Virtual character concealment method, related apparatus, device, and storage medium

By acquiring and mixing the materials of the virtual character's surrounding environment, the stealth effect and realism of the virtual character are improved, the problem of poor adaptability of disguise clothing in different scenarios is solved, and development costs are reduced.

WO2026036934A1PCT designated stage Publication Date: 2026-02-19TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/104326
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-08-15
Filing Date
2025-06-27
Publication Date
2026-02-19

AI Technical Summary

Technical Problem

Existing camouflage clothing is difficult to adapt to different game scenarios, resulting in poor concealment and a lack of realism.

Method used

By acquiring the material of the surrounding environment where the virtual character is located, a smearing animation is displayed and the painting effect is simulated. Then, the character material is mixed with the surrounding environment material to achieve a hidden display state.

Benefits of technology

It enhances the stealth and realism of virtual characters, reduces the variety of disguise outfits and texture resources, lowers development costs, and supports more camouflage effects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application discloses a virtual character concealment method, a related apparatus, a device, and a storage medium. The method comprises: when a first virtual character enters a target virtual environment, in response to a concealment operation for the first virtual character, acquiring a surrounding environment where the first virtual character is located; within a first accumulated duration, displaying a painting animation for the first virtual character, and presenting a painting effect; and upon completion of the first accumulated duration, switching the first virtual character from a visible display state to a concealed display state, wherein the first virtual character in the concealed display state has the character material blended with at least one environment material comprised in the surrounding environment. Hence, in the present application, a realistic battlefield concealment effect can be simulated, thereby not only enhancing the authenticity of concealment, but also well concealing the virtual character in the current environment, thus improving both the game immersion and the concealment effect.
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Description

A virtual role concealment method, related device, equipment and storage medium

[0001] The present application claims priority to the Chinese patent application No. 202411125147.3, filed on August 15, 2024, and entitled "A virtual role concealment method, related device, equipment and storage medium", the whole content of which is incorporated herein by reference. TECHNICAL FIELD

[0002] The present disclosure relates to the field of computer technology, and more particularly to virtual role concealment. BACKGROUND

[0003] With the continuous development of game technology, developers provide players with various game play in games. In war simulation games, players can use various environments and props for concealment and hiding to gain tactical advantages. These strategies include but are not limited to using grass, buildings, obstacles, etc. to hide themselves while observing and waiting for the appearance of the enemy.

[0004] In related technologies, in order to better achieve the concealment effect, players can use special props or skills to enhance their hiding effect. For example, players use camouflage clothing such as clothing with leaf appearance or camouflage clothing to camouflage the virtual role, thereby reducing the possibility of being identified by other players.

[0005] However, the camouflage clothing is monotonous and difficult to cope with different game scenes, resulting in poor concealment effect. Therefore, an effective method is needed to solve such problems. SUMMARY

[0006] The present application provides a virtual role concealment method, related device, equipment and storage medium, which can simulate realistic battlefield concealment effect, not only improving the realism of concealment, but also enhancing the concealment effect of virtual role.

[0007] Therefore, the present application provides a virtual role concealment method, comprising:

[0008] In the case that the first virtual role enters a target virtual environment, in response to a concealment operation for the first virtual role, the surrounding environment in which the first virtual role is located is obtained, wherein the surrounding environment includes at least one environment material;

[0009] In the first cumulative time length, a smearing animation of the first virtual role is displayed, and a painting effect is presented, wherein the painting effect is determined based on a target environment material, and the target environment material is derived from at least one environment material;

[0010] In a case where the first accumulation duration ends, the control switches the first virtual character from the exposed display state to a concealed display state, wherein the character material of the first virtual character in the concealed display state has been subjected to material mixing processing with the at least one environment material included in the surrounding environment.

[0011] Another aspect of the present application provides a virtual character concealing device, comprising:

[0012] The acquisition module is configured to, in a case where the first virtual character enters a target virtual environment, acquire, in response to a concealment operation on the first virtual character, a surrounding environment in which the first virtual character is located from the target virtual environment, wherein the surrounding environment includes at least one environment material.

[0013] The display module is configured to, within the first accumulation duration, display a smearing animation of the first virtual character and present a painting effect, wherein the painting effect is determined based on a target environment material, and the target environment material is derived from the at least one environment material.

[0014] The control module is configured to, in a case where the first accumulation duration ends, control the first virtual character to be switched from the exposed display state to a concealed display state, wherein the character material of the first virtual character in the concealed display state has been subjected to material mixing processing with the at least one environment material included in the surrounding environment.

[0015] Another aspect of the present application provides a computer device, comprising a memory and a processor, the memory stores a computer program, and the processor implements the method of the above aspects when executing the computer program.

[0016] Another aspect of the present application provides a computer readable storage medium having a computer program stored thereon, the computer program being executed by a processor to implement the method of the above aspects.

[0017] Another aspect of the present application provides a computer program product comprising a computer program, the computer program being executed by a processor to implement the method of the above aspects.

[0018] From the above technical solutions, it can be seen that the embodiments of the present application have the following advantages:

[0019] In the embodiment of the present application, a virtual role hiding method is provided. After a first virtual role enters a target virtual environment, the first virtual role can perform a hiding operation. At this time, the surrounding environment where the first virtual role is currently located needs to be obtained. Therefore, a smearing animation of the first virtual role is played within a first cumulative time length, and a painting effect is displayed in an interface, so as to simulate a realistic battlefield hiding effect, thereby improving the realism of hiding. After the first cumulative time length ends, the first virtual role changes from an original exposed display state to a hidden display state. That is, at this time, the first virtual role has been integrated with the surrounding environment to cope with different game scenes. In this way, not only the game immersion is improved, but also the virtual role can be well hidden in the current environment, thereby improving the hiding effect. Moreover, compared with the scheme of developing multiple camouflage costumes, the first virtual role is hidden based on the surrounding environment, which can reduce the types and texture resources of the pre-designed camouflage costumes, reduce the development cost, and support more camouflage effects. BRIEF DESCRIPTION OF DRAWINGS

[0020] FIG. 1 is a schematic diagram of an implementation environment of a virtual role hiding method in an embodiment of the present application;

[0021] FIG. 2 is a schematic diagram of a flow of a virtual role hiding method in an embodiment of the present application;

[0022] FIG. 3 is a schematic diagram of a distribution of a target virtual environment in an embodiment of the present application;

[0023] FIG. 4 is a schematic diagram of triggering a hiding operation based on a surrounding environment in an embodiment of the present application;

[0024] FIG. 5 is another schematic diagram of triggering a hiding operation based on a surrounding environment in an embodiment of the present application;

[0025] FIG. 6 is a schematic diagram of a hiding process of a first-person virtual role in an embodiment of the present application;

[0026] FIG. 7 is a schematic diagram of a hiding process of a third-person virtual role in an embodiment of the present application;

[0027] FIG. 8 is a schematic diagram of displaying a hiding control in an embodiment of the present application;

[0028] FIG. 9 is a schematic diagram of using a first virtual prop for hiding in an embodiment of the present application;

[0029] FIG. 10 is a related schematic diagram of displaying a remaining time length of state switching in an embodiment of the present application;

