Interaction methods based on virtual environments, as well as the devices, equipment, and programs thereof.
Patent Information
- Application Number
- JP2024531476
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2022-03-01
- Filing Date
- 2022-11-30
- Publication Date
- 2026-09-15
- Estimated Expiration
- 2042-11-30
AI Technical Summary
【0016】 第1仮想オブジェクトが着用している目標スキンに対応する目標形態を環境仮想オブジェクト上に表示することにより、環境仮想オブジェクトの表示形態と第1仮想オブジェクトが着用しているスキンとの関連性が高い、環境仮想オブジェクトと第1仮想オブジェクトとの新しいインタラクト方式を提供し、これにより、環境仮想オブジェクトと第1仮想オブジェクトとのインタラクト方式を豊かにし、プレイヤーのインタラクションエクスペリエンスを向上させ、プレイヤーと環境仮想オブジェクトとのインタラクション率を向上させることができる。
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Abstract
Description
[Technical Field]
[0001] [Cross-reference to Related Applications] The present application claims the priority of the Chinese patent application filed on March 01, 2022 with the application number 202210193345.8 and the title of the invention "Interaction method based on virtual environment, and apparatus, equipment, medium and program product thereof", the entire content of which is incorporated herein by reference.
[0002] Embodiments of the present application relate to the field of virtual environments, and in particular, to an interaction method based on a virtual environment, an apparatus, equipment, a medium, and a program product. [Background Art]
[0003] In the field of games, a virtual environment is often constructed by a plurality of scene elements including stones, trees, houses, non-player characters and the like.
[0004] In related art, the interaction mode between a player-controlled game character and a scene element is very single. For example, in the case of a collection task, the player controls the game character to approach a tree, and clicks a picking button to obtain fruits from the tree; in the case of a forging task, the player controls the game character to supply materials such as rare metals into a forging furnace, and clicks a forging button to obtain a forged weapon.
[0005] Obviously, the interaction mode between a scene element (a tree, a forging furnace) and a game character in the related art is very simple, and how to increase the interaction modes between a scene element and a game character is a technical problem to be solved urgently. [Summary of the Invention] [Problem to be Solved by the Invention]
[0006] This application provides a novel method of interaction between an environment virtual object and a first virtual object, and provides a virtual environment-based interaction method, as well as the apparatus, equipment, media, and program products thereof, which are advantageous in improving the interaction rate between the player and the environment virtual object. The technical solution is as follows: [Means for solving the problem]
[0007] According to one aspect of this application, A virtual environment-based interaction method executed by a first client, which is a client for controlling a first virtual object, The steps include displaying a first virtual object and an environment virtual object, which is a scene element of the virtual environment, within the virtual environment, The present invention provides an interaction method that includes the steps of: controlling the environment virtual object in response to an interaction operation of a first virtual object with the environment virtual object, and displaying a target form corresponding to the target skin worn by the first virtual object.
[0008] According to another aspect of this application, A method of interaction based on a virtual environment run by a server, A step of receiving an interaction request between a first virtual object and an environment virtual object sent by a first client, wherein the interaction request includes skin information of the target skin worn by the first virtual object. A step of determining the target form corresponding to the skin information based on the skin information of the target skin, The process includes the step of sending a command to a first client to display the target form, The first client is a client for controlling the first virtual object, and the environment virtual object provides an interaction method that includes steps, which are scene elements of the virtual environment.
[0009] According to another aspect of this application, A method of interaction based on a virtual environment executed by a second client, The steps include displaying a first virtual object and an environment virtual object, which is a scene element of the virtual environment, within the virtual environment, The process includes the steps of controlling an environment virtual object to display a target form corresponding to the target skin worn by a first virtual object, The second client is a client for controlling a second virtual object, which is any virtual object other than the first virtual object in the virtual environment, and provides an interaction method.
[0010] According to another aspect of this application, An interaction device based on a virtual environment, A display module for displaying a first virtual object and an environment virtual object, which is a scene element of the virtual environment, within the virtual environment, The present invention provides an interaction device that includes a control module for controlling an environment virtual object in response to an interaction operation of a first virtual object with an environment virtual object, and for displaying a target form corresponding to the target skin worn by the first virtual object.
[0011] According to another aspect of this application, An interaction device based on a virtual environment, A receiving module for receiving an interaction request between a first virtual object and an environment virtual object sent by a first client, wherein the interaction request includes skin information of the target skin worn by the first virtual object, and the receiving module... A decision module for determining the target form corresponding to the skin information based on the skin information of the target skin, Includes a transmission module for sending a command to a first client to display the target configuration, The first client is a client for controlling the first virtual object, and the environment virtual object provides an interaction device that is a scene element of the virtual environment.
[0012] According to another aspect of this application, An interaction device based on a virtual environment, A display module for displaying a first virtual object and an environment virtual object, which is a scene element of the virtual environment, within the virtual environment, An interaction device is provided, which includes a control module for controlling an environment virtual object and displaying a target form corresponding to the target skin worn by a first virtual object.
[0013] According to one aspect of this application, Computer equipment, The present invention provides a computer device that includes a processor and a memory that stores a computer program, which, when loaded and executed by the processor, enables the computer device to implement the interaction method based on the virtual environment described above.
[0014] According to another aspect of this application, A non-volatile computer-readable storage medium, The present invention provides a non-volatile, computer-readable storage medium that stores a computer program that, when loaded and executed by a processor, enables the computer to implement the interaction methods based on the virtual environment described above.
[0015] According to another aspect of this application, A computer program product, Includes computer instructions stored on a non-volatile computer-readable storage medium, A processor of computer equipment reads the computer instructions from a non-volatile computer-readable storage medium and executes the computer instructions, thereby providing a computer program product that causes the computer equipment to implement the interaction method based on a virtual environment according to the above aspect.
Effects of the Invention
[0016] By displaying the target shape corresponding to the target skin worn by the first virtual object on the environmental virtual object, a new interaction mode between the environmental virtual object and the first virtual object with high relevance between the display shape of the environmental virtual object and the skin worn by the first virtual object is provided, thereby enriching the interaction modes between the environmental virtual object and the first virtual object, improving the player's interaction experience, and increasing the interaction rate between the player and the environmental virtual object.
[0017] In the related art, the interaction between the environmental virtual object and the first virtual object is determined based on the behavior of the first virtual object. For example, the first virtual object picks fruits from a tree, or forges weapons in a forging furnace. In the related art, interaction is only performed through behaviors that the first virtual object actively performs on the environmental virtual object. On the other hand, in the present application, the interaction between the first virtual object and the environmental virtual object is provided in a mode similar to an "easter egg", and the environmental virtual object actively presents the target shape to the first virtual object according to the target skin worn by the first virtual object. Obviously, the present application provides a new interaction mode different from the related art.
Brief Description of Drawings
[0018] [Figure 1] It is a structural block diagram of a computer system according to an exemplary embodiment. [Figure 2]This is a flowchart illustrating an example of an interaction method based on a virtual environment. [Figure 3] This is a schematic diagram of a virtual environment according to one exemplary embodiment. [Figure 4] This is a schematic diagram of a virtual environment according to another exemplary embodiment. [Figure 5] This is a schematic diagram of interact control for controlling a first virtual object according to an exemplary embodiment to interact with an environment virtual object. [Figure 6] This is a schematic diagram of three different levels of skin in the same skin series, illustrating one exemplary embodiment. [Figure 7] This is a schematic diagram of three different levels of skin in the same skin series, based on other exemplary embodiments. [Figure 8] This is a schematic diagram showing a first form in which an environment virtual object according to an exemplary embodiment corresponds to a first skin. [Figure 9] This is a schematic diagram showing a second form of an environment virtual object corresponding to a second skin, according to an exemplary embodiment. [Figure 10] This is a schematic diagram of the interaction process of a computer system according to one exemplary embodiment. [Figure 11] This is a schematic diagram of the interaction process of a computer system according to one exemplary embodiment. [Figure 12] This is a flowchart of a virtual environment-based interaction method in another exemplary embodiment. [Figure 13] This is a schematic diagram of the interaction process of a computer system according to one exemplary embodiment. [Figure 14] This is a schematic diagram of the interaction process of a computer system according to one exemplary embodiment. [Figure 15] This is a structural block diagram of an interaction device based on a virtual environment, according to one exemplary embodiment. [Figure 16] This is a structural block diagram of an interaction device based on a virtual environment, according to another exemplary embodiment. [Figure 17] This is a structural block diagram of an interaction device based on a virtual environment, according to another exemplary embodiment. [Figure 18] This is a structural block diagram of a computer device according to one exemplary embodiment. [Modes for carrying out the invention]
[0019] This specification provides a detailed description of exemplary embodiments, illustrated in the drawings. Where drawings are provided in the following description, unless otherwise noted, the same numbers in different drawings represent identical or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of the present application detailed in the claims.
[0020] It should be understood that "several" as used herein means one or more, and "plural" means two or more. "And / or" describes the relationship between related objects and indicates that three relationships exist; for example, A and / or B can mean that A exists alone, A and B exist together, or B exists alone. The sign " / " generally indicates that the preceding and succeeding related objects are in an "or" relationship.
[0021] First, I will briefly explain the nouns related to the embodiments of this application.
[0022] Virtual Environment: A virtual environment that is displayed (or provided) when a client is running on a terminal. This virtual environment may be a simulation of the real world, a semi-simulated, semi-fictional environment, or a purely fictional environment. The virtual environment may be a 2D virtual environment, a 2.5D virtual environment, or a 3D virtual environment, but this application does not limit it. In the following embodiments, the explanation will be given using the example that the virtual environment is a 3D virtual environment.
