Virtual environment-based interaction methods, devices, equipment, and computer programs
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-07
- Publication Date
- 2026-08-14
AI Technical Summary
【0211】 以上のように、本願の実施例が提供する仮想シーンに基づくインタラクション方法は、少なくとも、以下の有益な効果を含む。1.リアルタイムで、迅速であり、任意のハッキング、スキャンモードに入る必要がなく、プレイヤーは、復活スキル選択操作をトリガーするだけで、選定された戦死個体に対応する仮想キャラクタのキャラクタ情報を迅速に得ることができる。2.識別性が高く、既に大部分の身元特徴を失ったモデルをスキャン、又は、選択する必要があるときに、情報パネルによってプレイヤーがキャラクタ情報を確認することを支援できる。3.エモーショナル設計を大幅に向上させ、一般的な情報パネルのキャリアが吊り下げパネル、又は、自律的に動かない仮想物体である場合を回避し、可動キャリアの投影、又は、結像応用のために新たな設計アイディアを提供し、プレイヤー、可動キャリア、及び情報表示の三者の間のインタラクティブ性、及び柔軟性を増加させる。これにより、該方法は、復活スキルを持つプレイヤーが正確に表示形態の同じ、又は、類似する複数の戦死個体から復活すべき戦死個体を選択し、且つ復活スキルを使用することによってそれに対応する仮想キャラクタを復活させることを支援でき、操作が比較的簡単であり、ヒューマンマシンインタラクション効率を向上させることができる。また、現在のモードにおいて復活スキルに関連する操作を行うだけで仮想キャラクタの復活を実現でき、現在のモードからスキャンモードに切り替え、及びスキャンモードから現在のモードに切り替えて戻る必要がなく、モード切り替えに起因するリソース消費の低減に有利である。
Smart Images

Figure 2026527475000001_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human - machine interaction, and particularly to an interaction method, apparatus, device, and medium based on a virtual environment.
[0002] This application claims the priority of a Chinese patent application with an application number of 202310984306.4 and an invention title of "Interaction Method, Apparatus, Device, and Medium Based on a Virtual Environment", which was filed on August 4, 2023, and all of its content is incorporated herein by reference.
Background Art
[0003] In an application program that supports a virtual environment (for example, a first - person shooting game (FPS)), after a player dies and turns into a box, the player loses their own avatar model features. Here, when a player dies and turns into a box, it means that after the player dies, they turn into a box. When some players with resurrection skills release (also called "cast" or "activate") their resurrection skills, they first need to accurately distinguish friendly players, and then release the resurrection skills.
[0004] In related technologies, these players with resurrection skills first need to activate the scan mode, display the detailed information of the virtual item above the aligned virtual item, then the player discriminates whether the virtual item is a friendly player according to the detailed information, and finally releases the resurrection skill to resurrect the friendly player.
Summary of the Invention
Means for Solving the Problems
[0005] This application provides an interaction method, apparatus, device, and medium based on a virtual environment. The technical solutions are as follows.
[0006] According to one aspect of the present application, an interaction method based on a virtual environment is provided, the method being executed by a computer device, and the method is A step of displaying at least one slain individual located in the virtual environment, wherein the similarity of the display forms of different slain individuals exceeds a threshold, and A step of displaying character information of a first virtual character corresponding to a first fallen individual in response to a revival skill selection operation, wherein the first fallen individual is the fallen individual selected for the revival skill selection operation from among the at least one fallen individual, and the first fallen individual is a display element corresponding to the time after the first virtual character has died in battle, The process includes the step of switching and displaying the first fallen individual as the first virtual character after revival in response to a revival skill release operation.
[0007] According to another aspect of the present application, an interaction device based on a virtual environment is provided, the device is A display module used to display at least one fallen individual located in the virtual environment, wherein the similarity of the display forms of different fallen individuals exceeds a threshold, including the display module. The display module is used to display character information of a first virtual character corresponding to a first fallen individual in response to a revival skill selection operation, the first fallen individual is the fallen individual selected for the revival skill selection operation from among the at least one fallen individual, and the first fallen individual is a display element corresponding to the time after the first virtual character has died in battle. The display module is used to switch the display of the first fallen individual to the first virtual character after revival in response to the revival skill release operation.
[0008] According to another aspect of the present invention, a computer device is provided, the computer device comprising a processor and memory, the memory storing a computer program, and the computer program being loaded and executed by the processor, thereby enabling the computer device to realize an interaction method based on the virtual environment.
[0009] According to another aspect of the present invention, a non-volatile computer-readable storage medium is provided, wherein a computer program is stored in the non-volatile computer-readable storage medium, and the computer program is loaded and executed by a processor, thereby enabling a computer to realize an interaction method based on the virtual environment.
[0010] According to another aspect of the present application, a computer program product or computer program is provided, the computer program product or computer program includes computer instructions, the computer instructions are stored in a non-volatile computer-readable storage medium, and a processor retrieves the computer instructions from the non-volatile computer-readable storage medium, loads them into the processor, and executes them, thereby enabling the computer to realize the interaction method based on the virtual environment.
[0011] The computer device displays at least one fallen individual located in the virtual environment, and when the similarity of the display forms of different fallen individuals exceeds a threshold, it displays the character information of the first virtual character corresponding to the first fallen individual in response to the resurrection skill selection operation. The first fallen individual is the fallen individual selected for the resurrection skill selection operation from among the at least one fallen individual, and the first fallen individual is the display element corresponding to the first virtual character after it has died in battle. In response to the resurrection skill release operation, it switches the display of the first fallen individual to the first virtual character after it has been resurrected. This allows players to directly select fallen individuals to be revived by selecting a revival skill without switching to scan mode, and to display the character information of the virtual character corresponding to the fallen individual to be revived. This enables players to quickly and accurately distinguish and select the fallen individual to be revived from multiple fallen individuals with the same or similar display form based on the character information, and then revive the corresponding virtual character by using the revival skill. This operation is relatively simple, improving the efficiency of human-machine interaction. Furthermore, this interaction method allows virtual character revival simply by performing operations related to the revival skill in the current mode, eliminating the need to switch from the current mode to scan mode and back, thus reducing resource consumption caused by mode switching. [Brief explanation of the drawing]
[0012] [Figure 1] A structural block diagram of a computer system provided by one exemplary embodiment is shown. [Figure 2] A schematic diagram of an interaction method based on a virtual environment provided by one exemplary embodiment is shown. [Figure 3] A flowchart illustrating an interaction method based on a virtual environment provided by one exemplary embodiment is shown. [Figure 4] A flowchart illustrating an interaction method based on a virtual environment provided by one exemplary embodiment is shown. [Figure 5]A flowchart illustrating an interaction method based on a virtual environment provided by one exemplary embodiment is shown. [Figure 6] A flowchart illustrating an interaction method based on a virtual environment provided by one exemplary embodiment is shown. [Figure 7] An interface diagram of a virtual environment-based interaction method provided by one exemplary embodiment is shown. [Figure 8] An interface diagram of a virtual environment-based interaction method provided by one exemplary embodiment is shown. [Figure 9] An interface diagram of a virtual environment-based interaction method provided by one exemplary embodiment is shown. [Figure 10] An interface diagram of a virtual environment-based interaction method provided by one exemplary embodiment is shown. [Figure 11] An interface diagram of a virtual environment-based interaction method provided by one exemplary embodiment is shown. [Figure 12] A schematic diagram of an interaction method based on a virtual environment provided by one exemplary embodiment is shown. [Figure 13] This shows a structural block diagram of an interaction device based on a virtual environment provided by one exemplary embodiment. [Figure 14] A structural block diagram of a computer device provided by one exemplary embodiment is shown. [Modes for carrying out the invention]
[0013] To clarify the purpose, technical solutions, and advantages of this application, embodiments of this application will be described in more detail below, along with the drawings.
[0014] Here, exemplary embodiments will be described in detail, and the examples are shown in the drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings indicate the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments that conform to the present application. On the contrary, they are merely examples of apparatuses and methods that conform to some aspects of the present application detailed in the appended claims.
[0015] The terms used in the present application are for the purpose of merely describing specific embodiments and are not intended to limit the present application. Unless otherwise clearly indicated in the context, the singular forms "a kind", "the above", and "the" used in the present application and the appended claims are for including the plural forms. Further to be understood, the term "and / or" used in this specification refers to and includes any or all possible combinations of one or more of the items listed in association.
[0016] It should be noted that before collecting the user's relevant data (such as resurrection skill release operations, resurrection skill selection operations, etc.) and during the process of collecting the user's relevant data, the present application can display a prompt interface and a pop-up window, or output voice prompt information. The prompt interface, pop-up window, or voice prompt information is used to prompt the user that the relevant data is currently being collected. As a result, the present application starts to execute the relevant steps of obtaining the user's relevant data only after obtaining the confirmation operation issued by the user for the prompt interface or the pop-up window. Otherwise (that is, when the user has not obtained the confirmation operation issued for the prompt interface or the pop-up window), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected in the present application is collected only when the user agrees and authorizes, and the collection, use, and processing of the relevant user data need to comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0017] [[ID=了4]]It should be understood that in the present application, terms such as the first, the second, etc. may be adopted to describe various information, but these information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of the present application, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. It depends on the context. For example, the word "if" used here may be interpreted as "when", or "when in", or "decide in response to".
[0018] Briefly introduce the nouns related to the embodiments of the present application.
[0019] Virtual Environment: A virtual environment displayed or provided when a client terminal is running on the terminal. The virtual environment may be a simulated world of the real world, a semi-simulated, semi-fictional 3D world, or a purely fictional 3D world. The virtual environment may be any one of a 2D virtual environment, a 2.5D virtual environment, or a 3D virtual environment. Optionally, the virtual environment may further have virtual resources that can be used by at least two virtual characters, which are used for virtual environment battles between at least two virtual characters. Optionally, the virtual environment may include a symmetrical lower-left corner region and an upper-right corner region, with virtual characters belonging to two opposing factions each occupying one of these regions.
[0020] A virtual character is a movable object in a virtual environment. This movable object may be at least one of the following: a virtual person, a virtual animal, an anime character, and a virtual pet (also referred to as a pet virtual character). Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character may be a three-dimensional virtual model, and each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeletal technology, and the virtual character achieves different appearances by wearing different skins. In some implementations, the virtual character may be implemented using a 2.5-dimensional or two-dimensional model, and the embodiments of this application are not limited to this.
[0021] Revival Skill: This is a type of virtual skill that restores a certain amount of hit points to a fallen ally, giving them the ability to return to battle.
[0022] In response to: Used to indicate the conditions or states on which an operation to be performed depends, and when the dependent conditions or states are met, one or more operations to be performed may be in real time or with a set delay, and unless otherwise specified, there are no restrictions on the order in which the operations to be performed may be performed.
[0023] In the related technology, a player with the resurrection skill must first activate scan mode, which displays detailed information about the aligned virtual item above it. Then, the player must determine whether the virtual item is an allied player based on the detailed information. After determining that the virtual item is an allied player, the player must unleash the resurrection skill to revive the allied player. The method of the related technology is cumbersome to operate and does not have high human-machine interaction efficiency. Therefore, providing a virtual environment-based interaction method that can improve human-machine interaction efficiency is a problem that urgently needs to be solved.
[0024] Figure 1 shows a structural block diagram of a computer system provided by one exemplary embodiment of the present application. The computer system may be implemented as a system architecture for a virtual environment-based interaction method. The computer system 100 includes a first terminal 120, a server 140, and a second terminal 160.
