Method and device for controlling summoned objects in a virtual scene, electronic device and computer program

By controlling the interaction between the summoned object and the target object in a virtual scene, the problem of low interaction efficiency of a single object is solved, and efficient multi-object interaction and hardware resource optimization are achieved.

JP7626330B2Active Publication Date: 2025-02-04TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2023554780
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-05-31
Filing Date
2022-05-06
Publication Date
2025-02-04
Estimated Expiration
2042-05-06

AI Technical Summary

Technical Problem

In the prior art, users can only control a single virtual object for interaction, resulting in wasted hardware processing resources and low operational efficiency.

Method used

By controlling the summoned object to interact with the target virtual object in the virtual scene, the summoned object performs auxiliary operations in the interactive assisted state, improving the interaction efficiency of multiple objects.

Benefits of technology

It realizes efficient interaction of multiple virtual objects, improves human-computer interaction efficiency and optimizes the utilization rate of hardware processing resources.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The present application provides a method, device, electronic device, computer-readable storage medium and computer program product for controlling a summoned object in a virtual scene, the method including the steps of: displaying a target virtual object possessing a virtual item and a summoned object corresponding to the target virtual object in a virtual scene; controlling the target virtual object to use the virtual item to select a lock target in the virtual scene; receiving a lock command for the selected lock target; and, in response to the lock command, controlling the summoned object to be in an interaction assist state compatible with the lock target, and controlling the summoned object in the interaction assist state to perform a corresponding assist operation on the lock target, wherein the summoned object in the interaction assist state is used to assist interaction between the target virtual object and other virtual objects through the assist operation.
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Description

[Technical field]

[0001] (CROSS-REFERENCE TO RELATED APPLICATIONS) This application claims priority to a Chinese patent application bearing application number 202110605036.2, filed with the China Patent Office on May 31, 2021, the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the technical field of human-computer interaction, and in particular to a method, an apparatus, an electronic device, a computer-readable storage medium and a computer program for controlling a summoned object in a virtual scene. [Background technology]

[0003] With the development of computer technology, electronic devices can realize richer and more vivid virtual scenes. A virtual scene is a digital scene drawn by a computer through digital communication technology, and users can obtain a fully virtualized sensation (such as virtual reality) or a partially virtualized sensation (such as augmented reality) in terms of visual and auditory aspects from the virtual scene, and at the same time, they can interact with and control the interactions with various objects in the virtual scene to obtain feedback.

[0004] In the related art, a user can control only a single virtual object to interact with other objects, i.e., control only the movement, direction, skill, etc. of a single virtual object. However, controlling only a single virtual object to perform interaction not only leads to the finiteness of a single triggerable interaction skill and interaction operation behavior, etc., but also leads to the waste of hardware processing resources. Summary of the Invention [Problem to be solved by the invention]

[0005] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for controlling summoned objects in a virtual scene, which can control multiple objects in the virtual scene to interact with other objects, and can improve the efficiency of human-computer interaction and improve the utilization rate of hardware processing resources due to simple operations. [Means for solving the problem]

[0006] The technical solution according to the embodiments of the present application can be realized as follows.

[0007] An embodiment of the present application provides a method for controlling a summoned object in a virtual scene, the method being executed by an electronic device, the method including: displaying a target virtual object possessing a virtual item and a summoned object corresponding to the target virtual object in a virtual scene; controlling the target virtual object to use the virtual item to select a lock target in the virtual scene; receiving a lock command for a selected lock target; In response to the lock command, controlling the summoned object to be in an interaction assist state that matches the lock target, and controlling the summoned object in the interaction assist state to perform a corresponding assist operation on the lock target; The summoned object in the interaction assist state is used to assist an interaction between the target virtual object and another virtual object through the assist operation.

[0008] An embodiment of the present application further provides a control device for a summoned object in a virtual scene, the device comprising: a display module configured to display a target virtual object possessing a virtual item and a summoned object corresponding to the target virtual object in a virtual scene; a first control module configured to control the target virtual object to use the virtual item to select a lock target in the virtual scene; a receiving module configured to receive a lock command for a selected lock target; a second control module configured to, in response to the lock command, control the summoned object to be in an interaction assist state that matches the lock target, and control the summoned object in the interaction assist state to perform a corresponding assist operation on the lock target; The summoned object in the interaction assist state is used to assist an interaction between the target virtual object and another virtual object through the assist operation.

[0009] An embodiment of the present application further provides an electronic device, the electronic device comprising: a memory configured to store computer-executable instructions; and a processor that, when executing computer-executable instructions stored in the memory, implements the method for controlling a summoned object in a virtual scene provided by an embodiment of the present application.

[0010] An embodiment of the present application further provides a computer-readable storage medium having computer-executable instructions stored thereon, which, when executed by a processor, realizes a method of controlling a summoned object in a virtual scene provided by an embodiment of the present application.

[0011] An embodiment of the present application further provides a computer program product including a computer program or computer-executable instructions, which, when executed by a processor, realizes the method of controlling a summoned object in a virtual scene provided by an embodiment of the present application. Effect of the Invention

[0012] The embodiments of the present application have the following beneficial effects:

[0013] By applying the method, device, electronic device, computer-readable storage medium, and computer program product for controlling a summoned object in a virtual scene provided by the embodiments of the present application, a target virtual object possessing a virtual item and a summoned object corresponding to the target virtual object are displayed in the virtual scene, the target virtual object is controlled to use the virtual item to select a lock target in the virtual scene, and upon receiving a lock command for the selected lock target, the summoned object is controlled to be in an interaction assist state matching the lock target, and the summoned object in the interaction assist state is controlled to perform a corresponding auxiliary operation on the lock target, thereby achieving the effect of automatically controlling the summoned object to perform the auxiliary operation, thereby assisting the interaction between the target virtual object and other virtual objects.

[0014] In this way, multiple objects (including the target virtual object and the summoned object) in the virtual scene can be controlled to interact with other objects; by simply selecting a lock target and triggering a lock command for the lock target, the summoned object can be controlled to be in an interaction assisting state that matches the lock target, so that the summoned object can be automatically controlled to perform a corresponding assisting operation to assist the target virtual object in interacting with other virtual objects; and because the operation is simple, it can improve the efficiency of human-computer interaction and also improve the utilization rate of hardware processing resources. [Brief description of the drawings]

[0015] [Figure 1] FIG. 1 is an architecture diagram of a system 100 for controlling summoned objects in a virtual scene according to an embodiment of the present application. [Diagram 2] 5 is a schematic diagram illustrating a configuration of an electronic device 500 for implementing a method for controlling a summoned object in a virtual scene according to an embodiment of the present application. FIG. [Diagram 3] FIG. 1 is a schematic diagram illustrating the principle of a human-computer interaction engine installed in a control device of a summoned object in a virtual scene according to an embodiment of the present application. [Figure 4] 1 is a flowchart of a method for controlling a summoned object in a virtual scene according to an embodiment of the present application. [Diagram 5] FIG. 2 is a schematic diagram illustrating a display of a virtual scene interface according to an embodiment of the present application. [Figure 6] 1 is a lock flow chart of a lock target according to an embodiment of the present application. [Figure 7] FIG. 13 is a schematic diagram showing how a summoned object is controlled to perform an auxiliary operation according to an embodiment of the present application; [Figure 8] FIG. 13 is a schematic diagram showing a display of an assist operation according to an embodiment of the present application. [Figure 9]FIG. 2 is a schematic diagram illustrating switching of skill states of virtual skills according to an embodiment of the present application. [Figure 10] FIG. 2 is a schematic diagram illustrating the display of lock prompt information and status prompt information according to an embodiment of the present application; [Figure 11] FIG. 2 is a schematic diagram illustrating the display of an interaction assistance state according to an embodiment of the present application. [Figure 12] FIG. 2 is a schematic diagram illustrating selection of target locations according to an embodiment of the present application. [Figure 13] FIG. 13 is a schematic diagram showing a screen display for observing another virtual object through a summoned object of a second form according to an embodiment of the present application. [Figure 14] FIG. 2 is a schematic diagram of a detection ray according to an embodiment of the present application. [Figure 15] FIG. 2 is a schematic diagram of a collision box according to an embodiment of the present application. [Figure 16] FIG. 2 is a schematic diagram of summoning conditions for a summoned object according to an embodiment of the present application. [Figure 17] 1 is a flowchart of a summoning process for a summoning object according to an embodiment of the present application. [Figure 18] 1 is a flowchart of a method for controlling a summoned object in a virtual scene according to an embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be described in more detail below with reference to the accompanying drawings. The described embodiments do not limit the present application, and all other embodiments that can be obtained by those skilled in the art without any creative effort are within the scope of protection of the present application.

[0017] In the following, references to "some embodiments" describe a subset of all possible embodiments, but it is understood that "some embodiments" may be the same or different subsets of all possible embodiments, and may be combined with each other if not inconsistent.

[0018] It should be noted that the terms "first / second / third" and the like used herein are not intended to limit a particular order but are intended to distinguish between similar objects. It is understood that "first / second / third" can be used to interchange a particular order or order when appropriate, so that the embodiments of the present application described herein can be performed in an order other than that shown or described herein.

[0019] Unless otherwise specified, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art. The terms used herein are used only to describe the embodiments of the present application and are not intended to limit the present application.

[0020] Before describing the embodiments of the present application in more detail, the nouns and terms related to the embodiments of the present application will be explained. The nouns and terms related to the embodiments of the present application will be explained as follows.

[0021] 1) Client: An application that runs on a terminal and provides various services, such as a client that supports a virtual scene (such as a game client).

[0022] 2) Respond to: Represents a condition or state on which an operation to be performed depends, and when the dependent condition or state is met, the one or more operations to be performed may be in real time or may have a set delay, and unless otherwise specified, there is no restriction on the execution order of the multiple operations to be performed.

[0023] 3) Virtual Scene: A virtual scene displayed (or provided) when an application is executed on a terminal, which may be a simulation environment for the real world, a semi-simulated semi-fictional virtual environment, or a completely fictional virtual environment. The virtual scene may be any one of a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene, and the embodiments of the present application do not limit the dimensions of the virtual scene.

[0024] For example, if the virtual scene is a three-dimensional virtual space, the three-dimensional virtual space may be an open space, and the virtual scene may be used to simulate a real environment, for example, the virtual scene may include sky, land, sea, etc., and the land may include environmental elements such as desert, city, etc. Of course, the virtual scene may also include items such as virtual objects, for example, buildings, vehicles, weapons, etc., required to arm virtual objects in the virtual scene and fight other virtual objects. The virtual scene may also be used to simulate a real environment in different weather conditions, such as sunny weather, rainy weather, fog, dark night, etc. A user may control virtual objects to move in the virtual scene.