[0023] Optionally, the virtual environment may provide a battle environment for virtual objects. For example, in a battle royale game, at least one virtual object may engage in one battle within the virtual environment, and the virtual object may achieve its objective of surviving within the virtual environment by avoiding attacks initiated by enemy units and hazards present within the virtual environment (e.g., exhaust fumes circles, swamps, etc.). When a virtual object's hit points within the virtual environment reach zero, its lifespan within the virtual environment ends, and the last surviving virtual object becomes the winner.
[0024] Figure 1 is a structural block diagram of a computer system according to an exemplary embodiment of the present invention. The computer system 100 includes a first terminal 120, a server 140, and a second terminal 160.
[0025] The first terminal 120 installs and runs the first client that supports the virtual environment. The first client has a control account registered for the first virtual object, and the first client may be any of the following: a 3D map program, a side-scrolling shooting game, a side-scrolling adventure game, a side-scrolling path game, a side-scrolling strategy game, a virtual reality (VR) application, or an augmented reality (AR) program. The first terminal 120 is a terminal used by the first user, who uses the first terminal 120 to control the first virtual object located in the virtual environment and perform activities including, but not limited to, adjusting body posture, walking, running, jumping, riding, driving, aiming, picking locks, and using throwing props. For example, the first virtual object is a virtual character such as a pseudo-character object or an anime character object. For example, the first user controls the first virtual object and performs activities using user interface (UI) controls on the virtual environment screen.
[0026] The second terminal 160 installs and runs a second client that supports the virtual environment. The second client has a control account registered for the second virtual object, and the second client may be any of the following: a 3D map program, a side-scrolling shooting game, a side-scrolling adventure game, a side-scrolling path game, a side-scrolling strategy game, a virtual reality (VR) application, or an augmented reality (AR) program. The second terminal 160 is a terminal used by the second user, who uses the second terminal 160 to control and perform activities on the second virtual object located within the virtual environment.
[0027] The first terminal 120 is connected to the server 140 via a wireless or wired network, and the second terminal 160 is connected to the server 140 via a wireless or wired network.
[0028] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, Server 140 includes a processor 144 and memory 142, which includes a receiving module 1421, a control module 1422, and a transmitting module 1423, the receiving module 1421 being used to receive requests sent by a client, such as requests to control and move virtual objects; the control module 1422 being used to control the rendering of the virtual environment screen; and the transmitting module 1423 being used to send responses to the client, such as sending a response to the client indicating that the position of a virtual object has changed. Optionally, Server 140 is used to provide background services to applications that support the virtual environment. Optionally, server 140 may be responsible for primary computing tasks, while terminals 120 and 160 may be responsible for secondary computing tasks; or server 140 may be responsible for secondary computing tasks, while terminals 120 and 160 may be responsible for primary computing tasks; or server 140, terminal 120, and terminal 160 may work together to perform computing tasks. For example, an application that supports a virtual environment may also be called a client that supports a virtual environment, similar to the first and second clients described above.
[0029] Optionally, the above clients can operate on various operating system platforms (Android® or iOS). Optionally, the device types of terminals include at least one of the following: smartphones, smartwatches, in-car terminals, wearable devices, smart TVs, tablets, e-readers, Moving Picture Experts Group Audio Layer III (MP3), Moving Picture Experts Group Audio Layer IV (MP4), laptop portable computers, and desktop computers. The following embodiments will use a smartphone as an example.
[0030] Those skilled in the art will recognize that the number of terminals may be greater or less than described above. For example, there may be only one terminal, or there may be tens, hundreds, or more. The embodiments of this application do not limit the number of terminals or the type of equipment.
[0031] Figure 2 shows a flowchart of a virtual environment-based interaction method according to an exemplary embodiment of the present invention, in order to provide a new interaction method between an environment virtual object and a first virtual object. In this embodiment, the method is described using as an example a method performed by a first terminal 120 (or a first client operating on the first terminal 120 and supporting the virtual environment) shown in Figure 1, where the first client is a client for controlling the first virtual object. The method includes the following steps 220 and 240.
[0032] Step 220: Display the first virtual object and the environment virtual object within the virtual environment.
[0033] The first virtual object refers to a movable object controlled by the first client in the virtual environment. This movable object may be a virtual character, virtual animal, animated character, etc., for example, a character or animal displayed in a 3D virtual environment. Optionally, the virtual object is a 3D solid model created based on animation skeleton technology. Each virtual object has its own shape and volume in the 3D virtual environment and occupies a portion of the space within the 3D virtual environment.
[0034] In this application, the target skin refers to the skin worn by the first virtual object, and the skin can be understood as the appearance of the first virtual object at the interface level, and as a map possessed by the model of the first virtual object at the background technology level. In this application, the target skin may be the first skin of the original model, or it may be a second skin improved based on the first skin. For example, the first skin may be obtained by rendering using the first map, and the second skin may be obtained by rendering using the second map obtained by modifying some parts of the first map. In this application, the skin information possessed by the target skin includes at least one of the following: the skin level of the target skin in the target skin series to which it belongs, the skin level of the target skin series having the same basic skin style, the rarity of the target skin, the skin quality of the target skin, the skin theme of the target skin, the body parts of the first virtual object covered by the target skin, the skin parts possessed by the target skin, the skin attributes possessed by the target skin, and the number of skin parts possessed by the target skin. In some embodiments, rarity may be called rarity level.
[0035] In one embodiment, the first client displays a first virtual object wearing a target skin, and the target skin displayed by the first virtual object may be a skin owned by the first virtual object, or a skin that the first virtual object is temporarily wearing through skin experience privileges, and the duration of the skin experience may be 3 days, 5 days, 7 days, or more or less.
[0036] The target skin worn by the first virtual object can be changed during the current match or selected before the match begins. For example, the first client may control the first virtual object to pick up and wear clothes discarded by other virtual objects, and display a screen showing the first virtual object wearing those clothes. For example, in a Multiplayer Online Battle Arena (MOBA) type game, the first client may select the target skin that the first virtual object will wear before the match begins, and then control the first virtual object to keep it wearing that skin throughout the subsequent match.
[0037] Environment virtual objects refer to the scene elements of a virtual environment. Optionally, scene elements include dynamic and static virtual objects. Dynamic virtual objects are movable objects within the virtual environment that are not controlled by the player, such as a shop owner calling customers in a virtual store, pedestrians freely walking the streets, or a game guide issuing tasks. Static virtual objects are scene elements that cannot be moved within the virtual environment, such as a calligraphy pendant in a study, a pond in a garden, or a common tree. Optionally, dynamic virtual objects may have health bars, and static virtual objects may have wear and tear settings. Optionally, dynamic virtual objects may be created to resemble living animals in the real world, while static virtual objects may be created to resemble inanimate objects in the real world. Optionally, both dynamic virtual objects and static virtual environments are used to construct the scene of the virtual environment.
[0038] Referring to Figure 3, the virtual environment is shown as observed from the viewpoint of the first virtual object 301. Clearly, this virtual environment is observed from a third-person perspective, in which case the camera model within the virtual environment is located behind the first virtual object 301. In open-world type games, the virtual environment shown in Figure 3 is the Birth Island screen before the start of a match. The Birth Island serves to gather all players participating in the match, and the match begins when the gathering time reaches a time threshold or when the number of players reaches a number threshold.
[0039] Referring to Figure 4, the virtual environment is shown as observed from the perspective of the first virtual object 401. In open-world type games, the virtual environment shown in Figure 4 is the screen during a game. The virtual environment shown in Figure 4 is constructed from a house (scene element) and a mountain slope (scene element).
[0040] In one embodiment, a scene element may represent at least two forms. For example, if the scene element is a "tree," the two forms of the "tree" are distinguished according to the number of leaves. For example, if the scene element is a "goldfish bowl," the two forms of the "goldfish bowl" are distinguished according to the number of goldfish in the bowl. For example, if the scene element is a "floral bush," the two forms of the "floral bush" are distinguished according to the number of flowers in bloom within the bush.
[0041] In one embodiment, the first client displays a scene element in its original form, that is, an environment virtual object that displays the original form. The original form is the basic form possessed by the environment virtual object. The original form may be set according to the type of environment virtual object, or it may be flexibly adjusted according to the operation of the first client, but the embodiments of this application are not limited thereto. For example, if the scene element is a "tree", the original form is a "dead tree" with no leaves growing on it; for example, if the scene element is a "goldfish bowl", the original form is one in which there are no goldfish in the goldfish bowl; for example, if the scene element is a "floral bush", the original form is one in which all the flowers in the bush are not in bloom.
[0042] Step 240: In response to the interaction operation of the first virtual object with the environment virtual object, control the environment virtual object to display the target form corresponding to the target skin worn by the first virtual object.
[0043] An interact operation refers to an operation in which the first client controls the first virtual object to interact with the environment virtual object. Optionally, the interact operation is a user-triggered operation received by the first client. For example, an interact control is displayed on the first client's interface, and in response to a user's trigger operation of the interact control, the first client accepts an interact operation of the first virtual object with respect to the environment virtual object. Subsequently, in response to this interact operation, the first client controls the environment virtual object to display the target form. The trigger operation may be a click, drag, double-click, continuous touch, or pressure touch operation. Optionally, the interact operation is the first virtual object hitting the environment virtual object by releasing its skill. For example, the first client controls the first virtual object and releases a skill to the environment virtual object. When that skill hits the environment virtual object, the first virtual object accepts an interaction operation from the first virtual object to the environment virtual object, and then, in response to that interaction operation, controls the environment virtual object to display the target form.
[0044] Optionally, the interact operation may be performed automatically if the first virtual object and the environment virtual object satisfy a certain relationship. For example, if the distance between the first virtual object and the environment virtual object is less than a distance threshold, the first client accepts an interact operation of the first virtual object with respect to the environment virtual object, and then, in response to the interact operation, controls the environment virtual object to display the target form.
