Method, device, electronic device and program for controlling objects in a virtual scene
By duplicating virtual objects with retained attributes, the method improves interaction efficiency and resource utilization in virtual scenes by enabling continuous control and attribute preservation during interactions.
Patent Information
- Application Number
- JP2023571407
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-10-08
- Filing Date
- 2022-08-26
- Publication Date
- 2025-08-20
- Estimated Expiration
- 2042-08-26
AI Technical Summary
Existing virtual scene technologies waste device processing resources and reduce human-computer interaction efficiency by requiring users to reset interaction attributes of resurrected virtual objects to their initial states after resurrection.
Implement a method where a virtual object is duplicated to create a copy with matching interaction attributes, allowing the copy to perform interactions until a disappearance condition is met, after which the copy disappears and the original object reappears with retained attributes.
This approach reduces resource waste and enhances interaction efficiency by allowing continuous control of virtual objects with preserved attributes, eliminating the need for manual reconfiguration.
Smart Images

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Abstract
Description
[Technical Field]
[0001] (CROSS-REFERENCE TO RELATED APPLICATIONS) This application claims priority to a Chinese patent application bearing application number 202111170948.8, filed with the China Patent Office on October 8, 2021, the entire contents of which are incorporated herein by reference.
[0002] The present application relates to the technical field of virtualization and human-computer interaction, and in particular to a method, an apparatus, an electronic device and a computer program for controlling objects in a virtual scene. [Background technology]
[0003] With the development of computer technology, electronic devices can realize richer and more visually rich virtual scenes. A virtual scene is a digital scene that is rendered by a computer through digital communication technology, and users can get a complete virtual sensation (such as virtual reality) or a partial virtual sensation (such as augmented reality) 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 and get feedback.
[0004] In related technology, virtual objects controlled by a user disappear within a virtual scene. (also called "hidden")After a virtual object is killed (e.g., the virtual object is killed), a resurrection mechanism causes the virtual object to reappear in the virtual scene. However, in related technologies, the interaction attributes (e.g., attack value, defense value, equipped virtual equipment and virtual items) of the virtual object obtained by the resurrection mechanism are often in their initial states, and the user can only perform multiple human-computer interaction operations (e.g., wearing virtual equipment, obtaining virtual items, and controlling virtual object interactions to increase defense value and attack value) again from the initial state in hopes of recovering the interaction attributes, resulting in wasted device processing resources and reduced human-computer interaction efficiency. Summary of the Invention [Problem to be solved by the invention]
[0005] Embodiments of the present application provide a method, apparatus, electronic device, and computer program for controlling objects in a virtual scene, which can improve human-computer interaction efficiency and device processing resource utilization. [Means for solving the problem]
[0006] The technical solution according to the embodiment of the present application is realized as follows:
[0007] An embodiment of the present application provides a method for controlling an object in a virtual scene, executed by an electronic device, the method comprising: Unlocking replication skills corresponding to virtual objects in a virtual scene (also known as "activation") In response to an instruction, displaying a copy of a virtual object obtained based on the duplication of the virtual object and hiding the displayed virtual object; In response to an interaction control command for the copy of the virtual object, controlling the copy of the virtual object to perform an interaction operation instructed by the interaction control command within the virtual scene; canceling the display of the copy of the virtual object and redisplaying the virtual object when a disappearance condition for the copy of the virtual object is satisfied during the process of the copy of the virtual object performing the interaction operation; The interaction attributes of the redisplayed virtual object match the interaction attributes of the virtual object at the time the duplicated skill was released.
[0008] An embodiment of the present application further provides an apparatus for controlling an object in a virtual scene, the apparatus comprising: a first display module configured to, in response to a release command of a duplication skill corresponding to a virtual object in a virtual scene, display a copy of the virtual object obtained based on the duplication of the virtual object and hide the displayed virtual object; a control module configured to, in response to an interaction control instruction for the copy of the virtual object, control the copy of the virtual object to perform an interaction operation instructed by the interaction control instruction within the virtual scene; a second display module configured to cancel the display of the copy of the virtual object and re-display the virtual object when a disappearance condition for the copy of the virtual object is met during the process of the copy of the virtual object performing the interaction operation; The interaction attributes of the redisplayed virtual object match the interaction attributes of the virtual object at the time the duplicated skill was released.
[0009] An embodiment of the present application further provides an electronic device, the electronic device comprising: a memory storing computer-executable instructions; and a processor that, when executing computer-executable instructions stored in the memory, implements the method for controlling objects in a virtual scene provided by embodiments of the present application.
[0010] An embodiment of the present application further provides a computer-readable storage medium having stored thereon computer-executable instructions that, when executed by a processor, implement a method for controlling an 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, implements the method for controlling an object in a virtual scene provided by an embodiment of the present application. [Effects of the Invention]
[0012] The embodiments of the present application have the following beneficial effects:
[0013] In an embodiment of the present application, upon receiving a release command for a duplication skill corresponding to a virtual object in a virtual scene, a copy of the virtual object obtained based on the duplication of the virtual object is displayed, the displayed virtual object is hidden, and an interaction control command for the copy of the virtual object is triggered, thereby controlling the copy of the virtual object to perform an interaction operation instructed by the interaction control command in the virtual scene. Furthermore, if a disappearance condition for the copy of the virtual object is met during the process of the copy of the virtual object performing the interaction operation, the display of the copy of the virtual object is canceled so that the copy of the virtual object disappears, and the virtual object is redisplayed, thereby allowing the virtual object to interact in the virtual scene. ("to interact" means "to have an interaction") This allows for continued control.
[0014] Here, 1) a virtual object is duplicated using the duplication skill to obtain a copy of the virtual object. The user controls the virtual object copy to interact with the virtual scene. When the condition for the virtual object copy to disappear is met, the virtual object copy disappears and the virtual object reappears, allowing the user to continue interacting with the virtual object in the virtual scene. This entire process, including the disappearance of the virtual object (specifically, the disappearance of the virtual object copy) and its reappearance, corresponds to the disappearance and reappearance of the virtual object. 2) The interaction attributes of the reappeared virtual object match those of the virtual object when the duplication skill is released, thereby realizing the retention of the virtual object's interaction attributes when the duplication skill is released. This eliminates the need for manual restoration from the initial state, reducing waste of device processing resources and improving the efficiency of human-computer interaction and the utilization of device processing resources. [Brief explanation of the drawings]
[0015] [Figure 1] 1 is an architecture diagram of a system 100 for controlling objects in a virtual scene according to an embodiment of the present application; [Figure 2] 1 is a schematic diagram illustrating the configuration of an electronic device 500 that implements a method for controlling an object in a virtual scene according to an embodiment of the present application. [Figure 3] FIG. 1 is a schematic diagram illustrating the principles of a human-computer interaction engine installed in a control device for an object in a virtual scene according to an embodiment of the present application. [Figure 4] 1 is a flowchart of a method for controlling an object in a virtual scene according to an embodiment of the present application. [Figure 5] FIG. 1 is a schematic diagram illustrating a display of a skill control according to an embodiment of the present application. [Figure 6] 1 is a schematic diagram illustrating a process of wearing a virtual item according to an embodiment of the present application. [Figure 7] FIG. 2 is a schematic diagram illustrating a display of location recommendation information according to an embodiment of the present application. [Figure 8] FIG. 2 is a schematic diagram illustrating the display of state attribute values according to an embodiment of the present application. [Figure 9] FIG. 10 is a schematic diagram illustrating the display of remaining display duration according to an embodiment of the present application. [Figure 10] 1 is a schematic diagram illustrating a display of status indication information according to an embodiment of the present application; [Figure 11] FIG. 2 is a schematic diagram illustrating the display of objects in a virtual scene according to an embodiment of the present application. [Figure 12] 1 is a flowchart of a method for controlling an object in a virtual scene according to an embodiment of the present application. [Figure 13] 10 is a flowchart illustrating the use of a skill with a revival mechanism according to an embodiment of the present application. [Figure 14] 10 is a flowchart of data analysis based on the use of skills with revival mechanisms according to an embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION
[0016] In order to clarify the purpose, technical solution and advantages of the present application, the present application will be described in more detail below with reference to the drawings. The described embodiments are not intended to limit the present application, and all other embodiments that can be obtained by those skilled in the art without any creative efforts 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] In the following, references to related terms such as "first / second / third" do not imply a particular order for the objects, but merely distinguish between similar objects, and it will be understood that "first / second / third" can be used interchangeably with a particular order or order where permitted, such that the embodiments of the present invention described herein may be performed in orders other than those 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 present examples 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 used in the embodiments of the present application will be explained. The explanation of the nouns and terms used in the embodiments of the present application is as follows.
[0021] 1) Client: An application that runs on a terminal and provides various services, such as a game client, an instant messaging client, or a browser client.
[0022] 2) Responding to: Represents a condition or state on which an operation to be executed depends, and when the dependent condition or state is met, one or more operations to be executed may be executed in real time or with a set delay. Unless otherwise specified, there is no restriction on the execution order of multiple operations to be executed.