[0030] FIG. 11 is a schematic diagram of interrupting a hiding process in an embodiment of the present application;

[0031] FIG. 12 is a schematic diagram of continuing a hiding process in an embodiment of the present application;

[0032] FIG. 13 is a schematic diagram of adding an environmental material type to a character model in an embodiment of the present application;

[0033] FIG. 14 is a schematic diagram of achieving concealment based on a target virtual environment in an embodiment of the present application;

[0034] FIG. 15 is a schematic diagram of restoring to a revealed display state in an embodiment of the present application;

[0035] FIG. 16 is a schematic diagram of using a second virtual prop in an embodiment of the present application;

[0036] FIG. 17 is another schematic diagram of using a second virtual prop in an embodiment of the present application;

[0037] FIG. 18 is a schematic diagram of obtaining a second virtual prop in an embodiment of the present application;

[0038] FIG. 19 is a schematic diagram of supporting teammate-assisted concealment in an embodiment of the present application;

[0039] FIG. 20 is a schematic diagram of a whole flow of a virtual character concealment method in an embodiment of the present application;

[0040] FIG. 21 is a schematic diagram of a virtual character concealment device in an embodiment of the present application;

[0041] FIG. 22 is a schematic diagram of a structure of a terminal in an embodiment of the present application. DETAILED DESCRIPTION

[0042] The embodiments of the present application provide a virtual character concealment method, related device, equipment and storage medium, which can simulate realistic battlefield concealment effect, not only improving the realism of concealment, but also enhancing the concealment effect of virtual characters.

[0043] The terms "first", "second", "third", "fourth" and the like in the description and claims of the present application and above-mentioned appended drawings (if any) are used to distinguish similar objects, not necessarily described in a particular order or sequence. It should be understood that the data thus used can be interchanged, where appropriate, so that the embodiments of the present application described herein can be carried out in other than the order shown or described herein. Furthermore, the terms "comprise" and "comprising" and their any variations thereof are intended to cover non-exclusive inclusions, for example, processes, methods, systems, products, or devices that comprise a list of steps or units are not necessarily limited to those steps or units that are clearly listed, but can include other steps or units that are not clearly listed or inherent to these processes, methods, products, or devices.

[0044] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined target, and can be implemented entirely or partially by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an integral module or unit that includes the functions of the module or unit.

[0045] In a game application, a player needs to use various elements in the environment to hide himself, for example, hiding in a grass clump, or wearing a camouflage suit, etc., to maintain his concealment. Such behavior not only helps the player to avoid being discovered by the enemy during the execution of a task, but also improves the survival rate and task completion efficiency of the player.

[0046] A war simulation game refers to a multiplayer online shooting game mode that simulates large-scale battle scenes and emphasizes team cooperation and strategic planning. The core gameplay revolves around real-time battles between players, emphasizing the importance of teamwork. Players need to work closely with their teammates to complete tasks and achieve goals. Players also need to develop strategies and plans, and reasonably allocate resources and forces to respond to enemy attacks and defenses. Therefore, the ambush strategy is one of the very important gameplay, which is to set up ambushes at fixed points on the enemy's attack route to attack the attacking enemy forces. Currently, in many war simulation games, due to the difference in rendering of game characters and scenes, the virtual character controlled by the player is very obvious in the battlefield scene and is easily discovered by the enemy, lacking realism. In actual battlefields, soldiers will use materials from their surroundings, such as soil and vegetation, to decorate themselves and hide their bodies from the enemy.

[0047] Based on this, the present application provides a virtual character concealment method, which can use environmental materials to conceal itself in the game and avoid being discovered by the enemy. After the player triggers the concealment function of the virtual character, the player's screen view will also appear the painting effect, and the virtual object material in the scene will be mixed into the character material, so that the appearance material of the virtual character is close to the material of the surrounding environment, achieving the effect of concealment. When the virtual character moves, the material mixing effect will gradually lose, thus simulating the realistic battlefield concealment effect and meeting the game experience of simulating the camouflage and ambush of enemy forces in the battlefield.

[0048] Before introducing the specific method of the present application, the application scenario of the present application is exemplarily described. It should be understood that the following application scenario is only for illustration and is not limited to this.

[0049] In some embodiments, the virtual character hiding method provided by the embodiments of the present application can be applied to a first-person shooter (FPS) game. The FPS game is a type of game played in the subjective view of the player. In such a game, the player feels as if he is in the scene as if he were there. For example, the virtual character hiding method is applied to a first-person shooter game:

[0050] The player controls the virtual character (for example, soldier A) to enter the target virtual environment (for example, a bush in the game), and then the player can trigger the hiding operation. Thus, the surrounding environment of the position where the soldier A is located is obtained from the bush environment. The surrounding environment includes the material corresponding to the bush. Thus, the player can watch the animation of the soldier A applying the specified paint to his body on the terminal screen, and the animation effect will last for a period of time (for example, 5 seconds). At the same time, the terminal screen will gradually appear the painting effect around the screen, simulating the effect of the soldier A painting on his face, and the painting effect on the screen can be adjusted according to the type of the surrounding environment, for example, displaying the bush effect in the bush environment. After the painting animation is played, the soldier A is switched from the exposed display state to the hidden display state. At this time, the character material of the soldier A has been mixed with the material of the surrounding environment (for example, the bush), so that he is visually closer to the bush environment.

[0051] Based on this, in the FPS game, the strategy and realism of the game can be greatly increased, and the player needs to be more cautious in choosing the hiding place and time in the game to improve his survival probability and combat advantage.

[0052] In other embodiments, the virtual character hiding method provided by the embodiments of the present application can also be applied to a virtual reality (VR) game. The VR game is a kind of immersive game experience created by virtual reality technology. Through devices such as head-mounted displays, visual, auditory, and even tactile experiences are provided for players, making them feel as if they are completely in the virtual world.

[0053] Exemplarily, the player controls a virtual character (e.g., soldier B) to enter a target virtual environment (e.g., a yellow land in a game), and then the player can trigger a hiding operation. Thus, the surrounding environment of the position of soldier B in this bush environment is obtained. The surrounding environment includes the material corresponding to the yellow land. In this way, the player can use the VR handle to simulate the action of painting himself, so that other players in the same game team can see the player painting himself. At the same time, the player can see the visual field around him gradually appear the painting effect through the VR head-mounted display, simulate the covered effect after painting, and the painting effect can be adjusted according to the type of the surrounding environment, for example, display the yellow land effect in the yellow land environment. After the player finishes the painting action, soldier B is switched from the exposed display state to the hidden display state. At this time, the character material of soldier B has been mixed with the material of the surrounding environment (e.g., yellow land), so that soldier B is difficult to be perceived in this piece of yellow land.

[0054] Based on this, in the VR game, the immersion and tension of the player can be greatly enhanced. The player no longer just watches through the screen, but as if to personally experience the hiding process of the character, which tests the player's strategy selection and timing grasp more, and adds more excitement and challenge to the game.

[0055] The method provided in the present application can be applied to the implementation environment shown in FIG. 1, which includes but is not limited to a terminal 102, a network 103, a server 104, and a database 105.

