Game interaction control method, device and electronic equipment
By allowing game accounts to edit virtual character model materials and interactive information in virtual team-up scenarios, the problem of monotonous game application scenarios due to the single model in existing technologies is solved, realizing the autonomy and diversity of team-up scenarios and improving the playability and social experience of players.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
- Filing Date
- 2026-04-30
- Publication Date
- 2026-07-17
AI Technical Summary
The existing team lobby scene has a monotonous style, which cannot meet the personalized needs of each player and makes it difficult to expand commercial content and enrich social interaction.
By setting up multiple virtual character models in a virtual team-up scenario, game accounts can edit the virtual character models with which they have a role-playing relationship, including changing model materials and sending interactive information, thereby enhancing the autonomy and diversity of the team-up scenario.
It enhances the playability and diversity of team-based scenarios, allowing players to edit virtual character models according to their own needs, and improves the richness of game interaction and social experience.
Smart Images

Figure CN122399341A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game design technology, and in particular to a game interaction control method, device, and electronic device. Background Technology
[0002] In related technologies, team lobbies are typically character-shared lobbies, where all player characters share a single team scene, with only the team leader acting as the temporary highest administrator. The team leader's scene can be a fixed scene provided by the system or the leader's own private lobby. The leader can customize their lobby, and all teammates see the same lobby scene. However, this approach results in a uniform lobby style, making it difficult to meet the personalized needs of individual players. Summary of the Invention
[0003] The purpose of this disclosure is to provide a game interaction control method, device, and electronic device to improve the playability and diversity of the team lobby.
[0004] In a first aspect, this disclosure provides a game interaction control method, which includes: in response to a display event of a virtual team scene, displaying a first virtual team scene in the graphical user interface of a first account; wherein the first virtual team scene has multiple virtual character models, and the first account has a role-playing relationship with the first virtual character model among the multiple virtual character models; in response to an assignment instruction of a virtual character model, determining a role-playing relationship between a second virtual character model and a second account; the second virtual character model is one of the multiple virtual character models, and the second account is a game account that has joined the first virtual team scene; in response to a second model editing instruction of the second account, editing the second virtual character model; and displaying the second virtual character model after executing the second model editing instruction in the graphical user interface of the first account and the graphical user interface of the second account.
[0005] Secondly, this disclosure provides a game interaction control device, which includes: a scene display module, used to display a first virtual team scene in the graphical user interface of a first account in response to a display event of a virtual team scene; wherein the first virtual team scene is provided with multiple virtual character models, and the first account has a role-playing relationship with the first virtual character model among the multiple virtual character models; a role-playing module, used to determine the role-playing relationship between a second virtual character model and a second account in response to an assignment instruction of a virtual character model; the second virtual character model is one of the multiple virtual character models, and the second account is a game account that has joined the first virtual team scene; a model editing module, used to edit the second virtual character model in response to a second model editing instruction of the second account; and a model display module, used to display the second virtual character model after executing the second model editing instruction in the graphical user interface of the first account and the graphical user interface of the second account.
[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the above-described game interaction control method.
[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the aforementioned game interaction control method.
[0008] The embodiments disclosed herein bring the following beneficial effects:
[0009] This disclosure provides a game interaction control method, device, and electronic device. First, in response to a virtual team scene display event, a first virtual team scene is displayed in the graphical user interface of a first account. The first virtual team scene includes multiple virtual character models, and the first account has a role-playing relationship with the first virtual character model among these models. Then, in response to a virtual character model allocation command, a role-playing relationship is determined between a second virtual character model and a second account. The second virtual character model is one of the multiple virtual character models, and the second account is a game account that has joined the first virtual team scene. Next, in response to a second model editing command from the second account, the second virtual character model is edited. The second virtual character model after executing the second model editing command is displayed in both the graphical user interfaces of the first and second accounts. In this method, after a game account joins the first virtual team scene, it can edit the virtual character models in the first virtual team scene that it has a role-playing relationship with, according to its own needs, thus improving the autonomy and diversity of model editing in team scenes.
[0010] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart of a game interaction control method provided in this embodiment of the disclosure; Figure 2 This is a schematic diagram illustrating the display of interactive information on a second virtual character model, provided by an embodiment of the present disclosure. Figure 3 A schematic diagram of a role-playing identifier provided in an embodiment of this disclosure; Figure 4 This is a schematic diagram illustrating the display of a scene icon according to an embodiment of this disclosure; Figure 5 A schematic diagram illustrating the display of scene icons in a simplified version of this disclosure embodiment; Figure 6 This is a schematic diagram of the structure of a game interaction control device provided in an embodiment of the present disclosure; Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0015] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.
[0016] The team lobby provided in related technologies is usually a character-coexisting lobby, characterized by: 1. In a team, all players share the same scene. Only the team leader, as the temporary highest administrator, can decide the inclusion or exclusion of player models within the scene (kicking a player out of the team causes their model to disappear, joining a team causes their model to appear). Based on this, there are generally two types: one is a system-level lobby, where the scene style is provided directly by the system and cannot be changed by any player; the other is a leader-owned lobby. The logic of this type of lobby is: once a team is formed, all player models are automatically added to the leader's lobby. The leader can decorate their lobby scene, and all teammates see the same scene space—the leader's lobby scene.
[0017] 2. The lobby model also represents the team members, serving as a team list function (i.e., the number of positions corresponds to the number of people a team supports, and the number of models displayed corresponds to the number of people currently in the team). The number of scene models depends on the number of people in the current team, and will not be more or less.
[0018] 3. The appearance displayed in the scene model depends entirely on the player's current settings. For example, if a player chooses a certain hero as their appearance, that appearance will also be displayed when joining other players' lobbies.
[0019] These conventional team-up lobbies typically cannot accommodate commercial content, or only offer backgrounds as commercial content, limiting their potential for expansion and content sales. Furthermore, the gameplay-centric nature of these lobbies makes it difficult for players to develop deeper connections within the lobbies and foster stronger emotional bonds with teammates. In short, their potential for commercialization and social expansion is very limited.
[0020] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0021] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game interaction control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located near the account, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0022] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), that is, by conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to display the GUI, which includes game screens, and the processor is used to run the game, generate the GUI, and control the display of the GUI on the display screen.
[0023] In one possible implementation, embodiments of this disclosure provide a game interaction control method, such as... Figure 1 As shown, the method includes the following specific steps: Step S102: In response to the display event of the virtual team scene, the first virtual team scene is displayed in the graphical user interface of the first account; wherein, the first virtual team scene is set with multiple virtual character models, and the first account has a role-playing relationship with the first virtual character model among the multiple virtual character models.
[0024] Players can log in to the target game using their primary account and view the game screen on the graphical user interface provided by their terminal device. This terminal device can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system.
[0025] When the first account triggers the virtual team scene display event, the first virtual team scene is displayed in the first account's graphical user interface. This first virtual team scene can be the virtual team scene equipped by the first account, or it can be the virtual team scene equipped by other game accounts belonging to the same game team as the first account. The first virtual team scene features multiple virtual character models, each with corresponding model assets, including model animations and model skins.
[0026] When displaying the first virtual team scene in the graphical user interface of the first account, the relationship between the first virtual character model in the first virtual team scene and the role played by the first account can be automatically determined; wherein, the first virtual character model can be any virtual character model that is not played in the first virtual team scene.
[0027] Optionally, when displaying the first virtual team scene in the graphical user interface of the first account, the player controlling the first account can also select the first virtual character model from the virtual character models that are not being played in the first virtual team scene according to their own needs, so as to determine the playing relationship between the first account and the first virtual character model.
[0028] In one optional embodiment, the display event of the above-mentioned virtual team scene includes: a team event initiated by a first account, wherein the first account is a game account equipped with the first virtual team scene; or, a scene joining event triggered by the first account, wherein the game account equipped with the first virtual team scene is a fourth account belonging to the same game team as the first account.
[0029] It should be noted that the game account that equips the first virtual team scene is also the owner of the first virtual team scene. This owner can edit the basic parameters of the first virtual team scene, such as the model assets of the virtual character models and the scene decorations. The game account that equips the first virtual team scene can invite other game accounts belonging to the same game team to join the first virtual team scene.
[0030] Step S104: In response to the assignment instruction of the virtual character model, determine the role-playing relationship between the second virtual character model and the second account; the second virtual character model is one of multiple virtual character models, and the second account is the game account that has joined the first virtual team scene.
[0031] In a specific implementation, the above-mentioned virtual character model allocation instruction can be triggered when the second account joins the first virtual team scene. At this time, when the second account joins the first virtual team scene, the virtual character model allocation instruction is generated to randomly or in a preset order determine a virtual character model as the second virtual character model from the virtual character models that have not been played in the first virtual team scene, and determine the playing relationship between the second virtual character model and the second account.
[0032] Optionally, the above-mentioned virtual character model allocation instruction can also be triggered by the second account to generate the second virtual character model in the first virtual team scene, so that the player controlling the second account can independently select any unplayed virtual character model in the first virtual team scene as the second virtual character model, and establish the role-playing relationship between the second virtual character model and the second account.
[0033] Step S106: In response to the second model editing command of the second account, the second virtual character model is edited.
[0034] In practice, the player controlling the second account can edit the second virtual character model using the second model editing command to modify the model assets of the second virtual character model. The second model editing command can be generated by the second account triggering a specified control, or by selecting the corresponding model asset from a specified panel.