[0023] 3) Resurrection mechanism: In a virtual scene (e.g., a shooting game scene), there is a mechanism that allows a player to be resurrected after being killed. There are usually two types of resurrection: in-situ resurrection and remote resurrection. In-situ resurrection means resurrection at the point where the player was killed, and remote resurrection means resurrection at another location a certain distance away from the point where the player was killed.
[0024] 4) Virtual Scene: A virtual scene displayed (or provided) when an application is executed on a terminal. The virtual scene may be a simulated 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, and a 3D virtual scene, and the embodiments of the present application do not limit the dimensions of the virtual scene. For example, the virtual scene may include sky, land, sea, etc., and the land may include desert, city, etc., and the user can control virtual objects to move within the virtual scene.
[0025] 5) Virtual Objects: Images of various people or 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 some embodiments, 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 through training, or a non-player character (NPC) set in an interaction in a virtual scene. The virtual object may be a virtual person that engages in hostile interaction in the virtual scene. The number of virtual objects involved in an interaction in the virtual scene may be preset 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 parachute through the air in the virtual scene, or to run, jump, crawl, or bend forward on land, or to swim, float, or dive in the ocean. Of course, a user can also control a virtual object to ride a virtual vehicle and move through the virtual scene, such as a virtual car, a virtual airplane, or a virtual yacht. A user can also control a virtual object to interact with other virtual objects using an offensive virtual item, such as a virtual mecha, a virtual tank, or a virtual fighter jet. The following description will be given using only the above-mentioned scenes as examples, and the embodiments of the present application are not limited thereto.
[0028] 6) Scene data: representing various characteristics of objects in a virtual scene during interaction, such as 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 (which depends on the number of times the same function can be used within a specific time), or attribute values representing various states of a game character, such as a life value (also called red amount) and a magic value (also called blue amount), a status value, a health point, etc.
[0029] Based on the above-described explanation of nouns and terms according to the embodiments of the present application, the following describes a system for controlling an object in a virtual scene provided by an embodiment of the present application. Referring to Fig. 1, Fig. 1 is an architecture diagram of a system 100 for controlling an object in a virtual scene according to an embodiment of the present application. To support an exemplary application, terminals (terminals 400-1 and 400-2 are illustrated) connect to a server 200 via a network 300. The network 300 may be a WAN or a LAN, or a combination of both, and may realize data transmission using a wireless or wired link.
[0030] The terminals (e.g., the terminal 400-1 and the terminal 400-2) are configured to send a request to acquire 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 to acquire scene data, and in response to the request, return scene data of the virtual scene to the terminal; The terminals (e.g., terminal 400-1 and terminal 400-2) are configured to receive scene data of the virtual scene, render a screen of the virtual scene based on the scene data, and display an image of the virtual scene on a graphical interface (illustrated as graphical interface 410-1 and graphical interface 410-2), where the screen of the virtual scene can also display object interaction environments, interaction objects, etc., and the contents displayed on the screen of the virtual scene are all obtained by rendering based on the returned scene data of the virtual scene.
[0031] 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, CDNs, big data, and artificial intelligence platforms. The terminals (e.g., terminals 400-1 and 400-2) may be, but are not limited to, smartphones, tablet computers, notebook computers, desktop computers, smart speakers, smart watches, etc. The terminals (e.g., 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.
[0032] In practical applications, an application supporting a virtual scene is installed and executed on the terminals (including terminal 400-1 and terminal 400-2). The application may be 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 application, such as a standalone 3D game program.
[0033] A virtual scene according to an embodiment of the present application may be used to simulate a two-dimensional or three-dimensional virtual space. For example, when a virtual scene simulates a three-dimensional virtual space, the three-dimensional virtual space may be an open space. Alternatively, the virtual scene may be used to simulate a real-world environment. For example, the virtual scene may include sky, land, and sea, and the land may include environmental elements such as deserts and cities. Of course, the virtual scene may also include virtual objects, such as buildings, tables, vehicles, and weapons necessary to arm virtual objects in the virtual scene or to fight other virtual objects. The virtual scene may also be used to simulate a real-world environment under different weather conditions, such as sunny weather, rainy weather, fog, or dark night. The virtual object may be a virtual image representing a user in the virtual scene. The virtual image may be any form, such as a simulated character or animal, but the present application is not limited thereto. In actual implementation, a user uses a terminal (e.g., terminal 400-1) to control virtual objects to perform activities within the virtual scene, including, but not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, etc.
[0034] Taking a video game scene as an example, a user can perform an operation on the terminal in advance, and after detecting the user's operation, the terminal can download a game configuration file for the video game, which may include the application, interface display data, or virtual scene data for the video game, so that when the user logs in to the video game on the terminal, the game configuration file can be called up and the video game interface can be rendered and displayed. A user can perform a touch operation on the terminal, and after detecting the touch operation, the terminal can determine game data corresponding to the touch operation and render and display the game data, which may include virtual scene data, behavior data of virtual objects in the virtual scene, etc.
[0035] In practical application, the terminal (including the terminal 400-1 and the terminal 400-2) sends a request to acquire 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 receives the request to acquire scene data and returns the scene data of the virtual scene to the terminal in response to the acquisition request; the terminal receives the scene data of the virtual scene and renders a screen of the virtual scene based on the scene data, displays the screen of the virtual scene on the graphical interface, and a virtual object can be displayed on the screen of the virtual scene; and the terminal, in response to a release command of a duplication skill corresponding to a virtual object (i.e., a virtual image corresponding to a user logging in to the video game) in the virtual scene, a copy of the virtual object obtained based on the duplication of the object; hiding the displayed virtual object; and controlling the copy of the virtual object to perform an interaction operation instructed by the interaction control command within the virtual scene in response to an interaction control command for the copy of the virtual object; if a disappearance condition for the copy of the virtual object is satisfied in the process of the copy of the virtual object performing the interaction operation, canceling the display of the copy of the virtual object and redisplaying the virtual object, thereby controlling the virtual object to interact within the virtual scene, and the interaction attributes of the redisplayed virtual object match the interaction attributes of the virtual object at the time of releasing the duplication skill.
[0036] Referring to FIG. 2, FIG. 2 is a schematic diagram illustrating a configuration of an electronic device 500 that implements the method for controlling an object in a virtual scene according to the embodiment of the present application. In a practical application, the electronic device 500 may be the server or the terminal shown in FIG. 1. The electronic device for implementing the method for controlling an object in a virtual scene according to the embodiment of the present application will be described using the case where the electronic device 500 is the terminal shown in FIG. 1 as an example. The electronic device 500 according to 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. The components in the electronic device 500 are coupled via a bus system 540. The bus system 540 is used to realize 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 denoted as the bus system 540 in FIG. 2.
[0037] In some embodiments, the control device of an object in a virtual scene provided by an embodiment of the present application may be implemented in software, and Figure 2 shows a control device 555 of an 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 first display module 5551, a control module 5552, and a second display module 5553, 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.
[0038] In some embodiments, a terminal or a server may execute a computer program to implement the method for controlling an object in a virtual scene provided by the embodiments of the present application. For example, the computer program may be a native program or software module within an operating system, a native application (APP), i.e., a program that needs to be installed in an operating system to run, such as a client that supports a virtual scenario, such as a game APP, or an applet, i.e., a program that can be run simply by downloading it to a browser environment, or an applet that can be embedded in any APP. In summary, the computer program may be an application, module, or plug-in in any form.
[0039] In some embodiments, the control device 555 of an object in a virtual scene is equipped with a human-computer interaction engine for realizing a method for displaying the virtual scene on a screen, and the human-computer interaction engine includes a functional module, component, or plug-in for realizing a method for controlling an object in a virtual scene. Figure 3 is a schematic diagram illustrating the principle of a human-computer interaction engine installed in the control device of an object in a virtual scene according to an embodiment of the present application. Referring to Figure 3, the virtual scene is taken as an example where the virtual scene is a game scene, and correspondingly, the human-computer interaction engine is a game engine.
[0040] A game engine is a set of machine-readable code (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 broadly divided into two parts: the game engine and game resources. Game resources include images, audio, video, etc., so game = engine (program code) + resources (images, audio, video, etc.), and the game engine calls these resources in order according to the requirements of the game design.
[0041] The method for controlling an object in a virtual scene provided by the embodiments of the present application may be realized by various modules of the control device for an object in a virtual scene shown in Fig. 2 and by related modules, components, or plug-ins of the game engine 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: This is a necessary component for the game scene screen and is 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. By setting the parameters of the virtual camera, the player's perspective for viewing the game world can be adjusted, such as first-person perspective or third-person perspective.
[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, which can be realized by axis-aligned bounding boxes (AABBs) or oriented bounding boxes (OBBs) according to actual needs, and 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 trim objects outside the camera's visible range, 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 terrain such as mountains, canyons, or caves in a game scene.
[0045] 4) Editor: An auxiliary tool for game design, including:
[0046] Sea Scene Editor: Used to edit game scene content, such as changing the terrain, customizing vegetation distribution, and lighting layout.
[0047] Model Editor: Used to create and edit in-game models (character models in the game scene).
[0048] Special Effects Editor: Used to edit special effects within the game screen.
