Interaction method and apparatus based on virtual environment, device and medium
By displaying dead individuals in a virtual environment and directly switching to the virtual character displayed as resurrected in response to the resurrection skill operation, the problem of cumbersome resurrection operation in the existing technology is solved, and the human-computer interaction efficiency and interactivity are improved.
Patent Information
- Application Number
- PCT/CN2024/098270
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-08-04
- Filing Date
- 2024-06-07
- Publication Date
- 2025-02-13
AI Technical Summary
In a virtual environment, players with resurrection skills need to identify teammates and players through scanning mode to resurrect, which is cumbersome and inefficient.
By displaying dead individuals in the virtual environment and displaying the role information of the corresponding virtual character in response to the resurrection skill selection operation, directly switch to the displayed virtual character after being resurrected, without switching the scanning mode.
It simplifies resurrection operations, improves human-computer interaction efficiency, reduces resource consumption caused by mode switching, and enhances interaction and flexibility in virtual environments.
Smart Images

Figure CN2024098270_13022025_PF_FP_ABST
Abstract
Description
Interaction method, device, equipment and medium based on virtual environment
[0001] This application claims priority to Chinese patent application number 202310984306.4, filed on August 4, 2023, entitled “Interactive methods, devices, equipment and media based on virtual environments”, the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The present application relates to the field of human-computer interaction, and in particular to an interaction method, apparatus, device and medium based on a virtual environment. Background Art
[0003] In applications that support virtual environments (such as first-person shooters (FPS)), when a player dies and becomes a box, their identity model characteristics are lost. This refers to the player turning into a box after death. When players with resurrection abilities use them, they must first accurately identify their teammates before using the resurrection skill.
[0004] In related technologies, these players with resurrection skills need to first start the scanning mode, and the detailed information of the virtual item will be displayed above the virtual item they are aiming at. Then the player will identify whether the virtual item belongs to a teammate based on the detailed information, and finally release the resurrection skill to resurrect the teammate.
[0005] Summary of the Invention
[0006] This application provides a method, apparatus, device, and medium for interaction based on a virtual environment. The technical solution is as follows:
[0007] According to one aspect of the present application, a virtual environment-based interaction method is provided, the method being executed by a computer device, the method comprising:
[0008] displaying at least one fallen individual in the virtual environment; wherein the similarity of the displayed forms of different fallen individuals exceeds a threshold;
[0009] In response to a resurrection skill selection operation, character information of a first virtual character corresponding to a first deceased individual is displayed; the first deceased individual is the deceased individual selected by the resurrection skill selection operation among the at least one deceased individual, and the first deceased individual is a display element corresponding to the first virtual character after the death of the first deceased individual;
[0010] In response to the resurrection skill release operation, the first deceased individual is switched to be displayed as the first virtual character after resurrection.
[0011] According to another aspect of the present application, there is provided an interactive device based on a virtual environment, the device comprising:
[0012] A display module is configured to display at least one fallen individual in the virtual environment; the similarity of the display forms of different fallen individuals exceeds a threshold;
[0013] The display module is configured to display character information of a first virtual character corresponding to a first deceased individual in response to a resurrection skill selection operation; the first deceased individual is the deceased individual selected by the resurrection skill selection operation among the at least one deceased individual, and the first deceased individual is a display element corresponding to the first virtual character after its death;
[0014] The display module is used to switch the display of the first deceased individual to the resurrected first virtual character in response to the resurrection skill release operation.
[0015] According to another aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor so that the computer device implements the virtual environment-based interaction method as described above.
[0016] According to another aspect of the present application, a non-volatile computer-readable storage medium is provided, wherein the non-volatile computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to enable a computer to implement the virtual environment-based interaction method as described above.
[0017] According to another aspect of the present application, a computer program product or computer program is provided, which includes computer instructions stored in a non-volatile computer-readable storage medium. A processor obtains the computer instructions from the non-volatile computer-readable storage medium, so that the processor loads and executes them, so that the computer implements the virtual environment-based interaction method as described above.
[0018] A computer device displays at least one deceased individual in a virtual environment; the similarity of the display forms of different deceased individuals exceeds a threshold; in response to a resurrection skill selection operation, character information of a first virtual character corresponding to a first deceased individual is displayed; the first deceased individual is the deceased individual selected by the resurrection skill selection operation among the at least one deceased individual, and the first deceased individual is the display element corresponding to the first virtual character after death; in response to a resurrection skill release operation, the first deceased individual is switched to be displayed as the resurrected first virtual character. Accordingly, without switching to a scanning mode, the deceased individual to be resurrected can be directly selected through the resurrection skill selection operation and the character information of the virtual character corresponding to the deceased individual to be resurrected can be displayed. This allows a player to quickly and accurately distinguish and select the deceased individual to be resurrected from multiple deceased individuals with identical or similar display forms based on the character information, and to resurrect the corresponding virtual character by using the resurrection skill. This operation is relatively simple and can improve human-computer interaction efficiency. Furthermore, this interaction method only requires performing resurrection skill-related operations in the current mode to resurrect the virtual character, without switching from the current mode to the scanning mode and back from the scanning mode, which helps reduce resource consumption caused by switching modes. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] FIG1 shows a block diagram of a computer system provided by an exemplary embodiment;
[0020] FIG2 shows a schematic diagram of an interactive method based on a virtual environment provided by an exemplary embodiment;
[0021] FIG3 shows a flow chart of an interactive method based on a virtual environment provided by an exemplary embodiment;
[0022] FIG4 shows a flow chart of an interactive method based on a virtual environment provided by an exemplary embodiment;
[0023] FIG5 shows a flow chart of an interactive method based on a virtual environment provided by an exemplary embodiment;
[0024] FIG6 shows a flow chart of an interactive method based on a virtual environment provided by an exemplary embodiment;
[0025] FIG7 shows an interface diagram of an interactive method based on a virtual environment provided by an exemplary embodiment;
[0026] FIG8 shows an interface diagram of an interactive method based on a virtual environment provided by an exemplary embodiment;
[0027] FIG9 shows an interface diagram of an interactive method based on a virtual environment provided by an exemplary embodiment;
[0028] FIG10 shows an interface diagram of an interactive method based on a virtual environment provided by an exemplary embodiment;
[0029] FIG11 shows an interface diagram of an interactive method based on a virtual environment provided by an exemplary embodiment;
[0030] FIG12 is a schematic diagram showing an interactive method based on a virtual environment provided by an exemplary embodiment;
[0031] FIG13 shows a block diagram of a virtual environment-based interactive device provided by an exemplary embodiment;
[0032] FIG14 shows a structural block diagram of a computer device provided by an exemplary embodiment. DETAILED DESCRIPTION
[0033] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0034] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numerals in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0035] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. As used in this application and the appended claims, the singular forms "a," "an," "the," and "the" are intended to include the plural forms, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
[0036] It should be noted that this application can display a prompt interface, pop-up window or output voice prompt information before collecting relevant user data (such as: resurrection skill release operation, resurrection skill selection operation, etc.) and during the process of collecting relevant user data. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining user-related data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining user-related data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.
[0037] It should be understood that although the terms first, second, etc. may be used in this application to describe various information, these information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".
[0038] A brief introduction to the nouns involved in the embodiments of this application:
[0039] Virtual environment: This is the virtual environment displayed or provided by the client when running on the terminal. This virtual environment can be a simulation of the real world, a semi-simulated, semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for virtual environment battles between at least two virtual characters, and the virtual environment has virtual resources available to the at least two virtual characters. Optionally, the virtual environment includes symmetrical lower-left and upper-right corner areas, with virtual characters belonging to two opposing camps occupying each of the areas.
[0040] A virtual character is an object that can be moved in a virtual environment. The movable object can be at least one of a virtual person, a virtual animal, an animated character, and a virtual pet (also called a pet virtual character). Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
[0041] Resurrection skill: It is a virtual skill that can restore a certain amount of health to the fallen teammates, so that they can fight again.
[0042] Response: Used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed can be in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed can be executed.
[0043] In the related art, a player with a revive skill must first activate scanning mode, which displays detailed information about the virtual item above the virtual item they are aiming at. The player then uses this detailed information to determine whether the virtual item belongs to a teammate. Once the virtual item is confirmed to be a teammate, the player activates the revive skill to revive the teammate. This method is cumbersome to operate and inefficient in human-computer interaction. Therefore, providing a virtual environment-based interaction method that can improve human-computer interaction efficiency is an urgent problem that needs to be solved.
[0044] FIG1 shows a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system can be implemented as a system architecture for a virtual environment-based interactive method. The computer system 100 includes a first terminal 120 , a server 140 , and a second terminal 160 .
[0045] The first terminal 120 can be an electronic device such as a mobile phone, a tablet computer, a vehicle terminal (vehicle computer), a wearable device, a PC (Personal Computer), an unmanned reservation terminal, etc. The first terminal 120 is installed and runs an application that supports a virtual environment. For example, the application can be any one of a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter game (FPS), a third-person shooter game (TPS), a multiplayer online tactical competitive game (MOBA), and a simulation game (SLG).
[0046] The first terminal 120 is used by the first user. The first user uses the first terminal 120 to control the first virtual character in the virtual environment. This control includes, but is not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up objects, shooting, attacking, throwing, and constructing virtual structures. The first user can also use the first terminal 120 to use the resurrection skill in the virtual environment to revive other teammates' virtual characters if they have died.
[0047] The second terminal 160 can be an electronic device such as a mobile phone, a tablet computer, a vehicle terminal (vehicle computer), a wearable device, a PC (Personal Computer), an unmanned reservation terminal, etc. The second terminal 160 installs and runs an application that supports a virtual environment. For example, the application can be any one of a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter game (FPS), a third-person shooter game (TPS), a multiplayer online tactical competitive game (MOBA), and a simulation game (SLG).
[0048] Second terminal 160 is used by a second user. The second user uses second terminal 160 to control a second virtual character in the virtual environment. This control includes, but is not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up objects, shooting, attacking, throwing, and constructing virtual structures. The second user can also use second terminal 160 to activate a resurrection skill in the virtual environment, reviving other fallen teammates' virtual characters.
[0049] The first terminal 120 , the second terminal 160 , and the server 140 may communicate with each other via a network, such as a wired or wireless network.
[0050] Server 140 can be a standalone physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud computing services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, server 140 includes a processor 144 and memory 142. Memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. Receiving module 1421 is configured to receive requests from clients, such as requests to view at least one of the number, location, or attribute values of enemy virtual characters; control module 1422 is configured to control the rendering of the virtual environment; and sending module 1423 is configured to send responses to clients, such as sending at least one of the number, location, or attribute values of enemy virtual characters to the client. Server 140 provides backend services for applications on the first terminal 120 and the second terminal 160.
