Virtual character interaction method and apparatus, device, medium and product
By displaying an object-locking control in a massively multiplayer online role-playing game, users can quickly lock onto hostile virtual objects, solving the problem of low target acquisition efficiency in existing technologies and improving the game's pace and smoothness.
Patent Information
- Application Number
- PCT/CN2025/087491
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-05-24
- Filing Date
- 2025-04-07
- Publication Date
- 2025-11-27
AI Technical Summary
In massively multiplayer online role-playing games, users cannot quickly lock onto specific hostile virtual objects using existing target acquisition methods, resulting in low target acquisition efficiency.
A virtual object interaction method is provided, which displays an object locking control when a first virtual object performs an action on a second virtual object. The user can trigger the control to make the main virtual object quickly lock the second virtual object. The method includes displaying the position and state of the object locking control, determining the position based on distance, obstacles and object relationships, and responding to user operations by performing corresponding actions.
It improves the efficiency of the main virtual object in locking onto hostile virtual objects, reduces the waiting time for users to manually search for and lock onto targets, and enhances the pace and smoothness of the game.
Smart Images

Figure CN2025087491_27112025_PF_FP_ABST
Abstract
Description
Method, device, equipment, medium and product for interaction of virtual object
[0001] The present application claims priority to the Chinese patent application No. 2024106538276, filed on May 24, 2024, and entitled "Method, device, equipment, medium and product for interaction of virtual object", the content of which is incorporated herein by reference in its entirety. TECHNICAL FIELD
[0002] The present application relates to the technical field of computer, in particular to a method, device, equipment, medium and product for interaction of virtual object. BACKGROUND
[0003] In a Massively Multiplayer Online Role-Playing Game (MMORPG), a user can participate in a battle with other virtual objects by controlling a master virtual object.
[0004] In the related art, the enemy searching mode of the master virtual object is mainly implemented as follows: the system automatically locks the closest enemy virtual object according to the distance between the master virtual object and the enemy virtual object, or the user manually selects the locked enemy virtual object by observing the virtual scene picture displayed in the screen and clicking the enemy virtual object or controlling the joystick.
[0005] However, in many scenarios, the user cannot quickly lock a specific enemy virtual object by using the above enemy searching mode, and the enemy searching efficiency is low. SUMMARY
[0006] Embodiments of the present application provide a method, device, equipment, medium and product for interaction of virtual object, which can quickly lock a specific enemy virtual object for the master virtual object and improve the enemy searching efficiency. The technical solution is as follows:
[0007] In one aspect, a method for interaction of virtual object is provided, which is executed by a terminal, and the method comprises:
[0008] displaying a master virtual object in a virtual scene, the master virtual object being a virtual object in the virtual scene controlled by the terminal, the virtual scene further comprising a first virtual object and a second virtual object, the first virtual object having an association relationship with the master virtual object;
[0009] in a case where the first virtual object performs a first action on the second virtual object, displaying an object locking control corresponding to the second virtual object;
[0010] In response to a first triggering operation on the object locking control, the master virtual object is displayed as performing a second action on the second virtual object.
[0011] In another aspect, an interaction device of virtual objects is provided, and the device includes:
[0012] A first display module is configured to display a master virtual object in a virtual scene, the master virtual object being a virtual object in the virtual scene that is controlled by a terminal and is active, and the virtual scene further includes a first virtual object and a second virtual object, the first virtual object having an association relationship with the master virtual object;
[0013] A second display module is configured to display an object locking control corresponding to the second virtual object when the first virtual object performs a first action on the second virtual object.
[0014] The first display module is further configured to display the master virtual object as performing a second action on the second virtual object in response to a first triggering operation on the object locking control.
[0015] In another aspect, a computer device is provided, and the computer device includes a processor and a memory, the memory storing at least one instruction, at least one program, a code set, or an instruction set, the at least one instruction, the at least one program, the code set, or the instruction set being loaded and executed by the processor to implement the interaction method of virtual objects according to any one of the above embodiments of the present application.
[0016] In another aspect, a computer readable storage medium is provided, and the storage medium stores at least one instruction, at least one program, a code set, or an instruction set, the at least one instruction, the at least one program, the code set, or the instruction set being loaded and executed by a processor to implement the interaction method of virtual objects according to any one of the above embodiments of the present application.
[0017] In another aspect, a computer program product or computer program is provided, and the computer program product or computer program includes computer instructions stored in a computer readable storage medium. A processor of a computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to cause the computer device to perform the interaction method of virtual objects according to any one of the above embodiments.
[0018] The technical solutions provided by the present application at least have the following beneficial effects:
[0019] In the virtual scene, when the first virtual object associated with the host virtual object performs an action on a second virtual object, an object lock control corresponding to the second virtual object is provided to the user, and the user can trigger the object lock control to quickly lock the second virtual object by the host virtual object, so that the user can control the host virtual object to perform the action on the second virtual object. That is, by detecting the lock target of the first virtual object in the virtual scene, the object lock control corresponding to the lock target is displayed, which can quickly lock the lock target of the first virtual object by the host virtual object, improve the enemy searching efficiency of the host virtual object, thereby reducing the waiting time of the user to manually find the lock target, and improving the rhythm and fluency of the game process. BRIEF DESCRIPTION OF DRAWINGS
[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed in the embodiment description will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative labor.
[0021] FIG. 1 is a structural block diagram of a computer system according to some example embodiments of the present application;
[0022] FIG. 2 is a flowchart of a virtual object interaction method according to some example embodiments of the present application;
[0023] FIG. 3 is a display schematic diagram of an object lock control according to some example embodiments of the present application;
[0024] FIG. 4 is a display schematic diagram of an object lock control according to some example embodiments of the present application;
[0025] FIG. 5 is a schematic diagram of a lock action according to some example embodiments of the present application;
[0026] FIG. 6 is a schematic diagram of an attack action according to some example embodiments of the present application;
[0027] FIG. 7 is a flowchart of a virtual object interaction method according to some example embodiments of the present application;
[0028] FIG. 8 is an interface schematic diagram of a virtual object interaction method according to some example embodiments of the present application;
[0029] FIG. 9 is an interface schematic diagram of a virtual object interaction method according to some example embodiments of the present application;
[0030] FIG. 10 is a flowchart of a virtual object interaction method according to some example embodiments of the present application;
[0031] FIG. 11 is a flowchart of a method for interaction of virtual objects according to some embodiments of the present application;
[0032] FIG. 12 is a schematic diagram of a close-range response process according to some embodiments of the present application;
[0033] FIG. 13 is a schematic diagram of a long-range response process according to some embodiments of the present application;
[0034] FIG. 14 is a flowchart of a method for interaction of virtual objects according to some embodiments of the present application;
[0035] FIG. 15 is a structural block diagram of an apparatus for interaction of virtual objects according to some embodiments of the present application;
[0036] FIG. 16 is a structural block diagram of an apparatus for interaction of virtual objects according to some embodiments of the present application;
[0037] FIG. 17 is a structural block diagram of a terminal according to some embodiments of the present application. DETAILED DESCRIPTION
[0038] For the purpose of making the objects, technical solutions and advantages of the present application clearer, the embodiments of the present application will be further described in detail below with reference to the drawings.
[0039] First, the terms involved in the embodiments of the present application will be briefly introduced.
[0040] Virtual scene: a virtual scene displayed (or provided) by an application when running on a terminal. The virtual scene can be a simulation scene of a real scene, a semi-simulation semi-fictional scene, or a purely fictional scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, which is not limited by the present application.
[0041] Virtual character / virtual object: a movable object in a virtual scene. The movable object can be a virtual object, a virtual animal, an animation character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a three-dimensional virtual scene. Alternatively, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in a three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene.
[0042] Virtual item: an item directly or indirectly used by a virtual object in a virtual scene. The virtual item has a specific function, attribute, appearance, or value in the virtual scene. The virtual item includes, but is not limited to, a virtual equipment (such as a magic wand, acceleration shoes, etc.), a virtual decoration (such as a skin, a pet, etc.), a virtual prop (such as a gain prop, a loss prop, etc.), and other items that can improve user experience or virtual character ability.
[0043] Virtual camera: is a crucial component in a virtual scene, which determines the content and perspective that a user sees on the screen. The position of the virtual camera in the three-dimensional space determines the observation point of the virtual scene, the orientation of the virtual camera in the three-dimensional space determines the observation direction of the virtual scene, and the field of view (FOV) of the virtual camera determines the size of the range of the virtual scene that can be displayed on the screen. Usually, the user cannot directly observe the virtual camera in the virtual scene.
[0044] Optionally, when the user-controlled master virtual object observes the virtual scene in the first-person perspective, the virtual camera is bound to the head position of the master virtual object; when the user-controlled master virtual object observes the virtual scene in the third-person perspective, the virtual camera is bound to the position behind the character of the master virtual object.
[0045] FIG. 1 shows a structural block diagram of a computer system according to some example embodiments of the present application. The computer system 100 includes a terminal 120 and a server 140.
[0046] The terminal 120 is installed and runs an application program supporting a virtual environment. The application program can be any one of a virtual reality application program, a three-dimensional map program, a massively multiplayer online role-playing game, a third-person shooter (TPS) game, a first-person shooting (FPS) game, a multiplayer online battle arena (MOBA) game, a multiplayer online battle arena (MOBA) game, and a multiplayer online battle arena (MOBA) game.
[0047] The device type of the terminal 120 includes, but is not limited to, at least one of a game console, a desktop computer, a smartphone, a tablet computer, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, and a laptop computer. The following embodiments are exemplified by taking the device type as a desktop computer.
[0048] The terminal 120 is connected to the server 140 through a wireless network or a wired network.
[0049] The skilled in the art can know that the number of the terminal 120 can be more or less. For example, the terminal 120 can be only one, or the terminal 120 can be tens or hundreds, or more. The number of the terminal 120 and the type of the equipment are not limited in the embodiments of the present application.