[0049] Action Editor: Used to define and edit the actions of the characters in the game screen.
[0050] 5) Special Effects Component: Used to create and edit special game effects within the game screen. In actual applications, particle special effects and texture UV animations can be used to achieve these effects. Particle special effects are created by combining countless individual particles to display a certain shape, and the overall or individual motions can be controlled via a controller or script to simulate real-world effects such as water, fire, fog, and gas. UV animations are texture animations that are 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 a human body is affected by the skeleton.
[0054] 7) Morph animation: This is a transformation animation, which is realized by adjusting the vertices of the base model.
[0055] 8) UI control: Controls for displaying the game screen.
[0056] 9) Underlying Algorithms: These are the algorithms that need to be invoked to implement functionality within the game engine, such as the graphics algorithms required to achieve scene organization, the matrix and vector transformations required to achieve 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 3D vector into a scene described by a 2D pixel, and includes model rendering and scene rendering.
[0058] 11) A* Pathfinding: An algorithm used to find the shortest path used in path planning, pathfinding, image traversal, etc. in game design.
[0059] For example, a user can interact with a game by invoking a UI control in the game engine shown in FIG. 3 , a morph animation unit in the game engine can be invoked to create a 2D or 3D model, a skeleton animation unit can assign texture maps to the model according to different surfaces, which is equivalent to applying skin to the skeleton, and a rendering component can calculate all effects, such as the model, animation, lighting, and special effects, in real time and display them on a human-computer interaction interface. In this embodiment, the first display module 5551 can render virtual scene data by invoking the rendering component in the game engine shown in FIG. 3 , and then display virtual objects in the virtual scene on the interface of the rendered virtual scene. The first display module 5551 can receive a release command for a copy skill corresponding to a virtual object in the virtual scene by invoking a UI control in the game engine shown in FIG. 3 , and in response to the release command, display a copy of the virtual object obtained based on the copy of the virtual object, or hide the displayed virtual object.
[0060] The control module 5552 can receive interaction control instructions for the copy of the virtual object by invoking UI controls in the game engine shown in FIG. 3, and thereby control the copy of the virtual object to perform interaction operations in the virtual scene as directed by the interaction control instructions in response to the interaction control instructions.
[0061] During the process of the copy of the virtual object performing an interaction operation, the second display module 5553 can call the basic algorithm unit in the game engine shown in FIG. 3 to determine whether the disappearance condition of the copy of the virtual object is met. If it determines that the disappearance condition of the copy of the virtual object is met, it cancels the display of the copy of the virtual object and re-displays the virtual object, thereby controlling the virtual object to interact in the virtual scene.
[0062] Based on the above description of the system and electronic device for controlling an object in a virtual scene provided by the embodiments of the present application, the following describes a method for controlling an object in a virtual scene provided by the embodiments of the present application. In some embodiments, the method for controlling an object in a virtual scene provided by the embodiments 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 following describes the method for controlling an object in a virtual scene provided by the embodiments of the present application, taking implementation by a terminal as an example.
[0063] Referring to FIG. 4, FIG. 4 is a flowchart of a method for controlling an object in a virtual scene according to an embodiment of the present application, and the method for controlling an object in a virtual scene provided by the embodiment of the present application includes the following steps:
[0064] In step 101, in response to a release command of a duplication skill corresponding to a virtual object in a virtual scene, the terminal displays a copy of the virtual object obtained based on duplication of the virtual object and hides the displayed virtual object.
[0065] Here, a client supporting virtual scenes is installed on a terminal. When a user opens the client on the terminal and the terminal executes the client, the terminal displays a screen of a virtual scene (e.g., a shooting game scene) and displays virtual objects on the virtual scene screen. The virtual scene may be a two-dimensional (2D) virtual scene or a three-dimensional (3D) virtual scene. The virtual scene screen may display the virtual scene from a first-person perspective (e.g., a player plays a virtual object in a game from his / her own perspective), a third-person perspective (e.g., a player plays by chasing a virtual object in a game), or even a bird's-eye view. The above perspectives can be arbitrarily switched. In practical applications, the virtual object is a virtual image in a virtual scene corresponding to a current user account. For example, the virtual object may be a virtual object controlled by a user in a game. Of course, the virtual scene may also include other virtual objects that can be controlled by other users or robot programs.
[0066] For example, when displaying a virtual scene from a first-person perspective, the virtual scene displayed in the human-computer interaction interface may include determining a viewing area of a virtual object based on the viewing position and viewing angle of the virtual object in the complete virtual scene, and displaying a portion of the virtual scene located within the viewing area of the complete virtual scene, i.e., the displayed virtual scene may be a portion of a panoramic virtual scene. The first-person perspective is the viewing perspective that the user is most impacted by, allowing the user to feel a sense of presence during operation.
[0067] Taking the case of displaying a virtual scene from a bird's-eye view as an example, displaying the screen of the virtual scene on the human-computer interaction interface includes, in response to a scaling operation on the panoramic virtual scene, displaying a portion of the virtual scene corresponding to the scaling operation on the human-computer interaction interface, i.e., the displayed virtual scene may be a portion of the virtual scene corresponding to the panoramic virtual scene, thereby improving the user's operability in the operation process and thereby improving the efficiency of human-computer interaction.
[0068] In the virtual scene, a user can trigger an interaction control command to a virtual object through a human-computer interaction interface, thereby controlling the virtual object to perform an interaction operation. For example, the virtual object can possess at least one virtual item or be equipped with at least one virtual skill. The virtual item can be any item used by the virtual object during interaction, such as a virtual shooting item, a virtual bow, a virtual magazine, virtual nunchucks, or a virtual whip, and the virtual skill can be a defensive skill, an attack skill, or the like. The user can control the virtual object to perform an interaction operation in the virtual scene based on the equipped virtual item or virtual skill.
[0069] In an embodiment of the present application, a duplication skill is provided for a virtual object in a virtual scene. When a release command for the duplication skill corresponding to a virtual object in the virtual scene is received, a copy of the virtual object is obtained based on the duplication of the virtual object in response to the release command, allowing a user to control the copy of the virtual object and interact in the virtual scene. The copy of the virtual object is obtained by duplicating a virtual object, and the copy of the virtual object and the virtual object may be identical in all aspects (e.g., interaction attributes). At the same time, the terminal may also hide and display the virtual object in the virtual scene, allowing a user to control and interact with the copy of the virtual object without considering whether the virtual object is subject to attacks from other virtual objects, thereby improving the user's sense of control over the virtual object in the virtual scene. In practical applications, a copy of the virtual object may be obtained based on the duplication of the virtual object, and the copy of the virtual object may be identical to the virtual object in terms of interaction attributes (e.g., vitality, virtual equipment or virtual items held, defense value, posture holding a virtual gun, etc.).
[0070] In some embodiments, the terminal can receive a release command for a duplicate skill corresponding to a virtual object by the following method: displaying a skill control corresponding to the duplicate skill, and when the skill control is in an active state, receiving a release command for the duplicate skill corresponding to the virtual object in response to a trigger operation on the skill control.
[0071] Here, the above-mentioned duplicated skill is provided with a corresponding skill control, and when the skill control is in an active state, the user can trigger the skill control by a trigger operation such as a click, thereby controlling the virtual object to release the duplicated skill. When the skill control is in an active state, the terminal receives the trigger operation for the skill control, and in response to the trigger operation, receives a release command for the duplicated skill corresponding to the virtual object.
[0072] In practical applications, the display style of a skill control may differ between its active and inactive states. For example, a skill control in its active state may be highlighted, while a skill control in its inactive state may be displayed in grayscale. Alternatively, a skill control in its active state and a skill control in its inactive state may be displayed with different identifiers. For example, refer to FIG. 5, which is a schematic diagram illustrating the display of skill controls according to an embodiment of the present application. Here, as shown in FIG. 5A, the skill control "Duplicate" in its inactive state is displayed in grayscale, and as shown in FIG. 5B, the skill control "Duplicate" in its active state is displayed in a manner different from grayscale. In this case, a command to release the duplicate skill corresponding to the virtual object is received in response to a trigger operation on the skill control.
[0073] In some embodiments, the terminal can display a skill control corresponding to a duplicated skill by displaying a skill control in a cooling down state corresponding to the duplicated skill, and correspondingly, the terminal can control the skill control to be in an active state by the following manner: obtaining the cooling down duration interval and the cooling down start time of the skill control, and if it determines that the cooling down end time of the skill control has been reached based on the cooling down duration interval and the cooling down start time, controlling the skill control to switch from the cooling down state to the active state.
[0074] Here, the skill control that duplicates the skill has a cooling state, and the skill control in the cooling state is a skill control in an inactive state, in which case the skill control cannot be used. Correspondingly, the terminal can control the skill control to switch from the cooling state to the active state in the following manner.