[0035] Step S108: In the graphical user interface of the first account and the graphical user interface of the second account, the second virtual character model after executing the second model editing command is displayed.
[0036] After the second virtual character model is edited in the second account, since both the first and second accounts have joined the first virtual team scene, the edited second virtual character model will be displayed simultaneously in the graphical user interface of the first account and the graphical user interface of the second account.
[0037] This disclosure provides a game interaction control method in which, after a game account joins a first virtual team scene, the user can edit the virtual character models that have a role-playing relationship with the game account in the first virtual team scene according to their own needs, thereby improving the autonomy and diversity of model editing in the team scene.
[0038] The following examples illustrate how to edit character models.
[0039] Specifically, the process of editing the second virtual character model in response to the second model editing command of the second account can include: determining the target second model material in response to the second model editing command of the second account, and replacing the material of the second virtual character model with the target second model material; wherein, the target second model material is a model material that the second account has the right to use. In this method, the player controlling the second account can customize the material of the second virtual character model that has a role-playing relationship with the second account through the second model editing command, increasing the playability of the first virtual team scene.
[0040] The aforementioned target second model material can be one or more model materials determined from the model materials that the second account has access to through second model editing commands. Specifically, the model materials that different game accounts have access to may be different; for the same game account, the model materials that have access to different virtual character models are at least partially different, thereby allowing for visual differentiation between different virtual character models.
[0041] In an optional embodiment, the specific process of determining the target second model material and replacing the material of the second virtual character model with the target second model material in response to the second model editing command of the second account may include: displaying a material selection panel in the graphical user interface of the second account in response to the second model editing command of the second account; wherein, the material selection panel is used to display material options corresponding to model materials that the second account has usage rights for, and the model materials corresponding to the material options include one of the following: model skin, model action, and model expression; in response to the selection command for the target material option in the material selection panel, determining the target second model material by the model material corresponding to the target material option, and replacing the material of the second virtual character model with the target second model material. The target material option can be any material option in the material selection panel.
[0042] In one specific embodiment, when the second account triggers the second model editing command, a material selection panel can be displayed in the graphical user interface of the second account. This material selection panel includes multiple material options, and each material option corresponds to a model material that the second account has usage rights to. This model material can be a model skin, a model action, or a model expression, etc. Specifically, the model skin is a skin that can be set for the second virtual character model in the first virtual team scene; the model action is the performance action of the second virtual character model in the first virtual team scene; and the model expression is the expression of the second virtual character model in the first virtual team scene.
[0043] Furthermore, after determining the role-playing relationship between the second virtual character model and the second account in response to the assignment instruction of the virtual character model, in response to the interaction instruction sent by the second account, the interaction information corresponding to the interaction instruction is displayed at the location related to the second virtual character model in the graphical user interface of the first account and the graphical user interface of the second account; wherein, the interaction information includes at least one of the following: chat information and emoticon information.
[0044] In one specific embodiment, if the second account has a role-playing relationship with the second virtual character model in the first virtual team scene, the player controlling the second account can bring up an interaction wheel by long-pressing a preset key on the keyboard. This interaction wheel includes multiple interactive options. When the player selects an interactive option, an interaction command is triggered, causing the second account to send the interactive information corresponding to the selected option to the game account that joined the first virtual team scene. This interactive information is then displayed in the graphical user interface of the game account that joined the first virtual team scene at a location related to the second virtual character model. The interactive information corresponding to the interactive option can be emoticons such as speech bubbles or facial expressions.
[0045] In another specific embodiment, if the second account has a role-playing relationship with the second virtual character model in the first virtual team scene, the player controlling the second account can input text information in the chat system and trigger an interaction command through the text sending operation, so that the second account sends chat information generated based on the text information, thereby displaying the chat information in the position related to the second virtual character model in the graphical user interface corresponding to the game account that joined the first virtual team scene.
[0046] The aforementioned location related to the second virtual character model can be the second virtual character model itself, or it can be above the second virtual character model's head, or at the location of its corresponding nameplate, etc. For example, if the interactive information is a bubble emoji or chat message, the bubble emoji or chat message can be displayed on the second virtual character model. The bubble emoji and chat message will move with the camera and remain stationary relative to the second virtual character model. If the interactive information is an facial expression or action, the second virtual character model can be controlled to perform that facial expression or action.
[0047] like Figure 2 The diagram shown is a schematic representation of displaying interactive information on a second virtual character model according to an embodiment of the present invention. Figure 2 The graphical user interface shown includes three virtual character models in the first virtual team scene. The virtual character model with a black avatar is the second virtual character model that has a role-playing relationship with the second account. The "Hello everyone" displayed above the head of the second virtual character model is a chat message sent by the second account.
[0048] In the above method, game accounts in the same virtual team scene can control their virtual character models to send bubble emoticons, text bubbles, emoticons and actions, etc., which increases the playability of the scene.
[0049] The following embodiments are used to describe the display method of the first virtual team scene.
[0050] Specifically, the process of displaying the first virtual team scene in the graphical user interface of the first account in response to the display event of the virtual team scene may include: displaying multiple virtual character models set in the first virtual team scene in the graphical user interface of the first account in response to the display event of the virtual team scene, according to the preset camera control logic.
[0051] The aforementioned preset camera control logic can be used to control the camera to move from the left side of the first virtual team scene to the right side of the first virtual team scene, thereby sequentially displaying the various virtual character models in the first virtual team scene. Alternatively, the aforementioned preset camera control logic can be used to control the camera to circle around multiple virtual character models in the first virtual team scene, so that multiple virtual character models can appear in the shot.
[0052] In practice, the preset camera control logic can be different for different virtual team scenarios. The preset camera control logic can give each virtual character model in the virtual team scenario a chance to appear in the center of the camera to more clearly display each virtual character model.
[0053] Optionally, when displaying a virtual character model in the center of the camera, the virtual character model can display the default model actions, or it can display model actions edited by a game account with which it has a role-playing relationship.
[0054] It should be noted that the timing of displaying multiple virtual character models in the graphical user interface corresponding to different game accounts according to the preset camera control logic is different (it can also be understood that the screens displayed in the graphical user interface corresponding to different game accounts are not synchronized). This timing is determined by the time when the game account joins the first virtual team scene.
[0055] Furthermore, during the process of displaying multiple virtual character models according to the preset camera control logic, a pointer icon is displayed in the graphical user interface of the first account; in response to the pointer icon selecting the target virtual character model among the multiple virtual character models, the display of multiple virtual character models according to the preset camera control logic is paused in the graphical user interface of the first account.
[0056] In practice, the target virtual character model can be any virtual character model in the first virtual team scene. When the player selects the target virtual character model with the pointer, the graphical user interface of the first account pauses the display of multiple virtual character models according to the preset camera control logic. Thus, the graphical user interface of the first account can keep the current screen still, or the camera can rotate slowly, or the rotation can be paused, etc.
[0057] Furthermore, in response to the pause duration reaching a preset duration, the system continues to display multiple virtual character models in the graphical user interface of the first account according to the preset camera control logic. The preset duration can be 5 seconds or 8 seconds, etc.
[0058] In practice, when the pause time for displaying multiple virtual character models in the graphical user interface of the first account reaches the preset time, the graphical user interface of the first account continues to display multiple virtual character models according to the preset camera control logic, so that the player can preview each virtual character model again.
[0059] Furthermore, during the pause, the control displays at least one of the following controls at the associated location of the target virtual character model: a first control for instructing the triggering of editing the target virtual character model, a second control for instructing the triggering of setting the role-playing relationship between the first account and the target virtual character model, and a third control for instructing the triggering of exchanging the role-playing relationship between virtual character models of different game accounts.
[0060] In practice, during the time period when multiple virtual character models are displayed according to the preset camera control logic in the graphical user interface of the first account, at least one control is displayed at the associated position of the selected target virtual character model by the first account through a pointer. The associated position can be above, to the left of, or on the model itself.
[0061] In practical applications, the operation of selecting a target virtual character model using the pointer can be that the pointer hovers over the target virtual character model for more than a first duration (which can be 0.2 seconds or 0.5 seconds, etc.), or that the target virtual character model is clicked using the pointer. Optionally, when the first account selects the target virtual character model using the pointer, a first animation effect is displayed on the target virtual character model in the first account's graphical user interface. This first animation effect can be highlighting the target virtual character model, or it can be a transition effect from holographic scanning to solidity.
[0062] Optionally, the relationship between the first account and the target virtual character model is different. When the target virtual character model is selected, the controls displayed at the associated position of the target character model are different, and the functions of the controls corresponding to the different controls are also different.
[0063] Specifically, in response to the target virtual character model being a first virtual character model, a first control is displayed at the associated position of the target virtual character model; in response to the target virtual character model not having a role-playing relationship with a game account, a first control and a second control are displayed at the associated position of the target virtual character model; in response to the target virtual character model having a role-playing relationship with a third account, a third control is displayed at the associated position of the target virtual character model.
[0064] In practical implementation, if the target virtual character model selected by the first account via pointer is a virtual character model with a role-playing relationship with the first account, then a first control is displayed at the associated position of the target virtual character model in the first account's graphical user interface. This first control is used to trigger editing of the target virtual character model. For example, a first model editing instruction is generated by triggering the first control or by triggering the operation method indicated by the first control. The first model editing instruction determines the target first model material and replaces the target virtual character model material with the target first model material.