[0051] Optionally, the server 140 undertakes the primary computing work, and the first terminal 120 and the second terminal 160 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120 and the second terminal 160 undertake the primary computing work; or, the server 140, the first terminal 120 and the second terminal 160 adopt a distributed computing architecture for collaborative computing. Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of applications on different control system platforms. The embodiments of the present application do not limit the form of the applications installed on the first terminal 120 and the second terminal 160, including but not limited to apps (applications), mini-programs, etc. installed in the first terminal 120 and the second terminal 160, and can also be in the form of web pages. The first terminal 120 can refer to one of multiple terminals, and the second terminal 160 can refer to one of multiple terminals. This embodiment only uses the first terminal 120 and the second terminal 160 as an example. The device types of the first terminal 120 and the second terminal 160 are the same or different. The following embodiments are explained by taking the terminals including smartphones as an example.
[0052] Those skilled in the art will appreciate that the number of first terminals 120 and second terminals 160 can be greater or lesser. For example, there can be only one first terminal 120 and one second terminal 160 (i.e., a user plays against an AI), or the total number of first terminals 120 and second terminals 160 can be eight (a 1v1v1v1v1v1v1v1 game in which eight users play against each other in a round-robin fashion and are eliminated, ultimately determining a winner), or even greater. The embodiments of the present application do not limit the number or device type of the first terminal 120 or the second terminal 160.
[0053] The embodiment of the present application provides an interaction method based on a virtual environment, which can be performed by a computer device. Optionally, the computer device includes the first terminal 120 and / or the second terminal 160 shown in Figure 1. The first terminal 120 and the second terminal 160 are respectively installed and run an application that supports the virtual environment.
[0054] For example, FIG2 shows a schematic diagram of an interactive method based on a virtual environment provided by an exemplary embodiment of the present application. Taking the first terminal 120 as an example to execute the method, the steps are briefly described as follows:
[0055] In step 1, the first terminal 120 displays at least one deceased individual in a virtual environment; the similarity of the display forms of different deceased individuals exceeds a threshold.
[0056] Illustratively, the similarity between the display forms of different deceased individuals exceeding the threshold includes the case where the display forms of different deceased individuals are the same, and the case where the display forms of different deceased individuals are similar but not the same.
[0057] As shown in user interface 210 in FIG2 , the first terminal 120 displays a special attack button 214, a dead individual 211, a dead individual 212, a dead individual 213, an information panel 215, a movable carrier 216, a hand 217 of the main virtual character controlled by the first user, and a scan box 218. Information panel 215 is used to display character information. Dead individual 211 is the display element corresponding to the death of virtual character 211, dead individual 212 is the display element corresponding to the death of virtual character 212, and dead individual 213 is the display element corresponding to the death of virtual character 213. Dead individuals 211, 212, and 213 are displayed as box-shaped elements of the same size, shape, and color. The movable carrier 216 can be located on the hand 217. In this embodiment, the movable carrier 216, the hand 217 of the main virtual character controlled by the first user, and the scan box 218 are optional display elements in user interface 210. In some embodiments, the ultimate button can also be called a resurrection operation button.
[0058] Step 2, the first terminal 120 displays the character information of the first virtual character corresponding to the first deceased individual in response to the resurrection skill selection operation; the first deceased individual is the deceased individual selected by the resurrection skill selection operation among at least one deceased individual, and the first deceased individual is the display element corresponding to the first virtual character after the death.
[0059] Specifically, for example, when the first deceased individual is deceased individual 212, the first user initiates a resurrection skill selection operation by long-pressing the ultimate skill button 214 in the user interface 210 of FIG. 2 . Subsequently, the first terminal 120 displays the character information of the first virtual character 212 corresponding to the first deceased individual 212 selected in the resurrection skill selection operation. This character information is displayed in an information panel 215. Optionally, when the first user initiates a resurrection skill selection operation by long-pressing the ultimate skill button 214 in the user interface 210 of FIG. 2 , the first terminal 120 displays a scan box 218 on the user interface 210 for selecting the first deceased individual 212. Simultaneously, the first terminal 120 displays the movable carrier 216 located on the hand 217 on the user interface 210 and displays the information panel 215 corresponding to the character information in an area surrounding the movable carrier 216, such as in one of the areas directly above, to the left, or to the right.
[0060] Step 3: In response to the resurrection skill release operation, the first terminal 120 switches the display of the first deceased individual to the resurrected first virtual character.
[0061] Specifically, for example, the first deceased individual is deceased individual 212. The first user initiates a resurrection skill release operation by releasing the ultimate skill button 214 in user interface 220 of FIG. 2 . Then, first terminal 120 switches the display of first deceased individual 212 to the resurrected first avatar 221. Optionally, first terminal 120 may remove the display of movable carrier 216 in user interface 220.
[0062] In summary, the virtual environment-based interaction method provided by the embodiment of the present application is such that, when the similarity of the display form of at least one deceased individual displayed in the virtual environment exceeds a threshold, the character features of the virtual characters corresponding to each deceased individual essentially disappear, making it difficult to identify the deceased individual to be resurrected. Using the method of the embodiment of the present application, there is no need to trigger the start of the scan mode. The first deceased individual can be directly selected through the resurrection skill selection operation, and the character information of the first virtual character corresponding to the first deceased individual can be displayed. Based on the character information, the deceased individual to be resurrected can be quickly identified and its corresponding virtual character can be resurrected. This operation is relatively simple and can improve the efficiency of human-computer interaction. Furthermore, the virtual character can be resurrected by simply performing resurrection skill-related operations in the current mode, without having to switch from the current mode to the scan mode and back from the scan mode, which helps reduce resource consumption caused by switching modes.
[0063] Furthermore, the method of the embodiment of the present application can also display a movable carrier, and when displaying the character information of the first virtual character corresponding to the first deceased individual, the character information of the first virtual character is displayed in the surrounding area of the movable carrier. Since the movable carrier can interact with the user, this display method makes the character information different from being directly pasted on the interface element (Head Up Display, HUD) used for information display on the plane layer of the user interface (User Interface, UI), or simply given an immovable panel in the virtual scene for patching. The character information of the first virtual character can be displayed as the movable carrier moves, which can increase the interactivity and flexibility of the information display, enrich the user experience, and improve the human-computer interaction rate.
[0064] FIG3 shows a flowchart of an interactive method based on a virtual environment provided by an exemplary embodiment of the present application. The method is described by taking a computer device as an example. The computer device may be the first terminal 120 and / or the second terminal 160 shown in FIG1 . The method includes steps 320, 340, and 360:
[0065] Step 320: display at least one deceased individual in the virtual environment; the similarity of the display forms of different deceased individuals exceeds a threshold.
[0066] A virtual environment is a virtual environment displayed or provided when a client runs on a computer device.
[0067] Death is the state in which the virtual character dies after being attacked in this game.
[0068] Optionally, when the current health of the virtual character is less than a threshold, or when the virtual character receives a preset virtual skill, or when the virtual character receives a virtual skill and the health consumption corresponding to the virtual skill is greater than the current health of the virtual character, the computer device determines that the virtual character is killed in this game.
[0069] The dead individual refers to the corresponding display element after the virtual character is killed in this game.
[0070] Optionally, the corresponding display element after the virtual character dies can be at least one of an image element, an icon element, a text element, a block element, a spherical element, a two-dimensional element, and a three-dimensional element. The deceased individual can then be represented by at least one of an image element, an icon element, a text element, a block element, a spherical element, a two-dimensional element, and a three-dimensional element.
[0071] Optionally, the display elements corresponding to the death of different virtual characters may be the same, different, or at least partially the same. For example, if the display element corresponding to the death of virtual character 1 is a sphere element, and the display element corresponding to the death of virtual character 2 is a text element, then if the sphere element is displayed on the user interface, other players can know that virtual character 1 has died, and if the text element is displayed on the user interface, other players can know that virtual character 2 has died.
[0072] In some embodiments, the display elements corresponding to the death of a virtual character can be pre-configured according to the attributes and type of the virtual character, or, for a virtual character owned by a player, the player can customize the display elements corresponding to the death of the virtual character.
[0073] The display form refers to the form in which the deceased individual appears in the virtual environment. The display form of the deceased individual is also the display form of the corresponding display elements of the virtual character corresponding to the deceased individual after the death of the deceased individual.
[0074] Optionally, the display form includes at least one of a particle form, an upwardly floating particle form, a solid form, a phantom form, and a soul form. For example, if the display element after the death of a virtual character is a spherical element and the display form is a phantom form, then after the virtual character dies, a spherical element is displayed in a phantom form on the user interface, similar to displaying a shadow of the spherical element, so that other players can know that the virtual character has died.
[0075] In some embodiments, the similarity of the display forms of different deceased individuals exceeds a threshold. The threshold can be set based on experience or flexibly adjusted according to actual conditions, and is not limited in this embodiment of the present application.
[0076] Illustratively, the similarity between the display forms of different deceased individuals exceeding the threshold includes the case where the display forms of different deceased individuals are the same, and the case where the display forms of different deceased individuals are similar but not the same.
[0077] Alternatively, the similarity can be determined using an image similarity algorithm. For example, based on images corresponding to the display forms of different deceased individuals, a hash algorithm or a Scale-Invariant Feature Transform (SIFT) algorithm is used to determine the similarity between the display forms of different deceased individuals.
[0078] Optionally, after the virtual characters corresponding to different deceased individuals die, if at least one of the display elements or display forms corresponding to the different deceased individuals is identical, the similarity of the display forms of the different deceased individuals is determined to exceed a threshold. For example, if deceased individual 1 corresponds to virtual character 1, and the display element of virtual character 1 after death is a spherical element and the display form is a phantom form, and deceased individual 2 corresponds to virtual character 2, and the display element of virtual character 2 after death is a spherical element and the display form is a solid form, then the similarity of the display forms of deceased individual 1 and deceased individual 2 is determined to exceed the threshold.
[0079] In one possible implementation, please refer to FIG. 7 . As shown in user interface 710 in FIG. 7 , three surviving virtual characters are displayed: virtual character 712, virtual character 713, and virtual character 714. User interface 710 may also display a revive button 711. For example, if virtual character 712 dies in battle, as shown in user interface 720 in FIG. 7 , the deceased individual of virtual character 712 is displayed as upwardly floating particles 721. Taking the example that the display elements corresponding to the deaths of virtual characters 712, 713, and 714 are all block elements, please refer to Figure 8. As shown in the user interface 730 in Figure 8, the user interface 730 displays a dead individual 731 after the death of virtual character 712, a dead individual 732 after the death of virtual character 713, and a dead individual 733 after the death of virtual character 714. The display forms of dead individual 731, dead individual 732, and dead individual 733 are the same, all displayed as block elements and particles floating upward.