[0025] The first terminal 120 may be an electronic device such as a mobile phone, tablet PC, in-vehicle terminal (in-vehicle infotainment system), wearable device, PC (Personal Computer), or unmanned reservation terminal. An application program that supports and provides a virtual environment is installed and runs on the first terminal 120. Exemplary examples of such application programs may be any one of the following: battle royale shooting games, virtual reality (VR) application programs, augmented reality (AR) programs, 3D map programs, virtual reality games, augmented reality games, first-person shooting games (FPS), third-person shooting games (TPS), multiplayer online battle arena games (MOBA), and simulation games (SLG).
[0026] The first terminal 120 is a terminal used by the first user, who uses the first terminal 120 to control a first virtual character located in the virtual environment, and this control includes, but is not limited to, at least one of the following: adjusting body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, throwing, and constructing virtual buildings. The first user can also use the first terminal 120 to use a resurrection skill in the virtual environment to revive other fallen allied virtual characters.
[0027] The second terminal 160 may be an electronic device such as a mobile phone, tablet PC, in-vehicle terminal (in-vehicle infotainment system), wearable device, PC (Personal Computer), or unmanned reservation terminal. An application program that supports and provides a virtual environment is installed and runs on the second terminal 160. Illustratively, the application program may be any one of the following: a battle royale shooting game, a virtual reality (VR) application program, an augmented reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), or a simulation game (SLG).
[0028] The second terminal 160 is a terminal used by the second user, who uses the second terminal 160 to control a second virtual character located in the virtual environment, and this control includes, but is not limited to, at least one of the following: adjusting body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, throwing, and constructing virtual buildings. The second user can also use the second terminal 160 to use resurrection skills in the virtual environment to revive other fallen allied virtual characters.
[0029] The first terminal 120, the second terminal 160, and the server 140 can communicate with each other via a network, such as a wired or wireless network.
[0030] Server 140 may be an independent physical server, a server cluster composed of multiple physical servers, or a distributed system. Furthermore, it may be a cloud server that provides basic cloud computing services such as cloud servers, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Server 140 includes at least one of the following: a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplary, the server 140 includes a processor 144 and memory 142, the memory 142 further including a receiving module 1421, a control module 1422, and a transmitting module 1423, the receiving module 1421 being used to receive requests sent from client terminals, for example, check requests to check at least one of the quantity, position, and attribute values of enemy virtual characters, the control module 1422 being used to control the rendering of the virtual environment screen, and the transmitting module 1423 being used to send responses to client terminals, for example, to send at least one of the quantity, position, and attribute values of enemy virtual characters to the client terminals. The server 140 is used to provide background services to application programs on the first terminal 120 and the second terminal 160.
[0031] Selectively, server 140 may be responsible for the main computing tasks, while the first terminal 120 and the second terminal 160 may be responsible for secondary computing tasks; or server 140 may be responsible for secondary computing tasks, while the first terminal 120 and the second terminal 160 may be responsible for the main computing tasks; or a distributed computing architecture may be adopted for cooperative computing among the three parties: server 140, the first terminal 120, and the second terminal 160. Selectively, the application programs installed on the first terminal 120 and the second terminal 160 may be the same; or the application programs installed on the two terminals may be the same type of application program on different control system platforms. In the embodiments of this application, the format of the application programs installed on the first terminal 120 and the second terminal 160 is not limited and includes, but is not limited to, Apps (Applications, application programs) and applets installed on the first terminal 120 and the second terminal 160, and may also be in the form of web pages. The first terminal 120 may generally refer to one of several terminals, and the second terminal 160 may also generally refer to one of several terminals. In this embodiment, only the first terminal 120 and the second terminal 160 will be described as examples. The device types of the first terminal 120 and the second terminal 160 may be the same or different. In the following embodiment, it will be described as an example that the terminals include smartphones.
[0032] As a person skilled in the art will understand, the number of first terminals 120 and second terminals 160 may be more or less. For example, there may be only one first terminal 120 and one second terminal 160 each (i.e., one for the user to play against the artificial intelligence), or the total number of first terminals 120 and second terminals 160 may be eight (1v1v1v1v1v1v1v1, with eight users playing cyclically and being eliminated to determine the final winner), or a larger number. The embodiments of the present application do not limit the number of first terminals 120 and second terminals 160, or the type of equipment.
[0033] Embodiments of the present invention provide a virtual environment-based interaction method, which may be executed by computer equipment. Optionally, the computer equipment includes a first terminal 120 and / or a second terminal 160, as shown in Figure 1. The first terminal 120 and the second terminal 160 each have application programs installed and running that support the virtual environment.
[0034] For illustrative purposes, Figure 2 shows a schematic diagram of a virtual environment-based interaction method provided by one exemplary embodiment of the present application. A brief description of the steps, using the first terminal 120 performing the method as an example, is as follows:
[0035] Step 1: The first terminal 120 displays at least one slain individual located in the virtual environment, and the similarity of the display forms of different slain individuals exceeds a threshold.
[0036] For example, the similarity of the display forms of different war dead individuals exceeding a threshold includes cases where the display forms of different war dead individuals are the same, and cases where the display forms of different war dead individuals are similar but different.
[0037] As shown in the user interface 210 in Figure 2, the first terminal 120 displays a special move button 214, a fallen character 211, a fallen character 212, a fallen character 213, an information panel 215, a movable carrier 216, the hand 217 of the main control virtual character operated and controlled by the first user, and a scan box 218 in the user interface 210. Here, the information panel 215 is used to display character information. Fallen character 211 is a display element corresponding to the time after virtual character 211 is killed in battle, fallen character 212 is a display element corresponding to the time after virtual character 212 is killed in battle, and fallen character 213 is a display element corresponding to the time after virtual character 213 is killed in battle. Fallen characters 211, 212, and 213 are displayed as box-shaped elements of the same size, shape, and color. The movable carrier 216 may be located on the hand 217. In this embodiment, the movable carrier 216, the hand portion 217 of the main control virtual character operated and controlled by the first user, and the scan box 218 are selectable display contents in the user interface 210. In some embodiments, the special move button may also be called the revival operation button.
[0038] Step 2: In response to the revival skill selection operation, the first terminal 120 displays the character information of the first virtual character corresponding to the first fallen individual, the first fallen individual being the fallen individual selected for the revival skill selection operation from among at least one fallen individual, and the first fallen individual is the display element corresponding to the first virtual character after it has died.
[0039] Specifically, let's take the example that the first fallen individual is fallen individual 212. The first user activates the revival skill selection operation by long-pressing the special move button 214 on the user interface 210 in Figure 2. Next, the first terminal 120 displays the character information of the first virtual character 212 corresponding to the first fallen individual 212 selected by the revival skill selection operation, and the character message is displayed on the information panel 215. When the first user activates the revival skill selection operation by long-pressing the special move button 214 on the user interface 210 in Figure 2, the first terminal 120 displays a scan box 218 on the user interface 210, and the scan box 218 is used to select the first fallen individual 212. Simultaneously, the first terminal 120 displays the movable carrier 216 located on the hand portion 217 on the user interface 210, and displays an information panel 215 corresponding to the character information in one of the surrounding areas of the movable carrier 216, for example, directly above, to the left, and to the right.
[0040] Step 3: In response to the resurrection skill release operation, terminal 120 switches and displays the first fallen individual as the first virtual character after resurrection.
[0041] Specifically, let's take the example that the first fallen individual is fallen individual 212. The first user activates the resurrection skill release operation by releasing the special move button 214 in the user interface 220 of Figure 2, and then the first terminal 120 switches and displays the first fallen individual 212 as the resurrected first virtual character 221. The first terminal 120 may optionally cancel the display of the movable carrier 216 in the user interface 220.
[0042] As described above, in the virtual environment-based interaction method provided by the embodiment of the present invention, if the similarity of the display forms of at least one fallen individual displayed in the virtual environment exceeds a threshold, the character features of the virtual character corresponding to each fallen individual essentially disappear, making it difficult to distinguish the fallen individual that should be revived. With the method of the embodiment of the present invention, the first fallen individual can be directly selected by a revival skill selection operation without triggering the activation of scan mode, and the character information of the first virtual character corresponding to the first fallen individual can be displayed. Based on the character information, the fallen individual that should be revived can be quickly identified, and the corresponding virtual character can be revived. The operation is relatively simple and can improve the efficiency of human-machine interaction. Furthermore, the revival of the virtual character can be achieved simply by performing operations related to the revival skill in the current mode, eliminating the need to switch from the current mode to scan mode and back from scan mode, which is advantageous in reducing resource consumption caused by mode switching.
[0043] Furthermore, the method of the embodiment of the present invention can display a movable carrier, and when displaying character information of a first virtual character corresponding to a first fallen individual, it displays the character message of the first virtual character in the area surrounding the movable carrier, allowing the movable carrier to interact with the user. Unlike display methods in which character information is directly pasted onto an interface element (Head Up Display, HUD) for information display in the User Interface (UI) plane layer, or simply a single immovable panel in the virtual scene with padding, this display method allows the display of the character information of the first virtual character to move along with the movable carrier, increasing the interactivity and flexibility of information display, enriching the user experience, and improving the human-machine interaction rate.
[0044] Figure 3 shows a flowchart of a virtual environment-based interaction method provided by one exemplary embodiment of the present application, which is described as being performed by a computer device, which may be the first terminal 120 and / or the second terminal 160 shown in Figure 1. The method includes steps 320, 340, and 360.
[0045] Step 320: Display at least one slain individual located in the virtual environment, and the similarity of the display forms of different slain individuals exceeds a threshold.
[0046] A virtual environment is a virtual environment that is displayed or provided when a client terminal is running on a computer device.
[0047] "Death in battle" refers to a state where a virtual character dies after being attacked during a game match.
[0048] The computer may optionally determine that a virtual character has died in the current game match if the virtual character's current hit points are below a threshold, or if the virtual character receives a pre-set virtual skill, or if the virtual character receives a virtual skill and the hit point cost corresponding to that virtual skill is greater than the virtual character's current hit points.
[0049] A "dead character" refers to the display element that appears after a virtual character has been defeated in battle during this game match.
[0050] Optionally, the display element corresponding to the death of a virtual character may be at least one of the following: image elements, icon elements, text elements, block elements, spherical elements, two-dimensional elements, and three-dimensional elements. In this case, the deceased individual may be characterized by at least one of the following: image elements, icon elements, text elements, block elements, spherical elements, two-dimensional elements, and three-dimensional elements.
[0051] Selectively, the corresponding display elements after different virtual characters are killed in battle may be the same, different, or at least partially the same. For example, if the corresponding display element after virtual character 1 is killed in battle is a sphere element, and the corresponding display element after virtual character 2 is killed in battle is a text element, then if the sphere element is displayed in the user interface, other players will understand that virtual character 1 has already been killed in battle, and if the text element is displayed in the user interface, other players will understand that virtual character 2 has already been killed in battle.
[0052] In some embodiments, the display elements corresponding to what happens after a virtual character is killed in battle may be pre-set according to the attributes and type of the virtual character, or the player may automatically customize the display elements corresponding to what happens after a virtual character is killed in battle for the virtual character they own.
[0053] The display format refers to the form used to present a fallen individual in the virtual environment. The display format for a fallen individual is the display format of the corresponding display element after the virtual character corresponding to the fallen individual has died in battle.
[0054] The display form can be selected to include at least one of the following: particle form, floating particle form, entity form, illusion form, and soul form. For example, if the display element after a virtual character's death is a spherical element and the display form is illusion form, then after the virtual character dies, the user interface will display one spherical element in illusion form and a shadow of one spherical element, so that other players can understand that the virtual character has already died.
[0055] In some embodiments, the similarity of the display forms of different war dead individuals exceeds a threshold. The threshold may be set based on experience, or it may be flexibly adjusted according to the actual situation, and is not limited to this in the embodiments of the present application.