[0065] If the target virtual character model selected by the first account via the pointer does not have a role-playing relationship with the game account, then a first control and a second control are displayed at the associated position of the target virtual character model in the graphical user interface of the first account; wherein, the first control is used to trigger editing of the target virtual character model; the second control is used to trigger setting the role-playing relationship between the first account and the target virtual character model.
[0066] For example, a first model editing instruction is generated by triggering a first control or by triggering the operation method indicated by the first control. The first model editing instruction determines the target first model material and replaces the material of the target virtual character model with the target first model material. A model role-playing instruction is generated by triggering a second control or by triggering the operation method indicated by the second control. The model role-playing instruction switches the first virtual character model that has a role-playing relationship with the first account to the target virtual character model. At this time, the first virtual character model is adjusted to an unromantic state.
[0067] In an optional embodiment, when the first account is equipped with the first virtual team scene, if the target virtual character model selected by the first account via the pointer does not have a role-playing relationship with the game account, then the first control and the second control are displayed at the associated position of the target virtual character model in the graphical user interface of the first account. When the first account is not equipped with the first virtual team scene, if the target virtual character model selected by the first account via the pointer does not have a role-playing relationship with the game account, then only the second control is displayed at the associated position of the target virtual character model in the graphical user interface of the first account.
[0068] If the target virtual character model selected by the first account through the pointer has a role-playing relationship with the third account, a third control is displayed at the associated position of the target virtual character model in the graphical user interface of the first account. This third control is used to trigger the exchange of role-playing relationships between virtual character models of different game accounts.
[0069] In one optional embodiment, after the third control is displayed at the associated position of the target virtual character model, in response to the role-playing relationship exchange instruction triggered by the first account, the control sends a role-playing request to the terminal device corresponding to the third account; wherein, the role-playing relationship exchange instruction is triggered by the third control or by the operation method indicated by the third control; in response to the role-playing request being accepted by the third account, the control establishes a role-playing relationship between the first virtual character model and the third account, and establishes a role-playing relationship between the target virtual character model and the first account.
[0070] In practical implementation, when a third control is displayed in the graphical user interface of the first account, the first account generates a role-playing relationship exchange instruction by triggering the third control or by triggering the operation method indicated by the third control. This instruction then sends a role-playing exchange request to the terminal device corresponding to the third account. The graphical user interface provided by the terminal device corresponding to the third account displays the role-playing exchange request, along with accept and reject controls for the request. When the third account triggers the accept control or the operation method indicated by the accept control, the role-playing exchange request is accepted by the third account, thereby exchanging the virtual character models played by the first and third accounts. Specifically, the first virtual character model with which the first account has a role-playing relationship is switched to the target virtual character model, and the target virtual character model with which the third account has a role-playing relationship is switched to the first virtual character model. When the third account triggers the reject control, the role-playing exchange request is rejected by the third account, thus eliminating the need to exchange the virtual character models played.
[0071] Furthermore, in response to the first account's trigger operation on a designated key, the preset camera control logic is canceled, and multiple virtual character models are displayed in the first account's graphical user interface based on the camera control logic corresponding to the trigger operation. Specifically, the designated key can be the C key or Q key on a keyboard, etc.
[0072] This method can switch the preset camera control logic that displays multiple virtual character models in the graphical user interface of the first account to a camera control logic that is controlled manually by triggering a specified button, thereby enabling the content displayed in the graphical user interface to be changed according to the player's needs.
[0073] In one optional embodiment, when the first account is the game account that equips the first virtual team scene, that is, when the first account is the owner of the first virtual team scene, in response to the model editing operation of the first account, the virtual character model that is not played in the first virtual team scene is edited, and the virtual character model that is not played after the model editing operation is executed is simultaneously displayed in the graphical user interface of the first account and the graphical user interface of the second account.
[0074] In practice, the above-mentioned model editing operation can be an operation that triggers the operation indicated by the second control, or it can be an operation to edit the model material of the virtual character model after selecting the virtual character model that is not being played.
[0075] When the first account is the owner of the first virtual team scene, it can edit not only the model of the first virtual character played by the first account, but also the models of virtual characters not played in the first virtual team scene. Specifically, in response to the first account's model editing operation on the virtual character model not played in the first virtual team scene, a material selection panel is displayed in the first account's graphical user interface. This material selection panel is used to display material options corresponding to the model materials that the first account has usage rights for. The model materials corresponding to the material options include the following: model skin, model action, and model expression. In response to the selection command for the first material option in the material selection panel, the material of the virtual character model not played is replaced with the model material corresponding to the target material option. Here, the first material option can be any material option in the material selection panel.
[0076] Furthermore, when the first account is the game account equipped with the first virtual team scene, in response to the removal command sent by the first account for the second account, the role-playing relationship between the second virtual character model and the second account is terminated, and the second account is removed from the first virtual team scene.
[0077] In practice, only the owner of the first virtual team scene can remove the second account from the first virtual team scene using the remove command. When the second account is removed from the first virtual team scene, the role-playing relationship between the second account and the virtual character model in the first virtual team scene also needs to be terminated.
[0078] In an optional embodiment, the first account and the second account belong to the same game team. When the first account sends a removal command to the second account, only the second account is removed from the first virtual team scene, while the teammate relationship between the first account and the second account is still maintained. That is, the first account and the second account still belong to the same game team.
[0079] In an optional embodiment, only game accounts belonging to the same game team can enter the same virtual team scene. Specifically, if the game account acting as the team leader sends a team removal command to a second account, the second account can be removed from the game account list and removed from the first virtual team scene.
[0080] Furthermore, when the first account is a game account equipped with the first virtual team scene, in response to the first account's default appearance configuration command for the virtual character model in the first virtual team scene, the default appearance material of the virtual character model is stored; in response to the second account joining the first virtual team scene, the virtual character model in the first virtual team scene is displayed in the second account's graphical user interface with the default appearance material.
[0081] In practical implementation, when the first account completes the first virtual team scene, the first account can edit the default appearance materials of each virtual character model in the first virtual team scene using the default appearance configuration command, thus obtaining the default appearance materials corresponding to each virtual character model. Specifically, in response to the first account's default appearance configuration command for a certain virtual character model in the first virtual team scene, an appearance selection panel is displayed in the first account's graphical user interface. This appearance selection panel is used to display the material options corresponding to the appearance materials that the first account has the right to use. The model materials corresponding to the material options include the following: model skin, model action, and model expression. In response to the selection command for the first material option in the appearance selection panel, the default appearance material of the virtual character model is determined as the appearance material corresponding to the target material option. Here, the first material option can be any material option in the material selection panel.
[0082] When a second account joins the first virtual team scene equipped by the first account, not only will the virtual character model in the first virtual team scene be displayed in the second account's graphical user interface with default appearance materials, but the relationship between the second virtual character model in the first virtual team scene and the second account can also be determined automatically or according to the virtual character model allocation command triggered by the second account.
[0083] When a second account joins the first virtual team scenario, the system can automatically assign a second virtual character model to the second account to determine the role-playing relationship between the second virtual character model and the second account. Specifically, the first virtual team scenario includes multiple virtual character models. Each virtual character model can be assigned a role number according to its position in the first virtual team scenario or randomly. When the second account joins the first virtual team scenario, the system can determine the second virtual character model that has a role-playing relationship with the second account from the first virtual team scenario based on the role number corresponding to the virtual character model in the first virtual team scenario.
[0084] For example, the first virtual team scene includes four virtual character models, whose corresponding character numbers are 1, 2, 3 and 4. The first account equipped with the first virtual team scene has a role-playing relationship with virtual character model 1 in the first virtual team scene. If the second account is the second game account to enter the first virtual team scene, it can be determined that the second account has a role-playing relationship with virtual character model 2, or a virtual character model that has not been played can be randomly assigned to the second account for role-playing, etc.
[0085] After confirming the role-playing relationship between the second account and the second virtual character model, the second account can edit the appearance material (also known as the model skin) of the second virtual character model using the second model editing command to obtain the edited appearance material. This allows the appearance of the second virtual character model to be adjusted from the default appearance material to the edited appearance material in the graphical user interface of the first account and the graphical user interface of the second account.
[0086] Furthermore, after displaying the second virtual character model after executing the second model editing command, in response to the second account switching to play the virtual character model, the default appearance material corresponding to the second virtual character model is restored and displayed in the graphical user interface of the first account and the graphical user interface of the second account.
[0087] In practical applications, when the second account exits the first virtual team scene or switches between virtual character models with a role-playing relationship in the first virtual team scene, the default appearance materials configured by the first account for the second virtual character model will be restored. That is, when the second account is not the owner of the virtual team scene, it can only change the appearance materials of the virtual character model it is playing.
[0088] In the above-described method, players can freely choose the virtual character model they want to play in the virtual team scenario, and can also freely set the model assets of their virtual character model. Furthermore, when a game account is equipped with a virtual team scenario, players can invite other teammates to join that virtual team scenario, thereby enhancing the playability of the virtual team scenario.
[0089] The following examples are used to describe the characteristics of virtual team scenarios.
[0090] The aforementioned first virtual team scenario is a scenario generated based on a preset theme. The number and identity of the multiple virtual character models included in the first virtual character scenario are uniquely determined by the preset theme and are independent of the current number of players and the composition of the game team to which the first account belongs.