[0056] The terminal 102 runs a client 101 (e.g., a game client as shown in FIG. 1). The terminal 102 includes a human-computer interaction screen, a processor, and a memory. The human-computer interaction screen is used to display a target virtual environment 100 (e.g., a virtual character 1001 is executing a game task in the target virtual environment 100 as shown in FIG. 1). The human-computer interaction screen is also used to provide a human-computer interaction interface to receive a human-computer interaction operation for controlling the virtual character 1001. The processor is used to generate an interaction instruction in response to the human-computer interaction operation, and send the interaction instruction to the server 104. The memory is used to store attribute data related to the virtual character, such as prop information.

[0057] The terminal 102 involved in the present application includes but is not limited to a mobile phone, a tablet computer, a notebook computer, a desktop computer, a smart voice interaction device, a virtual reality device, a smart home appliance, a vehicle-mounted terminal, an aircraft, etc. The client is deployed on the terminal 102, and the client 101 can run on the terminal 102 in the form of a browser, or run on the terminal 102 in the form of an independent application (APP) or a mini program, etc.

[0058] The network 103 uses standard communications technologies and / or protocols, typically TCP / IP, but also can use Bluetooth, local area network (LAN), wide area network (WAN), mobile, dedicated or virtual private networks, etc. In some embodiments, custom or proprietary data communications technologies can be used in place of, or in addition to, the above technologies.

[0059] The server 104 includes a processor for performing storage or reading operations on the database 105. The server 104 involved in the present application can be a stand-alone physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and basic cloud computing services such as big data and artificial intelligence (AI) platforms.

[0060] In combination with the above implementation environment, in step S101, in the case that the virtual character 1001 enters the target virtual environment 100, the terminal 102 responds to the user's hiding operation on the virtual character 1001. Thus, the terminal 102 sends operation instructions corresponding to the hiding operation to the server 104 through the network 103. In step S102, the server 104 determines the environment material corresponding to the surrounding environment 1002 where the virtual character 1001 is located based on the current location of the virtual character 1001. Then, the server 104 further determines the material required for the painting effect. In step S103, the server 104 sends the smearing animation and the material (e.g., shrub material) corresponding to the painting effect to the terminal 102 through the network 103. In step S104, the terminal 102 displays the smearing animation of the virtual character and presents the painting effect based on the corresponding material within the accumulated time length. In step S105, in the case that the accumulated time length ends, the terminal 102 displays the character model after the material mixing processing.

[0061] Exemplarily, the terminal 102 can implement the above process locally, that is, after the terminal 102 responds to the user's concealment operation on the virtual character 1001, the terminal 102 can directly determine the environment material corresponding to the surrounding environment 1002 where the virtual character 1001 is located based on the current location of the virtual character 1001. Then, the terminal 102 extracts the materials required for the painting effect from the local, and displays the painting animation of the virtual character and presents the painting effect based on the corresponding materials within the accumulated time length. Finally, in the case where the accumulated time length ends, the character model obtained after the material mixing process is displayed.

[0062] In combination with the above introduction, the concealment method of the virtual character in the present application will be introduced below. Referring to FIG. 2, the concealment method of the virtual character in the embodiment of the present application can be completed independently by the terminal or in cooperation with the server. The method provided by the present application includes the following steps.

[0063] S201, in the case where a first virtual character enters a target virtual environment, in response to a concealment operation on the first virtual character, a surrounding environment where the first virtual character is located is obtained, wherein the surrounding environment is a virtual environment in the target virtual environment, and the surrounding environment includes at least one environment material.

[0064] In one or more embodiments, after a player (i.e., a real player or an AI-controlled simulated player) controls the first virtual character to enter the target virtual environment, the concealment operation on the first virtual character can be triggered, and then the surrounding environment where the first virtual character is located is determined from the target virtual environment based on the current location of the first virtual character. The target virtual environment belongs to a certain specific virtual environment, for example, a loess environment, a shrub environment, etc. The surrounding environment where the first virtual character is located is a virtual environment in the target virtual environment, which can be understood as virtual scene elements within a certain range centered on the location of the first virtual character. The virtual environment refers to a digital, non-physical environment created by computer technology, graphics technology, simulation technology, etc. For example, the virtual environment can be a virtual battlefield, a virtual forest, etc., which contains terrain, buildings, vegetation, weather, etc. various elements, providing space and scene for the activities and interactions of virtual characters. The virtual character refers to a digital object created in the virtual environment. For example, the virtual character can be a game character controlled by a player or an animal, etc., with specific appearance, attributes, skills and behavior characteristics. The first virtual character belongs to a virtual character. The concealment operation refers to an operation for concealing the virtual character, such as the concealment operation on the first virtual character, which is an operation for concealing the first virtual character.

[0065] Specifically, for ease of understanding, please refer to FIG. 3, which is a distribution diagram of a target virtual environment in an embodiment of the present application. As shown in FIG. 3(a), 301 is used to indicate a first virtual character, 302 is used to indicate a target virtual environment, and 3021 is used to indicate a surrounding environment in which the first virtual character is located. As can be seen, in the case that the first virtual character enters the target virtual environment, an interface as shown in FIG. 3(b) is displayed. In this interface, 303 is used to indicate a hiding prompt, i.e., the player can trigger a hiding operation for the first virtual character by pressing a key (for example, the "F" key) in a peripheral device (for example, a keyboard) based on the hiding prompt indicated by 303.

[0066] It should be noted that in actual applications, the target virtual environment can include different environment materials, which are used to describe the materials of the virtual environment, which will be described below in conjunction with FIG. 4 and FIG. 5.

[0067] Exemplarily, please refer to FIG. 4, which is a diagram illustrating triggering of a hiding operation based on a surrounding environment in an embodiment of the present application. As shown in FIG. 4(a), 401 is used to indicate a first virtual character, and 402 is used to indicate a target virtual environment. In this target virtual environment, there are a river environment 4021, a loess environment 4022, a shrub environment 4023, a sandy beach environment 4024, a grassland environment 4025, and a rock environment 4026. When the surrounding environment of the first virtual character is a single environment (for example, the grassland environment), an interface as shown in FIG. 4(b) is displayed. In this interface, 403 is used to indicate a hiding prompt.

[0068] Exemplarily, please refer to FIG. 5, which is another diagram illustrating triggering of a hiding operation based on a surrounding environment in an embodiment of the present application. As shown in FIG. 5(a), 501 is used to indicate a first virtual character, and 502 is used to indicate a target virtual environment. In this target virtual environment, there are a river environment 5021, a loess environment 5022, a shrub environment 5023, a sandy beach environment 5024, a grassland environment 5025, and a rock environment 5026. When the surrounding environment of the first virtual character includes multiple environments (for example, the loess environment and the grassland environment), an interface as shown in FIG. 5(b) is displayed. In this interface, 503 is used to indicate a hiding option. Selecting "comprehensive material hiding" can mix the loess material and the grassland material for the character model of the first virtual character. Selecting "loess material hiding" can mix only the loess material for the character model of the first virtual character. Selecting "grassland material hiding" can mix only the grassland material for the character model of the first virtual character.

[0069] In this embodiment, the character model refers to a three-dimensional (3D) model of a character controlled by the player, including a character body model (for example, limbs, hair, etc.) and an equipment model (for example, clothes, a bulletproof vest, a helmet, etc.).