[0080] Step 340, in response to the resurrection skill selection operation, display the character information of the first virtual character corresponding to the first deceased individual; the first deceased individual is the deceased individual selected by the resurrection skill selection operation among at least one deceased individual, and the first deceased individual is the display element corresponding to the first virtual character after death.
[0081] The resurrection skill selection operation is an operation of selecting the dead individual of the virtual character to be resurrected before releasing the resurrection skill.
[0082] Optionally, the revival skill selection operation is triggered by long pressing the revival operation button. In response to the revival operation button being pressed for a time greater than a threshold, the computer device triggers the start of the revival skill selection operation.
[0083] Optionally, different shortcut keys corresponding to different operations are pre-set, and the resurrection skill selection operation can also be triggered by pressing the shortcut key corresponding to the resurrection skill selection operation. In response to the pressing of the shortcut key corresponding to the resurrection skill selection operation, the computer device triggers the resurrection skill selection operation.
[0084] The first deceased individual is the deceased individual selected by the resurrection skill selection operation from among at least one deceased individual. The number of deceased individuals selected by the resurrection skill selection operation can be one or more. Each deceased individual selected by the resurrection skill selection operation can serve as a first deceased individual, that is, there can be one or more first deceased individuals. The first deceased individual is the display element corresponding to the death of the first virtual character. The number of first virtual characters is the same as the number of first deceased individuals, and each first deceased individual corresponds to one first virtual character.
[0085] Optionally, if the first individual killed in battle includes one, then releasing the resurrection skill once can revive one virtual character. In other exemplary embodiments, if the first individual killed in battle includes at least one, then releasing the resurrection skill once can revive at least one virtual character.
[0086] Optionally, the first virtual character corresponding to the first deceased individual is a teammate virtual character. Teammate virtual characters are other virtual characters in the same camp as the main virtual character currently controlled by the player in this game match.
[0087] Optionally, the first virtual character corresponding to the first deceased individual is an enemy virtual character. The enemy virtual character is another virtual character in a different camp from the main virtual character currently controlled by the player in this game.
[0088] Optionally, the revive button provides a function for selecting a deceased individual. For example, by long-pressing the revive button and simultaneously rotating the button within its operating area (i.e., long-pressing and rotating the button within its operating area), a different deceased individual can be selected. In other embodiments, when the user triggers the rotation operation to activate the revive skill, the computer device automatically selects a deceased individual as the first deceased individual.
[0089] The character information is information used to characterize the specific identity of the virtual character. Optionally, the character information includes at least one of the character nickname, character image, camp, character attributes, and virtual skills.
[0090] For example, in response to the resurrection skill selection operation, the computer device displays character information for the first virtual character corresponding to the first deceased individual. This character information can be displayed in a fixed area on the user interface, such as the area used to display broadcast information in a game. Character information can also be displayed in an area surrounding a movable carrier on the user interface. The display method for character information will be described in detail in subsequent embodiments.
[0091] In one possible implementation, see Figure 8 . As shown in user interface 740 in Figure 8 , the first deceased individual is deceased individual 731 . In response to the resurrection skill selection operation, the computer device displays character information 742 of the first virtual character 712 corresponding to the first deceased individual 731 . Character information 742 may be a character image of the first virtual character 712 .
[0092] Step 360: In response to the resurrection skill release operation, the first deceased individual is switched to be displayed as the first virtual character after resurrection.
[0093] The resurrection skill release operation is an operation of releasing the resurrection skill to the virtual character to be resurrected.
[0094] The first virtual character after resurrection refers to the first virtual character that receives the resurrection skill and is resurrected.
[0095] Exemplarily, after the first deceased individual is switched to display as the resurrected first virtual character, character information corresponding to the resurrected first virtual character is displayed on the user interface. Optionally, the character information corresponding to the resurrected first virtual character is the same as the character information corresponding to the surviving first virtual character. The character information includes at least one of the character's nickname, character image, faction affiliation, character attributes, and possessed virtual skills.
[0096] Optionally, the character image of the resurrected first virtual character displayed in the user interface is the same as the character image of the surviving first virtual character, or the character image of the resurrected first virtual character displayed in the user interface is the same as at least a portion of the character image of the surviving first virtual character. For example, the character image of the resurrected virtual character 1 is the same as the character image of the surviving virtual character 1, or a halo icon is added above the head of the resurrected virtual character 1, the halo icon being used to indicate that the virtual character 1 is the resurrected virtual character 1. The halo icon can also distinguish the surviving virtual character from the resurrected virtual character.
[0097] Exemplarily, in response to the resurrection skill release operation, the computer device switches the display of the first deceased individual to the first virtual character after resurrection.
[0098] In one possible implementation, as shown in user interface 800 in FIG10 , in response to the resurrection skill release operation, the computer device switches the display of the first deceased individual to the resurrected first virtual character 802 , while the other deceased individuals that have not been resurrected remain unchanged.
[0099] In summary, the embodiments of the present application provide a virtual environment-based interaction method in which a computer device displays at least one deceased individual in a virtual environment; the similarity of the display forms of different deceased individuals exceeds a threshold; in response to a resurrection skill selection operation, character information of a first virtual character corresponding to a first deceased individual is displayed; the first deceased individual is the deceased individual selected by the resurrection skill selection operation among the at least one deceased individuals, and the first deceased individual is the display element corresponding to the first virtual character after death; and in response to a resurrection skill release operation, the first deceased individual is switched to be displayed as the resurrected first virtual character. Accordingly, without switching to a scanning mode, the deceased individual to be resurrected can be directly selected through the resurrection skill selection operation and the character information of the virtual character corresponding to the deceased individual to be resurrected can be displayed. This allows the player to accurately select the deceased individual to be resurrected from multiple deceased individuals with the same or similar display forms and revive the corresponding virtual character by using the resurrection skill. This simplifies the operation and improves the efficiency of human-computer interaction. Furthermore, this interaction method only requires performing resurrection skill-related operations in the current mode to resurrect the virtual character, eliminating the need to switch from the current mode to the scanning mode and back again, thereby reducing resource consumption caused by switching modes.
[0100] Figure 4 shows a flowchart of a virtual environment-based interaction method provided by an exemplary embodiment of the present application. The following embodiment illustrates a method for displaying character information of a first virtual character corresponding to a first deceased individual. In actual scenarios, any one of these methods may be used, or a combination of multiple methods may be used.
[0101] 1. A first display method of the character information of the first virtual character corresponding to the first deceased individual.
[0102] In some embodiments, step 340 may be optionally implemented as steps 342 and 344:
[0103] Step 342: In response to the resurrection skill selection operation, a scan box is displayed; the scan box is used to select the first deceased individual among at least one deceased individual.
[0104] The scan box is a frame area that provides scanning and selection functions.
[0105] Optionally, since the resurrection skill selection operation requires selecting a first deceased individual from at least one deceased individual, the computer device displays a scan box in response to the resurrection skill selection operation; the scan box is used to select the first deceased individual from the at least one deceased individual.
[0106] Optionally, a scan box is displayed at the center of the user interface. Exemplarily, the center of the scan box and the center of the user interface may be at the same location. Exemplarily, the center of the scan box and the center of the user interface may be at different locations. For example, the upper left corner of the scan box and the center of the user interface may be at the same location, or the lower right corner of the scan box and the center of the user interface may be at the same location.
[0107] In some embodiments, the scan box may also be displayed at other locations of the user interface. For example, other locations may include but are not limited to the left area, right area, upper area, lower area, etc. of the user interface.
[0108] In other examples, the scanning box is also called a "crosshair", and the computer device displays the crosshair in response to the resurrection skill selection operation; the crosshair is used to select the first deceased individual among at least one deceased individual.
[0109] Step 344 : Display the character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame.
[0110] Optionally, the computer device displays character information for the first virtual character corresponding to the first deceased individual selected by the scan box. The character information can be displayed anywhere on the user interface. For example, the character information can be displayed in one of the left, right, top, or bottom areas of the user interface. Alternatively, the user interface can include a floating window, in which the character information is displayed.
[0111] In some embodiments, in response to a resurrection skill selection operation, the computer device displays a scan box and switches the current mode of the scan box to scan mode. Then, after the resurrection skill selection operation selects a first deceased individual among the at least one deceased individual, the computer device switches the current mode of the scan box from scan mode to lock mode. The computer device then displays character information for the first virtual character corresponding to the first deceased individual selected by the scan box.
[0112] In this embodiment, the computer device displays a scan box in response to a resurrection skill selection operation. This eliminates the need to enter scan mode during the current game. This scan box allows direct aiming and accurate selection of the first deceased individual, thereby displaying the character information of the first virtual character corresponding to the first deceased individual selected by the scan box. This improves the efficiency of human-computer interaction. Furthermore, the resurrection skill selection operation only requires the user to display the virtual character's character information in the current mode, eliminating the need to switch from the current mode to the scan mode and back again. This reduces resource consumption associated with switching modes.
[0113] 2. A second display method of the character information of the first virtual character.
[0114] In some embodiments, the second display mode may be further determined based on the first display mode. Step 342 is further implemented as step 346, and step 344 is further implemented as step 348:
[0115] Step 346, in response to the resurrection skill selection operation, displaying the scanning box and the movable carrier.
[0116] An active carrier is any movable object in a virtual environment. Mobility can refer to the object's inherent properties or its ability to move after being controlled or interacted with by a player. For example, an active carrier can be an inherently movable non-player character (NPC), a virtual animal, or at least one of a virtual vehicle, a virtual flying object, or a virtual aircraft that can be controlled and moved.
[0117] An active object is an object in the virtual environment that can interact with the player's currently controlled avatar. For example, an active object could be an NPC in the current game, another player's avatar, or a pet avatar (Pokémon) owned by the player's currently controlled avatar.
[0118] Exemplarily, in response to the revival skill selection operation, the computer device displays a scan frame and, at the same time, displays the movable carrier, wherein the scan frame and the movable carrier do not overlap.
[0119] In some embodiments, the movable carrier is bound to a standby animation. In response to the resurrection skill selection operation, the computer device displays a scan box, displays the movable carrier, and automatically plays the standby animation of the movable carrier. The standby animation of the movable carrier can be an animation that is pre-set for the movable carrier and automatically plays when the movable carrier is displayed. Optionally, the standby animation of the movable carrier can be set by a technician or by a player, and this is not limited in the embodiments of the present application. Automatically playing the standby animation of the movable carrier when the movable carrier is displayed can enrich the screen display effect, improve the visual effect, and thereby improve the human-computer interaction rate.