[0091] The aforementioned first virtual team-up scenario can be a virtual team-up scenario that recreates classic scenes from movies or comics. This virtual team-up scenario has a strong character-scene correlation; that is, the virtual character models in the virtual team-up scenario are selected according to the scene settings and context, rather than arbitrarily displaying virtual character models. This method provides virtual team-up scenarios with clear themes for selection and use; at the same time, virtual character models are permanently present in the virtual team-up scenario to ensure the complete transmission of the theme atmosphere, and players can freely choose the virtual character model they want to play in the themed scenario.
[0092] Optionally, the first virtual team scene always displays a fixed number of models and fixed virtual character models, which players cannot change; players can only change the model assets of the virtual character models.
[0093] Optionally, the number of virtual character models displayed in the first virtual team scene is based on the scene theme corresponding to the first virtual team scene, and is not required by the number of game accounts included in the game team. This separates the number of accounts included in the game team from the number of models, allowing game accounts that are teammates with the first account to not enter the first virtual team scene. For example, a game team may include 6 game accounts, but only 3 virtual character models may be displayed in the first virtual team scene. If there are extra game accounts not in the first virtual team scene, those game accounts can be equipped with other virtual team scenes or stay in their own scenes.
[0094] In an optional embodiment, when the first virtual team scene is displayed in the graphical user interface of the first account, a change display control can be displayed in the graphical user interface. Players can click the change display control by the pointer icon to display the change interface in the graphical user interface. The change interface includes virtual team scenes that the first account has access to. Players can select the virtual team scene they need to equip according to their needs.
[0095] In one specific embodiment, the interface is divided into three display areas from left to right. The leftmost display area displays the virtual team scene that the first account has access to. The middle display area is a preview of the virtual team scene currently selected in the left display area. The right display area displays equipment controls. Players can click on the equipment controls with the pointer to confirm the currently selected virtual team scene as the virtual team scene equipped by the first account, and display the virtual team scene equipped by the first account in the graphical user interface.
[0096] In an optional embodiment, the virtual team-up scenarios that the first account has access to may include free scenarios or scenarios obtained through purchase or events. These virtual team-up scenarios can be purchased and equipped as items. When the first account does not have access to a particular virtual team-up scenario, it enters the team settings interface, where an "acquire" button for that scenario is displayed. Clicking the "acquire" button allows for purchase.
[0097] Optionally, once certain virtual team-up scenarios have been unlocked—that is, once the first account has gained access—more upgrade options will be displayed for those scenarios, allowing for further improvements to their performance. Users can select the corresponding upgrade option and purchase it.
[0098] The following examples describe the interaction of team nameplates.
[0099] Specifically, team nameplates are displayed in the graphical user interface of the first account. These team nameplates are used to identify game accounts belonging to the same game team as the first account. The team nameplates include nameplate identifiers corresponding to each game account in the game team.
[0100] The number of nameplates included in the team nameplates is the same as the number of game accounts included in the game team. That is, each game account has its own nameplate, which at least displays the account name of the game account.
[0101] In an optional embodiment, when the first virtual team scene is displayed in the graphical user interface of the first account, the team nameplate will also be displayed at a designated location in the graphical user interface. The designated location may be the left or right side of the graphical user interface, etc.
[0102] Furthermore, when a designated game account in a game team establishes a role-playing relationship with a designated virtual character model among multiple virtual character models in the first virtual team scenario, the nameplate of the designated game account displays a corresponding role-playing identifier. This role-playing identifier at least indicates that a role-playing relationship exists between the designated game account and the designated virtual character model. The role-playing identifier allows for a quick understanding of the role-playing relationships between various game accounts and virtual character models in the first virtual team scenario.
[0103] The specified game account can be any game account in the game team, and the specified virtual character model can be any virtual character model in the first virtual team scene.
[0104] The role-playing identifier displayed on the nameplate of the aforementioned designated game account can be either the avatar of a designated virtual character model that has a role-playing relationship with the designated game account, or a numerical identifier, which will also be displayed above the head of the virtual character model.
[0105] like Figure 3 The image shown is a schematic diagram of a role-playing identifier provided in an embodiment of the present invention. Figure 3 The top left corner of the graphical user interface displays four nameplates, each displaying the account name of a game account included in the team. When a designated game account in the team has a role-playing relationship with a designated virtual character model in the first virtual team scene, a numerical identifier is displayed on the designated game account's nameplate. This numerical identifier is simultaneously displayed on the designated virtual character model, and it follows the camera's movement while remaining relatively stationary. For example, Figure 3 The nameplate corresponding to the first account displays the number 1, and the first virtual character model that has a role-playing relationship with the first account also displays the number 1; the nameplate corresponding to the second account displays the number 2, and the second virtual character model that has a role-playing relationship with the second account also displays the number 2; the nameplate corresponding to the third account displays the number 3, and the third virtual character model that has a role-playing relationship with the first account also displays the number 3; since the fourth account does not play the virtual character model in the first virtual team scene, no numerical indicator used to indicate the role-playing status is displayed on the nameplate corresponding to the fourth account.
[0106] Furthermore, in response to the first account selecting the nameplate corresponding to the specified game account, the system controls the display of the specified virtual character model that has a role-playing relationship with the specified game account in the graphical user interface of the first account in a specified display format, so that the specified virtual character model is visually distinguishable from other virtual character models; and / or, in response to the first account selecting the specified virtual character model, the system controls the display of the nameplate of the specified game account in the graphical user interface of the first account in a specified display format, so that the nameplate of the specified game account is visually distinguishable from other game account nameplates.
[0107] The specified display format can be to enlarge or highlight the nameplate of the specified game account, highlight the specified virtual character model, or display preset animation effects on the specified virtual character model, etc.
[0108] Furthermore, in response to the fact that the first account is a game account equipped with the first virtual team scene, the system controls the display of a scene icon on the nameplate of the first account in the graphical user interface of the first account. The scene icon is used to indicate the number of accounts that have joined the first virtual team scene and the total number of accounts that the first virtual team scene can accommodate.
[0109] The scene icons mentioned above can be house icons, triangle icons, etc. For example... Figure 4 The diagram shows a scene icon provided in an embodiment of the present invention. The four squares in the scene icon are used to indicate that the total number of accounts that the first virtual team scene can accommodate is four. The white squares are used to indicate the number of virtual character models that have not been played in the first virtual team scene, and the dark squares are used to indicate the number of virtual character models that have been played in the first virtual team scene, that is, the number of accounts that have joined the first virtual team scene.
[0110] In an optional embodiment, the nameplate has two display styles: a simplified version and a full version. The full version can display more account information. The simplified version and the full version can be switched using a preset button. Figure 4 The scene icon shown is the scene icon displayed in the full version.
[0111] In the simplified version, scene icons are only used to indicate which game accounts have equipped virtual team scenes. The display method of the scene icons varies depending on the role-playing relationship of the game accounts and the ownership of the virtual team scene. Typically, the first account's graphical user interface displays the first virtual team scene equipped by the first account, or the scene icon is displayed in the first display method when the first account has a role-playing relationship with a virtual character model in the first virtual team scene. If a game account has set up a virtual team scene, but the game account is not playing a virtual character model in the first virtual team scene, the scene icon is displayed in the second display method in the first account's graphical user interface.
[0112] In specific implementations, the first display method can be displaying the scene icon in a first color or a first shape, etc.; the second display method can be displaying the scene icon in a second color or a second shape, etc. The first color can be yellow or red, etc., and the second color can be blue or green, etc. The first shape can be a triangle or a punctuation mark shape, and the second shape can be a rectangle or a rhombus.
[0113] like Figure 5 The image shown is a simplified version of the scene icon display provided by an embodiment of the present invention. Figure 5The graphical user interface displayed is the first account's graphical user interface. The first virtual team scene shown in the graphical user interface is equipped by the first account. Therefore, the dark house icon displayed on the nameplate of the first account is the scene icon. Since the fourth account has not entered the first virtual team scene and has equipped the virtual team scene, the light-colored house icon displayed on the nameplate of the fourth account is the scene icon.
[0114] In practical application, if the first account clicks the scene icon corresponding to the nameplate of the fourth account, the first account can view the virtual team scene equipped by the fourth account. That is, the virtual team scene equipped by the first account is displayed in the first account's graphical user interface. If the first account selects an unplayed virtual character model in the virtual team scene equipped by the fourth account, a second control is displayed. Clicking the second control allows the player to join the virtual team scene equipped by the fourth account, establishing a role-playing relationship between the first account and the selected virtual character model. Simultaneously, the first account will exit the first virtual team scene.
[0115] Furthermore, when the first account is a game account equipped with the first virtual team scene, in response to the scene invitation command sent by the first account, an invitation message is sent to game accounts in the game team that have not joined the first virtual team scene; in response to the confirmation command of the fourth account in the game team for the invitation message, the fourth account is controlled to join the first virtual team scene, and the first virtual team scene is displayed in the graphical user interface of the fourth account.
[0116] In practice, if the first account is the game account equipped with the first virtual team scene, and the first virtual team scene is displayed in the first account's graphical user interface, when there are unplayed virtual characters in the first virtual team scene and game accounts in the game team that have not joined the first virtual team scene, an invitation control is displayed in the graphical user interface. Clicking the invitation control triggers a scene invitation command to send invitation information to all game accounts in the game team that have not joined the first virtual team scene. The game accounts that receive the invitation information will display the invitation information in their graphical user interface, which can be displayed near the nameplate of the first account. Players can click the invitation information to directly enter the first virtual team scene. At this time, the system automatically assigns an unplayed virtual character model to the invited game account.