[0050] The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform and a virtualization center. The server 140 is used to provide background services for applications supporting virtual environments. Optionally, the server 140 undertakes the main computing work, and the terminal 120 undertakes the secondary computing work; or the server 140 undertakes the secondary computing work, and the terminal 120 undertakes the main computing work; or the server 140 and the terminal 120 adopt a distributed computing architecture to perform collaborative computing.
[0051] It is worth noting that the server 140 can be implemented as a physical server or a cloud server in the cloud. The cloud technology refers to a kind of hosting technology that unifies a series of resources such as hardware, software and network in a wide area network or a local area network to realize data calculation, storage, processing and sharing. The cloud technology is a general term of network technology, information technology, integration technology, management platform technology, application technology and the like applied based on cloud computing business model, which can form a resource pool and be used on demand, flexibly and conveniently.
[0052] Illustratively, the terminal 120 runs an application program that provides a virtual scene, the terminal 120 displays a virtual scene picture through the application program, and the server 140 synchronizes virtual scene data to the terminal 120, wherein the virtual scene data includes the positions of virtual objects in the virtual scene, the interaction relationships between the virtual objects, and the interaction actions performed by the virtual objects, etc. The terminal 120 displays a virtual scene interface through the application program, and the virtual scene interface displays a virtual scene picture observed by a master virtual object through the master virtual object. In the embodiments of the present application, the virtual scene includes a user-controlled master virtual object and a first virtual object (for example, a teammate virtual object) having an association relationship with the master virtual object. When the first virtual object has a locked second virtual object in the virtual scene, the terminal 120 displays an object lock control corresponding to the second virtual object on the virtual scene interface. When the user clicks the object lock control, the terminal 120 controls the master virtual object to unlock the second virtual object, so that the user can control the master virtual object to perform an interaction action on the second virtual object. For example, when the first virtual object as a teammate virtual object attacks a second virtual object as an enemy virtual object in the virtual scene, an object lock control for the enemy virtual object is displayed on the virtual scene interface of the master virtual object. When the user clicks the object lock control, the terminal 120 displays a picture of the master virtual object turning to the enemy virtual object, so that the user can quickly lock the enemy virtual object that the teammate virtual object is attacking.
[0053] In some embodiments, the method provided by the embodiments of the present application can be applied in a cloud game scenario, so that the cloud server completes the calculation of the data logic in the game process, and the terminal is responsible for the display of the game interface.
[0054] In some embodiments, the server 140 described above can also be implemented as a node in a blockchain system.
[0055] In combination with the above-mentioned name introduction and application scenario, the interaction method of the virtual object provided by the present application is described. For example, the method is applied to a terminal, as shown in FIG. 2, the method includes the following steps 210 to 230.
[0056] Step 210, display a master virtual object in a virtual scene.
[0057] The virtual scene is a scene provided by an application program running on a terminal. Alternatively, the virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. Illustratively, the terminal displays a virtual scene interface through an application program, and the virtual scene interface includes a virtual scene picture observed by a master virtual object in the virtual scene.
[0058] The master virtual object is a virtual object in the virtual scene controlled by the terminal. The master virtual object can perform actions such as moving, rotating, attacking, and defending in the virtual scene under the control of the terminal. It should be understood that the master virtual object can also be affected by other virtual objects in the virtual scene to generate corresponding actions. For example, the master virtual object can passively generate actions such as retreating and falling down when it is attacked by other virtual objects. That is, the actions performed by the master virtual object are mainly determined by the terminal currently manipulating the master virtual object, and secondarily determined by other virtual objects in the virtual scene.
[0059] In some embodiments, the virtual scene picture is a picture observed by the master virtual object in the observation perspective of the master virtual object. Alternatively, the virtual scene picture can be a picture displayed in the first-person perspective of the master virtual object, or a picture displayed in the third-person perspective of the master virtual object. The first-person perspective is a perspective that can be observed by the master virtual object in the virtual scene. The picture corresponding to the first-person perspective does not include the master virtual object itself, for example, only the arms of the master virtual object and / or virtual props held by the master virtual object can be seen. The third-person perspective is a perspective of observing the master virtual object in the virtual scene through a virtual camera. The picture corresponding to the third-person perspective includes the master virtual object itself, and the virtual camera is usually located behind the master virtual object to observe the master virtual object, for example, a three-dimensional model of the master virtual object and virtual props held by the master virtual object can be seen.
[0060] Alternatively, when the virtual scene picture is a picture displayed in the first-person perspective of the master virtual object, the master virtual object displayed by the terminal is implemented as a model of the arms of the master virtual object and / or virtual props held by the master virtual object. Alternatively, when the virtual scene picture is a picture displayed in the third-person perspective of the master virtual object, the terminal displays a complete model of the virtual object.
[0061] In the embodiments of the present application, the virtual scene further includes a first virtual object and a second virtual object. The first virtual object has an association relationship with the master virtual object.
[0062] Alternatively, the first virtual object can be implemented as at least one of a teammate virtual object of the master virtual object, an enemy virtual object of the master virtual object, a virtual object currently locked by the master virtual object, a virtual object subordinate to the master virtual object (for example, a virtual pet), a Non-Player Character (NPC) virtual object associated with the master virtual object in the virtual scene, and the like.
[0063] Optionally, the association relationship can be implemented as at least one of a teammate relationship, a lock relationship, and a subordinate relationship. When the association relationship between the first virtual object and the master virtual object is implemented as a teammate relationship, the first virtual object is implemented as a teammate virtual object of the master virtual object; when the association relationship between the first virtual object and the master virtual object is implemented as a lock relationship, the first virtual object is implemented as at least one of a teammate virtual object, an NPC virtual object, an enemy virtual object, and a subordinate virtual object of the master virtual object; when the association relationship between the first virtual object and the master virtual object is implemented as a subordinate relationship, the first virtual object is implemented as a subordinate virtual object of the master virtual object.
[0064] Optionally, the second virtual object can be implemented as at least one of an enemy virtual object of the master virtual object, a teammate virtual object of the master virtual object, and an NPC virtual object in the virtual scene.
[0065] In step 220, when the first virtual object performs a first action on the second virtual object, an object lock control corresponding to the second virtual object is displayed.
[0066] In the embodiments of the present application, the first action performed by the first virtual object on the second virtual object is used to indicate an action performed by the first virtual object on the second virtual object as a target, which can also be considered as the first virtual object locking the second virtual object to perform the first action.
[0067] Optionally, the first action can be implemented as at least one of a lock-oriented action, a dialogue action, an attack action, a pointing skill release action, an observation action, an interaction action, a following action, and a prop use action.
[0068] The lock-oriented action is used to indicate that the orientation of the first virtual object is locked to a direction pointing to the second virtual object; the dialogue action is used to indicate that the first virtual object performs dialogue interaction with the second virtual object; the attack action is used to indicate an action in which the first virtual object attacks the second virtual object using a virtual prop; the pointing skill release action is used to indicate an action in which the first virtual object releases a pointing virtual skill to the second virtual object; the observation action is used to indicate an action in which the first virtual object observes the second virtual object through an observation prop or an observation skill; the interaction action is used to indicate an action in which the first virtual object interacts with the second virtual object, such as holding hands, hugging, and slapping hands; the following action is used to indicate an action in which the first virtual object takes the second virtual object as a following target and follows the second virtual object to move; and the prop use action is used to indicate an action in which the first virtual object uses a virtual prop on the second virtual object.
[0069] In the embodiments of the present application, the object locking control is a control displayed on the virtual scene interface. In some embodiments, the object locking control is a control implemented by a user interface (UI) icon.
[0070] Optionally, the object locking control can be displayed in at least one of the following positions in the virtual scene interface:
[0071] Firstly, the virtual scene interface includes an object identification region corresponding to the first virtual object, and the object locking control is displayed in the object identification region. Illustratively, the object identification region corresponding to the first virtual object is displayed, and the object locking control is displayed in the object identification region in the case where the first virtual object performs the first action on the second virtual object. The object identification region is used to display the object identification of the first virtual object.
[0072] Optionally, the object locking control can be displayed above, left, right, below, or any other position of the object identification of the first virtual object in the object identification region.
[0073] In one example, as shown in FIG. 3, which shows a display schematic diagram of the object locking control provided by some example embodiments of the present application, a user-controlled master virtual object 301 is displayed in a virtual scene interface 300, and the virtual scene interface 300 displays an object identification region 310, in which a plurality of ally identifications corresponding to a plurality of first virtual objects are displayed. The plurality of first virtual objects are ally virtual objects of the master virtual object. When a first virtual object C in the plurality of first virtual objects locks a second virtual object, an object locking control 313 is displayed to the right of the ally identification (player nickname 2) 312 of the first virtual object C in the object identification region 310.
[0074] Displaying the object locking control in the object identification region corresponding to the first virtual object can enable the user to quickly know the first virtual object that currently locks the target through the object locking control in the case where the master virtual object has a plurality of associated first virtual objects, thereby improving the transmission efficiency of interface information.
[0075] Secondly, the virtual scene interface includes a skill release region of the master virtual object, and the object locking control is displayed in the skill release region. Illustratively, the skill release region corresponding to the master virtual object is displayed, and the object locking control is displayed in the skill release region in the case where the first virtual object performs the first action on the second virtual object. The skill release region is used to display the skill control of the master virtual object.
[0076] In one example, as shown in FIG. 4, which shows a display diagram of an object lock control according to some embodiments of the present application, a user-controlled master virtual object 401 is displayed in a virtual scene interface 400, the virtual scene interface 400 displays a skill release area 410, and the skill release area 410 displays a plurality of skill controls corresponding to the master virtual object 401. When a first virtual object associated with the master virtual object 401 locks a second virtual object, an object lock control 412 is displayed in the skill release area 410.
