Virtual scene interaction processing method and apparatus, device, medium and program product
By displaying the interaction range in the virtual scene on the map, the problem of low human-computer interaction efficiency in the virtual scene is solved, and resource conservation and efficiency improvement are achieved.
Patent Information
- Application Number
- PCT/CN2024/109896
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-11-13
- Filing Date
- 2024-08-05
- Publication Date
- 2025-05-22
AI Technical Summary
In the prior art, human-computer interaction efficiency in virtual scenes is low, and additional communication resources and computing resources are required, which affects the user experience.
By displaying the interaction range of the target virtual object in the map, indicating the range of attacks by its virtual weapon, it can effectively understand the interaction range and achieve effective collaboration of the virtual object.
It saves communication resources and computing resources, improves the efficiency of human-computer interaction in virtual scenes, and improves the utilization rate of display resources.
Smart Images

Figure CN2024109896_22052025_PF_FP_ABST
Abstract
Description
Interactive processing method, device, equipment, medium and program product for virtual scene
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] The embodiments of this application are based on the Chinese patent application with application number 202311514960.5 and application date November 13, 2023, and claim the priority of the Chinese patent application. The entire content of the Chinese patent application is hereby introduced into the embodiments of this application as a reference. Technical Field
[0003] The present application relates to computer application technology, and in particular to a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene. Background Art
[0004] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs. It has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real interaction process between virtual objects.
[0005] In related technologies, after a virtual scene is running, the player account corresponding to the virtual object needs to communicate indirectly through out-of-game guides or social networking apps to understand the interaction range of other virtual objects (such as the angle of the gun) and ultimately complete the combat mission together. Because this interaction method requires additional communication and computing resources, it leads to poor human-computer interaction efficiency, which in turn affects the user experience.
[0006] Summary of the Invention
[0007] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene, which can improve the efficiency of human-computer interaction in a virtual scene.
[0008] The technical solution of the embodiment of the present application is implemented as follows:
[0009] The present invention provides a method for interactively processing a virtual scene, which is applied to an electronic device and includes:
[0010] Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects;
[0011] In response to a display triggering operation for a map of the virtual scene, displaying the map in the virtual scene;
[0012] In response to the interaction condition being met, an interaction range of a target virtual object is displayed in the map, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.
[0013] The present invention provides a method for interactively processing a virtual scene, which is applied to an electronic device and includes:
[0014] Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects;
[0015] In response to the interaction condition being met, an interaction range of a target virtual object is displayed in the virtual scene, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.
[0016] The embodiment of the present application provides an interactive processing device for a virtual scene, comprising:
[0017] a first display module configured to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects;
[0018] a second display module configured to display the map in the virtual scene in response to a display triggering operation for the map of the virtual scene;
[0019] The first interaction module is configured to display an interaction range of a target virtual object in the map in response to an interaction condition being met, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.
[0020] The embodiment of the present application provides an interactive processing device for a virtual scene, comprising:
[0021] a third display module, configured to display a virtual scene in the human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects;
[0022] The second interaction module is configured to display an interaction range of a target virtual object in the virtual scene in response to an interaction condition being met, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.
[0023] An embodiment of the present application provides an electronic device, comprising:
[0024] Memory for storing computer programs or computer-executable instructions;
[0025] The processor is used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executing the computer program or computer executable instructions stored in the memory.
[0026] An embodiment of the present application provides a computer-readable storage medium storing a computer program or computer-executable instructions. When the computer program or computer-executable instructions are executed by a processor, the method for interactive processing of a virtual scene provided in an embodiment of the present application is implemented.
[0027] An embodiment of the present application provides a computer program product, including a computer program or computer-executable instructions. When the computer program or computer-executable instructions are executed by a processor, the method for interactive processing of a virtual scene provided in the embodiment of the present application is implemented.
[0028] The embodiments of the present application have the following beneficial effects:
[0029] By displaying the interaction range of the target virtual object on the map to indicate the attack range of the virtual weapon held by the target virtual object, the interaction range of the target virtual object can be efficiently understood, and effective collaboration of virtual objects can be achieved. Compared with related technologies that require additional communication resources and computing resources for communication, this saves related communication resources and computing resources, improves the efficiency of human-computer interaction in virtual scenes, and improves the utilization of display resources. BRIEF DESCRIPTION OF THE DRAWINGS
[0030] FIG1 is a schematic diagram of a gun mount provided in an embodiment of the present application;
[0031] FIG2A is a schematic diagram of a first application mode of the interactive processing method for a virtual scene provided in an embodiment of the present application;
[0032] FIG2B is a schematic diagram of a second application mode of the interactive processing method for a virtual scene provided in an embodiment of the present application;
[0033] FIG3A is a first structural diagram of an electronic device for interactive processing provided by an embodiment of the present application;
[0034] FIG3B is a second structural diagram of an electronic device for interactive processing provided by an embodiment of the present application;
[0035] FIG4A is a schematic diagram of a first flow chart of a method for interactive processing of a virtual scene provided in an embodiment of the present application;
[0036] FIG4B is a second flow chart of the interactive processing method for a virtual scene provided in an embodiment of the present application;
[0037] FIG4C is a schematic diagram of a third flow chart of the method for interactive processing of a virtual scene provided in an embodiment of the present application;
[0038] FIG4D is a schematic diagram of a fourth flow chart of the method for interactive processing of a virtual scene provided in an embodiment of the present application;
[0039] FIG5 is a sixth flow chart of the interactive processing method for a virtual scene provided in an embodiment of the present application;
[0040] FIG6A is a schematic diagram of a “gun mount related” module provided in an embodiment of the present application;
[0041] FIG6B is a schematic diagram of a gun mounting range provided in an embodiment of the present application;
[0042] FIG7 is a schematic diagram of an ant line provided in an embodiment of the present application;
[0043] FIG8A is a schematic diagram of prompt information provided in an embodiment of the present application;
[0044] FIG8B is a schematic diagram of a planning prompt provided in an embodiment of the present application;
[0045] FIG9 is a logical diagram of a “team gun range” provided in an embodiment of the present application;
[0046] FIG10 is a logic diagram of “gun mounting planning” provided in an embodiment of the present application;
[0047] FIG11 is a schematic diagram of the “intelligent planning” logic provided by an embodiment of the present application;
[0048] FIG12 is an ideal area that a team member can cover with a gun provided by an embodiment of the present application;
[0049] FIG13A is a schematic diagram of the area that can be covered by a gun without any obstructions provided by an embodiment of the present application;
[0050] FIG13B is a first schematic diagram of the area that can be covered by a dismounted gun with an obstruction provided by an embodiment of the present application;
[0051] FIG13C is a second schematic diagram of the area that can be covered by the dismounted gun with an obstruction provided in an embodiment of the present application. DETAILED DESCRIPTION
[0052] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0053] In the following description, the terms "first\second\third\fourth\fifth\sixth" are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third\fourth\fifth\sixth" can be interchanged with the specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0054] In the following description, reference is made to “some embodiments”, which describes a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0055] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art to which this application pertains. The terms used herein are for the purpose of describing the embodiments of this application only and are not intended to limit this application.
[0056] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0057] In the embodiments of the present application, user information and other related data are involved. When the embodiments of the present application are applied to specific products or technologies, user permission or consent must be obtained, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards.
[0058] Before further explaining the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0059] 1) In response to: 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 are executed.
[0060] 2) Client: An application running in a terminal to provide various services, such as a video player client, a game client, etc.
[0061] 3) Virtual scene: A virtual game scene displayed (or provided) when the game program is running on the terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimensions of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the movement of virtual objects in the virtual scene.
[0062] 4) Virtual Objects: These are the images of various people and objects that can interact in a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual people, virtual animals, animated characters, etc., such as people or animals displayed within the virtual scene. A virtual object can be a virtual avatar that represents the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own unique shape and volume, occupying a portion of the space within the virtual scene.
[0063] Among them, virtual command objects are virtual objects with command functions in the virtual scene (one player account can control at least one virtual command object), such as the gang leader or full-time commander of the in-game social group, responsible for coordinating the social group's current offensive strategy and team goal division. Virtual collaboration objects are virtual objects used to execute game tasks in the virtual scene (one player account can control at least one virtual collaboration object), such as ordinary members of the in-game social group, responsible for executing the social group's current offensive tasks.
[0064] 5) Scene data: This represents the various characteristics of virtual objects in a virtual scene during interaction, such as the location of the virtual objects in the virtual scene. Of course, different types of characteristics may be included depending on the type of virtual scene; for example, in a game's virtual scene, scene data may include the wait time required to activate various functions configured in the virtual scene (depending on the number of times the same function can be used within a specific timeframe), and may also represent the attribute values of various states of game characters, such as health (also known as red bar) and mana (also known as blue bar).
[0065] 6) Interaction process: the process by which virtual objects in a virtual scene develop based on the time or state of interaction, for example, the process by which virtual objects fight against each other in a game; the process by which virtual objects fight against each other in a scene in a game.
[0066] 7) Gun Mounting: This refers to the action of a user (or player) controlling a virtual object occupying a position in the game and then aiming their virtual weapon in a certain direction to observe the situation and pre-aiming at the enemy. Gun mounting typically occurs inside buildings, or less frequently in open outdoor areas. Figure 1 shows Teammates 2 and 3 in the same building. Teammate 2 is in the northwest corner, aiming southeast, while Teammate 3 is in the southwest corner, aiming northeast.
[0067] 8) User Interface (UI): refers to the overall design of the software's human-computer interaction, operating logic, and aesthetic interface. The user interface is the medium for interaction and information exchange between the system and the user. It realizes the conversion between the internal form of information and the form acceptable to humans. The user interface is designed to be interactive and communicated between the user and the hardware. The purpose is to enable users to operate the hardware conveniently and efficiently to achieve two-way interaction and complete the tasks they want to complete with the help of the hardware. The definition of user interface is broad, including human-computer interaction and graphical user interface. User interface exists in all fields involving information exchange between humans and machines.