[0056] For example, the similarity of the display forms of different war dead individuals exceeding a threshold includes cases where the display forms of different war dead individuals are the same, and cases where the display forms of different war dead individuals are similar but different.
[0057] Optionally, the similarity may be determined by an image similarity algorithm. For example, the similarity between different display forms of dead individuals may be determined by employing a hash algorithm or a scale-invariant feature transform (SIFT) algorithm based on images corresponding to different display forms of dead individuals.
[0058] Selectively, if, after a virtual character corresponding to a different individual dies, at least one of the display elements corresponding to the different individual, or the display form of the different individual, is the same, then it is determined that the similarity of the display forms of the different individual dies exceeds a threshold. For example, if individual 1 dies and corresponds to virtual character 1, and the display element of virtual character 1 after death is a spherical element and the display form is an image form, and individual 2 dies and corresponds to virtual character 2, and the display element of virtual character 2 after death is a spherical element and the display form is an object form, then it is determined that the similarity of the display forms of individual 1 and individual 2 dies exceeds a threshold.
[0059] Refer to Figure 7 in one possible embodiment. As shown in the user interface 710 in Figure 7, three surviving virtual characters are displayed in the user interface 710, namely virtual character 712, virtual character 713, and virtual character 714. A resurrection operation button 711 may also be displayed in the user interface 710. Taking the case of virtual character 712 being killed in action, as shown in the user interface 720 in Figure 7, the deceased individual after virtual character 712 is displayed in a display format 721 called floating particles. Taking as an example that the display elements corresponding to the deaths of virtual characters 712, 713, and 714 are all block-like elements, as shown in Figure 8, the user interface 730 in Figure 8 displays the deceased individual 731 after the death of virtual character 712, the deceased individual 732 after the death of virtual character 713, and the deceased individual 733 after the death of virtual character 714. The display forms of the deceased individuals 731, 732, and 733 are the same, and all are displayed as block-like elements and floating particles.
[0060] Step 340: In response to the revival skill selection operation, the character information of the first virtual character corresponding to the first fallen individual is displayed, the first fallen individual is the fallen individual selected for the revival skill selection operation from among at least one fallen individual, and the first fallen individual is the display element corresponding to the first virtual character after it has died.
[0061] The revival skill selection operation is the process of selecting which fallen virtual character should be revived before unleashing the revival skill.
[0062] Selectable, the resurrection skill selection operation is triggered by long-pressing the resurrection operation button. The computer system triggers the activation of the resurrection skill selection operation in response to the resurrection operation button being pressed for a duration greater than a threshold.
[0063] The system may pre-configure different shortcut keys to correspond to different operations, and the revival skill selection operation may be triggered by pressing a shortcut key corresponding to the revival skill selection operation. The computer device will trigger the revival skill selection operation in response to the press of the shortcut key corresponding to the revival skill selection operation.
[0064] The first fallen individual is the fallen individual selected for the revival skill selection operation from among at least one fallen individual. The number of fallen individuals selected by the revival skill selection operation may be one or multiple. Each fallen individual selected by the revival skill selection operation can be one first fallen individual; that is, the number of first fallen individuals may be one or multiple. The first fallen individual is the display element that corresponds after the first virtual character is killed in battle. The quantity of the first virtual character is the same as the quantity of first fallen individuals, and each first fallen individual is associated with one first virtual character.
[0065] In some cases, the first fallen individual includes one, in which case one virtual character can be revived by activating the revival skill once. In some other cases, the first fallen individual includes at least one, in which case at least one virtual character can be revived by activating the revival skill once.
[0066] Selectable, the first virtual character corresponding to the first defeated individual is an allied virtual character. Allied virtual characters are other virtual characters on the same side as the main controlled virtual character currently controlled by the player in this game match.
[0067] Selectable, the first virtual character corresponding to the first defeated individual is the enemy's virtual character. The enemy's virtual character is another virtual character belonging to a different faction than the main control virtual character currently controlled by the player in this game.
[0068] Selectable, the revival button provides a function for selecting a fallen enemy. For example, pressing and holding the revival button simultaneously performs a rotation operation within the button's operating area, i.e., a long-press rotation operation within the button's operating area, which is used to select a different fallen enemy. In some other embodiments, when the user triggers the activation of the revival skill rotation operation, the computer equipment automatically selects one fallen enemy as the first fallen enemy.
[0069] Character information is information used to characterize the specific identity of a virtual character. Optionally, character information may include at least one of the following: character nickname, character image, faction affiliation, character attributes, and virtual skills possessed.
[0070] For example, the computer device displays character information for a first virtual character corresponding to the first fallen individual in response to a revival skill selection operation. Here, the character information may be displayed in a fixed area on the user interface, for example, in an area used to display broadcast information in a game. The character information may also be displayed in an area surrounding a movable carrier on the user interface, and the method of displaying the character information will be described in detail in subsequent embodiments.
[0071] In one possible embodiment, refer to Figure 8. As shown in the user interface 740 in Figure 8, the first fallen individual is a fallen individual 731, and the computer device, in response to a resurrection skill selection operation, displays character information 742 of a first virtual character 712 corresponding to the first fallen individual 731, where the character information 742 may be a character image of the first virtual character 712.
[0072] Step 360: In response to the resurrection skill release operation, the first fallen individual is switched to display as the first virtual character after resurrection.
[0073] The Revival Skill Release operation is the operation to release the revival skill to the virtual character that is to be revived.
[0074] The first virtual character after revival refers to the first virtual character that is revived by receiving the revival skill.
[0075] For example, after switching the display of the first fallen individual to the first resurrected virtual character, the user interface displays character information corresponding to the resurrected first virtual character. Selectably, the character information corresponding to the resurrected first virtual character is the same as the character information corresponding to the first virtual character that did not fall. Here, the character information includes at least one of the following: character nickname, character image, affiliated faction, character attributes, and virtual skills possessed.
[0076] Selectable options include that the character image of the revived first virtual character displayed in the user interface is the same as the character image of the first virtual character that was not killed in action, or that the character image of the revived first virtual character displayed in the user interface is the same as at least a part of the character image of the first virtual character that was not killed in action. For example, the revived virtual character 1 may have the same character image as the virtual character 1 when it was not killed in action, or a halo icon may be placed on the top of the head of the revived virtual character 1, and this halo icon may be used to distinguish the revived virtual character from the virtual character that was never killed in action.
[0077] For example, in response to a resurrection skill activation operation, the computer equipment switches and displays the first fallen individual as the first virtual character after resurrection.
[0078] In one possible embodiment, refer to Figure 10. As shown in the user interface 800 in Figure 10, the computer equipment, in response to a resurrection skill release operation, switches the display of the first fallen individual to the resurrected first virtual character 802, while the other fallen individuals that have not been resurrected remain as they are.
[0079] As described above, the virtual environment-based interaction method provided by the embodiment of the present invention displays at least one fallen individual located in the virtual environment on a computer device, the similarity of the display forms of different fallen individuals exceeds a threshold, and in response to a revival skill selection operation, displays character information of a first virtual character corresponding to the first fallen individual, the first fallen individual is the fallen individual selected for the revival skill selection operation from among at least one fallen individual, the first fallen individual is a display element corresponding to the first virtual character after it has died, and in response to a revival skill release operation, switches the display of the first fallen individual to the first virtual character after it has been revived. This allows players to directly select fallen individuals to be revived by selecting a revival skill without switching to scan mode, and to display the character information of the virtual character corresponding to the fallen individual to be revived. This enables players to accurately select a fallen individual to be revived from multiple fallen individuals with the same or similar display form, and to revive the corresponding virtual character using a revival skill. The operation is relatively simple, improving the efficiency of human-machine interaction. Furthermore, this interaction method allows virtual character revival simply by performing operations related to the revival skill in the current mode, eliminating the need to switch from the current mode to scan mode and back, thus reducing resource consumption caused by mode switching.
[0080] Figure 4 shows a flowchart of a virtual environment-based interaction method provided by one exemplary embodiment of the present invention. The following embodiment describes a method for displaying character information of a first virtual character corresponding to a first fallen individual as an example. In an actual scene, one of these methods can be arbitrarily selected, or multiple methods can be combined.
[0081] 1. A first type of display method for character information of the first virtual character corresponding to the first individual killed in battle.
[0082] In some embodiments, step 340 is optionally implemented as step 342 and step 344.
[0083] Step 342: In response to the resurrection skill selection operation, a scan box is displayed, which is used to select the first of at least one fallen individual.
[0084] A scanbox is a single frame area that provides scanning and selection functions.
[0085] To enable selection, the resurrection skill selection operation requires selecting the first fallen individual from at least one fallen individual. Therefore, the computer equipment displays a scan box in response to the resurrection skill selection operation, and the scan box is used to select the first fallen individual from at least one fallen individual.
[0086] The scan box is displayed at the center of the user interface, as selectable. For example, the center of the scan box and the center of the user interface may be the same. Alternatively, the center of the scan box and the center of the user interface may be different; for instance, the upper left corner of the scan box may be at the same location as the center of the user interface, or the lower right corner of the scan box may be at the same location as the center of the user interface.
[0087] In some embodiments, scan boxes may be displayed in other locations on the user interface, including, but not limited to, the left, right, top, and bottom regions of the user interface.
[0088] In several other instances, the scan box is also referred to as a “sight,” in which case the computer equipment displays the sight in response to a revive skill selection operation, and the sight is used to select the first of at least one fallen individual.
[0089] Step 344: Display the character information of the first virtual character corresponding to the first casualty selected by the scan box.
[0090] Selectively, the computer device displays character information for the first virtual character corresponding to the first killed individual selected by the scan box. The character information can be displayed at any location on the user interface. For example, the character information can be displayed in one of the left, right, upper, or lower areas of the user interface. Alternatively, the user interface may include a floating window displaying the character information.
[0091] In some embodiments, the computer device displays a scan box in response to a revival skill selection operation, switches the scan box's current mode to scan mode, then, after the revival skill selection operation selects the first fallen individual from at least one fallen individual, switches the scan box's current mode from scan mode to lock mode. Next, it displays the character information of the first virtual character corresponding to the first fallen individual selected by the scan box.
[0092] In this embodiment, the computer device displays a scan box in response to a revival skill selection operation. In this case, there is no need to enter scan mode during the current game match. The scan box alone can directly target and accurately select the first defeated individual. This allows the computer to display the character information of the first virtual character corresponding to the first defeated individual selected by the scan box, thereby improving the efficiency of human-machine interaction. Furthermore, the display of the virtual character's information can be achieved simply by performing a revival skill selection operation in the current mode. There is no need to switch from the current mode to scan mode, or from scan mode back to the current mode, which is advantageous in reducing resource consumption caused by mode switching.
[0093] 2. A second type of display method for the character information of the first virtual character.
[0094] In some embodiments, the second type of display method may be further determined based on the first type of display method. Step 342 is further implemented as step 346, and step 344 is further implemented as step 348.
[0095] Step 346: In response to the revival skill selection operation, display the scan box and the mobile carrier.
[0096] A movable carrier is any movable object in a virtual environment, where "movable" may refer to an attribute of the object itself, or it may refer to being controlled by a player or being able to move after interacting with a player. For example, a movable carrier may be a non-player character (NPC) or virtual animal that can move on its own, or it may be at least one of a virtual car carrier tool, a virtual flying object, or a virtual flying carrier tool that can move after being controlled.
[0097] A movable carrier is an object that can interact with the main control virtual character currently controlled by the player in the virtual environment. For example, a movable carrier may be an NPC in the current game match, another player's virtual character, or a pet virtual character (pet spirit) owned by the player's main control virtual character in the current game match.
[0098] For example, a computer device displays a scan box and a mobile carrier simultaneously in response to a revival skill selection operation. The scan box and the mobile carrier do not overlap.