[0077] In some embodiments, the display of the object lock control is conditionally displayed, i.e., the object lock control corresponding to the second virtual object is displayed on the virtual scene interface when a specified display condition is met. Optionally, the specified display condition can be implemented as at least one of the following:
[0078] Firstly, the distance information between the master virtual object and the second virtual object is taken as a judgment standard of the specified display condition.
[0079] Illustratively, when the first virtual object performs a first action on the second virtual object, the distance information between the second virtual object and the master virtual object is obtained, and based on the distance information, the object lock control corresponding to the second virtual object is displayed.
[0080] In some embodiments, when the distance information is less than a preset distance threshold, the object lock control is displayed, and when the distance information is greater than or equal to the preset distance threshold, it is determined that the second virtual object is outside the lock range of the master virtual object, and the object lock control is not displayed.
[0081] In some other embodiments, when the distance information is less than a preset distance threshold, the object lock control in a first state is displayed, and when the distance information is greater than or equal to the preset distance threshold, the object lock control in a second state is displayed. The first state and the second state are different.
[0082] By displaying the object lock control according to the distance information between the second virtual object and the master virtual object, when the user sees the object lock control, the user can not only know that there is a lock target for the first virtual object, but also quickly know the distance relationship between the master virtual object and the lock target. Through the object lock control, diversified information is transmitted, and the transmission efficiency of the interface information is improved.
[0083] Secondly, the obstacle information between the master virtual object and the second virtual object is taken as a judgment standard of the specified display condition.
[0084] Illustratively, in a case where the first virtual object performs the first action on the second virtual object, obstacle information between the second virtual object and the master virtual object is acquired, and an object lock control corresponding to the second virtual object is displayed based on the obstacle information.
[0085] In some embodiments, in a case where the obstacle information indicates that there is no obstacle between the second virtual object and the master virtual object, the object lock control is displayed, and in a case where the obstacle information indicates that there is an obstacle between the second virtual object and the master virtual object, it is determined that the second virtual object is outside the lock range of the master virtual object, and the object lock control is not displayed.
[0086] In other embodiments, in a case where the obstacle information indicates that there is no obstacle between the second virtual object and the master virtual object, the object lock control in a first state is displayed, and in a case where the obstacle information indicates that there is an obstacle between the second virtual object and the master virtual object, the object lock control in a second state is displayed. The first state and the second state are different.
[0087] Thirdly, object relationship information between the master virtual object and the second virtual object is taken as a determination criterion of the specified display condition.
[0088] Illustratively, in a case where the first virtual object performs the first action on the second virtual object, object relationship information between the second virtual object and the master virtual object is acquired, and an object lock control corresponding to the second virtual object is displayed based on the object relationship information.
[0089] In some embodiments, in a case where the object relationship information indicates that the second virtual object is an enemy virtual object of the master virtual object, the object lock control is displayed, and in a case where the object relationship information indicates that the second virtual object is a non-enemy virtual object of the master virtual object, the object lock control is not displayed.
[0090] In other embodiments, in a case where the object relationship information indicates that the second virtual object is an enemy virtual object of the master virtual object, the object lock control in a first state is displayed, and in a case where the object relationship information indicates that the second virtual object is a non-enemy virtual object of the master virtual object, the object lock control in a second state is displayed. The first state and the second state are different.
[0091] Step 230, in response to the first triggering operation on the object lock control, the master virtual object performs a second action on the second virtual object is displayed.
[0092] Optionally, the manner of the first triggering operation on the object lock control at least includes at least one of the following manners:
[0093] The first kind is that the terminal receives a first trigger operation performed by a user on a screen displaying a virtual scene interface.
[0094] When the terminal is a terminal with a touch display screen, the first trigger operation on the object lock control can be an operation determined by a user touching the displayed object lock control on the touch display screen. Alternatively, the first trigger operation can be implemented as at least one of a single-click operation, a double-click operation, a continuous pressing operation, a heavy pressing operation, a dragging operation, and the like.
[0095] The second kind is that the terminal receives a shortcut key operation signal, and when the shortcut key operation signal corresponds to a target shortcut key bound to the object lock control, it is determined that the first trigger operation on the object lock control is received.
[0096] Illustratively, when the terminal is a desktop computer, a laptop computer, or a game console, the shortcut key operation signal can be triggered by an input operation of an external input device, such as a click operation of a mouse right button triggering a shortcut key signal; when the terminal is a mobile terminal such as a mobile phone or a tablet computer, the shortcut key operation signal can be triggered by triggering a physical button on the mobile terminal, or can be triggered by an auxiliary input device connected to the mobile terminal.
[0097] In the embodiments of the present application, the master virtual object performs a second action on the second virtual object to indicate that the master virtual object takes the second virtual object as a target for performing the second action, which can also be considered as the master virtual object locking the second virtual object to perform the second action. Alternatively, the locking can be strong locking, that is, the hit target of the second action is limited to the second virtual object; or the locking can be weak locking, that is, the hit target of the second action is the position of the second virtual object when the object lock control receives the first trigger operation.
[0098] Alternatively, the second action can be implemented as at least one of a lock-oriented action, a dialogue action, an attack action, a pointing skill release action, an observation action, an interaction action, a following action, a prop use action, and the like.
[0099] Alternatively, the first action and the second action are the same, or the first action and the second action are different.
[0100] Optionally, when the second action is implemented as a face-locking action, in response to the first trigger operation on the object-locking control, the face-locking action performed by the master virtual object on the second virtual object is displayed, the face-locking action being used to control the master virtual object to face the second virtual object. That is, after the user triggers the first trigger operation on the object-locking control, the terminal changes the orientation of the master virtual object and rotates the orientation of the master virtual object to point to the second virtual object. That is, while the object-locking control is used to control the master virtual object to lock the second virtual object, the master virtual object is controlled to face the second virtual object, so that the master virtual object performs an action with a face restriction on the second virtual object after locking the second virtual object, thereby improving the trigger efficiency of subsequent interactive actions.
[0101] Illustratively, the orientation of the master virtual object is used to indicate the direction in which the master virtual object faces in the virtual scene. Optionally, the orientation of the master virtual object determines at least one of the following: a field of view of the virtual scene displayed by the virtual scene interface, an attack range of the master virtual object, a movement direction of the master virtual object, a defense direction of the master virtual object, an interaction direction of the master virtual object, and the like.
[0102] In some embodiments, the virtual scene displayed by the virtual scene interface is bound to the orientation of the master virtual object, that is, when the orientation of the master virtual object changes, the virtual scene displayed by the virtual scene interface changes synchronously; in other embodiments, the virtual scene displayed by the virtual scene interface and the orientation of the master virtual object can be controlled separately, that is, when the orientation of the master virtual object changes, the virtual scene displayed by the virtual scene interface does not change, and when a user-indicated view angle change operation is received, the virtual scene is changed according to the view angle change operation.
[0103] In one example, as shown in FIG. 5, which shows a schematic diagram of a face-locking action according to some example embodiments of the present application, a master virtual object 501 controlled by a user is displayed in a first virtual scene picture 510, when a second virtual object 503 to which a first virtual object 502 associated with the master virtual object 501 is locked exists, an object-locking control 504 is displayed in the virtual scene interface 500, when the object-locking control 504 receives a first trigger operation, the terminal changes the orientation of the master virtual object 501 and adjusts the orientation of the master virtual object 501 to point to the second virtual object 503, and changes the displayed first virtual scene picture 510 to a second virtual scene picture 520, in which the first virtual object 502 and the second virtual object 503 are displayed.
[0104] Optionally, when the second action is implemented as an attack action, in response to the first trigger operation on the object locking control, the attack action performed by the master virtual object on the second virtual object is displayed, the attack action being used to indicate that the master virtual object attacks the second virtual object. That is, after the user triggers the first trigger operation on the object locking control, the attack action performed by the master virtual object on the second virtual object is triggered.
[0105] Optionally, when the second action is implemented as a pointing skill release action, in response to the first trigger operation on the object locking control, the pointing skill released by the master virtual object on the second virtual object is displayed. That is, after the user triggers the first trigger operation on the object locking control, the pointing skill used by the master virtual object to attack the second virtual object is triggered.
[0106] In one example, as shown in FIG. 6, which shows a schematic diagram of an attack action provided by some example embodiments of the present application, a virtual scene interface 600 is displayed, which includes a master virtual object 601 controlled by a user, a first virtual object 602 associated with the master virtual object 601, and a second virtual object 603. When the first virtual object 602 associated with the master virtual object 601 locks the second virtual object 603, the object locking control 604 and the skill control 605 are displayed in the virtual scene interface 600. When the user drags the skill control 605 to the object locking control 604, the terminal controls the master virtual object 601 to lock the second virtual object 603, and releases the virtual skill corresponding to the skill control 605 to the second virtual object 603.
[0107] Optionally, when the second action is implemented as a dialogue action, in response to the first trigger operation on the object locking control, the dialogue action performed by the master virtual object on the second virtual object is displayed, the dialogue action being used to indicate that the master virtual object dialogues with the second virtual object. That is, after the user triggers the first trigger operation on the object locking control, the dialogue between the master virtual object and the second virtual object is triggered.
[0108] Optionally, when the second action is implemented as an observation action, in response to the first trigger operation on the object locking control, the observation action performed by the master virtual object on the second virtual object is displayed, the observation action being used to indicate that the master virtual object observes the second virtual object. Optionally, the observation action can be implemented as obtaining the equipment information, position information, character type information, health value information (Health Points), magic value information (Magic Points), and the like of the second virtual object.
[0109] Optionally, when the second action is implemented as a following action, in response to the first trigger operation on the object locking control, the master virtual object is displayed as following the second virtual object to move.