[0068] 9) Large map: used to display the entire game world (i.e. virtual scene). Players can understand their own location and all locations in the entire game world from a bird's eye view.
[0069] 10) Minimap: A map that helps players locate their controlled virtual objects within the game world. It occupies only a portion of the display area within the human-computer interface. The minimap displays only a portion of the virtual game world and provides real-time navigation and feedback, helping players quickly understand their position within the game world and the surrounding geographical environment during gameplay.
[0070] The embodiments of the present application provide a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene, which can improve the efficiency of human-computer interaction in a virtual scene. To facilitate easier understanding of the interactive processing method of a virtual scene provided by the embodiments of the present application, an exemplary implementation scenario of the interactive processing method of a virtual scene provided by the embodiments of the present application is first described. The virtual scene in the interactive processing method of a virtual scene provided by the embodiments of the present application can be completely based on terminal output, or based on the coordinated output of a terminal and a server.
[0071] In some embodiments, the virtual scene can be an environment for game characters to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of the game characters, both parties can interact in the virtual scene, allowing users to relieve life stress during the game.
[0072] In one implementation scenario, refer to Figure 2A, which is a schematic diagram of the application mode of the interactive processing method of the virtual scene provided in an embodiment of the present application. It is suitable for some application modes that completely rely on the graphics processing hardware computing power of the terminal 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and complete the output of the virtual scene through various types of terminals 400 such as smart phones, tablets and virtual reality / augmented reality devices.
[0073] As an example, types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).
[0074] When forming the visual perception of the virtual scene 100, the terminal 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs the video frames that can form the visual perception of the virtual scene on the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames on the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect; in addition, in order to enrich the perception effect, the terminal 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
[0075] As an example, a client 410 (e.g., a stand-alone game application) is running on the terminal 400. During the operation of the client 410, a virtual scene including role-playing is output. The virtual scene can be an environment for game characters to interact, such as a plain, a street, a valley, etc. for game characters to fight against each other. Taking the first-person perspective display of the virtual scene 100 as an example, a plurality of virtual objects are displayed in the virtual scene 100. In response to a display trigger operation for a map of the virtual scene, a map 110 is displayed in the virtual scene. In response to satisfying an interaction condition, an interaction range 120 of a target virtual object is displayed in the map 110. Alternatively, in response to satisfying an interaction condition, an interaction range 120 of a target virtual object is displayed in the map 110. The software can be used to display an interaction range of a target virtual object in a virtual scene, wherein the target virtual object is at least part of a plurality of virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack. The plurality of virtual objects can be game characters controlled by a user (or player), that is, the virtual objects are controlled by a real user and will operate in the virtual scene in response to the real user's operation on buttons (including joystick buttons, attack buttons, defense buttons, etc.). For example, when the real user moves the joystick button to the left, the virtual object will move to the left in the virtual scene, and can also remain stationary, jump, and use various functions (such as skills and props).
[0076] In another implementation scenario, refer to Figure 2B, which is a schematic diagram of the application mode of the interactive processing method of the virtual scene provided in an embodiment of the present application, which is applied to the terminal 400 and the server 200, and is suitable for an application mode that relies on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene at the terminal 400.
[0077] Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the virtual scene-related display data (such as scene data) and sends it to the terminal 400 through the network 300. The terminal 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the calculated display data, and relies on the graphics output hardware to output the virtual scene to form visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.
[0078] As an example, a client 410 (e.g., a network version of a game application) is running on the terminal 400, and the terminal 400 interacts with other users in a game by connecting to a server 200 (e.g., a game server). The terminal 400 outputs a virtual scene 100 of the client 410. Taking the first-person perspective display of the virtual scene 100 as an example, a plurality of virtual objects are displayed in the virtual scene 100. In response to a display trigger operation for a map of the virtual scene, a map 110 is displayed in the virtual scene; in response to satisfying an interaction condition, an interaction range 120 of a target virtual object is displayed in the map 110; or, in response to satisfying an interaction condition, an interaction range 120 of a target virtual object is displayed in the virtual scene. The target virtual object is at least part of the virtual objects in the multiple virtual objects, and the interaction range is the range within which the virtual weapon held by the target virtual object can attack. The multiple virtual objects can be game characters controlled by users (or players), that is, the virtual objects are controlled by real users and will operate in the virtual scene in response to the real user's operation on buttons (including joystick buttons, attack buttons, defense buttons, etc.). For example, when the real user moves the joystick button to the left, the virtual object will move to the left in the virtual scene, and can also remain stationary, jump, and use various functions (such as skills and props).
[0079] In some embodiments, the terminal 400 can implement the interactive processing method of the virtual scene provided in the embodiments of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a battle game APP (i.e., the above-mentioned client 410); it can also be a small program, that is, a program that can be run only by downloading it into a browser environment; it can also be a game small program that can be embedded in any APP. In short, the above-mentioned computer program can be an application, module or plug-in in any form.
[0080] Taking a computer program as an application, in actual implementation, terminal 400 installs and runs an application that supports virtual scenes. This application can be any of a first-person shooter (FPS), a third-person shooter, a virtual reality application, a three-dimensional map program, or a multiplayer shooter survival game. A user uses terminal 400 to manipulate virtual objects in the virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and constructing virtual buildings. Illustratively, the virtual object can be a virtual character, such as a simulated human character or an anime character.
[0081] In some embodiments, the server 200 in FIG2B can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal 400 can be a smart phone, tablet computer, laptop computer, desktop computer, smart speaker, smart watch, etc., but is not limited to this. The terminal 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
[0082] The structure of an electronic device for interactive processing provided by an embodiment of the present application is described below. See Figure 3A, which is a schematic diagram of the structure of an electronic device 500 for interactive processing provided by an embodiment of the present application. Taking the electronic device 500 as a terminal 400 as an example, the electronic device 500 for interactive processing shown in Figure 3A includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understandable that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, various buses are labeled as bus system 540 in Figure 3A.
[0083] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0084] The memory 550 includes a volatile memory or a non-volatile memory, or may include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory. The memory 550 may optionally include one or more storage devices physically remote from the processor 510.
[0085] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplified below.
[0086] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0087] A network communication module 552 for reaching other electronic devices via one or more (wired or wireless) network interfaces 520 . Exemplary network interfaces 520 include Bluetooth, WiFi, and USB.
[0088] In some embodiments, the information processing device provided in the embodiments of the present application can be implemented in software. The information processing device provided in the embodiments of the present application can be provided as various software embodiments, including various forms including applications, software, software modules, scripts or codes.
[0089] Figure 3A shows an interactive processing device 555 of a virtual scene stored in a memory 550, which can be software in the form of programs and plug-ins, and includes a series of modules, including a first display module 5551, a second display module 5552, and a first interactive module 5553. These modules are logical, and therefore can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be explained below.
[0090] Referring to Figure 3B, Figure 3B is a schematic diagram of the structure of an electronic device 600 provided in an embodiment of the present application. Taking the electronic device 600 as a terminal 400 as an example, the electronic device 600 shown in Figure 3B includes: at least one processor 610, a memory 650, at least one network interface 620 and a user interface 630. The various components in the electronic device 600 are coupled together via a bus system 640. The memory 650 includes an operating system 651 and a network communication module 652. It should be noted that the functions of the structure in Figure 3B are similar to those of the structure in Figure 3A. The information processing device provided in an embodiment of the present application can be implemented in software. Figure 3B shows an information processing device 655 stored in the memory 650, which can be software in the form of programs and plug-ins, including the following software modules: a third display module 6551, a second interaction module 6552. These modules are logical and can therefore be arbitrarily combined or further split according to the functions implemented.
[0091] As previously mentioned, the interactive processing method for a virtual scene provided in the embodiment of the present application can be implemented by various types of electronic devices, such as a terminal, a server, or a combination of the two. Therefore, the execution entity of each step will not be repeated below. Referring to Figure 4A, Figure 4A is a flow chart of the interactive processing method for a virtual scene provided in the embodiment of the present application, which will be described in conjunction with the steps shown in Figure 4A.
[0092] It should be noted that the method shown in Figure 4A can be executed by various forms of computer programs running on the terminal 400, and is not limited to the above-mentioned client 410, but can also be the above-mentioned operating system 461, software modules and scripts. Therefore, the client should not be regarded as a limitation on the embodiments of the present application.
[0093] In step 101 , a virtual scene is displayed in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects.
[0094] Among them, multiple (i.e., at least two) virtual objects can belong to at least one virtual camp, for example, multiple virtual objects belong to one virtual camp, that is, multiple virtual objects are used to cooperate to complete game tasks; multiple virtual objects can belong to multiple virtual camps, for example, each virtual object can belong to a different virtual camp, and different virtual camps compete with each other, for example, some of the multiple virtual objects are in the same virtual camp, and another part of the multiple virtual objects are in another virtual camp, and the two virtual camps compete with each other.
[0095] In step 102 , in response to a display triggering operation for a map of a virtual scene, a map is displayed in the virtual scene.
[0096] For example, when a game requires a map, the map of the virtual scene can be triggered to display the map in the virtual scene. The map here can be a large map of the virtual scene or a small map of the virtual scene. The embodiment of the present application does not limit the form of the display triggering operation, and can be a click, double-click, long press, etc.
[0097] The embodiment of the present application displays the map in the virtual scene only in response to a display trigger operation, avoiding the continuous display of the small map in the virtual scene. Compared with the solution of constantly displaying the small map in the related art, the embodiment of the present application can avoid the problem of the map occupying the display space, thereby simplifying the information display in the virtual scene and improving the utilization rate of display resources.
[0098] In step 103, in response to the interaction condition being met, the interaction range of the target virtual object is displayed on the map, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is the range within which the virtual weapon held by the target virtual object can attack.
