fourth type of additional attribute state on the attribute state of the target virtual object is greater than the degree of influence of the third type of additional attribute state on the attribute state of the target virtual object.

[0244] In some embodiments, the attribute control module 4552 is also used to display dynamic environmental effects in the interactive interface that correspond to the target state range and match the rate of change of the state value.

[0245] In some embodiments, after controlling the target virtual object to enter the additional attribute state corresponding to the target state interval, the attribute control module 4552 is further configured to control the additional attribute state value of the target virtual object in the additional attribute state to change dynamically with time when the duration of the real-time physical state value in the target state interval is greater than or equal to a preset duration threshold, and the rate of change of the additional attribute state value is positively correlated with the duration.

[0246] In some embodiments, there exists a collaborative virtual object in the virtual scene that collaborates with the target virtual object; the attribute control module 4552 is further configured to control the target virtual object to enter an additional attribute state corresponding to the target state interval when at least one of the real-time physical state value of the target virtual object and the real-time physical state value of the collaborative virtual object is in a target state interval among multiple preset state intervals, wherein the additional priority of the target virtual object is higher than that of the collaborative virtual object; or, when the real-time physical state value of the collaborative virtual object is in the target state interval but the real-time physical state value of the target virtual object is not in the target state interval, in response to receiving an attribute collaboration request sent by the collaborative virtual object, control the target virtual object to enter an additional attribute state; or, when the real-time physical state value of the collaborative virtual object is in the target state interval but the real-time physical state value of the target virtual object is not in the target state interval, in response to the distance between the target virtual object and the collaborative virtual object being less than a distance threshold, control the target virtual object and the collaborative virtual object to enter an additional attribute state.

[0247] In some embodiments, the physical state of the electronic device includes a first physical state and a second physical state, and the real-time physical state value includes a first real-time physical state value corresponding to the first physical state and a second real-time physical state value corresponding to the second physical state. The attribute control module 4552 is further configured to control the target virtual object to enter a composite additional attribute state when the first real-time physical state value is in a first target state interval among a plurality of preset state intervals and the second real-time physical state value is in a second target state interval among a plurality of preset state intervals. The composite additional attribute state is obtained by superimposing the first additional attribute state corresponding to the first target state interval and the second additional attribute state corresponding to the second target state interval, or the degree of influence of the composite additional attribute state on the attribute state of the target virtual object is greater than the sum of the degree of influence of the first additional attribute state on the attribute state of the target virtual object and the degree of influence of the second additional attribute state on the attribute state of the target virtual object.

[0248] This application provides a computer program product, which includes a computer program or computer-executable instructions. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the virtual scene processing method provided in this application embodiment, for example, such as... Figure 3 The illustrated method for processing a virtual scene involves an electronic device's processor reading a computer program or computer-executable instructions from a computer-readable storage medium, executing the computer program or computer-executable instructions, and causing the electronic device to perform the virtual scene processing method described in the embodiments of this application.

[0249] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the virtual scene processing method provided in this application embodiment. For example, ... Figure 3 The method for processing virtual scenes is shown.

[0250] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0251] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.

[0252] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).

[0253] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0254] In summary, through the embodiments of this application, by concretizing the implicit and dynamically changing real-time physical state values ​​of electronic devices running virtual scenes into explicit state indication information during the interaction phase, and by associating the attribute changes of the target virtual object with the state range in which the real-time physical state value is located, users can clearly and accurately perceive the correlation between the fluctuations in the physical state of electronic devices and the changes in the attributes of virtual objects. This broadens the interaction dimension of virtual scenes, reduces the cognitive load on users, improves the feedback efficiency of human-computer interaction, and enhances the strategic depth of levels and the immersive experience of users.

[0255] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for processing virtual scenes, characterized in that, The method includes: The status indication information is displayed in the interactive interface of the virtual scene. The status indication information is used to indicate the real-time physical status value of the electronic device running the virtual scene. When the real-time physical state value is in a target state interval among multiple preset state intervals, the target virtual object is controlled to enter the additional attribute state corresponding to the target state interval.

2. The method according to claim 1, characterized in that, Displaying status indication information in the interactive interface of the virtual scene includes: In response to the target virtual object meeting the conditions for claiming level rewards in the virtual scene, a reward claiming interface including at least the target level reward is displayed, wherein the target level reward is associated with the physical state of the electronic device running the virtual scene; In response to the claiming of the target level reward, the status indication information is displayed in the interactive interface.

3. The method according to claim 1, characterized in that, The plurality of preset state intervals include at least a first state interval and a second state interval, and the upper limit of the first state interval is less than the lower limit of the second state interval. When the real-time physical state value is within a target state interval from multiple preset state intervals, controlling the target virtual object to enter an additional attribute state corresponding to the target state interval includes: When the real-time physical state value is in the first state interval, the target virtual object is controlled to enter the first type of additional attribute state corresponding to the first state interval from the initial attribute state; When the real-time physical state value is in the second state interval, the target virtual object is controlled to enter the second type of additional attribute state corresponding to the second state interval from the initial attribute state; The direction of influence of the second type of additional attribute state on the attribute state of the target virtual object is different from the direction of influence of the first type of additional attribute state on the attribute state of the target virtual object.