[0070] It should be noted that "in response to" involved in the present application is used to indicate the condition or state on which the operation is dependent, and one or more operations can be performed when a certain condition or state is met. Among them, these operations can be real-time or have a certain delay.

[0071] S202, within the first cumulative duration, a smearing animation of the first virtual role is displayed, and a painting effect is presented, wherein the painting effect is determined based on a target environment material, and the target environment material is derived from at least one environment material.

[0072] In one or more embodiments, the entire painting process (i.e., displaying the smearing animation and presenting the painting effect) needs to consume the first cumulative duration (e.g., 10 seconds). Among them, the first cumulative duration represents the sum of the accumulated time within a period of time. For example, the first cumulative duration is a period of time after the concealment operation for the first virtual role or the determination of the surrounding environment, used to display the painting process.

[0073] Specifically, assuming that the painting process takes 10 seconds (i.e., assuming that the first cumulative duration is 10 seconds), and assuming that the painting is started at 15:00:00. Based on this, if there is no interruption during the painting process, the painting ends at 15:00:10. If there is an interruption during the painting process, the total duration of the painting needs to be accumulated, for example, the painting is interrupted after 3 seconds (i.e., the interruption time is 15:00:03), and the painting is continued after 7 seconds, so the painting is continued at 15:00:10, and the painting ends at 15:00:17.

[0074] During the execution of the concealment operation, the four sides of the human-computer interaction interface gradually appear the painting effect, i.e., the effect of the painting, thereby simulating the effect of the first virtual role painting on its own face. The painting effect is adjusted according to the surrounding environment, and the target environment material is derived from at least one environment material included in the aforementioned surrounding environment, i.e., the painting effect is determined based on the target environment material. For example, in a loess environment, the target environment material is loess material, thereby displaying the effect of smearing loess. At the same time, the character material of the first virtual role (i.e., the material of the character model) gradually mixes the environment material of the surrounding environment. It should be noted that when the first virtual role is in multiple environments, the environment material corresponding to the environment with the largest proportion can be selected as the target environment material according to the proportion of each environment where the first virtual role is currently located. Or, randomly select one environment material from multiple environment materials as the target environment material.

[0075] The smearing animation is a dynamic effect exhibited by the first virtual character during the painting process. The smearing animation can be a first-person smearing animation or a third-person smearing animation. When the player chooses to conceal the first virtual character of himself, the first-person smearing animation is displayed. In the current field of view, if other players conceal the second virtual character (i.e., belonging to a virtual character different from the first virtual character) controlled by them, the third-person smearing animation is displayed, so that the player can know that other players are concealing.

[0076] S203, in the case where the first cumulative duration ends, the first virtual character is switched from the exposed display state to the concealed display state, wherein the role material of the first virtual character in the concealed display state has been subjected to material mixing processing with at least one environment material included in the surrounding environment.

[0077] In one or more embodiments, when the first cumulative duration is reached, the first virtual character changes from the initial exposed display state to the concealed display state. The exposed display state is a state in which the role material of the virtual character has not been subjected to material mixing processing with at least one material included in the surrounding environment, and the concealed display state is a state in which the role material of the virtual character has been subjected to material mixing processing with at least one material included in the surrounding environment. For example, the first virtual character in the concealed display state has subjected its corresponding role material to material mixing processing with at least one environment material included in the surrounding environment.

[0078] Specifically, in one case, material mixing can be achieved by pixel point mixing, for example, a certain pixel point of the first virtual character is blue, and the pixel point closest to it in the surrounding environment is green. The blue and green can be mixed in a certain proportion (for example, 20% blue and 80% green) and used as the color of the pixel point of the first virtual character in the concealed display state. In another case, the transparency of the pixel point of the first virtual character is reduced so that the pixel point of the surrounding environment can penetrate through the pixel point of the first virtual character to achieve visual mixing.

[0079] The material mixing processing refers to an implementation of material mixing, and the material mixing refers to a technique for combining different material properties together during rendering to create complex and more realistic visual effects. The material mixing technique allows developers to use multiple materials in a game engine by adjusting their mixing methods, transparency, color, and other properties to create a wide variety of visual effects. This technique is often used to simulate complex surface effects, such as dirt, blood, and damage on a character's body.

[0080] Exemplarily, for ease of understanding, refer to FIG. 6, which is a schematic diagram of a hiding process of a first-person virtual role in an embodiment of the present application. As shown in (a) of FIG. 6, in a first perspective, the first virtual role enters a target virtual environment, but has not been hidden. As shown in (b) of FIG. 6, in the first perspective, a hiding operation is triggered for the first virtual object, at which time, a smearing animation and a painting effect corresponding to the first person are displayed. As shown in (c) of FIG. 6, in the first perspective, the first virtual role is switched from a revealed display state to a hidden display state.

[0081] Exemplarily, for ease of understanding, refer to FIG. 7, which is a schematic diagram of a hiding process of a third-person virtual role in an embodiment of the present application. As shown in (a) of FIG. 7, in a third perspective, the first virtual role enters a target virtual environment, but has not been hidden. As shown in (b) of FIG. 7, in the third perspective, a hiding operation is triggered for the first virtual object, at which time, a smearing animation and a painting effect corresponding to the third person are displayed. As shown in (c) of FIG. 7, in the third perspective, the first virtual role is switched from a revealed display state to a hidden display state.

[0082] In an embodiment of the present application, a virtual role hiding method is provided. In the above manner, on the one hand, a realistic battlefield hiding effect can be simulated, thereby improving the realism of hiding. On the other hand, the game immersion can be improved, and the virtual role can be well hidden in the current environment, thereby improving the hiding effect. Moreover, compared with the scheme of developing multiple camouflage costumes, the first virtual role is hidden based on the surrounding environment, which can reduce the types and texture resources of the pre-designed camouflage costumes, reduce the development cost, and also support more camouflage effects.

[0083] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned FIG. 2, in another optional embodiment provided by an embodiment of the present application, in the case where the first virtual role enters a target virtual environment, in response to a hiding operation for the first virtual role, the surrounding environment in which the first virtual role is located is acquired, which can specifically include:

[0084] When it is detected that the first virtual role enters the target virtual environment, display a hiding control;

[0085] In response to an interactive operation on the hiding control, the surrounding environment in which the first virtual role is located is acquired;

[0086] It can also include:

[0087] When it is detected that the first virtual role leaves the target virtual environment, the display of the hiding control is closed.

[0088] In one or more embodiments, a manner of triggering a hiding operation is introduced. As known from the foregoing embodiments, when the first virtual character enters the target virtual environment, the player can trigger the hiding operation on the first virtual character through the displayed hiding control. If the first virtual character leaves the target virtual environment, the hiding control is no longer displayed.

[0089] Specifically, for ease of understanding, please refer to FIG. 8, which is a schematic diagram of displaying a hiding control in an embodiment of the present application. As shown in (a) of FIG. 8, 801 is used to indicate the hiding control. When the player clicks the hiding control indicated by 801, that is, triggers the interactive operation on the hiding control, the surrounding environment where the first virtual character is located is obtained. When the first virtual character leaves the target virtual environment, the interface shown in (b) of FIG. 8 is displayed, at which time the hiding control is no longer displayed.