[0099] Here, the interaction range can be the attack range within the virtual weapon's field of view, and the interaction range can also include attack ranges beyond the field of view. For example, when the virtual weapon is a virtual gun, the interaction range is the attack range within the virtual object's field of view when holding the virtual weapon and aiming, such as the gun-mounting range. When the virtual weapon is a virtual artillery shell, the interaction range is the attack range when the virtual object holds the virtual weapon and throws it, and this attack range may exceed the virtual object's field of view. The embodiments of the present application are not limited to the shape of the interaction range; for example, the interaction range can be fan-shaped, triangular, etc.
[0100] In some embodiments, the interaction condition may be receiving a display triggering operation for the interaction scope.
[0101] Among them, the embodiment of the present application is not limited to the form of display trigger operation, it can be a click, double-click, etc.
[0102] As an example of a display trigger operation, before displaying the interactive range of the target virtual object on the map, an interactive range trigger control is displayed in the virtual scene, and the trigger operation for the interactive range trigger control is determined to be a display trigger operation. As shown in Figure 6A, when a player opens the map in a game, a "Team Gun Range" switch 602 (i.e., the interactive range trigger control) is displayed in the virtual scene. The "Team Gun Range" switch 602 is off by default, i.e., the initial state, and the trigger operation of the "Team Gun Range" switch 602 is determined to be a display trigger operation.
[0103] As an example of a display trigger operation, before displaying the interaction range of the target virtual object in the map, first prompt information for the interaction range is displayed in the virtual scene, and a confirmation operation on the first prompt information is determined as the display trigger operation.
[0104] In this way, after receiving a display trigger operation for the interaction range, the embodiment of the present application displays the interaction range of the target virtual object on the map to indicate the range within which the virtual weapon held by the target virtual object can attack, thereby achieving efficient understanding of the interaction range of the target virtual object through manual operation and realizing effective collaboration of virtual objects. Compared with related technologies that require additional communication resources and computing resources for communication, this saves related communication resources and computing resources, improves the efficiency of human-computer interaction in virtual scenes, and improves the utilization rate of display resources.
[0105] In some embodiments, the interaction condition may be that the number of virtual objects holding virtual weapons for attacking in the virtual scene reaches a first quantity threshold, wherein the virtual objects holding virtual weapons for attacking may be ally virtual objects or antagonistic virtual objects, the ally virtual objects are virtual objects in the same virtual camp as the first virtual object, the antagonistic virtual objects are virtual objects in the antagonistic virtual camp of the first virtual object, and the first virtual object is the virtual object being controlled in the human-computer interaction interface.
[0106] In this way, when the number of virtual objects in the virtual scene armed with virtual weapons reaching a first threshold reaches a certain threshold, it indicates that the interaction range needs to be checked to plan and complete the game task. This automatically displays the interaction range of the target virtual object, indicating the attack range of the virtual weapon held by the target virtual object, enabling effective collaboration between virtual objects. Compared to related technologies that require additional communication and computing resources for communication, this system saves these resources, improves the efficiency of human-computer interaction in the virtual scene, and increases the utilization of display resources.
[0107] In some embodiments, the interaction condition can be that a virtual object in the same virtual camp as the first virtual object is attacked, where the first virtual object is the virtual object being manipulated in the human-computer interaction interface. When the virtual object in the same virtual camp as the first virtual object is attacked, it indicates that an interaction range needs to be displayed to facilitate proper planning and counterattack. This automatically displays the interaction range of the target virtual object, indicating the attack range of the virtual weapon held by the target virtual object, thereby enabling effective collaboration between virtual objects.
[0108] In some embodiments, the interaction condition may be that the number of times the account controlling the first virtual object performs a display trigger operation reaches a first threshold. When the number of times the account controlling the first virtual object performs a display trigger operation reaches the first threshold, it indicates that the account controlling the first virtual object is accustomed to viewing the interaction range. Therefore, the interaction range can be automatically displayed for viewing by the account controlling the first virtual object.
[0109] In some embodiments, the interaction condition may be receiving a predicted instruction for displaying an interaction range returned by a neural network model. The predicted instruction is obtained by the neural network model performing the following processing: based on the account characteristics of the account manipulating the first virtual object and the scene data of the virtual scene, the neural network model is invoked to perform prediction processing to obtain the predicted instruction for displaying the interaction range; the neural network model is trained using account characteristic samples of the account sample, scene data samples, and predicted instruction annotations.
[0110] Among them, the embodiments of the present application are not limited to the model structure of the neural network model. For example, the neural network model can be a convolutional neural network, a deep neural network, etc.
[0111] It should be noted that before applying the neural network model, an initial neural network model needs to be trained. Then, the trained neural network model is put into use. Artificial intelligence technology is combined with player habits and the current game scene to predict whether the interactive range needs to be displayed. The neural network model is trained by using account feature samples of account samples, scene data samples, and prediction instruction annotations. For example, based on the account feature samples and scene data samples of the account samples, the initial neural network model is called for prediction processing to obtain a prediction instruction (for example, a prediction instruction of 1 indicates that the interactive range needs to be displayed; a prediction instruction of 0 indicates that the interactive range does not need to be displayed). After determining the value of the loss function of the neural network model based on the prediction instruction and the prediction instruction annotation, it can be determined whether the value of the loss function exceeds a preset threshold. When the value of the loss function exceeds the preset threshold, the error signal of the neural network model is determined based on the loss function, and the error information is back-propagated in the neural network model. In the process of propagation, the model parameters of each layer are updated. The embodiments of the present application are not limited to the form of the loss function. For example, it can be a cross entropy loss function, an L2 loss function, etc.
[0112] Here, back propagation is explained. The training sample data is input into the input layer of the neural network model, passes through the hidden layer, and finally reaches the output layer and outputs the result. This is the forward propagation process of the neural network model. Since there is an error between the output result of the neural network model and the actual result, the error between the output result and the actual value is calculated, and the error is backpropagated from the output layer to the hidden layer until it propagates to the input layer. In the back propagation process, the value of the model parameter is adjusted according to the error, that is, the loss function is constructed according to the error between the output result and the actual value, and the partial derivative of the loss function with respect to the model parameters is calculated layer by layer to generate the gradient of the loss function with respect to the model parameters of each layer. Since the direction of the gradient indicates the direction of error expansion, the gradient of the model parameter is inverted and summed with the original parameters of the model of each layer. The summed result is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters; the above process is iterated continuously until convergence.
[0113] In some embodiments, the interaction range includes an attack angle range with the current orientation of the target virtual object as the center line and an attack distance within the attack angle range. The attack angle range is the angle range within which the virtual weapon held by the target virtual object can attack.
[0114] For example, when the interaction range is the gun setting range, as shown in Figure 6B, the gun setting range includes the field of view angle range 6051 (i.e., the attack angle range) with the current direction of the target virtual object as the center line when the gun is set, and the field of view distance 6052 (i.e., the attack distance) under the field of view angle range. The gun setting range is a triangular area with the virtual object controlled by the player as the vertex of an equilateral triangle (the field of view angle range 6051 is 60°) and a height (i.e., the field of view distance 6052) of 800m. Of course, the field of view angle range 6051 and the field of view distance 6052 can be adjusted according to the scale of the large map of each game. The embodiment of the present application is not limited to the field of view angle range 6051 and the field of view distance 6052.
[0115] In some embodiments, the target virtual object is a virtual object in the same virtual camp as the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; "displaying the interaction range of the target virtual object in the map" in step 103 can be achieved by: displaying the identifier of the target virtual object in the map, and displaying the interaction range corresponding to different identifiers through different first display parameters, wherein the first display parameter includes at least one of the following: color, size, shape, and special effects.
[0116] As shown in FIG6A , a gun-mounting range 605 of a corresponding color is displayed on the map according to the color of the number (ie, identification) of the teammate (ie, the virtual object in the same virtual camp as the first virtual object).
[0117] In some embodiments, the target virtual object includes an ally virtual object and an antagonistic virtual object, the ally virtual object is a virtual object in the same virtual camp as the first virtual object, the antagonistic virtual object is a virtual object in the antagonistic virtual camp of the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; "displaying the interaction range of the target virtual object in the map" in step 103 can be achieved in the following way: in the map, the interaction range of the antagonistic virtual object is displayed by a second display parameter, wherein the second display parameter is different from the display parameter used for the interaction range of the ally virtual object, and the second display parameter includes at least one of the following: color, size, shape, and special effects.
[0118] In this way, by distinguishing and displaying the interaction range of allied virtual objects and the interaction range of opposing virtual objects, players can view the interaction range, efficiently understand the interaction range of virtual objects in different virtual camps, and achieve effective collaboration of virtual objects. Compared with related technologies that require additional communication resources and computing resources for communication, this saves related communication resources and computing resources, improves the efficiency of human-computer interaction in virtual scenes, and improves the utilization of display resources.
[0119] In some embodiments, before displaying the interaction range of the target virtual object on the map, multiple candidate types of virtual objects for which the interaction range is to be displayed are displayed in the virtual scene; in response to a selection operation on a candidate type, the virtual object of the selected candidate type is used as the target virtual object. The multiple candidate types may include teammates, enemies, custom, etc. The embodiments of the present application are not limited to the form of the selection operation, and for example, operations such as clicking, double-clicking, and sliding may be used.
[0120] In this way, the embodiment of the present application selects candidate types to manually select the interaction range that needs to be displayed, so that players can view the interaction range corresponding to the selected candidate type, efficiently understand the interaction range of virtual objects, and achieve effective collaboration of virtual objects. Compared with related technologies that require additional communication resources and computing resources for communication, this saves related communication resources and computing resources, improves the efficiency of human-computer interaction in virtual scenes, and improves the utilization rate of display resources.