[0120] Optionally, the movable carrier may also be referred to as an interactive object or an interactive object, which can interact with the player.
[0121] Step 348 : Displaying the character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame in the surrounding area of the movable carrier; wherein the display position of the character information of the first virtual character moves along with the movable carrier.
[0122] The peripheral area refers to the area around the movable carrier.
[0123] Optionally, the circumferential side area is any area in the 360-degree area around the movable carrier. Optionally, the circumferential side area can be one of the upper side area, the lower side area, the left side area, and the right side area of the movable carrier.
[0124] Optionally, the peripheral area refers to an area whose distance from the center position of the movable carrier is less than a distance threshold. Optionally, the peripheral area may be one of an area in the upper area of the movable carrier whose distance from the center position of the movable carrier is less than the distance threshold, an area in the lower area whose distance from the center position of the movable carrier is less than the distance threshold, an area in the left area whose distance from the center position of the movable carrier is less than the distance threshold, and an area in the right area whose distance from the center position of the movable carrier is less than the distance threshold.
[0125] The computer device displays the character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame in the peripheral area of the movable carrier.
[0126] Optionally, the character information of the first virtual character is bound to the movable carrier. Since the movable carrier is movable, the position of the movable carrier changes after the movable carrier moves. Therefore, the character information of the first virtual character is displayed following the movement of the movable carrier, that is, the display position of the character information of the first virtual character follows the movement of the movable carrier. In the manner in which the display position of the character information of the first virtual character follows the movement of the movable carrier, the position of the character information of the first virtual character relative to the movable carrier remains unchanged. For example, assuming that the peripheral area is the upper area of the movable carrier, then no matter where the movable carrier moves to, the character information of the first virtual character is always displayed in the upper area of the movable carrier.
[0127] Furthermore, step 348 may be specifically implemented as steps 350 and 352:
[0128] Step 350: Display an information panel on the peripheral area of the movable carrier.
[0129] The information panel is a panel used to display specific character information. In some embodiments, the information panel is a fixed-size panel. In other embodiments, the information panel is a variable-size panel. For example, the information panel can be sized to match the scene of the game, or to match the type of virtual character controlled by the player.
[0130] Exemplarily, before displaying the character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame, the computer device first displays an information panel on the peripheral area of the movable carrier.
[0131] In some embodiments, the information panel provides a perspective function, that is, the information panel does not block virtual objects in the virtual environment, and even if a virtual object is behind the information panel, the virtual object can still be seen through the information panel.
[0132] Step 352: Display the character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame in the information panel; wherein the display position of the information panel moves along with the movable carrier.
[0133] In some embodiments, the information panel provides a movement function, and the information panel can be displayed in accordance with the movement of the movable carrier. The information panel and the movable carrier can be bound. For example, the computer device displays the character information of the first virtual character corresponding to the first deceased individual selected by the scanning box in the information panel; the information panel is displayed in accordance with the movement of the movable carrier, so that the character information is displayed in accordance with the movement of the movable carrier.
[0134] In other words, the information panel's display position follows the movement of the movable carrier, achieving the effect that the character information's display position follows the movement of the movable carrier. When the information panel's display position follows the movement of the movable carrier, the information panel's position relative to the movable carrier remains unchanged. For example, assuming the peripheral area is the upper area of the movable carrier, then regardless of the movable carrier's position, the information panel remains displayed in the upper area of the movable carrier.
[0135] In this embodiment, the computer device displays a scanning box and a movable carrier in response to the resurrection skill selection operation. Since the position of the movable carrier can be changed, when the character information is displayed on the peripheral area of the movable carrier, compared to directly sticking it on the HUD of the UI plane layer, or simply giving an immovable panel in the virtual scene for patch display, it can increase the flexibility and diversity of the character information display, improve the visual effect, and thus improve the human-computer interaction rate.
[0136] In some embodiments, the movable carrier is a pet avatar (Pokémon) as an example. The movable carrier includes the pet avatar, and the peripheral area of the movable carrier includes the area directly above the pet avatar's head. The area directly above the pet avatar's head refers to the area directly above the pet avatar's head. Directly above the pet avatar's head refers to a direction perpendicular to the pet avatar's head and away from the pet avatar's feet.
[0137] Optionally, the computer device displays a scan box and a pet virtual character in response to the resurrection skill selection operation; and the character information of the first virtual character corresponding to the first deceased individual selected by the scan box is displayed in the area directly above the head of the pet virtual character.
[0138] In some embodiments, the character information panel is parallel to the front of the pet virtual character. Furthermore, the information panel is displayed as the pet virtual character moves, achieving the effect that the character information is displayed as the pet virtual character moves. In other words, the display position of the information panel moves as the pet virtual character moves, achieving the effect that the display position of the character information moves as the pet virtual character moves. Based on this, the computer device obtains first plane information corresponding to the front of the pet virtual character; based on the first plane information, calculates second plane information corresponding to the information panel where the character information is located; the information panel is parallel to the front of the pet virtual character; based on the second plane information, the information panel is displayed in the area directly above the head of the pet virtual character, displaying the character information of the first virtual character corresponding to the first deceased individual selected by the scanning box in the information panel.
[0139] The first plane information is plane information corresponding to the front face of the pet avatar, obtained in real time. For example, the front face of the pet avatar refers to a plane perpendicular to the facial orientation of the pet avatar. The first plane information includes the front coordinate orientation of the pet avatar, expressed as (X, Y, Z). The front coordinate orientation of the pet avatar can also be understood as the facial orientation of the pet avatar represented by coordinates.
[0140] The second plane information is plane information corresponding to the information panel obtained based on the first plane information. The second plane information includes the coordinate orientation of the information panel, expressed as (X, Z), Y = 0. That is, the coordinate orientation of the information panel is parallel to the face orientation of the virtual pet character.
[0141] In other embodiments, the computer device may also obtain first plane information corresponding to the front face of the pet avatar, determine the plane normal vector corresponding to the front face of the pet avatar based on the first plane information, and then determine the plane normal vector of the information panel based on the plane normal vector corresponding to the front face of the pet avatar, wherein the plane normal vector corresponding to the front face of the pet avatar is parallel to the plane normal vector of the information panel. Furthermore, based on the plane normal vector of the information panel, second plane information corresponding to the information panel is determined. Then, based on the second plane information, the computer device displays the information panel in the area directly above the head of the pet avatar, displaying the character information of the first avatar corresponding to the first deceased individual selected by the scanning box in the information panel.
[0142] In this embodiment, players can interact with pet virtual characters. The pet virtual characters can drive the character information to move during the activity, which can add activity tracks to the character information, increase the flexibility and diversity of the character information display, and help improve the visual effect, thereby improving the human-computer interaction rate.
[0143] In the above embodiment, the computer device displays a scanning box and a movable carrier in response to a resurrection skill selection operation, wherein the user selects a first deceased individual from at least one deceased individual through the scanning box, and the computer device displays the character information of the first virtual character corresponding to the first deceased individual in the surrounding area of the movable carrier.
[0144] In other embodiments, the computer device may also recommend the first deceased individual from at least one deceased individual based on at least one of the attribute information of the movable carrier, the attribute information of the controlling virtual character that initiates the resurrection skill, and the attribute information of the virtual character corresponding to the deceased individual.
[0145] The attribute information of the movable carrier is used to describe the attributes of the movable carrier; the controlling virtual character who initiates the resurrection skill refers to the virtual character currently controlled by the player of the computer device, and the attribute information of the controlling virtual character is used to describe the attributes of the controlling virtual character; the attribute information of the virtual character corresponding to the deceased individual is used to describe the attributes of the virtual character corresponding to the deceased individual.
[0146] Optionally, the attribute information of the movable carrier includes at least one of the type, level, personality, and gender of the movable carrier. The movable carrier can specifically be a pet virtual character. The attribute information of the master virtual character includes at least one of the type, level, personality, gender, and resurrection skill strength of the master virtual character. The attribute information of the virtual character corresponding to the deceased individual includes at least one of the type, level, gender, personality, and resurrection difficulty of the virtual character corresponding to the deceased individual. Optionally, the computer device recommends the first deceased individual from the at least one deceased individual, which is related to at least one of the following factors:
[0147] Type of movable carrier;
[0148] The level of movable carrier;
[0149] The matching degree between the virtual character corresponding to the deceased individual and the type of movable carrier;
[0150] The level matching degree between the virtual character corresponding to the deceased individual and the movable carrier;
[0151] The degree of personality matching between the virtual character corresponding to the deceased individual and the movable carrier;
[0152] The gender matching degree between the virtual characters corresponding to the deceased individuals and the movable carriers;
[0153] The matching degree between the strength of the master virtual character's resurrection skill and the difficulty of resurrecting the corresponding virtual character of the deceased individual;
[0154] The distance between the movable carrier and the virtual character corresponding to the deceased individual;
[0155] The distance between the controlling avatar and the avatar corresponding to the deceased individual.
[0156] Optionally, the type of the movable carrier can be one of an animal, a person, or a pet, and the level can be one of beginner, intermediate, or advanced. Movable carriers of different types and / or levels can support the display of character information for different virtual characters. The computer device may identify the deceased individual corresponding to the virtual character whose character information the movable carrier supports as the first deceased individual. For example, if the user interface displays three deceased individuals, corresponding to virtual character 1, virtual character 2, and virtual character 3, but the type and level of movable carrier 1 only supports the display of character information for virtual character 2 and virtual character 3, the computer device may recommend the deceased individuals corresponding to virtual character 2 and / or virtual character 3 to the user as the first deceased individual.
[0157] For example, in the case where the first deceased individual is determined based only on the type of the movable carrier, the deceased individual corresponding to the virtual character whose type of movable carrier supports displaying character information may be regarded as the first deceased individual.
[0158] For example, in the case where the first individual killed in action is determined based only on the level of the movable carrier, the individual killed in action corresponding to the virtual character whose level of the movable carrier supports displaying character information may be regarded as the first individual killed in action.
[0159] For example, in the case of determining the first casualty based on the type and level of the movable carrier, the union of the first type of casualties and the second type of casualties can be used as the first casualty, the intersection of the first type of casualties and the second type of casualties can be used as the first casualty, or one or more casualties can be selected from the first type of casualties and the second type of casualties as the first casualty. The first type of casualties refers to the casualties corresponding to the virtual character whose type of movable carrier supports displaying character information, and the second type of casualties refers to the casualties corresponding to the virtual character whose level of movable carrier supports displaying character information.