[0045] For illustrative purposes, see Figure 5, which shows an interact control for controlling and interacting with a first virtual object and an environment virtual object. In response to the first client controlling the first virtual object to move toward the environment virtual object (tree), when the first virtual object enters the reference distance range of the "tree", the interact control 501 is displayed to the first client, and in response to the interact control 501 accepting the trigger operation, the first client controls the environment virtual object to display the target form.
[0046] In this application, the target form refers to the form displayed by the environment virtual object that corresponds to the target skin worn by the first virtual object. For example, if the first virtual object is wearing the first skin, the first client controls the environment virtual object to display the first form corresponding to the first skin, and if the first virtual object is wearing the second skin, it controls the environment virtual object to display the second form corresponding to the second skin, where the first skin and the second skin are different skins, and the first form and the second form are different forms of the environment virtual object. Since the form displayed by the environment virtual object is different when the skin worn by the first virtual object is different, the effect is obtained that the form displayed by the environment virtual object changes in real time in accordance with the change in the skin worn by the first virtual object. This enhances the relationship between the form of the environment virtual object and the skin worn by the first virtual object, improves the player's interaction experience, and is advantageous in improving the interaction rate between the player and the environment virtual object.
[0047] In one embodiment, the environment virtual object is a cloud, which is displayed as a highly transparent white map when the first virtual object is wearing a first skin, and as a less transparent golden map when the first virtual object is wearing a second skin. Here, the first skin and the second skin are different skins, and in particular, the fact that the first skin corresponds to the first form and the second skin corresponds to the second form will be explained in detail in the following embodiment.
[0048] In one embodiment, the first client displays a form change process in which the original form of an environment virtual object switches to a target form, and then the target form switches back to the original form, by playing a first dynamic effect. The visual effect of this dynamic effect is more striking, which is advantageous in further attracting the player's attention, improving the player's interaction experience, and increasing the rate of interaction between the player and the environment virtual object.
[0049] For example, if the scene element is a "tree," the original form is a "dead tree" with no leaves, and the target form is a tree with a first degree of vegetative growth, the first client will switch the "dead tree" to the tree with the first degree of vegetative growth and display it, and then switch the tree with the first degree of vegetative growth back to the "dead tree" and display it. Here, the first degree of vegetative growth can be set according to experience or flexibly adjusted according to the application scene. For the same tree, the higher the first degree of vegetative growth, the more leaves the tree has.
[0050] In one embodiment, the environment virtual object includes all or part of the environment virtual object located within a reference distance range of the first virtual object. Here, the reference distance range corresponds to the target skin worn by the first virtual object. The reference distance range can be flexibly set according to the target skin, and if the target skin changes, the reference distance range may or may not be changed.
[0051] For example, an environment virtual object includes n environment virtual objects that are located within a reference distance range of a first virtual object, where n is an integer greater than or equal to 1. Optionally, the value of n may be fixed, or it may correspond to the target skin worn by the first virtual object. For instance, if all environment objects are "Stone 1, Stone 2, Wood 1, Wood 2, Fence, House," then the n environment objects would be four environment objects: "Stone 1, Stone 2, Wood 1, Wood 2."
[0052] For example, the environment virtual objects include n types of environment virtual objects that are located within a reference distance range of the first virtual object, where n is an integer greater than or equal to 1. Optionally, the value of n may be fixed or it may correspond to the target skin worn by the first virtual object. For example, if all environment virtual objects are "Stone 1, Stone 2, Wood 1, Wood 2, Fence, House," then the n types of environment virtual objects include four types of environment virtual objects: "Stone, Wood, Fence, and House," in which case all environment virtual objects (6 environment virtual objects) will display their target form.
[0053] The first client, at its discretion, randomly determines that n of all environment virtual objects belong to an environment virtual object, where n is an integer greater than or equal to 1.
[0054] Optionally, an interact operation acts on at least one of the environment virtual objects, all or part of which display a target form in response to the interact operation.
[0055] As described above, by displaying the target form corresponding to the target skin worn by the first virtual object on the environment virtual object, a new interaction method between the environment virtual object and the first virtual object is provided, where the display form of the environment virtual object and the skin worn by the first virtual object are highly correlated. This enriches the interaction method between the environment virtual object and the first virtual object, improves the player's interaction experience, and increases the interaction rate between the player and the environment virtual object.
[0056] In related technologies, interaction between an environment virtual object and a first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree or forges weapons in a forge. In related technologies, interaction occurs only through actions that the first virtual object actively performs on the environment virtual object. In contrast, in the present application, interaction between the first virtual object and the environment virtual object is provided in a manner similar to an "Easter egg," where the environment virtual object actively presents a target form to the first virtual object according to the target skin that the first virtual object is wearing. Clearly, the present application provides a novel interaction method that differs from related technologies.
[0057] By configuring the environment virtual object to display its original form when interacting with a player-controlled virtual object and its target form when interacting with a virtual object wearing the target skin, independence can be ensured so that virtual objects controlled by different players display different forms. In other words, when virtual objects controlled by multiple players interact with the environment virtual object alternately, the environment virtual object always uses its original form as its transition form, and any player's client will see a change process of original form-target form-original form. This highlights the visual effect of the environment virtual object's form, further attracts the player's attention, improves the player's interaction experience, and is advantageous in increasing the interaction rate between the player and the environment virtual object.
[0058] Furthermore, since the display form of the environment virtual object differs depending on the skin worn by the first virtual object, the effect is obtained in which the display form of the environment virtual object changes in real time in accordance with the change in the skin worn by the first virtual object. This enhances the relationship between the form of the environment virtual object and the skin worn by the first virtual object, improving the player interaction experience and favorably increasing the interaction rate between the player and the environment virtual object.
[0059] Based on any embodiment shown in Figure 2, the statement in step 240, "the first skin corresponds to the first form, and the second skin corresponds to the second form," includes at least one of the following eight cases.
[0060] 1. The first and second skins are different levels of skins belonging to the same skin series. Skins within the same skin series have the same basic skin style. The level of the first skin is lower than that of the second skin, and the level of refinement (also called "detail") of the first form is lower than that of the second form.
[0061] Illustratively, referring to Figure 6, three different skin levels of the same skin series are shown, with skin level 61 being lower than skin level 62, and skin level 62 being lower than skin level 63. Referring to Figure 6, skins 61, 62, and 63 have the same basic skin pattern.
[0062] Referring to Figure 7, three different levels of skin are shown in another skin series. Part 7(A) shows the Level 1 skin, part 7(B) shows the Level 3 skin, and part 7(C) shows the Level 6 skin. From Figure 7, it can be seen that the skins in this series share the same basic skin pattern.
[0063] In one embodiment, the environment virtual object is a "tree," the form of the "tree" corresponding to the level 1 skin is a leaf of the first degree of density, the form of the "tree" corresponding to the level 3 skin is a leaf of the second degree of density, and the form of the "tree" corresponding to the level 6 skin is a leaf of the third degree of density. The first degree of density is lower than the second degree of density, the second degree of density is lower than the third degree of density, and the degree of leaf density can be considered as the degree of refinement of the "tree" form. That is, the degree of refinement of the "tree" form corresponding to the level 1 skin is lower than the degree of refinement of the "tree" form corresponding to the level 3 skin, and the degree of refinement of the "tree" form corresponding to the level 3 skin is lower than the degree of refinement of the "tree" form corresponding to the level 6 skin.
[0064] The level of detail can be understood as the richness of the map detail of the virtual environment object. For example, if the virtual environment object is a tree, the more leaves it has, the higher the level of detail. Similarly, if the virtual environment object is a non-player character (NPC), the more intricate patterns on the clothing the NPC is wearing, the higher the level of detail.
[0065] The degree of refinement can be seen as the splendor of the environment's virtual objects. For example, if the environment's virtual object is a cloud, the splendor of the cloud map is a balance of the map's saturation, contrast, and sharpness. The splendor of the cloud map can also be adjusted by the saturation and brightness of the map's pixels. The higher the splendor, the more beautiful the intuitive feeling given to the player. Splendor can also be evaluated by the effects of the environment's virtual object's form; the more effects a form has, the higher the splendor.
[0066] 2. The rarity of the first and second skins are different. The rarity of the first skin is lower than that of the second skin, and the refinement level of the first form is lower than that of the second form.
[0067] Rarity can be understood as the difficulty of obtaining a skin. For example, some games use colors corresponding to rarity. For instance, white, blue, yellow, purple, orange, and red skins are rarer in that order. White and blue skins are provided to players for free by the game server, yellow and purple skins are obtained by players collecting materials to upgrade them, and orange and red skins can also be obtained through upgrades, but the upgrade failure rate is correspondingly higher. Skins of any rarity can also be purchased by charging.
[0068] In some games, rarity can be expressed as N (Normal), R (Rare), SR (Super Rare), SSR (Superior Super Rare), and UR & UTR (Ultra Rare).
[0069] Referring to Figures 8 and 9, Figure 8 shows that the environment virtual object displays a first form corresponding to a first skin, and Figure 9 shows that the environment virtual object displays a second form corresponding to a second skin. The first skin 801 worn by the first virtual object in Figure 8 is less rare than the second skin 901 worn by the first virtual object in Figure 9. The first form 802 of the tree in Figure 8 is less refined than the second form 902 of the tree in Figure 9, meaning that the number of leaves on the tree in the first form 802 is less than the number of leaves on the tree in the second form 902.
[0070] 3. The first and second skins have different quality. The skin quality of the first skin is lower than that of the second skin. The refinement level of the first form is lower than that of the second form.
[0071] Skin quality can be understood as the beauty of a skin. In some games, skin quality is categorized into free skins, companion skins, brave skins, epic skins, legendary skins, and collection skins, with higher skin quality indicating greater beauty. In addition to these, there may be other skin quality categories such as limited-edition skins and seasonal skins.