[0025] 4) Virtual Objects: Images of different people and things that can be interacted with in the virtual scene, or active objects in the virtual scene. The active objects can be virtual characters, virtual animals, animated characters, etc., such as characters, animals, plants, drums, walls, or stones displayed in the virtual scene. The virtual objects can be virtual images that represent the user in the virtual scene. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a portion of the space of the virtual scene.

[0026] In the embodiment of the present application, the virtual object may be a user character controlled by an operation on a client, an artificial intelligence (AI) set in a virtual scene battle by training, or a non-user character (NPC: Non-Player Character) set in an interaction in a virtual scene. The virtual object may be a virtual character that performs a hostile interaction in a virtual scene. The number of virtual objects involved in the interaction in the virtual scene may be set in advance, or may be dynamically determined based on the number of clients participating in the interaction.

[0027] Taking a shooting game as an example, a user can control a virtual object to free fall, glide, or fall with a parachute open in the air of the virtual scene, run, jump, crawl, or bend forward on land, and can also control a virtual object to swim, float, or dive in the sea. Of course, a user can also control a virtual object to ride a virtual vehicle and move in the virtual scene, for example, the virtual vehicle can be a virtual car, a virtual airplane, a virtual yacht, etc., and only the above scenes are described here as examples, and the embodiments of the present application are not specifically limited thereto. A user can also control a virtual object to interact with another virtual object through a virtual item, for example, the virtual item can be a throwing type virtual item such as a grenade, a cluster mine, or a sticky grenade, or a shooting type virtual item such as a machine gun, a pistol, or a rifle.

[0028] 5) Summoned Objects: Images of various people or things that can assist the virtual object in interacting with other virtual objects in the virtual scene. The virtual images can be virtual characters, virtual animals, animated characters, virtual items, virtual vehicles, etc.

[0029] 6) Scene data: represents various characteristics that an object in a virtual scene expresses during interaction, and may include, for example, the position of the object in the virtual scene. Of course, different types of characteristics may be included depending on the type of virtual scene, for example, in a game virtual scene, the scene data may include the waiting time required by various functions configured in the virtual scene (depending on the number of times the same function can be used within a certain time), attribute values ​​representing various states of a game character, such as life value (also called energy value, red amount) and magic value (also called blue amount), etc.

[0030] Based on the above description of the nouns and terms according to the embodiment of the present application, the following describes a control system for summoned objects in a virtual scene provided by the embodiment of the present application. Referring to Fig. 1, Fig. 1 is an architecture diagram of a control system 100 for summoned objects in a virtual scene according to the embodiment of the present application, in which, to support an exemplary application, a terminal (terminal 400-1 and terminal 400-2 are illustrated) connects to a server 200 via a network 300, which may be a WAN or a LAN, or a combination of both, and which realizes data transmission using a wireless or wired link.

[0031] The terminals (including the terminal 400-1 and the terminal 400-2) are configured to send a request for acquiring scene data of the virtual scene to the server 200 based on the view interface receiving a trigger operation for entering the virtual scene; The server 200 is configured to receive a request for acquiring scene data and, in response to the request, to transmit scene data of the virtual scene back to the terminal; The terminals (including terminal 400-1 and terminal 400-2) are configured to receive scene data of a virtual scene, render an interface of the virtual scene based on the scene data, and display the interface of the virtual scene in a graphical interface (illustrated as graphical interface 410-1 and graphical interface 410-2), where the interface of the virtual scene can also display object interaction environment, interaction objects, etc., and all of the content displayed in the interface of the virtual scene is obtained by rendering based on the scene data of the returned virtual scene.

[0032] In practical applications, the server 200 may be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, big data, and artificial intelligence platforms. The terminals (such as the terminals 400-1 and 400-2) may be, but are not limited to, smartphones, tablet computers, notebook computers, desktop computers, smart speakers, smart watches, and the like. The terminals (such as the terminals 400-1 and 400-2) and the server 200 may be directly or indirectly connected via wired or wireless communication, and the present application is not limited thereto.

[0033] In practical application, an application supporting a virtual scene is installed and executed on the terminals (including the terminal 400-1 and the terminal 400-2). The application is any one of a first-person shooting game (FPS), a third-person shooting game, a multiplayer online battle arena game (MOBA), a two-dimensional (2D) game application, a three-dimensional (3D) game application, a virtual reality program, an augmented reality program, a 3D map program, or a multiplayer online battle arena game. The application may be a standalone version application, such as a standalone version 3D game program.

[0034] The virtual scene according to the embodiment of the present application may be used to simulate a three-dimensional virtual space, which may be an open space, or the virtual scene may be used to simulate a real environment in reality, for example, the virtual scene may include sky, land, sea, etc., and the land may include environmental elements such as desert, city, etc. Of course, the virtual scene may further include items such as virtual objects, for example, buildings, tables, vehicles, weapons, etc., required to arm virtual objects in the virtual scene and fight other virtual objects. The virtual scene may also be used to simulate a real environment in different weather conditions, such as sunny weather, rainy weather, fog, dark night, etc. The virtual object may be a virtual virtual image representing a user in the virtual scene, which may be any form such as a simulated character or animal, and the present application is not limited thereto. In actual implementation, a user uses a terminal to control virtual objects to perform activities within the virtual scene, including but not limited to at least one of adjusting body posture, crawling, running, riding, jumping, driving, picking up, shooting, attacking, throwing, cutting stamps, etc.

[0035] Taking a video game scene as an example, a user can perform an operation on the terminal in advance, and the terminal can download a game configuration file of the video game after detecting the user's operation, and the game configuration file can include the application, interface display data, or virtual scene data of the video game, etc., so that when the user logs into the video game on the terminal, the game configuration file can be called up and the interface of the video game can be rendered and displayed. A user can perform a touch operation on the terminal, and after the terminal detects the touch operation, the terminal can determine game data corresponding to the touch operation and render and display the game data, and the game data can include virtual scene data, behavior data of virtual objects in the virtual scene, etc.

[0036] In practical application, the terminal displays a target virtual object (e.g., a virtual image corresponding to a game user logged in to the video game) possessing a virtual item in the virtual scene and a summoned object (e.g., a virtual shield, a virtual mecha, etc.) corresponding to the target virtual object in an interface of a virtual scene obtained by rendering based on the acquired scene data, controls the target virtual object to use the virtual item (e.g., a virtual gun) to select a lock target in the virtual scene (e.g., a virtual image corresponding to another game user or a non-user character in the video game scene), receives a lock command for the selected lock target, and in response to the lock command, controls the summoned object to be in an interaction assist state suitable for the lock target, and controls the summoned object in the interaction assist state to perform a corresponding assist operation (e.g., an attack operation) on the lock target, thereby controlling the summoned object to assist the interaction between the target virtual object and other virtual objects through the assist operation.

[0037] Referring to FIG. 2, FIG. 2 is a schematic diagram showing a configuration of an electronic device 500 for implementing a method for controlling a summoned object in a virtual scene according to an embodiment of the present application. In practical application, the electronic device 500 may be a server or a terminal shown in FIG. 1. Taking the case where the electronic device 500 is the terminal shown in FIG. 1 as an example, an electronic device for implementing a method for controlling a summoned object in a virtual scene according to an embodiment of the present application will be described. The electronic device 500 provided by the embodiment of the present application includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. Each component in the electronic device 500 is coupled via a bus system 540. The bus system 540 is used to realize connection communication between these components. The bus system 540 includes a power bus, a control bus, and a status signal bus in addition to a data bus. However, for clarity of explanation, various buses are represented as the bus system 540 in FIG. 2.

[0038] In some embodiments, the control device of a summoned object in a virtual scene provided by the embodiments of the present application may be implemented in software, and FIG. 2 shows a control device 555 of a summoned object in a virtual scene stored in memory 550, which may be software in the form of a program or plug-in, and comprises the following software modules: a display module 5551, a first control module 5552, a receiving module 5553, and a second control module 5554, which are logical and can be combined or further divided in any way depending on the functions implemented, and the functions of each module are described below.

[0039] In some embodiments, the control device 555 of the summoned object in the virtual scene is equipped with a human-computer interaction engine for realizing a control method of the summoned object in the virtual scene, and the human-computer interaction engine includes a functional module, component or plug-in for realizing the control method of the summoned object in the virtual scene. FIG. 3 is a schematic diagram showing the principle of a human-computer interaction engine installed in the control device of the summoned object in the virtual scene according to an embodiment of the present application. Referring to FIG. 3, for example, when the virtual scene is a game scene, the human-computer interaction engine is a game engine.

[0040] A game engine is a set of machine-recognizable codes (instructions) designed for a device that runs a certain type of game. It is like an engine that controls the execution of the game. A game program is roughly divided into two parts: the game engine and game resources. Game resources include images, audio, video, etc. Game = engine (program code) + resources (images, audio, video, etc.), and the game engine calls these resources in sequence according to the requirements of the game design.

[0041] The method for controlling a summoned object in a virtual scene provided by the embodiment of the present application may be realized by various modules of the control device for a summoned object in a virtual scene shown in Fig. 2, and by game engine-related modules, components, or plug-ins shown in Fig. 3. The following exemplifies the modules, components, or plug-ins included in the game engine shown in Fig. 3.

[0042] As shown in Figure 3, the game engine includes the following: 1) Virtual camera: a necessary component for the game scene screen, used to display the game scene screen, one game scene corresponds to at least one virtual camera, and can have two or more according to actual needs, as a game rendering window, it can capture and display the screen content of the game world to the player, and the player's viewpoint of viewing the game world can be adjusted by setting the parameters of the virtual camera, such as a first-person viewpoint or a third-person viewpoint.

[0043] 2) Scene organization: Used for game scene management such as collision detection, visibility thinning, etc., where collision detection can be realized by collision bodies, and according to actual needs, the collision bodies can be realized by axis-aligned bounding boxes (AABBs) or oriented bounding boxes (OBBs); visibility thinning is realized based on the viewing frustum, which is a three-dimensional frame generated based on a virtual camera and is used to crop objects outside the visible range of the camera, and objects within the viewing frustum are projected onto the viewing plane, and objects that do not exist within the viewing frustum are discarded without being processed.

[0044] 3) Terrain Manager: A component for managing the terrain of a game scene, which is used to create and edit terrains such as mountains, canyons, or caves in a game scene.

[0045] 4) Editor: An auxiliary tool for game design, including:

[0046] Scene Editor: Used to edit game scene content, such as changing the terrain, customizing vegetation distribution, lighting layout, etc.

[0047] Model Editor: Used to create and edit in-game models (character models in a game scene).

[0048] Special Effects Editor: Used to edit the special effects in the game screen.

[0049] Action Editor: Used to define and edit the character's actions in the game screen.