[0090] Secondly, in an embodiment of the present application, a manner of triggering a hiding operation is provided. Through the above manner, the hiding control is automatically displayed or closed based on the current location of the virtual character, thereby making the game interface more concise and clear, avoiding unnecessary element interference, and maintaining the coherence and comfort of the game experience. The player can decide whether to perform the hiding operation according to whether the hiding control is displayed or not, thereby achieving a better game guiding effect.

[0091] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned FIG. 2, in another optional embodiment provided by an embodiment of the present application, in the case where the first virtual character enters the target virtual environment, the surrounding environment where the first virtual character is located is obtained in response to the hiding operation on the first virtual character, which can specifically include:

[0092] When it is detected that the first virtual character enters the target virtual environment, the first virtual prop is displayed in the virtual backpack interface, wherein the first virtual prop is used to trigger the hiding operation on the first virtual character;

[0093] In response to the use operation on the first virtual prop, the surrounding environment where the first virtual character is located is obtained.

[0094] In one or more embodiments, another manner of triggering a hiding operation is introduced. As known from the foregoing embodiments, when the first virtual character enters the target virtual environment, the player can trigger the hiding operation on the first virtual character by using the first virtual prop. The first virtual prop can be stored in a virtual backpack, and the virtual backpack provides a space for the virtual character to store virtual items, virtual props, virtual equipment and other resources. The virtual backpack interface is an interface for displaying the virtual backpack. The first virtual prop can be a virtual prop for painting. In a possible design, using the first virtual prop can improve the efficiency of painting, that is, reduce the time required for hiding.

[0095] Specifically, for ease of understanding, please refer to FIG. 9, which is a schematic diagram of hiding using the first virtual prop in an embodiment of the present application. As shown in FIG. 9(a), 901 is used to indicate a virtual backpack interface, and 902 is used to indicate the first virtual prop (for example, a brush used for painting). When the player clicks the first virtual prop indicated by 902, that is, triggers the use operation of the first virtual prop, an interface as shown in FIG. 9(b) is displayed, at this time, an animation of the first virtual object holding the first virtual prop (for example, the brush) to paint is played, and a painting effect is presented.

[0096] It can be understood that in actual application, when it is detected that the first virtual character enters the target virtual environment, the virtual backpack interface can be automatically popped up. In another implementation manner, the user can manually open the virtual backpack to display the virtual backpack interface, which is not limited here.

[0097] Secondly, in the embodiment of the present application, another manner of triggering the hiding operation is provided. Through the above manner, the use of the first virtual prop can simulate the effect of real painting, and has different visual experience, thereby improving the game interest.

[0098] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned FIG. 2, in another optional embodiment provided by the embodiment of the present application, in the case that the first virtual character enters the target virtual environment, in response to the hiding operation of the first virtual character, the surrounding environment where the first virtual character is located is acquired, which can specifically include:

[0099] When it is detected that the first virtual character enters the target virtual environment, preset mode information is acquired;

[0100] If the preset mode information indicates that the automatic hiding mode is turned on, the surrounding environment where the first virtual character is located is acquired;

[0101] If the preset mode information indicates that the automatic hiding mode is turned off, a hiding control is displayed, and when responding to the interactive operation of the hiding control, the surrounding environment where the first virtual character is located is acquired.

[0102] In one or more embodiments, another manner of triggering the hiding operation is introduced. As known from the foregoing embodiments, in the case that the player turns on the automatic hiding mode, when it is detected that the first virtual character controlled by the player enters the target virtual environment, the hiding function is directly turned on. The preset mode information is information used to indicate whether the automatic hiding mode is turned on.

[0103] Specifically, the player can select the concealment mode. If the player turns on the automatic concealment mode, the preset mode information can be "turned on", indicating that the automatic concealment mode is turned on. Based on this, when the first virtual role is detected to enter the target virtual environment, the surrounding environment where the first virtual role is located is automatically acquired, and the smearing animation of the first virtual role is displayed within the first accumulated time length, so as to present the painting effect. If the player turns off the automatic concealment mode, the preset mode information can be "turned off", indicating that the automatic concealment mode is turned off. Based on this, when the first virtual role is detected to enter the target virtual environment, a concealment prompt or a concealment control can be displayed, so that the player can manually control the first virtual role to conceal.

[0104] Secondly, in the embodiments of the present application, another way of triggering the concealment operation is provided. Through the above-mentioned way, the operation habits and game preferences of different players are met. If the automatic concealment mode is turned on, the concealment function can be triggered without manual triggering, thereby simplifying the player operation and improving the game efficiency.

[0105] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned Fig. 2, another optional embodiment provided by the embodiments of the present application can further include:

[0106] Within the first accumulated time length, the remaining time length for switching the first virtual role from the exposed display state to the concealed display state is displayed by countdown.

[0107] The countdown display includes at least one of digital countdown and graphical countdown.

[0108] In one or more embodiments, a way of displaying the remaining time length for switching the display state is introduced. As known from the foregoing embodiments, in order to enable the player to clearly know the remaining time length for switching the first virtual role from the exposed display state to the concealed display state, at least one of digital countdown and graphical countdown can be used for countdown display.

[0109] Specifically, for ease of understanding, please refer to Fig. 10, which is a related schematic diagram of displaying the remaining time length for switching the display state in the embodiments of the present application. As shown in (a) of Fig. 10, 1001 is used to indicate that the remaining time length for switching the first virtual role from the exposed display state to the concealed display state is displayed in the form of digital countdown. As shown in (b) of Fig. 10, 1002 is used to indicate that the remaining time length for switching the first virtual role from the exposed display state to the concealed display state is displayed in the form of progress bar countdown. The progress bar countdown belongs to graphical countdown. As shown in (c) of Fig. 10, 1003 is used to indicate that the remaining time length for switching the first virtual role from the exposed display state to the concealed display state is displayed in the form of clock countdown. The clock countdown belongs to graphical countdown.

[0110] It should be noted that the digital countdown timer directly displays the remaining time in a digital form, which is simple and clear. The graphical countdown can enhance the visual effect and interactivity.

[0111] Secondly, in the embodiments of the present application, a manner of displaying the remaining time length of state switching is provided. Through the above-mentioned manner, the player can clearly understand the time required for the first virtual character to switch to the hidden display state, thereby facilitating the player to reasonably plan the game and timely adjust the action strategy.

[0112] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned Fig. 2, another optional embodiment provided by the embodiments of the present application can further include:

[0113] In the case where the first cumulative time length is not ended, in response to the hidden interrupt operation for the first virtual character, the smearing animation of the first virtual character is stopped from being displayed, and the painting effect corresponding to the first time is displayed from disappearing, wherein the first time is the time of triggering the hidden interrupt operation.

[0114] In one or more embodiments, a manner of interrupting the hiding process is introduced. As known from the foregoing embodiments, in the process of displaying the smearing animation and presenting the painting effect (i.e., in the case where the first cumulative time length is not ended), if the player controls the first virtual character to perform a hidden interrupt operation, the hidden interrupt operation is an operation of interrupting the smearing animation, such as moving, using equipment, etc. At this time, the smearing animation is stopped from being displayed, and the painting effect corresponding to the first time (i.e., the time of triggering the hidden interrupt operation) is displayed from disappearing. In addition, if the remaining time length of switching the first virtual character from the revealed display state to the hidden display state is counted down and displayed within the first cumulative time length, the countdown of state switching is paused.