[0121] In some embodiments, after the interaction range of the target virtual object is displayed on the map, in response to any virtual object among the target virtual objects holding a virtual weapon completing an attack, the attack trajectory of the virtual weapon held by any virtual object is displayed in the interaction range of any virtual object; in response to the virtual weapon held by any virtual object hitting the target, the target mark is displayed on the map.
[0122] For example, when the virtual weapon is a virtual gun, the attack trajectory is a gun line trajectory. The target can be any virtual object in the virtual scene, or even a virtual object in the virtual scene. As shown in FIG6A , a gun range 605 (i.e., an interactive range) of a corresponding color is displayed on the large map based on the color of the teammate's number. When the player-controlled virtual object fires, a gray ant line 606 is displayed on the large map to represent the gun line trajectory of the virtual weapon. If the virtual weapon hits the enemy (i.e., the target), the enemy is automatically marked 607.
[0123] In this way, the embodiment of the present application displays the attack trajectory of the virtual weapon after displaying the interaction range of the target virtual object in the map, and displays the target mark after the virtual weapon hits the target, thereby assisting in viewing the attack trajectory and the hit target through the interaction range, so as to achieve effective collaboration between virtual objects, improve the efficiency of human-computer interaction in the virtual scene, and improve the utilization of display resources.
[0124] Refer to Figure 4B, which is a flow chart of the interaction processing method of the virtual scene provided in an embodiment of the present application. Figure 4B shows that after step 103, Figure 4A also includes step 104: in step 104, in response to the planning operation for any interaction range, the display of any interaction range is updated based on the planning operation, wherein the arbitrary interaction range is the interaction range of any virtual object in the target virtual object.
[0125] Here, the first virtual object acts as a planner and manually plans the interactive range displayed in the map to implement the manual planning function. Among them, the embodiment of the present application is not limited to the form of planning operation, for example, it can be a click, double-click, slide and other operations.
[0126] In some embodiments, in response to a planning operation for any interaction range, updating and displaying any interaction range based on the planning operation can be achieved in the following ways: displaying an interaction planning control in a virtual scene; in response to a triggering operation for the interaction planning control, displaying second prompt information of the interaction range of the target virtual object, wherein the second prompt information is used to indicate that the interaction range is in a plannable state; in response to a moving operation for any interaction range in a plannable state, controlling the movement of the arbitrary interaction range.
[0127] As shown in FIG7 , a “gun setup planning” switch (i.e., an interactive planning control) is displayed in the virtual scene. The “gun setup planning” switch is off by default. Upon triggering the “gun setup planning” switch, the “gun setup planning” switch is turned on, and a double-arrow ant line 701 (i.e., a second prompt message) is displayed at the interactive range displayed on the map, informing the player that the interactive range can be moved, i.e., the interactive range is in a plannable state. Of course, the second prompt message can also be a prompt text, such as the text “Plannable interactive range.”
[0128] In some embodiments, in response to a planning operation for any interaction range, updating and displaying the any interaction range based on the planning operation can be achieved by: in response to a moving operation for any interaction range, controlling the movement of the any interaction range.
[0129] Referring to FIG. 4C , FIG. 4C is a flow chart of a method for interactively processing a virtual scene provided in an embodiment of the present application. FIG. 4C shows that after step 104 in FIG. 4B , step 105 is further included: in step 105 , in response to a confirmation operation for the planned operation, a third prompt message of the planned operation is sent to the human-computer interaction interface for manipulating any virtual object, wherein the third prompt message is used to update the arbitrary interaction range to the interaction range corresponding to the planned operation by manipulating any virtual object in the virtual scene. The embodiments of the present application are not limited to the form of the confirmed operation; for example, operations such as clicking, double-clicking, and sliding may be used.
[0130] In this way, the embodiment of the present application uses the confirmation operation to reconfirm whether to execute the planning operation, thereby avoiding erroneous operations and improving the accuracy of the planning operation.
[0131] In some embodiments, step 105 can be implemented in the following manner: in response to completing the planning operation, a fourth prompt message is displayed on the map, wherein the fourth prompt message is used to indicate confirmation of the planning operation; in response to the confirmation operation for the fourth prompt message, the third prompt message of the planning operation is sent to the human-computer interaction interface for controlling any virtual object.
[0132] As shown in Figure 8A, in response to the interaction range of any virtual object in the large map being moved, the interaction range of any virtual object will turn bright yellow as a prompt, and at the same time, it will rotate in a circle with the current position of any virtual object as the center, and the angle of rotation will be consistent with the angle of movement of the player. When the moving gesture is released (i.e., the planning operation is completed), a prompt message 801 (i.e., the fourth prompt message) will appear next to the moved interaction range. If the "×" cancel control 802 in the prompt message 801 is clicked, the planning operation will be canceled; if the "√" confirmation control 803 in the prompt message 801 is clicked, the prompt information of the planning operation (i.e., the planning prompt) will be sent to the human-computer interaction interface for controlling any virtual object.
[0133] 4D , which is a flow chart of the interactive processing method for a virtual scene provided in an embodiment of the present application. FIG. 4D shows that FIG. 4A further includes step 106 and step 107 .
[0134] In step 106 , the intelligent planning control is displayed in the virtual scene.
[0135] Among them, the intelligent planning control is used to automatically plan the interaction range when it is triggered, so as to realize the function of intelligently planning the interaction range.
[0136] In some embodiments, step 106 can be implemented in the following manner: in response to the target virtual object in the map not being planned, displaying a smart planning control in a triggerable state in the virtual scene; in response to the target virtual object in the map being planned, displaying a smart planning control in an uncatchable state in the virtual scene, wherein the display parameters of the smart planning control in the triggerable state are different from the display parameters of the smart planning control in the uncatchable state.
[0137] Among them, when the smart planning control is in a triggerable state, it means that the smart planning control can be triggered, and after being triggered, the function of automatically planning the interaction range is realized; when the smart planning control is in an untriggerable state, it means that the smart planning control cannot be triggered, and the function of automatically planning the interaction range cannot be realized.
[0138] For example, when there is no planning operation on the virtual scene (i.e., the target virtual object in the map has not been planned), the "Smart Planning" button (i.e., the smart planning control) is highlighted (i.e., the smart planning control is in a triggerable state); when there is still a planning operation on the virtual scene (i.e., the target virtual object in the map is planned), the "Smart Planning" button is grayed out (i.e., the smart planning control is in an untriggerable state).
[0139] In this way, the embodiment of the present application reminds players or users whether the one-click intelligent planning interaction range function can be realized at present by displaying the intelligent planning control in a triggerable state and the intelligent planning control in an untriggerable state in different situations.
[0140] In some embodiments, when the smart planning control is in an untriggerable state, in response to a triggering operation on the smart planning control, a sixth prompt information is displayed in the virtual scene, wherein the sixth prompt information is used to indicate that the target virtual object in the map is being planned.
[0141] Continuing with the above example, when the "Smart Planning" button is grayed out (i.e., the smart planning control is in an untriggerable state), the player will have no effect when clicking it, and a system prompt (i.e., the sixth prompt message) will pop up to remind the player that the target virtual object in the map is being planned and the smart planning function cannot be used.
[0142] In step 107, in response to a trigger operation on the intelligent planning control, a fifth prompt information of the target interaction range of the candidate virtual object is sent to the human-computer interaction interface for manipulating the candidate virtual object, wherein the candidate virtual object is at least one virtual object among the target virtual objects, the target interaction range is a new interaction range of the candidate virtual object automatically determined, the area covered by the target interaction range of the candidate virtual object is larger than the area covered by the interaction range of the candidate virtual object, and the fifth prompt information is used to update the interaction range of the candidate virtual object to the target interaction range by manipulating the candidate virtual object to move in the virtual scene.
[0143] In some embodiments, when there are multiple candidate virtual objects, before sending the fifth prompt information of the target interaction range of the candidate virtual object to the human-computer interaction interface for controlling the candidate virtual object, the first interaction range and the second interaction range of each candidate virtual object are determined, wherein the first interaction range is the interaction range with the largest coverage area, and the second interaction range is the interaction range with the second largest coverage area; in response to the existence of overlap between the first interaction ranges of any two candidate virtual objects, the second interaction range of the first candidate virtual object is used as the target interaction range of the first candidate virtual object, and the first interaction range of the second candidate virtual object is used as the target interaction range of the second candidate virtual object, wherein the first candidate virtual object is the candidate virtual object with the largest second interaction range among any two candidate virtual objects, and the second candidate virtual object is the other candidate virtual object among any two candidate virtual objects except the first candidate virtual object; in response to the absence of overlap between the first interaction ranges of any two candidate virtual objects, the first interaction ranges of any two candidate virtual objects are used as the target interaction ranges of any two candidate virtual objects.
[0144] Because the virtual object's gun-mounting range may be obstructed in certain orientations, the area covered by the virtual object's gun-mounting range varies depending on the orientation. A candidate virtual object is at least one of the following: a virtual object selected from the target virtual object through a selection operation; a virtual object within the target virtual object used to assist in the attack; or a virtual object whose planned operation has exceeded a second threshold.
[0145] As previously mentioned, the interactive processing method for a virtual scene provided in the embodiments of the present application can be implemented by various types of electronic devices, such as a terminal, a server, or a combination of the two. Therefore, the execution entities of each step will not be repeated below. Referring to Figure 5, Figure 5 is a flow chart of the interactive processing method for a virtual scene provided in the embodiments of the present application, which will be described in conjunction with the steps shown in Figure 5.
[0146] In step 201 , a virtual scene is displayed in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects.
[0147] Among them, multiple (ie, at least two) virtual objects may belong to at least one virtual camp.
[0148] In step 202, in response to the interaction condition being met, the interaction range of the target virtual object is displayed in the virtual scene, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is the range within which the virtual weapon held by the target virtual object can attack.