4. The method according to claim 3, characterized in that, The plurality of preset state intervals also includes a third state interval located between the first state interval and the second state interval, and the method further includes: When the real-time physical state value is in the third state range, the target virtual object is controlled to recover from the first type of additional attribute state or the second type of additional attribute state to the initial attribute state.

5. The method according to claim 3, characterized in that, The physical state of the electronic device includes at least one of the electronic device's power status and operating temperature status; the first type of additional attribute status is manifested as a first gain attribute status; The step of controlling the target virtual object to enter a first type of additional attribute state corresponding to the first state interval includes at least one of the following: The skill attributes of the virtual skill of the target virtual object are controlled to transition from the initial skill attribute state in the initial attribute state to the enhanced skill attribute state in the first enhanced attribute state; the skill attributes of the virtual skill represent at least one of the release cost and skill release effect of the virtual skill; The object attributes of the target virtual object are controlled to transition from the initial object attribute state in the initial attribute state to the enhanced object attribute state in the first enhanced attribute state; the object attributes represent at least one of the target virtual object's basic survivability and basic mobility in the virtual scene; The output attributes of the target virtual object are controlled to transition from the initial output attribute state in the initial attribute state to the gain output attribute state in the first gain attribute state; the output attributes characterize the interactive output effect when the target virtual object performs basic interactive behaviors.

6. The method according to claim 5, characterized in that, The second type of additional attribute state manifests as a first restricted attribute state; the direction of influence of the first restricted attribute state on the attribute state of the target virtual object is different from the direction of influence of the first gain attribute state on the attribute state of the target virtual object; The control of the target virtual object to enter a second type of additional attribute state corresponding to the second state interval includes at least one of the following: Control the skill attributes of the virtual skills of the target virtual object, and transition from the initial skill attribute state to the restricted skill attribute state under the first restricted attribute state; Control the object attributes of the target virtual object to transition from the initial object attribute state to the restricted object attribute state under the first restricted attribute state; Control the output attributes of the target virtual object to transition from the initial output attribute state to the restricted output attribute state under the first restricted attribute state.

7. The method according to claim 3, characterized in that, The physical state of the electronic device includes the device volume of the electronic device; the first type of additional attribute state is manifested as the second restricted attribute state, and the second type of additional attribute state is manifested as the second gain attribute state; The step of controlling the target virtual object to enter a first type of additional attribute state corresponding to the first state interval includes: The skill attributes of the virtual skills of the target virtual object are controlled to enter the restricted skill attribute state from the initial skill attribute state in the initial attribute state to the restricted skill attribute state in the second restricted attribute state; The control of the target virtual object to enter the second type of additional attribute state corresponding to the second state interval includes: The virtual skill controlling the target virtual object, based on the initial virtual skill corresponding to the initial attribute state, adds an auxiliary virtual skill indicated by the second gain attribute state and associated with the device volume.

8. The method according to claim 3, characterized in that, The physical state of the electronic device includes the device brightness; the second type of additional attribute state is manifested as the third gain attribute state; The control of the target virtual object to enter a second type of additional attribute state corresponding to the second state interval includes at least one of the following: Control the object attributes of the target virtual object, and add the auxiliary object attributes related to the device brightness as indicated by the third gain attribute state, based on the initial object attributes corresponding to the initial attribute state; The target virtual object and the target object attribute associated with the device brightness are controlled, and the target object attribute state is changed from the initial attribute state to the gain attribute state in the third gain attribute state.

9. The method according to claim 1, characterized in that, The plurality of preset state intervals include at least a first state interval and a second state interval; the direction of influence of the second type of additional attribute state corresponding to the second state interval on the attribute state of the target virtual object is different from the direction of influence of the first type of additional attribute state corresponding to the first state interval on the attribute state of the target virtual object. After displaying status indication information in the interactive interface of the virtual scene, the method further includes: In response to a trigger operation on the status indication information, an attribute details interface is displayed, and the attribute details interface displays the first type of additional attribute status marked with the first status interval, and the second type of additional attribute status marked with the second status interval; The display styles of the first type of additional attribute status and the second type of additional attribute status are different.

10. The method according to claim 9, characterized in that, The target state interval is either the first state interval or the second state interval, and the additional attribute state of the target virtual object is either the first type of additional attribute state or the second type of additional attribute state; the method further includes: The attribute status inversion control is displayed on the attribute details interface; In response to the trigger operation of the attribute state inversion control, the annotation information of the first type of additional attribute state displayed in the attribute details interface is switched from the first state interval to the second state interval, and the annotation information of the second type of additional attribute state is switched from the second state interval to the first state interval; When the target state interval is the first state interval, the additional attribute state of the target virtual object is controlled to switch from the first type of additional attribute state to the second type of additional attribute state; or, when the target state interval is the second state interval, the additional attribute state of the target virtual object is controlled to switch from the second type of additional attribute state to the first type of additional attribute state.