[0075] In an embodiment of the present application, a cooling duration interval corresponding to the cooling state is set for the skill control. The terminal acquires the cooling duration interval and cooling start time of the skill control (i.e., the start time of the skill control cooling state). If the terminal determines that the cooling end time of the skill control (i.e., the end time of the skill control cooling state) has been reached based on the cooling duration interval and cooling start time, the terminal controls the skill control to switch from the cooling state to the active state. In this way, a duplicate skill is realized using a skill control having a cooling state and an active state, so that the duplicate skill also has a corresponding cooling state and active state. This increases the user's enjoyment of controlling the virtual object and unleashing the duplicate skill, improving the user's experience in the virtual scene. At the same time, by setting the cooling duration interval of the skill control's cooling state, the skill control automatically switches between the cooling state and the active state as time changes, eliminating the need for manual control, reducing human-computer interaction operations, and improving human-computer interaction efficiency.
[0076] In some embodiments, the terminal may control the skill control to be in an active state by the following manner: obtaining an interaction score obtained by controlling a virtual object to interact in a virtual scene, and if it determines, based on the interaction score, that an activation condition for the skill control is met, controlling the skill control to be in an active state.
[0077] Here, the skill control that duplicates the skill has a cooling state, and the skill control in the cooling state is a skill control in an inactive state, in which case the skill control cannot be used. Correspondingly, the terminal can control the skill control to switch from the cooling state to the active state in the following manner.
[0078] In an embodiment of the present application, the active state of the skill control can be triggered by an interaction score obtained by interacting with the virtual object in the virtual scene. Here, the terminal obtains the interaction score obtained by controlling the virtual object to interact with the virtual scene, such as the number of virtual objects killed or the interaction points obtained by killing a target virtual object (e.g., a virtual monster). If the terminal determines that the activation condition of the skill control is met based on the interaction score, the terminal controls the skill control to be in the active state. In practical application, the activation condition may be whether the interaction score reaches an interaction score threshold (e.g., the activation condition is met when the interaction points reach a point threshold or the number of other virtual objects killed reaches a quantity threshold), or whether the interaction score indicates that the target virtual object has been killed (e.g., the activation condition is met when the interaction score indicates that the virtual monster 1 has been killed), etc. In this way, by realizing the duplicate skill with a skill control having a cooling state and an active state, the duplicate skill also has a corresponding cooling state and active state, which increases the fun of the user controlling the virtual object and releasing the duplicate skill, improving the user's experience in the virtual scene; and based on the interaction score obtained by the user controlling the virtual object and interacting in the virtual scene, it can control whether the skill control of the duplicate skill is in an active state, which can stimulate the user's enthusiasm for interaction in the virtual scene, increase the fun of interaction, and increase the user's stickiness.
[0079] In some embodiments, the terminal can receive a release command for the duplicated skill corresponding to the virtual object in the following manner: displaying a virtual item corresponding to the duplicated skill on a screen of a virtual scene, and receiving a release command for the duplicated skill corresponding to the virtual object when the virtual object is successfully equipped with the virtual item.
[0080] Here, the virtual object can be controlled to release the duplicated skill by controlling the virtual object to equip a virtual item having the duplicated skill. In actual application, the virtual item may be acquired when the virtual object is controlled to interact in the virtual scene (e.g., discovered during interaction when the interaction score meets the virtual item acquisition condition), or may be acquired before the virtual object is controlled to enter the virtual scene (e.g., before the game starts). The terminal displays the virtual item corresponding to the duplicated skill on the screen of the virtual scene, and receives a command to release the duplicated skill corresponding to the virtual object when the virtual object is successfully equipped with the virtual item.
[0081] In some embodiments, the terminal can control the virtual object to wear the virtual item in the following manner: when the virtual object is within a sensing range of the virtual item, display a wearing function item corresponding to the virtual item, and control the virtual object to wear the virtual item in response to a trigger operation on the wearing function item.
[0082] Here, the virtual item may be acquired when controlling the virtual object to interact in the virtual scene. That is, when the terminal controls the virtual object so that it is within the sensing range of the virtual item during the process of controlling the interaction of the virtual object, the terminal displays a wearable function item corresponding to the virtual item. The sensing range of the virtual item may be a target area centered on the virtual item, for example, a circular area centered on the virtual item and having a radius equal to the length of the target. The user can wear the corresponding virtual item through the wearable function item. When the terminal receives a trigger operation for the wearable function item, the terminal controls the virtual object to wear the virtual item in response to the trigger operation. In this way, the user can achieve the goal of unlocking a duplicated skill by wearing the virtual item, increasing the ways in which duplicated skills can be acquired and improving the diversity of ways in which skills can be unlocked in the virtual scene.
[0083] For example, refer to Fig. 6, which is a schematic diagram showing a process of wearing a virtual item according to an embodiment of the present application. Here, as shown in Fig. 6A, the virtual item "Duplicate" and the sensing range of the virtual item are displayed. In this case, the virtual object is located outside the sensing range. As shown in Fig. 6B, the terminal controls the virtual object to be within the sensing range, and at the same time, the wearing function item "Pickup" corresponding to the virtual item "Duplicate" is displayed. As shown in Fig. 6C, in response to a trigger operation on the wearing function item "Pickup", the virtual object is controlled to wear the virtual item "Duplicate". At the same time, the worn virtual item "Duplicate" does not need to be displayed.
[0084] In some embodiments, the terminal can trigger a response to a release command of a duplicate skill corresponding to a virtual object by the following method: receiving a release command, obtaining the release count of the duplicate skill, and triggering a response to the release command if the release count does not reach a count threshold.
[0085] Here, a threshold value for the number of times the duplicated skill is released can be set, and the threshold value for the number of times the duplicated skill is released can be set for each interaction match in the virtual scene. When the terminal receives a command to release a duplicated skill corresponding to a virtual object, it obtains the current number of times the duplicated skill is released. If the number of times the duplicated skill is released has not reached the threshold value, it indicates that the duplicated skill can still be released. In this case, it triggers a response to the release command, controlling the virtual object to release the duplicated skill. If the number of times the duplicated skill is released has reached the threshold value, it indicates that the duplicated skill cannot be released any more. In this case, it does not respond to the release command. At the same time, corresponding prompt information can be displayed to notify the user that the number of times the duplicated skill has been released has reached the threshold value and the duplicated skill cannot be released. In this way, a limit is added to the number of times the duplicated skill is released, and the user cannot release the duplicated skill indefinitely in the virtual scene. This stimulates the user to find a strategy for releasing the duplicated skill, thereby improving the user's sense of immersion and experience in the virtual scene.
[0086] In some embodiments, when a virtual object is within a sensing range of a target hiding position, the terminal may display location recommendation information corresponding to the target hiding position, and the location recommendation information is used to indicate a recommendation degree for controlling the virtual object and releasing the duplicated skill at the target hiding position.
[0087] Here, when a virtual object is within the sensing range of a target hiding position, the terminal may display position recommendation information corresponding to the target hiding position, thereby indicating to the user, via the position recommendation information, a recommendation level for controlling the virtual object at the target hiding position and releasing the duplicated skill. For example, the position recommendation information may state, "You can hide and release the duplicated skill here." In practical application, the sensing range of the target hiding position may be a target area centered on the virtual item, for example, a circular area centered on the virtual item and having a radius equal to the length of the target. When a user controls a virtual object to be located at the target hiding position, the terminal hides the displayed virtual object to prevent other users in the virtual scene (e.g., other players in the game scene) from seeing the virtual object. That is, the target hiding position is used to allow a user to control a virtual object to hide it from other users. This allows the user to avoid being interrupted or attacked by other virtual objects when controlling the virtual object to release the duplicate skill, and when controlling and interacting with the copy of the virtual object after releasing the duplicate skill, thereby improving the user's experience of using the duplicate skill.
[0088] For example, refer to Fig. 7, which is a schematic diagram illustrating the display of location recommendation information according to an embodiment of the present application. Here, when a virtual object is within the sensing range of "hiding location 1", the location recommendation information corresponding to "hiding location 1" is displayed on the screen of the virtual scene, saying "You can hide and release the duplicated skill here".
[0089] In step 102, in response to an interaction control command for the copy of the virtual object, the copy of the virtual object is controlled to perform an interaction operation instructed by the interaction control command within the virtual scene.
[0090] Here, after receiving a release command for a duplication skill corresponding to a virtual object, the terminal, in response to the release command, duplicates the virtual object to obtain a copy of the virtual object, displays the copy of the virtual object obtained based on the duplication of the virtual object, and hides the displayed virtual object. In this case, the user-controllable virtual character switches from the virtual object to the copy of the virtual object, and the user can control the copy of the virtual object to perform an interaction operation by triggering an interaction operation command for the copy of the virtual object. In response to the interaction control command for the copy of the virtual object, the terminal controls the copy of the virtual object to perform a corresponding interaction operation in the virtual scene.
[0091] In practical applications, the interaction control command may be a command for controlling a copy of a virtual object to move, shoot, aim, etc., and in this case, the terminal responds to the interaction control command by controlling the copy of the virtual object to perform interaction operations such as moving, shooting, aiming, etc. in the virtual scene.
[0092] In step 103, if a disappearance condition for the copy of the virtual object is met during the process of the copy of the virtual object performing an interaction operation, the display of the copy of the virtual object is canceled and the virtual object is redisplayed.