[0149] Among them, step 202 is similar to step 103 and will not be repeated here.
[0150] In some embodiments, the interaction conditions include one of the following: receiving a display trigger operation for the interaction range; the number of virtual objects holding virtual weapons to attack in the virtual scene reaches a first number threshold; a virtual object in the same virtual camp as the first virtual object is attacked, and the first virtual object is the virtual object being controlled in the human-computer interaction interface; the number of times the account that controls the first virtual object performs a display trigger operation reaches a first number threshold; receiving a prediction instruction for the display interaction range returned by the neural network model.
[0151] In some embodiments, the prediction instruction is obtained by performing the following processing through a neural network model: based on the account characteristics of the account that controls the first virtual object and the scene data of the virtual scene, the neural network model is called to perform prediction processing to obtain a prediction instruction that displays the interaction range; wherein the neural network model is obtained by training the account feature samples of the account sample, the scene data samples and the prediction instruction annotations.
[0152] In some embodiments, an interaction range trigger control is displayed in a virtual scene, and a trigger operation on the interaction range trigger control is determined as a display trigger operation; or, a first prompt information for the interaction range is displayed in a virtual scene, and a confirmation operation on the first prompt information is determined as a display trigger operation.
[0153] In some embodiments, the interaction range includes an attack angle range with the current orientation of the target virtual object as the center line and an attack distance within the attack angle range. The attack angle range is the angle range within which the virtual weapon held by the target virtual object can attack.
[0154] In some embodiments, the target virtual object is a virtual object in the same virtual camp as the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; displaying the interaction range of the target virtual object in the virtual scene can be achieved in the following way: in the virtual scene, displaying the identifier of the target virtual object, and displaying the interaction range corresponding to different identifiers through different first display parameters, wherein the first display parameter includes at least one of the following: color, size, shape, and special effects.
[0155] In some embodiments, the target virtual object includes an ally virtual object and an antagonistic virtual object, the ally virtual object is a virtual object in the same virtual camp as the first virtual object, the antagonistic virtual object is a virtual object in the antagonistic virtual camp of the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; displaying the interaction range of the target virtual object in the virtual scene can be achieved in the following way: in the virtual scene, displaying the interaction range of the antagonistic virtual object through a second display parameter, wherein the second display parameter is different from the display parameter used for the interaction range of the ally virtual object, and the second display parameter includes at least one of the following: color, size, shape, and special effects.
[0156] In some embodiments, before displaying the interaction range of the target virtual object in the virtual scene, multiple candidate types of virtual objects whose interaction ranges need to be displayed are displayed in the virtual scene; in response to a selection operation on a candidate type, the virtual object of the selected candidate type is used as the target virtual object.
[0157] In some embodiments, after the interaction range of the target virtual object is displayed in the virtual scene, in response to any virtual object among the target virtual objects holding a virtual weapon completing an attack, the attack trajectory of the virtual weapon held by any virtual object is displayed in the interaction range of any virtual object; in response to the virtual weapon held by any virtual object hitting the target, the target mark is displayed in the virtual scene.
[0158] In some embodiments, after the interaction range of the target virtual object is displayed in the virtual scene, in response to a planning operation for any interaction range, the display of the any interaction range is updated based on the planning operation, wherein the any interaction range is the interaction range of any virtual object in the target virtual object.
[0159] In some embodiments, in response to a planning operation for any interaction range, updating and displaying any interaction range based on the planning operation can be achieved in the following ways: displaying an interaction planning control in a virtual scene; in response to a triggering operation for the interaction planning control, displaying second prompt information of the interaction range of the target virtual object, wherein the second prompt information is used to indicate that the interaction range is in a plannable state; in response to a moving operation for any interaction range in a plannable state, controlling the movement of the arbitrary interaction range.
[0160] In some embodiments, in response to a planned operation for any interaction range, after the display of any interaction range is updated based on the planned operation, in response to a confirmation operation for the planned operation, a third prompt information of the planned operation is sent to the human-computer interaction interface for manipulating any virtual object, wherein the third prompt information is used to update the arbitrary interaction range to the interaction range corresponding to the planned operation by manipulating any virtual object to move in the virtual scene.
[0161] In some embodiments, in response to a confirmation operation for a planned operation, a third prompt message of the planned operation is sent to a human-computer interaction interface for manipulating any virtual object. This can be achieved in the following manner: in response to completing the planned operation, a fourth prompt message is displayed in a virtual scene, wherein the fourth prompt message is used to indicate confirmation of the planned operation; in response to a confirmation operation for the fourth prompt message, the third prompt message of the planned operation is sent to the human-computer interaction interface for manipulating any virtual object.
[0162] In some embodiments, when the interaction range of the target virtual object is displayed in the virtual scene, an intelligent planning control is displayed in the virtual scene; after the interaction range of the target virtual object is displayed in the virtual scene, in response to a trigger operation on the intelligent planning control, fifth prompt information of the target interaction range of the candidate virtual object is sent to the human-computer interaction interface for manipulating the candidate virtual object, wherein the candidate virtual object is at least one virtual object among the target virtual objects, the target interaction range is a new interaction range of the candidate virtual object automatically determined, the area covered by the target interaction range of the candidate virtual object is larger than the area covered by the interaction range of the candidate virtual object, and the fifth prompt information is used to update the interaction range of the candidate virtual object to the target interaction range by manipulating the candidate virtual object to move in the virtual scene.
[0163] In some embodiments, displaying an intelligent planning control in a virtual scene can be achieved in the following manner: in response to a target virtual object in the virtual scene not being planned, displaying an intelligent planning control in a triggerable state in the virtual scene; in response to a target virtual object in the virtual scene being planned, displaying an intelligent planning control in an uncatchable state in the virtual scene, wherein the display parameters of the intelligent planning control in the triggerable state are different from the display parameters of the intelligent planning control in the uncatchable state.
[0164] In some embodiments, when the smart planning control is in an untriggerable state, in response to a triggering operation on the smart planning control, a sixth prompt information is displayed in the virtual scene, wherein the sixth prompt information is used to indicate that the target virtual object in the virtual scene is being planned.
[0165] In some embodiments, when there are multiple candidate virtual objects, before sending the fifth prompt information of the target interaction range of the candidate virtual object to the human-computer interaction interface for controlling the candidate virtual object, the first interaction range and the second interaction range of each candidate virtual object are determined, wherein the first interaction range is the interaction range with the largest coverage area, and the second interaction range is the interaction range with the second largest coverage area; in response to the existence of overlap between the first interaction ranges of any two candidate virtual objects, the second interaction range of the first candidate virtual object is used as the target interaction range of the first candidate virtual object, and the first interaction range of the second candidate virtual object is used as the target interaction range of the second candidate virtual object, wherein the first candidate virtual object is the candidate virtual object with the largest second interaction range among any two candidate virtual objects, and the second candidate virtual object is the other candidate virtual object among any two candidate virtual objects except the first candidate virtual object; in response to the absence of overlap between the first interaction ranges of any two candidate virtual objects, the first interaction ranges of any two candidate virtual objects are used as the target interaction ranges of any two candidate virtual objects.
[0166] In some embodiments, the candidate virtual object is at least one of the following: a virtual object selected from the target virtual objects through a selection operation; a virtual object among the target virtual objects used to assist in the attack; a virtual object whose planned operation times exceed a second number threshold.
[0167] The following describes an exemplary application of the embodiments of the present application in a practical application scenario.
[0168] The embodiments of the present application can be applied to various virtual scenes, such as virtual scenes of games, and can simulate the real battle process between virtual objects.
[0169] The following uses a shooting game as an example to illustrate:
[0170] In related technologies, when players have sufficient supplies and play conservatively to improve their rankings, they often find a suitable building or a high place on the terrain to set up their guns. This can ensure the safety of the team (also known as the virtual camp) and the integrity of the information during the battle as much as possible.
[0171] During the implementation process, the applicant found that there were many problems in the gun mounting process. Unless players turned on the microphone, it was impossible to communicate about the gun mounting arrangements. The virtual objects controlled by the players were very easy to mount repeatedly. Secondly, even if the gun was mounted, it was impossible to understand the mounting angles of other virtual objects. There were also no prompts for novices on the gun mounting positions.
[0172] Therefore, players cannot effectively plan and communicate when setting up their weapons. In response to this, the present invention provides an interactive processing method for a virtual scene that can display the trajectory (i.e., attack trajectory) and range of the weapon when setting up, automatically mark the enemy when attacking, and use intelligent planning when planning is not possible. This method meets all the requirements of players for setting up weapons in various situations, fills the gap in the current setting up mechanism, and improves the user experience of the game.
[0173] The following describes the interactive processing method of the virtual scene provided by the embodiment of the present application from the product side.
[0174] The embodiment of the present application aims to "enable the team to clearly know the angle of gun setup, allowing the commander to plan gun setup and provide intelligent planning". By adding a UI of the "gun setup related" module on the left side of the large map (including a "team gun setup range" switch, a "gun setup planning" switch and an "intelligent planning" button), the large map side increases the gun setup range of teammates (implemented through the UI), the large map side increases the trajectory of the player's shooting, the large map side increases the "drag and rotate" gesture, the virtual scene increases the actual gun setup range of the player, and the virtual scene increases the gun setup indications of commander recommendations and intelligent recommendations. The specific logic of the product side is as follows:
[0175] As shown in FIG6A , when a player opens a large map in a game, a “gun mounting related” module 601 (implemented through the UI) will be displayed in the lower left corner of the large map. The “gun mounting related” module 601 includes a text title “gun mounting related” and a “team gun mounting range” switch 602 (i.e., the above-mentioned interactive range trigger control). The “team gun mounting range” switch 602 is off by default, i.e., the initial state.