[0115] It should be noted that the disappearing display of the painting effect can be a process of gradually reducing and gradually increasing the transparency over time until the painting effect completely disappears, and in addition to this, the disappearing display of the painting effect can also immediately disappear.

[0116] Specifically, for ease of understanding, please refer to Fig. 11, which is a schematic diagram of interrupting the hiding process in the embodiments of the present application. As shown in (a) of Fig. 11, the first virtual character is in the hiding process. As shown in (b) of Fig. 11, the player triggers the hidden interrupt operation for the first virtual character, i.e., the painting effect at the first time shown in the figure. Assuming that the first cumulative time length is 10 seconds, the hidden interrupt operation is triggered at the 6th second, so the smearing animation of the first virtual character is immediately stopped from being displayed, and the painting effect produced from the 6th second gradually fades away.

[0117] Secondly, in the embodiments of the present application, a way of interrupting the concealing process is provided. Through the above way, the situation that the concealing process may be interrupted in reality can be simulated, so that the game is closer to the real scene. The player needs to weigh whether to interrupt the concealing operation, thereby improving the diversity of game strategy. At the same time, if the concealing process is interrupted, the corresponding performance will be stopped, thereby making the game experience more smooth and natural.

[0118] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned Fig. 2, in another optional embodiment provided by the embodiments of the present application, after the disappearance display of the coating effect corresponding to the first time, the following can be further included:

[0119] In response to the concealing continuation operation for the first virtual role, a smearing animation of the first virtual role is displayed, and the coating effect corresponding to the second time is continued to be displayed, wherein the second time is the time when the concealing continuation operation is triggered.

[0120] In one or more embodiments, a way of continuing the concealing process is introduced. As known from the foregoing embodiments, during the execution of the concealing operation, the player may interrupt for various reasons, and then the concealing effect at the interruption time can be continued to execute the concealing continuation operation, which is an operation for continuing the concealing process. Thus, the smearing animation is continued to be displayed, and the coating effect starting from the second time (i.e., the time when the concealing continuation operation is triggered) is continued to be displayed.

[0121] It should be noted that the continued display can be understood as continuing to display the coating effect at the interruption time, resuming and continuing the coating effect that was interrupted before, so that it can continue to be displayed according to the original progress until the complete coating effect is completed.

[0122] Specifically, for ease of understanding, Fig. 12 is a schematic diagram of continuing the concealing process in the embodiments of the present application, as shown in (a) of Fig. 12, at this time, the player triggers the concealing interruption operation for the first virtual role, that is, the coating effect at the first time is shown in the figure. Thus, as shown in (b) of Fig. 12, 1201 is used to indicate a concealing continuation prompt. That is, the player can trigger the concealing continuation operation for the first virtual role based on the concealing continuation prompt indicated by 1201 through a key (e.g., an “F” key) in a peripheral device (e.g., a keyboard).

[0123] Thirdly, in the embodiments of the present application, a way of continuing the concealing process is provided. Through the above way, if the concealing process is interrupted, the concealing operation for the first virtual role can still be continued from the interruption time, thereby the concealing effect will not be zeroed due to the interruption of the concealing, and the coherence of the game experience is maintained. At the same time, if the concealing is interrupted due to the player's misoperation, a corresponding remedial opportunity is still given.

[0124] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned FIG. 2, another optional embodiment provided by the embodiments of the present application can further include:

[0125] determining at least one environment material type matched with the surrounding environment;

[0126] obtaining K environment material models according to the at least one environment material type, wherein K is an integer greater than or equal to 1;

[0127] adding the K environment material models to the character model corresponding to the first virtual character in sequence within a first cumulative time length.

[0128] In one or more embodiments, a way of adding environment material models is introduced. As known from the foregoing embodiments, after determining at least one environment material type matched with the surrounding environment where the first virtual character is located, the corresponding environment material model can be obtained based on the environment material type. For example, the surrounding environment is “forest”, and the corresponding environment material type is “shrub”, thus the environment material model related to “shrub” can be obtained.

[0129] Specifically, K (for example, K equals 10) preset hanging points are provided on the character model corresponding to the first virtual character, and the environment material models can be added to the preset hanging points of the character model in sequence, wherein the number of preset hanging points can be determined according to the game needs, and the positions are pre-set. For example, 4 hanging points are provided on the left shoulder of the character model, and the environment material models are placed on these 4 hanging points in sequence in the process of hiding. If there are multiple environment material types, the environment material models can be randomly selected and placed on the corresponding hanging points.

[0130] Specifically, for ease of understanding, refer to FIG. 13, which is a schematic diagram of adding an environmental material type to a character model in an embodiment of the present application. As shown in the figure, assume that the surrounding environment in which the first virtual character is currently located is grassland, and the environmental material type matching the surrounding environment is "grass". Assume that the character model corresponding to the first virtual character includes 7 hanging points (i.e., K equals 7), of which 4 hanging points are arranged on the left arm of the first virtual character, and 3 hanging points are arranged on the shooting equipment used by the first virtual character. Thus, during the first accumulated time length, the environmental material model 1301 (i.e., a grass model A), the environmental material model 1302 (i.e., a grass model B), the environmental material model 1303 (i.e., a grass model C), and the environmental material model 1304 (i.e., a grass model D) are sequentially placed on the left arm of the character model corresponding to the first virtual character. The environmental material model 1305 (i.e., a grass model E), the environmental material model 1302 (i.e., a grass model F), and the environmental material model 1304 (i.e., a grass model G) are sequentially placed on the shooting equipment of the character model corresponding to the first virtual character.

[0131] The environmental material type is a description of the material in the environment, such as shrubs in a forest environment, grass in a grassland environment, etc., and the environmental material model refers to a 3D model of the material in the game scene, such as grass, stones, branches, etc.

[0132] It should be noted that in actual application, the same grass model can be used as the environmental material model, or different grass models can be used as the environmental material model, which is not limited herein.

[0133] Secondly, in the embodiments of the present application, a way of adding an environmental material model is provided. Through the above way, by adding the environmental material model matching the surrounding environment to the character model, the concealment effect of the first virtual character is more realistic and more consistent with the actual environment, thereby increasing the player's sense of immersion in the game world.

[0134] Optionally, on the basis of one or more embodiments of the above-mentioned FIG. 2, another optional embodiment provided by the embodiments of the present application can further include:

[0135] In the case where the first accumulated time length has not ended, in response to a concealment interruption operation for the first virtual character, the display of the smearing animation of the first virtual character is stopped, the painting effect corresponding to the first time is displayed as disappearing, and K environmental material models are sequentially deleted from the character model corresponding to the first virtual character, wherein the first time is the time when the concealment interruption operation is triggered.