[0093] The interaction attributes of the redisplayed virtual object match the interaction attributes of the virtual object when the duplicate skill is released.
[0094] Here, the copy of the virtual object has a corresponding disappearance condition, and when the disappearance condition is met, the copy of the virtual object disappears, causing the user-controllable virtual character to switch from the copy of the virtual object to the virtual object, thereby enabling the user to quickly achieve control over the virtual object when the copy of the virtual object disappears and continue to control the virtual object to interact within the virtual scene.
[0095] While controlling the copy of the virtual object to perform an interaction operation in the virtual scene, the terminal may determine in real time or periodically whether a condition for the copy of the virtual object to disappear is met. If it determines that the condition for the copy of the virtual object to disappear is met, the terminal cancels the display of the copy of the virtual object, and simultaneously, the user-controllable virtual character switches from the copy of the virtual object to the virtual object. In this case, the terminal redisplays the virtual object, and the user can control the virtual object to interact in the virtual scene. In this embodiment, the interaction attributes of the redisplayed virtual object are consistent with the interaction attributes of the virtual object when the duplicate skill is released, and the interaction attributes may include the virtual object's state (e.g., vitality, defense value, life value, attack value, etc.), virtual equipment (e.g., virtual gun, virtual bomb, etc.), virtual skill, and posture (e.g., posture with a virtual shooting item), etc.
[0096] In some embodiments, the terminal may determine that the disappearance condition of the virtual object copy is met by the following method: displaying a state attribute value of the virtual object copy during the process of the virtual object copy performing an interaction operation; and determining that the disappearance condition of the virtual object copy is met if the state attribute value is lower than a state threshold value or is reset to zero.
[0097] Here, the disappearance condition for the virtual object copy refers to whether the state attribute value of the virtual object copy is lower than the state threshold or whether it has been reset to zero. When the state attribute value is lower than the state threshold or has been reset to zero, the disappearance condition for the virtual object copy is met. In actual application, the state attribute value of the virtual object copy is acquired during the process of the virtual object copy performing an interaction operation, and when the acquired state attribute value is lower than the state threshold or has been reset to zero, it can be determined that the disappearance condition for the virtual object copy is met. The state attribute value can be used to represent the vitality, life value, etc. of the virtual object.
[0098] In an embodiment of the present application, during the process of the virtual object copy performing an interaction operation, the state attribute value of the virtual object copy can also be displayed, for example, the state attribute value can be displayed on the screen of the virtual scene. If the displayed state attribute value is lower than the state threshold value or is reset to zero, it is determined that the disappearance condition of the virtual object copy is met, and the display of the virtual object copy is canceled.
[0099] 8A and 8B are schematic diagrams illustrating the display of state attribute values according to an embodiment of the present application. Here, as shown in FIG. 8A, a copy of a virtual object performing an interaction operation is displayed on the screen of a virtual scene, and a state attribute value of "90" for the copy of the virtual object is displayed. When the state attribute value of the copy of the virtual object is reset to zero as shown in FIG. 8B, it is determined that a disappearance condition for the copy of the virtual object has been met, and the display of the copy of the virtual object is canceled.
[0100] In some embodiments, the terminal displays the remaining display duration of the virtual object copy in the following manner: in the process of the virtual object copy performing an interaction operation, and determines that the disappearance condition of the virtual object copy is met if the remaining display duration is lower than a duration threshold or is reset to zero.
[0101] Here, the disappearance condition for the virtual object copy refers to whether the remaining display duration of the virtual object copy is lower than a duration threshold or whether it has been reset to zero. If the remaining display duration is lower than the duration threshold or has been reset to zero, the disappearance condition for the virtual object copy is met. In practical application, the remaining display duration of the virtual object copy can be obtained during the process of the virtual object copy performing an interaction operation, and if the obtained remaining display duration is lower than the duration threshold or has been reset to zero, it can be determined that the disappearance condition for the virtual object copy is met. In practical implementation, a target display duration for the virtual object copy can be set, and the remaining display duration can be determined by the set target display duration and the displayed period, i.e., the difference between the target display duration and the displayed period is the remaining display duration.
[0102] In an embodiment of the present application, during the process of the virtual object copy performing an interaction operation, the remaining display duration of the virtual object copy can also be displayed, for example, the remaining display duration can be displayed on the screen of the virtual scene. If the displayed remaining display duration is lower than the duration threshold or is reset to zero, it is determined that the disappearance condition of the virtual object copy is met, and the display of the virtual object copy is canceled.
[0103] 9 as an example, which is a schematic diagram illustrating the display of the remaining display duration according to an embodiment of the present application. Here, as shown in FIG. 9A, a copy of a virtual object performing an interaction operation is displayed on the screen of a virtual scene, and the remaining display duration of the copy of the virtual object is displayed as "00:00:30." When the remaining display duration of the copy of the virtual object is reset to zero as shown in FIG. 9B, it is determined that the disappearance condition of the copy of the virtual object has been met, and the display of the copy of the virtual object is canceled.
[0104] In some embodiments, the terminal may determine that the disappearance condition of the virtual object copy is met by the following manner: in the process of the virtual object copy performing an interaction operation, obtain a state attribute value and a display duration of the virtual object copy, and determine that the disappearance condition of the virtual object copy is met if at least one of the following is met: the state attribute value is lower than a state threshold value; and the display duration reaches a target display duration.
[0105] Here, the disappearance condition for the virtual object copy is that at least one of the following is satisfied: the state attribute value is lower than the state threshold value, and the display duration reaches the target display duration. When at least one of the conditions is satisfied, it is determined that the disappearance condition for the virtual object copy is satisfied, and the display of the virtual object copy is canceled.
[0106] In practical application, during the process of the virtual object copy performing an interaction operation, the state attribute value of the virtual object copy and the display duration of the virtual object copy can be obtained. If at least one of the state attribute value being lower than the state threshold and the display duration reaching the target display duration is satisfied, it is determined that the disappearance condition of the virtual object copy is satisfied, and the display of the virtual object copy is canceled. That is, if the state attribute value is lower than the state threshold but the display duration has not reached the target display duration, it is determined that the disappearance condition of the virtual object copy is satisfied, and the display of the virtual object copy is canceled. Alternatively, if the state attribute value is not lower than the state threshold but the display duration reaches the target display duration, it is determined that the disappearance condition of the virtual object copy is satisfied, and the display of the virtual object copy is canceled. Alternatively, if the state attribute value is lower than the state threshold and the display duration reaches the target display duration, it is determined that the disappearance condition of the virtual object copy is satisfied, and the display of the virtual object copy is canceled.
[0107] By applying the above embodiment, by setting different disappearance conditions, the method of controlling the disappearance of copies of virtual objects becomes more diverse, thereby improving the diversity of the duplication skill experience in the virtual scene.
[0108] In some embodiments, the terminal can determine the target display duration in the following manner: obtain an interaction level of the virtual object, determine a target copy display duration corresponding to the interaction level of the virtual object based on the correspondence between the interaction level and the copy display duration, and set the target copy display duration as the target display duration.
[0109] Here, the target display duration can be determined in the following manner: That is, a correspondence relationship between the interaction level of a virtual object and the copy display duration can be preset. For example, if the interaction level is 1, the copy display duration is 20 seconds, and if the interaction level is 2, the copy display duration is 25 seconds. The interaction level may be the object level of the virtual object (for example, it may be determined based on the interaction score of the virtual object), or the account level of the user account corresponding to the virtual object (for example, it may be determined based on the interaction score, interaction time, etc. of the user in the virtual scene). When the terminal determines the target display duration of the copy of the virtual object, it must first obtain the interaction level of the virtual object, and then determine the target copy display duration corresponding to the interaction level of the virtual object based on the correspondence relationship between the interaction level and the copy display duration, so that the target copy display duration is the target display duration. In this way, different virtual objects can correspond to different copy display durations, and a user can increase the display duration of a copy of a virtual object by increasing the user's interaction level with the virtual object, thereby increasing the user's willingness to participate in interactions within the virtual scene.
[0110] In some embodiments, during the process of the copy of the virtual object performing an interaction operation, the terminal may display state indication information of the hidden virtual object, where the state indication information is used to indicate real-time scene information within a sensing area centered on the virtual object.
[0111] In actual applications, a hidden virtual object may be attacked by another virtual object. For example, the other object may be able to find the hidden virtual object by equipping a virtual item or a virtual skill. In this case, the user controlling the virtual object may be unable to counterattack because the user is controlling the copy of the virtual object to interact with the other virtual object and is unable to control the virtual object. Therefore, in this embodiment, during the process of controlling the copy of the virtual object to perform an interaction operation, the terminal may display status indication information of the hidden virtual object, for example, in the form of a sub-screen or a floating window. The status indication information may be used to indicate real-time scene information within a sensing area centered on the virtual object, such as whether other virtual objects exist within the sensing area, the number and orientation of the other virtual objects, etc. The status indication information may also be used to indicate status attribute values of the virtual object, such as life value, vitality, etc. The status indication information allows the user to know the status of the virtual object in real time while controlling the interaction of copies of the virtual object, allowing the user to deal with any problems with the virtual object (such as being attacked by other virtual objects).