[0160] Optionally, the computer device can determine the type match between the virtual character corresponding to the deceased individual and the movable carrier. This type match can be displayed in the character information. Exemplarily, the type match between the virtual character corresponding to the deceased individual and the movable carrier is used to measure the match between the type of the virtual character corresponding to the deceased individual and the type of the movable carrier. Exemplarily, different vectors can be used to represent different types, and the type match can be determined by calculating the similarity between the vector corresponding to the type of the virtual character corresponding to the deceased individual and the vector corresponding to the type of the movable carrier. The similarity is positively correlated with the type match.
[0161] The computer device may determine the deceased individual with the highest type match, or a type match above a threshold, as the first deceased individual. For example, if the virtual character 1 corresponding to deceased individual 1 is skilled in driving, and the virtual character 2 corresponding to deceased individual 2 is skilled in flying aircraft, and the movable vehicle is a virtual vehicle, and the type match between the virtual character corresponding to deceased individual 1 and the movable vehicle is greater than the type match between the virtual character corresponding to deceased individual 2 and the movable vehicle, the computer device may determine deceased individual 1 as the first deceased individual.
[0162] Optionally, the computer device can determine the level matching degree between the virtual character corresponding to the deceased individual and the movable carrier. The level matching degree can be displayed in the character information. Exemplarily, the level matching degree between the virtual character corresponding to the deceased individual and the movable carrier is used to measure the matching degree between the level of the virtual character corresponding to the deceased individual and the level of the movable carrier. Exemplarily, the level of the virtual character corresponding to the deceased individual can refer to the level of the virtual character corresponding to the deceased individual before death. Exemplarily, the level can be represented by a numerical value, and the level matching degree can be determined by calculating the similarity between the numerical value corresponding to the level of the virtual character corresponding to the deceased individual and the numerical value corresponding to the level of the movable carrier, and the similarity is positively correlated with the level matching degree.
[0163] The computer device may determine the deceased individual with the highest level match, or a level match above a threshold, as the first deceased individual. For example, if the virtual character 1 corresponding to deceased individual 1 was level 10 before death, the virtual character 2 corresponding to deceased individual 2 was level 3 before death, and the movable carrier was level 9, and the level match between the virtual character corresponding to deceased individual 1 and the movable carrier is greater than the level match between the virtual character corresponding to deceased individual 2 and the movable carrier, the computer device may determine deceased individual 1 as the first deceased individual.
[0164] Optionally, the computer device can determine the personality match between the virtual character corresponding to the deceased individual and the movable carrier. This personality match can be displayed in the character information. Exemplarily, the personality match between the virtual character corresponding to the deceased individual and the movable carrier is used to measure the personality match between the deceased individual's virtual character and the movable carrier. Exemplarily, different personalities can be represented by different vectors. Thus, the personality match can be determined by calculating the similarity between the vector corresponding to the personality of the deceased individual's virtual character and the vector corresponding to the personality of the movable carrier. The similarity is positively correlated with the personality match.
[0165] The computer device may determine the deceased individual with the highest personality match, or a personality match above a threshold, as the first deceased individual. For example, if the personality of virtual character 1 corresponding to deceased individual 1 favors fighting, the personality of virtual character 2 corresponding to deceased individual 2 favors hiding, and the personality of the movable carrier favors fighting, and the personality match between the virtual character corresponding to deceased individual 1 and the movable carrier is greater than the personality match between the virtual character corresponding to deceased individual 2 and the movable carrier, the computer device may determine deceased individual 1 as the first deceased individual.
[0166] Optionally, the computer device can determine the gender matching degree between the virtual character corresponding to the deceased individual and the movable carrier. The gender matching degree can be displayed in the character information. Exemplarily, the gender matching degree between the virtual character corresponding to the deceased individual and the movable carrier is used to measure the matching degree between the gender of the virtual character corresponding to the deceased individual and the gender of the movable carrier. The gender of the movable carrier can refer to the gender of the movable carrier itself, or it can refer to the gender preferred by the movable carrier. Exemplarily, if the gender of the virtual character corresponding to the deceased individual is the same as the gender of the movable carrier, the first matching degree is used as the gender matching degree; if the gender of the virtual character corresponding to the deceased individual is different from the gender of the movable carrier, the second matching degree is used as the gender matching degree; the first matching degree is greater than the second matching degree.
[0167] The computer device may determine the deceased individual with the highest gender match or a gender match above a threshold as the first deceased individual. For example, if the gender of virtual character 1 corresponding to deceased individual 1 is male, the gender of virtual character 2 corresponding to deceased individual 2 is female, and the preferred gender of the movable carrier is male, and the gender match between the virtual character corresponding to deceased individual 1 and the movable carrier is greater than the gender match between the virtual character corresponding to deceased individual 2 and the movable carrier, the computer device may determine deceased individual 1 as the first deceased individual.
[0168] Optionally, the computer device can determine the degree of match between the resurrection skill strength of the controlling virtual character and the resurrection difficulty of the virtual character corresponding to the deceased individual. The degree of match can be displayed in the character information. Among them, different resurrection difficulties of the virtual character corresponding to the deceased individual correspond to different resurrection skill strengths. For example: if the resurrection difficulty is 50%, the required resurrection skill strength value is at least 100. Exemplarily, the computer device can determine the resurrection skill strength corresponding to the resurrection difficulty of the virtual character corresponding to the deceased individual, and determine the degree of match between the resurrection skill strength of the controlling virtual character and the resurrection difficulty of the virtual character corresponding to the deceased individual based on the similarity between the determined resurrection skill strength and the resurrection skill strength of the controlling virtual character, and the similarity is positively correlated with the degree of match. The computer device can determine the deceased individual with the highest degree of match or a degree of match above a threshold as the first deceased individual.
[0169] Optionally, the computer device may determine the distance between the movable carrier and the virtual character corresponding to the deceased individual. This distance may be displayed in the character information. Exemplarily, the distance between the movable carrier and the virtual character corresponding to the deceased individual refers to the distance between the movable carrier's location and the location of the virtual character corresponding to the deceased individual before death. The computer device may determine the deceased individual with the shortest distance, or the deceased individual with a distance less than a threshold, as the first deceased individual.
[0170] Optionally, the computer device can determine the distance between the controlling virtual character and the virtual character corresponding to the deceased individual. This distance can be displayed in the character information. Exemplarily, the distance between the controlling virtual character and the virtual character corresponding to the deceased individual refers to the distance between the controlling virtual character's location and the location of the virtual character corresponding to the deceased individual before their death. The computer device can determine the deceased individual with the shortest distance, or the distance less than a threshold, as the first deceased individual. It should be noted that the aforementioned thresholds can be set based on actual technical needs, and the specific values of each threshold may vary.
[0171] In other embodiments, the computer device may also recommend a first deceased individual from at least one deceased individual based on a conversation statement between the controlling virtual character who initiates the resurrection skill and the movable carrier.
[0172] Specifically, the movable carrier is provided with a dialogue function, enabling a conversation between the controlling avatar and the movable carrier. A trained natural language processing model is installed and executed in the computer device. The conversation between the controlling avatar and the movable carrier is input into the natural language processing model, and a first deceased individual is selected from the at least one deceased individual based on the natural language processing model. The movable carrier can be a pet avatar or an NPC.
[0173] During the training phase of the natural language processing model, sample sentences are annotated with the type, personality, and other attribute information of each virtual character that matches the sample sentence. This enables the natural language processing model to determine matching deceased individuals based on the conversation between the controlling virtual character and the movable carrier. For example, if the controlling virtual character says to the movable carrier, "Please help me choose a resurrection target with the highest output," the natural language processing model analyzes the conversation and selects the first deceased individual from the at least one deceased individual. The first virtual character corresponding to the first deceased individual has the highest output among the virtual characters corresponding to the deceased individuals.
[0174] In the above embodiment, multiple methods are provided for selecting the first deceased individual from at least one deceased individual, which can increase the correlation and coupling between the selection process of selecting the deceased individual and the movable carrier, so that the movable carrier not only has the function of displaying character information, but also has a higher degree of participation in the game. This method can increase the gameplay, effectively improve the user experience, and thereby increase the human-computer interaction rate.
[0175] In some embodiments, the scanning frame can be moved to select another dead individual from the at least one dead individual. Based on the above two display embodiments, the method can also optionally include steps 420 and 440:
[0176] Step 420: In response to the move operation, display the moved scan frame; the moved scan frame is used to select the second deceased individual among the at least one deceased individual.
[0177] The move operation can occur after selecting a revive skill and before releasing it. Alternatively, the move operation can occur during the latter half of the revive skill selection operation. For example, a user long-presses the revive button to trigger the revive skill selection operation, and during the long-press, moves or rotates their finger to move the scan box.
[0178] The second deceased individual is one of the at least one deceased individuals that is reselected by the resurrection skill selection operation. The second deceased individual is the display element corresponding to the second virtual character's death. The second deceased individual and the first deceased individual are different deceased individuals. For example, the number of first deceased individuals may be one or more, and the number of second deceased individuals may be one or more. The number of first deceased individuals and the number of second deceased individuals may be the same or different. The second deceased individual and the first deceased individual being different deceased individuals means that the second deceased individual is completely different from the first deceased individual or partially different from the first deceased individual.
[0179] Exemplarily, the computer device displays a moved scanning frame in response to the moving operation; the moved scanning frame is used to select a second deceased individual among the at least one deceased individual.
[0180] Step 440 : Displaying the character information of the second virtual character corresponding to the second deceased individual selected by the moved scanning frame.
[0181] Exemplarily, the computer device displays the character information of the second virtual character corresponding to the second deceased individual selected by the moved scanning frame. The character information of the second virtual character corresponding to the second deceased individual is displayed in the same manner as the character information of the first virtual character corresponding to the first deceased individual, and will not be further described here.
[0182] In this embodiment, the computer device can not only display the character information of the first virtual character corresponding to the first deceased individual selected by the scanning box, but can also switch to display the character information of the second virtual character corresponding to the second deceased individual selected by the moved scanning box, thereby improving the flexibility of character information display, thereby improving the interactive experience and human-computer interaction rate.
[0183] In some embodiments, referring to FIG. 5 , step 360 may be optionally implemented as steps 362 , 364 , and 366 :
[0184] Step 362: In response to the resurrection skill release operation, a character restoration area is displayed; the character restoration area is used to restore the character model of the first virtual character corresponding to the first deceased individual.
[0185] The character restoration area is used to restore the character model of the first virtual character corresponding to the first deceased individual. Optionally, when restoring the character models of different virtual characters, at least one of the position, size, and shape of the character restoration area may differ. Exemplary shapes of the character restoration area may be cylindrical, rectangular, square, or the like. For example, the character restoration area may be located directly in front of the deceased individual of the virtual character to be resurrected. Since different first deceased individuals are located in different positions, the character restoration area used to restore the character models of the first virtual characters corresponding to different first deceased individuals is located in different positions.