[0136] In one or more embodiments, another way of interrupting the process of concealment is introduced. As can be known from the foregoing embodiments, in the process of displaying the smearing animation and presenting the painting effect (i.e., in the case where the first cumulative time length has not ended), if the player controls the first virtual character to perform a concealment interrupt operation (e.g., moving, using equipment, etc.), at this time, the display of the smearing animation is stopped, and the painting effect corresponding to the first time (i.e., the time when the concealment interrupt operation is triggered) is displayed as disappearing. In addition, if the remaining time length of the first virtual character from the display state to the concealment display state is counted down within the first cumulative time length, the countdown of the state switching is paused.

[0137] Specifically, for the character model to which K environmental material models are added, the K environmental material models will be sequentially deleted from the character model corresponding to the first virtual character, that is, the effect of objects falling (e.g., grass on the first virtual character falling) is presented.

[0138] Again, in the embodiments of the present application, another way of interrupting the process of concealment is provided. Through the above-mentioned way, the environmental material models added to the character model will fall with the interruption of the concealment operation, thereby achieving a more realistic effect. In addition, the problem of unfair competition in the game caused by still retaining part of the concealment effect after interrupting the concealment operation can be avoided.

[0139] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned Figure 2, in another optional embodiment provided by the embodiments of the present application, the process of presenting the painting effect can specifically include:

[0140] obtaining a painting interface graph according to the target environmental material;

[0141] performing transparency reduction processing and range expansion processing on the painting interface graph within a preset field of view range to present the painting effect.

[0142] In one or more embodiments, a way of presenting the painting effect is introduced. As can be known from the foregoing embodiments, in the process of the first virtual character performing the concealment operation, the painting effect will gradually appear around the field of view visible to the player. The painting effect can be realized by a painting interface graph, which is a pre-drawn graph. For example, a yellow soil image, a shrub image, etc., so that the first virtual character is in different environments, and the corresponding painting interface graph is displayed.

[0143] Specifically, after determining the painting interface graph based on the target environmental material, with the execution of the concealment operation, the transparency of the painting interface graph becomes lower and lower, and the range becomes larger and larger, so as to simulate the effect of more and more painting. The transparency reduction can make the painting appear more naturally integrated into the environment, and the range expansion can increase the coverage area of the painting effect, making it more visually prominent.

[0144] The material refers to a series of data describing the appearance of an object, which defines how the object interacts with light, shadow, camera and other environmental factors during rendering. The material determines the color, gloss, roughness and other properties of the surface of the object, thereby affecting the final effect of rendering. Because the material of the character model is generally more detailed and complex than the material of the scene object model, the skin, clothes and equipment of the character need more complex material and lighting models to present a realistic feeling, therefore, the material of the environmental material model is very different from the material of the character model, which makes the character in the scene more prominent.

[0145] It should be noted that the preset field of view range can be understood as a field of view range preset for displaying a specific effect. Taking a first-person shooter game as an example, the preset field of view range can be the periphery of the screen, and the painting effect is displayed on the periphery of the screen to avoid blocking the central field of view area of the player and affecting the player's aiming.

[0146] Secondly, in the embodiments of the present application, a way of presenting the painting effect is provided. Through the above-mentioned way, the painting effect can be more realistic, and the player can more intuitively feel the change of the first virtual character before and after painting, thereby improving the visual effect of the game. The realistic and optimized painting effect can make the player more immersed in the game situation, for example, the reduction of transparency can make the painting look more naturally integrated into the environment, and the expansion of the range can increase the coverage area of the painting effect, making it more visually prominent, thereby enhancing the immersion of the game.

[0147] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned Fig. 2, in another optional embodiment provided by the embodiments of the present application, after the control switches the first virtual character from the exposed display state to the concealed display state, the method can further include:

[0148] in response to the first action operation on the first virtual character, the painting effect corresponding to the third time is displayed to disappear within the second cumulative time length, wherein the third time is the time when the first cumulative time length ends;

[0149] in the case where the second cumulative time length ends, the first virtual character is switched from the concealed display state to the exposed display state.

[0150] In one or more embodiments, a processing manner after completing concealment is introduced. As known from the foregoing embodiments, in the case that the first virtual character is in the concealed display state, if the player controls the first virtual character to perform a first action operation, the painting effect corresponding to the third time (i.e., the time when the first cumulative time length ends) is displayed to disappear. This means that triggering the first action operation will affect the concealment state and concealment effect of the first virtual character. The first action operation is an action operation that will affect the painting effect, and the action operation is an operation for controlling the virtual character to perform an action.

[0151] Specifically, the first virtual character in the concealed display state has been integrated with the surrounding environment. At this time, assuming that the player controls the first virtual character to perform a first action operation (for example, to get up and move), the concealment effect of the first virtual character begins to fade away. That is, within the second cumulative time length, the painting effect gradually disappears until it returns to a state without any concealment painting effect, thereby the first virtual character switches from the concealed display state to the exposed display state. The second cumulative time length represents the sum of the accumulated time within a period of time. For example, the second cumulative time length is a period of time after responding to the first action operation, for displaying the painting effect to disappear.

[0152] It should be noted that the second cumulative time length is equal to or different from the first cumulative time length, which is not limited here.

[0153] Secondly, in the embodiments of the present application, a processing manner after completing concealment is provided. Through the above manner, the first virtual character will affect the concealment effect when performing the first action operation, thereby the player needs to consider the timing and consequences of the action, thereby improving the diversity and richness of the gameplay.

[0154] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned Fig. 2, in another optional embodiment provided by the embodiments of the present application, after controlling the first virtual character to switch from the exposed display state to the concealed display state, the following can also be included:

[0155] in response to a second action operation on the first virtual character, the painting effect corresponding to the third time is continuously displayed, and the first virtual character is continuously controlled to be in the concealed display state, wherein the third time is the time when the first cumulative time length ends;

[0156] in the case that the first virtual character leaves the target virtual environment, the painting effect corresponding to the third time is displayed to disappear, and the first virtual character is switched from the concealed display state to the exposed display state.

[0157] In one or more embodiments, another processing mode after completing the concealment is introduced. As known from the foregoing embodiments, in the case where the first virtual character is in the concealed display state, if the player controls the first virtual character to perform a second action operation, the painting effect corresponding to the third time (i.e., the end time of the first cumulative time length) will be continuously displayed, and the first virtual character will continue to be in the concealed display state. This means that triggering the second action operation will not affect the concealment state and concealment effect of the first virtual character. When the first virtual character leaves the target virtual environment, the corresponding painting effect will disappear, and the character will be switched from the concealed display state back to the exposed display state. The second action operation is an action operation that does not affect the painting effect, and the second action operation is different from the first action operation.

[0158] Specifically, for ease of understanding, please refer to FIG. 14. FIG. 14 is a schematic diagram of implementing concealment based on a target virtual environment in an embodiment of the present application. As shown in the figure, the first virtual character in the concealed display state has been integrated with the surrounding environment. At this time, assuming that the player controls the first virtual character to perform a second action operation (for example, side movement), the painting effect of the third time (i.e., the end time of the first cumulative time length) will be continuously displayed, and the first virtual character will continue to be in the concealed display state. Thus, the first virtual character can still maintain good concealment and is not easily discovered by the enemy. If the first virtual character leaves the target virtual environment indicated by 1401, the corresponding painting effect will gradually disappear, and the character will be switched from the concealed display state back to the exposed display state.