[0110] Optionally, when the second action is implemented as a prop use action, in response to the first trigger operation on the object lock control, the master virtual object is displayed as using a target virtual prop on the second virtual object. Optionally, the target virtual prop can be implemented as a virtual throwing object, a virtual medical supply, a virtual armor prop, etc., which is not limited herein. For example, when the master virtual object is equipped with a virtual throwing object, when the object lock control receives the first trigger operation, the master virtual object is controlled to throw the virtual throwing object in the direction of the second virtual object.
[0111] In summary, in the virtual scene, when the first virtual object associated with the master virtual object performs the first action on the second virtual object, the object lock control corresponding to the second virtual object is provided to the user, and the user can trigger the object lock control to quickly lock the second virtual object by the master virtual object, so that the user can control the master virtual object to perform the second action on the second virtual object. That is, by detecting the lock target of the first virtual object in the virtual scene, the object lock control corresponding to the lock target is displayed, which can quickly lock the lock target of the first virtual object by the master virtual object, improve the enemy searching efficiency of the master virtual object, thereby reducing the waiting time of the user manually searching for the lock target, and improving the rhythm and fluency of the game process.
[0112] Please refer to FIG. 7, which shows a flowchart of the virtual object interaction method provided by some embodiments of the present application. In the embodiments of the present application, the display of the object lock control is based on the distance between the master virtual object and the second virtual object, and the method includes steps 710-742.
[0113] Step 710, display the master virtual object in the virtual scene.
[0114] In the embodiments of the present application, the master virtual object is a virtual object in the virtual scene controlled by the terminal. The virtual scene further includes a first virtual object and a second virtual object. The first virtual object has an association relationship with the master virtual object.
[0115] Optionally, the association relationship can be implemented as at least one of a teammate relationship, a lock relationship, and a subordinate relationship.
[0116] Step 720, in the case where the first virtual object performs the first action on the second virtual object, obtain distance information between the second virtual object and the master virtual object.
[0117] In the embodiments of the present application, the first action performed by the first virtual object on the second virtual object is an action performed by the first virtual object with the second virtual object as the target.
[0118] Optionally, the first action can be implemented as at least one of a lock-on action, a dialogue action, an attack action, a pointing skill release action, an observation action, an interaction action, a following action, a prop use action, etc.
[0119] Optionally, the distance information is used to indicate a distance between the second virtual object and the host virtual object in the virtual scene.
[0120] Optionally, the distance information can be determined according to a straight-line distance between a first scene coordinate of the host virtual object in the virtual scene and a second scene coordinate of the second virtual object in the virtual scene.
[0121] Optionally, the distance information can be a path distance obtained after simulating path planning between a first position of the host virtual object in the virtual scene and a second position of the second virtual object in the virtual scene, wherein the process of simulating path planning needs to consider the collision volume between scene objects in the virtual scene, that is, the path distance is a distance bypassing an obstacle existing between the host virtual object and the second virtual object.
[0122] In some embodiments, the server broadcasts position data of virtual objects in the virtual scene to the terminal in real time, and the terminal queries a position of the second virtual object in the virtual scene from the position data, and determines the distance information according to the position of the host virtual object and the position of the second virtual object.
[0123] In step 731, when the distance information is less than a preset distance threshold, the object lock control in the first state is displayed.
[0124] In the embodiments of the present application, when the distance information between the host virtual object and the second virtual object meets different conditions, the object lock control is displayed through different control states. Illustratively, when the distance information between the host virtual object and the second virtual object is less than a preset distance threshold, the object lock control in the first state is displayed.
[0125] Optionally, the preset distance threshold can be a fixed value set by a developer, or the preset distance threshold can be a custom value set by a user, or the preset distance threshold can be generated according to the object state of the host virtual object.
[0126] In some embodiments, when the preset distance threshold is generated according to the object state of the host virtual object, the preset distance threshold can be determined according to the object level, the object type, the currently used virtual prop, etc. of the host virtual object.
[0127] In one example, the preset distance threshold has a positive correlation with the object level of the host virtual object, that is, the higher the object level of the host virtual object, the greater the preset distance threshold.
[0128] In another example, the preset distance threshold is associated with the object type of the master virtual object, when the object type of the master virtual object is a long-range attack type, the preset distance threshold is set as a first threshold, when the object type of the master virtual object is a close-range attack type, the preset distance threshold is set as a second threshold, wherein the first threshold is greater than the second threshold.
[0129] In another example, the preset distance threshold is associated with the object type of the master virtual object, when the object type of the master virtual object is a long-range attack type, the preset distance threshold is set as a first threshold, when the object type of the master virtual object is a close-range attack type, the preset distance threshold is set as a second threshold, wherein the first threshold is greater than the second threshold.
[0130] Optionally, the first state can be implemented as at least one of a normal state, a highlighted state, a gray state, a flashing state, and an activated state. The normal state is used to indicate that the control state of the object lock control is the same as that of other UI controls in the virtual scene interface. The highlighted state is used to indicate that the control brightness of the object lock control is higher than a first specified brightness threshold. The gray state is used to indicate that the control brightness of the object lock control is lower than a second specified brightness threshold, wherein the first specified brightness threshold is higher than or equal to the second specified brightness threshold. The flashing state is used to indicate that the control brightness of the object lock control changes continuously at a preset frequency. The activated state is used to indicate that the object lock state is in a triggerable state.
[0131] At step 732, when the distance information is greater than or equal to the preset distance threshold, the object lock control in the second state is displayed.
[0132] Optionally, the second state can be implemented as at least one of a highlighted state, a gray state, a flashing state, and an activated state. The first state and the second state are implemented as different control states.
[0133] In one example, the first state is implemented as a normal state, and the second state is implemented as a gray state, i.e., when the master virtual object is close to the second virtual object, the object lock control in the normal state is displayed, and when the master virtual object is far from the second virtual object, the object lock control in the gray state is displayed.
[0134] In another example, the first state is implemented as a highlighted state, and the second state is implemented as a gray state, or the first state is implemented as a flashing state, and the second state is implemented as a normal state. It is worth noting that the combination of the first state and the second state is only exemplary.
[0135] Step 741, in response to the first trigger operation on the object lock control in the first state, displaying the second virtual object in a first display mode, and displaying the master virtual object performing a second action on the second virtual object.
[0136] In the embodiment of the application, when the object lock control in the first state receives the first trigger operation, the second virtual object is displayed in the virtual scene interface in a first display mode, and a virtual scene picture of the master virtual object performing a second action on the second virtual object is displayed.
[0137] Optionally, the first display mode can be implemented as at least one of a marking display mode, a highlight display mode, a perspective display mode, an outline display mode, and a normal display mode. The marking display mode is a display mode of marking the second virtual object by a marking pattern, for example, displaying a preset marking pattern on the head of the second virtual object. The highlight display mode is that the model brightness of the second virtual object is higher than a third specified brightness threshold, or the model of the second virtual object is displayed by a specified highlight color. The perspective display mode is that when there is an obstacle between the second virtual object and the master virtual object, the model or model outline of the second virtual object is displayed on the obstacle. The outline display mode is that the model outline of the second virtual object is displayed in bold. The normal display mode is a display mode without adding auxiliary features to the model of the second virtual object.
[0138] Optionally, the second action can be implemented as at least one of a lock-oriented action, a dialogue action, an attack action, a pointing skill release action, an observation action, an interaction action, a following action, and a prop use action.
[0139] Step 742, in response to the first trigger operation on the object lock control in the second state, displaying the second virtual object in a second display mode, and displaying the master virtual object performing a second action on the second virtual object.
[0140] Optionally, the second display mode can be implemented as at least one of a marking display mode, a highlight display mode, a perspective display mode, an outline display mode, and a normal display mode. The first display mode and the second display mode are implemented as different display modes.
[0141] In one example, as shown in FIG. 8, which shows a schematic diagram of an interaction method interface of a virtual object according to some embodiments of the present application, in a first virtual scene interface 800, a host virtual object 801 and a teammate identifier 811 of a teammate virtual object 802 of the host virtual object 801 are displayed, when the teammate virtual object 802 locks an enemy virtual object 803 and the distance between the host virtual object 801 and the enemy virtual object 803 is less than a preset distance threshold, an object lock control 812 corresponding to the enemy virtual object 803 is displayed on the right side of the teammate identifier 811 of the first virtual scene interface 800, where the object lock control 812 is a control in a highlighted state. When the object lock control 812 receives a first trigger operation, the terminal controls the host virtual object 801 to lock the enemy virtual object 803, at this time, since the distance between the host virtual object 801 and the enemy virtual object 803 is less than the preset distance threshold, the enemy virtual object 803 is displayed in a marked display manner, that is, a triangular pattern is displayed on the head of the enemy virtual object 803 to mark the enemy virtual object 803.
[0142] In another example, as shown in FIG. 9, which shows a schematic diagram of an interaction method interface of a virtual object according to some embodiments of the present application, in a second virtual scene interface 900, a host virtual object 901 and a teammate identifier 911 of a teammate virtual object 902 of the host virtual object 901 are displayed, when the teammate virtual object 902 locks an enemy virtual object 903 and the distance between the host virtual object 901 and the enemy virtual object 903 is greater than or equal to a preset distance threshold, an object lock control 912 corresponding to the enemy virtual object 903 is displayed on the right side of the teammate identifier 911 of the second virtual scene interface 900, where the object lock control 912 is a control in a gray state. When the object lock control 912 receives a trigger operation, the terminal controls the host virtual object 901 to lock the enemy virtual object 903, at this time, since the distance between the host virtual object 901 and the enemy virtual object 903 is greater than or equal to the preset distance threshold, the enemy virtual object 903 is displayed in a highlighted display manner, that is, a red virtual shadow is overlaid on the object model of the enemy virtual object 903 to intensify the visual effect of the enemy virtual object 903 in the distance.