[0099] In some embodiments, a standby animation is bound to the mobile carrier. The computer equipment displays a scan box and the mobile carrier in response to a revival skill selection operation, and automatically plays the mobile carrier's standby animation. The mobile carrier's standby animation may be a pre-configured animation for the mobile carrier that is automatically played when the mobile carrier is displayed. Selectively, the mobile carrier's standby animation may be configured by a technician or by the player, but is not limited to this in the embodiments of the present application. By automatically playing the mobile carrier's standby animation when the mobile carrier is displayed, the screen display effect can be enriched, the visual effect can be improved, and the human-machine interaction rate can be further enhanced.
[0100] Selectively, a movable carrier may also be called an interactive object or interaction object, and can enable interaction with the player.
[0101] Step 348: Character information for the first virtual character corresponding to the first casualty selected by the scan box is displayed in the area surrounding the movable carrier, where the display position of the first virtual character's character information moves in accordance with the movable carrier.
[0102] The peripheral region refers to the area surrounding the mobile carrier.
[0103] Selectively, the peripheral region is any one region within the 360-degree region surrounding the movable carrier. Selectively, the peripheral region may be one of the upper, lower, left, and right regions of the movable carrier.
[0104] Selectively, the peripheral region refers to the region where the distance from the center position of the mobile carrier is less than the distance threshold. Selectively, the peripheral region may be one of the following regions: the region in the upper region of the mobile carrier where the distance from the center position of the mobile carrier is less than the distance threshold; the region in the lower region where the distance from the center position of the mobile carrier is less than the distance threshold; the region in the left region where the distance from the center position of the mobile carrier is less than the distance threshold; and the region in the right region where the distance from the center position of the mobile carrier is less than the distance threshold.
[0105] The computer equipment displays character information for the first virtual character corresponding to the first casualty selected by the scan box in the peripheral area of the movable carrier.
[0106] Selectively, the character information of the first virtual character is bound to the movable carrier. Because the movable carrier is movable, its position changes after it moves. Therefore, the character information of the first virtual character is displayed in accordance with the movement of the movable carrier; that is, the display position of the character information of the first virtual character moves in accordance with the movable carrier. In this method where the display position of the character information of the first virtual character moves in accordance with the movable carrier, the position of the character information of the first virtual character relative to the movable carrier remains unchanged. For example, assuming that the surrounding area is the area above the movable carrier, the character information of the first virtual character will always be displayed in the area above the movable carrier, regardless of where the movable carrier moves to.
[0107] Furthermore, step 348 may be implemented specifically as steps 350 and 352.
[0108] Step 350: Display an information panel in the peripheral area of the movable carrier.
[0109] An information panel is a panel used to display the specific content of character information. In some embodiments, the information panel is a fixed-size panel. In some other embodiments, the information panel is a variable-size panel, for example, an information panel whose size can change depending on the scene related to the game match, or, for example, an information panel whose size can change depending on the type of main control virtual character controlled by the player.
[0110] For example, before displaying the character information of the first virtual character corresponding to the first dead individual selected by the scan box, the computer equipment first displays an information panel in the peripheral area of the movable carrier.
[0111] In some embodiments, the information panel provides a transparency function. That is, the information panel does not obstruct virtual objects in the virtual environment, and even if a virtual object is located behind the information panel, it can be seen by passing through the information panel.
[0112] Step 352: The information panel displays the character information of the first virtual character corresponding to the first casualty selected by the scan box, and the display position of the information panel moves in accordance with the movable carrier.
[0113] In some embodiments, the information panel provides a movement function, the information panel can be displayed in accordance with the movement of the mobile carrier, and the information panel can be bound to the mobile carrier. Exemplarily, the computer equipment displays character information of a first virtual character corresponding to a first dead individual selected by the scan box on the information panel, and by displaying the information panel in accordance with the movement of the mobile carrier, the effect of displaying the character information in accordance with the movement of the mobile carrier is achieved.
[0114] In other words, the display position of the information panel moves in accordance with the movable carrier, thereby achieving the effect of the display position of the character information moving in accordance with the movable carrier. In this method where the display position of the information panel moves in accordance with the movable carrier, the position of the information panel relative to the movable carrier remains unchanged. For example, assuming that the surrounding area is the upper area of the movable carrier, the information panel will always be displayed in the upper area of the movable carrier, regardless of where the movable carrier moves to.
[0115] In this embodiment, the computer device displays a scan box and a movable carrier in response to a revival skill selection operation. Since the position of the movable carrier can change, when character information is displayed in the area surrounding the movable carrier, it is possible to increase the flexibility and versatility of character information display, improve visual effects, and further enhance the human-machine interaction rate compared to display methods where the character information is directly pasted onto the HUD of the UI plane layer or simply given a single immovable panel in the virtual scene and padded.
[0116] In some embodiments, the movable carrier is described as a pet virtual character (pet spirit). In this case, the movable carrier includes the pet virtual character, and the area surrounding the movable carrier includes the area directly above the pet virtual character's head. The area directly above the pet virtual character's head refers to the area located directly above the pet virtual character's head. Directly above the pet virtual character's head refers to a direction perpendicular to the pet virtual character's head and away from the pet virtual character's feet.
[0117] Selectively, the computer device displays a scan box and a pet virtual character in response to the resurrection skill selection operation, and displays the character information of the first virtual character corresponding to the first fallen individual selected by the scan box in the area directly above the head of the pet virtual character.
[0118] In some embodiments, the information panel for character information and the front of the pet virtual character are parallel to each other. Furthermore, by displaying the information panel in accordance with the movement of the pet virtual character, the effect of displaying the character information in accordance with the movement of the pet virtual character is achieved. In other words, by moving the display position of the information panel in accordance with the pet virtual character, the effect of moving the display position of the character information in accordance with the pet virtual character is achieved. Based on this, the computer device acquires first plane information corresponding to the front of the pet virtual character, calculates second plane information corresponding to the information panel where the character information is located based on the first plane information, the information panel and the front of the pet virtual character are parallel to each other, and based on the second plane information, the information panel is displayed in the area directly above the head of the pet virtual character, and the character information of the first virtual character corresponding to the first dead individual selected by the scan box is displayed on the information panel.
[0119] The first plane information is plane information corresponding to the front of the pet virtual character, acquired in real time. Exemplarily, the front of the pet virtual character refers to a plane perpendicular to the orientation of the pet virtual character's face. The first plane information includes the direction of the coordinates of the pet virtual character's front, indicated by (X, Y, Z). The direction of the coordinates of the pet virtual character's front may also be understood as the orientation of the pet virtual character's face, indicated using these coordinates.
[0120] The second plane information is plane information corresponding to the information panel obtained based on the first plane information. The second plane information includes the coordinate direction of the information panel, indicated by (X,Z) and Y=0. That is, the coordinate direction of the information panel is parallel to the orientation of the virtual pet character's face.
[0121] In some other embodiments, the computer equipment may further acquire first plane information corresponding to the front of the pet virtual character, determine a plane normal vector corresponding to the front of the pet virtual character according to the first plane information, and then determine a plane normal vector for the information panel based on the plane normal vector corresponding to the front of the pet virtual character, where the plane normal vector corresponding to the front of the pet virtual character is parallel to the plane normal vector for the information panel. Furthermore, second plane information corresponding to the information panel is determined based on the plane normal vector for the information panel. Next, the computer equipment displays the information panel in the region directly above the head of the pet virtual character based on the second plane information, and displays the character information of the first virtual character corresponding to the first dead individual selected by the scan box on the information panel.
[0122] In this embodiment, the player can interact with the pet virtual character, and the pet virtual character can move its character information as it moves, increasing the activity trajectory for the character information, which increases the flexibility and variety of the character information display, which is advantageous for improving visual effects and further improves the human-machine interaction rate.
[0123] In the above embodiment, the computer device displays a scan box and a movable carrier in response to a revival skill selection operation, where the user selects a first fallen individual from at least one fallen individual using the scan box, and the computer device displays character information of a first virtual character corresponding to the first fallen individual in the area surrounding the movable carrier.
[0124] In some other embodiments, a computer device may further recommend a first fallen individual from at least one fallen individual based on at least one of the following: the attribute information of the mobile carrier, the attribute information of the main control virtual character that activates the resurrection skill, and the attribute information of the virtual character corresponding to the fallen individual.
[0125] The attribute information of the mobile carrier is used to describe the attributes of the mobile carrier, the main control virtual character that activates the resurrection skill refers to the virtual character currently controlled by the computer player, the attribute information of the main control virtual character is used to describe the attributes of the main control virtual character, and the attribute information of the virtual character corresponding to the fallen individual is used to describe the attributes of the virtual character corresponding to the fallen individual.
[0126] Selectively, the attribute information of a mobile carrier includes at least one of the mobile carrier's type, level, personality, and gender. The mobile carrier may specifically be a pet virtual character. The attribute information of the main control virtual character includes at least one of the main control virtual character's type, level, personality, gender, and resurrection skill strength. The attribute information of the virtual character corresponding to a fallen individual includes at least one of the virtual character's type, level, gender, personality, and resurrection difficulty. Selectively, the computer equipment recommends a first fallen individual from at least one fallen individual. Types of movable carriers, Movable carrier level, The degree of type compatibility between the virtual character corresponding to the fallen individual and the mobile carrier. The degree of level compatibility between the virtual character corresponding to the fallen individual and the mobile carrier. The degree of personality compatibility between the virtual character corresponding to the individual who died in battle and the mobile carrier. The degree of gender compatibility between each virtual character corresponding to a deceased individual and the mobile carrier, The degree of compatibility between the resurrection skill strength of the main control virtual character and the resurrection difficulty of the virtual character corresponding to the fallen individual. The distance between the mobile carrier and the virtual character corresponding to the fallen individual, and This relates to at least one factor in the distance between the main control virtual character and the virtual character corresponding to the fallen individual.
[0127] Selectively, the type of mobile carrier may be one of animal, person, and pet, and the level may be one of beginner, intermediate, and advanced. Different types and / or levels of mobile carriers can support the display of character information for different virtual characters, and the computer equipment may designate the surviving individual corresponding to a virtual character whose character information is supported by the mobile carrier as the first surviving individual. For example, if three surviving individuals are displayed in the user interface, corresponding to virtual character 1, virtual character 2, and virtual character 3, while the type and level of mobile carrier 1 can only support the display of character information for virtual character 2 and virtual character 3, in this case the computer equipment may recommend to the user as the first surviving individual corresponding to virtual character 2 and / or virtual character 3.
[0128] For example, in a case where the first casualty is determined solely based on the type of mobile carrier, the first casualty may be defined as a mobile carrier whose type corresponds to a virtual character that supports the display of character information.
[0129] For example, in a case where the first casualty is determined solely based on the mobile carrier level, the first casualty may be defined as the casualty whose mobile carrier level corresponds to a virtual character that supports the display of character information.
[0130] For example, when determining the first casualty based on the type and level of the mobile carrier, the union of first-type casualties and second-type casualties may be used as the first casualty, the intersection of first-type casualties and second-type casualties may be used as the first casualty, and one or more casualties from the first-type and second-type casualties may be selected as the first casualty. Here, a first-type casualty refers to a casualty whose mobile carrier type corresponds to a virtual character that supports the display of character information, and a second-type casualty refers to a casualty whose mobile carrier level corresponds to a virtual character that supports the display of character information.