[0072] In one embodiment, the higher the skin quality, the greater the degree of refinement of the environmental virtual object's form. For example, if the environmental virtual object is a "pond," the quality of the Brave Skin is lower than that of the Legend Skin. The degree of refinement of the pond's form can be represented by the number of lotus leaves and lotuses in the pond, and the number of lotus leaves and lotuses in the pond corresponding to the Brave Skin is less than the number of lotus leaves and lotuses in the pond corresponding to the Legend Skin.
[0073] 4. The first and second skins belong to different skin themes. The first skin belongs to the first skin theme, and the second skin belongs to the second skin theme. The style of the first form corresponds to the first skin theme, and the style of the second form corresponds to the second skin theme.
[0074] In one example, all skins under the same skin theme share the same narrative background. For example, all skins under the "Three Kingdoms" theme have elements of the "Three Kingdoms." For instance, the "Guan Yu" skin has elements of a red face and a beautiful beard, while the "Zhang Fei" skin has elements of a full beard. All skins under the "Christmas" theme have elements of Christmas. Some skins have elements of a Christmas tree, while others have elements of Santa Claus.
[0075] If the first skin belongs to the "Three Kingdoms" theme and the second skin belongs to the "Christmas" theme, the environment virtual object is a "non-player character," the first form of the non-player character is a soldier in ancient-style clothing, and the second form of the non-player character is Santa Claus. In other words, the style of the first form corresponds to the first skin theme, and the style of the second form corresponds to the second skin theme.
[0076] 5. The body parts of the first virtual object covered by the first skin and the second skin are different. The body parts of the first virtual object covered by the first skin are the first body parts, and the body parts of the first virtual object covered by the second skin are the second body parts. The first form includes the fact that the level of detail of the first body parts of the environment virtual object is higher than the level of detail of the other body parts, and the second form includes the fact that the level of detail of the second body parts of the environment virtual object is higher than the level of detail of the other body parts.
[0077] In one embodiment, the environment virtual object has body parts similar to the first virtual object, for example, both the first virtual object and the environment virtual object are pseudo-character objects, and both have body parts including a head, body, and limbs. The first and second skins do not completely cover the body of the first virtual object; for example, the first skin is used to cover the head of the first virtual object, and the second skin is used to cover the body of the second virtual object, in which case the first embodiment shows that the degree of detail of the head of the first virtual object is higher than the degree of detail of the other body parts, and the second embodiment shows that the degree of detail of the body of the environment virtual object is higher than the degree of detail of the other body parts.
[0078] In some games, a skin is an assembly of skin parts. For example, a complete skin might include a hat, jacket, pants, and accessories. A first skin might include only the jacket, a second skin might include only the pants, and so on; in other words, both the first and second skins are sub-skins of a complete skin.
[0079] In some games, the first and second skins are called "Star Original Skins," and they are based on the original skin, but with some changes to the original skin's appearance, such as replacing the hat part or the jacket part.
[0080] 6. The skin parts of the first skin and the second skin are different. The first skin has first skin parts, and the second skin has second skin parts. The first form includes the display of the first skin parts on the environment virtual object, and the second form includes the display of the second skin parts on the environment virtual object.
[0081] For example, the first skin has first skin parts that the second skin does not have, and the second skin has second skin parts that the first skin does not have. To control the environment virtual object to display the first form means to display the first skin parts on the environment virtual object, and to control the environment virtual object to display the second form means to display the second skin parts on the environment virtual object.
[0082] In one embodiment, the first skin has a skin part "hat" that the second skin does not have, and the second skin has a skin part "accessory☆" that the first skin does not have. In this case, the first form indicates that the "hat" is displayed on the environment virtual object, and the second form indicates that the "accessory☆" is displayed on the environment virtual object.
[0083] 7. The skin attributes of the first skin and the second skin are different. The first form includes the environment virtual object having display elements corresponding to the skin attributes of the first skin, and the second form includes the environment virtual object having display elements corresponding to the skin attributes of the second skin.
[0084] In one embodiment, the skin attribute includes one of the following: metal, wood, water, fire, earth, wind, lightning, or electricity. For example, if the first skin has the water attribute, the second skin has the fire attribute, and the environment virtual object is "wood", then the first form may be a wood filled with water mist, and the second form may be a burning wood.
[0085] In one embodiment, the skin attribute includes one of the following: Azure Dragon, White Tiger, Vermilion Bird, or Black Tortoise. Exemplarily, if the skin attribute of the first skin is Azure Dragon, the skin attribute of the second skin is Vermilion Bird, and the environment virtual object is a "tree", then the first form may be a tree representing the Azure Dragon totem, and the second form may be a tree representing the Vermilion Bird totem.
[0086] 8. The number of skin parts in the first and second skins are different. The number of skin parts in the first skin is fewer than the number of skin parts in the second skin, the level of detail in the first form is lower than the level of detail in the second form, and / or the display time of the first form is shorter than the display time of the second form.
[0087] For example, when we say that the number of skin parts in the first and second skins are different, it means that the skin parts in the first and second skins are the same, but the number of skin parts is different.
[0088] For example, the first skin shows a long skirt with five gems embedded in it, the second skin shows a long skirt with eight gems embedded in it, the environment virtual object is a "matchmaking tree" in the game, the matchmaking tree shown in the first form is less lush than the matchmaking tree shown in the second form, and / or the time the first skin displays the first form of the matchmaking tree is shorter than the time the second skin displays the second form of the matchmaking tree.
[0089] As described above, the eight feasible methods of "the first skin corresponding to the first form, and the second skin corresponding to the second form" establish a correspondence between different skins and different forms, providing a new method of interaction between the environment virtual object and the first virtual object. The eight feasible methods of "the first skin corresponding to the first form, and the second skin corresponding to the second form" described above are merely illustrative examples, and the embodiments of this application are not limited thereto.
[0090] In some embodiments, the "First Skin" and "Second Skin" are interchangeable, and if the "First Skin" and "Second Skin" are replaced, the "First Form" and "Second Form" are also replaced. For example, in Case 1 of the eight cases above, if the "First Skin" and "Second Skin" are replaced, the level of the First Skin will be higher than the level of the Second Skin, and the refinement level of the First Form will be higher than the refinement level of the Second Form. In Case 2 of the eight cases above, if the "First Skin" and "Second Skin" are replaced, the rarity of the First Skin will be higher than the rarity of the Second Skin, and the refinement level of the First Form will be higher than the refinement level of the Second Form. In Case 3 of the eight cases above, if the "First Skin" and "Second Skin" are replaced, the skin quality of the First Skin will be higher than the skin quality of the Second Skin, and the refinement level of the First Form will be higher than the refinement level of the Second Form. In case 8 of the eight cases described above, if the "first skin" and the "second skin" have been swapped, the number of skin parts in the first skin will be greater than the number of skin parts in the second skin, the level of detail in the first form will be higher than the level of detail in the second form, and / or the display time of the first form will be longer than the display time of the second form.
[0091] Since the first and second skins are diverse, the first and second forms are also diverse, and various forms can be realized by setting environment virtual objects. This allows for a variety of scene elements in the virtual environment, further improving the overall appearance of the virtual environment and indirectly enhancing the fun and playability of the game as a whole.
[0092] Next, we will describe the background technologies that enable a computer system to "control environmental virtual objects and display a target form."
[0093] Figure 10 shows a schematic diagram of an interaction process of a computer system according to an exemplary embodiment of the present invention, the interaction process comprising steps 1001 to 1006.
[0094] Step 1001: The first client sends an interaction request to the server between the first virtual object and the environment virtual object, and the interaction request includes skin information of the target skin that the first virtual object is wearing.
[0095] The first client, in response to an interaction operation of the first virtual object with the environment virtual object, sends an interaction request between the first virtual object and the environment virtual object to the server.
[0096] In one embodiment, the environment virtual object displays its original form at the initial time, the environment virtual object displays its target form in response to an interaction operation by a first virtual object with the environment virtual object, and then, in response to the display time of the target form reaching a threshold, displays its original form before the next virtual object interacts with it.
[0097] In one embodiment, the environment virtual object displays a first form at the initial time, the environment virtual object displays a second form in response to an interaction operation by a first virtual object wearing a second skin with the environment virtual object, and displays a third form when another virtual object wearing a third skin interacts with it.
[0098] Step 1002: The server receives an interaction request between the first virtual object and the environment virtual object sent by the first client.
[0099] The interact request is generated based on the interaction operation of the first virtual object with respect to the environment virtual object and the skin information of the target skin worn by the first virtual object.
[0100] Step 1003: The server determines the target form corresponding to the skin information based on the skin information of the target skin.
[0101] The server obtains the skin information of the target skin worn by the first virtual object in the interact request, and determines the target form corresponding to the skin information based on the target skin's skin information.
[0102] In one embodiment, the skin information includes at least one of the following: the skin level of the target skin in the target skin series to which it belongs, wherein the skins in the target skin series have the same basic skin style; the rarity of the target skin; the skin quality of the target skin; the skin theme of the target skin; the body parts of the first virtual object covered by the target skin; the skin parts that the target skin has; the skin attributes that the target skin has; and the number of skin parts that the target skin has.
[0103] In this application, the target form refers to the form displayed by the environment virtual object that corresponds to the target skin worn by the first virtual object.
[0104] For example, the server may store the correspondence between skin information and form, and from this correspondence, it may retrieve the form corresponding to the skin information of the target skin, and the retrieved form may be set as the target form.
[0105] For example, the target skin includes either a first skin or a second skin, where the first and second skins are different levels of skin within the same skin series, and the server determines the skin series to which the target skin belongs, the level of the target skin within that skin series, and the target form corresponding to that skin series and level.
[0106] For example, the target skin includes either the first or second skin, and the rarity levels of the first and second skins are different. The server determines the rarity level of the target skin and the target form corresponding to that rarity level.
[0107] For example, the target skin includes either a first skin or a second skin, the skin quality of the first and second skins being different, and the server determines the skin quality of the target skin and the target form corresponding to that skin quality.