[0143] In the embodiments of the present application, when the first virtual object locks the second virtual object, different states of the object lock control are displayed according to the distance between the host virtual object and the second virtual object, which can enable the user to quickly determine whether the second virtual object is far or near from the host virtual object, and then facilitate the user to determine whether to lock the second virtual object and to decide the second action to be performed after locking the second virtual object according to the distance, thereby improving the user experience.
[0144] In the embodiments of the present application, different display modes are adopted for the locked second virtual object in different distance ranges between the master virtual object and the second virtual object, so that the user can quickly identify the second virtual object displayed in the interface at different distances, thereby improving the transmission efficiency of interface information.
[0145] Please refer to FIG. 10, which shows a flowchart of the interaction method of the virtual object provided in some embodiments of the present application. In the embodiments of the present application, the second action is implemented as a face-to-lock action, that is, when the object locking control is triggered, the terminal controls the master virtual object to automatically perform the face-to-lock action to quickly adjust the orientation of the master virtual object to face the second virtual object. The method includes steps 1031-1032, wherein steps 1031-1032 are sub-steps of steps 230, 741 and 742.
[0146] In step 1031, the position relationship information between the second virtual object and the master virtual object is obtained in response to the first triggering operation of the object locking control.
[0147] Illustratively, the position relationship information is used to indicate the position relationship between the second virtual object and the master virtual object.
[0148] Optionally, the position relationship information includes at least one of the direction information of the second virtual object relative to the master virtual object, the distance information between the master virtual object and the second virtual object, the orientation information of the master virtual object, the orientation information of the second virtual object, etc.
[0149] The direction information of the second virtual object relative to the master virtual object is used to indicate the direction of the position of the second virtual object relative to the origin point of the master virtual object. The distance information between the master virtual object and the second virtual object is used to indicate the distance between the master virtual object and the second virtual object in the virtual scene. The orientation information of the master virtual object is used to indicate the angle between the direction corresponding to the current orientation of the master virtual object and the initial direction, with the master virtual object itself as the axis and the initial direction as the specified direction. The orientation information of the second virtual object is used to indicate the angle between the direction corresponding to the current orientation of the second virtual object and the initial direction, with the second virtual object itself as the axis and the initial direction as the specified direction.
[0150] In step 1032, the face-to-lock action performed by the master virtual object on the second virtual object is displayed based on the position relationship information.
[0151] In some embodiments, the terminal needs to determine how to control the master virtual object to rotate according to the position relationship information. Illustratively, based on the position relationship information, the rotation direction and the rotation angle of the master virtual object are determined, the master virtual object is controlled to rotate according to the rotation direction and the rotation angle, and when the master virtual object rotates to face the second virtual object, an object locking screen in which the second virtual object is locked by the master virtual object is displayed.
[0152] In the embodiments of the present application, the rotation direction includes clockwise rotation and counterclockwise rotation. Illustratively, the terminal determines the rotation direction and the rotation angle according to the direction information of the second virtual object relative to the master virtual object and the orientation information of the master virtual object in the position relationship information.
[0153] In some embodiments, the terminal determines the rotation angle corresponding to clockwise rotation and the rotation angle corresponding to counterclockwise rotation of the master virtual object according to the direction information of the second virtual object relative to the master virtual object and the orientation information of the master virtual object in the position relationship information. When the rotation angle corresponding to clockwise rotation is less than the rotation angle corresponding to counterclockwise rotation, the rotation direction is determined as clockwise direction; when the rotation angle corresponding to clockwise rotation is greater than the rotation angle corresponding to counterclockwise rotation, the rotation direction is determined as counterclockwise direction; and when the rotation angle corresponding to clockwise rotation is equal to the rotation angle corresponding to counterclockwise rotation, the rotation direction is determined as one of clockwise direction or counterclockwise direction.
[0154] In some embodiments, collision detection is performed for clockwise direction and counterclockwise direction respectively before the rotation direction is determined. That is, the terminal determines the collision detection result corresponding to clockwise rotation and the collision detection result corresponding to counterclockwise rotation of the master virtual object according to the direction information of the second virtual object relative to the master virtual object and the orientation information of the master virtual object in the position relationship information. If there is a collision detection result indicating that there is volume collision of the master virtual object in the rotation process, the direction indicated by the collision detection result without volume collision is determined as the rotation direction. For example, when the master virtual object rotates clockwise and hits a wall, the master virtual object is controlled to rotate counterclockwise.
[0155] In some embodiments, the virtual scene screen displayed in the virtual scene interface is obtained by a virtual camera collecting the virtual scene. That is, the virtual camera determines the content and the perspective that the user sees on the screen. The position of the virtual camera in the virtual scene determines the observation point of the virtual scene, the orientation of the virtual camera in the virtual scene determines the observation direction of the virtual scene, and the FOV of the virtual camera determines the range size of the virtual scene that can be displayed on the screen.
[0156] When the orientation of the master virtual object changes, the orientation of the virtual camera bound to the master virtual object in the virtual scene also changes. Illustratively, the virtual camera bound to the master virtual object is controlled to rotate according to the rotation direction and the rotation angle, and a rotating field of view of the master virtual object during the rotation is displayed through the virtual camera.
[0157] Optionally, when the user-controlled master virtual object observes the virtual scene in the first-person perspective, the virtual camera is bound to the head position of the master virtual object; and when the user-controlled master virtual object observes the virtual scene in the third-person perspective, the virtual camera is bound to the position behind the character of the master virtual object.
[0158] Optionally, the rotation speed of the virtual camera during the rotation can be uniform, or the rotation speed of the virtual camera during the rotation can be variable, which is not limited herein.
[0159] In some embodiments, the rotation speed of the virtual camera is associated with the distance information between the master virtual object and the second virtual object. Illustratively, the distance information between the master virtual object and the second virtual object is obtained, the rotation speed negatively correlated with the distance information is determined based on the distance information, the virtual camera bound to the master virtual object is controlled according to the rotation speed, the rotation direction and the rotation angle, and a rotating field of view of the master virtual object during the rotation is displayed through the virtual camera. That is, the farther the distance between the master virtual object and the second virtual object, the faster the rotation speed of the virtual camera, and the closer the distance between the master virtual object and the second virtual object, the slower the rotation speed of the virtual camera, so that the master virtual object can avoid dizziness caused by too fast rotation speed when the distance between the master virtual object and the second virtual object is relatively close, and the master virtual object can quickly lock the position of the second virtual object when the distance between the master virtual object and the second virtual object is relatively far.
[0160] In some embodiments, there can be a virtual obstacle between the master virtual object and the second virtual object. Illustratively, whether there is a virtual obstacle between the master virtual object and the second virtual object is determined based on the position relationship information, in the case that there is a virtual obstacle between the master virtual object and the second virtual object, a guide path is generated, the guide path is used to indicate a path for avoiding the virtual obstacle during the movement from the position of the master virtual object to the position of the second virtual object, the orientation of the master virtual object is controlled to rotate to a path direction corresponding to the guide path, and the guide path and the second virtual object located behind the virtual obstacle are displayed.
[0161] That is, when it is determined according to the position relationship information that there is a virtual barrier between the master virtual object and the second virtual object, a guiding path bypassing the virtual barrier is generated, and the master virtual object is controlled to face a starting direction of the guiding path, while the guiding path and the second virtual object behind the virtual barrier are displayed. For example, there is a wall between the master virtual object and the second virtual object, and there is a door in the left side of the master virtual object, which passes through the wall, then a guiding path passing through the door is generated, and a virtual shadow of the second virtual object on the wall is displayed in a perspective display mode.
[0162] In some embodiments, the first trigger operation on the object locking control indicates that the master virtual object enters a locking state for the second virtual object, and the second trigger operation on the object locking control optionally releases the locking state, that is, in response to the second trigger operation on the object locking control, the master virtual object releases the locking state for the second virtual object. Optionally, in response to the second virtual object being in a death state / injury state, the master virtual object releases the locking state for the second virtual object. Optionally, in response to the first virtual object releasing the locking state for the second virtual object, the master virtual object releases the locking state for the second virtual object. Optionally, in response to a locking object switching operation on the master virtual object, the master virtual object releases the locking state for the second virtual object.
[0163] In the embodiments of the present application, the rotation of the master virtual object and the rotation of the virtual camera lens are controlled through the trigger operation on the facing locking control, which can make the virtual scene picture displayed by the virtual scene interface conform to the locking process of the master virtual object to the second virtual object, thereby automatically realizing the facing locking and the observation angle locking of the second virtual object, and realizing a multifunctional locking process through one operation, without the need for the user to manually rotate the observation angle to adjust the picture, thereby improving the user efficiency and ensuring the consistency of the observation angle of the picture display and the facing of the master virtual object.
[0164] Please refer to FIG. 11, which shows a flowchart of a virtual object interaction method according to some example embodiments of the present application, which includes steps 1110-1144.
[0165] Step 1110, display a master virtual object in a virtual scene, and display an attack control.
[0166] In the embodiments of the present application, the master virtual object is a virtual object in the virtual scene controlled by the terminal. The virtual scene further includes a first virtual object and a second virtual object. The first virtual object is associated with the master virtual object.
[0167] In the embodiment of the present application, the virtual scene interface corresponding to the virtual scene displays an attack control, and the attack control is used to instruct the host virtual object to perform an attack action.
[0168] In step 1120, distance information between the second virtual object and the host virtual object is acquired in a case where the first virtual object performs a first action on the second virtual object.
[0169] In the embodiment of the present application, the first action performed by the first virtual object on the second virtual object is used to indicate an action performed by the first virtual object on the second virtual object as a target.
[0170] Optionally, the first action can be implemented as at least one of a lock-oriented action, a dialogue action, an attack action, a pointing skill release action, an observation action, an interaction action, a following action, a prop use action, and the like.