[0112] For example, refer to FIG. 10, which is a schematic diagram illustrating the display of status indication information according to an embodiment of the present application. Here, the terminal employs a sub-screen on the virtual scene screen to display status indication information of a virtual object. The status indication information is used to indicate real-time scene information within a sensing area centered on a virtual object (i.e., X), and includes other virtual objects Y1, Y2, Y3, and Y4 within the sensing area. Through this display, it can be determined that the number of other virtual objects is four, their orientations are left front (Y1), right front (Y2), right (Y3), and right rear (Y4), and further includes the status attribute value of the virtual object, i.e., its vitality is 90. In this way, during the process of a user controlling a copy of a virtual object to interact, the real-time scene information corresponding to the virtual object is displayed by the status indication information, allowing the user to know the status of the virtual object in real time. This makes it easier for the user to adjust their interaction strategy according to the status of the virtual object, thereby improving the user experience. In addition, by improving the utilization of display resources, users do not need to manipulate copies of virtual objects to return to the virtual object's location, allowing them to grasp the situation around the virtual object, improving the efficiency of human-computer interaction and device resource utilization.
[0113] In some embodiments, the terminal may determine that the disappearance condition for the copy of the virtual object is met by the following method: when the status indication information indicates that an interaction risk exists for the virtual object, display an end function item corresponding to the copy of the virtual object; and when a trigger operation for the end function item is received, determine that the disappearance condition for the copy of the virtual object is met.
[0114] Here, if the state indication information indicates that an interaction risk exists for the virtual object (for example, if there is a possibility that the virtual object will be attacked by another virtual object or if it has already been attacked by another virtual object), an end function item corresponding to the copy of the virtual object is displayed, and the user can quickly switch the controllable virtual character from the copy of the virtual object to the virtual object via the end function item. In this case, if the terminal receives a trigger operation for the end function item, it determines in response to the trigger operation that a disappearance condition for the copy of the virtual object has been met, cancels the display of the copy of the virtual object, and quickly switches the user-controllable virtual character from the copy of the virtual object to the virtual object, thereby allowing the user to control the virtual object to deal with the interaction risk, for example, to avoid an attack from another virtual object or to counterattack.
[0115] In some embodiments, when the duplication skill is released, the virtual object is located at a first position in the virtual scene, and the disappearance position of the copy of the virtual object is different from the first position, and the terminal can re-display the virtual object in the following manner: re-display the virtual object at the first position.
[0116] Here, the duplication skill is released when the virtual object is located at a first position in the virtual scene, and the location where the virtual object copy disappears is different from the first position. When the terminal cancels the display of the virtual object copy, it redisplays the virtual object at the first position. In this way, when the virtual object copy disappears, the terminal quickly switches the controllable virtual character from the virtual object copy to the virtual object, and the virtual object retains the interaction attribute at the time of the duplication skill release, allowing remote revival of the virtual object (the location where the virtual object releases the duplication skill), and providing the user with a larger operation space.
[0117] In some embodiments, the copy of the virtual object disappears at a second location in the virtual scene, and the terminal can re-display the virtual object at a third location in the virtual scene, where the third location is a location in the virtual scene that is a distance from the second location that exceeds a distance threshold.
[0118] Here, the terminal controls the copy of the virtual object to disappear at a second position within the virtual scene. At the same time, the terminal can redisplay the virtual object at a third position within the virtual scene, where the third position is a position within the virtual scene whose distance from the second position exceeds a distance threshold and can be randomly determined. In this way, when the copy of the virtual object disappears, the terminal quickly switches the controllable virtual character from the copy of the virtual object to the virtual object, and the virtual object retains the interaction attribute when the duplication skill is released, allowing remote revival of the virtual object. Furthermore, because the distance between the third position and the position where the copy of the virtual object disappeared exceeds the distance threshold, if the position where the copy of the virtual object disappeared is the center of object interaction (e.g., a battle position of a game character), the virtual object can avoid attacks or interference from other virtual objects when revived, providing the user with a larger operating space.
[0119] When the above-described embodiment of the present application is applied, upon receiving a command to release a duplication skill corresponding to a virtual object in a virtual scene, a copy of the virtual object obtained based on the duplication of the virtual object is displayed, the displayed virtual object is hidden, and an interaction control command for the copy of the virtual object is triggered, thereby controlling the copy of the virtual object to perform an interaction operation instructed by the interaction control command in the virtual scene; and if a disappearance condition for the copy of the virtual object is met in the process of the copy of the virtual object performing the interaction operation, the display of the copy of the virtual object is canceled to cause the copy of the virtual object to disappear, and the virtual object is redisplayed, thereby continuing to control the virtual object to interact in the virtual scene.
[0120] Here, 1) a copy of the virtual object is obtained by duplicating the virtual object using the duplication skill. The user controls the copy of the virtual object to interact with the virtual scene. When the condition for the virtual object copy to disappear is met, the user can control the copy of the virtual object to disappear and the virtual object to reappear, allowing the user to continue to control the virtual object to interact with the virtual scene. Thus, the entire process includes the disappearance of the virtual object (specifically, the disappearance of the copy of the virtual object) and the reappearance of the virtual object, which corresponds to the disappearance and reappearance of the virtual object. 2) The interaction attributes of the reappeared virtual object are consistent with the interaction attributes of the virtual object when the duplication skill is released, thereby realizing the retention of the interaction attributes of the virtual object when the duplication skill is released. This eliminates the need for manual restoration from the initial state, reducing waste of device processing resources and improving the efficiency of human-computer interaction and the utilization of device processing resources.
[0121] In the following, an example of an application of a real application scenario in an embodiment of the present application will be described, taking a case where the virtual scene is a game scene as an example. First, the terms used in the embodiment of the present application will be described. (1) Resurrection mechanism: In a virtual shooting game, there is a mechanism that allows a virtual object controlled by a player to be resurrected after being killed. There are usually two types: original position resurrection and remote resurrection. Original position resurrection is resurrection at the point where the object was killed, and remote resurrection is resurrection at another location a certain distance away from the point where the object was killed.
[0122] In related technologies, the resurrection mechanism for virtual objects (including, but not limited to, returning to a spawn point after being killed) is often not real-time. Remote resurrection typically employs the following two solutions: 1) After a virtual object controlled by a player is killed, it can be immediately resurrected by a random game teammate, but the state before it was killed (including vitality, equipment, etc.) is not recorded upon resurrection. Remote resurrection is implemented, but the resurrection mechanism is not real-time, and the state of the virtual object before it was resurrected cannot be retained, resulting in a poor player experience. 2) After a virtual object controlled by a player is killed, it is immediately resurrected at a fixed resurrection point, and the state before it was killed (including vitality, equipment, etc.) is also not recorded upon resurrection. Remote resurrection is also implemented, but the state before it was resurrected cannot be retained; it can only be resurrected at the resurrection point, and the equipment, state, etc. acquired before it was killed cannot be retained, significantly limiting the player's tactical maneuvering space.
[0123] Based on this, the present embodiment provides a method for controlling virtual scene objects, i.e., a solution for real-time remote resurrection by creating a copy character (i.e., a copy of the virtual object) of a main character (i.e., the virtual object) within a virtual scene. If a player creates a copy character of one of the main characters and hides the main character within the validity period of the duplication skill with the resurrection mechanism, and the copy character is killed or meets other disappearance conditions (e.g., the copy character is displayed for a certain period of time), the resurrection mechanism is triggered, and in this case, the display of the copy character is canceled and the hidden main character is displayed, thereby realizing remote resurrection. At the same time, the remotely resurrected main character (i.e., the redisplayed main character) can acquire the interaction attributes (i.e., equipment and status) of the duplication skill, such as vitality, attack value, defense value, gun holding status, etc.
[0124] Referring to FIG. 11, FIG. 11 is a schematic diagram illustrating the display of an object in a virtual scene according to an embodiment of the present application. Here, after a player unlocks a copy skill with a resurrection mechanism, a controllable copy character is obtained based on the copy of the main character. The copy character completely copies the main character's equipment, status, etc. At this time, the player can control the copy character and initiate interactions within the game scene, while the main character remains hidden and remains in its original position. When the actual display duration of the copy character reaches a certain period or when the copy character meets the conditions after being killed, the copy character disappears, and the player regains control of the main character, simultaneously displaying the main character. In this case, the main character retains the interaction attributes (i.e., equipment and status) of the main character when the copy skill was unlocked. This solution realizes the possibility of real-time remote resurrection.
[0125] Referring to FIG. 12, FIG. 12 is a flowchart of a method for controlling an object in a virtual scene according to an embodiment of the present application, including the following steps: In step 201, the player releases a copy skill; in step 202, the interaction attributes of the main character, such as the current position and gun holding status, are recorded; in step 203, the main character is hidden and a copy character is created; in step 204, the player loses control of the main character and starts controlling the copy character; in step 205, it is determined whether a copy character disappearance condition is met; if not, step 206 is executed; if so, step 207 is executed; in step 206, the player continues to control the copy character, and after a certain period of time, step 207 is executed; in step 207, the copy character disappears and play control is switched back to the main character; in step 208, the associated shots, actions, special effects, and material effects are played when the copy skill is terminated; and in step 209, the main character with the recorded interaction attributes is displayed. In step 210, real-time remote restoration is completed.