[0131] Optionally, the computer equipment may determine the type fit between a virtual character corresponding to a slain individual and a mobile carrier. This type fit may be displayed in the character information. Exemplarily, the type fit between a virtual character corresponding to a slain individual and a mobile carrier is used to evaluate the fit between the type of the virtual character corresponding to the slain individual and the type of the mobile carrier. Exemplarily, different types may be represented using different vectors, thereby determining the type fit by calculating the similarity between the vector corresponding to the type of the virtual character corresponding to the slain individual and the vector corresponding to the type of the mobile carrier, where the similarity is positively correlated with the type fit.
[0132] The computer equipment may determine the individual with the highest type fit, or whose type fit is above a threshold, as the first individual to be killed. For example, virtual character 1, which corresponds to individual 1, is skilled at driving cars, and virtual character 2, which corresponds to individual 2, is skilled at flying aircraft. However, the mobile carrier is a type of virtual car carrier tool, and the type fit between the virtual character corresponding to individual 1 and the mobile carrier is greater than the type fit between the virtual character corresponding to individual 2 and the mobile carrier. In this case, the computer equipment may determine individual 1 to be the first individual to be killed.
[0133] Optionally, the computer equipment may determine a level fit between a virtual character corresponding to a slain individual and a mobile carrier. This level fit may be displayed in the character information. Exemplarily, the level fit between a virtual character corresponding to a slain individual and a mobile carrier is used to evaluate the fit between the level of the virtual character corresponding to the slain individual and the level of the mobile carrier. Exemplarily, the level of the virtual character corresponding to a slain individual may refer to the level the virtual character had before being killed. Exemplarily, the level may be represented using a numerical value, and the level fit may be determined by calculating the similarity between the numerical value corresponding to the level of the virtual character corresponding to the slain individual and the numerical value corresponding to the level of the mobile carrier, where the similarity is positively correlated with the level fit.
[0134] The computer equipment may determine the individual with the highest level fit, or whose level fit is higher than a threshold, as the first individual to be killed. For example, the level of virtual character 1 corresponding to individual 1 before death is level 10, the level of virtual character 2 corresponding to individual 2 before death is level 3, the level of the mobile carrier is level 9, and the level fit between the virtual character and mobile carrier corresponding to individual 1 is greater than the level fit between the virtual character and mobile carrier corresponding to individual 2. In this case, the computer equipment may determine individual 1 to be the first individual to be killed.
[0135] Optionally, the computer equipment may determine the character fit between a virtual character corresponding to a fallen individual and a mobile carrier. This character fit may be displayed in the character information. Exemplarily, the character fit between a virtual character corresponding to a fallen individual and a mobile carrier is used to evaluate the fit between the character of the virtual character corresponding to the fallen individual and the character of the mobile carrier. Exemplarily, different characters may be represented using different vectors, thereby determining the character fit by calculating the similarity between the vector corresponding to the character of the virtual character corresponding to the fallen individual and the vector corresponding to the character of the mobile carrier, where the similarity is positively correlated with the character fit.
[0136] The computer equipment may determine the individual with the highest personality fit, or whose personality fit is above a threshold, as the first individual to be killed. For example, if the personality of virtual character 1 corresponding to individual 1 is combat-oriented, the personality of virtual character 2 corresponding to individual 2 is stealthy, the personality of the mobile carrier is combat-oriented, and the personality fit between the virtual character corresponding to individual 1 and the mobile carrier is greater than the personality fit between the virtual character corresponding to individual 2 and the mobile carrier, then the computer equipment may determine individual 1 to be the first individual to be killed.
[0137] Optionally, the computer equipment may determine the sex fit between a virtual character corresponding to a corpse and a mobile carrier. This sex fit may be displayed in the character information. Exemplarily, the sex fit between a virtual character corresponding to a corpse and a mobile carrier is used to evaluate the fit between the sex of the virtual character corresponding to the corpse and the sex of the mobile carrier. The sex of the mobile carrier may refer to the sex of the mobile carrier itself, or to the sex that the mobile carrier prefers. Exemplarily, if the sex of the virtual character corresponding to the corpse and the sex of the mobile carrier are the same, the first fitness is defined as the sex fit; if the sex of the virtual character corresponding to the corpse and the sex of the mobile carrier are different, the second fitness is defined as the sex fit, and the first fitness is greater than the second fitness.
[0138] The computer equipment may determine the individual with the highest gender fit, or whose gender fit is above a threshold, as the first individual to be killed. For example, if the gender of virtual character 1 corresponding to individual 1 is male, the gender of virtual character 2 corresponding to individual 2 is female, the preferred gender of the mobile carrier is male, and the gender fit between the virtual character corresponding to individual 1 and the mobile carrier is greater than the gender fit between the virtual character corresponding to individual 2 and the mobile carrier, then the computer equipment may determine individual 1 to be the first individual to be killed.
[0139] Optionally, the computer equipment may determine a degree of fit between the resurrection skill strength of the main control virtual character and the resurrection difficulty of the virtual character corresponding to the fallen individual. This degree of fit may be displayed in the character information. Here, different resurrection difficulties of the virtual character corresponding to the fallen individual correspond to different resurrection skill strengths. For example, the resurrection difficulty is 50%, and the required resurrection skill strength value is at least 100. Exemplarily, the computer equipment may determine the resurrection skill strength corresponding to the resurrection difficulty of the virtual character corresponding to the fallen individual, and then determine the degree of fit between the resurrection skill strength of the main control virtual character and the resurrection difficulty of the virtual character corresponding to the fallen individual according to the similarity between the determined resurrection skill strength and the resurrection skill strength of the main control virtual character, where similarity is positively correlated with the degree of fit. The computer equipment may determine the fallen individual with the highest degree of fit, or whose degree of fit is above a threshold, as the first fallen individual.
[0140] Optionally, the computer equipment may determine the distance between the mobile carrier and the virtual character corresponding to the fallen individual. This distance may be displayed in the character information. Exemplaryly, the distance between the mobile carrier and the virtual character corresponding to the fallen individual refers to the distance between the mobile carrier's position and the position of the virtual character corresponding to the fallen individual before its death. The computer equipment may determine the individual with the shortest distance, or the individual whose distance is below a threshold, as the first fallen individual.
[0141] Optionally, the computer equipment may determine the distance between the main control virtual character and the virtual character corresponding to the fallen individual. This distance may be displayed in the character information. Exemplarily, the distance between the main control virtual character and the virtual character corresponding to the fallen individual refers to the distance between the position of the main control virtual character and the position of the virtual character corresponding to the fallen individual before its death. The computer equipment may determine the individual with the shortest distance, or the individual whose distance is less than a threshold, as the first fallen individual. It should be noted that each of the above thresholds can be set according to the actual technical requirements, and the specific values that each threshold takes may differ.
[0142] In some other embodiments, a computer device may further recommend a first fallen individual from at least one fallen individual based on the dialogue between the main control virtual character and the mobile carrier that activates the resurrection skill.
[0143] Specifically, the mobile carrier provides a dialogue function, allowing interaction between the main control virtual character and the mobile carrier. A trained natural language processing model is installed and operated on the computer equipment. Dialogue text between the main control virtual character and the mobile carrier is input to the natural language processing model, and based on the natural language processing model, a first surviving individual is selected from at least one surviving individual. The mobile carrier may be a pet virtual character or an NPC.
[0144] Here, during the training phase of the natural language processing model, the sample sentences are annotated with attribute information such as the type and personality of each virtual character that fits the sample sentence. As a result, the natural language processing model has the ability to determine the appropriate fallen individual in response to the dialogue between the main control virtual character and the mobile carrier. For example, the main control virtual character says to the mobile carrier, "Please select the one resurrection object with the strongest output." In this case, the natural language processing model analyzes the dialogue and selects the first fallen individual from at least one fallen individual, and the first virtual character corresponding to the first fallen individual is the one with the strongest output among the virtual characters corresponding to each fallen individual.
[0145] In the above embodiment, multiple methods are provided for selecting a first fallen individual from at least one fallen individual, increasing the degree of relevance and connection between the selection process for selecting fallen individuals and the mobile carrier. The mobile carrier no longer only serves the function of displaying character information, and its involvement in the game increases. This method can increase the ways in which the game can be played, effectively improve the user experience, and further enhance the human-machine interaction rate.
[0146] In some embodiments, the scan box can be moved to select other dead individuals from at least one. Based on the two embodiments of the display methods described above, the method may optionally include steps 420 and 440.
[0147] Step 420: In response to the move operation, the scan box after the move is displayed, and the scan box after the move is used to select the second of the at least one dead individual.
[0148] The movement operation may be performed after the revival skill selection operation but before the revival skill release operation. Alternatively, the movement operation may be performed in the latter part of the revival skill selection operation. For example, the user may long-press the revival operation button to trigger the revival skill selection operation, and move or rotate their finger during the long-press process to move the scan box.
[0149] The second fallen individual is one of at least one fallen individual that has been re-selected through the revival skill selection operation, and the second fallen individual is the corresponding display element after the second virtual character has been killed in battle. The second fallen individual and the first fallen individual are different fallen individuals. For example, the quantity of the first fallen individual may be one or more, the quantity of the second fallen individual may be one or more, and the quantity of the first fallen individual and the quantity of the second fallen individual may be the same or different. The second fallen individual and the first fallen individual being different fallen individuals means that the second fallen individual and the first fallen individual are completely different or partially different.
[0150] For example, a computer device displays a scan box after a move in response to a move operation, and the scan box after the move is used to select the second of at least one dead individual.
[0151] Step 440: Display the character information of the second virtual character corresponding to the second fallen individual selected by the scan box after movement.
[0152] For example, the computer equipment displays the character information of the second virtual character corresponding to the second killed individual selected by the scan box after movement. Here, the method of displaying the character information of the second virtual character corresponding to the second killed individual is the same as the method of displaying the character information of the first virtual character corresponding to the first killed individual, and therefore, a redundant explanation is omitted here.
[0153] In this embodiment, the computer device can not only display character information for the first virtual character corresponding to the first casualty selected by the scan box, but can also switch and display character information for the second virtual character corresponding to the second casualty selected by the scan box after movement, thereby improving the flexibility of character information display and further enhancing the interaction experience and the human-machine interaction rate.
[0154] In some embodiments, as shown in Figure 5, step 360 is optionally implemented as steps 362, 364, and 366.
[0155] Step 362: In response to the Revival Skill Release operation, the character restoration area is displayed, and the character restoration area is used to restore the character model of the first virtual character corresponding to the first fallen individual.
[0156] The character restoration region is the region used to restore the character model of the first virtual character corresponding to the first fallen individual. When selectively restoring the character model of a different virtual character, at least one of the location, size, and shape of the character restoration region will be different. Exemplaryly, the shape of the character restoration region may be cylindrical, rectangular, or square. For example, the character restoration region is located directly in front of the fallen individual of the virtual character to be revived, and since different first fallen individuals are located in different positions, the locations of the character restoration regions used to restore the character model of the first virtual character corresponding to different first fallen individuals will be different.
[0157] For example, the computer equipment displays a character restoration area in response to a revival skill release operation, and the character restoration area is used to restore the character model of the first virtual character corresponding to the first fallen individual.
[0158] Step 364: In the character restoration area, restore the character model of the first virtual character corresponding to the first individual that died in battle.
[0159] The character model is used to characterize the character image of the first virtual character, and the character model may be a 3D model, a 2D model, or the like. All or at least part of the character model is the same as the character model of the first virtual character before his death in battle.
[0160] For example, the character model of the first virtual character corresponding to the first individual who died in battle is the same as the clothing, gestures, and tools of the character model of the first virtual character before death, and a halo icon may be added directly above the head of the character model of the first virtual character corresponding to the first individual who died in battle, which is used to indicate that the first virtual character is the first virtual character after resurrection.
[0161] Selectively, the computer equipment restores the character model of the first virtual character corresponding to the first fallen individual in the character restoration area.