[0117] In an optional embodiment, if multiple game accounts send scene invitation information to a second account at the same time, the scene invitation information sent first will be overwritten by the scene invitation information sent later, that is, the interface will only display one scene invitation information at a time.
[0118] Furthermore, in response to the first account disbanding the first virtual team scene, or the game team disbanding, the first virtual team scene is de-displayed in the graphical user interface of the game account included in the game team.
[0119] Furthermore, in response to the scene change command sent by the first account, the target virtual team scene is determined based on the scene change command, and the virtual team scene displayed in the graphical user interface of the first account is switched from the first virtual team scene to the target virtual team scene; according to the nameplate identifiers corresponding to the first account and the second account, the virtual character models that have a role-playing relationship with the first account and the virtual character models that have a role-playing relationship with the second account are determined from the target virtual team scene.
[0120] In practical applications, the role-playing identifier for the game account that has a role-playing relationship with the virtual character model in the first virtual team scene can be determined based on the character number corresponding to the virtual character model in the first virtual team scene. That is, the role-playing identifier corresponds to the character number of the virtual character model it is playing. If the first account switches its equipment from the first virtual team scene to the target virtual team scene, then the graphical user interface of all game accounts in the first virtual team scene will display the target virtual team scene. Simultaneously, according to the role-playing identifier corresponding to each game account and the character number of the virtual character model in the target virtual team scene, each game account is assigned a virtual character model in the target virtual team scene for role-playing.
[0121] In extreme cases, if there are 4 game accounts in the first virtual team scene, but only 3 virtual character models in the target virtual team scene (i.e., no number 4), then when the first virtual team scene is switched to the target virtual team scene, the game account playing the virtual character model corresponding to number 4 in the first virtual team scene will be removed from the target virtual team scene.
[0122] In practical applications, when the first account completes the first virtual team scene, the system will automatically assign a virtual character model for the first account to play. At this time, virtual character models that have not yet been played in the first virtual team scene will have sweeping light and holographic state animation effects. This animation will play once every once in a while, and after it finishes, the corresponding virtual character model will return to its physical state. This method can both remind players which virtual character models have not yet been played and avoid affecting the overall visual effect of the scene, ensuring that the scene and models are in the best expected visual quality state most of the time.
[0123] Furthermore, the role-playing status of multiple virtual character models in the first virtual team-up scenario is determined. In response to the fact that multiple virtual character models all have role-playing relationships with game accounts, the display status of the first virtual team-up scenario is switched from a first display status to a second display status. The scene presentation in the second display status is stronger than in the first display status, and the scene presentation effects include at least one of the following: special effects and sound effects. In this method, when all virtual character models in the first virtual team-up scenario have role-playing players, the scene presentation effect is automatically upgraded. This technical point is directly related to commercial design and player social driving force, and is an important differentiating feature from existing fixed team-up lobbies.
[0124] In specific implementation, the first display state mentioned above may be playing the first sound effect, playing the first special effects animation, or displaying holographic effects on the virtual character model that has been played; the second display state mentioned above may be playing the second sound effect, playing the second special effects animation, or displaying holographic effects on all virtual character models.
[0125] In practical applications, when there are unplayed virtual character models in the first virtual team scene, the scene's performance can be at 100% (equivalent to the first display state mentioned above). When all virtual character models in the first virtual team scene are played, the scene's performance is enhanced with sound effects, special effects, and other effects, reaching 110% (equivalent to the second display state mentioned above). These numerical values are merely for differentiation and have no specific meaning. The 100% state serves as a preview effect when players purchase the scene, while the 110% state represents a hidden easter egg effect when the scene's player count reaches its target.
[0126] Optionally, after the first account equips the first virtual team scene, the display perspective of the virtual character model in the first virtual team scene can be switched using the scene perspective switching command. The display perspective can be a full-body view or a half-body view.
[0127] Optionally, players can enter a photo appreciation state by pressing a button. In this state, irrelevant UI elements in the graphical user interface are hidden. Players can also switch the account name of the game account corresponding to the currently played virtual character model using a shortcut key. The account name is displayed on the currently played virtual character model.
[0128] Each game account can equip its own virtual team scene. Once equipped, a virtual team scene will be displayed as an equipped icon in the graphical user interface. Alternatively, a game account can choose not to equip a virtual team scene. An unequipped game scene is either a single-player scene or a virtual team scene equipped by another game account.
[0129] The single-player scene is characterized by the fact that only one virtual character model is displayed, creating a private lobby, and other game accounts cannot join the single-player scene for display.
[0130] When a player selects a single-player scene, clicking on "Character Settings" opens the character settings interface. By default, all virtual character models owned by the player are displayed (if a character model is free and does not require purchase, all game character models will be displayed for selection). Players can choose which virtual character model to display in the single-player scene and set the model assets. If a player changes the virtual character model and model assets displayed in the single-player scene, the background of the single-player scene will change accordingly; the background will be the content included when the model assets were purchased.
[0131] The above methods enrich the playability and commercial value of virtual team-up scenarios, and also enhance the display flexibility of virtual team-up scenarios and single-player scenarios.
[0132] Corresponding to the above method embodiments, this disclosure also provides a game interaction control device, such as... Figure 6 As shown, the device includes: The scene display module 60 is used to respond to the display event of the virtual team scene and display the first virtual team scene in the graphical user interface of the first account; wherein, the first virtual team scene is set with multiple virtual character models, and the first account has a role-playing relationship with the first virtual character model among the multiple virtual character models.
[0133] The role-playing module 61 is used to respond to the assignment instruction of the virtual character model and determine the role-playing relationship between the second virtual character model and the second account; the second virtual character model is one of multiple virtual character models, and the second account is the game account that has joined the first virtual team scene.
[0134] The model editing module 62 is used to edit the second virtual character model in response to the second model editing command of the second account.
[0135] The model display module 63 is used to display the second virtual character model after executing the second model editing command in the graphical user interface of the first account and the graphical user interface of the second account.
[0136] The aforementioned game interaction control device allows game accounts to edit virtual character models that have a role-playing relationship with the game account in the first virtual team scene after the game account joins the scene, thereby enhancing the autonomy and diversity of model editing in the team scene.
[0137] Furthermore, the aforementioned model editing module 62 is used to: in response to the second model editing instruction of the second account, determine the target second model material, and replace the material of the second virtual character model with the target second model material; wherein, the target second model material is a model material that the second account has the right to use.
[0138] Furthermore, the aforementioned model editing module 62 is also used to: in response to the second model editing command of the second account, display a material selection panel in the graphical user interface of the second account; wherein, the material selection panel is used to display material options corresponding to model materials that the second account has the right to use, and the model materials corresponding to the material options include the following: model skin, model action, model expression; in response to the selection command for the target material option in the material selection panel, determine the target second model material corresponding to the target material option, and replace the material of the second virtual character model with the target second model material.
[0139] Furthermore, the aforementioned device also includes an information interaction module, used to: after determining the role-playing relationship between the second virtual character model and the second account in response to the allocation instruction of the virtual character model, and in response to the interaction instruction sent by the second account, display the interaction information corresponding to the interaction instruction at a position related to the second virtual character model in the graphical user interface of the first account and the graphical user interface of the second account; wherein the interaction information includes at least one of the following: chat information and emoticon information.
[0140] Furthermore, the aforementioned scene display module 60 is used to: in response to the display event of the virtual team scene, display multiple virtual character models set in the first virtual team scene in the graphical user interface of the first account according to the preset camera control logic.
[0141] Furthermore, the aforementioned device also includes a camera pause module, used to: control the display of a pointer icon in the graphical user interface of the first account during the process of displaying multiple virtual character models according to a preset camera control logic; and in response to the pointer icon selecting a target virtual character model among the multiple virtual character models, control the pause of the display of multiple virtual character models according to the preset camera control logic in the graphical user interface of the first account.
[0142] Furthermore, the aforementioned device also includes a camera recovery module, used to: in response to the pause duration reaching a preset duration, control the display of multiple virtual character models in the graphical user interface of the first account according to the preset camera control logic.
[0143] Furthermore, the above-mentioned device also includes a control display module for: during the pause period, controlling the display of at least one of the following controls at the associated position of the target virtual character model: a first control for indicating the triggering of editing the target virtual character model, a second control for indicating the triggering of setting the role-playing relationship between the first account and the target virtual character model, and a third control for indicating the triggering of exchanging the role-playing relationship between virtual character models of different game accounts.
[0144] Furthermore, the aforementioned control display module is also used to: in response to the target virtual character model being a first virtual character model, control the display of a first control at the associated position of the target virtual character model; in response to the target virtual character model not having a role-playing relationship with a game account, control the display of a first control and a second control at the associated position of the target virtual character model; and in response to the target virtual character model having a role-playing relationship with a third account, control the display of a third control at the associated position of the target virtual character model.
[0145] Furthermore, the aforementioned device also includes a role-swapping module, used to: after displaying a third control at the associated position of the target virtual character model, in response to a role-playing relationship exchange instruction triggered by the first account, control to send a role-swapping request to the terminal device corresponding to the third account; wherein, the role-playing relationship exchange instruction is triggered by the third control, or triggered by the operation method indicated by the third control; in response to the role-swapping request being accepted by the third account, control to establish a role-playing relationship between the first virtual character model and the third account, and establish a role-playing relationship between the target virtual character model and the first account.