[0050] 5) Special Effects Component: Used to create and edit game special effects within the game screen. In actual applications, it can be realized by adopting particle special effects and texture UV animation, where particle special effects are achieved by combining countless individual particles to display a certain shape, and simulating real effects such as water, fire, fog, and gas by controlling the overall or individual motion through a controller or script, and UV animation is a texture animation achieved by dynamically changing the UV coordinates of a texture map.

[0051] 6) Skeletal animation: This is animation that is realized by employing built-in skeletons to move objects. Skeletal animation can be understood as two concepts:

[0052] Skeleton: An abstract concept that controls skin, for example the skeleton of the human body controls the skin.

[0053] Skin: An element that is controlled by the skeleton and is visible externally. For example, the skin of the human body is influenced by the skeleton.

[0054] 7) Morph animation: This is a transformation animation, which is realized by adjusting the vertices of a base model.

[0055] 8) UI control: Control for realizing the game screen display.

[0056] 9) Underlying Algorithms: These are the algorithms that need to be called to implement functionality within the game engine, such as the graphics algorithms required to realize scene composition, the matrix and vector transformations required to realize skeletal animation, etc.

[0057] 10) Rendering component: This is a component required for displaying game screen effects. The rendering component converts a scene described by a three-dimensional vector into a scene described by two-dimensional pixels, including model rendering and scene rendering.

[0058] 11) A* Pathfinding: An algorithm used to find the shortest path employed in path planning in game design, pathfinding, image traversal, etc.

[0059] For example, the display module 5551 realizes the interaction between the user and the game by calling the UI control in the game engine shown in Fig. 3, creates a 2D or 3D model by calling the Morph animation unit in the game engine, assigns texture maps to the model according to different faces after creating the model through the skeleton animation unit, which corresponds to applying skin to the skeleton, and finally, calculates all effects such as the model, animation, light, special effects, etc. in real time through the rendering component and displays them on the human-computer interaction interface. In actual application, the display module 5551 can render virtual scene data by calling the rendering component in the game engine shown in Fig. 3, and then display the target virtual object possessing a virtual item in the virtual scene and the summoned object corresponding to the target virtual object on the interface of the rendered virtual scene.

[0060] The first control module 5552 can control the target virtual object to use the virtual item to select a lock target in the virtual scene by invoking a UI control in the game engine shown in FIG.

[0061] The receiving module 5553 can realize receiving a lock command for a selected lock target by invoking a UI control in the game engine shown in FIG.

[0062] In response to the lock command, the second control module 5554 calls the scene composition unit in the game engine shown in FIG. 3 to perform collision detection, determines a lock target locked by the lock command, determines an interaction assist state compatible with the lock target, and then controls, through the underlying algorithm unit and the A* path search unit, the summoned object to be in an interaction assist state compatible with the lock target, and controls the summoned object in the interaction assist state to perform a corresponding assist operation on the lock target, thereby controlling the summoned object to assist the interaction between the target virtual object and other virtual objects through the assist operation.

[0063] Based on the above description of the system and electronic device for controlling a summoned object in a virtual scene provided by the embodiment of the present application, the method for controlling a summoned object in a virtual scene provided by the embodiment of the present application will be described below. In some embodiments, the method for controlling a summoned object in a virtual scene provided by the embodiment of the present application may be independently implemented by a server or a terminal, or may be jointly implemented by a server and a terminal. The method for controlling a summoned object in a virtual scene provided by the embodiment of the present application will be described below by taking implementation by a terminal as an example.

[0064] Referring to FIG. 4, FIG. 4 is a flowchart of a method for controlling a summoned object in a virtual scene according to an embodiment of the present application, and the method for controlling a summoned object in a virtual scene provided by an embodiment of the present application includes the following steps:

[0065] In step 101, the terminal displays a target virtual object possessing a virtual item and a summoned object corresponding to the target virtual object in a virtual scene.

[0066] Here, a client supporting a virtual scene is installed on the terminal, and when a user opens the client on the terminal and the terminal executes the client, the terminal displays an interface of the virtual scene obtained by observing the virtual scene from the viewpoint of the target virtual object, and displays a target virtual object possessing a virtual item on the interface of the virtual scene. The target virtual object is a virtual object in the virtual scene corresponding to the current user account. In the virtual scene, the user controls the target virtual object possessing the virtual item to interact with other virtual objects (virtual objects or NPCs of other users in the virtual scene) based on the interface of the virtual scene, for example, controls the target virtual object possessing a virtual item (such as a virtual sniper-type firearm, a virtual submachine gun, or a virtual shotgun) to shoot other virtual objects.

[0067] In the embodiment of the present application, the terminal displays a target virtual object having a virtual item and also displays a summoned object corresponding to the target virtual object. Here, the summoned object is an image of various people or things for assisting the interaction between the target virtual object and other virtual objects in the virtual scene, and the image may be a virtual character, a virtual animal, an animated character, a virtual item, a virtual vehicle, etc. The summoned object may be a summoned object randomly assigned to the target virtual object by the system when the user first enters the virtual scene, or may be a summoned object summoned by the user satisfying the summoning condition of the summoned object by controlling the target virtual object to perform a specific task according to the scene guidance information of the virtual scene, or may be a summoned object summoned by the user triggering the summoning control, for example, clicking the summoning control to summon the summoned object when the summoning condition is satisfied.

[0068] For example, refer to Fig. 5, which is a schematic diagram showing a display of a virtual scene interface according to an embodiment of the present application, where the virtual scene is a video shooting game scene, and the terminal displays the virtual scene interface, displays a target virtual object having a virtual item (i.e., a virtual shooting item) in the virtual scene interface, and displays a summon object corresponding to the target virtual object, i.e., a virtual shield summon object, in the virtual scene interface.

[0069] In some embodiments, the terminal summons a summon object corresponding to a target virtual object in the following manner: if a virtual chip for summoning a summon object exists in the virtual scene, control the target virtual object to pick up the virtual chip, obtain an attribute value of the target virtual object, and if it determines based on the attribute value that a summoning condition corresponding to the summon object is satisfied, summon the summon object corresponding to the target virtual object based on the virtual chip.

[0070] Here, a virtual chip for summoning the above-mentioned summoned object can be provided in advance in the virtual scene, and the virtual chip can be present at a specific position in the virtual scene, that is, the user can assemble the virtual chip by a pick-up operation; in actual application, an assembly function item corresponding to the virtual chip can also be set in the scene setting interface of the virtual scene before the user enters the virtual scene, that is, the user can assemble the virtual chip by the assembly function item in the scene setting interface, and use it after entering the virtual scene.

[0071] After controlling the target virtual object to assemble the virtual chip, the terminal obtains the attribute value of the target virtual object, such as the life value, energy value, etc. of the target virtual object, and then judges whether the attribute value of the target virtual object satisfies the summoning condition corresponding to the summoning object, for example, whether the energy value of the target virtual object exceeds 500 points, and if the summoning condition corresponding to the summoning object is satisfied based on the attribute value (i.e., the energy value of the target virtual object exceeds 500 points), summons the summoning object corresponding to the target virtual object based on the assembled virtual chip.

[0072] In practical application, the summoning condition corresponding to the summoning object may include whether or not to interact with a target virtual monster (e.g., an elite monster in a virtual state (life value less than a predetermined threshold)). If it is determined that the summoning condition corresponding to the summoning object is satisfied (i.e., an interaction is performed with the target virtual monster), the summoning object corresponding to the assembled virtual chip target virtual object is summoned.

[0073] In actual implementation, when the above summoned object is summoned, it is sufficient to satisfy at least one of the above exemplary summoning conditions. For example, all of the above exemplary summoning conditions may be satisfied, or one or two of the above exemplary summoning conditions may be satisfied, and the embodiment of the present application is not limited thereto.

[0074] In step 102, the target virtual object is controlled to use the virtual item to select a lock target in the virtual scene.

[0075] Here, the terminal displays a target virtual object having a virtual item and a summoned object corresponding to the target virtual object, and then controls the target virtual object to use the virtual item to select a lock target in the virtual scene to perform an interaction. The lock target may be another virtual object different from the target virtual object in the virtual scene, or may be a scene position in the virtual scene, such as a mountainside, sky, tree, etc. in the virtual scene.

[0076] In practical applications, the virtual item may have a corresponding sight pattern (e.g., the sight pattern of a virtual shooting gun) so that the target virtual object can be controlled to use the sight pattern of the virtual item to select a lock target, and the virtual item may emit a virtual laser beam (e.g., a laser beam from a virtual laser gun) so that the target virtual object can be controlled to use the laser beam of the virtual item to select a lock target.

[0077] In some embodiments, the terminal controls the target virtual object to use the virtual item to select a lock target in the virtual scene in the following manner: display a sight pattern corresponding to the virtual item, control the target virtual object to use the virtual item to perform an aiming operation on the lock target, and control the sight pattern to move synchronously toward the lock target, and when the sight pattern moves to the lock target, control the terminal to select the lock target in the virtual scene.

[0078] Here, the terminal selects the lock target by a virtual item having a sight pattern, and when the terminal displays a target virtual object possessing the virtual item, the terminal also displays a sight pattern corresponding to the virtual item, so that the terminal controls the target virtual object to use the virtual item to perform an aiming operation on the lock target, and during the aiming operation, controls the sight pattern to move synchronously toward the lock target, so as to select the lock target in the virtual scene.

[0079] Here, in practical application, when the dwell time of the sight pattern on the lock target reaches a time threshold, it is determined that a lock command is received, and the lock target is automatically locked. The lock command is further triggered by the control, i.e., when the sight pattern moves to the lock target, in response to the trigger operation on the control, a lock command is received, and the lock target is automatically locked.

[0080] In step 103, a lock command for a selected lock target is received.

[0081] Here, after the user controls the target virtual object to select a lock target in the virtual scene using a virtual item, the user can trigger a lock command for the lock target, and the terminal receives a lock command for the selected lock target.

[0082] In some embodiments, the terminal receives a lock command for the selected lock target by displaying an operation control for locking the lock target, and receiving the lock command for the selected lock target in response to a trigger operation on the operation control.

[0083] Here, the terminal can display an operation control for locking the lock target, and the user can realize the lock on the lock target by triggering the operation control. When the terminal receives a trigger operation on the operation control, it receives a lock command for the selected lock target in response to the trigger operation.

[0084] For example, refer to FIG. 6, which is a lock flow chart of a lock target according to an embodiment of the present application. Here, as shown in FIG. 6A, the terminal displays a sight pattern corresponding to a virtual item, and displays an operation control "lock" for locking the lock target, as shown in FIG. 6B, controls the target virtual object to use the virtual item to perform an aiming operation on the lock target, and during the aiming operation, controls the sight pattern to move synchronously toward the lock target, and when the sight pattern moves to the lock target, receives a lock command for the selected lock target in response to the trigger operation on the operation control, in this case, the lock target is successfully locked, and at the same time, displays prompt information (also called presentation information) "lock successful", which indicates that the lock target is locked, as shown in FIG. 6C.