[0171] Illustratively, the distance information is used to indicate a distance between the second virtual object and the host virtual object in the virtual scene.
[0172] Optionally, the distance information can be determined according to a straight-line distance between a first scene coordinate of the host virtual object in the virtual scene and a second scene coordinate of the second virtual object in the virtual scene.
[0173] Optionally, the distance information can be a path distance obtained after simulating path planning between a first position of the host virtual object in the virtual scene and a second position of the second virtual object in the virtual scene, wherein the process of simulating the path planning needs to consider collision volumes between scene objects in the virtual scene, that is, the path distance is a distance bypassing obstacles existing between the host virtual object and the second virtual object.
[0174] In step 1131, the object lock control in the first state is displayed in a case where the distance information is less than a preset distance threshold.
[0175] In the embodiment of the present application, the object lock control is displayed through different control states when the distance information between the host virtual object and the second virtual object meets different conditions. When the distance between the host virtual object and the second virtual object is less than a preset distance threshold, it means that the second virtual object is close to the host virtual object, which can be regarded as a near-distance state.
[0176] In the embodiment of the present application, the first state is implemented as a highlight state, that is, the object lock control in the highlight state is displayed when the second virtual object is in the near-distance state relative to the host virtual object.
[0177] The object identification area is displayed in the virtual scene interface, and in some embodiments, the object identification area is implemented as a teammate information panel, i.e., a list for displaying teammate information items. In one example, each teammate virtual object displays the current HP information, MP information, status (Buff) information, etc. of the teammate virtual object in the teammate information panel. In the embodiments of the present application, at the end of the information of the teammate virtual object, the object lock control is used to indicate the enemy searching state of the teammate virtual object (the first virtual object), i.e., if the teammate virtual object has an enemy searching target, the object lock control is displayed, and if the teammate virtual object currently has no enemy searching target, the object lock control is not displayed. In the close distance state, the object lock control is displayed in a highlighted state (the first state).
[0178] In step 1132, in response to the first triggering operation on the object lock control in the first state, the host virtual object is controlled to lock the second virtual object.
[0179] In the embodiments of the present application, after the object lock control receives the first triggering operation, the terminal controls the host virtual object to lock the second virtual object, i.e., the host virtual object enters the locked state for the second virtual object.
[0180] In the embodiments of the present application, when the distance between the host virtual object and the second virtual object is less than the preset distance threshold, it is indicated that the second virtual object is in a close distance state relative to the host virtual object, and at this time, after the object lock control is triggered, the terminal performs a close distance response, wherein the close distance response includes controlling the host virtual object to lock the second virtual object.
[0181] In step 1133, in response to the fourth triggering operation on the attack control, the host virtual object is controlled to perform an attack action on the second virtual object.
[0182] In the embodiments of the present application, in the close distance state, after the host virtual object locks the second virtual object, the attack action on the second virtual object can be directly triggered through the attack control, i.e., in the case where the attack control receives the fourth triggering operation, the terminal controls the host virtual object to lock the second virtual object to perform the attack action.
[0183] In step 1141, in the case where the distance information is greater than or equal to the preset distance threshold, the object lock control in the second state is displayed.
[0184] In the embodiments of the present application, when the distance between the host virtual object and the second virtual object is greater than or equal to the preset distance threshold, it is indicated that the second virtual object is far away from the host virtual object, which can be regarded as a far distance state. In the far distance state, the terminal displays the object lock control in the second state.
[0185] In the embodiment of the present application, the second state is implemented as a gray state, that is, when the second virtual object is in the far distance state relative to the master virtual object, the object lock control in the gray state is displayed.
[0186] In the embodiment of the present application, at the end of the information of the teammate virtual object, the object lock control is used to indicate the enemy searching state of the teammate virtual object (the first virtual object), that is, if the teammate virtual object has an enemy searching target, the object lock control is displayed, and if the teammate virtual object currently has no enemy searching target, the object lock control is not displayed. In the far distance state, the object lock control is displayed in the gray state (the second state).
[0187] In the embodiment of the present application, the response logic of the object lock control is implemented as follows: when the first virtual object has a locked second virtual object, the object lock control corresponding to the second virtual object is displayed, and when the object lock control is displayed in the virtual scene interface, the user can perform a trigger operation on the object lock control. In the near distance state, the object lock control is highlighted, and the response logic of clicking the object lock control is called near distance response. In the far distance state, the object lock control is displayed in gray, and the response logic of clicking the object lock control is called far distance response.
[0188] In step 1142, in response to the first trigger operation on the object lock control in the second state, the master virtual object is controlled to lock the second virtual object.
[0189] In the embodiment of the present application, after the object lock control receives the first trigger operation, the terminal controls the master virtual object to lock the second virtual object, that is, the master virtual object enters the locked state for the second virtual object.
[0190] In the embodiment of the present application, when the distance between the master virtual object and the second virtual object is greater than or equal to the preset distance threshold, it is indicated that the second virtual object is in the far distance state relative to the master virtual object. At this time, after the object lock control is triggered, the terminal performs the far distance response, and the far distance response includes controlling the master virtual object to lock the second virtual object.
[0191] In step 1143, a movement assistance control is displayed.
[0192] In the embodiment of the present application, the movement assistance control is used to provide the master virtual object with a movement assistance function. In some embodiments, the movement assistance control is implemented by a UI icon.
[0193] Optionally, the movement assistance control is displayed after the master virtual object locks the second virtual object; and optionally, the movement assistance control is continuously displayed on the virtual scene interface after the master virtual object enters the virtual scene, which is not limited herein.
[0194] In response to the third triggering operation of the movement assistance control, step 1144, a display of the master virtual object performing a movement action on the second virtual object through the movement assistance prop.
[0195] In the embodiment of the present application, when the master virtual object locks the second virtual object in the long-distance state, a movement action on the second virtual object can be performed through the movement assistance control, so that the master virtual object quickly approaches the second virtual object.
[0196] Optionally, the movement assistance prop can be implemented as at least one of a virtual hook, a virtual teleporter, a virtual zip line, a virtual vehicle, a virtual mount, etc.
[0197] In one example, when the movement assistance prop is implemented as a virtual hook, in response to the movement assistance control receiving the third triggering operation, a display of the master virtual object launching a virtual hook at the location of the second virtual object, and after the virtual hook locks the location of the second virtual object, the virtual hook is retracted to pull the master virtual object to the vicinity of the second virtual object.
[0198] In another example, when the movement assistance prop is implemented as a virtual teleporter, in response to the movement assistance control receiving the third triggering operation, a display of a virtual teleporter established between the location of the master virtual object and the location of the second virtual object, wherein the location of the master virtual object is the first door of the virtual teleporter, and the location of the second virtual object is the second door of the virtual teleporter, and the master virtual object can shuttle between the first door and the second door.
[0199] In another example, when the movement assistance prop is implemented as a virtual zip line, in response to the movement assistance control receiving the third triggering operation, a display of a virtual zip line established between the location of the master virtual object and the location of the second virtual object, wherein the location of the master virtual object is the starting point of the virtual zip line, and the location of the second virtual object is the end point of the virtual zip line, and the master virtual object can slide through the virtual zip line from the starting point to the end point.
[0200] In another example, when the movement assistance prop is implemented as a virtual vehicle / virtual mount, a display of the master virtual object driving the virtual vehicle / virtual mount and automatically driving to the location of the second virtual object.
[0201] In some embodiments, when the master virtual object moves to the attack range of the second virtual object through the movement assistance prop, the user can control the master virtual object to perform an attack action on the second virtual object through the attack control.
[0202] Specifically, the triggering mechanism of the object lock control in the highlighted state / gray state is implemented as:
[0203] (1) The server detects the scouting state of all the team-mate virtual objects (first virtual objects) of the host virtual object, and synchronizes the detected scouting state data to the client in the terminal.
[0204] (2) For the team-mate virtual object memberA of the host virtual object, the server indicates the scouting state of the team-mate virtual object through a memberTarget structure, which contains the object id and coordinate position of the scouting target (second virtual object), i.e., memberTarget={id, pos(x, y, z)}, wherein, when the team-mate virtual object currently has no scouting target, memberTarget={0, pos(0, 0, 0)}.
[0205] (3) When the memberA just enters the team, the server broadcasts the current scouting target memberTarget of the memberA to the clients of all the virtual objects in the team; when the scouting target of the memberA changes, such as from a non-scouting state to a scouting state, or from a scouting state to a non-scouting state, the server broadcasts the current scouting target memberTarget of the memberA to the clients of all the virtual objects in the team.
[0206] (4) After the current host virtual object client receives the memberTarget data of the memberA synchronized by the server, the data is processed, and the client determines whether the memberA has a lock target according to the MemberTarget.id, i.e., memberTarget.id<=0 has no lock target, and the object lock control is set to hidden, and memberTarget.id>0 has a lock target, and the object lock control is set to visible.
[0207] (5) When the object lock control in the information entry of the memberA in the team-mate information panel of the host virtual object client is in a display state, the client starts a timing detection (for example, 30ms once), finds the scouting target target from the virtual scene of the client, updates the memberTaret.pos to the coordinate of the target, and finally calculates the distance distance between the memberTarget.pos and the host virtual object in the virtual scene, and detects the distance to determine:
[0208] ① target=clientscene.get_object(memberTarget.id);
[0209] ② memberTarget.pos=target.pos;
[0210] ③distance = getdis(playerPos, memberTarget.pos) # getdis is a function to calculate distance;
[0211] ④When distance <= disNear (preset distance threshold), the object lock control is set to highlight;
[0212] ⑤When distance > disNear, the object lock control is set to gray.
[0213] The near-distance response logic implemented for the object lock control in the highlight state is:
[0214] When the user clicks the highlighted instruction button, the client triggers the near-distance response logic:
[0215] (1) Set the orientation of the main control virtual object player to face the target, i.e., player.direction = normalize(target.pos - player.pos) # normalize is a vector normalization function.