[0146] Furthermore, the aforementioned device also includes a camera control module, used to: in response to a trigger operation by the first account on a specified button, cancel the preset camera control logic, and control the display of multiple virtual character models in the graphical user interface of the first account based on the camera control logic corresponding to the trigger operation.
[0147] Furthermore, the display events of the aforementioned virtual team-up scenarios include: a team-up event initiated by the first account, wherein the first account is the game account equipped with the first virtual team-up scenario; or a scenario joining event triggered by the first account, wherein the game account equipped with the first virtual team-up scenario is the fourth account belonging to the same game team as the first account.
[0148] Furthermore, the aforementioned device also includes a model editing module, used to: when the first account is a game account equipped with the first virtual team scene, in response to the model editing operation of the first account, edit the virtual character model that is not played in the first virtual team scene, and simultaneously display the virtual character model that is not played after the model editing operation in the graphical user interface of the first account and the graphical user interface of the second account.
[0149] Furthermore, when the first account is a game account equipped with the first virtual team scene, the above device also includes a default material display module, used to: store the default appearance material of the virtual character model in response to the default appearance configuration instruction of the first account for the virtual character model in the first virtual team scene; and control the display of the virtual character model in the first virtual team scene in the graphical user interface of the second account with the default appearance material in response to the second account joining the first virtual team scene.
[0150] Furthermore, the aforementioned device also includes a material restoration module, used to: after displaying the second virtual character model after executing the second model editing instruction, in response to the second account switching to play the virtual character model, control the restoration of the default appearance material corresponding to the second virtual character model in the graphical user interface of the first account and the graphical user interface of the second account.
[0151] Furthermore, the aforementioned first virtual team scenario is a scenario generated based on a preset theme. The number and identity of multiple virtual character models are uniquely determined by the preset theme and are independent of the current number of players and the composition of the game team to which the first account belongs.
[0152] Furthermore, the aforementioned device also includes a nameplate display module for: displaying team nameplates in the graphical user interface of the first account, the team nameplates being used to identify game accounts belonging to the same game team as the first account, wherein the team nameplates include: nameplate identifiers corresponding to each game account in the game team.
[0153] Furthermore, the aforementioned device also includes an identification display module, used to: when a designated game account in a game team establishes a role-playing relationship with a designated virtual character model among multiple virtual character models, display the corresponding role-playing identification on the nameplate of the designated game account, wherein the role-playing identification is used at least to indicate that: a role-playing relationship exists between the designated game account and the designated virtual character model.
[0154] Furthermore, the aforementioned device also includes an associated display module, configured to: in response to the first account selecting the nameplate corresponding to the specified game account, control the display of the specified virtual character model that has a role-playing relationship with the specified game account in the graphical user interface of the first account in a specified display format, so that the specified virtual character model is visually distinguishable from other virtual character models; and / or, in response to the first account selecting the specified virtual character model, control the display of the nameplate of the specified game account in the graphical user interface of the first account in a specified display format, so that the nameplate of the specified game account is visually distinguishable from other game account nameplates.
[0155] Furthermore, the aforementioned device also includes an icon display module, used to: in response to the first account being a game account equipped with the first virtual team scene, control the display of a scene icon on the nameplate of the first account in the graphical user interface of the first account, the scene icon being used to indicate: the number of accounts joining the first virtual team scene and the total number of accounts that the first virtual team scene can accommodate.
[0156] Furthermore, the aforementioned device also includes a scene presentation module, used to: determine the role-playing status of multiple virtual character models in the first virtual team scene; in response to the fact that multiple virtual character models all have role-playing relationships with game accounts, control the display status of the first virtual team scene to switch from a first display status to a second display status; wherein, the scene presentation effect in the second display status is stronger than that in the first display status, and the scene presentation effect includes at least one of the following: special effects performance and sound effects performance.
[0157] The game interaction control device provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0158] This disclosure also provides an electronic device, such as... Figure 7 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the aforementioned game interaction control method.
[0159] Specifically, the aforementioned game interaction control method includes: responding to a display event of a virtual team scene, displaying a first virtual team scene in the graphical user interface of a first account; wherein the first virtual team scene has multiple virtual character models, and the first account has a role-playing relationship with the first virtual character model among the multiple virtual character models; responding to an assignment instruction of a virtual character model, determining the role-playing relationship between a second virtual character model and a second account; the second virtual character model is one of the multiple virtual character models, and the second account is a game account that has joined the first virtual team scene; responding to a second model editing instruction of the second account, editing the second virtual character model; and displaying the second virtual character model after executing the second model editing instruction in the graphical user interfaces of the first account and the second account.
[0160] The above-mentioned game interaction control method allows game accounts to edit virtual character models that have a role-playing relationship with the game account in the first virtual team scene after joining the game account, according to their own needs, thereby improving the autonomy and diversity of model editing in the team scene.
[0161] In an optional embodiment, the step of editing the second virtual character model in response to the second model editing instruction of the second account includes: in response to the second model editing instruction of the second account, determining the target second model material, and replacing the material of the second virtual character model with the target second model material; wherein, the target second model material is a model material that the second account has the right to use.
[0162] In an optional embodiment, the step of determining the target second model material and replacing the material of the second virtual character model with the target second model material in response to the second model editing command of the second account includes: displaying a material selection panel in the graphical user interface of the second account in response to the second model editing command of the second account; wherein, the material selection panel is used to display material options corresponding to model materials that the second account has the right to use, and the model materials corresponding to the material options include one of the following: model skin, model action, and model expression; in response to the selection command for the target material option in the material selection panel, determining the target second model material corresponding to the target material option, and replacing the material of the second virtual character model with the target second model material.
[0163] In an optional embodiment, after determining the role-playing relationship between the second virtual character model and the second account in response to the assignment instruction of the virtual character model, the method further includes: in response to the interaction instruction sent by the second account, displaying the interaction information corresponding to the interaction instruction at a position related to the second virtual character model in the graphical user interface of the first account and the graphical user interface of the second account; wherein the interaction information includes at least one of the following: chat information and emoticon information.
[0164] In an optional embodiment, the step of displaying the first virtual team scene in the graphical user interface of the first account in response to the display event of the virtual team scene includes: in response to the display event of the virtual team scene, displaying multiple virtual character models set in the first virtual team scene in the graphical user interface of the first account according to a preset camera control logic.
[0165] In an optional embodiment, the method further includes: during the process of displaying multiple virtual character models according to preset camera control logic, controlling the display of a pointer icon in the graphical user interface of the first account; in response to the pointer icon selecting a target virtual character model among the multiple virtual character models, controlling the display of multiple virtual character models according to preset camera control logic to be paused in the graphical user interface of the first account.
[0166] In an optional embodiment, the method further includes: in response to the pause duration reaching a preset duration, controlling the display of multiple virtual character models in the graphical user interface of the first account according to the preset camera control logic.
[0167] In an optional embodiment, the method further includes: during the pause, controlling the display of at least one of the following controls at the associated location of the target virtual character model: a first control for indicating the triggering of editing of the target virtual character model, a second control for indicating the triggering of setting the role-playing relationship between the first account and the target virtual character model, and a third control for indicating the triggering of exchanging the role-playing relationship between virtual character models of different game accounts.
[0168] In an optional embodiment, the method further includes: in response to the target virtual character model being a first virtual character model, controlling the display of a first control at the associated position of the target virtual character model; in response to the target virtual character model not having a role-playing relationship with a game account, controlling the display of a first control and a second control at the associated position of the target virtual character model; and in response to the target virtual character model having a role-playing relationship with a third account, controlling the display of a third control at the associated position of the target virtual character model.
[0169] In an optional embodiment, after the step of displaying the third control at the associated location of the target virtual character model, the method further includes: in response to a role-playing relationship exchange instruction triggered by the first account, controlling the sending of a role-playing request to the terminal device corresponding to the third account; wherein the role-playing relationship exchange instruction is triggered by the third control or by the operation method indicated by the third control; in response to the role-playing request being accepted by the third account, controlling the establishment of a role-playing relationship between the first virtual character model and the third account, and establishing a role-playing relationship between the target virtual character model and the first account.
[0170] In an optional embodiment, the method further includes: in response to a trigger operation of a designated button by a first account, canceling a preset camera control logic, and controlling the display of multiple virtual character models in the graphical user interface of the first account based on the camera control logic corresponding to the trigger operation.
[0171] In an optional embodiment, the display event of the above-mentioned virtual team scene includes: a team event initiated by a first account, wherein the first account is a game account equipped with the first virtual team scene; or, a scene joining event triggered by the first account, wherein the game account equipped with the first virtual team scene is a fourth account belonging to the same game team as the first account.
[0172] In an optional embodiment, when the first account is a game account equipped with the first virtual team scene, the above method further includes: in response to the model editing operation of the first account, editing the virtual character model that is not played in the first virtual team scene, and simultaneously displaying the virtual character model that is not played after performing the model editing operation in the graphical user interface of the first account and the graphical user interface of the second account.
[0173] In an optional embodiment, when the first account is a game account equipped with the first virtual team scene, the above method further includes: in response to the first account's default appearance configuration instruction for the virtual character model in the first virtual team scene, storing the default appearance material of the virtual character model; in response to the second account joining the first virtual team scene, controlling the display of the virtual character model in the first virtual team scene in the graphical user interface of the second account with the default appearance material.