[0085] In step 104, in response to the lock command, the summoned object is controlled to be in an interaction assist state that matches the lock target, and the summoned object in the interaction assist state is controlled to perform a corresponding assist operation on the lock target.

[0086] A summoned object in the interaction assist state is used to assist an interaction between a target virtual object and another virtual object through an assist operation.

[0087] Here, after receiving a lock command for the lock target, the terminal controls the summoned object to enter an interaction assist state suitable for the lock target, such as an auxiliary defense state, an auxiliary attack state, etc., in response to the lock command, and controls the summoned object in the interaction assist state to perform a corresponding auxiliary operation, such as an attack operation, on the lock target to assist the interaction between the target virtual object and another virtual object.

[0088] In practical applications, the lock target may be another virtual object different from the target virtual object in the virtual scene, or may be a scene position in the virtual scene, such as a mountainside, a sky, a tree, etc. Therefore, for different lock targets, the embodiment of the present application sets different interaction auxiliary states, such as an auxiliary defense state, an auxiliary attack state, etc.

[0089] In some embodiments, the terminal displays a summoned object corresponding to the target virtual object in the following manner, that is, displays the summoned object in a following state that moves by following the target virtual object. Correspondingly, the terminal controls the summoned object to be in an interaction assist state suitable for the lock target in the following manner, that is, controls the summoned object to switch from the following state to the interaction assist state suitable for the lock target in response to a lock command.

[0090] In practical application, after the terminal controls the target virtual object to successfully summon the summoned object, the summoned object can move by following the target virtual object by default. That is, the terminal displays the summoned object in a following state, which moves by following the target virtual object, on the interface of the virtual scene. In practical implementation, the summoned object can move by following the target virtual object within a predetermined following range, which can be a sector area having a predetermined angle with the target virtual object as the center, and can be located at the right rear or left rear of the target virtual object, etc.

[0091] Based on this, when the terminal controls the summoned object to be in an interaction assist state that matches the lock target, the terminal controls the summoned object to switch from a following state to an interaction assist state that matches the lock target in response to a lock command for the lock target.

[0092] When the lock target is another virtual object in the virtual scene, in some embodiments, the terminal controls the summoned object in the interaction assist state to perform a corresponding auxiliary operation on the lock target in the following manner: obtain a distance between the summoned object and the lock target, and control the summoned object in the interaction assist state to perform a corresponding auxiliary operation on the lock target if the distance is smaller than a target distance, and control the summoned object to move toward a first target area corresponding to the lock target if the distance is equal to or larger than the target distance, and control the summoned object in the interaction assist state to perform a corresponding auxiliary operation on the lock target if the distance moves into the first target area.

[0093] Here, when the lock target is another virtual object in the virtual scene, in response to a lock command for the lock target, the terminal controls the summoned object to be in an interaction assist state that is compatible with the lock target, for example, an assist attack state, thereby controlling the summoned object in the interaction assist state to perform a corresponding assist operation on the lock target.

[0094] In practical application, when the terminal controls the summoned object to perform the corresponding auxiliary operation on the lock target, in order to ensure the accuracy of the execution of the auxiliary operation, the terminal first obtains the distance between the summoned object and the lock target, and then determines the relationship between the obtained distance and a preset target distance, the target distance being the interaction distance corresponding to the summoned object, i.e., the maximum distance at which the summoned object can perform the auxiliary operation on the lock target. If the distance is smaller than the target distance, it indicates that the lock target is located within the interaction distance of the summoned object, in which case the summoned object in the interaction assistance state is controlled to directly perform the corresponding auxiliary operation on the lock target; if the distance is equal to or greater than the target distance, it indicates that the lock target is outside the interaction distance of the summoned object, in which case the summoned object needs to be controlled to move toward the first target area corresponding to the lock target, and if it moves to the first target area, the summoned object in the interaction assistance state is controlled to perform the corresponding auxiliary operation on the lock target again.

[0095] In practical application, the summoned object in the interaction assistance state can run to circumvent obstacles in the virtual scene through a path search algorithm and move toward a first target area corresponding to the lock target. The first target area is the area where the lock target is located, and may be, for example, a circle with the lock target as the center and a predetermined distance as the radius. The predetermined distance may be an attackable distance corresponding to the summoned object, that is, the maximum distance at which the summoned object can perform an assistance operation on the lock target.

[0096] In some embodiments, the terminal can control the summoned object to move toward the first target area in the following manner: the summoned object is controlled to move toward a second target area including the first target area, and when the summoned object moves into the second target area, the summoned object is controlled to be in an interaction preparation state, the summoned object holds a virtual auxiliary item, and the summoned object in the interaction preparation state is controlled to move from the second target area toward the first target area, and when the lock target moves during the movement from the second target area to the first target area, the orientation of the summoned object in the interaction preparation state relative to the lock target is adjusted so that the orientation of the virtual auxiliary item faces the lock target.

[0097] Here, in practical application, the first target area and the second target area may be two squares centered on the same target point, or may be two circles centered on the same target point, and the second target area includes the first target area, and the target point indicates the lock target. When the summoned object is controlled to move to the first target area, it must pass through the second target area. In the embodiment of the present application, when the summoned object is controlled to move to the second target area, the summoned object is controlled to be in an interaction preparation state, which makes it easier to quickly and accurately perform the auxiliary operation when the summoned object is controlled to move to the first target area. In practical implementation, when the summoned object is in an interaction preparation state, the moving speed may be smaller than the previous moving speed. At the same time, during the movement from the second target area to the first target area, the summoned object's orientation with respect to the lock target is controlled to be adjusted according to the movement status of the lock target, so that the virtual auxiliary item held by the summoned object is controlled to face the lock target, which makes it easier to control the summoned object to accurately perform the auxiliary operation on the lock target based on the virtual auxiliary item. Here, the interaction preparatory state is a sub-state of the interaction auxiliary state.

[0098] For example, refer to FIG. 7, which is a schematic diagram showing a summoned object being controlled to perform an auxiliary operation according to an embodiment of the present application. Here, the terminal controls the summoned object to move toward the lock target, and when it moves to the second target area, the terminal slows down the moving speed, i.e., enters an interaction preparation state, as shown in A and B of FIG. 7. The terminal continues to control the summoned object to move from the second target area to the first target area, and when it moves to the first target area, the terminal controls the summoned object to use a virtual auxiliary item (i.e., a virtual shield) to perform an auxiliary operation on the lock target, i.e., controls the summoned object to perform a collision attack operation on the lock target.

[0099] When the lock target is another virtual object in the virtual scene, in some embodiments, the terminal can control the summoned object in the interaction assist state to perform a corresponding auxiliary operation on the lock target by the following manner: obtain a skill state of a virtual skill corresponding to the summoned object, and if the skill state indicates that the virtual skill is in an active state, control the summoned object in the interaction assist state to perform an auxiliary operation corresponding to the virtual skill on the lock target.

[0100] Here, when the lock target is another virtual object in the virtual scene, the terminal responds to a lock command for the lock target by controlling the summoned object to be in an interaction assist state suitable for the lock target, for example, an auxiliary attack state, so that the summoned object in the interaction assist state performs a corresponding auxiliary operation on the lock target. When the summoned object is in an interaction assist state suitable for the lock target (i.e., another virtual object), it can perform an auxiliary operation corresponding to the interaction assist state. In the embodiment of the present application, a corresponding virtual skill is set for the interaction assist state, that is, when the summoned object is in an interaction assist state suitable for the lock target (i.e., another virtual object), it can perform an auxiliary operation corresponding to the virtual skill on the lock target, for example, if the virtual skill is an attack skill, it performs an auxiliary attack operation corresponding to the attack skill on the lock target.

[0101] In practical application, a skill state of a virtual skill corresponding to a summoned object can be obtained, and the skill state includes an active state and an inactive state. If the skill state represents that the virtual skill is in an active state, the summoned object in the interaction assist state is controlled to perform an assist operation corresponding to the virtual skill, for example, an attack operation, on a lock target. As an example, refer to FIG. 8, which is a schematic diagram showing a display of an assist operation according to an embodiment of the present application. Here, the summoned object uses a virtual assist item (i.e., a virtual shield) to perform an assist operation on the lock target, that is, the summoned object is controlled to perform a collision attack operation on the lock target.

[0102] In some embodiments, after completion of execution of an auxiliary operation corresponding to the virtual skill, the terminal can control the virtual skill to switch from an active state to an inactive state, display the remaining time that the virtual skill is in the inactive state, and when the remaining time reaches a remaining time threshold or is reset to zero, control the virtual skill to switch from the inactive state to an active state, and control the summoned object to re-execute the auxiliary operation corresponding to the virtual skill on the lock target.

[0103] In practical application, the active state and the inactive state of the virtual skill are both set to have corresponding durations. After the terminal controls the summoned object in the interaction assist state to execute an auxiliary operation corresponding to the virtual skill on the lock target, that is, after the execution of the auxiliary operation corresponding to the virtual skill is completed, the terminal can control the virtual skill to switch from the active state to the inactive state, and control the summoned object to stop executing the auxiliary operation corresponding to the virtual skill.

[0104] Furthermore, the terminal can also display the remaining time that the virtual skill is in an inactive state, and when the remaining time reaches a remaining time threshold or is reset to zero, control the virtual skill to switch from the inactive state to an active state, and control the summoned object to re-perform an auxiliary operation corresponding to the virtual skill on the locked target.

[0105] For example, refer to FIG. 9, which is a schematic diagram showing the switching of the skill state of a virtual skill according to an embodiment of the present application. Here, after the execution of the auxiliary operation corresponding to the virtual skill is completed, the terminal controls the virtual skill to switch from the active state to the inactive state as shown in FIG. 9A, for example, switches the pattern identifier corresponding to the virtual skill from the original state (corresponding to the active state) to the grayscale display state (corresponding to the inactive state), and displays the remaining time of 2s for the virtual skill to be in the inactive state. When the remaining time is reset to zero, the terminal controls the virtual skill to switch from the inactive state to the active state, that is, switches the pattern identifier corresponding to the virtual skill from the grayscale display state (corresponding to the inactive state) to the original state (corresponding to the active state), and controls the summoned object to perform the auxiliary operation corresponding to the virtual skill, for example, the auxiliary attack operation, on the lock target again as shown in FIG. 9B.