[0216] (2) Lens turning synchronization: set the lens orientation of the virtual scene picture displayed by the client to be consistent with the player's orientation: clientscene.camera.direction = player.direction.
[0217] (3) Execute synchronized enemy searching, i.e., the main control virtual object player also initiates an enemy searching request to the target.
[0218] The far-distance response logic implemented for the object lock control in the gray state is:
[0219] When the user clicks the gray instruction button, the client triggers the far-distance response logic:
[0220] (1) Set the orientation of the main control virtual object player to face the target, i.e., player.direction = normalize(target.pos - player.pos) # normalize is a vector normalization function.
[0221] (2) Lens turning synchronization: set the lens orientation of the virtual scene picture displayed by the client to be consistent with the player's orientation: clientscene.camera.direction = player.direction.
[0222] (3) Add a red outline to the rendering of the target.
[0223] (4) User operates the hook reticle to lock the target.
[0224] In one example, as shown in FIG. 12, which shows a schematic diagram of a close-range response process provided by some example embodiments of the present application, the virtual scene interface 1200 displays a host virtual object 1201 and a teammate identifier 1211 of a teammate virtual object 1202 of the host virtual object 1201, when the teammate virtual object 1202 locks an enemy virtual object 1203 and the host virtual object 1201 and the enemy virtual object 1203 are in a close-range state, the virtual scene interface 1200 displays an object lock control 1212 corresponding to the enemy virtual object 1203 on the right side of the teammate identifier 1211, where the object lock control 1212 is a control in a highlighted state. When the object lock control 1212 receives a triggering operation, the terminal controls the host virtual object 1201 to lock the enemy virtual object 1203, and the user can control the host virtual object 1201 to attack the enemy virtual object 1203 by triggering an attack control 1204 in the virtual scene interface 1200.
[0225] In another example, as shown in FIG. 13, which shows a schematic diagram of a long-range response process provided by some example embodiments of the present application, the virtual scene interface 1300 displays a host virtual object 1301 and a teammate identifier 1311 of a teammate virtual object 1302 of the host virtual object 1301, when the teammate virtual object 1302 locks an enemy virtual object 1303 and the host virtual object 1301 and the enemy virtual object 1303 are in a long-range state, the virtual scene interface 1300 displays an object lock control 1312 corresponding to the enemy virtual object 1303 on the right side of the teammate identifier 1311, where the object lock control 1312 is a control in a gray state. When the object lock control 1312 receives a triggering operation, the terminal controls the host virtual object 1301 to lock the enemy virtual object 1303, and at this time, since the host virtual object 1301 and the enemy virtual object 1303 are in a long-range state, the user can control the host virtual object 1301 to quickly move to the vicinity of the enemy virtual object 1303 by using an auxiliary movement control 1304 displayed in the virtual scene interface 1300, that is, when the auxiliary movement control 1304 receives a triggering operation, the enemy virtual object 1303 is automatically locked to use an auxiliary movement prop, so that the host virtual object 1301 is quickly moved.
[0226] Please refer to FIG. 14, which shows a flowchart of a virtual object interaction method provided by some example embodiments of the present application, the method comprises:
[0227] S1410, judging the distance, if the distance is short, executing S1421, if the distance is long, executing S1431; S1421, displaying the high-lighted object lock control beside the blood bar of the teammate; S1422, the player clicking the object lock control; S1423, the camera automatically aiming at the enemy locked by the teammate and automatically locking; step 1431, displaying the gray object lock control beside the blood bar of the teammate; S1432, the player clicking the object lock control; S1433, the camera automatically aiming at the enemy locked by the teammate and displaying the ghost. That is, the terminal judges whether the distance between the host virtual object and the enemy virtual object locked by the teammate virtual object is less than a preset distance threshold, if yes, it is determined that the distance between the host virtual object and the enemy virtual object is short, if no, it is determined that the distance between the host virtual object and the enemy virtual object is long. When the distance between the host virtual object and the enemy virtual object is short, the object lock control in the high-lighted state is displayed beside the blood bar of the teammate virtual object, when the distance between the host virtual object and the enemy virtual object is long, the object lock control in the gray state is displayed beside the blood bar of the teammate virtual object. When the distance between the host virtual object and the enemy virtual object is long, if the user triggers the object lock control in the gray state, the camera automatically aims at the enemy locked by the teammate and displays the ghost.
[0228] In the embodiment of the present application, when the host virtual object is close to the second virtual object, the user can directly control the host virtual object to attack the second virtual object through the attack control after locking the second virtual object, for example, the user controls the host virtual object to quickly lock the enemy virtual object locked by the teammate virtual object and attack, so as to realize the quick help, which can improve the user experience and the fluency of the game. When the host virtual object is far away from the second virtual object, the user can control the host virtual object to quickly approach the second virtual object through the moving auxiliary control after locking the second virtual object, so as to realize the quick help in the long distance condition, which reduces the time required for the host virtual object to approach the second virtual object in the long distance condition, and improves the efficiency of the host virtual object to execute the interactive action.
[0229] It should be noted that, before collecting the relevant data of the user and in the process of collecting the relevant data of the user, the prompt interface, the pop-up window or the output voice prompt information can be displayed, the prompt interface, the pop-up window or the voice prompt information is used to prompt that the relevant data of the user is currently being collected, so that the application only starts to perform the related steps of obtaining the relevant data of the user after obtaining the confirmation operation of the user to the prompt interface or the pop-up window, otherwise (that is, without obtaining the confirmation operation of the user to the prompt interface or the pop-up window), ending the related steps of obtaining the relevant data of the user, that is, not obtaining the relevant data of the user. In other words, all the user data collected by the application is collected under the condition that the user agrees and authorizes, and the collection, use and processing of the relevant user data need to comply with the relevant laws, regulations and standards of the country and region.
[0230] Referring to FIG. 15, a structural block diagram of an interaction device of a virtual object is shown, which includes the following modules:
[0231] The first display module 1510 is configured to display a master virtual object in a virtual scene, the master virtual object being a virtual object in the virtual scene that is controlled by a terminal and moves in the virtual scene, the virtual scene further including a first virtual object and a second virtual object, the first virtual object having an association relationship with the master virtual object.
[0232] The second display module 1520 is configured to display an object lock control corresponding to the second virtual object in a case where the first virtual object performs a first action on the second virtual object.
[0233] The first display module 1510 is further configured to display a second action performed by the master virtual object on the second virtual object in response to a first trigger operation on the object lock control.
[0234] In some optional embodiments, as shown in FIG. 16, the device further includes:
[0235] The acquisition module 1530 is configured to acquire distance information between the second virtual object and the master virtual object in a case where the first virtual object performs a first action on the second virtual object.
[0236] The second display module 1520 is further configured to display the object lock control corresponding to the second virtual object based on the distance information.
[0237] In some optional embodiments, the second display module 1520 is further configured to display an object lock control in a first state when the distance information is less than a preset distance threshold, and display an object lock control in a second state when the distance information is greater than or equal to the preset distance threshold, the first state being different from the second state.
[0238] In some optional embodiments, the first display module 1510 is further configured to, in response to a first triggering operation on the object lock control in the first state, display the second virtual object in a first display manner, and display a second action performed by the master virtual object on the second virtual object.
[0239] In some optional embodiments, the first display module 1510 is further configured to, in response to a first triggering operation on the object lock control in the second state, display the second virtual object in a second display manner, and display a second action performed by the master virtual object on the second virtual object.
[0240] In some optional embodiments, the first display module 1510 is further configured to display a face lock action performed by the master virtual object on the second virtual object, the face lock action being used to control the master virtual object to face the second virtual object.
[0241] In some optional embodiments, the acquisition module 1530 is further configured to acquire position relationship information between the second virtual object and the master virtual object.
[0242] The first display module 1510 is further configured to display a face lock action performed by the master virtual object on the second virtual object based on the position relationship information.
[0243] In some optional embodiments, the apparatus further includes:
[0244] A determination module 1540 configured to determine a rotation direction and a rotation angle of the master virtual object based on the position relationship information.
[0245] A control module 1550 configured to control the master virtual object to rotate according to the rotation direction and the rotation angle.
[0246] The control module 1550 is further configured to, when the master virtual object rotates to face the second virtual object,
[0247] The first display module 1510 is further configured to display an object lock screen in which the second virtual object is locked by the master virtual object.
[0248] In some optional embodiments, the first display module 1510 is further configured to control a virtual camera bound to the master virtual object to rotate according to the rotation direction and the rotation angle, and display a rotation field of view of the master virtual object in the rotating process through the virtual camera.
[0249] In some optional embodiments, the acquisition module 1530 is further configured to acquire distance information between the master virtual object and the second virtual object.
[0250] The determination module 1540 is further configured to determine a rotation speed that is negatively correlated with the distance information based on the distance information.
[0251] The control module 1550 is further configured to control a virtual camera bound to the master virtual object according to the rotation speed, the rotation direction, and the rotation angle.
[0252] The first display module 1510 is further configured to display a rotation field of view of the master virtual object in the rotating process through the virtual camera.
[0253] In some optional embodiments, the determination module 1540 is further configured to determine, based on the positional relationship information, whether there is a virtual obstacle between the master virtual object and the second virtual object.
[0254] The determination module 1540 is further configured to, in a case where it is determined that there is the virtual obstacle between the master virtual object and the second virtual object, generate a guide path, the guide path being used to indicate a path for avoiding the virtual obstacle in a process of moving from a position of the master virtual object to a position of the second virtual object.
[0255] The control module 1550 is further configured to control an orientation of the master virtual object to rotate to a path direction corresponding to the guide path.
[0256] The first display module 1510 is further configured to display the guide path and the second virtual object located behind the virtual obstacle.