[0174] In an optional embodiment, after displaying the second virtual character model after executing the second model editing instruction, in response to the second account switching to play the virtual character model, the default appearance material corresponding to the second virtual character model is restored in the graphical user interface of the first account and the graphical user interface of the second account.
[0175] In an optional embodiment, the first virtual team scenario is a scenario generated based on a preset theme. The number and identity of multiple virtual character models are uniquely determined by the preset theme and are independent of the current number of players and members of the game team to which the first account belongs.
[0176] In an optional embodiment, the method further includes: displaying team nameplates in the graphical user interface of the first account, the team nameplates being used to identify game accounts belonging to the same game team as the first account, wherein the team nameplates include: nameplate identifiers corresponding to each game account in the game team.
[0177] In an optional embodiment, the method further includes: when a designated game account in a game team establishes a role-playing relationship with a designated virtual character model among multiple virtual character models, the nameplate of the designated game account displays a corresponding role-playing identifier, wherein the role-playing identifier is used at least to indicate that: there is a role-playing relationship between the designated game account and the designated virtual character model.
[0178] In an optional embodiment, the method further includes: in response to the first account selecting the nameplate corresponding to the specified game account, controlling the display of the specified virtual character model that has a role-playing relationship with the specified game account in the graphical user interface of the first account in a specified display format, so that the specified virtual character model is visually distinguishable from other virtual character models; and / or, in response to the first account selecting the specified virtual character model, controlling the display of the nameplate of the specified game account in the graphical user interface of the first account in a specified display format, so that the nameplate of the specified game account is visually distinguishable from other game account nameplates.
[0179] In an optional embodiment, the method further includes: in response to the first account being a game account equipped with the first virtual team scene, controlling the display of a scene icon on the nameplate of the first account in the graphical user interface of the first account, the scene icon being used to indicate: the number of accounts joining the first virtual team scene and the total number of accounts that the first virtual team scene can accommodate.
[0180] In an optional embodiment, the method further includes: determining the role-playing status of multiple virtual character models in the first virtual team scene; in response to the fact that multiple virtual character models have role-playing relationships with game accounts, controlling the display status of the first virtual team scene to switch from a first display status to a second display status; wherein the scene performance effect in the second display status is stronger than that in the first display status, and the scene performance effect includes at least one of the following: special effects performance and sound effects performance.
[0181] Furthermore, Figure 7 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.
[0182] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0183] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0184] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned game interaction control method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0185] Specifically, the aforementioned game interaction control method includes: responding to a display event of a virtual team scene, displaying a first virtual team scene in the graphical user interface of a first account; wherein the first virtual team scene has multiple virtual character models, and the first account has a role-playing relationship with the first virtual character model among the multiple virtual character models; responding to an assignment instruction of a virtual character model, determining the role-playing relationship between a second virtual character model and a second account; the second virtual character model is one of the multiple virtual character models, and the second account is a game account that has joined the first virtual team scene; responding to a second model editing instruction of the second account, editing the second virtual character model; and displaying the second virtual character model after executing the second model editing instruction in the graphical user interfaces of the first account and the second account.
[0186] The above-mentioned game interaction control method allows game accounts to edit virtual character models that have a role-playing relationship with the game account in the first virtual team scene after joining the game account, according to their own needs, thereby improving the autonomy and diversity of model editing in the team scene.
[0187] In an optional embodiment, the step of editing the second virtual character model in response to the second model editing instruction of the second account includes: in response to the second model editing instruction of the second account, determining the target second model material, and replacing the material of the second virtual character model with the target second model material; wherein, the target second model material is a model material that the second account has the right to use.
[0188] In an optional embodiment, the step of determining the target second model material and replacing the material of the second virtual character model with the target second model material in response to the second model editing command of the second account includes: displaying a material selection panel in the graphical user interface of the second account in response to the second model editing command of the second account; wherein, the material selection panel is used to display material options corresponding to model materials that the second account has the right to use, and the model materials corresponding to the material options include one of the following: model skin, model action, and model expression; in response to the selection command for the target material option in the material selection panel, determining the target second model material corresponding to the target material option, and replacing the material of the second virtual character model with the target second model material.
[0189] In an optional embodiment, after determining the role-playing relationship between the second virtual character model and the second account in response to the assignment instruction of the virtual character model, the method further includes: in response to the interaction instruction sent by the second account, displaying the interaction information corresponding to the interaction instruction at a position related to the second virtual character model in the graphical user interface of the first account and the graphical user interface of the second account; wherein the interaction information includes at least one of the following: chat information and emoticon information.
[0190] In an optional embodiment, the step of displaying the first virtual team scene in the graphical user interface of the first account in response to the display event of the virtual team scene includes: in response to the display event of the virtual team scene, displaying multiple virtual character models set in the first virtual team scene in the graphical user interface of the first account according to a preset camera control logic.
[0191] In an optional embodiment, the method further includes: during the process of displaying multiple virtual character models according to preset camera control logic, controlling the display of a pointer icon in the graphical user interface of the first account; in response to the pointer icon selecting a target virtual character model among the multiple virtual character models, controlling the display of multiple virtual character models according to preset camera control logic to be paused in the graphical user interface of the first account.
[0192] In an optional embodiment, the method further includes: in response to the pause duration reaching a preset duration, controlling the display of multiple virtual character models in the graphical user interface of the first account according to the preset camera control logic.
[0193] In an optional embodiment, the method further includes: during the pause, controlling the display of at least one of the following controls at the associated location of the target virtual character model: a first control for indicating the triggering of editing of the target virtual character model, a second control for indicating the triggering of setting the role-playing relationship between the first account and the target virtual character model, and a third control for indicating the triggering of exchanging the role-playing relationship between virtual character models of different game accounts.
[0194] In an optional embodiment, the method further includes: in response to the target virtual character model being a first virtual character model, controlling the display of a first control at the associated position of the target virtual character model; in response to the target virtual character model not having a role-playing relationship with a game account, controlling the display of a first control and a second control at the associated position of the target virtual character model; and in response to the target virtual character model having a role-playing relationship with a third account, controlling the display of a third control at the associated position of the target virtual character model.
[0195] In an optional embodiment, after the step of displaying the third control at the associated location of the target virtual character model, the method further includes: in response to a role-playing relationship exchange instruction triggered by the first account, controlling the sending of a role-playing request to the terminal device corresponding to the third account; wherein the role-playing relationship exchange instruction is triggered by the third control or by the operation method indicated by the third control; in response to the role-playing request being accepted by the third account, controlling the establishment of a role-playing relationship between the first virtual character model and the third account, and establishing a role-playing relationship between the target virtual character model and the first account.
[0196] In an optional embodiment, the method further includes: in response to a trigger operation of a designated button by a first account, canceling a preset camera control logic, and controlling the display of multiple virtual character models in the graphical user interface of the first account based on the camera control logic corresponding to the trigger operation.
[0197] In an optional embodiment, the display event of the above-mentioned virtual team scene includes: a team event initiated by a first account, wherein the first account is a game account equipped with the first virtual team scene; or, a scene joining event triggered by the first account, wherein the game account equipped with the first virtual team scene is a fourth account belonging to the same game team as the first account.
[0198] In an optional embodiment, when the first account is a game account equipped with the first virtual team scene, the above method further includes: in response to the model editing operation of the first account, editing the virtual character model that is not played in the first virtual team scene, and simultaneously displaying the virtual character model that is not played after performing the model editing operation in the graphical user interface of the first account and the graphical user interface of the second account.
[0199] In an optional embodiment, when the first account is a game account equipped with the first virtual team scene, the above method further includes: in response to the first account's default appearance configuration instruction for the virtual character model in the first virtual team scene, storing the default appearance material of the virtual character model; in response to the second account joining the first virtual team scene, controlling the display of the virtual character model in the first virtual team scene in the graphical user interface of the second account with the default appearance material.
[0200] In an optional embodiment, after displaying the second virtual character model after executing the second model editing instruction, in response to the second account switching to play the virtual character model, the default appearance material corresponding to the second virtual character model is restored in the graphical user interface of the first account and the graphical user interface of the second account.
[0201] In an optional embodiment, the first virtual team scenario is a scenario generated based on a preset theme. The number and identity of multiple virtual character models are uniquely determined by the preset theme and are independent of the current number of players and members of the game team to which the first account belongs.
[0202] In an optional embodiment, the method further includes: displaying team nameplates in the graphical user interface of the first account, the team nameplates being used to identify game accounts belonging to the same game team as the first account, wherein the team nameplates include: nameplate identifiers corresponding to each game account in the game team.
[0203] In an optional embodiment, the method further includes: when a designated game account in a game team establishes a role-playing relationship with a designated virtual character model among multiple virtual character models, the nameplate of the designated game account displays a corresponding role-playing identifier, wherein the role-playing identifier is used at least to indicate that: there is a role-playing relationship between the designated game account and the designated virtual character model.
[0204] In an optional embodiment, the method further includes: in response to the first account selecting the nameplate corresponding to the specified game account, controlling the display of the specified virtual character model that has a role-playing relationship with the specified game account in the graphical user interface of the first account in a specified display format, so that the specified virtual character model is visually distinguishable from other virtual character models; and / or, in response to the first account selecting the specified virtual character model, controlling the display of the nameplate of the specified game account in the graphical user interface of the first account in a specified display format, so that the nameplate of the specified game account is visually distinguishable from other game account nameplates.