[0126] In practical applications, the duplicate skill supports multi-skill release, and other non-exclusive skills can coexist with the duplicate skill. Furthermore, the real-time remote revival mechanism may be implemented by the duplicate skill or by using the UE4 Gameplay Ability System plug-in. In some other embodiments, for example, by adding more equipped items or character skills, players can learn to use more complex items or skills and combine them with tactics, such as blocking the flight trajectory of projectiles or obstructing the display of the trajectory. Furthermore, the display of the flight trajectory and collision effect of projectiles or character skills may be weakened depending on the material and thickness of obstacles, providing players with more variety in battles.
[0127] Referring to FIG. 13, FIG. 13 is a flowchart of using a skill with a revival mechanism according to an embodiment of the present application, which can be understood as a player's understanding process of the duplicated skill, and includes the following steps: Step 301: Participate in a game battle; Step 302: Use the duplicated skill with the revival mechanism; Step 303: Discover that real-time remote revival is possible; Step 304: Perceive that the interaction attributes before being killed can be retained after revival; Step 305: Understand the rules of the revival mechanism; Step 306: Actively utilize the rules of the revival mechanism; Step 307: Design tactics by combining items and character skills; Step 308: Combine with the duplicated skill with the revival mechanism to enrich playing methods.
[0128] Referring to FIG. 14, FIG. 14 is a flowchart of data analysis based on the use of skills with a revival mechanism according to an embodiment of the present application, which can be understood as an iterative space of a background system and includes the following steps: Step 401: Collect usage data of duplicate skills with a revival mechanism in the game; Step 402: Analyze the number of times the duplicate skill is used; Step 403: Specifically analyze different revival points and the player's state at the time of revival; Step 404: Adjust skill design and design differentiation for characters (equipment); Step 405: Analyze the rationality of player behavior; Step 406: Adjust the map model.
[0129] First, after reviving, players can regain the equipment and status they had before being killed, allowing them to achieve a lower learning threshold and a better gameplay experience. Second, players can unlock skills with revival mechanisms at any time, meaning they can revive anywhere. This encourages players to rationally plan their battle paths and experience a deeper map gameplay. It also encourages players to combine items and character skills to design tactics and enrich gameplay options. Third, by analyzing the specific circumstances and behavioral rationality of the player's use of the revival skill, the system adjusts the revival skill activation time and map model for items or skills, thereby providing players with a relatively fair battle experience and considering the adjustment space for its own iterative optimization. Based on this, the system realizes the possibility of real-time remote revival. For example, a hidden point for unlocking a revival skill may be designed when a map is designed, but in reality, users do not unlock the revival skill at that hidden point. In this case, based on these analytical data, the map model of the virtual scene can be updated and hidden points can be reconfigured; in another example, the validity period of a skill can be set based on the character level or the user's game account level, with the higher the level, the longer the validity period.
[0130] Applying the above-described embodiments of the present application, 1) after unlocking a skill with a revival mechanism, a player can remotely revive and obtain the equipment and status they had at the time of skill unlock, providing the player with a lower learning threshold and a better game experience. 2) The player can revive at the location where the skill with the revival mechanism is unlocked, and is not limited to being near a teammate or the revival point, giving the player a wider range of maneuvering space and a richer mastery space. 3) While the basic settings such as the gameplay method, map, and firearms remain unchanged, the depth of the player's map game can be expanded, increasing the variety of courses and tactical choices in mobile shooting games. 4) Backstage records the player's use of skills with a revival mechanism and the kill / attack status. This can be combined with big data to analyze the rationality of player behavior, effectively creating a map model with deeper game depth.
[0131] It should be noted that the embodiments of the present application involve user data, and if the embodiments of the present application are applied 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.
[0132] The following continues with a description of an exemplary configuration of a control device 555 for an 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 , the software modules in the control device 555 of an object in a virtual scene stored in the memory 550 may include a first display module 5551, a control module 5552, and a second display module 5553. The first display module 5551 is configured to, in response to a release command of a duplication skill corresponding to a virtual object in the virtual scene, display a copy of the virtual object obtained based on the duplication of the virtual object and hide the displayed virtual object. The control module 5552 is configured to, in response to an interaction control command for the copy of the virtual object, control the copy of the virtual object to perform an interaction operation instructed by the interaction control command in the virtual scene. The second display module 5553 is configured to, when a disappearance condition for the copy of the virtual object is met during the process of the copy of the virtual object performing the interaction operation, cancel the display of the copy of the virtual object and redisplay the virtual object, wherein the interaction attributes of the redisplayed virtual object match the interaction attributes of the virtual object at the time of the release of the duplication skill.
[0133] In some embodiments, the first display module 5551 is further configured to display a skill control corresponding to the duplicate skill, and, when the skill control is in an active state, receive the release command for the duplicate skill corresponding to the virtual object in response to a trigger operation on the skill control.
[0134] In some embodiments, the first display module 5551 is further configured to display a skill control in a cooling state corresponding to the duplicated skill, and the first display module 5551 is further configured to obtain a cooling duration interval and a cooling start time point of the skill control, and control the skill control to switch from the cooling state to the active state when it determines that the cooling end time point of the skill control has been reached based on the cooling duration interval and the cooling start time point.
[0135] In some embodiments, the first display module 5551 is further configured to obtain an interaction score obtained by controlling the virtual object to interact in the virtual scene, and, if it determines based on the interaction score that an activation condition for the skill control is satisfied, control the skill control to be in the active state.
[0136] In some embodiments, the first display module 5551 is further configured to display a virtual item corresponding to the duplicated skill on a screen of the virtual scene, and receive the release command for the duplicated skill corresponding to the virtual object when the virtual object successfully equips the virtual item.
[0137] In some embodiments, the first display module 5551 is further configured to display a wearing function item corresponding to the virtual item when the virtual object is within a sensing range of the virtual item, and to control the virtual object to wear the virtual item in response to a trigger operation on the wearing function item.
[0138] In some embodiments, the first display module 5551 is further configured to receive the release command, obtain the release count of the duplicate skill, and trigger a response to the release command if the release count has not reached a count threshold.
[0139] In some embodiments, upon release of the copy skill, the virtual object is located at a first location within the virtual scene, a location at which the copy of the virtual object is lost is different from the first location, and the second display module 5553 is further configured to re-display the virtual object at the first location.
[0140] In some embodiments, the copy of the virtual object disappears at a second location in the virtual scene, and the second display module 5553 is further configured to re-display the virtual object at a third location in the virtual scene, the third location being a location in the virtual scene that is a distance from the second location that exceeds a distance threshold.
[0141] In some embodiments, the second display module 5553 is further configured to display a state attribute value of the virtual object copy in the process of the virtual object copy performing the interaction operation, and determine that the disappearance condition of the virtual object copy is met if the state attribute value is lower than a state threshold value or is reset to zero.
[0142] In some embodiments, the second display module 5553 is further configured to display a remaining display duration of the virtual object copy during the process of the virtual object copy performing the interaction operation, and determine that the disappearance condition of the virtual object copy is met if the remaining display duration is lower than a duration threshold or is reset to zero.
[0143] In some embodiments, the second display module 5553 is further configured to obtain a state attribute value and a display duration of the virtual object copy during the process of the virtual object copy performing the interaction operation, and determine that the disappearance condition of the virtual object copy is satisfied when at least one of the state attribute value being lower than a state threshold value and the display duration reaching a target display duration is satisfied.
[0144] In some embodiments, the second display module 5553 is further configured to obtain an interaction level of the virtual object, and determine a target copy display duration corresponding to the interaction level of the virtual object based on a correspondence between the interaction level and a copy display duration, and set the target copy display duration as the target display duration.
[0145] In some embodiments, the device further comprises a third display module configured to display location recommendation information corresponding to a target hiding location when the virtual object is within a sensing range of the target hiding location, the location recommendation information being used to indicate a recommendation degree for controlling the virtual object to release the duplicated skill at the target hiding location.
[0146] In some embodiments, the second display module 5553 is further configured to display state indication information of the hidden virtual object during the process of the copy of the virtual object performing the interaction operation, and the state indication information is used to indicate real-time scene information within a sensing area centered on the virtual object.
[0147] In some embodiments, the second display module 5553 is further configured to: display an end function item corresponding to a copy of the virtual object when the status indication information indicates that an interaction risk exists for the virtual object; and determine that the disappearance condition for the copy of the virtual object is met when a trigger operation for the end function item is received.
[0148] When the above-described embodiment of the present application is applied, upon receiving a command to release a duplication skill corresponding to a virtual object in a virtual scene, a copy of the virtual object obtained based on the duplication of the virtual object is displayed, the displayed virtual object is hidden, and an interaction control command for the copy of the virtual object is triggered, thereby controlling the copy of the virtual object to perform an interaction operation instructed by the interaction control command in the virtual scene; and if a disappearance condition for the copy of the virtual object is met in the process of the copy of the virtual object performing the interaction operation, the display of the copy of the virtual object is canceled to cause the copy of the virtual object to disappear, and the virtual object is redisplayed, thereby continuing to control the virtual object to interact in the virtual scene.