[0257] In some optional embodiments, the first trigger operation is used to indicate that the master virtual object enters a locked state for the second virtual object.
[0258] The first display module 1510 is further configured to, in response to a second trigger operation on the object locking control, release the locked state of the master virtual object for the second virtual object.
[0259] In some optional embodiments, the second display module 1520 is further configured to display a movement assistance control;
[0260] The first display module 1510 is further configured to, in response to a third triggering operation on the movement assistance control, display the master virtual object performing a movement action on the second virtual object by using the movement assistance prop.
[0261] In some optional embodiments, the second display module 1520 is further configured to display an attack control;
[0262] The first display module 1510 is further configured to, in response to a fourth triggering operation on the attack control, display the master virtual object performing an attack action on the second virtual object.
[0263] In some optional embodiments, the first display module 1510 is further configured to display an object identification area corresponding to the first virtual object, where the object identification area is used to display an object identification of the first virtual object.
[0264] The second display module 1520 is further configured to, in a case where the first virtual object performs the first action on the second virtual object, display the object lock control in the object identification area.
[0265] It should be noted that the virtual object interaction apparatus provided in the above embodiments is only used as an example for the division of the above functional modules. In actual applications, the above functions can be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object interaction apparatus and the virtual object interaction method provided in the above embodiments belong to the same concept, and the specific implementation process is described in the method embodiments, which will not be repeated here.
[0266] FIG. 17 shows a structural block diagram of a terminal 1700 provided in an example embodiment of the present application. The terminal 1700 can be a smart phone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a notebook computer or a desktop computer. The terminal 1700 can also be referred to as a user equipment, a portable terminal, a laptop terminal, a desktop terminal, or other names.
[0267] Generally, the terminal 1700 includes a processor 1701 and a memory 1702.
[0268] The processor 1701 can include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1701 can be implemented in at least one of a hardware form of a digital signal processor (DSP), a field-programmable gate array (FPGA), a programmable logic array (PLA), and the like. The processor 1701 can also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a central processing unit (CPU), and the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1701 can be integrated with a graphics processor (GPU) that is responsible for rendering and drawing content required to be displayed on the display screen. In some embodiments, the processor 1701 can further include an artificial intelligence (AI) processor for processing machine learning related computing operations.
[0269] The memory 1702 can include one or more computer-readable storage media that can be non-transitory. The memory 1702 can also include a high-speed random access memory, and a nonvolatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1702 is used to store at least one instruction for being executed by the processor 1701 to implement the virtual object interaction method provided by the method embodiment of the present application.
[0270] The terminal 1700 also includes other components, illustratively. Those skilled in the art can understand that the structure shown in FIG. 17 does not constitute a limitation on the terminal 1700, and can include more or fewer components than shown, or combine certain components, or use different arrangements of components.
[0271] Those skilled in the art can understand that all or part of the steps of the various methods of the above-mentioned embodiments can be completed by programs instructing relevant hardware, and the programs can be stored in a computer readable storage medium. The computer readable storage medium can be a computer readable storage medium included in the memory in the above-mentioned embodiments, or can be a computer readable storage medium that exists separately and is not assembled into the terminal. The computer readable storage medium stores at least one instruction, at least one program, a code set or an instruction set, and the processor loads and executes the at least one instruction, the at least one program, the code set or the instruction set to implement the virtual object interaction method described in any of the above-mentioned embodiments.
[0272] Optionally, the computer readable storage medium can include a read-only memory (ROM), a random access memory (RAM), a solid state disk (SSD), an optical disk or the like. The random access memory can include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The above-mentioned serial numbers of the embodiments of the present application are only for description, and do not represent the advantages and disadvantages of the embodiments.
[0273] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or can be completed by programs instructing relevant hardware, and the programs can be stored in a computer readable storage medium. The above-mentioned storage medium can be a read-only memory, a magnetic disk or an optical disk.
[0274] The above-mentioned is only an optional embodiment of the present application, and does not limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A method for interacting with virtual objects, executed by a terminal, the method comprising: displaying a host virtual object in a virtual scene, the host virtual object being a virtual object hosted by the terminal and active in the virtual scene, the virtual scene further comprising a first virtual object and a second virtual object, the first virtual object having an association relationship with the host virtual object; in a case where the first virtual object performs a first action on the second virtual object, displaying an object lock control corresponding to the second virtual object; in response to a first triggering operation on the object lock control, displaying the host virtual object performing a second action on the second virtual object.
2. The method of claim 1, wherein, The displaying, in the case where the first virtual object performs a first action on the second virtual object, of an object lock control corresponding to the second virtual object comprises: in the case where the first virtual object performs a first action on the second virtual object, obtaining distance information between the second virtual object and the host virtual object; based on the distance information, displaying the object lock control corresponding to the second virtual object.
3. The method of claim 2, wherein, The displaying, based on the distance information, of the object lock control corresponding to the second virtual object comprises: in a case where the distance information is less than a preset distance threshold, displaying the object lock control in a first state; in a case where the distance information is greater than or equal to the preset distance threshold, displaying the object lock control in a second state, the first state and the second state being different.
4. The method of claim 3, wherein, The displaying, in response to the first triggering operation on the object lock control, of the host virtual object performing a second action on the second virtual object comprises: in response to the first triggering operation on the object lock control in the first state, displaying the second virtual object in a first display mode, and displaying the host virtual object performing a second action on the second virtual object.
5. The method of claim 3, wherein, The displaying, in response to the first triggering operation on the object lock control, of the host virtual object performing a second action on the second virtual object comprises: in response to the first triggering operation on the object lock control in the second state, displaying the second virtual object in a second display mode, and displaying the host virtual object performing a second action on the second virtual object.
6. The method according to any one of claims 1 to 5, wherein, The displaying of the host virtual object performing a second action on the second virtual object comprises: displaying a facing lock action performed by the host virtual object on the second virtual object, the facing lock action being used to control the host virtual object to face the second virtual object.
7. The method of claim 6, wherein, The displaying of the facing lock action performed by the host virtual object on the second virtual object comprises: obtaining position relationship information between the second virtual object and the host virtual object; based on the position relationship information, displaying the facing lock action performed by the host virtual object on the second virtual object.
8. The method of claim 7, wherein, The displaying, based on the position relationship information, of the facing lock action performed by the host virtual object on the second virtual object comprises: determine a rotation direction and a rotation angle of the master virtual object based on the position relationship information; control the master virtual object to rotate according to the rotation direction and the rotation angle; display an object locking screen in which the second virtual object is locked by the master virtual object when the master virtual object rotates to face the second virtual object.
9. The method of claim 8, wherein, Before the object locking screen in which the second virtual object is locked by the master virtual object is displayed, the method further includes: control a virtual camera bound to the master virtual object to rotate according to the rotation direction and the rotation angle, and display a rotation field of view screen of the master virtual object in a rotation process through the virtual camera.
10. The method of claim 9, wherein, According to the rotation direction and the rotation angle, control the virtual camera bound to the master virtual object, and display a rotation field of view screen of the master virtual object in a rotation process through the virtual camera, including: obtain distance information between the master virtual object and the second virtual object; determine a rotation speed negatively correlated with the distance information based on the distance information; control a virtual camera bound to the master virtual object to rotate according to the rotation speed, the rotation direction and the rotation angle, and display a rotation field of view screen of the master virtual object in a rotation process through the virtual camera.
11. The method according to any one of claims 7 to 10, wherein, The method further includes: determine whether there is a virtual obstacle between the master virtual object and the second virtual object based on the position relationship information; generate a guide path for indicating a path for avoiding the virtual obstacle in a process of moving from a position of the master virtual object to a position of the second virtual object in a case where it is determined that there is the virtual obstacle between the master virtual object and the second virtual object; control the master virtual object to rotate to a direction of the guide path, and display the guide path and the second virtual object located behind the virtual obstacle.
12. The method of any one of claims 1 to 11, wherein, The first trigger operation is used to indicate that the master virtual object enters a locking state for the second virtual object. The method further includes: respond to a second trigger operation on the object locking control, and release the locking state of the master virtual object for the second virtual object.
13. The method of any one of claims 1 to 12, wherein, The method further includes: display a movement assistance control; respond to a third trigger operation on the movement assistance control, and display a movement action of the master virtual object to the second virtual object through a movement assistance prop.
14. The method of any one of claims 1 to 12, wherein, The method further includes: display an attack control; respond to a fourth trigger operation on the attack control, and display an attack action of the master virtual object to the second virtual object.
15. The method of any one of claims 1 to 14, wherein, The object lock control corresponding to the second virtual object is displayed in a case where the first virtual object performs a first action on the second virtual object, and the method includes: displaying an object identification area corresponding to the first virtual object, the object identification area being used to display an object identification of the first virtual object; displaying the object lock control in the object identification area in a case where the first virtual object performs the first action on the second virtual object.
16. An interactive device for a virtual object, wherein, The apparatus includes: a first display module configured to display a master virtual object in a virtual scene, the master virtual object being a virtual object in the virtual scene that is controlled by a terminal and is active, the virtual scene further including a first virtual object and a second virtual object, the first virtual object having an association relationship with the master virtual object a second display module configured to display an object lock control corresponding to the second virtual object in a case where the first virtual object performs a first action on the second virtual object The first display module is further configured to display a second action performed by the master virtual object on the second virtual object in response to a first triggering operation on the object lock control.
17. A computer device, wherein, The computer device includes a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the virtual object interaction method according to any one of claims 1 to 15.
18. A computer readable storage medium, wherein, The computer readable storage medium stores at least one program code, the program code being loaded and executed by the processor to implement the virtual object interaction method according to any one of claims 1 to 15.
19. A computer program product, wherein, The computer program or instructions are executed by the processor to implement the virtual object interaction method according to any one of claims 1 to 15.
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