[0106] When the lock target is another virtual object in the virtual scene, in some embodiments, the terminal can display lock prompt information corresponding to the other virtual object after the summoned object enters an interaction assist state compatible with the lock target, and display status prompt information corresponding to the summoned object, where the lock prompt information is used to prompt that the other virtual object is the lock target, and the status prompt information is used to prompt that the summoned object is in an interaction assist state compatible with the lock target.

[0107] For example, refer to Fig. 10, which is a schematic diagram illustrating the display of lock prompt information and status prompt information according to an embodiment of the present application, where the terminal displays the lock prompt information "locked" above another virtual object, and displays the status prompt information "auxiliary interaction" above the summoned object.

[0108] In some embodiments, the terminal may display a summoned object corresponding to the target virtual object in the following manner: display a summoned object having a first form corresponding to the target virtual object. Correspondingly, when the lock target is a scene position in the virtual scene, the terminal controls the summoned object to be in an interaction assist state compatible with the lock target in the following manner: in response to a lock command, control the summoned object to move to a target position corresponding to the lock target, and control the form of the summoned object to change from the first form to a second form at the target position, where the second form is used to indicate that the summoned object is in an interaction assist state compatible with the lock target.

[0109] Here, the summoned object displayed by the terminal has a first form, for example, a summoned object in a character form, and when the lock target is a scene position in the virtual scene, for example, when the lock target is a point on the ground or a point in the sky in the virtual scene, in response to a lock command for the lock target, the summoned object is controlled to move to a target position corresponding to the lock target, and at the same time, the form of the summoned object is controlled to change from the first form to a second form at the target position, for example, the second form may be a shield wall form, a shield form form, etc., so that the summoned object is controlled to be in an interaction assist state compatible with the lock target.

[0110] For example, refer to Fig. 11, which is a schematic diagram showing a display of an interaction assistance state according to an embodiment of the present application. Here, as shown in Fig. 11A, the terminal displays a summoned object having a first form (i.e., a character form), the summoned object remains in a following state moving by following a target virtual object, and is located to the right rear of the target virtual object, and at the same time further displays a lock target "ground Y point" selected based on a virtual item by controlling the target virtual object, and displays an operation control "lock" for triggering a lock command for the lock target.

[0111] As shown in FIG. 11B, in response to a trigger operation on the operation control "lock", a lock command for the lock target is received, and the summoned object is controlled to move to a target position corresponding to the lock target, and at the same time, as shown in FIG. 11C, when the summoned object arrives at the target position, the form of the summoned object is controlled to change from the first form to the second form, i.e., the shield wall form.

[0112] In some embodiments, the terminal controls the summoned object to move to a target position corresponding to the lock target in the following manner: if the distance between the lock target and the target virtual object does not exceed the target distance, the position where the lock target is located is determined as the target position, and the summoned object is controlled to move to the target position; if the distance between the lock target and the target virtual object exceeds the target distance, the vertical height from the ground in the virtual scene of the lock point corresponding to the lock target is obtained; if the vertical height does not exceed a height threshold, the position of the vertical projection point of the lock point on the ground is determined as the target position, and the summoned object is controlled to move to the target position.

[0113] In practical applications, since the scene space in a virtual scene is infinitely expanded, when the lock target is a scene position in the virtual scene, such as a position in the sky, ground, or distant void, the terminal cannot control the summoned object to move to the corresponding lock position.

[0114] Therefore, referring to Fig. 12, Fig. 12 is a schematic diagram showing the selection of a target position according to an embodiment of the present application. In the embodiment of the present application, the farthest command distance (as shown in Fig. 12) corresponding to the lock command, i.e., the target distance, which is the farthest reachable distance of a light ray emitted from the target virtual object as the starting point in the direction indicated by the lock target, can be recorded as the farthest command point (farthest command point X shown in Fig. 12), i.e., the lock point corresponding to the above lock target.

[0115] When controlling the summoned object to move to a position corresponding to the lock target, first, the distance between the lock target and the target virtual object (which can be recorded as the command distance) is obtained. As shown in FIG. 12C, if the obtained distance does not exceed the target distance, the position where the lock target is located is determined as the target position (i.e., if the command distance is less than the farthest command distance, the target position is set to point F), and at this time, the summoned object is controlled to move to the target position.

[0116] If the obtained distance exceeds the target distance, the vertical height from the ground in the virtual scene of the lock point corresponding to the lock target, that is, the farthest command point height MCPH shown in Fig. 12 is obtained. As shown in Fig. 12B, if the vertical height does not exceed the height threshold, the position of the vertical projection point of the lock point on the ground is determined as the target position (if the farthest command point height MCPH is less than the height threshold, the target position is point E), and at this time, the summoned object is controlled to move to the target position.

[0117] As shown in FIG. 12A, if the vertical height exceeds the height threshold, the target position is determined to be invalid (if the farthest command point height MCPH is greater than the height threshold, the point is invalid, i.e., the target position determination fails), and in this case, the summoned object is not controlled to move.

[0118] In some embodiments, the terminal may display an interaction screen in a virtual scene in the following manner: display an interaction screen in which a target virtual object interacts with another virtual object, and the target virtual object and the other virtual object are located on both sides of a summoned object, respectively.

[0119] Correspondingly, the terminal can control the summoned object in the interaction assist state to perform a corresponding assist operation on the lock target in the following manner: when another virtual object performs an interaction operation on the target virtual object, the summoned object is controlled to block the interaction operation; or the target virtual object is controlled to throw a target virtual item at another virtual object, and when the target virtual item passes through the summoned object, the effect of the target virtual item on the other virtual object is enhanced; or the other virtual object is highlighted on the screen where the target virtual object observes the other virtual object through the summoned object in the second form.

[0120] Here, in actual application, when the lock target is a scene position in a virtual scene, for example, when the lock target is a point on the ground or a point in the sky in the virtual scene, the terminal controls the summoned object to be in an interaction assistance state that matches the lock target, i.e., controls the form of the summoned object to change from a first form to a second form, and then displays an interaction screen in which the target virtual object interacts with other virtual objects, and in the interaction screen, the target virtual object and the other virtual objects are located on both sides of the summoned object, respectively.

[0121] Based on this, when another virtual object performs an interaction operation on the target virtual object, the terminal controls the summoned object to block the interaction operation, for example, to block an attack operation from another virtual object in front of the summoned object, or the terminal controls the target virtual object to throw a target virtual item (for example, firing a virtual bullet or dropping a virtual bomb) at the other virtual object, and when the target virtual item passes through the summoned object, the terminal controls to strengthen the action effect of the target virtual item on the other virtual object, for example, to increase the attack ability of the target virtual item.

[0122] Alternatively, the target virtual object may highlight the other virtual object on the screen where the target virtual object observes the other virtual object through the summoned object of the second form, for example, by highlighting the other virtual object, the user can easily control the target virtual object to quickly determine the location where the other virtual object is located. As an example, referring to FIG. 13, FIG. 13 is a schematic diagram showing a screen where the target virtual object observes the other virtual object through the summoned object of the second form according to an embodiment of the present application. Here, the other virtual object is observed through the summoned object having a shield wall form, and as shown in FIG. 13A, the other virtual object is displayed in a highlighted manner on the corresponding screen obtained by the observation, and as shown in FIG. 13B, when the other virtual object moves out of the field of view observed through the summoned object of the second form, the highlighting effect is lost.

[0123] In some embodiments, the terminal can control the summoned object to be in an interaction assist state that matches the lock target in the following manner: in response to a lock command, project a detection ray from the virtual item to the lock target, perform collision box detection for the lock target based on the detection ray, if a collision box is detected based on the detection ray, determine the lock target as another virtual object in the virtual scene, and control the summoned object to be in an interaction assist state that matches the other virtual object, and if a collision box is not detected based on the detection ray, determine the lock target as a scene position in the virtual scene, and control the summoned object to be in an interaction assist state that matches the scene position.

[0124] Here, in response to a lock command for the lock target, the terminal projects a detection ray from the virtual item to the lock target, thereby performing collision box detection for the lock target based on the detection ray. Referring to Fig. 14, Fig. 14 is a schematic diagram of a detection ray according to an embodiment of the present application, in which a detection ray is projected from the muzzle position of the virtual gun toward the lock target M.

[0125] In practical application, each virtual object is provided with a collision box for detection by a detection ray, as shown in FIG. 15, which is a schematic diagram of a collision box according to an embodiment of the present application, in which a virtual object N is displayed, and a collision box carried by the virtual object N is also displayed. If a collision box is detected based on the detection ray, the lock target is determined as another virtual object in the virtual scene, and the summoned object is controlled to be in an interaction assist state that matches the other virtual object, such as an assist attack state. If a collision box is not detected based on the detection ray, the lock target is determined as a scene position in the virtual scene, and the summoned object is controlled to be in an interaction assist state that matches the scene position, such as a seal wall at the scene position, and enters an interaction assist state.

[0126] In some embodiments, the terminal can summon a summoned object in an interaction assist state by receiving a summon command for the summoned object, and controlling the summoned object to exit the interaction assist state in response to the summon command.

[0127] Here, when the user wishes to summon the summoned object, i.e., when the user wishes to cause the summoned object to exit the interaction assistance state, a summon command can be triggered for the summoned object, and the terminal responds to the summon command by controlling the summoned object to exit the interaction assistance state.

[0128] In some embodiments, the terminal can receive a summon command for the summoned object in the following manners: receive a summon command for the summoned object triggered based on a summon control, or receive a summon command for the summoned object when it is detected that the distance between the summoned object and the target virtual object exceeds a distance threshold.

[0129] In practical application, a summoning control can be provided to trigger a summoning command, and when the terminal receives a trigger operation on the summoning control, it receives a summoning command for the summoned object; or a distance threshold between the summoned object and the target virtual object can be preset, and when it is detected that the distance between the summoned object and the target virtual object exceeds the distance threshold, it receives a summoning command for the summoned object.

[0130] In some embodiments, the terminal can control the summoned object to terminate the interaction assist state in the following manner: obtain an execution state for controlling the summoned object to perform an auxiliary operation, and if the execution state indicates that the execution of the auxiliary operation is completed, control the summoned object to terminate the interaction assist state in response to a summon command; if the execution state indicates that the execution of the auxiliary operation is not completed, continue to control the summoned object to perform the auxiliary operation, and after the execution is completed, control the summoned object to terminate the interaction assist state in response to a summon command.

[0131] Here, when the terminal receives a summon command for the summoned object, it obtains an execution state for controlling the summoned object to execute an auxiliary operation, and if the execution state indicates that the execution of the auxiliary operation is not yet completed, it immediately controls the summoned object to terminate the interaction assistance state in response to the summon command, and if the execution state indicates that the execution of the auxiliary operation is not yet completed, it continues to control the summoned object to execute the auxiliary operation, and after the execution is completed, it controls the summoned object to terminate the interaction assistance state in response to the summon command.