11. The method according to claim 1, characterized in that, After the controlled target virtual object enters the additional attribute state corresponding to the target state interval, the method further includes: The interactive interface displays at least one of environmental effects and attribute prompts corresponding to the target state range, wherein the attribute prompts are used to indicate the current additional attribute state of the target virtual object; The display styles of the attribute prompts, the environmental effects, and the status indicators are adapted to each other.

12. The method according to claim 1, characterized in that, When the real-time physical state value is within a target state interval from multiple preset state intervals, controlling the target virtual object to enter an additional attribute state corresponding to the target state interval includes: When the real-time physical state value is in a target state interval among multiple preset state intervals, and the rate of change of the physical state value of the electronic device within a preset time exceeds a preset rate threshold, the target virtual object is controlled to enter a third type of additional attribute state corresponding to the target state interval, or the target virtual object is controlled to enter a fourth type of additional attribute state corresponding to the rate of change of the state value. Wherein, the rate of change of the additional attribute state value indicated by the third type of additional attribute state matches the rate of change of the state value; the degree of influence of the fourth type of additional attribute state on the attribute state of the target virtual object is greater than the degree of influence of the third type of additional attribute state on the attribute state of the target virtual object.

13. The method according to claim 12, characterized in that, The method further includes: The interactive interface displays dynamic environmental effects that correspond to the target state range and match the rate of change of the state value.

14. The method according to claim 1, characterized in that, After the controlled target virtual object enters the additional attribute state corresponding to the target state interval, the method further includes: When the duration of the real-time physical state value being within the target state interval is greater than or equal to a preset duration threshold, the additional attribute state value of the target virtual object in the additional attribute state is controlled to change dynamically with the duration, and the rate of change of the additional attribute state value is positively correlated with the duration.

15. The method according to claim 1, characterized in that, The virtual scene contains collaborative virtual objects that cooperate with the target virtual object; when the real-time physical state value is in a target state interval among multiple preset state intervals, controlling the target virtual object to enter an additional attribute state corresponding to the target state interval includes: If at least one of the real-time physical state value of the target virtual object and the real-time physical state value of the collaborative virtual object falls within a target state interval of the plurality of preset state intervals, the target virtual object is controlled to enter an additional attribute state corresponding to the target state interval, and the additional priority of the target virtual object is higher than the additional priority of the collaborative virtual object; or... If the real-time physical state value of the collaborative virtual object is within the target state range and the real-time physical state value of the target virtual object is not within the target state range, in response to receiving an attribute collaboration request sent by the collaborative virtual object, the target virtual object is controlled to enter the additional attribute state; or, When the real-time physical state value of the collaborative virtual object is within the target state range and the real-time physical state value of the target virtual object is not within the target state range, in response to the distance between the target virtual object and the collaborative virtual object being less than a distance threshold, the target virtual object and the collaborative virtual object are controlled to enter the additional attribute state.

16. The method according to claim 1, characterized in that, The physical state of the electronic device includes a first physical state and a second physical state, and the real-time physical state value includes a first real-time physical state value corresponding to the first physical state and a second real-time physical state value corresponding to the second physical state. When the real-time physical state value is within a target state interval from multiple preset state intervals, controlling the target virtual object to enter an additional attribute state corresponding to the target state interval includes: When the first real-time physical state value is in the first target state interval among the corresponding multiple preset state intervals, and the second real-time physical state value is in the second target state interval among the corresponding multiple preset state intervals, the target virtual object is controlled to enter the composite additional attribute state. Wherein, the composite additional attribute state is obtained by superimposing the first additional attribute state corresponding to the first target state interval and the second additional attribute state corresponding to the second target state interval, or the degree of influence of the composite additional attribute state on the attribute state of the target virtual object is greater than the sum of the degree of influence of the first additional attribute state on the attribute state of the target virtual object and the degree of influence of the second additional attribute state on the attribute state of the target virtual object.

17. A virtual scene processing device, characterized in that, The device includes: A status indication module is used to display status indication information in the interactive interface of the virtual scene. The status indication information is used to indicate the real-time physical status value of the electronic device running the virtual scene. The attribute control module is used to control the target virtual object to enter the additional attribute state corresponding to the target state interval when the real-time physical state value is in the target state interval among multiple preset state intervals.

18. An electronic device, characterized in that, The electronic device includes: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the virtual scene processing method according to any one of claims 1 to 16.

19. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, they implement the virtual scene processing method according to any one of claims 1 to 16.

20. A computer program product comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, the virtual scene processing method according to any one of claims 1 to 16 is implemented.