[0108] For example, the target skin includes either a first skin or a second skin, the skin themes of the first and second skins are different, and the server determines the skin theme of the target skin and the target form corresponding to that skin theme.
[0109] For example, the target skin includes either a first skin or a second skin, and the body parts of the first virtual object covered by the first skin and the second skin are different, and the server determines the body parts of the first virtual object covered by the target skin and the target form corresponding to said body parts.
[0110] For example, the target skin includes either a first skin or a second skin, the skin parts of the first and second skins are different, and the server determines the skin parts of the target skin and the target form corresponding to those skin parts.
[0111] For example, the target skin includes either a first skin or a second skin, the skin attributes of the first and second skins are different, and the server determines the skin attributes of the target skin and the target form corresponding to those skin attributes.
[0112] For example, the target skin includes either a first skin or a second skin, and the number of skin parts in the first and second skins differs. The server determines the number of skin parts in the target skin and the target form corresponding to that number.
[0113] Step 1004: The server sends a command to the first client to display the target configuration.
[0114] The server sends commands to the first client to control the environment virtual object and display the target configuration.
[0115] Step 1005: The first client receives a command from the server to display the target form.
[0116] Step 1006: The first client controls the environment virtual object to display the target form.
[0117] The first client selects a target form from a pre-loaded form library of environment virtual objects and displays the target form on the environment virtual object. This form library may be pre-loaded from the server before the current game starts, or it may be downloaded from the server and stored locally when the first client is installed.
[0118] In the embodiment of the method shown in Figure 10, the target form may be displayed only to the first client without being updated in synchronization with other clients, or it may be updated in synchronization with all clients corresponding to all virtual objects existing in the current virtual environment.
[0119] As described above, a method is provided in which the first client displays the target form based on the interaction process between the first client and the server. Furthermore, by implementing the correspondence process between the target skin and the target form on the server side, it is prevented from allowing a player to exploit a vulnerability and display the target form even if the first virtual object is not wearing the target skin, thereby improving the fairness of player interaction, enhancing the player interaction experience, and increasing the interaction rate between the player and virtual objects in the environment.
[0120] Figure 11 shows a schematic diagram of an interaction process of a computer system according to another exemplary embodiment of the present application, the interaction process comprising steps 1101 to 1112.
[0121] Step 1101: The first client determines that the environment virtual object is in a waiting state for interaction.
[0122] The "Interacted" state indicates that the environment virtual object is not currently interacting with any virtual objects. The "Interacted" state is also called the "Unused" state. The first client must synchronize and update the flushed state with the server each time it flushes the state of the environment virtual object.
[0123] In response to receiving an interaction operation from the first virtual object to the environment virtual object, the first client determines that the environment virtual object is currently in an interaction state.
[0124] Step 1102: The first client sends an interaction request to the server between the first virtual object and the environment virtual object, and the interaction request includes skin information of the target skin that the first virtual object is wearing.
[0125] In response to determining that the environment virtual object is currently waiting for interaction, the first client sends an interaction request between the first virtual object and the environment virtual object to the server.
[0126] Step 1103: The server receives an interaction request between the first virtual object and the environment virtual object, which was sent by the first client.
[0127] Step 1104: The server determines that the environment virtual object is in a waiting state for interaction.
[0128] The server reconfirms that the environment virtual object is in an interaction waiting state, and if it is, it executes step 1105.
[0129] Step 1105: The server determines the target form corresponding to the skin information based on the skin information of the target skin.
[0130] The server obtains the skin information of the target skin worn by the first virtual object in the interact request, and determines the target form corresponding to the skin information based on the target skin's skin information.
[0131] Specifically, refer to step 1003 above.
[0132] Step 1106: The server sends a command to the first client to display the target configuration.
[0133] The server sends commands to the first client to control the environment virtual object and display the target configuration.
[0134] Step 1107: The first client receives a command from the server to display the target form.
[0135] Step 1108: The first client controls the environment virtual object to display the target form.
[0136] Optionally, the first client controls the environment virtual object to display the target form and updates the environment virtual object to the interaction state.
[0137] Step 1109: The first client refreshes the environment virtual object into an interaction waiting state.
[0138] In one embodiment, the first client plays a first dynamic effect, which displays a form change process in which the original form of the environment virtual object switches to the target form, and then the target form switches back to the original form. After the playback of the first dynamic effect is finished, the first client refreshes the environment virtual object into an interaction waiting state.
[0139] Step 1110: The first client sends a request to the server to refresh the environment virtual object into an interaction waiting state.
[0140] Step 1111: The server receives a request from the first client to refresh the environment virtual object into an interaction waiting state.
[0141] Step 1112: The server refreshes the environment virtual object into an interaction waiting state.
[0142] As described above, by configuring the first client and server to synchronously update the interaction state of the environment virtual object, it is possible to ensure that the environment virtual object interacts only with virtual objects controlled by one player at the same time, and further ensure that multiple clients display the target form synchronously. This avoids display errors caused by multiple players controlling virtual objects and interacting with the same environment virtual object at the same time, improves the accuracy of the display of the environment virtual object's form, enhances the player's interaction experience, and increases the interaction rate between players and environment virtual objects.
[0143] In one embodiment, Figure 12 shows a flowchart of a virtual environment-based interaction method according to an exemplary embodiment of the present invention, and the method is described as being applied to a second terminal 160 (or a second client supporting a virtual environment running on the second terminal 160) shown in Figure 1. Here, the second client is a client for controlling a second virtual object, which is a virtual object other than the first virtual object in the virtual environment. The method includes steps 1220 and 1240.
[0144] Step 1220: Display the first virtual object and the environment virtual object within the virtual environment.
[0145] The first virtual object refers to a movable object controlled by the first client in the virtual environment.
[0146] Environment virtual objects refer to the scene elements that a virtual environment possesses. Scene elements are used to construct the scenes of a virtual environment and include, for example, plants, animals, clouds, ponds, goldfish bowls, calligraphy and paintings, clothing, and non-player characters within the virtual environment.
[0147] In one embodiment, a scene element may represent at least two forms. For example, if the scene element is a "tree," the two forms of the "tree" are distinguished according to the number of leaves. For example, if the scene element is a "goldfish bowl," the two forms of the "goldfish bowl" are distinguished according to the number of goldfish in the bowl. For example, if the scene element is a "floral bush," the two forms of the "floral bush" are distinguished according to the number of flowers in bloom within the bush.
[0148] In one embodiment, the second client displays the original form of the scene element, that is, the environment virtual object that displays the original form. The original form is the basic form that the environment virtual object possesses. For example, if the scene element is a "tree," the original form is a "dead tree" with no leaves growing on it; for example, if the scene element is a "goldfish bowl," the original form is one in which there are no goldfish; for example, if the scene element is a "floral bush," the original form is one in which all the flowers in the bush are not in bloom.
[0149] As an example, in addition to displaying the first virtual object and the environment virtual object within the virtual environment, the second client may also display a screen showing the first virtual object moving toward the environment virtual object. In response to the first client controlling the first virtual object to move toward the environment virtual object, the server synchronizes the movement operation with the second client, and the second client displays a screen showing the first virtual object moving toward the environment virtual object.
[0150] Step 1240: Control the environment virtual object to display the target form corresponding to the target skin worn by the first virtual object.
[0151] In this application, the target form refers to the form displayed by the environment virtual object that corresponds to the target skin worn by the first virtual object. For example, if the first virtual object is wearing the first skin, the second client controls the environment virtual object to display the first form corresponding to the first skin, and if the first virtual object is wearing the second skin, the second client controls the environment virtual object to display the second form corresponding to the second skin, where the first skin and the second skin are different skins, and the first form and the second form are different forms of the environment virtual object.
[0152] In one embodiment, the environment virtual object is a cloud, which is displayed as a highly transparent white map when the first virtual object is wearing the first skin, and as a less transparent golden map when the second virtual object is wearing the second skin. Here, the first skin and the second skin are different skins, and in particular, the fact that the first skin corresponds to the first form and the second skin corresponds to the second form will be explained in detail in the above embodiment.
[0153] In one embodiment, the second client displays a form change process in which the original form of an environment virtual object switches to a target form, and then the target form switches back to the original form, by playing a first dynamic effect. For example, the scene element is a "tree," and the original form is a "dead tree" with no leaves. The second client switches the "dead tree" to a tree with a first degree of vegetation and displays it, and then switches the tree with the first degree of vegetation back to a "dead tree" and displays it.
[0154] As described above, by displaying the target form corresponding to the target skin worn by the first virtual object on the environment virtual object, a new interaction method between the environment virtual object and the first virtual object is provided, where the display form of the environment virtual object and the skin worn by the first virtual object are highly correlated. This enriches the interaction method between the environment virtual object and the first virtual object, improves the player's interaction experience, and increases the interaction rate between the player and the environment virtual object.
[0155] In related technologies, interaction between an environment virtual object and a first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree or forges weapons in a forge. In related technologies, interaction occurs only through actions that the first virtual object actively performs on the environment virtual object. In contrast, in the present application, interaction between the first virtual object and the environment virtual object is provided in a manner similar to an "Easter egg," where the environment virtual object actively presents a target form to the first virtual object according to the target skin that the first virtual object is wearing. Clearly, the present application provides a novel interaction method that differs from related technologies.
[0156] Figure 13 shows a schematic diagram of an interaction process of a computer system according to another exemplary embodiment of the present application, the interaction process comprising steps 1301 to 1307-2.
[0157] Step 1301: The first client sends an interaction request to the server between the first virtual object and the environment virtual object, and the interaction request includes skin information of the target skin that the first virtual object is wearing.
[0158] The first client, in response to an interaction operation of the first virtual object with the environment virtual object, sends an interaction request between the first virtual object and the environment virtual object to the server.