[0162] Step 366: In response to the completion of the character model restoration, the first fallen individual is switched to display as the first resurrected virtual character.
[0163] Selectively, the computer equipment switches the display of the first fallen individual to the revived first virtual character in response to the completion of the character model restoration. At this time, the computer equipment cancels the display of the display elements corresponding to the first fallen individual, but the display content of other virtual characters that have not been revived remains unchanged.
[0164] In this embodiment, the computer equipment can switch the display of the first fallen individual to the revived first virtual character by restoring the character model of the first virtual character, thereby ensuring smooth display.
[0165] Furthermore, if the movable carrier is simultaneously displayed on the user interface and character information is displayed in the area surrounding the movable carrier, step 362 can be selectively implemented as step 372 and step 374.
[0166] Step 372: In response to the Revival Skill Release operation, play the release animation for the mobile carrier.
[0167] A release animation refers to an animation in which a mobile carrier moves from its current position to the location of the virtual character that is to be revived. This release animation is used to characterize the release of the revival skill to the first virtual character corresponding to the first fallen individual. The release animation may be bound to the type of mobile carrier, or it may be a pre-configured, unified animation. For example, the mobile carrier may be a pet virtual character, and the release animation may be the pet virtual character flying from its current position directly in front of the location of the virtual character that is to be revived. In this case, the computer equipment plays a release animation in which the pet virtual character flies from its current position directly in front of the location of the virtual character that is to be revived in response to the revival skill release operation.
[0168] Selectively, the computer equipment will play the mobile carrier's release animation in response to the revival skill release operation.
[0169] Step 374: In response to the completion of the release animation playback, display the character restoration area.
[0170] Optionally, the character restoration region may be formed by conversion from the movable carrier. Exemplaryly, the computer equipment displays the character restoration region formed by conversion from the movable carrier in response to the completion of playback of the release animation. The character model of the first virtual character can then be restored in the character restoration region.
[0171] In this embodiment, the computer device plays a release animation for the mobile carrier in response to a revival skill release operation, and then displays the character restoration area when the release animation is completed. This increases the degree of coupling between the mobile carrier and the virtual character's revival process, increases display flexibility, enhances display effects, and improves the human-machine interaction rate.
[0172] Figure 6 shows a flowchart of a virtual environment-based interaction method provided by one exemplary embodiment of the present invention. In some embodiments, when a computer device receives a revival skill selection operation, it may determine the first fallen individual selected by the revival skill selection operation, depending on the position of the scan box at that time. Specifically, the method further includes steps 520, 540, and 560.
[0173] Step 520: Determine the scan range corresponding to the scan box based on the location of the scan box.
[0174] The scan range corresponding to the scan box may be a single fixed range, or it may be determined according to at least one of the hit points, level, and resurrection skill strength of the main control virtual character currently being operated and controlled by the player. The size of the scan range may be positively correlated with hit points, level, and resurrection skill strength, respectively.
[0175] For example, the location of the scanbox may include the center of the scanbox, and the scan range corresponding to the scanbox may refer to the range centered on the center of the scanbox.
[0176] For example, a computer device determines the scan range corresponding to a scan box based on the location of the scan box.
[0177] Step 540: Determine the candidate fallen individuals located within the scan range.
[0178] A candidate casualty refers to at least one casualty located within the scan box's scan range that can be selected as the first casualty.
[0179] For example, a computer device determines candidate dead individuals located within the scan range.
[0180] Step 560: Based on the number of candidate dead individuals, determine the first dead individual selected by the scan box.
[0181] Selectively, the computer equipment determines the first dead individual selected by the scan box based on the number of candidate dead individuals. Specifically, this includes the following two cases:
[0182] In the case of type 1: step 560 is optionally implemented as step 562.
[0183] Step 562: If there is one candidate casualty, the candidate casualty is determined to be the first casualty selected by the scan box.
[0184] For example, if there is only one candidate casualty, the computer equipment directly determines that the candidate casualty is the first casualty selected by the scan box.
[0185] In the case of type 2: step 560 is optionally implemented as step 564 and step 568.
[0186] Step 564: If there are at least two candidate slain individuals, determine the distance between the scan center of the scan box and the individual center of each candidate slain individual.
[0187] Distance refers to the straight-line distance between the scan center of the scan box and the individual center of each candidate slain individual, or the straight-line distance of the projection.
[0188] If there are at least two candidate corpses that can be selected, the computer device determines the distance between the scan center of the scan box and the individual center of each candidate corpse.
[0189] Step 568: Determine that at least one candidate slain individual corresponding to the shortest distance is the first slain individual selected by the scan box.
[0190] Selectively, the computer equipment determines that at least one candidate slain individual corresponding to the shortest distance is the first slain individual selected by the scan box. The shortest distance is the minimum distance between the scan center of the scan box and the individual center of each candidate slain individual.
[0191] In this embodiment, the computer equipment can determine candidate dead individuals located within the scan range of the scan box, and determine the first dead individual selected by the scan box based on the distance between the scan center of the scan box and the individual center of each candidate dead individual, thereby improving the accuracy of the selection.
[0192] To better understand the virtual environment-based interaction method provided by the embodiment of this application, the method will be described below in conjunction with a schematic diagram of a specific user interface. The method is performed by a computer device.
[0193] In related technologies, the following problems exist:
[0194] 1. Most scan locks require a medium such as a camera or drone, and cannot be directly aimed. For example, a virtual scene scan or a scan mode must be triggered via a special medium, and there is basically no function to make it appear on the HUD after direct aiming, thus losing some convenience and the ability to use it quickly.
[0195] 2. When performing a scan lock, the candidate objects in the virtual scene are all concrete models. For example, scan objects are generally concrete virtual people, virtual tools, and virtual items. After a player dies in battle, the player may become a "box" or a spirit in the virtual scene, and the player's characteristics will essentially disappear. In this case, it becomes impossible to quickly distinguish and identify objects in this particular virtual scene.
[0196] 3. In most games, information is displayed either directly on the HUD in the UI plane layer, or simply as a single immovable panel in a virtual scene with padding. This display method has low interactivity and flexibility.
[0197] The method provided by the embodiment of the present invention can solve some of the above problems, and when a player with a resurrection skill or other special skill attempts to unleash the resurrection skill, they face a virtual scene effect that has already lost its own identity model features, and can accurately and quickly identify the identity of an ally. In this method, with the help of a movable carrier in the virtual scene, the character information of a virtual character corresponding to a selected fallen individual can be displayed. At the same time, the displayed character information can be bound to the movable carrier, and since the movable carrier has its own movement trajectory and the character information can move at the same time, the interactivity and flexibility in the game can be increased, and the design of the movable carrier can also satisfy the expression of the game's worldview and character design, and can achieve the effect of displaying character information while also conveying an emotional design.
[0198] For example, the front-end implementation of a virtual environment-based interaction method may include the following steps:
[0199] 1. In the virtual scene, there are three allies, all of whom are in a normal, alive state. As shown in the user interface 710 of Figure 7, the user interface 710 displays three surviving virtual characters, which are virtual character 712, virtual character 713, and virtual character 714. A revive operation button 711 may also be displayed in the user interface 710.
[0200] 2. After an ally is killed in action, the ally gradually becomes a spirit (dead individual). Taking the death of virtual character 712 as an example, as shown in the user interface 720 of Figure 7, after virtual character 712 is killed, the dead individual of virtual character 712 is displayed in a display form called floating particles 721. For example, after virtual character 712, virtual character 713, and virtual character 714 are killed in action, the corresponding display elements are all block-shaped elements.
[0201] 3. When the player enters the skill pre-selection state, a movable carrier (a small spirit on the palm) is summoned to the player's hand, and the spirit has its own bound idle motion. At the same time, the sight (scan box) enters the scanning state, and at this time there are three fallen allied individuals (souls to be resurrected) in the virtual scene. As shown in the user interface 730 in Figure 8, the user interface 730 displays the fallen individual 731 of virtual character 712, the fallen individual 732 of virtual character 713, and the fallen individual 733 of virtual character 714. The display form of the fallen individuals 731, 732, and 733 is the same, and all are displayed as clumpy elements and floating particles (square light pillars). The user interface 730 also displays the palm 736, the small spirit 735 on the palm 736, and the sight 734 in the scanning state.
[0202] 4. The ally's soul closest to the center of the sight is selected as the object (first fallen individual), the sight locks into place, and the character information of the selected ally's soul is quickly generated above the head of the spirit. As shown in the user interface 740 in Figure 8, the first fallen individual 731 is selected by the resurrection operation button 711, the sight switches from the scanning sight 734 to the locked sight 741, and the character information 742 of the first virtual character corresponding to the first fallen individual 731 is quickly displayed above the head of the spirit.
[0203] 5. If the aiming reticle is moved during the display period in step 4, the ally's soul closest to the center of the aiming reticle is selected again as an object, and the character information corresponding to the selected ally's soul is generated again. As shown in the user interface 750 in Figure 8, the aiming reticle is moved by the resurrection operation button 711, and at this time the second fallen individual 751 is selected, in which case the character information 752 of the second virtual character corresponding to the second fallen individual 751 is quickly displayed above the head of the small spirit.
[0204] 6. In the information panel above the spirit's head, the complete character information corresponding to the selected ally's soul is displayed. As shown in the user interface 760 in Figure 9, the complete character information 762 of the second virtual character corresponding to the second fallen individual 751 is displayed above the spirit's head.
[0205] 7. The information panel is bound to the movement of the genie's head and moves in accordance with the genie's movements, and its perspective and movement are unique, making it more flexible and dynamic compared to the HUD plane and carriers fixed in the virtual scene. As shown in the user interface 770 in Figure 9, the genie's head rotates by a certain angle, and in this case, the information panel 762 also rotates by a certain angle and is displayed as information panel 772, so that the information panel is always parallel to the front of the genie.
[0206] 8. After the player confirms which ally to be revived via the information panel, they release the revive operation button to confirm the activation of the revive skill. At this point, the activation animation begins, the spirit flies out of the player's hand, and the ally revive phase begins. As shown in the user interface 780 in Figure 10, the player releases the revive operation button to confirm the activation of the revive skill, the spirit flies out of the player's hand, and the user interface 780 displays a flying animation 782 in which the spirit flies out from its current position in front of the ally's soul to be revived.
[0207] 9. After the genie flies out, an ally resurrection station (character restoration area) is generated in front of the ally's soul to be resurrected, and the printing of the ally model begins, reviving the ally. As shown in the user interface 790 in Figure 10, after the genie flies out, an ally resurrection station 792 is generated in front of the ally's soul to be resurrected, and the printing of the ally model 793 begins. As shown in the user interface 800 in Figure 10, after the printing of the ally model is complete, the ally model 802 is displayed in the user interface 800, i.e., the resurrected ally is displayed, and the ally returns to the current game.
[0208] In some embodiments, the above method can also be applied to the carrier viewpoint of a movable carrier, in which case only the subject's viewpoint changes, and all other interaction representations can be reused. As shown in the user interface 810 of Figure 11, the user interface is displayed from the carrier viewpoint of a movable carrier, and the scan box 812, the genie 811, and the information panel 813 can still be displayed in the user interface 810.