[0132] By applying the above-mentioned embodiment of the present application, a target virtual object possessing a virtual item and a summoned object corresponding to the target virtual object are displayed in a virtual scene, and the target virtual object is controlled to use the virtual item to select a lock target in the virtual scene. When a lock command for the selected lock target is received, the summoned object is controlled to be in an interaction assist state suitable for the lock target, and the summoned object in the interaction assist state is controlled to perform a corresponding auxiliary operation on the lock target, thereby achieving the effect of automatically controlling the summoned object to perform the auxiliary operation, thereby assisting the interaction between the target virtual object and other virtual objects.

[0133] In this way, multiple objects (including the target virtual object and the summoned object) in the virtual scene can be controlled to interact with other objects; by simply selecting a lock target and triggering a lock command for the lock target, the summoned object can be controlled to be in an interaction assisting state that matches the lock target, so that the summoned object can be automatically controlled to perform a corresponding assisting operation to assist the target virtual object in interacting with other virtual objects; and because the operation is simple, it can improve the efficiency of human-computer interaction and also improve the utilization rate of hardware processing resources.

[0134] In the following, an exemplary application example of a real application scene in an embodiment of the present application will be described, taking a case where the virtual scene is a video game scene (eg, a shooting game scene) as an example.

[0135] First, the terms used in the embodiments of the present application will be explained.

[0136] 1) Virtual shooting games: These include, but are not limited to, first-person shooting games, third-person shooting games, etc., and are games in which virtual shooting items are used to perform long-range attacks.

[0137] 2) Third person view: The in-game camera is positioned a specific distance behind the player character, allowing the player to see all combat elements of the character and the specific surrounding environment on the screen.

[0138] 3) Summoned object: A game character (i.e., a virtual object) can summon a summoned object, such as a virtual monster, which has independent combat ability by using a virtual chip to summon the summoned object. The player can send a lock command for a specific lock target. After receiving the lock command, the summoned object will automatically execute a skill or interaction behavior corresponding to the lock target to assist the interaction between the player character and the lock target.

[0139] In the shooting games in the related art, the player mainly controls one single character to fight, and the player only needs to control the movement, skill out / shooting timing and direction of the single character, and does not need to control additional operation objects, but the player can only control and fight a single character, and the skills and abilities are relatively limited, resulting in a poor user experience. Therefore, if additional operation objects can be introduced for combat cooperation, it can expand the possibilities for more game experiences, but the problem that arises from this is how the player can accurately control multiple characters in fast-paced real-time combat and concentrate on attacking one locked target.

[0140] Based on this, the embodiment of the present application provides a set of automatically executed logic strategies, in which the player only needs to send a lock command to the summoned object for the lock target, and the summoned object will determine by itself to execute the corresponding skill and interaction behavior after receiving the lock command, approach the lock target in an appropriate manner, release the skill after reaching a certain distance from the lock target, and if the position of the lock target changes, the summoned object will automatically correct the movement direction and try to approach the target before finally releasing the skill.

[0141] If the summoned object can automatically perform the above series of operations, the player can simply issue a lock command to lock the target at once, and can concentrate on the only character that he or she controls, without having to pay attention to double operations. In this way, multiple control objects can be provided to the player, and the player can operate the multiple control objects simply and directly during battle without making mistakes due to operating two control objects at the same time, thereby strengthening the cooperation strategy between the player and the summoned object, avoiding the summoned object's single action, and allowing the player to interpret and respond differently to the lock command from the player under different circumstances.

[0142] In addition, in order to improve the richness of the player's operation strategies, the embodiment of the present application designs two kinds of lock command branches: the lock command issued by the player to the scene position and other virtual objects (including hostile players and hostile AIs). In both cases, the player can use the same button to issue the lock command, and the AI ​​will use different action strategies according to different targets.

[0143] The method for controlling a summoned object in a virtual scene provided by the embodiment of the present application mainly includes the following: In the battle of the virtual scene, a summoned object capable of assisting the player in auxiliary battle is introduced, and the player can issue a lock command for a lock target to the summoned object by operating a button, and the system controls the summoned object to execute different action strategies according to the lock target corresponding to the lock command issued by the player, and automatically executes battle interaction with the lock target after the summoned object receives a lock command for other virtual objects (including hostile players and hostile AIs). After the summoned object receives a lock command pointing to a virtual scene position, it quickly transmits the summoned object to the position where the lock target is located, becoming a one-way shield wall, protecting against remote attacks from the front, and various gain effects can be obtained through the interaction between the player himself and the shield. Then, the summoned object is controlled to end the interaction assistance state of the corresponding lock target, that is, summon the summoned object.

[0144] Next, first from a product perspective, a method for controlling summoned objects in a virtual scene provided by an embodiment of the present application will be described.

[0145] 1. Summoning of Summoned Object: As shown in FIG. 16, FIG. 16 is a schematic diagram of the summoning condition of the summoned object according to the embodiment of the present application. Here, the player can summon the summoned object by picking up the shield-type virtual chip on the battlefield and interacting with any elite monster in a weak state (e.g., life value is less than a certain threshold) under the condition that the player's nano energy is greater than 500 points. In practical application, the summoned summoned object is in a following state by default, that is, a state in which it moves by following the target virtual object (i.e., the player character).

[0146] 2. The player triggers a lock command to a scene position in the virtual scene: after the player possesses the summoned object, the player aims the sight pattern of the virtual item he possesses at any position in the virtual scene, presses the lock button, and sends a lock command to the summoned object in an interaction assistance state (i.e., changing from a character form in a following state to a shield wall form).

[0147] As shown in FIG. 11, a lock command for the scene position is received, and the summoned object is controlled to move quickly to the position where the lock target is located and deploy into the shield wall. As shown in FIG. 12, if the target position of the lock command exceeds a predetermined maximum range (currently 60m), the summoned object moves to the boundary position to become a shield wall, that is, moves 60m from the player position toward the sight position, which is the ground coordinate projected vertically. In actual application, the orientation of the shield wall is the same as the orientation when the player issues the command, and the default effect of the shield wall is to block all long-range attacks directly in front of the shield wall in one direction, and the player can control the target virtual object to interact with the shield wall to obtain different combat benefits, for example, when the bullet thrown by the player passes through the shield wall, a gain effect such as improved attack ability can be obtained.

[0148] As shown in FIG. 13, a shield wall allows a player to obtain a "night vision" effect, i.e., when controlling a target virtual object to observe other players' virtual objects through a shield wall, the player will see the other players' virtual objects highlighted on the other side of the wall, but will lose the highlighting effect if the marked target moves out of the shield wall area within the player's field of view.

[0149] When the player needs to summon a summoned object, the player can issue a summon command to summon the summoned object in the shield wall state to the player and restore it to its default form.

[0150] 3. The player triggers a lock command to another virtual object. As shown in Fig. 6, after the player possesses the summoned object, the player can send a lock command to the summoned object by pointing the sight pattern of the virtual item he possesses at another virtual object in the virtual scene and pressing the lock button.

[0151] As shown in FIG. 10, when the locked object is another virtual object, the top of the other virtual object has a prompt in a locked state, and the top of the summoned object in a locked state has a prompt in a corresponding state.

[0152] The summoned object that receives the lock command for the lock target automatically sets the lock target as the only target to attack and ignores other targets. Referring to FIG. 7, the summoned object quickly moves to the location where the lock target is located, and can circumvent obstacles by running, for example, using a path search algorithm. When the summoned object moves within a predetermined range corresponding to the lock target, it slows down and enters an attack preparation operation. In the attack preparation operation stage, the summoned object corrects its direction as the lock target moves, so that its direction always faces the lock target. When the attack preparation operation ends, the shield monster performs an attack operation toward the lock target, specifically, it rapidly collides a virtual item (e.g., lifts a shield) that it possesses toward the lock target, and at this stage, the shield of the virtual item expands and collides with the lock target, exposing the weak point of the lock target, and if the lock target is a virtual object of a real player, the virtual armor (Armor) assembled on the virtual object of the player is destroyed, and the armor value cannot be restored within a certain time.

[0153] When the attack action ends, the summoned object enters a cooling state of the attack skill, and in the cooling state, the summoned object moves around the locked target and performs other possible interaction actions, and when the cooling time of the attack skill ends, it performs the attack action again.

[0154] Fourth, logic for terminating the interaction assist state: When a summoned object in the interaction assist state receives a summoning command from the player, it immediately returns to a state of following the player; when the player issues a summoning command, if the summoned object is executing an attack skill, it returns to a state of following the player after completing the execution of the current attack skill; if a summoned object in the interaction assist state moves away from the player by a certain distance (e.g., 75 m) or more, the current interaction assist state is forcibly interrupted, and it returns to a following state in which it moves by following the player.

[0155] Next, from a technical point of view, a method for controlling a summoned object in a virtual scene provided by an embodiment of the present application will be described with reference to FIGS.

[0156] Here, FIG. 17 is a summoning flowchart of a summoning object according to an embodiment of the present application, which includes the following steps:

[0157] In step 201, a target virtual object is controlled to interact with a weak elite monster.

[0158] In step 202, it is determined whether the target virtual object owns a virtual chip, and if so, step 203 is executed; otherwise, step 205 is executed.

[0159] In step 203, determine whether the energy value of the target virtual object reaches the target energy value; if so, execute step 204; if not, execute step 205;

[0160] In step 204, a prompt is issued regarding successful summoning of the summoned object.

[0161] In step 205, a prompt is issued to inform the user that the summoning of the summoned object has failed.

[0162] Here, FIG. 18 is a summoning flowchart of a summoning object in a virtual scene provided by an embodiment of the present application, which includes the following steps:

[0163] In step 301, a lock command is received for a lock target triggered based on a sight pattern.

[0164] In step 302, it is determined whether the lock target corresponding to the lock command is another virtual object; if it is another virtual object, step 303 is executed; if not, step 304 is executed.

[0165] In step 303, determine whether the distance between the lock target and the target virtual object is less than the target distance; if it is less than the target distance, execute step 305; if not, execute step 306;

[0166] In step 304, it is determined whether the position indicated by the lock target is within the farthest command range. If it is within the farthest command range, step 307 is executed; if not, step 308 is executed.

[0167] In step 305, the summoned object is controlled to move toward the lock target, and the process returns to step 303.

[0168] In step 306, the summoning object is controlled to perform a corresponding auxiliary operation on the lock target.

[0169] In step 307, the summoned object is controlled to move to the position where the lock target is located, and its form is changed from the character form to the shield wall form.

[0170] In step 308, the summoned object is controlled to move to a position indicated by the farthest command distance, and its form is changed from the character form to the shield wall form.