[0159] In one embodiment, at the initial time, the environment virtual objects in the first and second clients are displayed in their original form. In response to an interaction operation by the first virtual object with respect to the environment virtual objects, the environment virtual objects in the first and second clients display their target form. Subsequently, in response to the display time of the target form reaching a threshold, they are redisplayed in their original form until the next virtual object interacts with them.
[0160] In one embodiment, at the initial time, the environment virtual objects in the first and second clients are in a first form. The environment virtual objects in the first and second clients display a second form in response to an interaction operation by a first virtual object wearing a second skin with respect to the environment virtual objects, and display a third form when another virtual object wearing a third skin interacts with them.
[0161] Step 1302: The server receives an interaction request between the first virtual object and the environment virtual object, which was sent by the first client.
[0162] The interaction request is generated based on the interaction operation of the first virtual object with respect to the environment virtual object and the skin information of the target skin worn by the first virtual object.
[0163] Step 1303: The server determines the target form corresponding to the skin information based on the skin information of the target skin.
[0164] The server obtains the skin information of the target skin worn by the first virtual object in the interact request, and determines the target form corresponding to the skin information based on the target skin's skin information.
[0165] Specifically, refer to the detailed description of step 1003 in the embodiment of the method shown in Figure 10 above.
[0166] Step 1304: The server sends a command to the first client to display the target configuration.
[0167] Step 1305: The server sends a command to the second client to display the target configuration.
[0168] Furthermore, the execution order of steps 1304 and 1305 is flexible; they can be executed simultaneously, followed by step 1305, or followed by step 1305.
[0169] Step 1306-1: The first client receives a command from the server to display the target form.
[0170] Step 1307-1: The first client controls the environment virtual object to display the target form.
[0171] Step 1306-2: The second client receives instructions from the server to display the target form.
[0172] Step 1307-2: The second client controls the environment virtual object to display the target form.
[0173] As described above, a method is provided in which the first and second clients display the target form through interaction between the first client, the second client, and the server. Furthermore, by implementing the correspondence process between the target skin and the target form on the server side, it is possible to prevent situations where a player exploits a vulnerability to allow the first client to display the target form even if the first virtual object is not wearing the target skin, or where a player exploits a vulnerability to allow the second client to refuse to display the target form even if the first virtual object is wearing the target skin. This improves the fairness of player interaction, enhances the player interaction experience, and increases the interaction rate between players and virtual objects in the environment.
[0174] Figure 14 shows a schematic diagram of an interaction process of a computer system according to another exemplary embodiment of the present application, the interaction process comprising steps 1401 to 1416.
[0175] Step 1401: The first client determines that the environment virtual object is in an interaction state.
[0176] The "Interacted" state indicates that the environment virtual object is not currently interacting with any virtual objects. The "Interacted" state is also called the "Unused" state. Each time the state of an environment virtual object is flushed, the flushed state is updated synchronously to the first client, the server, and the second client.
[0177] In response to receiving an interaction operation between the first virtual object and the environment virtual object, the first client determines that the environment virtual object is currently in an interaction state.
[0178] Step 1402: The first client sends an interaction request to the server between the first virtual object and the second virtual object, and the interaction request includes skin information of the target skin that the first virtual object is wearing.
[0179] The interaction request is generated based on the interaction operation of the first virtual object with respect to the environment virtual object, and the skin information of the target skin worn by the first virtual object.
[0180] Step 1403: The server receives an interaction request between the first virtual object and the environment virtual object, which was sent by the first client.
[0181] The interact request is generated based on the interaction operation of the first virtual object with respect to the environment virtual object and the skin information of the target skin worn by the first virtual object.
[0182] Step 1404: The server determines that the environment virtual object is in a waiting state for interaction.
[0183] The server re-verifies that the environment virtual object is in an interaction waiting state, and if it is, it repeats step 1405.
[0184] Step 1405: The server determines the target form corresponding to the skin information based on the skin information of the target skin.
[0185] The server obtains the skin information of the target skin worn by the first virtual object in the interact request, and determines the target form corresponding to the skin information based on the target skin's skin information.
[0186] Specifically, refer to the detailed description of step 1003 in the embodiment of the method shown in Figure 10 above.
[0187] Step 1406: The server sends a command to the first client to display the target configuration.
[0188] The server sends commands to the first client to control the environment virtual object and display the target configuration.
[0189] Step 1407: The server sends a command to the second client to display the target configuration.
[0190] The server sends commands to the second client to control the environment virtual object and display the target configuration.
[0191] The execution order of steps 1406 and 1407 is flexible; they can be executed simultaneously, followed by step 1407, or followed by step 1407.
[0192] Step 1408-1: The first client receives a command from the server to display the target form.
[0193] Step 1409-1: The first client controls the environment virtual object to display the target form.
[0194] Step 1408-2: The second client receives the command sent by the server to display the target form.
[0195] Step 1409-2: The second client controls the environment virtual object to display the target form.
[0196] In one embodiment, the first client plays a first dynamic effect, which displays a form change process in which the original form of the environment virtual object switches to the target form, and then the target form switches back to the original form. After the playback of the first dynamic effect is finished, the first client refreshes the environment virtual object into an interaction waiting state.
[0197] Step 1410: The first client refreshes the environment virtual object into an interaction waiting state.
[0198] Step 1411: The first client sends a request to the server to refresh the environment virtual object into an interaction waiting state.
[0199] Step 1412: The server receives a request from the first client to refresh the environment virtual object into an interaction waiting state.
[0200] Step 1413: The server refreshes the environment virtual object into an interaction waiting state.
[0201] Step 1414: The server sends a command to the second client to refresh the environment virtual object into an interaction waiting state.
[0202] Step 1415: The second client receives a command from the server to refresh the environment virtual object into an interaction waiting state.
[0203] Step 1416: The second client refreshes the environment virtual object into an interaction waiting state.
[0204] As described above, by configuring the first client, second client, and server to synchronously update the interaction state of the environment virtual object, it is possible to ensure that the environment virtual object interacts only with virtual objects controlled by one player at the same time, further ensuring that multiple clients display the target form synchronously, avoiding display errors caused by multiple players controlling virtual objects and interacting with the same environment virtual object at the same time, improving the accuracy of the display of the environment virtual object's form, enhancing the player's interaction experience, and increasing the interaction rate between players and environment virtual objects.
[0205] Figure 15 shows a structural block diagram of an interaction device based on a virtual environment according to an exemplary embodiment of the present application, and the device is A display module 1501 for displaying a first virtual object and an environment virtual object, which is a scene element of the virtual environment, within the virtual environment, The system includes a control module 1502 for controlling the environment virtual object in response to an interaction operation of the first virtual object with the environment virtual object, and for displaying a target form corresponding to the target skin worn by the first virtual object.
[0206] In one arbitrary embodiment, the control module 1502 is further used to control the environment virtual object to display a first form corresponding to the first skin, if the first virtual object is wearing a first skin.
[0207] In one arbitrary embodiment, the control module 1502 is further used to control the environment virtual object to display a second form corresponding to the second skin, if the first virtual object is wearing a second skin.
[0208] In one arbitrary embodiment, the first skin and the second skin are different skins, and the first form and the second form are different forms of the environment virtual object.
[0209] In one arbitrary embodiment, the first skin and the second skin are skins of different levels belonging to the same skin series, where skins of the same skin series have the same basic skin style, the level of the first skin is lower than the level of the second skin, and the level of refinement of the first form is lower than the level of refinement of the second form.
[0210] In one arbitrary embodiment, the rarity of the first skin and the second skin are different. The rarity of the first skin is lower than that of the second skin, and the refinement level of the first form is lower than that of the second form.
[0211] In one arbitrary embodiment, the skin quality of the first skin and the second skin are different. The skin quality of the first skin is lower than that of the second skin, and the refinement level of the first form is lower than that of the second form.
[0212] In one arbitrary embodiment, the first skin and the second skin belong to different skin themes. The first skin belongs to the first skin theme, and the second skin belongs to the second skin theme; the style of the first form corresponds to the first skin theme, and the style of the second form corresponds to the second skin theme.
[0213] In one arbitrary embodiment, the body parts of the first virtual object covered by the first skin and the second skin are different. The body parts of the first virtual object covered by the first skin are the first body parts, and the body parts of the first virtual object covered by the second skin are the second body parts. The first embodiment includes the fact that the degree of refinement of the first body parts of the environment virtual object is higher than the degree of refinement of the other body parts other than the first body parts, and the second embodiment includes the fact that the degree of refinement of the second body parts of the environment virtual object is higher than the degree of refinement of the other body parts other than the second body parts.
[0214] In one arbitrary embodiment, the skin parts of the first skin and the second skin are different. The first skin has first skin parts, and the second skin has second skin parts. The first form includes the display of the first skin parts on the environment virtual object, and the second form includes the display of the second skin parts on the environment virtual object.
[0215] In one arbitrary embodiment, the skin attributes of the first skin and the second skin are different. The first embodiment includes the environment virtual object having display elements corresponding to the skin attributes of the first skin, and the second embodiment includes the environment virtual object having display elements corresponding to the skin attributes of the second skin.
[0216] In one arbitrary embodiment, the number of skin parts in the first skin and the second skin are different. The number of skin parts in the first skin is fewer than the number of skin parts in the second skin, the level of detail in the first form is lower than that of the second form, and / or the display time of the first form is shorter than that of the second form.
[0217] In one arbitrary embodiment, the environment virtual object includes all or part of the environment virtual object located within a reference distance range of the first virtual object, and the interact operation acts on at least one of the environment virtual objects, where the reference distance range corresponds to the target skin worn by the first virtual object.
[0218] In one arbitrary embodiment, the display module 1501 is further used to display the environment virtual object in its original form, which is the basic form that the environment virtual object has.
[0219] In one arbitrary embodiment, the control module 1502 is further used to display a form change process in which the original form of an environment virtual object switches to a target form, and then the target form switches back to the original form, by playing a first dynamic effect.