[0209] Exemplary, the background implementation of a virtual environment-based interaction method may be shown in Figure 12. Figure 12 shows a schematic diagram of a virtual scene-based interaction method provided by one exemplary embodiment of the present invention. The overall steps of the method are as follows:
[0210] 1. After an ally is killed in action, their corpse will turn into a spirit effect (square and floating particles), then perform step 2. 2. The player prepares to release a skill, enters the skill pre-selection state, and then executes step 3. 3. From the player's perspective, the aiming device (scan box) enters scanning mode, and then perform step 4. 4. Determine whether there are any selectable item objects (candidate fallen individuals) within the scanning range of the sight. If YES, perform step 6; otherwise, perform step 5. 5. If there are no candidate item objects within the sight's scan range, the sight remains in a continuous scanning state. 6. Determine if there is a candidate item object within the scan range of the sight, and if there is more than one candidate item object within the scan range of the sight. If YES, perform step 8; otherwise, perform step 7. 7. There is only one candidate item object within the scanning range of the sight, and the item object is directly locked, and the execution of 10 is prepared. 8. Assume that there is more than one candidate item object within the sight's scan range, and the item objects within the scan range are A1, ..., An, and that the straight-line distances of the midpoints of the item objects and their projections on the plane in which the sight faces the player are D1, ..., Dn, respectively, then perform step 9. 9. Select item object Amin, which corresponds to the minimum distance Dmin among D1, ..., Dn, as the selected object (first casualty), and execute 10. 10. During the selection period, determine whether to move the sight to change the selected object. If YES, repeat step 4 to determine again whether there are any selectable item objects within the sight's scan range. If not, repeat step 11. 11. During the selection period, do not move the sight to change the object, generate the information panel for the selected object, and then execute step 12. 12. Bind the movable carrier that generates the information panel so that the information panel moves in accordance with the movement of the movable carrier, and then execute 13. 13. Read the coordinates (X, Y, Z) of the movable carrier in the front direction in real time, and execute steps 14 and 15 synchronously. 14. Obtain the variable Z0 of Z, and execute 16. 15. Obtain the variable X0 of X, and execute 16. 16. The orientation (X,Z) of the information panel is calculated in real time based on the coordinates (X,Y,Z) of the movable carrier in the front direction. The Y orientation is 0, meaning the information panel is parallel to the orientation of the spirit's face. Then, perform step 17. 17. Display the corresponding information panel according to the orientation of the information panel, and execute 18. 18. Determine whether to move the sight during the display period to change the selected object. If YES, interrupt the information panel generation process, repeat step 4, and re-determine whether there are any selectable item objects within the sight's scan range. If not, perform step 19. 19. Generate an information panel for the selected object, the information panel moves in the direction of the coordinates following the movable carrier, and perform step 20. 20. Determine whether the player checks the current skill release object via the information panel. If YES, perform step 21; otherwise, maintain the pre-selected skill state. 21. The player checks the current skill release object via the information panel, enters the skill release phase, plays the skill revival animation, the movable carrier (e.g., a small spirit) flies out of the hand and generates a revival station, prints an ally model at the revival station, revives the ally, and once the skill release is complete, the ally returns to the game.
[0211] As described above, the virtual scene-based interaction method provided by the embodiment of the present invention includes at least the following beneficial effects: 1. It is real-time and rapid, eliminating the need to enter any hacking or scanning modes. Players can quickly obtain character information for the virtual character corresponding to a selected fallen individual simply by triggering a resurrection skill selection operation. 2. It offers high identifiability, and the information panel assists players in confirming character information when scanning or selecting models that have already lost most of their identifying features. 3. It significantly improves emotional design, avoiding the case where the carrier of a typical information panel is a suspended panel or a virtual object that does not move autonomously. It provides new design ideas for projection or imaging applications of a movable carrier, increasing interactivity and flexibility between the player, the movable carrier, and the information display. As a result, the method assists players with resurrection skills in accurately selecting a fallen individual to be resurrected from multiple fallen individuals with the same or similar display form, and reviving the corresponding virtual character by using the resurrection skill. The operation is relatively simple, and the efficiency of human-machine interaction can be improved. Furthermore, in the current mode, virtual characters can be revived simply by performing operations related to the revival skill, eliminating the need to switch from the current mode to scan mode, and vice versa, which is advantageous in reducing resource consumption caused by mode switching.
[0212] Figure 13 shows a structural block diagram of a virtual environment-based interaction device provided by one exemplary embodiment of the present application. The virtual environment-based interaction device 900 is A display module 910 used to display at least one fallen individual located in the above-mentioned virtual environment, wherein the similarity of the display forms of different fallen individuals exceeds a threshold.
[0213] The above-mentioned display module 910 is used to display character information of the first virtual character corresponding to the first fallen individual in response to a revival skill selection operation, the first fallen individual is the individual selected for the revival skill selection operation from among the at least one fallen individual, and the first fallen individual is a display element that corresponds to the time after the first virtual character has died in battle.
[0214] The above display module 910 is used to switch the display of the first fallen individual to the first virtual character after resurrection in response to the resurrection skill release operation.
[0215] In some embodiments, the display module 910 is used to display a scan box in response to the resurrection skill selection operation, wherein the scan box is used to select the first fallen individual from the at least one fallen individual, and to display the character information of the first virtual character corresponding to the first fallen individual selected by the scan box.
[0216] In some embodiments, the display module 910 is used to display the scan box and the movable carrier in response to the resurrection skill selection operation, and to display the character information of the first virtual character corresponding to the first fallen individual selected by the scan box in the area surrounding the movable carrier, wherein the display position of the character information of the first virtual character moves in accordance with the movable carrier.
[0217] In some embodiments, the display module 910 is further used to play a standby animation of the movable carrier.
[0218] In some embodiments, the display module 910 is used to display an information panel in the area surrounding the movable carrier, and to display character information of the first virtual character corresponding to the first killed individual selected by the scan box on the information panel, wherein the display position of the information panel moves in accordance with the movable carrier.
[0219] In some embodiments, the display module 910 is used to display a scan box after movement in response to a movement operation, the scan box after movement being used to select a second dead individual from at least one dead individual, and to display character information of a second virtual character corresponding to the second dead individual selected by the scan box after movement.
[0220] In some embodiments, the display module 910 is used to display a character restoration area in response to the revival skill release operation, wherein the character restoration area is used to restore the character model of the first virtual character corresponding to the first fallen individual, and within the character restoration area, it is used to restore the character model of the first virtual character corresponding to the first fallen individual, and in response to the completion of the character model restoration, to switch the display of the first fallen individual to the revived first virtual character.
[0221] In some embodiments, the display module 910 is used to play a release animation for the movable carrier in response to the revival skill release operation, and to display the character restoration area in response to the completion of the release animation.
[0222] In some embodiments, the display module 910 is used to display the character restoration region formed by the transformation from the movable carrier in response to the completion of the release animation playback.
[0223] In some embodiments, the apparatus further includes a processing module.
[0224] In some embodiments, the processing module is used to determine a scan range corresponding to the scan box based on the location of the scan box, to determine candidate dead individuals located within the scan range, and to determine the first dead individual selected by the scan box based on the number of candidate dead individuals.
[0225] In some embodiments, the processing module is used to determine the distance between the scan center of the scan box and the individual center of each candidate dead individual, when there are at least two candidate dead individuals, and to determine at least one candidate dead individual corresponding to the shortest distance as the first dead individual selected by the scan box, wherein the shortest distance is the minimum of the distances between the scan center of the scan box and the individual center of each candidate dead individual.
[0226] In some embodiments, the movable carrier includes a pet virtual character, the area surrounding the movable carrier includes the area directly above the head of the pet virtual character, and the display module 910 is used to display the scan box and the pet virtual character in response to the resurrection skill selection operation, and to display the character information of the first virtual character corresponding to the first fallen individual selected by the scan box in the area directly above the head of the pet virtual character.
[0227] In some embodiments, the processing module is used to acquire first plane information corresponding to the front of the pet virtual character, calculate second plane information corresponding to an information panel where the character information is located based on the first plane information, wherein the information panel and the front of the pet virtual character are parallel to each other, and display the information panel in the region directly above the head of the pet virtual character based on the second plane information, and display the character information of the first virtual character corresponding to the first dead individual selected by the scan box in the information panel.
[0228] In some embodiments, the display module 910 is used to recommend a first fallen individual from the at least one fallen individual in response to a revival skill selection operation, and to display character information of a first virtual character corresponding to the recommended first fallen individual.
[0229] In some embodiments, the display module 910 is The above types of movable carriers, The above levels of interactive careers, The degree of type compatibility between the virtual character corresponding to the above-mentioned fallen individual and the above-mentioned mobile carrier, The level of compatibility between the virtual character corresponding to the above-mentioned fallen individual and the above-mentioned mobile carrier, The degree of personality compatibility between the virtual character corresponding to the above-mentioned fallen individual and the above-mentioned mobile carrier, The degree of gender compatibility between the virtual character corresponding to the above-mentioned fallen individual and the above-mentioned mobile carrier, The degree of compatibility between the resurrection skill strength of the above-mentioned main control virtual character and the resurrection difficulty of the virtual character corresponding to the above-mentioned fallen individual, The distance between the above-mentioned mobile carrier and the virtual character corresponding to the above-mentioned slain individual, and This is used to recommend a first casualty from the at least one casualty, based on at least one of the distances between the main control virtual character and the virtual character corresponding to the casualty.
[0230] In some embodiments, the display module 910 is used to obtain the dialogue between the main control virtual character that activates the resurrection skill and the mobile carrier, input the dialogue into a natural language processing model, and recommend the first fallen individual from the at least one fallen individual based on the natural language processing model.
[0231] It is necessary to explain that the specific limitations in the embodiment of the virtual environment-based interaction device provided above can be found in the limitations on the virtual environment-based interaction method described above, and therefore, redundant explanations are omitted here. All or part of each module of the above device can be implemented by software, hardware, or a combination thereof, and each module may be embedded in the processor of the computer device in hardware form, or independently of the processor of the computer device, or may be stored in the memory of the computer device in software form, so that the processor can call it and perform the operation corresponding to each module.
[0232] Figure 14 shows a structural block diagram of a computer device provided by one exemplary embodiment of the present invention.
[0233] The computer device 1000 may be a portable mobile terminal, and in this embodiment, it is also referred to as a mobile terminal. For example, it may be a smartphone, a tablet PC, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1000 may also be referred to by other names such as user device and portable terminal.
[0234] Typically, computer equipment 1000 includes a processor 1001 and memory 1002.
[0235] The processor 1001 may include one or more processing cores, such as a 4-core processor and an 8-core processor. The processor 1001 may be implemented using at least one hardware form from among a DSP (Digital Signal Processor), an FPGA (Field Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1001 may include a main processor and a coprocessor, the main processor being a processor used to process data in a wake state and also called a CPU (Central Processing Unit), and the coprocessor being a low-power processor used to process data in a standby state. In some embodiments, the processor 1001 may have an integrated GPU (Graphics Processing Unit), the GPU being used to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 1001 may further include an AI (Artificial Intelligence) processor, which is used to process computational operations related to machine learning.
[0236] The memory 1002 may include one or more computer-readable storage media, which may be tangible and non-temporary. The memory 1002 may further include high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash storage devices. In some embodiments, the non-temporary computer-readable storage media in the memory 1002 are used to store at least one instruction, which is executed by the processor 1001 to realize a virtual environment-based interaction method provided in embodiments of the present application.
[0237] In some embodiments, the computer device 1000 optionally further includes a display screen 1005.
[0238] The display screen 1005 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1005 is a touch display screen, the display screen 1005 further has the ability to collect touch signals from or above the surface of the display screen 1005. These touch signals may be input to the processor 1001 as control signals for processing. In some embodiments, the display screen 1005 is used to provide virtual buttons, also called soft buttons and / or soft keyboards, and / or virtual keyboards. In some embodiments, the display screen 1005 may be a single unit mounted on the front panel of the computer equipment 1000; in other embodiments, the display screen 1005 may be at least two units, each mounted on a different surface of the computer equipment 1000, or designed to be foldable; and in some embodiments, the display screen 1005 may be a flexible display screen mounted on a curved surface or a foldable surface of the computer equipment 1000. Furthermore, the display screen 1005 may be mounted in an irregular shape other than a rectangle, i.e., an irregularly shaped screen. The display screen 1005 may be manufactured using materials such as an LCD (Liquid Crystal Display) or an OLED (Organic Light-Emitting Diode). Exemplarily, character information of the first virtual character corresponding to the first fallen individual, the first virtual character after resurrection, a scan box, a movable carrier, an information panel, and a character restoration area are all displayed based on the display screen 1005.