[0171] In practical application, when the player issues a lock command by using only one button, the system detects whether there is a target collision box in the light path aimed by the sight. If it detects that there is a collision box, it attacks the owner of the collision box (another player, NPC or summoned AI) as the lock target; if no collision box is detected, it obtains the position coordinates where the sight pattern is aimed, and if the distance between the coordinate position and the player exceeds a predetermined farthest range value, the summoned object moves to the projection point of the light within the predetermined farthest range value and becomes a shield wall; if the position coordinates where the sight is aimed are within the farthest range value preset by the player, the summoned object moves to the coordinate position where the sight pattern is aimed and becomes a shield wall.

[0172] In practical application, as shown in Figure 14, when the player presses the command button, a detection ray is emitted from the muzzle of the virtual item toward the sight, and as shown in Figure 15, each target in the virtual scene has a collision box for ray detection. When the ray detects the collision box, the object is taken as the lock target, at this time the sight turns red, and a lock target command is issued when the command button is pressed; if the ray cannot detect the collision box of the target object, the position where the current sight is aimed is regarded as the normal scene position, and a scene command is issued when the command button is pressed to move to the corresponding position coordinates and become a shield wall.

[0173] By applying the above-described embodiments of the present application, multiple control objects can be provided to the player, and the player can operate the multiple control objects simply and directly during battle without making mistakes caused by operating two control objects at the same time, thereby enhancing the cooperation strategy between the player and the summoned object, avoiding the summoned object's single action, and enabling different interpretations and responses to lock commands from the player under different circumstances.

[0174] It should be noted that in embodiments of the present application, where user data is involved and the embodiments of the present application are applicable to a particular product or technology, user permission or consent is required, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0175] The following continues with a description of an exemplary configuration of a control device 555 for a summoned object in a virtual scene provided by an embodiment of the present application, implemented as a software module. In some embodiments, as shown in FIG. 2 , software modules in a control device 555 of a summoned object in a virtual scene stored in a memory 550 may include a display module 5551, a first control module 5552, a receiving module 5553, and a second control module 5554, where the display module 5551 is configured to display a target virtual object possessing a virtual item in the virtual scene and a summoned object corresponding to the target virtual object, the first control module 5552 is configured to control the target virtual object to select a lock target in the virtual scene using the virtual item, the receiving module 5553 is configured to receive a lock command for the selected lock target, and the second control module 5554 is configured to, in response to the lock command, control the summoned object to be in an interaction assist state that matches the lock target, and control the summoned object in the interaction assist state to perform a corresponding assist operation on the lock target, where the summoned object in the interaction assist state is used to assist the target virtual object in interacting with other virtual objects through the assist operation.

[0176] In some embodiments, the control device for a summoned object in the virtual scene further includes a summoning module, which is configured to control the target virtual object to pick up a virtual chip if a virtual chip for summoning the summoned object exists in the virtual scene, obtain an attribute value of the target virtual object, and, if it is determined based on the attribute value that a summoning condition corresponding to the summoned object is satisfied, summon the summoned object corresponding to the target virtual object based on the virtual chip.

[0177] In some embodiments, the first control module 5552 is further configured to display a sight pattern corresponding to the virtual item, control the target virtual object to perform an aiming operation toward the lock target using the virtual item, and, during the performance of the aiming operation, control the sight pattern to move synchronously toward the lock target, and, when the sight pattern moves to the lock target, to select the lock target in the virtual scene.

[0178] In some embodiments, the receiving module 5553 is further configured to display an operational control for locking the lock target and receive a lock command for a selected lock target in response to a trigger operation on the operational control.

[0179] In some embodiments, the display module 5551 is further configured to display a summoned object in a following state moving to follow the target virtual object, and the second control module 5554 is further configured to control, in response to the lock command, the summoned object to switch from the following state to an interaction assistance state that matches the lock target.

[0180] In some embodiments, when the lock target is another virtual object in the virtual scene, the second control module 5554 is further configured to obtain a distance between the summoned object and the lock target, and if the distance is less than a target distance, control the summoned object in the interaction assist state to perform a corresponding auxiliary operation on the lock target, and if the distance is greater than or equal to the target distance, control the summoned object to move toward a first target area corresponding to the lock target, and if moved to the first target area, control the summoned object in the interaction assist state to perform a corresponding auxiliary operation on the lock target.

[0181] In some embodiments, the second control module 5554 is further configured to perform the steps of controlling the summoned object to move toward a second target area including the first target area, and controlling the summoned object to be in an interaction preparatory state when moved to the second target area, wherein the summoned object holds a virtual auxiliary item; and controlling the summoned object in the interaction preparatory state to move from the second target area toward the first target area, and controlling the orientation of the summoned object in the interaction preparatory state relative to the lock target so that the orientation of the virtual auxiliary item faces directly toward the lock target when the lock target moves during movement from the second target area to the first target area.

[0182] In some embodiments, when the lock target is another virtual object in the virtual scene, the second control module 5554 is further configured to obtain a skill state of a virtual skill corresponding to the summoned object, and when the skill state indicates that the virtual skill is in an active state, control the summoned object in the interaction assist state to perform an assist operation corresponding to the virtual skill on the lock target.

[0183] In some embodiments, the second control module 5554 is further configured to control the virtual skill to switch from the active state to an inactive state after completion of execution of an auxiliary operation corresponding to the virtual skill, display the remaining time the virtual skill is in the inactive state, and if the remaining time reaches a remaining time threshold or is reset to zero, control the virtual skill to switch from the inactive state to an active state, and control the summoned object to re-perform the auxiliary operation corresponding to the virtual skill on the lock target.

[0184] In some embodiments, when the lock target is another virtual object in the virtual scene, the display module 5551 is further configured to display lock prompt information corresponding to the other virtual object and display state prompt information corresponding to the summoned object, the lock prompt information being used to prompt that the other virtual object is the lock target and the state prompt information being used to prompt that the summoned object is in an interaction assistance state compatible with the lock target.

[0185] In some embodiments, the display module 5551 is further configured to display a summoned object having a first form corresponding to the target virtual object, and when the lock target is a scene position within the virtual scene, the second control module 5554 is further configured to, in response to the lock command, control the summoned object to move to a target position corresponding to the lock target, and at the target position, control the form of the summoned object to change from the first form to a second form, and the second form is used to indicate that the summoned object is in an interaction assistance state compatible with the lock target.

[0186] In some embodiments, the second control module 5554 is further configured to: determine a position where the lock target is located as the target position when the distance between the lock target and the target virtual object does not exceed a target distance, and control the summoned object to move to the target position; and, when the distance between the lock target and the target virtual object exceeds the target distance, obtain a vertical height from the ground in the virtual scene of a lock point corresponding to the lock target; and, when the vertical height does not exceed a height threshold, determine a position of a vertical projection point of the lock point on the ground as the target position, and control the summoned object to move to the target position.

[0187] In some embodiments, the display module 5551 is further configured to display an interaction screen in which the target virtual object and the other virtual object interact, the target virtual object and the other virtual object being located on both sides of the summoned object, respectively; and the second control module 5554 is further configured to control the summoned object to block the interaction operation when the other virtual object performs an interaction operation on the target virtual object, or to control the target virtual object to throw a target virtual item at the other virtual object, and to enhance the effect of the virtual item on the other virtual object when the target virtual item passes through the summoned object.

[0188] In some embodiments, the second control module 5554 is further configured to, in response to the lock command, cast a detection ray from the virtual item to the lock target, perform collision box detection for the lock target based on the detection ray, and if a collision box is detected based on the detection ray, determine the lock target as another virtual object in the virtual scene and control the summoned object to be in an interaction assist state that matches the other virtual object, and if a collision box is not detected based on the detection ray, determine the lock target as a scene position in the virtual scene and control the summoned object to be in an interaction assist state that matches the scene position.

[0189] In some embodiments, the apparatus further comprises a summoning module configured to receive a summoning command for the summoned object and, in response to the summoning command, control the summoned object to exit the interaction assistance state.

[0190] In some embodiments, the summoning module is further configured to receive a summoning command for the summoned object triggered based on a summoning control, or to receive a summoning command for the summoned object when a distance between the summoned object and the target virtual object is detected to exceed a distance threshold.

[0191] In some embodiments, the summoning module further obtains an execution state for controlling the summoned object to perform the auxiliary operation, and in response to the summoning command, controls the summoned object to terminate the interaction auxiliary state if the execution state indicates completion of execution of the auxiliary operation, and continues to control the summoned object to perform the auxiliary operation if the execution state indicates non-completion of execution of the auxiliary operation, and after completion of execution, In response to the summon command, the summoned object is configured to be controlled to terminate the interaction assist state.

[0192] By applying the above-mentioned embodiments of the present application, a target virtual object possessing a virtual item and a summoned object corresponding to the target virtual object are displayed in a virtual scene, the target virtual object is controlled to use the virtual item to select a lock target in the virtual scene, and upon receiving a lock command for the selected lock target, the summoned object is controlled to be in an interaction assist state suitable for the lock target, and the summoned object in the interaction assist state is controlled to perform a corresponding assist operation on the lock target, thereby achieving the effect of assisting the interaction between the target virtual object and other virtual objects.

[0193] In this way, multiple objects (including the target virtual object and the summoned object) in the virtual scene can be controlled to interact with other objects; by simply selecting a lock target and triggering a lock command for the lock target, the summoned object can be controlled to be in an interaction assisting state that matches the lock target, so that the summoned object can be automatically controlled to perform a corresponding assisting operation to assist the target virtual object in interacting with other virtual objects; and because the operation is simple, it can improve the efficiency of human-computer interaction and also improve the utilization rate of hardware processing resources.

[0194] An embodiment of the present application further provides an electronic device, the electronic device comprising: a memory configured to store computer-executable instructions; A processor that, when executing computer-executable instructions stored in the memory, performs a method for controlling a summoned object in a virtual scene provided by an embodiment of the present application.

[0195] The present embodiment further provides a computer program product or a computer program, the computer program product or the computer program including computer executable instructions, the computer executable instructions being stored in a computer readable storage medium, a processor of a computing device reading the computer executable instructions from the computer readable storage medium and executing the computer executable instructions, thereby causing the computing device to perform the method of controlling a summoned object in a virtual scene provided by the present embodiment.

[0196] An embodiment of the present application further provides a computer-readable storage medium having computer-executable instructions stored thereon, which, when executed by a processor, realizes a method of controlling a summoned object in a virtual scene provided by an embodiment of the present application.

[0197] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic memory, optical disk, or CD-ROM, or may be a variety of devices including one or any combination of the above memories.

[0198] In some embodiments, the computer-executable instructions may take the form of a program, software, software module, script, or code, may be written in any type of programming language (including compiled or interpreted, declarative or procedural languages), and may be arranged in any form, including as an independent program, or a module, component, subroutine, or other unit suitable for use in a computing environment.