[0176] As shown in Figure 6A, in response to the click operation of the "Team Gun Mounting Range" switch, the "Team Gun Mounting Range" switch is turned on, and the "Guns Mounting Planning" switch 603 (i.e., the above-mentioned interactive planning control) and the "Smart Planning" button 604 (i.e., the above-mentioned smart planning control) are displayed below the "Team Gun Mounting Range" switch. At this time, the "Guns Mounting Planning" switch is off by default; according to the color of the teammate's number, the gun range 605 of the corresponding color is displayed on the large map. When the virtual object controlled by the player fires, a gray ant line 606 is displayed on the large map to express the gun line trajectory of the virtual weapon. If the virtual weapon hits the enemy, the enemy will be automatically punctuated 607 and synchronized within the team.
[0177] The gun-holding range is the field of view of the virtual object when aiming a virtual weapon. As shown in FIG6B , the gun-holding range includes a field of view angle range 6051 and a field of view distance 6052 within the field of view angle range. The gun-holding range is a triangular area with the player-controlled virtual object as the vertex of an equilateral triangle (field of view angle range 6051 is 60°) and a height (i.e., field of view distance 6052) of 800 meters. Field of view angle range 6051 and field of view distance 6052 can be adjusted based on the scale of each game's map, and the present embodiment is not limited to these fields of view angle range 6051 and field of view distance 6052.
[0178] As shown in FIG7 , in response to a click operation on the “gun mounting plan” switch, the “gun mounting plan” switch is turned on, and a double-arrow ant line 701 will be displayed at the teammate’s gun mounting range in the team on the large map, informing the player that the gun mounting range can be moved.
[0179] As shown in Figure 8A, in response to the teammate's gun range being moved in the large map, the gun range will turn bright yellow as a prompt, and at the same time rotate in a circle with the teammate's current position as the center, and the angle of rotation is consistent with the angle of the player's movement; when the move gesture is released, a prompt message 801 (TIPS) will appear next to the moved gun range. If the "×" cancel control 802 in the prompt message 801 is clicked, the planning operation will be canceled; if the "√" confirmation control 803 in the prompt message 801 is clicked, the prompt information of the planning operation (referred to as the planning prompt) will be sent to the planned teammate, and the planning prompt will be displayed in the large map and virtual scene of the planned teammate. The gun range displayed in the planner's large map returns to the original state (the gun range shown in Figure 6A or the gun range shown in Figure 7), and a system prompt will be given, such as the text prompt "Planning for teammate 1 has been completed."
[0180] For example, as shown in FIG8B , the planning prompt 804 is displayed in the virtual scene of the planned teammate, and the planning prompt 804 is used to prompt the planned teammate to move according to the planning prompt 804 .
[0181] If the planned teammate moves or waits for a set period of time (e.g. 10 seconds), the planning prompt will be cancelled.
[0182] When other players are planning, the "Smart Planning" button will be grayed out and unclickable, meaning it is in an untriggerable state. It will only be highlighted when no players are planning. In response to the "Smart Planning" button being clicked, the system will calculate appropriate gun mount recommendations (i.e., new gun mount ranges) for all virtual objects based on algorithmic rules, and send these calculated gun mount recommendation planning prompts to all virtual objects, displaying them on the large map and virtual scene of all virtual objects.
[0183] The following technically describes the interactive processing method of the virtual scene provided by the embodiment of the present application.
[0184] The core functions of the embodiment of the present application include "team gun mounting range", "gun mounting planning" and "intelligent planning". These three functions are interrelated and influence each other. These three functions are explained separately below.
[0185] First, let's explain the "Team Gun Setting Range" function with reference to the "Team Gun Setting Range" logic diagram shown in FIG9 .
[0186] Step 11: Determine whether the "Team Gun Range" switch is triggered. When the "Team Gun Range" switch is triggered, proceed to step 12; when the "Team Gun Range" switch is not triggered, end the process.
[0187] Here, when the player opens the large map interface in the game, the "Gun Mounting Related" module will be displayed in the lower left corner. The "Gun Mounting Related" module contains a text title "Gun Mounting Related" and a "Team Gun Mounting Range" switch. Among them, the "Team Gun Mounting Range" switch is off by default.
[0188] Step 12. The "Gun Mounting Planning" switch and "Smart Planning" button are displayed, and the gun mounting range of teammates is displayed on the large map.
[0189] Here, if the "Team Mounting Range" switch is triggered, the "Team Mounting Range" switch will be toggled to display. A new "Mounting Range Planning" switch and "Smart Planning" button have been added below the "Team Mounting Range" switch, and the range of teammates' mounting ranges will be displayed on the map.
[0190] Step 13. When teammates shoot, the trajectory of the virtual weapon's gun line is displayed on the big map.
[0191] Here, if a teammate shoots, an ant line will be formed with the teammate's position as one endpoint and the bullet shooting point as the other endpoint, that is, the gun line trajectory, and the ant line will be displayed on the large map.
[0192] Step 14: When the virtual weapon hits the enemy, the enemy is automatically marked.
[0193] Here, if the virtual weapon hits the enemy, the enemy needs to be marked.
[0194] It should be noted that the entire process shown in Figure 9 requires real-time judgment on whether the "Team Gun Mounting Range" switch is triggered again. If the "Team Gun Mounting Range" switch is triggered again, the "Team Gun Mounting Range" switch will be switched back to hidden and return to the initial state. The gun range UI displayed on the large map, the "Gun Mounting Planning" switch and the "Smart Planning" button will all be hidden.
[0195] Then, the “gun mounting planning” function is explained in conjunction with the “gun mounting planning” logic diagram shown in FIG10 .
[0196] Step 21, determine whether the "gun mounting planning" switch is triggered. When the "gun mounting planning" switch is triggered, go to step 22; when the "gun mounting planning" switch is not triggered, end the process.
[0197] Here, when the "Team Gun Mounting Range" switch is turned on, it is necessary to further determine whether the "Gun Mounting Planning" switch is clicked.
[0198] Step 22. Turn on the "gun mount planning" function and display the plannable prompt information on the large map.
[0199] Here, switch the "Gun Mounting Planning" switch to on, and the large map will display the plannable prompt information. For example, a double-arrow ant line will be displayed at the gun mounting range of teammates in the team on the large map.
[0200] Step 23: When the gun mounting range in the large map is planned, the planned gun mounting range in the large map enters the planning state.
[0201] Here, planning the gun mounting range is achieved in the following way: first determine whether the hot zone (i.e. the area corresponding to the gun mounting range) is pressed and dragged. If the hot zone is dragged, the planned gun mounting range (i.e. the gun mounting range corresponding to the pressed hot zone) will begin to enter the planning state, and the gun mounting range entering the planning state will turn bright yellow as a prompt.
[0202] Step 24: When the planned gun mounting range is released, a prompt message is displayed next to the planned gun mounting range.
[0203] Here, when the planned gun range is released, that is, the player releases his finger, a prompt message (TIPS) will be displayed next to the planned gun range. If the "×" cancel control in the prompt message is clicked, the planning operation will be canceled, that is, the TIPS will be hidden and the planning will fail. No adjustments will be made and the process will end. If the "√" confirmation control in the prompt message is clicked, the TIPS will be hidden and the planner's large map will be restored to its original state. The planned teammates will receive the planning prompt, and the "Smart Planning" button will be untriggerable (i.e. disabled) due to the planning on the field. If the planned teammate moves or waits for a set period of time (for example, 10 seconds), the planning prompt will be canceled.
[0204] Finally, the “intelligent planning” function is explained with reference to the “intelligent planning” logic diagram shown in FIG11 .
[0205] Step 31. When the "gun mount planning" switch is turned on, determine whether there is a planning operation. If there is a planning operation, go to step 32; if there is no planning operation, go to step 33.
[0206] Here, the planning operation refers to an operation of planning for a planning range on the field.
[0207] Step 32: The "Smart Planning" button is grayed out.
[0208] Here, when there is a planning operation in the current field, the "Smart Planning" button is grayed out. The grayed-out "Smart Planning" button becomes invalid after being triggered, and a system prompt pops up to provide a reminder.
[0209] Step 33: When the "Smart Planning" button is triggered, the gun mounting range of all virtual objects is calculated according to the algorithm rules and pushed to all virtual objects.
[0210] Here, when there is no planning operation on the spot, the "Smart Planning" button is highlighted. After the "Smart Planning" button is clicked, the most appropriate gun mounting range for all virtual objects is calculated according to the algorithm rules and sent to all virtual objects.
[0211] The algorithm rules of "intelligent planning" are explained in detail below.
[0212] Among them, the algorithm rules are calculated based on the purpose of "the largest area that team members can cover with their guns".
[0213] Taking the example of a circular range for gun placement, first, draw a circle with each teammate's current position in the virtual scene as the center and a radius of 400 meters to depict the area that team members can ideally cover with gun placement. As shown in Figure 12, when there are four team members, circle 1201 represents the area ideally covered by teammate 1's gun placement, circle 1202 represents the area ideally covered by teammate 2's gun placement, circle 1203 represents the area ideally covered by teammate 3's gun placement, and circle 1204 represents the area ideally covered by teammate 4's gun placement.
[0214] Next, calculate the area each teammate can cover at each 60° position. The following illustrates two scenarios: one with no obstructions and the other with obstructions.
[0215] Case 1: Teammates have no obstructions in a certain direction.
[0216] As shown in Figure 13A, the virtual object has no obstructions in a certain direction, and the area that can be covered by the gun is an equilateral triangle (that is, the shape of the interaction range is an equilateral triangle). According to the area calculation formula of an isosceles triangle, the area that can be covered by the teammate's gun in the 60° direction is the area of an equilateral triangle, that is, 600 (base length) * 400 (height) / 2 = 1,200,000 square meters.
[0217] Case 2: There is an obstruction in a certain direction for teammates.
[0218] In this case, the area that teammates can cover when setting up their guns at 60 degrees = the area of the equilateral triangle - the coverage area of the shield - the area blocked by the shield.