[0205] In an optional embodiment, the method further includes: in response to the first account being a game account equipped with the first virtual team scene, controlling the display of a scene icon on the nameplate of the first account in the graphical user interface of the first account, the scene icon being used to indicate: the number of accounts joining the first virtual team scene and the total number of accounts that the first virtual team scene can accommodate.
[0206] In an optional embodiment, the method further includes: determining the role-playing status of multiple virtual character models in the first virtual team scene; in response to the fact that multiple virtual character models have role-playing relationships with game accounts, controlling the display status of the first virtual team scene to switch from a first display status to a second display status; wherein the scene performance effect in the second display status is stronger than that in the first display status, and the scene performance effect includes at least one of the following: special effects performance and sound effects performance.
[0207] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0208] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0209] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0210] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0211] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A game interaction control method, characterized in that, The method includes: In response to the display event of a virtual team scene, a first virtual team scene is displayed in the graphical user interface of the first account; wherein, the first virtual team scene is configured with multiple virtual character models, and the first account has a role-playing relationship with the first virtual character model among the multiple virtual character models; In response to the assignment instruction of the virtual character model, the role-playing relationship between the second virtual character model and the second account is determined; the second virtual character model is one of the plurality of virtual character models, and the second account is the game account that has joined the first virtual team scene; In response to the second model editing command from the second account, the second virtual character model is edited; The second virtual character model is displayed in the graphical user interface of the first account and the graphical user interface of the second account after executing the second model editing command.
2. The method according to claim 1, characterized in that, The step of editing the second virtual character model in response to the second model editing command of the second account includes: In response to the second model editing command of the second account, a target second model material is determined, and the material of the second virtual character model is replaced with the target second model material; wherein, the target second model material is a model material that the second account has the right to use.
3. The method according to claim 2, characterized in that, The step of responding to the second model editing command of the second account, determining the target second model material, and replacing the material of the second virtual character model with the target second model material includes: In response to the second model editing command of the second account, a material selection panel is displayed in the graphical user interface of the second account; wherein, the material selection panel is used to display material options corresponding to the model materials that the second account has the right to use, and the model materials corresponding to the material options include the following: model skin, model action, and model expression; In response to the selection instruction for the target material option in the material selection panel, the model material corresponding to the target material option is determined as the target second model material, and the material of the second virtual character model is replaced with the target second model material.
4. The method according to claim 2, characterized in that, After the step of determining the role-playing relationship between the second virtual character model and the second account in response to the allocation instruction of the virtual character model, the method further includes: In response to an interaction command sent by the second account, interactive information corresponding to the interaction command is displayed in the graphical user interface of the first account and the graphical user interface of the second account at a position related to the second virtual character model; wherein, the interactive information includes at least one of the following: chat information and emoticon information.
5. The method according to claim 1, characterized in that, The step of displaying the first virtual team scene in the graphical user interface of the first account in response to the display event of the virtual team scene includes: In response to the display event of the virtual team scene, multiple virtual character models set in the first virtual team scene are displayed in the graphical user interface of the first account according to the preset camera control logic.
6. The method according to claim 5, characterized in that, The method further includes: During the process of displaying the multiple virtual character models according to the preset camera control logic, the pointer icon is displayed in the graphical user interface of the first account. In response to the pointer indicating that a target virtual character model among the plurality of virtual character models has been selected, the display of the plurality of virtual character models in the graphical user interface of the first account is paused according to the preset camera control logic.
7. The method according to claim 6, characterized in that, The method further includes: In response to the pause duration reaching the preset duration, the system continues to display the multiple virtual character models in the graphical user interface of the first account according to the preset camera control logic.
8. The method according to claim 6, characterized in that, The method further includes: During the pause, control displays at least one of the following controls at the associated location of the target virtual character model: a first control for instructing the triggering of editing the target virtual character model, a second control for instructing the triggering of setting the role-playing relationship between the first account and the target virtual character model, and a third control for instructing the triggering of exchanging the role-playing relationship between virtual character models of different game accounts.
9. The method according to claim 8, characterized in that, The method further includes: In response to the target virtual character model being the first virtual character model, the first control is displayed at the associated position of the target virtual character model; In response to the fact that the target virtual character model has no role-playing relationship with the game account, the first control and the second control are displayed at the associated position of the target virtual character model; In response to the existence of a role-playing relationship between the target virtual character model and the third account, the third control is displayed at the associated position of the target virtual character model.
10. The method according to claim 9, characterized in that, After the step of controlling the display of the third control at the associated location of the target virtual character model, the method further includes: In response to a role-playing relationship exchange command triggered by the first account, the system controls the sending of a role-playing request to the terminal device corresponding to the third account; wherein, the role-playing relationship exchange command is triggered by the third control or by the operation method indicated by the third control; In response to the third account accepting the role swap request, control is established to establish a role-playing relationship between the first virtual character model and the third account, and to establish a role-playing relationship between the target virtual character model and the first account.
11. The method according to claim 5, characterized in that, The method further includes: In response to the first account's trigger operation on a specified button, the preset camera control logic is canceled, and the multiple virtual character models are displayed in the graphical user interface of the first account based on the camera control logic corresponding to the trigger operation.
12. The method according to claim 1, characterized in that, The display events of the virtual team-up scenario include: The first account initiates the team-up event, wherein the first account is the game account equipped with the first virtual team-up scenario; or, The scene joining event triggered by the first account, wherein the game account equipped with the first virtual team scene is the fourth account belonging to the same game team as the first account.
13. The method according to claim 12, characterized in that, When the first account is a game account equipped with the first virtual team scenario, the method further includes: In response to the model editing operation of the first account, the model of the virtual character that is not being played in the first virtual team scene is edited, and the model of the virtual character that is not being played is simultaneously displayed in the graphical user interface of the first account and the graphical user interface of the second account after the model editing operation is performed.
14. The method according to claim 12, characterized in that, When the first account is a game account equipped with the first virtual team scenario, the method further includes: In response to the first account's instruction on the default appearance configuration of the virtual character model in the first virtual team scenario, the default appearance material of the virtual character model is stored; In response to the second account joining the first virtual team scene, the system controls the display of the virtual character model in the first virtual team scene in the graphical user interface of the second account using the default appearance material.
15. The method according to claim 14, characterized in that, After displaying the second virtual character model after executing the second model editing instruction, the method further includes: In response to the second account switching to the virtual character model, the default appearance material corresponding to the second virtual character model is restored and displayed in the graphical user interface of the first account and the graphical user interface of the second account.
16. The method according to claim 1, characterized in that, The first virtual team scenario is a scenario generated based on a preset theme. The number and identity of the multiple virtual character models are uniquely determined by the preset theme and are independent of the current number of players and members of the game team to which the first account belongs.
17. The method according to claim 1, characterized in that, The method further includes: The team nameplate is displayed in the graphical user interface of the first account. The team nameplate is used to identify game accounts that belong to the same game team as the first account. The team nameplate includes nameplate identifiers corresponding to each game account in the game team.
18. The method according to claim 17, characterized in that, The method further includes: When a designated game account in the game team establishes a role-playing relationship with a designated virtual character model among the multiple virtual character models, the nameplate of the designated game account displays a corresponding role-playing identifier, wherein the role-playing identifier is used to at least indicate that the designated game account and the designated virtual character model have a role-playing relationship.
19. The method according to claim 18, characterized in that, The method further includes: In response to the first account selecting the nameplate corresponding to the specified game account, the system controls the display of a specified virtual character model that has a role-playing relationship with the specified game account in a specified display format in the graphical user interface of the first account, so that the specified virtual character model can be visually distinguished from other virtual character models; and / or, In response to the first account selecting the specified virtual character model, the nameplate of the specified game account is displayed in the graphical user interface of the first account in a specified display format, so that the nameplate of the specified game account is visually distinguishable from the nameplates of other game accounts.
20. The method according to claim 17, characterized in that, The method further includes: In response to the fact that the first account is a game account equipped with the first virtual team scene, the system controls the display of a scene icon on the nameplate of the first account in the graphical user interface of the first account. The scene icon is used to indicate the number of accounts that have joined the first virtual team scene and the total number of accounts that the first virtual team scene can accommodate.
21. The method according to claim 1, characterized in that, The method further includes: Determine the role-playing status of the multiple virtual character models in the first virtual team scenario; In response to the fact that all of the virtual character models have a role-playing relationship with the game account, the display state of the first virtual team scene is controlled to switch from the first display state to the second display state; The scene performance in the second display state is stronger than that in the first display state, and the scene performance includes at least one of the following: special effects performance and sound effects performance.
22. A game interaction control device, characterized in that, The device includes: The scene display module is used to respond to the display event of the virtual team scene and display the first virtual team scene in the graphical user interface of the first account; wherein, the first virtual team scene is set with multiple virtual character models, and the first account has a role-playing relationship with the first virtual character model among the multiple virtual character models; The role-playing module is used to respond to the assignment instruction of the virtual character model and determine the role-playing relationship between the second virtual character model and the second account; the second virtual character model is one of the plurality of virtual character models, and the second account is the game account that has joined the first virtual team scene; The model editing module is used to edit the second virtual character model in response to the second model editing command of the second account; The model display module is used to display the second virtual character model after executing the second model editing command in the graphical user interface of the first account and the graphical user interface of the second account.
23. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the game interaction control method according to any one of claims 1 to 21.
24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game interaction control method according to any one of claims 1 to 21.