[0220] In one arbitrary embodiment, the control module 1502 is further used to send an interaction request between the first virtual object and the environment virtual object to the server, the interaction request including skin information of the target skin that the first virtual object is wearing.
[0221] In one arbitrary embodiment, the control module 1502 is further used to receive commands sent by the server to display the target form.
[0222] In one arbitrary embodiment, the control module 1502 is further used to control the environment virtual object to display the target form.
[0223] In one arbitrary embodiment, the control module 1502 is further used to determine that the environment virtual object is in an interaction waiting state, indicating that it is not currently interacting with the virtual object.
[0224] In one optional embodiment, the control module 1502 is further used to refresh the environment virtual object to an interaction waiting state, indicating that the environment virtual object is not currently interacting with any virtual objects.
[0225] In one arbitrary embodiment, the control module 1502 is further used to send a request to the server to refresh the environment virtual object into an interaction waiting state.
[0226] As described above, by displaying the target form corresponding to the target skin worn by the first virtual object on the environment virtual object, a new interaction method between the environment virtual object and the first virtual object is provided, where the display form of the environment virtual object and the skin worn by the first virtual object are highly correlated. This enriches the interaction method between the environment virtual object and the first virtual object, improves the player's interaction experience, and increases the interaction rate between the player and the environment virtual object.
[0227] In related technologies, interaction between an environment virtual object and a first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree or forges weapons in a forge. In related technologies, interaction occurs only through actions that the first virtual object actively performs on the environment virtual object. In contrast, in the present application, interaction between the first virtual object and the environment virtual object is provided in a manner similar to an "Easter egg," where the environment virtual object actively presents a target form to the first virtual object according to the target skin that the first virtual object is wearing. Clearly, the present application provides a novel interaction method that differs from related technologies.
[0228] Figure 16 shows a structural block diagram of an interaction device based on a virtual environment according to an exemplary embodiment of the present application, and the device is A receiving module for receiving an interaction request between a first virtual object and an environment virtual object sent by a first client, wherein the interaction request includes skin information of the target skin worn by the first virtual object, and the receiving module 1601 A decision module 1602 for determining the target form corresponding to the skin information based on the skin information of the target skin, It includes a transmission module 1603 for sending a command to a first client to display the target configuration, The first client is a client for controlling the first virtual object, and the environment virtual object is a scene element that the virtual environment possesses.
[0229] In one arbitrary embodiment, the skin information includes at least one of the following: the skin level of the target skin in the target skin series to which it belongs, wherein the skins in the target skin series have the same basic skin style; the rarity of the target skin; the skin quality of the target skin; the skin theme of the target skin; the body parts of the first virtual object covered by the target skin; the skin parts that the target skin has; the skin attributes that the target skin has; and the number of skin parts that the target skin has. In one arbitrary embodiment, the determination module 1602 is further used to determine that the environment virtual object is in an interaction waiting state, indicating that it is not currently interacting with any virtual object.
[0230] In one arbitrary embodiment, the receiving module 1601 is further used to receive a request sent by the first client to refresh the environment virtual object to an interaction waiting state, indicating that the environment virtual object is not currently interacting with the virtual object.
[0231] In one optional embodiment, the device further includes a refresh module 1604 for refreshing environment virtual objects into an interaction waiting state.
[0232] In one arbitrary embodiment, the transmission module 1603 is further used to send a command to a second client that displays a target form, the second client being a client for controlling a second virtual object which is any virtual object other than the first virtual object in the virtual environment.
[0233] In one arbitrary embodiment, the transmit module 1603 is further used to send a command to a second client to refresh the environment virtual object into an interaction waiting state, the second client being a client for controlling the second virtual object which is any virtual object other than the first virtual object in the virtual environment, and the interaction waiting state indicates that the environment virtual object is not currently interacting with any virtual objects.
[0234] As described above, by displaying the target form corresponding to the target skin worn by the first virtual object on the environment virtual object, a new interaction method between the environment virtual object and the first virtual object is provided, where the display form of the environment virtual object and the skin worn by the first virtual object are highly correlated. This enriches the interaction method between the environment virtual object and the first virtual object, improves the player's interaction experience, and increases the interaction rate between the player and the environment virtual object.
[0235] In related technologies, interaction between an environment virtual object and a first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree or forges weapons in a forge. In related technologies, interaction occurs only through actions that the first virtual object actively performs on the environment virtual object. In contrast, in the present application, interaction between the first virtual object and the environment virtual object is provided in a manner similar to an "Easter egg," where the environment virtual object actively presents a target form to the first virtual object according to the target skin that the first virtual object is wearing. Clearly, the present application provides a novel interaction method that differs from related technologies.
[0236] Figure 17 shows a structural block diagram of an interaction device based on a virtual environment according to an exemplary embodiment of the present application, and the device is A display module 1701 for displaying a first virtual object and an environment virtual object, which is a scene element of the virtual environment, within the virtual environment, It includes a control module 1702 for controlling an environment virtual object and displaying a target form corresponding to the target skin worn by the first virtual object.
[0237] In one arbitrary embodiment, the display module 1701 is further used to display an image of a first virtual object moving toward an environment virtual object.
[0238] In one arbitrary embodiment, the control module 1702 is further used to control the environment virtual object to display a first form corresponding to the first skin, if the first virtual object is wearing a first skin.
[0239] In one arbitrary embodiment, the control module 1702 is further used to control the environment virtual object to display a second form corresponding to the second skin, if the first virtual object is wearing a second skin.
[0240] Here, the first skin and the second skin are different skins, and the first form and the second form are different forms of the environment virtual object.
[0241] In one arbitrary embodiment, the display module 1701 is further used to display the environment virtual object in its original form, which is the basic form that the environment virtual object has.
[0242] In one arbitrary embodiment, the control module 1702 is further used to display a form change process in which the original form of an environment virtual object switches to a target form, and then the target form switches back to the original form, by playing a first dynamic effect.
[0243] In one arbitrary embodiment, the control module 1702 is further used to receive commands sent by the server to display the target form.
[0244] In one arbitrary embodiment, the control module 1702 is further used to control the environment virtual object to display the target form.
[0245] In one arbitrary embodiment, the control module 1702 is further used to receive a command sent by the server to refresh the environment virtual object into an interaction waiting state.
[0246] In one arbitrary embodiment, the control module 1702 is further used to refresh the environment virtual object to an interaction waiting state, indicating that the environment virtual object is not currently interacting with the virtual object.
[0247] As described above, by displaying the target form corresponding to the target skin worn by the first virtual object on the environment virtual object, a new interaction method between the environment virtual object and the first virtual object is provided, where the display form of the environment virtual object and the skin worn by the first virtual object are highly correlated. This enriches the interaction method between the environment virtual object and the first virtual object, improves the player's interaction experience, and increases the interaction rate between the player and the environment virtual object.
[0248] In related technologies, interaction between an environment virtual object and a first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree or forges weapons in a forge. In related technologies, interaction occurs only through actions that the first virtual object actively performs on the environment virtual object. In contrast, in the present application, interaction between the first virtual object and the environment virtual object is provided in a manner similar to an "Easter egg," where the environment virtual object actively presents a target form to the first virtual object according to the target skin that the first virtual object is wearing. Clearly, the present application provides a novel interaction method that differs from related technologies.
[0249] Figure 18 shows a structural block diagram of a computer device 1800 according to an exemplary embodiment of the present invention. The computer device 1800 may be a portable mobile terminal such as a smartphone, tablet, MP3 player, MP4 player, notebook computer, or desktop computer. The computer device 1800 may also be referred to by other names such as user device, mobile terminal, laptop terminal, or desktop terminal.
[0250] Typically, computer equipment 1800 includes a processor 1801 and memory 1802.
[0251] The processor 1801 may include one or more processing cores, such as a quad-core processor or an eight-core processor. The processor 1801 may be implemented in at least one hardware form from among Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). The processor 1801 may include a main processor and a coprocessor, the main processor being a processor for processing data in a wake-up state and also called a Central Processing Unit (CPU), and the coprocessor being a low-power processor for processing data in a standby state. In some embodiments, the processor 1801 may be integrated with a Graphics Processing Unit (GPU) responsible for rendering and drawing content that needs to be displayed by a display. In some embodiments, the processor 1801 may also include an Artificial Intelligence (AI) processor for processing computational operations related to machine learning.
[0252] Memory 1802 may include one or more computer-readable storage media, which may be non-temporary. Memory 1802 may also include high-speed random-access memory and one or more non-volatile memory such as magnetic disk storage devices, flash storage devices, etc. In some embodiments, the non-temporary computer-readable storage media of memory 1802 are executed by processor 1801 and used to store at least one instruction for implementing a virtual environment-based interaction method according to embodiments of the method of the present application.
[0253] In some embodiments, the computer device 1800 may optionally include a display 1805.
[0254] Display 1805 is for displaying a UI. The UI may include graphics, text, icons, videos, and any combination thereof. If display 1805 is a touch display, it also has the ability to collect touch signals on or from its surface. These touch signals can be input to processor 1801 as control signals for processing. In this case, display 1805 may also be used to provide virtual buttons and / or virtual keyboards, also called soft buttons and / or soft keyboards. In some embodiments, display 1805 may be a flexible display positioned on a curved surface of computer equipment 1800 or on a folded surface. Furthermore, display 1805 may be an irregular shape that is not rectangular, i.e., a non-rectangular screen. Display 1805 may be manufactured using materials such as a liquid crystal display (LCD) or an organic light-emitting diode (OLED). For example, a first virtual object or an environment virtual object may be displayed on display 1805.
[0255] Those skilled in the art will understand that the structure shown in Figure 18 is not limiting to the computer equipment 1800, and may include more or fewer components than shown, combine several components, or have different component arrangements.