[0186] Exemplarily, the computer device displays a character restoration area in response to a resurrection skill release operation; the character restoration area is used to restore the character model of the first virtual character corresponding to the first deceased individual.
[0187] Step 364: In the character restoration area, restore the character model of the first virtual character corresponding to the first deceased individual.
[0188] The character model is used to represent the character image of the first virtual character, and the character model can be a three-dimensional model or a two-dimensional model, etc. The entirety or at least a portion of the character model is the same as the character model of the first virtual character before death.
[0189] For example, the character model of the first virtual character corresponding to the first deceased individual has the same clothing, gestures, props, etc. as the character model of the first virtual character before death. A halo icon may be added directly above the head of the character model of the first virtual character corresponding to the first deceased individual to indicate that the first virtual character is the first virtual character after resurrection.
[0190] Optionally, the computer device restores the role model of the first virtual role corresponding to the first deceased individual in the role restoration area.
[0191] Step 366: In response to the character model restoration being completed, the first deceased individual is switched to be displayed as the resurrected first virtual character.
[0192] Optionally, in response to the character model restoration being completed, the computer device switches the display of the first deceased individual to the resurrected first virtual character. At this time, the computer device cancels the display element corresponding to the first deceased individual, while the display content of other virtual characters that have not been resurrected remains unchanged.
[0193] In this embodiment, the computer device can restore the character model of the first virtual character and switch the display of the first deceased individual to the resurrected first virtual character, thereby ensuring the smoothness of the display.
[0194] Furthermore, when the movable carrier is displayed on the user interface at the same time and the character information is displayed in the surrounding area of the movable carrier, step 362 may be optionally implemented as steps 372 and 374:
[0195] Step 372: In response to the resurrection skill release operation, play the release animation of the movable carrier.
[0196] The release animation is an animation of the movable carrier moving from its current position to the location of the virtual character to be resurrected. This release animation is used to represent the release of the resurrection skill to the first virtual character corresponding to the first deceased individual. The release animation can be bound to the type of movable carrier or can be a preset unified animation. For example, if the movable carrier is a pet virtual character, the release animation is the pet virtual character flying from its current position to directly in front of the location of the virtual character to be resurrected. In response to the resurrection skill release operation, the computer device plays the release animation of the pet virtual character flying from its current position to directly in front of the location of the virtual character to be resurrected.
[0197] Optionally, the computer device plays a release animation of the movable carrier in response to the resurrection skill release operation.
[0198] Step 374: In response to the completion of the release animation playback, the character restoration area is displayed.
[0199] Alternatively, the character restoration area may be formed by transforming the movable carrier. Exemplarily, in response to the completion of the release animation, the computer device displays the character restoration area formed by the transforming movable carrier. The character model of the first virtual character may then be restored in the character restoration area.
[0200] In this embodiment, the computer device responds to the resurrection skill release operation, plays the release animation of the movable carrier, and then displays the character restoration area when the release animation is completed, so that the resurrection process of the movable carrier and the virtual character is more highly coupled, increasing the flexibility of the display, thereby increasing the display effect and improving the human-computer interaction rate.
[0201] Figure 6 shows a flowchart of a virtual environment-based interaction method provided by an exemplary embodiment of the present application. In some embodiments, upon receiving a resurrection skill selection operation, the computer device can determine the first deceased individual selected by the resurrection skill selection operation based on the position of the scanning box at that time. Specifically, the method further includes steps 520, 540, and 560:
[0202] Step 520: Determine a scanning range corresponding to the scanning frame based on the location of the scanning frame.
[0203] The scanning range corresponding to the scanning frame can be a fixed range, or can be determined based on at least one of the health, level, and resurrection skill strength of the main virtual character currently controlled by the player. The size of the scanning range can be positively correlated with the health, level, and resurrection skill strength.
[0204] Exemplarily, the position of the scanning frame may include the center position of the scanning frame, and the scanning range corresponding to the scanning frame may refer to a range centered on the center position of the scanning frame.
[0205] Exemplarily, the computer device determines a scanning range corresponding to the scanning frame based on the location of the scanning frame.
[0206] Step 540: Determine candidate killed individuals within the scanning range.
[0207] The candidate killed-in-action individual refers to at least one killed-in-action individual located within the scanning range of the scanning frame and can be selected as the first killed-in-action individual.
[0208] Exemplarily, the computer device determines candidate killed-in-action individuals within the scanning range.
[0209] Step 560: Determine the first individual killed in action selected by the scanning frame based on the number of candidate individuals killed in action.
[0210] Optionally, the computer device determines the first individual killed in battle selected by the scanning frame based on the number of candidate individuals killed in battle. Specifically, there are two situations:
[0211] Case 1: Step 560 may be optionally implemented as step 562:
[0212] Step 562: When there is only one candidate individual killed in action, the candidate individual killed in action is determined to be the first individual killed in action selected by the scanning frame.
[0213] Exemplarily, when there is only one candidate individual killed in action, the computer device directly determines the candidate individual killed in action as the first individual killed in action selected by the scanning frame.
[0214] Second scenario: Step 560 may be optionally implemented as steps 564 and 568:
[0215] Step 564 : When there are at least two candidate individuals killed in action, determine the distance between the scanning center of the scanning frame and the individual center of each candidate individual killed in action.
[0216] The distance refers to the straight-line distance or projected straight-line distance between the scanning center of the scanning frame and the individual center of each candidate killed individual.
[0217] Optionally, when there are at least two candidate individuals killed in battle, the computer device determines the distance between the scanning center of the scanning frame and the individual center of each candidate individual killed in battle.
[0218] Step 568: Determine at least one candidate killed individual corresponding to the shortest distance as the first killed individual selected by the scanning frame.
[0219] Optionally, the computer device determines the at least one candidate killed individual corresponding to the shortest distance as the first killed individual selected by the scanning frame. The shortest distance is the minimum value of the distances between the scanning center of the scanning frame and the individual centers of the candidate killed individuals.
[0220] In this embodiment, the computer device determines the candidate killed individuals within the scanning range of the scanning frame, and determines the first killed individual selected by the scanning frame based on the distance between the scanning center of the scanning frame and the individual center of each candidate killed individual, which can improve the accuracy of the selection.
[0221] In order to more clearly understand the interactive method based on the virtual environment provided by the embodiment of the present application, the method is described below with reference to a schematic diagram of a specific user interface. The method is executed by a computer device.
[0222] In the related art, there are the following problems:
[0223] 1. Most scanning locks require cameras, drones, and other media, not direct aiming. For example, you need to scan a virtual scene or special media to trigger scanning mode. The function of directly aiming and still showing the target in the HUD is basically non-existent, which loses some of the convenience and quick use function.
[0224] 2. When scanning and locking onto a target, candidate objects in the virtual scene are all specific models. For example, the scanned objects are typically specific virtual characters, virtual props, virtual items, etc. When a player dies, they may become a "box" or a spirit within the virtual scene, with their features largely vanishing. Therefore, in this unique virtual environment, it is impossible to quickly identify and identify objects.
[0225] 3. Most of the information displayed in games is directly attached to the HUD of the UI plane layer, or simply given an immovable panel in the virtual scene for patching. This display method has low interactivity and flexibility.
[0226] The method provided by the embodiment of the present application can solve the above-mentioned problems. When a player with a resurrection skill or other special skills wants to release the resurrection skill, he can accurately and quickly identify the identity of his teammates in the face of a virtual scene special effect that has lost the characteristics of his own identity model. In this method, the character information of the virtual character corresponding to the selected deceased individual can be displayed with the help of a movable carrier in the virtual scene. At the same time, the displayed character information will be bound to the movable carrier. Since the movable carrier has its own activity track, it will also move the character information, increasing the interactivity and flexibility in the game. The design of the movable carrier can also meet the expression of the game world view and character design, achieving the effect of displaying character information while also being able to convey emotional design.
[0227] Exemplarily, the front-end implementation of the virtual environment-based interaction method may include the following steps:
[0228] 1. There are three teammates in the virtual scene, all of whom are in a normal survival state. As shown in user interface 710 of FIG7 , user interface 710 displays three surviving virtual characters, namely virtual character 712, virtual character 713, and virtual character 714. User interface 710 may also display a revive operation button 711.
[0229] 2. After a teammate dies, they gradually transform into a spirit (a deceased individual). For example, in the case of avatar 712's death, as shown in user interface 720 of FIG7 , the deceased individual is displayed as upward-floating particles 721 . For example, the corresponding display elements for avatar 712, 713, and 714 are all block-shaped elements.
[0230] 3. When the player enters the skill preselection state, an active carrier (a sprite on the palm) will appear on the player's hand, with the sprite having its own bound standby action. Simultaneously, the crosshair (scanning frame) changes to a scanning state. Within the virtual scene, three teammate's fallen individuals (souls awaiting resurrection) are displayed. As shown in user interface 730 in FIG8 , user interface 730 displays fallen individual 731 after the death of virtual character 712, fallen individual 732 after the death of virtual character 713, and fallen individual 733 after the death of virtual character 714. Fallen individuals 731, 732, and 733 all display identically, appearing as block-shaped elements with upward-floating particles (square beams of light). User interface 730 also displays a palm 736, a sprite 735 on palm 736, and a crosshair 734 in a scanning state.
[0231] 4. Select the teammate soul closest to the center of the crosshairs as the target (the first individual killed). The crosshairs will lock onto the selected teammate soul, and the character information for the selected teammate soul will be quickly displayed above the elf's head. As shown in user interface 740 in Figure 8, select the first individual killed 731 using the revive operation button 711. The crosshairs will switch from the scanning state 734 to the locked state 741, and the character information 742 of the first avatar corresponding to the first individual killed 731 will be quickly displayed above the elf's head.
[0232] 5. If the crosshairs are moved during the display of step 4, the teammate soul closest to the center of the crosshairs is reselected as the target, and the character information corresponding to the selected teammate soul is regenerated. As shown in user interface 750 in Figure 8, if the crosshairs are moved using revive operation button 711 and the second deceased individual 751 is selected, the character information 752 of the second avatar corresponding to the second deceased individual 751 will be quickly displayed above the elf's head.
[0233] 6. The character information corresponding to the selected teammate's soul is fully displayed in the information panel above the elf's head. As shown in user interface 760 in Figure 9, the complete character information 762 of the second avatar corresponding to the second deceased individual 751 is fully displayed above the elf's head.
[0234] 7. The information panel is tied to the sprite's head movements, moving with the sprite's movements and possessing its own perspective and movement. This makes it more flexible and dynamic than a flat HUD or a fixed carrier within the virtual scene. As shown in user interface 770 in FIG9 , if the sprite's head rotates a certain angle, information panel 762 also rotates a certain angle to display as information panel 772, ensuring that the information panel remains parallel to the sprite's front face.