[0219] As shown in Figure 13B , if an obstruction 1301 is present in a certain orientation of the virtual object, the portion 1302 obscured by the obstruction cannot be covered, meaning that the area is out of view when the teammate is aiming. Therefore, as shown in Figure 13C , when calculating the area a teammate can cover when aiming their weapon at that 60° orientation, the area covered by the obstruction 1303 and the area blocked by the obstruction 1304 must be excluded.
[0220] Next, determine the largest coverage area for each teammate's gun mount range, and use that as the optimal solution for that teammate. Also determine the second-largest coverage area for each teammate's gun mount range, and use that as the suboptimal solution for that teammate.
[0221] Finally, determine whether the optimal solutions between teammates overlap. If the optimal solutions between teammates overlap, determine the maximum value among the suboptimal solutions of the overlapping teammates, and update the gun mounting range corresponding to the maximum value to the suboptimal solution, thereby determining the gun mounting recommendations for all teammates. At this time, the gun mounting area between teams reaches the maximum value.
[0222] In summary, the interactive processing method for a virtual scene provided by the embodiments of the present application, when the "mounting display" function is enabled, displays teammates' current mount ranges on the large map, and displays the ranges that teammates can reach on the virtual scene, making it clear which areas are not mounted and which areas are over-mounted. Secondly, after a teammate fires a shot, the trajectory of the shot is displayed and synchronized to all teammates, making it clear where the shot was aimed, and an automatic mark is displayed after the enemy is hit. Players who wish to command can also plan their mounts. After the plan is confirmed, the planned teammates will see corresponding prompts on the large map and scene. Finally, with "intelligent planning," the system determines the optimal range for each teammate based on algorithmic rules. This satisfies all the player's needs for the entire process of mounting a shot in the game, allowing players to mount their shots more conveniently, quickly, and intelligently during the game, increasing the competitiveness of the game, lowering the barrier to entry for players, and promoting in-game team communication. Moreover, the entire system only requires players to click and drag two existing interactive gestures to complete all operations. There is also a function called intelligent planning that can complete all operations in one step. It does not require any other complex interactive operations and understanding, thereby reducing the player's learning cost, increasing user experience, and allowing players to better experience core combat.
[0223] So far, the interactive processing method of the virtual scene provided by the embodiment of the present application has been described in combination with the exemplary application and implementation of the electronic device provided by the embodiment of the present application. Now, we will continue to describe the interactive processing device 555 for the virtual scene provided by the embodiment of the present application and the various modules in the interactive processing 655 of the virtual scene that cooperate to implement the interactive processing scheme of the virtual scene.
[0224] The first display module 5551 is configured to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes multiple virtual objects; the second display module 5552 is configured to display the map in the virtual scene in response to a display trigger operation for the map of the virtual scene; the first interaction module 5553 is configured to display the interaction range of the target virtual object in the map in response to meeting the interaction condition, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is the range that the virtual weapon held by the target virtual object can attack.
[0225] In some embodiments, the interaction condition includes one of the following: receiving a display trigger operation for the interaction range; the number of virtual objects in the virtual scene holding the virtual weapon to attack reaches a first number threshold; a virtual object in the same virtual camp as the first virtual object is attacked, and the first virtual object is the virtual object being controlled in the human-computer interaction interface; the number of times the account that controls the first virtual object executes the display trigger operation reaches a first number threshold; receiving a prediction instruction returned by a neural network model to display the interaction range.
[0226] In some embodiments, the prediction instruction is obtained by performing the following processing by the neural network model: based on the account characteristics of the account that manipulates the first virtual object and the scene data of the virtual scene, the neural network model is called to perform prediction processing to obtain a prediction instruction that displays the interaction range; wherein, the neural network model is obtained by training through account feature samples of account samples, scene data samples and prediction instruction annotations.
[0227] In some embodiments, the first interaction module 5553 is also configured to display an interaction range trigger control in the virtual scene, and determine the trigger operation for the interaction range trigger control as the display trigger operation; or, display the first prompt information for the interaction range in the virtual scene, and determine the confirmation operation for the first prompt information as the display trigger operation.
[0228] In some embodiments, the interaction range includes an attack angle range with the current orientation of the target virtual object as the center line and an attack distance within the attack angle range. The attack angle range is the angle range that the virtual weapon held by the target virtual object can attack.
[0229] In some embodiments, the target virtual object is a virtual object in the same virtual camp as the first virtual object, and the first virtual object is the virtual object controlled in the human-computer interaction interface; the first interaction module 5553 is also configured to display the identifier of the target virtual object in the map, and display the interaction range corresponding to different identifiers through different first display parameters, wherein the first display parameter includes at least one of the following: color, size, shape, and special effects.
[0230] In some embodiments, the target virtual object includes an ally virtual object and an antagonistic virtual object, the ally virtual object is a virtual object in the same virtual camp as the first virtual object, the antagonistic virtual object is a virtual object in the antagonistic virtual camp of the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; the first interaction module 5553 is also configured to display the interaction range of the antagonistic virtual object in the map through a second display parameter, wherein the second display parameter is different from the display parameter used for the interaction range of the ally virtual object, and the second display parameter includes at least one of the following: color, size, shape, and special effects.
[0231] In some embodiments, before displaying the interaction range of the target virtual object in the map, the first interaction module 5553 is also configured to display multiple candidate types of virtual objects whose interaction range needs to be displayed in the virtual scene; in response to a selection operation for the candidate type, the selected virtual object of the candidate type is used as the target virtual object.
[0232] In some embodiments, after the interaction range of the target virtual object is displayed in the map, the first interaction module 5553 is further configured to display the attack trajectory of the virtual weapon held by any of the target virtual objects in the interaction range in response to any of the virtual objects holding the virtual weapon completing an attack; and display the mark of the target in the map in response to the virtual weapon held by any of the virtual objects hitting the target.
[0233] In some embodiments, after the interaction range of the target virtual object is displayed in the map, the first interaction module 5553 is also configured to respond to a planning operation for any of the interaction ranges, and update the display of any of the interaction ranges based on the planning operation, wherein any of the interaction ranges is the interaction range of any of the virtual objects in the target virtual object.
[0234] In some embodiments, the first interaction module 5553 is also configured to display an interaction planning control in the virtual scene; in response to a trigger operation on the interaction planning control, display a second prompt information of the interaction range of the target virtual object, wherein the second prompt information is used to indicate that the interaction range is in a plannable state; in response to a movement operation on any of the interaction ranges in the plannable state, control any of the interaction ranges to move.
[0235] In some embodiments, in response to a planned operation for any of the interaction ranges, after updating and displaying any of the interaction ranges based on the planned operation, the first interaction module 5553 is also configured to respond to a confirmation operation for the planned operation, and send a third prompt information of the planned operation to the human-computer interaction interface for manipulating any of the virtual objects, wherein the third prompt information is used to update any of the interaction ranges to the interaction range corresponding to the planned operation by manipulating any of the virtual objects to move in the virtual scene.
[0236] In some embodiments, the first interaction module 5553 is further configured to display a fourth prompt message in the map in response to completing the planning operation, wherein the fourth prompt message is used to indicate confirmation of the planning operation; and in response to the confirmation operation on the fourth prompt message, send the third prompt message of the planning operation to the human-computer interaction interface for controlling any of the virtual objects.
[0237] In some embodiments, when the interaction range of the target virtual object is displayed in the map, the first interaction module 5553 is also configured to display an intelligent planning control in the virtual scene; after the interaction range of the target virtual object is displayed in the map, the method further includes: in response to a trigger operation for the intelligent planning control, sending a fifth prompt information of the target interaction range of the candidate virtual object to the human-computer interaction interface for manipulating the candidate virtual object, wherein the candidate virtual object is at least one virtual object among the target virtual objects, the target interaction range is a new interaction range of the candidate virtual object automatically determined, the area covered by the target interaction range of the candidate virtual object is larger than the area covered by the interaction range of the candidate virtual object, and the fifth prompt information is used to update the interaction range of the candidate virtual object to the target interaction range by manipulating the candidate virtual object to move in the virtual scene.
[0238] In some embodiments, the first interaction module 5553 is further configured to display a smart planning control in a triggerable state in the virtual scene in response to the target virtual object in the map not being planned; and to display a smart planning control in an uncatchable state in the virtual scene in response to the target virtual object in the map being planned, wherein the display parameters of the smart planning control in the triggerable state are different from the display parameters of the smart planning control in the uncatchable state.
[0239] In some embodiments, when the smart planning control is in an untriggerable state, the first interaction module 5553 is also configured to display a sixth prompt information in the virtual scene in response to a trigger operation on the smart planning control, wherein the sixth prompt information is used to indicate that the target virtual object in the map is being planned.
[0240] In some embodiments, when there are multiple candidate virtual objects, before sending the fifth prompt information of the target interaction range of the candidate virtual object to the human-computer interaction interface for manipulating the candidate virtual object, the first interaction module 5553 is further configured to determine a first interaction range and a second interaction range of each candidate virtual object, wherein the first interaction range is the interaction range with the largest coverage area, and the second interaction range is the interaction range with the second largest coverage area; in response to an overlap between the first interaction ranges of any two candidate virtual objects, the second interaction range of the first candidate virtual object is used as the target interaction range of the first candidate virtual object, and the first interaction range of the second candidate virtual object is used as the target interaction range of the second candidate virtual object, wherein the first candidate virtual object is the candidate virtual object with the largest second interaction range among any two candidate virtual objects, and the second candidate virtual object is the other candidate virtual object among any two candidate virtual objects except the first candidate virtual object; in response to no overlap between the first interaction ranges of any two candidate virtual objects, the first interaction ranges of any two candidate virtual objects are used as the target interaction ranges of any two candidate virtual objects.