[0256] The present invention also provides a computer-readable storage medium storing at least one instruction, at least one program, a code set or instruction set, which is loaded and executed by a processor to realize an interaction method based on a virtual environment according to an embodiment of the above method.
[0257] This application provides a computer program product or computer program that includes computer instructions stored on a computer-readable storage medium. The processor of a computer device reads computer instructions from the computer-readable storage medium and executes the computer instructions to cause the computer device to execute an interaction method based on a virtual environment according to an embodiment of the above method.
[0258] Those skilled in the art will know that all or part of the steps for carrying out the above embodiment may be performed by hardware, or by a program that instructs the relevant hardware to perform the execution, and the program may be stored in a computer-readable storage medium, the storage medium may be read-only memory, a magnetic disk, an optical disk, etc.
[0259] The above are merely examples of any embodiment of the present application and do not limit the present application. Any modifications, equivalent substitutions, improvements, etc., made within the scope of the principles of the present application are also included within the scope of protection of the present application.
Claims
1. A method of interaction based on a virtual environment executed by a first client, wherein the first client is a client for controlling a first virtual object. A step of displaying the first virtual object and the original form of the environment virtual object within the virtual environment, wherein the environment virtual object is a scene element of the virtual environment, and the original form is the basic form of the environment virtual object. Steps include: sending an interaction request between the first virtual object and the environment virtual object to a server in response to an interaction operation of the first virtual object with respect to the environment virtual object, wherein the interaction request includes skin information of the target skin worn by the first virtual object; The steps include receiving a command transmitted by the server to display the target form of the virtual environment object, The steps include controlling the environment virtual object to display the target form, wherein the target form corresponds to the target skin worn by the first virtual object, The step of controlling the virtual environment object to display the target form is: If the first virtual object is wearing a first skin, the steps include controlling the environment virtual object to display a first form corresponding to the first skin, If the first virtual object is wearing a second skin, the process includes the step of controlling the environment virtual object to display a second form corresponding to the second skin, An interaction method comprising: a first skin and a second skin that are different skins; a first form and a second form that are different forms of the virtual environment object; a refinement level that is different from that of the first form and a refinement level that is reflected in the virtual environment object in correspondence with the level relationship between the first skin and the second skin; and a parameter that represents the richness of detail in the map of the virtual environment object or the splendor of the virtual environment object. Interaction methods.
2. The first skin and the second skin are different levels of skin belonging to the same skin series, and the skins in the same skin series have the same basic skin style. The level of the first skin is lower than the level of the second skin. The method according to claim 1, wherein the degree of refinement of the first embodiment is lower than the degree of refinement of the second embodiment.
3. The rarity levels of the first skin and the second skin are different. The rarity of the first skin is lower than the rarity of the second skin. The method according to claim 1, wherein the degree of refinement of the first embodiment is lower than the degree of refinement of the second embodiment.
4. The skin quality of the first skin and the second skin are different. The skin quality of the first skin is lower than the skin quality of the second skin. The method according to claim 1, wherein the degree of refinement of the first embodiment is lower than the degree of refinement of the second embodiment.
5. The method according to claim 1, wherein the first skin and the second skin belong to different skin themes, the first skin belongs to the first skin theme, the second skin belongs to the second skin theme, the style of the first form corresponds to the first skin theme, and the style of the second form corresponds to the second skin theme.
6. The body parts of the first virtual object covered by the first skin and the second skin are different, the body parts of the first virtual object covered by the first skin are the first body parts, and the body parts of the first virtual object covered by the second skin are the second body parts. The method according to claim 1, wherein the first embodiment includes the degree of refinement of a first body part of the virtual environment object being higher than the degree of refinement of other body parts other than the first body part, and the second embodiment includes the degree of refinement of a second body part of the virtual environment object being higher than the degree of refinement of other body parts other than the second body part.
7. The skin parts of the first skin and the second skin are different, the first skin has a first skin part, and the second skin has a second skin part. The method according to claim 1, wherein the first embodiment includes the display of the first skin part on the environment virtual object, and the second embodiment includes the display of the second skin part on the environment virtual object.
8. The skin attributes of the first skin and the second skin are different. The method according to claim 1, wherein the first embodiment includes the environment virtual object having a display element corresponding to the skin attributes of the first skin, and the second embodiment includes the environment virtual object having a display element corresponding to the skin attributes of the second skin.
9. The number of skin parts that the first skin and the second skin have are different. The number of skin parts that the first skin has is less than the number of skin parts that the second skin has. The method according to claim 1, wherein the degree of refinement of the first embodiment is lower than the degree of refinement of the second embodiment, and / or the display time of the first embodiment is shorter than the display time of the second embodiment.
10. The said environment virtual object includes all or part of the environment virtual objects located within the reference distance range of the first virtual object, and the said interact operation acts on at least one of the environment virtual objects, all or part of the environment virtual objects. The method according to claim 1, wherein the reference distance range corresponds to the target skin worn by the first virtual object.
11. The step of controlling the virtual environment object to display the target form is: The method according to claim 1, further comprising the step of displaying a form change process in which the original form of the environment virtual object switches to the target form, and the target form switches back to the original form, by playing a first dynamic effect.
12. The method according to claim 1, further comprising the step of determining that the environment virtual object is in an interaction waiting state, wherein the interaction waiting state indicates that the environment virtual object is not currently interacting with the environment virtual object.
13. A step of refreshing the environment virtual object to an interaction waiting state, wherein the interaction waiting state indicates that the environment virtual object is not currently interacting with the environment virtual object. The method according to claim 1, further comprising the step of sending a request to the server to refresh the environment virtual object to the interaction waiting state.
14. A method of interaction based on a virtual environment run by a server, A step of receiving an interaction request between a first virtual object and an environment virtual object sent by a first client, wherein the environment virtual object at the initial time is displayed in its original form, the interaction request is sent by the first client to the server in response to an interaction operation of the first virtual object with respect to the environment virtual object, the interaction request includes skin information of the target skin worn by the first virtual object, and the original form is the basic form of the environment virtual object; The steps include determining the target form of the environment virtual object corresponding to the skin information based on the skin information of the target skin, The steps include sending a command to the first client to display the target form, A step of controlling the environment virtual object to display the target form, wherein the target form corresponds to the target skin worn by the first virtual object, Includes, The first client is a client for controlling the first virtual object, and the environment virtual object is a scene element of the virtual environment. The step of controlling the virtual environment object to display the target form is: If the first virtual object is wearing a first skin, the steps include controlling the environment virtual object to display a first form corresponding to the first skin, If the first virtual object is wearing a second skin, the process includes the step of controlling the environment virtual object to display a second form corresponding to the second skin, An interaction method comprising: a first skin and a second skin that are different skins; a first form and a second form that are different forms of the virtual environment object; a refinement level that is different from that of the first form and a refinement level that is reflected in the virtual environment object in correspondence with the level relationship between the first skin and the second skin; and a parameter that represents the richness of detail in the map of the virtual environment object or the splendor of the virtual environment object.
15. A method of interaction based on a virtual environment executed by a second client, A step of displaying a first virtual object and an environment virtual object in its original form within the virtual environment, wherein the environment virtual object is a scene element of the virtual environment, and the original form is the basic form of the environment virtual object. A step of receiving a command transmitted by a server to display the target form of the environment virtual object, wherein in response to an interaction operation of the first virtual object with respect to the environment virtual object, an interaction request between the first virtual object and the environment virtual object is transmitted to the server, the interaction request includes skin information of the target skin worn by the first virtual object, and the server determines the target form corresponding to the skin information based on the skin information of the target skin. The steps include controlling the environment virtual object to display the target form, wherein the target form corresponds to the target skin worn by the first virtual object, The second client is a client for controlling the second virtual object, and the second virtual object is any virtual object other than the first virtual object in the virtual environment. The step of controlling the virtual environment object to display the target form is: If the first virtual object is wearing a first skin, the steps include controlling the environment virtual object to display a first form corresponding to the first skin, If the first virtual object is wearing a second skin, the process includes the step of controlling the environment virtual object to display a second form corresponding to the second skin, An interaction method comprising: a first skin and a second skin that are different skins; a first form and a second form that are different forms of the virtual environment object; a refinement level that is different from that of the first form and a refinement level that is reflected in the virtual environment object in correspondence with the level relationship between the first skin and the second skin; and a parameter that represents the richness of detail in the map of the virtual environment object or the splendor of the virtual environment object.
16. An interaction device based on a virtual environment, A display module for displaying a first virtual object and an environment virtual object in its original form within the virtual environment, wherein the environment virtual object is a scene element of the virtual environment, and the original form is the basic form of the environment virtual object; A control module for controlling the environment virtual object to display the target form, which, in response to an interaction operation of the first virtual object with respect to the environment virtual object, sends an interaction request between the first virtual object and the environment virtual object to a server, and then receives a command from the server to display the target form of the environment virtual object, wherein the interaction request includes skin information of the target skin worn by the first virtual object, and the target form corresponds to the target skin worn by the first virtual object, and the control module includes The control module controls the environment virtual object to display a first form corresponding to the first skin when the first virtual object is wearing a first skin. If the first virtual object is wearing the second skin, the environment virtual object is configured to control the environment virtual object to display the second form corresponding to the second skin, An interaction device comprising a first skin and a second skin that are different from each other, a first form and a second form that are different forms of the virtual environment object, a refinement level that is different from that of the first form and a refinement level that is reflected in the virtual environment object in correspondence with the level relationship between the first skin and the second skin, and a parameter that represents the richness of detail in the map of the virtual environment object or the splendor of the virtual environment object.
17. Computer equipment, A computer device comprising: a processor; and a memory storing a computer program that, when loaded and executed by the processor, causes the computer device to implement an interaction method based on a virtual environment as described in any one of claims 1 to 15.
18. It is a computer program, A computer program that enables an interaction method based on a virtual environment as described in any one of claims 1 to 15.
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