[0235] 8. After confirming the teammate to be revived via the information panel, the player releases the revive button to confirm the revived skill. This triggers a release animation, with the sprite flying out of the player's hand, and the teammate revived phase begins. As shown in user interface 780 in Figure 10, the player releases the revive button to confirm the revived skill, and the sprite flies out of the player's hand. User interface 780 displays a flight animation 782 of the sprite flying from its current position to the front of the teammate's soul.
[0236] 9. After the elf flies out, a teammate resurrection station (character restoration area) is generated in front of the teammate's soul to be resurrected and the teammate's model begins printing, reviving the teammate. As shown in user interface 790 in Figure 10, after the elf flies out, a teammate resurrection station 792 is generated in front of the teammate's soul to be resurrected and the teammate's model 793 begins printing. As shown in user interface 800 in Figure 10, after the teammate model printing is completed, teammate model 802 is displayed in user interface 800, indicating that the teammate has been resurrected and has returned to the current game match.
[0237] In some embodiments, the above method can also be applied to the carrier perspective of the movable carrier. In this case, only the main perspective is changed, and other interactive expressions can be reused. As shown in user interface 810 of Figure 11, the user interface is displayed from the carrier perspective of the movable carrier. The scan box 812, the sprite 811, and the information panel 813 can still be displayed in the user interface 810.
[0238] For example, the background side implementation of the virtual environment-based interactive method can be shown in Figure 12. Figure 12 shows a schematic diagram of an interactive method based on a virtual scene provided by an exemplary embodiment of the present application. The overall steps of the method are as follows:
[0239] 1. After a teammate dies, his body will turn into a soul effect (a block and upward floating particles); execute 2;
[0240] 2. The player prepares to release a skill and enters the skill pre-selection state; execute 3;
[0241] 3. From the player's perspective, the crosshair (scanning frame) changes to scanning mode; execute step 4.
[0242] 4. Determine whether there is a selectable object (candidate killed individual) within the scanning range of the crosshairs; if so, proceed to step 6; otherwise, proceed to step 5;
[0243] 5. If there are no candidate objects within the scanning range of the crosshair, the crosshair will continue to scan;
[0244] 6. If there is a candidate object within the scanning range of the crosshair, determine whether there is more than one candidate object within the scanning range of the crosshair. If so, execute 8; otherwise, execute 7.
[0245] 7. If there is only one candidate object within the scanning range of the crosshair, lock onto the object and prepare to execute step 10.
[0246] 8. If there is more than one candidate object within the crosshair's scanning range, assume that the objects within the scanning range are A1,...,An, and the straight-line distances between the object's midpoint and the crosshair's projection on the plane facing the player are D1,...,Dn, respectively; proceed to 9.
[0247] 9. Select the object Amin corresponding to the minimum distance Dmin among D1,...,Dn as the selected object (the first individual killed); execute 10;
[0248] 10. Determine whether the selected object has been changed by moving the crosshair during selection; if so, re-execute step 4 to re-determine whether there is an object that can be selected within the scanning range of the crosshair; otherwise, execute step 11;
[0249] 11. If the crosshair is not moved during selection to change the object, generate the information panel for the selected object; execute 12;
[0250] 12. Bind the movable carrier that generates the information panel so that the information panel moves along with the movable carrier; execute 13;
[0251] 13. The front coordinates of the real-time movable carrier are oriented to the coordinates (X, Y, Z); 14 and 15 are executed synchronously;
[0252] 14. Get the variable Z0 of Z; execute 16;
[0253] 15. Get the variable X0 of X; execute 16;
[0254] 16. Calculate the orientation (X, Z) of the information panel in real time using the front coordinates of the movable carrier. If the Y orientation is 0, the information panel is parallel to the elf's face. Execute 17.
[0255] 17. Display the corresponding information panel according to the orientation of the information panel; execute 18;
[0256] 18. Determine whether the selected object has been changed by moving the crosshair during the display period; if so, interrupt the information panel generation process and re-execute step 4 to re-determine whether there is an object that can be selected within the scanning range of the crosshair; otherwise, execute step 19;
[0257] 19. Generate an information panel for the selected object. The information panel moves along the coordinate direction of the movable carrier. Execute 20.
[0258] 20. Determine whether the player has confirmed the current skill release target through the information panel; if so, execute 21, otherwise keep the skill pre-selected;
[0259] 21. The player confirms the current skill release target through the information panel, enters the skill release phase, plays the skill resurrection animation, and the movable carrier (such as the elf) flies out of the hand and generates a resurrection station. The teammate model is printed in the resurrection station, the teammate is resurrected, the skill release is completed, and the teammate returns to the current game.
[0260] In summary, the virtual scene-based interaction method provided by the embodiments of the present application has at least the following beneficial effects: 1. Real-time and fast: Without entering any hacking or scanning modes, players only need to trigger the resurrection skill selection operation to quickly obtain the character information of the virtual character corresponding to the selected deceased individual. 2. Strong identification: When scanning or selecting a model that has lost most of its identity features, the information panel can help players confirm the character information. 3. Greatly enhanced emotional design: This avoids the common situation where the information panel carrier is a suspended panel or a non-autonomous virtual object, providing a new design concept for projection or imaging applications of movable carriers, increasing the interactivity and flexibility between players, movable carriers, and information display. Accordingly, this method can help players with the resurrection skill accurately select a deceased individual to be resurrected from multiple deceased individuals with the same or similar display forms, and then resurrect the corresponding virtual character by using the resurrection skill. This operation is relatively simple and can improve the efficiency of human-computer interaction. In addition, the virtual character can be resurrected by simply performing the resurrection skill-related operations in the current mode, without switching from the current mode to the scanning mode and back from the scanning mode, which helps reduce the resource consumption caused by switching modes.
[0261] FIG13 shows a block diagram of a virtual environment-based interactive device provided by an exemplary embodiment of the present application. The virtual environment-based interactive device 900 includes:
[0262] The display module 910 is configured to display at least one deceased individual in the virtual environment; the similarity of display forms of different deceased individuals exceeds a threshold.
[0263] The display module 910 is used to display the character information of the first virtual character corresponding to the first deceased individual in response to the resurrection skill selection operation; the first deceased individual is the deceased individual selected by the resurrection skill selection operation among the at least one deceased individual, and the first deceased individual is the display element corresponding to the first virtual character after the death.
[0264] The display module 910 is used to switch the display of the first deceased individual to the resurrected first virtual character in response to the resurrection skill release operation.
[0265] In some embodiments, the display module 910 is used to display a scan box in response to the resurrection skill selection operation; the scan box is used to select the first deceased individual among the at least one deceased individual; and display the character information of the first virtual character corresponding to the first deceased individual selected by the scan box.
[0266] In some embodiments, the display module 910 is used to display the scanning box and the movable carrier in response to the resurrection skill selection operation; and to display the character information of the first virtual character corresponding to the first deceased individual selected by the scanning box in the surrounding area of the movable carrier; wherein the display position of the character information of the first virtual character moves with the movable carrier.
[0267] In some embodiments, the display module 910 is further configured to play a standby animation of the movable carrier.
[0268] In some embodiments, the display module 910 is used to display an information panel in the peripheral area of the movable carrier; in the information panel, the character information of the first virtual character corresponding to the first deceased individual selected by the scanning box is displayed; wherein, the display position of the information panel moves with the movable carrier.
[0269] In some embodiments, the display module 910 is used to display a moved scanning box in response to a moving operation; the moved scanning box is used to select a second deceased individual among at least one deceased individual; and to display character information of a second virtual character corresponding to the second deceased individual selected by the moved scanning box.
[0270] In some embodiments, the display module 910 is used to display a character restoration area in response to the resurrection skill release operation; the character restoration area is used to restore the character model of the first virtual character corresponding to the first deceased individual; in the character restoration area, the character model of the first virtual character corresponding to the first deceased individual is restored; in response to the completion of the character model restoration, the first deceased individual is switched to be displayed as the resurrected first virtual character.
[0271] In some embodiments, the display module 910 is used to play the release animation of the movable carrier in response to the resurrection skill release operation; and display the character restoration area in response to the completion of the release animation.
[0272] In some embodiments, the display module 910 is configured to display the character restoration area formed by the transformation of the movable carrier in response to completion of the release animation.
[0273] In some embodiments, the apparatus further comprises: a processing module.
[0274] In some embodiments, the processing module is used to determine a scanning range corresponding to the scanning frame based on the location of the scanning frame; determine candidate killed individuals located in the scanning range; and determine the first killed individual selected by the scanning frame based on the number of the candidate killed individuals.
[0275] In some embodiments, the processing module is used to determine the distance between the scanning center of the scanning frame and the individual center of each candidate killed individual when there are at least two candidate killed individuals; determine at least one candidate killed individual corresponding to the shortest distance as the first killed individual selected by the scanning frame, and the shortest distance is the minimum value of the distances between the scanning center of the scanning frame and the individual center of each candidate killed individual.
[0276] In some embodiments, the movable carrier includes a pet virtual character, and the surrounding area of the movable carrier includes the area directly above the head of the pet virtual character; the display module 910 is used to display the scanning box and the pet virtual character in response to the resurrection skill selection operation; in the area directly above the head of the pet virtual character, the character information of the first virtual character corresponding to the first deceased individual selected by the scanning box is displayed.
[0277] In some embodiments, the processing module is used to obtain first plane information corresponding to the front of the pet virtual character; based on the first plane information, calculate second plane information corresponding to the information panel where the character information is located; the information panel is parallel to the front of the pet virtual character; based on the second plane information, the information panel is displayed in the area directly above the head of the pet virtual character, and the character information of the first virtual character corresponding to the first deceased individual selected by the scanning box is displayed in the information panel.
[0278] In some embodiments, the display module 910 is configured to recommend a first deceased individual from the at least one deceased individual in response to a resurrection skill selection operation; and display character information of a first virtual character corresponding to the recommended first deceased individual.
[0279] In some embodiments, the display module 910 is configured to recommend a first deceased individual from the at least one deceased individual based on at least one of the following:
[0280] The type of the movable carrier;
[0281] The level of the interactive carrier;
[0282] The degree of matching between the virtual character corresponding to the deceased individual and the type of the movable carrier;
[0283] The matching degree between the virtual character corresponding to the deceased individual and the movable carrier;
[0284] The degree of personality matching between the virtual character corresponding to the deceased individual and the movable carrier;
[0285] The gender matching degree between the virtual character corresponding to the deceased individual and the movable carrier;
[0286] The matching degree between the resurrection skill strength of the master virtual character and the resurrection difficulty of the virtual character corresponding to the fallen individual;
[0287] The distance between the movable carrier and the virtual character corresponding to the deceased individual;
[0288] The distance between the controlling virtual character and the virtual character corresponding to the deceased individual.