[0199] As an example, computer executable instructions do not necessarily correspond to a file in a file system, but may be stored as part of a file that holds other programs or data, such as within one or more scripts within a HyperText Markup Language (HTML) document, within a single file dedicated to the program being discussed, or within multiple joint files (such as files that store one or more modules, subroutines, or code portions).

[0200] As an example, the computer-executable instructions may be arranged to be executed on one computing device, on multiple computing devices located at one location, or on multiple computing devices distributed across multiple locations and interconnected via a communications network.

[0201] The above is merely an embodiment of the present application, and does not limit the scope of protection of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application shall be included in the scope of protection of the present application.

Claims

1. 1. A method for controlling a summoned object in a virtual scene, executed by an electronic device, comprising: Displaying a target virtual object having a virtual item and a summoned object corresponding to the target virtual object on an interface of a virtual scene; controlling the target virtual object to use the virtual item to select a lock target in the virtual scene; receiving a lock command for a selected lock target; In response to the lock command, when the lock target is another virtual object different from the target virtual object in the virtual scene, control the summoned object to be in an auxiliary attack state, and when the lock target is a scene position in the virtual scene, control the summoned object to be changed from a first form to a second form and to be in an auxiliary defense state suitable for the lock target; and controlling the summoned object in the auxiliary attack state or the auxiliary defense state to execute a corresponding auxiliary operation on the lock target to assist the interaction between the target virtual object and the other virtual object. How to control summoned objects in a virtual scene.

2. Before displaying a summoned object corresponding to the target virtual object, the method for controlling a summoned object in the virtual scene includes: When a virtual chip for summoning the summon object exists in the virtual scene, controlling the target virtual object to pick up the virtual chip; obtaining an attribute value of the target virtual object; When determining that a summoning condition corresponding to the summoning object is satisfied based on the attribute value, summoning a summoning object corresponding to the target virtual object based on the virtual chip. The method of claim 1 for controlling a summoned object in a virtual scene.

3. The step of controlling the target virtual object to use the virtual item to select a lock target in the virtual scene includes: displaying a sight pattern corresponding to the virtual item; controlling the target virtual object to perform an aiming operation on the locked target using the virtual item; and controlling, during execution of the aiming operation, the sight pattern to synchronously move toward the locked target, and when the sight pattern moves to the locked target, to select the locked target in the virtual scene. The method of claim 1 for controlling a summoned object in a virtual scene.

4. The step of receiving a lock command for the selected lock target comprises: displaying an operational control for locking the lock target; receiving a lock command for a selected lock target in response to a trigger operation on the operational control. The method of claim 1 for controlling a summoned object in a virtual scene.

5. The step of displaying a summoned object corresponding to the target virtual object includes: displaying a summoned object in a following state moving in accordance with the target virtual object; The step of controlling the summoned object to be in an auxiliary attack state includes: A step of controlling the summoned object to switch from the following state to the auxiliary attack state, The step of controlling the summoned object to change from a first form to a second form and to be in an auxiliary protective state suitable for the lock target includes: The summoned object is changed from a first form to a second form, and the summoned object is switched from the following state to an auxiliary protection state suitable for the lock target. The method of claim 1 for controlling a summoned object in a virtual scene.

6. The step of controlling the summoned object in the auxiliary attack state to perform a corresponding auxiliary operation on the locked target includes: obtaining a distance between the summoned object in the auxiliary attack state and the lock target; When the distance is smaller than a target distance, controlling the summoned object in the auxiliary attack state to perform a corresponding auxiliary operation on the locked target; If the distance is equal to or greater than a target distance, controlling the summoned object in the auxiliary attack state to move toward a first target area corresponding to the locked target; and controlling the summoned object in the auxiliary attack state to execute a corresponding auxiliary operation on the locked target when the summoned object moves to the first target area. The method of claim 1 for controlling a summoned object in a virtual scene.

7. The step of controlling the summoned object in the auxiliary attack state to move toward a first target area corresponding to the lock target includes: A step of controlling the summoned object in the auxiliary attack state to move toward a second target area including the first target area; When the summoned object moves to the second target area, the summoned object in the auxiliary attack state is controlled to be in an interaction preparation state, and the summoned object in the auxiliary attack state has a virtual auxiliary item; A step of controlling the summoned object in the interaction preparation state to move from the second target area toward the first target area; and controlling an orientation of the summoned object in the interaction preparation state relative to the lock target so that the orientation of the virtual auxiliary item faces the lock target directly when the lock target moves during the movement from the second target area to the first target area. The method of claim 6 for controlling a summoned object in a virtual scene.

8. The step of controlling the summoned object in the auxiliary attack state or the auxiliary defense state to execute a corresponding auxiliary operation on the lock target includes: obtaining a skill state of a virtual skill corresponding to the summoned object; and controlling the summoned object in the auxiliary attack state or the auxiliary defense state to execute an auxiliary operation corresponding to the virtual skill against the lock target. The method of claim 1 for controlling a summoned object in a virtual scene.

9. The method for controlling a summoned object in a virtual scene comprises: After completing the execution of the auxiliary operation corresponding to the virtual skill, controlling the virtual skill to switch from an active state to an inactive state; displaying a remaining time that the virtual skill is inactive; controlling the virtual skill to switch from the inactive state to the active state when the remaining time reaches a remaining time threshold or is reset to zero; and controlling the summoned object in the auxiliary attack state or the auxiliary defense state to perform an auxiliary operation corresponding to the virtual skill again on the lock target. The method of claim 8 for controlling a summoned object in a virtual scene.

10. When the lock target is another virtual object different from the target virtual object in the virtual scene, after controlling the summoned object to be in an auxiliary attack state, the method for controlling the summoned object in the virtual scene includes: displaying lock prompt information corresponding to the other virtual object; displaying status prompt information corresponding to the summoned object; The lock prompt information is used to prompt the other virtual object to be the lock target, and the state prompt information is used to prompt the summon object to be in the auxiliary attack state. The method of claim 1 for controlling a summoned object in a virtual scene.

11. The step of displaying a summoned object corresponding to the target virtual object includes: displaying a summoned object having the first form corresponding to the target virtual object; When the lock target is a scene position in the virtual scene, the step of controlling the summoned object to change from a first form to a second form and be in an auxiliary protection state conforming to the lock target includes: Controlling the summoned object to move to a target position corresponding to the lock target; and controlling the summoned object so that the form of the summoned object is changed from the first form to the second form at the target position. The method of claim 1 for controlling a summoned object in a virtual scene.

12. The step of controlling the summoned object to move to a target position corresponding to the lock target includes: When the distance between the lock target and the target virtual object does not exceed the target distance, determining the position where the lock target is located as the target position, and controlling the summoned object to move to the target position; if the distance between the lock target and the target virtual object exceeds a target distance, obtaining a vertical height from a ground surface in the virtual scene of a lock point corresponding to the lock target; If the vertical height does not exceed a height threshold, determining a position of a vertical projection point of the lock point on the ground as the target position, and controlling the summoned object to move to the target position. The method of claim 11 for controlling a summoned object in a virtual scene.

13. The method for controlling a summoned object in a virtual scene comprises: The method further includes displaying an interaction screen in which the target virtual object and the other virtual object interact with each other, The target virtual object and the other virtual object are located on both sides of the summoned object, The step of controlling the summoned object in the auxiliary attack state or the auxiliary defense state to execute a corresponding auxiliary operation on the lock target includes: When the other virtual object executes an interaction operation on the target virtual object, the summoned object in the auxiliary attack state or the auxiliary defense state is controlled to block the interaction operation; Or, the method includes controlling the target virtual object to throw a target virtual item at another virtual object, and controlling the target virtual item to enhance an action effect of the target virtual item on the other virtual object when the target virtual item passes through a summoned object in the auxiliary attack state or the auxiliary defense state. The method of claim 11 for controlling a summoned object in a virtual scene. After receiving a lock command for the selected lock target, the method for controlling a summoned object in the virtual scene comprises: in response to the lock command, projecting a detection ray from the virtual item to the lock target, and performing collision box detection for the lock target based on the detection ray; determining the lock target as another virtual object in the virtual scene if a collision box is detected based on the detected rays; and if no collision box is detected based on the detection rays, determining the lock target as a scene position in the virtual scene. The method of claim 1 for controlling a summoned object in a virtual scene.

15. The method for controlling a summoned object in a virtual scene comprises: receiving a summoning command for the summoned object; and controlling the summoned object to end the auxiliary attack state or the auxiliary defense state in response to the summon command. The method of claim 1 for controlling a summoned object in a virtual scene.

16. The step of receiving a summoning command for the summoned object includes: receiving a summon command for the summon object triggered based on a summon control; or receiving a summoning command for the summoned object when it is detected that the distance between the summoned object and the target virtual object exceeds a distance threshold; 16. The method of claim 15, wherein the object is summoned within a virtual scene.

17. The step of controlling the summoned object to end the auxiliary attack state or the auxiliary defense state in response to the summon command includes: obtaining an execution state for controlling the summoned object to execute the auxiliary operation; When the execution state represents the end of execution of the auxiliary operation, in response to the summon command, controlling the summoned object to end the auxiliary attack state or the auxiliary defense state; When the execution state indicates that the execution of the auxiliary operation has not been completed, continuing to control the summoned object to execute the auxiliary operation, and after the execution is completed, controlling the summoned object to end the auxiliary attack state or the auxiliary defense state in response to the summoning command.

16. The method of claim 15, wherein the object is summoned within a virtual scene.

18. A control device for a summoned object in a virtual scene, comprising: a display module for displaying a target virtual object having a virtual item and a summoned object corresponding to the target virtual object on an interface of a virtual scene; a first control module for controlling the target virtual object to use the virtual item to select a lock target in the virtual scene; a receiving module for receiving a lock command for a selected lock target; a second control module for controlling, in response to the lock command, the summoned object to be in an auxiliary attack state when the lock target is another virtual object different from the target virtual object in the virtual scene, and for controlling the summoned object to be changed from a first form to a second form and to be in an auxiliary defense state suitable for the lock target when the lock target is a scene position in the virtual scene, and for controlling the summoned object in the auxiliary attack state or the auxiliary defense state to perform a corresponding auxiliary operation on the lock target to assist the interaction between the target virtual object and the other virtual object. A control device for summoning objects in a virtual scene.

19. An electronic device, a memory configured to store computer-executable instructions; and An electronic device comprising: a processor which, when executing computer-executable instructions stored in the memory, implements the method for controlling a summoned object in a virtual scene according to any one of claims 1 to 17.

20. A program for causing a computer to execute the method for controlling a summoned object in a virtual scene according to any one of claims 1 to 17.

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