[0149] Here, 1) a copy of the virtual object is obtained by duplicating the virtual object using the duplication skill. The user controls the copy of the virtual object to interact with the virtual scene. When the condition for the virtual object copy to disappear is met, the user can control the copy of the virtual object to disappear and the virtual object to reappear, allowing the user to continue to control the virtual object to interact with the virtual scene. Thus, the entire process includes the disappearance of the virtual object (specifically, the disappearance of the copy of the virtual object) and the reappearance of the virtual object, which corresponds to the disappearance and reappearance of the virtual object. 2) The interaction attributes of the reappeared virtual object are consistent with the interaction attributes of the virtual object when the duplication skill is released, thereby realizing the retention of the interaction attributes of the virtual object when the duplication skill is released. This eliminates the need for manual restoration from the initial state, reducing waste of device processing resources and improving the efficiency of human-computer interaction and the utilization of device processing resources.
[0150] An embodiment of the present application further provides an electronic device, the electronic device comprising: a memory storing computer-executable instructions; and a processor that, when executing computer-executable instructions stored in the memory, implements the method for controlling objects in a virtual scene provided by embodiments of the present application.
[0151] An embodiment of the present application further provides a computer program product or a computer program, the computer program product or the computer program including computer-executable instructions stored in a computer-readable storage medium, wherein a processor of a computing device reads and executes the computer-executable instructions from the computer-readable storage medium, thereby causing the computing device to perform the method for controlling an object in a virtual scene provided by an embodiment of the present application.
[0152] An embodiment of the present application further provides a computer-readable storage medium having stored thereon computer-executable instructions that, when executed by a processor, implement a method for controlling an object in a virtual scene provided by an embodiment of the present application.
[0153] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic memory, an optical disk, or a CD-ROM, or may be a variety of devices including one or any combination of the above memories.
[0154] In some embodiments, the computer-executable instructions take the form of programs, software, software modules, scripts, or code, and 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 as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0155] 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, for example, 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).
[0156] 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.
[0157] Any modifications, equivalent substitutions, improvements, etc. made within the spirit and scope of the present application shall fall within the protection scope of the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and scope of the present application shall fall within the protection scope of the present application.
Claims
1. 1. A method for controlling an object in a virtual scene, performed by an electronic device, comprising: In response to an activation command for a duplication skill corresponding to a virtual object in a virtual scene, displaying a copy of the virtual object obtained based on duplication of the virtual object, and hiding the displayed virtual object; In response to an interaction control command for the copy of the virtual object, controlling the copy of the virtual object to perform an interaction operation instructed by the interaction control command within the virtual scene; and canceling the display of the copy of the virtual object and re-displaying the virtual object when a hide condition for the copy of the virtual object is satisfied during the process of the copy of the virtual object performing the interaction operation; A method of controlling an object in a virtual scene, wherein interaction attributes of the re-displayed virtual object match the interaction attributes of the virtual object at the time of activating the replication skill.
2. The method for controlling an object in a virtual scene comprises: displaying a skill control corresponding to the duplicated skill; When the skill control is in an active state, receiving the activation command for the duplicate skill corresponding to the virtual object in response to a trigger operation on the skill control. The method of claim 1 for controlling an object in a virtual scene.
3. The step of displaying a skill control corresponding to the duplicated skill includes: displaying a skill control in a cooled state corresponding to the duplicated skill; The method for controlling an object in a virtual scene comprises: obtaining a cooling duration interval and a cooling start time of the skill control; and controlling the skill control to switch from the cooling state to the active state when determining that a cooling end point of the skill control has been reached based on the cooling duration interval and the cooling start point. The method of claim 2 for controlling an object in a virtual scene.
4. The method for controlling an object in a virtual scene comprises: obtaining an interaction score obtained by controlling the virtual object and performing an interaction in the virtual scene; and controlling the skill control to be in the active state when determining that an activation condition for the skill control is satisfied based on the interaction score. The method of claim 2 for controlling an object in a virtual scene.
5. The method for controlling an object in a virtual scene comprises: displaying a virtual item corresponding to the replicated skill on a screen of the virtual scene; If the virtual object is successfully equipped with the virtual item, receiving the activation command for the replicated skill corresponding to the virtual object. The method of claim 1 for controlling an object in a virtual scene.
6. The method for controlling an object in a virtual scene comprises: When the virtual object is within a sensing range of the virtual item, displaying a wearable function item corresponding to the virtual item; and controlling the virtual object to wear the virtual item in response to a trigger operation on the wearing function item.
6. A method for controlling an object in a virtual scene according to claim 5.
7. The method for controlling an object in a virtual scene comprises: receiving the activation command and obtaining the activation count of the duplicated skill; If the number of activations has not reached a threshold number of activations, triggering a response to the activation command. The method of claim 1 for controlling an object in a virtual scene.
8. When the duplication skill is enabled, the virtual object is located at a first position in the virtual scene, and a hidden position of the copy of the virtual object is different from the first position; The step of redisplaying the virtual object includes: redisplaying the virtual object at the first location. The method of claim 1 for controlling an object in a virtual scene.
9. Hiding the copy of the virtual object at a second location within the virtual scene and redisplaying the virtual object includes: redisplaying the virtual object at a third location within the virtual scene; the third position is a position in the virtual scene whose distance from the second position exceeds a distance threshold. The method of claim 1 for controlling an object in a virtual scene.
10. determining in real time or periodically whether a hide condition for the copy of the virtual object is satisfied during the process of controlling the copy of the virtual object to perform the interaction operation within the virtual scene; The method of claim 1 for controlling an object in a virtual scene.
11. The method for controlling an object in a virtual scene comprises: displaying a state attribute value of the copy of the virtual object while the copy of the virtual object is performing the interaction operation; determining that the condition for hiding the copy of the virtual object is satisfied if the state attribute value is lower than a state threshold value or is reset to zero; The method of claim 1 for controlling an object in a virtual scene.
12. The method for controlling an object in a virtual scene comprises: displaying a remaining display duration of the copy of the virtual object while the copy of the virtual object is performing the interaction operation; determining that the non-display condition for the copy of the virtual object is satisfied if the remaining display duration is lower than a duration threshold or is reset to zero; The method of claim 1 for controlling an object in a virtual scene.
13. The method for controlling an object in a virtual scene comprises: acquiring a state attribute value and a display duration of the copy of the virtual object during the process of the copy of the virtual object performing the interaction operation; determining that the non-display condition for the copy of the virtual object is satisfied when at least one of the state attribute value being lower than a state threshold and the display duration reaching a target display duration is satisfied; The method of claim 1 for controlling an object in a virtual scene.
14. The method for controlling an object in a virtual scene comprises: obtaining an interaction level of the virtual object; determining a target copy display duration corresponding to the interaction level of the virtual object based on a correspondence relationship between the interaction level and the copy display duration; and setting the target copy display duration to the target display duration.
14. A method for controlling an object in a virtual scene according to claim 13.
15. The method for controlling an object in a virtual scene comprises: If the virtual object is within a sensing range of a target hiding position, displaying location recommendation information corresponding to the target hiding position; The location recommendation information is used to indicate a recommendation degree for controlling the virtual object to activate the duplicated skill at the target hiding location. The method of claim 1 for controlling an object in a virtual scene.
16. The method for controlling an object in a virtual scene comprises: The method further includes displaying state indication information of the hidden virtual object during the process in which the copy of the virtual object performs the interaction operation; the state indication information is used to indicate real-time scene information within a sensing area centered on the virtual object; The method of claim 1 for controlling an object in a virtual scene.
17. The method for controlling an object in a virtual scene comprises: If the state indication information indicates that an interaction risk exists for the virtual object, displaying an end function item corresponding to the copy of the virtual object; and determining, when a trigger operation for the end function item is received, that the hide condition for the copy of the virtual object is satisfied.
17. A method for controlling an object in a virtual scene according to claim 16.
18. 1. A control device for an object in a virtual scene, comprising: a first display module configured to, in response to an activation command of a duplication skill corresponding to a virtual object in a virtual scene, display a copy of the virtual object obtained based on the duplication of the virtual object and hide the displayed virtual object; a control module configured to, in response to an interaction control instruction for the copy of the virtual object, control the copy of the virtual object to perform an interaction operation instructed by the interaction control instruction within the virtual scene; a second display module configured to cancel the display of the copy of the virtual object and re-display the virtual object when a hide condition for the copy of the virtual object is satisfied during the process of the copy of the virtual object performing the interaction operation; A control device for an object in a virtual scene, wherein the interaction attributes of the re-displayed virtual object match the interaction attributes of the virtual object at the time of replication skill activation.
19. An electronic device, a memory storing computer-executable instructions; and a processor which, when executing the computer-executable instructions, implements the method for controlling an 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 an object in a virtual scene according to any one of claims 1 to 17.
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