[0239] As those skilled in the art will understand, the structure shown in Figure 14 does not constitute a limitation to computer equipment and may include more or fewer components than those shown, or combine several components, or employ a different component layout.
[0240] In an exemplary embodiment, the present application provides a chip comprising a programmable logic circuit and / or program instructions, which is used to implement an interaction method based on a virtual environment provided by the method embodiment when the chip is operating on a computer device.
[0241] This application provides a non-volatile computer-readable storage medium in which a computer program is stored, and the computer program is loaded and executed by a processor to enable a computer to realize an interaction method based on a virtual environment provided by the above embodiment of the method.
[0242] This application provides a computer program product or a computer program, the computer program product or computer program including computer instructions, the computer instructions stored in a non-volatile computer-readable storage medium. The processor of the computer equipment reads the computer instructions from the non-volatile computer-readable storage medium, the processor executes the computer instructions, loads them into the computer equipment's processor, and executes them, thereby realizing the virtual environment-based interaction method provided by the above embodiment of the method.
[0243] As those skilled in the art will understand, all or some of the steps of the above embodiments may be completed by hardware, or by a program issuing instructions to the relevant hardware, the program may be stored in a computer-readable storage medium, the computer-readable storage medium referred to above may be read-only memory, a magnetic disk, or an optical disk, etc.
[0244] To the extent that those skilled in the art will be able to accept, in one or more of the above examples, the functions described in the embodiments of this application may be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions may be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. The computer-readable medium includes computer storage media and communication media, wherein the communication medium includes any medium that transmits a computer program from one place to another. The storage medium may be any available medium accessible by a general-purpose or dedicated computer.
[0245] The foregoing is merely an example of an optional embodiment of the present application and is not intended to limit it. Any modifications, equivalent substitutions, or improvements made without departing from the principles of the present application should also be included within the scope of protection. [Explanation of Symbols]
[0246] 100 Computer Systems 120 Terminal 1 140 servers 142 memory 144 processors 160 Second Terminal 210 User Interface 211-213 Deceased individuals (virtual characters) 214 Special Move Button 215 Information Panel 216 Movable Carrier 217 Hand part 218 Scanbox 220 User Interfaces 221 First Virtual Character 710 User Interface 711 Revive Operation Button 712-714 Virtual Characters 720 User Interfaces 730 User Interface 731-733 Individuals killed in action 734 Sight 735 Little Spirits 740 User Interfaces 741 Sight 742 Person information 750 User Interfaces 751 Second individual killed in action 752 Person information 760 User Interfaces 762 Person information 762 Information Panel 770 User Interface 772 Information Panel 780 User Interface 782 Animation 790 User Interface 792 Ally Revival Station 793 Ally Model 800 User Interfaces 802 First Virtual Character 802 Ally Model 810 User Interface 811 Little Spirit 812 Scanbox 813 Information Panel 900 Interaction Devices 910 Display Module 1000 Computer Equipment 1001 Processor 1002 memory 1005 Display Screen 1421 Receiver Module 1422 Control Module 1423 Transmitter Module
Claims
1. A method of interaction based on a virtual environment, wherein the method is executed by computer equipment, A step of displaying at least one slain individual located in the virtual environment, wherein the similarity of the display forms of different slain individuals exceeds a threshold, A step of displaying character information of a first virtual character corresponding to a first fallen individual in response to a revival skill selection operation, wherein the first fallen individual is the fallen individual selected for the revival skill selection operation from among the at least one fallen individual, and the first fallen individual is a display element corresponding to the time after the first virtual character has died in battle, A virtual environment-based interaction method, comprising the steps of: switching and displaying the first fallen individual as the first virtual character after resurrection in response to a resurrection skill release operation.
2. The step of displaying character information of the first virtual character corresponding to the first fallen individual in response to the operation to select a revival skill is as follows: A step of displaying a scan box in response to the aforementioned resurrection skill selection operation, wherein the scan box is used to select the first fallen individual from the at least one fallen individual, The method according to claim 1, further comprising the step of displaying character information of the first virtual character corresponding to the first killed individual selected by the scan box.
3. The step of displaying a scan box in response to the aforementioned revival skill selection operation and displaying the character information of the first virtual character corresponding to the first fallen individual selected by the scan box is, The steps include displaying the scan box and the movable carrier in response to the aforementioned revival skill selection operation, The step includes displaying character information of the first virtual character corresponding to the first killed individual selected by the scan box in the peripheral region of the movable carrier, The method according to claim 2, wherein the display position of the character information of the first virtual character moves in accordance with the movable carrier.
4. The aforementioned method, The method according to claim 3, further comprising the step of playing a standby animation of the movable carrier.
5. The step of displaying character information of the first virtual character corresponding to the first killed individual selected by the scan box in the peripheral region of the movable carrier is as follows: The steps include displaying an information panel in the peripheral area of the aforementioned movable carrier, The information panel includes the step of displaying character information of the first virtual character corresponding to the first killed individual selected by the scan box, The method according to claim 3 or 4, wherein the display position of the information panel moves in accordance with the movable carrier.
6. The aforementioned method, A step of displaying a scan box after movement in response to a movement operation, wherein the scan box after movement is used to select a second dead individual from the at least one dead individual, The method according to any one of claims 1 to 5, further comprising the step of displaying character information of a second virtual character corresponding to the second dead individual selected by the scan box after movement.
7. The step of switching and displaying the first fallen individual as the first virtual character after revival in response to the operation to release the revival skill is as follows: A step of displaying a character restoration area in response to the aforementioned revival skill release operation, wherein the character restoration area is used to restore the character model of the first virtual character corresponding to the first fallen individual, In the character restoration region, the steps include restoring the character model of the first virtual character corresponding to the first individual killed in action, The method according to any one of claims 1 to 6, further comprising the step of switching and displaying the first fallen individual as the first virtual character after resurrection in response to the completion of the restoration of the character model.
8. The step of displaying the character restoration area in response to the aforementioned revival skill release operation is, A step of playing a release animation of a mobile carrier in response to the aforementioned resurrection skill release operation, wherein the release animation is used to characterize the release of a resurrection skill to a first virtual character corresponding to the first fallen individual, The method according to claim 7, further comprising the step of displaying the character restoration area in response to the completion of playback of the release animation.
9. In response to the completion of playback of the release animation, the step of displaying the character restoration area is: The method according to claim 8, further comprising the step of displaying the character restoration region formed by conversion from the movable carrier in response to the completion of playback of the release animation.
10. The aforementioned method, A step of determining the scan range corresponding to the scan box based on the location where the scan box is located, The steps include determining candidate dead individuals located within the aforementioned scan range, The method according to any one of claims 1 to 9, further comprising the step of determining the first dead individual selected by the scan box based on the number of candidate dead individuals.
11. The step of determining the first dead individual selected by the scan box based on the number of candidate dead individuals is: If there are at least two candidate dead individuals, the step is to determine the distance between the scan center of the scan box and the individual center of each candidate dead individual, The method according to claim 10, comprising the step of determining at least one candidate dead individual corresponding to the shortest distance as the first dead individual selected by the scan box, wherein the shortest distance is the minimum of the distances between the scan center of the scan box and the individual center of each candidate dead individual.
12. The movable carrier includes a pet virtual character, and the peripheral region of the movable carrier includes the region directly above the head of the pet virtual character. The step of displaying the scan box and the movable carrier in response to the resurrection skill selection operation, and displaying the character information of the first virtual character corresponding to the first fallen individual selected by the scan box in the area surrounding the movable carrier, The steps include displaying the scan box and the pet virtual character in response to the aforementioned revival skill selection operation, The method according to any one of claims 3 to 5, further comprising the step of displaying character information of the first virtual character corresponding to the first dead individual selected by the scan box in the region directly above the head of the pet virtual character.
13. The step of displaying the character information of the first virtual character corresponding to the first dead individual selected by the scan box in the region directly above the head of the pet virtual character is as follows: The steps include: obtaining first plane information corresponding to the front of the pet virtual character; A step of calculating second plane information corresponding to an information panel where the character information is located, based on the first plane information, wherein the information panel and the front of the pet virtual character are parallel to each other. The method according to claim 12, comprising the steps of: displaying the information panel in the region directly above the head of the pet virtual character based on the second plane information; and displaying character information of the first virtual character corresponding to the first dead individual selected by the scan box in the information panel.
14. The step of displaying character information of the first virtual character corresponding to the first fallen individual in response to the operation to select a revival skill is as follows: In response to the resurrection skill selection operation, the steps include recommending a first fallen individual from the at least one fallen individual, The method according to any one of claims 1 to 13, further comprising the step of displaying character information of a first virtual character corresponding to the recommended first individual killed in action.
15. The step of recommending the first casualty from the aforementioned at least one casualty is: The type of the aforementioned movable carrier, The level of the aforementioned interactive carrier, The degree of type compatibility between the virtual character corresponding to the aforementioned mortally wounded individual and the aforementioned mobile carrier, The degree of level compatibility between the virtual character corresponding to the aforementioned mortally wounded individual and the aforementioned mobile carrier, The degree of personality compatibility between the virtual character corresponding to the aforementioned mortally wounded individual and the aforementioned mobile carrier, The degree of gender compatibility between the virtual character corresponding to the aforementioned mortally wounded individual and the aforementioned mobile carrier, The degree of compatibility between the resurrection skill strength of the main control virtual character and the resurrection difficulty of the virtual character corresponding to the fallen individual, The distance between the mobile carrier and the virtual character corresponding to the fallen individual, and The method according to claim 14, further comprising the step of recommending a first dead individual from the at least one dead individual based on at least one of the distances between the main control virtual character and the virtual character corresponding to the dead individual.
16. The step of recommending a first dead individual from at least one dead individual is, The steps include obtaining the dialogue between the main control virtual character and the mobile carrier that activate the resurrection skill, The method according to claim 14 or 15, further comprising the steps of inputting the dialogue into a natural language processing model and recommending the first dead individual from the at least one dead individual based on the natural language processing model.
17. An interaction device based on a virtual environment, wherein the device is A display module used to display at least one fallen individual located in the virtual environment, wherein the similarity of the display forms of different fallen individuals exceeds a threshold, including the display module. The display module is used to display character information of a first virtual character corresponding to a first fallen individual in response to a revival skill selection operation, the first fallen individual is the fallen individual selected for the revival skill selection operation from among the at least one fallen individual, and the first fallen individual is a display element corresponding to the time after the first virtual character has died in battle. The display module is a virtual environment-based interaction device used to switch and display the first fallen individual as the first virtual character after resurrection in response to a resurrection skill release operation.
18. A computer device comprising a processor and memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor, thereby enabling the computer device to realize an interaction method based on a virtual environment as described in any one of claims 1 to 16.
19. A non-volatile computer-readable storage medium, wherein a computer program is stored in the non-volatile computer-readable storage medium, and the computer program is loaded and executed by a processor to enable a computer to realize an interaction method based on a virtual environment as described in any one of claims 1 to 16.
20. A computer program product, the computer program product includes computer instructions, the computer instructions are stored in a non-volatile computer-readable storage medium, and the processor retrieves the computer instructions from the non-volatile computer-readable storage medium, loads them into the processor, and executes them, thereby enabling the computer to realize an interaction method based on a virtual environment as described in any one of claims 1 to 16.