[0289] In some embodiments, the display module 910 is used to obtain the dialogue sentences between the main controlling virtual character who initiates the resurrection skill and the movable carrier; input the dialogue sentences into the natural language processing model, and recommend the first deceased individual from the at least one deceased individual based on the natural language processing model.
[0290] It should be noted that the specific limitations of the embodiments of the one or more virtual environment-based interactive devices provided above can be found in the above-mentioned limitations of the virtual environment-based interactive methods, and will not be repeated here. The modules of the above-mentioned devices can be implemented in whole or in part through software, hardware, or a combination thereof. Each module can be embedded in or independent of the processor of a computer device in the form of hardware, or can be stored in the memory of the computer device in the form of software, so that the processor can call and execute the corresponding operations of each module.
[0291] FIG14 shows a structural block diagram of a computer device provided by an exemplary embodiment of the present application.
[0292] The computer device 1000 may be a portable mobile terminal, also referred to in this embodiment as a mobile terminal. Examples include a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1000 may also be referred to as a user device, a portable terminal, or other similar terminology.
[0293] Typically, the computer device 1000 includes a processor 1001 and a memory 1002 .
[0294] The processor 1001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1001 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1001 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1001 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1001 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0295] The memory 1002 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1002 is used to store at least one instruction, which is used to be executed by the processor 1001 to implement the virtual environment-based interaction method provided in the embodiments of the present application.
[0296] In some embodiments, the computer device 1000 may optionally further include: a display screen 1005 .
[0297] The display screen 1005 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1005 is a touch screen display, the display screen 1005 also has the ability to collect touch signals on the surface or above the surface of the display screen 1005. The touch signal can be input as a control signal to the processor 1001 for processing. In some embodiments, the display screen 1005 is used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 1005, which is set on the front panel of the computer device 1000; in other embodiments, there can be at least two display screens 1005, which are respectively set on different surfaces of the computer device 1000 or in a folding design; in some embodiments, the display screen 1005 can be a flexible display screen, which is set on the curved surface or folding surface of the computer device 1000. Even more, the display screen 1005 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. Display screen 1005 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode). For example, the character information of the first virtual character corresponding to the first deceased individual, the resurrected first virtual character, the scanning frame, the movable carrier, the information panel, the character restoration area, etc. are all displayed on display screen 1005.
[0298] Those skilled in the art will understand that the structure shown in FIG14 does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0299] In an exemplary embodiment, the present application provides a chip, which includes a programmable logic circuit and / or program instructions. When the chip runs on a computer device, it is used to implement the virtual environment-based interaction method provided by the above method embodiment.
[0300] The present application provides a non-volatile computer-readable storage medium, which stores a computer program. The computer program is loaded and executed by a processor to enable a computer to implement the virtual environment-based interaction method provided by the above method embodiment.
[0301] The present application provides a computer program product or computer program, which includes computer instructions stored in a non-volatile computer-readable storage medium. A processor of a computer device reads the computer instructions from the non-volatile computer-readable storage medium and executes the computer instructions, causing the processor of the computer device to load and execute the computer instructions to implement the virtual environment-based interaction method provided by the above-mentioned method embodiment.
[0302] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or may be accomplished by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0303] Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.
[0304] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.
Claims
1. An interactive method based on a virtual environment, wherein: The method is performed by a computer device, and the method comprises: Displaying at least one individual killed in battle in the virtual environment; the similarity of displayed forms of different individuals killed in battle exceeding a threshold; In response to the resurrection skill selection operation, character information of a first virtual character corresponding to a first dead individual is displayed; the first dead individual is a dead individual selected by the resurrection skill selection operation among the at least one dead individual, and the first dead individual is a display element corresponding to the first virtual character after the death of the first virtual character; In response to the resurrection skill release operation, the first deceased individual is switched to be displayed as the first virtual character after resurrection.
2. The method according to claim 1, wherein: The step of displaying the character information of the first virtual character corresponding to the first deceased individual in response to the resurrection skill selection operation includes: In response to the resurrection skill selection operation, a scanning box is displayed; the scanning box is used to select the first deceased individual among the at least one deceased individual; The character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame is displayed.
3. The method according to claim 2, wherein: In response to the resurrection skill selection operation, displaying a scan box; Displaying the character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame includes: In response to the resurrection skill selection operation, displaying the scanning frame and the movable carrier; Displaying, in the peripheral area of the movable carrier, the character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame; Wherein, the display position of the character information of the first virtual character moves along with the movable carrier.
4. The method according to claim 3, wherein: The method further comprises: Play the standby animation of the movable carrier.
5. The method according to claim 3 or 4, wherein: The displaying of the character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame in the peripheral area of the movable carrier includes: An information panel is displayed in the peripheral area of the movable carrier; In the information panel, the character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame is displayed; Wherein, the display position of the information panel moves along with the movable carrier.
6. The method according to any one of claims 1 to 5, wherein: The method further comprises: In response to the moving operation, displaying a moved scanning frame; the moved scanning frame is used to select a second killed individual among the at least one killed individual; The character information of the second virtual character corresponding to the second deceased individual selected by the moved scanning frame is displayed.
7. The method according to any one of claims 1 to 6, wherein: In response to the resurrection skill release operation, switching and displaying the first deceased individual as the first virtual character after resurrection includes: In response to the resurrection skill release operation, a character restoration area is displayed; the character restoration area is used to restore the role model of the first virtual character corresponding to the first deceased individual; In the character restoration area, restoring the character model of the first virtual character corresponding to the first deceased individual; In response to the completion of restoration of the character model, the first deceased individual is switched to be displayed as the first virtual character after resurrection.
8. The method according to claim 7, wherein: In response to the resurrection skill release operation, displaying the character restoration area includes: In response to the resurrection skill release operation, playing a release animation of the movable carrier; the release animation is used to represent the release of the resurrection skill to the first virtual character corresponding to the first deceased individual; In response to the release animation being played to completion, the character restoration area is displayed.
9. The method according to claim 8, wherein: In response to the release animation being played, displaying the character restoration area comprises: In response to the completion of the release animation playing, the character restoration area formed by the transformation of the movable carrier is displayed.
10. The method according to any one of claims 1 to 9, wherein: The method further comprises: Based on the position of the scanning frame, determining a scanning range corresponding to the scanning frame; Determining candidate killed-in-action individuals within the scanning range; Based on the number of the candidate killed-in-battle individuals, the first killed-in-battle individual selected by the scanning frame is determined.
11. The method according to claim 10, wherein: The step of determining the first individual killed in battle selected by the scanning frame based on the number of the candidate individuals killed in battle includes: When there are at least two candidate killed individuals, respectively determine the distance between the scanning center of the scanning frame and the individual center of each candidate killed individual; At least one candidate killed individual corresponding to the shortest distance is determined as the first killed individual selected by the scanning frame, and the shortest distance is the minimum value of the distances between the scanning center of the scanning frame and the individual centers of the candidate killed individuals.
12. The method according to any one of claims 3 to 5, wherein: The movable carrier includes a pet virtual character, and the peripheral area of the movable carrier includes an area directly above the head of the pet virtual character; In response to the resurrection skill selection operation, displaying the scanning frame and the movable carrier; In the peripheral area of the movable carrier, character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame is displayed, including: In response to the resurrection skill selection operation, displaying the scan box and the pet virtual character; In the area directly above the head of the pet virtual character, the character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame is displayed.
13. The method according to claim 12, wherein: The area directly above the head of the pet virtual character displays the character information of the first virtual character corresponding to the first deceased individual selected by the scanning frame, including: Acquire first plane information corresponding to the front side of the pet virtual character; Based on the first plane information, second plane information corresponding to the information panel where the character information is located is calculated; the information panel is parallel to the front side of the pet virtual character; Based on the second plane information, the information panel is displayed in the area directly above the head of the pet virtual character, and the character information of the first virtual character corresponding to the first deceased individual selected by the scanning box is displayed in the information panel.
14. The method according to any one of claims 1 to 13, wherein: The step of displaying the character information of the first virtual character corresponding to the first deceased individual in response to the resurrection skill selection operation includes: In response to the resurrection skill selection operation, recommending a first deceased individual from the at least one deceased individual; The character information of the first virtual character corresponding to the first deceased individual is displayed.
15. The method according to claim 14, wherein: Recommending a first individual killed in action from the at least one individual killed in action comprises: The first individual killed in action is recommended from the at least one individual killed in action based on at least one of the following: The type of the movable carrier; The level of the interactive carrier; The matching degree between the virtual character corresponding to the deceased individual and the type of the movable carrier; The matching degree between the virtual character corresponding to the deceased individual and the movable carrier; The degree of personality matching between the virtual character corresponding to the deceased individual and the movable carrier; The gender matching degree between the virtual character corresponding to the deceased individual and the movable carrier; The matching degree between the resurrection skill strength of the master virtual character and the resurrection difficulty of the virtual character corresponding to the fallen individual; The distance between the movable carrier and the virtual character corresponding to the deceased individual; The distance between the master virtual character and the virtual character corresponding to the deceased individual.
16. The method according to claim 14 or 15, wherein: The step of recommending a first individual killed in battle from the at least one individual killed in battle comprises: Obtain the dialogue sentence between the main control virtual character who initiates the resurrection skill and the movable carrier; The dialogue statement is input into a natural language processing model, and the first deceased individual is recommended from the at least one deceased individual based on the natural language processing model.
17. An interactive device based on a virtual environment, wherein: The device comprises: A display module is used to display at least one killed individual in the virtual environment; the similarity of the display forms of different killed individuals exceeds a threshold; The display module is used to display the character information of the first virtual character corresponding to the first dead individual in response to the resurrection skill selection operation; the first dead individual is the dead individual selected by the resurrection skill selection operation among the at least one dead individual, and the first dead individual is the display element corresponding to the first virtual character after the death of the first virtual character; The display module is used to switch and display the first deceased individual as the first virtual character after resurrection in response to a resurrection skill release operation.
18. A computer device, wherein: The computer device comprises: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor, so that the computer device implements the virtual environment-based interaction method as described in any one of claims 1 to 16.
19. A non-volatile computer-readable storage medium, wherein: The non-volatile computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to enable a computer to implement the virtual environment-based interaction method as described in any one of claims 1 to 16.
20. A computer program product, wherein: The computer program product includes computer instructions, which are stored in a non-volatile computer-readable storage medium. The processor obtains the computer instructions from the non-volatile computer-readable storage medium, so that the processor loads and executes them, so that the computer implements the virtual environment-based interaction method as described in any one of claims 1 to 16.
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