[0241] The third display module 6551 is configured to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes multiple virtual objects; the second interaction module 6552 is configured to display an interaction range of a target virtual object in the virtual scene in response to satisfying an interaction condition, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.
[0242] An embodiment of the present application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer program or computer-executable instructions from the computer-readable storage medium and executes the computer program or computer-executable instructions, causing the electronic device to perform the virtual scene interaction processing method described in the embodiment of the present application.
[0243] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, which stores computer-executable instructions or computer programs. When the computer-executable instructions or computer programs are executed by a processor, the processor will execute the interactive processing method of the virtual scene provided by the embodiment of the present application, for example, the interactive processing method of the virtual scene shown in Figure 4A.
[0244] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or various devices including one or any combination of the above memories.
[0245] In some embodiments, computer-executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0246] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinating files (e.g., files storing one or more modules, subroutines, or code portions).
[0247] By way of example, computer-executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communication network.
[0248] The above description is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application.
Claims
1. A method for interactive processing of a virtual scene, applied to an electronic device, the method comprising: Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects; In response to a display triggering operation for the map of the virtual scene, displaying the map in the virtual scene; In response to satisfying the interaction condition, an interaction range of a target virtual object is displayed in the map, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.
2. The method according to claim 1, wherein: The interaction condition includes one of the following: Receiving a display triggering operation for the interaction range; The number of virtual objects in the virtual scene holding the virtual weapon to attack reaches a first number threshold; A virtual object in the same virtual camp as a first virtual object is attacked, wherein the first virtual object is a virtual object controlled in the human-computer interaction interface; The number of times the account controlling the first virtual object performs the display triggering operation reaches a first number threshold; Receive a prediction instruction returned by the neural network model that displays the interaction scope.
3. The method according to claim 2, wherein: The predicted instruction is obtained by executing the following processing by the neural network model: Based on the account characteristics of the account that controls the first virtual object and the scene data of the virtual scene, calling the neural network model to perform prediction processing to obtain a prediction instruction that displays the interaction range; The neural network model is obtained by training through account feature samples, scene data samples and prediction instruction annotations of account samples.
4. The method according to claim 2, wherein: The method further comprises: Displaying an interactive range trigger control in the virtual scene, and determining a trigger operation for the interactive range trigger control as the display trigger operation; and / or, First prompt information for the interactive range is displayed in the virtual scene, and a confirmation operation for the first prompt information is determined as the display triggering operation.
5. The method according to any one of claims 1 to 4, wherein: The interaction range includes an attack angle range with the current orientation of the target virtual object as the center line and an attack distance within the attack angle range. The attack angle range is an angle range within which the virtual weapon held by the target virtual object can attack.
6. The method according to claim 5, wherein: The target virtual object is a virtual object in the same virtual camp as the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; The displaying the interactive range of the target virtual object in the map includes: In the map, the identifier of the target virtual object is displayed, and the interaction ranges corresponding to different identifiers are displayed through different first display parameters, wherein the first display parameters include at least one of the following: color, size, shape, and special effects.
7. The method according to claim 5, wherein: The target virtual object includes an ally virtual object and an antagonistic virtual object, wherein the ally virtual object is a virtual object in the same virtual camp as the first virtual object, and the antagonistic virtual object is a virtual object in the antagonistic virtual camp of the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; The displaying the interactive range of the target virtual object in the map includes: In the map, the interaction range of the antagonistic virtual object is displayed by a second display parameter, wherein the second display parameter is different from the display parameter used for the interaction range of the ally virtual object, and the second display parameter The number includes at least one of the following: color, size, shape, special effect.
8. The method according to claim 5, wherein: Before displaying the interactive range of the target virtual object in the map, the method further includes: Displaying multiple candidate types of virtual objects whose interaction ranges need to be displayed in the virtual scene; In response to a selection operation on the candidate type, a virtual object of the selected candidate type is used as the target virtual object.
9. The method according to any one of claims 1 to 8, wherein: After displaying the interactive range of the target virtual object in the map, the method further includes: In response to any of the target virtual objects holding the virtual weapon completing an attack, displaying an attack trajectory of the virtual weapon held by any of the virtual objects in an interactive range of any of the virtual objects; In response to the virtual weapon held by any of the virtual objects hitting a target, a mark of the target is displayed in the map.
10. The method according to any one of claims 1 to 8, wherein: After displaying the interactive range of the target virtual object in the map, the method further includes: In response to a planning operation for any of the interaction ranges, any of the interaction ranges are updated and displayed based on the planning operation, wherein any of the interaction ranges is an interaction range of any of the virtual objects in the target virtual objects.
11. The method according to claim 10, wherein: In response to the planning operation for any of the interaction ranges, updating and displaying any of the interaction ranges based on the planning operation includes: displaying interactive planning controls in the virtual scene; In response to a trigger operation on the interaction planning control, displaying second prompt information of the interaction range of the target virtual object, wherein the second prompt information is used to indicate that the interaction range is in a plannable state; In response to a movement operation on any of the interaction ranges in the programmable state, any of the interaction ranges is controlled to move.
12. The method according to claim 10, wherein: After responding to the planning operation for any of the interaction ranges and updating and displaying any of the interaction ranges based on the planning operation, the method further includes: In response to a confirmation operation for the planned operation, a third prompt information of the planned operation is sent to a human-computer interaction interface for manipulating any of the virtual objects, wherein the third prompt information is used to indicate that by manipulating any of the virtual objects to move in the virtual scene, any of the interaction ranges is updated to the interaction range corresponding to the planned operation.
13. The method according to claim 12, wherein: In response to the confirmation operation for the planned operation, sending the third prompt information of the planned operation to the human-computer interaction interface for manipulating any of the virtual objects includes: In response to completing the planning operation, displaying fourth prompt information in the map, wherein the fourth prompt information is used to indicate confirmation of the planning operation; In response to a confirmation operation on the fourth prompt information, the third prompt information of the planned operation is sent to a human-computer interaction interface for manipulating any of the virtual objects.
14. The method according to any one of claims 1 to 13, wherein: When the interactive range of the target virtual object is displayed in the map, the method further includes: Displaying intelligent planning controls in the virtual scene; and / or, After displaying the interactive range of the target virtual object in the map, the method further includes: In response to a trigger operation on the intelligent planning control, fifth prompt information of a target interaction range of a candidate virtual object is sent to a human-computer interaction interface for manipulating the candidate virtual object, wherein the candidate virtual object is at least one virtual object among the target virtual objects, the target interaction range is a new interaction range of the candidate virtual object automatically determined, the area covered by the target interaction range of the candidate virtual object is larger than the area covered by the interaction range of the candidate virtual object, and the fifth prompt information is used to indicate that the interaction range of the candidate virtual object is updated to the target interaction range by manipulating the candidate virtual object to move in the virtual scene.
15. The method according to claim 14, wherein: The displaying of the intelligent planning control in the virtual scene comprises: In response to the target virtual object in the map not being planned, displaying a smart planning control in a triggerable state in the virtual scene; In response to the target virtual object in the map being planned, a smart planning control in an untriggerable state is displayed in the virtual scene, wherein display parameters of the smart planning control in a triggerable state are different from display parameters of the smart planning control in an untriggerable state.
16. The method according to claim 14, wherein: When the intelligent planning control is in an untriggerable state, the method further includes: In response to a triggering operation on the intelligent planning control, sixth prompt information is displayed in the virtual scene, wherein the sixth prompt information is used to indicate that the target virtual object in the map is being planned.
17. The method according to claim 14, wherein: When there are multiple candidate virtual objects, before sending the fifth prompt information of the target interaction range of the candidate virtual object to the human-computer interaction interface for manipulating the candidate virtual object, the method further includes: Determine a first interaction range and a second interaction range of each candidate virtual object, wherein the first interaction range is the interaction range with the largest coverage area, and the second interaction range is the interaction range with the second largest coverage area; In response to an overlap between the first interaction ranges of any two of the candidate virtual objects, the second interaction range of the first candidate virtual object is used as the target interaction range of the first candidate virtual object, and the first interaction range of the second candidate virtual object is used as the target interaction range of the second candidate virtual object, wherein the first candidate virtual object is the candidate virtual object with the largest second interaction range among any two of the candidate virtual objects, and the second candidate virtual object is the other candidate virtual object among any two of the candidate virtual objects except the first candidate virtual object; In response to the fact that there is no overlap between the first interaction ranges of any two of the candidate virtual objects, the first interaction ranges of any two of the candidate virtual objects are used as target interaction ranges of any two of the candidate virtual objects.
18. The method according to claim 14, wherein: The candidate virtual object is at least one of the following: a virtual object selected from the target virtual objects through a selection operation; a virtual object among the target virtual objects used to assist in attacking; a virtual object for which the number of planned operations exceeds a second numerical threshold.
19. A method for interactive processing of a virtual scene, applied to an electronic device, the method comprising: Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects; In response to satisfying the interaction condition, an interaction range of a target virtual object is displayed in the virtual scene, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.
20. A virtual scene interactive processing device, the device comprising: A first display module is configured to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects; A second display module, configured to display the map in the virtual scene in response to a display triggering operation for the map of the virtual scene; The first interaction module is configured to display an interaction range of a target virtual object in the map in response to satisfying an interaction condition, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.
21. An electronic device, comprising: Memory for storing computer programs or computer executable instructions; A processor, used to implement the interactive processing method of the virtual scene described in any one of claims 1 to 19 when executing the computer program or computer executable instructions stored in the memory.
22. A computer-readable storage medium storing a computer program or a computer-executable instruction, wherein the computer program or the computer-executable instruction, when executed by a processor, implements the interactive processing method of a virtual scene according to any one of claims 1 to 19.
23. A computer program product, comprising a computer program or a computer executable instruction, wherein when the computer program or the computer executable instruction is executed by a processor, the method for interactive processing of a virtual scene as claimed in any one of claims 1 to 19 is implemented.
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