[0159] Secondly, in an embodiment of the present application, another processing mode after completing the concealment is provided. Through the above-mentioned mode, the first virtual character can not affect the concealment effect when performing the second action operation, thereby increasing the diversity and interest of the game. This helps the player to adopt certain strategic actions without worrying about the loss of concealment effect.

[0160] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned FIG. 2, in another optional embodiment provided by an embodiment of the present application, after controlling the first virtual character to be switched from the exposed display state to the concealed display state, the following can also be included:

[0161] If the first virtual character is in a stationary state within a preset time length, the painting effect corresponding to the third time will be disappeared within a third cumulative time length, wherein the third time is the end time of the first cumulative time length;

[0162] In the case where the third cumulative time length ends, the first virtual character is switched from the concealed display state to the exposed display state.

[0163] In one or more embodiments, another processing manner after completing concealment is provided. As known from the foregoing embodiments, if the first virtual character is in the concealed display state for a preset time length (for example, 5 minutes), the character material of the first virtual character needs to be restored. That is, in the third cumulative time length, the painting effect displayed at the third time (that is, the end time of the first cumulative time length) is displayed to disappear. This means that the original painting effect will gradually weaken over time. When the third cumulative time length ends, the first virtual character switches from the concealed display state back to the exposed display state. The third cumulative time length represents the sum of the accumulated time within a period of time. For example, the third cumulative time length is a period of time after the preset time length is counted, and is used to display the painting effect to disappear.

[0164] Specifically, for ease of understanding, please refer to FIG. 15, which is a schematic diagram of the restoration to the exposed display state in an embodiment of the present application. As shown in (a) of FIG. 15, when the first virtual character is in the concealed display state, a concealed state countdown is displayed. It is assumed that the preset time length is 5 minutes, that is, the player can view the remaining time to the end of the preset time length. If the first virtual character remains stationary within the preset time length, after the end of the preset time length, the painting effect is displayed to disappear within the third cumulative time length, as shown in (b) of FIG. 15. In the case where the third cumulative time length ends, the first virtual character switches from the concealed display state back to the exposed display state, as shown in (c) of FIG. 15.

[0165] It should be noted that the third cumulative time length is equal to or different from the first cumulative time length, which is not limited here.

[0166] Secondly, in an embodiment of the present application, another processing manner after completing concealment is provided. Through the above-mentioned manner, the first virtual character can be prevented from continuously remaining in the concealed display state due to long-time stationary, thereby on the one hand, the player can be encouraged to actively participate in the game. On the other hand, the fairness of the game can be improved, and the balance of confrontation in the game can be maintained.

[0167] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned FIG. 2, in another optional embodiment provided by an embodiment of the present application, for the concealment operation of the first virtual character, after the surrounding environment in which the first virtual character is located is acquired, the following can be further included:

[0168] displaying the second virtual prop in the virtual backpack interface;

[0169] in response to the use operation on the second virtual prop, shortening the first cumulative time length to obtain a fifth cumulative time length, the fifth cumulative time length being less than the first cumulative time length;

[0170] within the fifth cumulative time length, displaying the smearing animation of the first virtual character and presenting the painting effect;

[0171] In a case where the fifth accumulated time length ends, the first virtual character is switched from the exposed display state to the concealed display state.

[0172] In one or more embodiments, a manner of accelerating concealment using a second virtual prop is introduced. As known from the foregoing embodiments, after the first virtual character enters the target virtual environment and is about to enter the concealed state through the concealment operation, the player can use the second virtual prop to shorten the time length required for concealment. For example, the first accumulated time length is 10 seconds, that is, 10 seconds are required to complete the concealment operation without using the second virtual prop. After using the second virtual prop, the concealment operation can be completed within 5 seconds. The second virtual prop is used to trigger shortening of the first accumulated time length. The fifth accumulated time length is the time length after the first accumulated time length is shortened by the second virtual prop, and the fifth accumulated time length is shorter than the first accumulated time length.

[0173] Specifically, for ease of understanding, refer to FIG. 16, which is a schematic diagram of using a second virtual prop in an embodiment of the present application. As shown in (a) of FIG. 16, 1601 is used to indicate a virtual backpack interface, and 1602 is used to indicate a second virtual prop (for example, a brush used to accelerate concealment). When the player clicks the second virtual prop indicated by 1602, that is, triggers the use operation of the second virtual prop, an interface as shown in (b) of FIG. 16 is displayed. At this time, an animation of the first virtual object holding the second virtual prop (for example, a brush) to perform smearing is played, and a smearing effect is presented.

[0174] It should be noted that the second virtual prop can also be a prop of a specified type, for example, a bush brush, a yellow soil brush, etc. The player can use the corresponding brush to conceal himself in advance, so as to achieve the effect of accelerating concealment in the corresponding environment. Refer to FIG. 17, which is another schematic diagram of using a second virtual prop in an embodiment of the present application. As shown in (a) of FIG. 17, 1701 is used to indicate a virtual backpack interface, and 1702 is used to indicate a second virtual prop (for example, a brush used to accelerate concealment in a bush environment). When the player clicks the second virtual prop indicated by 1702, that is, triggers the use operation of the second virtual prop, an interface as shown in (b) of FIG. 17 is displayed.

[0175] Further, refer to FIG. 18, which is a schematic diagram of obtaining a second virtual prop in an embodiment of the present application. As shown in (a) of FIG. 18, 1801 is used to indicate a second virtual prop dropped in a game scene. When the first virtual character approaches the second virtual prop indicated by 1801, a prompt information of picking up the second virtual prop is popped up. After picking up the second virtual prop, as shown in (b) of FIG. 18, the second virtual prop is displayed in the virtual backpack interface.

[0176] It can be understood that the second virtual prop can also be obtained by purchase or friend gift, which is not limited here.

[0177] Secondly, in the embodiment of the application, a method of accelerating concealment using the second virtual prop is provided. Through the above method, the player can shorten the time required for concealment by using the second virtual prop in the case of having the second virtual prop, so that the player can better cope with the unexpected situation and dangerous scene in the game, and make the game rhythm more compact. Encourage players to actively explore the virtual environment, thereby increasing the interest of the game.

[0178] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned Fig. 2, another optional embodiment provided by the embodiment of the application can further include:

[0179] In the case that the first virtual character enters the target virtual environment, if there is a second virtual character in the target range, the assist concealment control is displayed, wherein the second virtual character belongs to the same game team as the first virtual character.

[0180] In response to the interactive operation on the assist concealment control, the smearing animation of the second virtual character is displayed within the fourth cumulative time length.

[0181] In the case that the fourth cumulative time length ends, the second virtual character is switched from the exposed display state to the concealed display state.

[0182] In one or more embodiments, a method of teammate mutual concealment is introduced. As known from the foregoing embodiments, when the first virtual character enters the target virtual environment, if there is a virtual character (e.g., the second virtual character) belonging to the same game team within the target range, the player can also control the first virtual character to assist the second virtual character in concealment. The target range refers to a certain spatial range constructed with the position of the first virtual character as the center, and the size and shape of the target range can be set according to the game requirements. The fourth cumulative time length represents the total accumulation of time within a period of time. For example, the first cumulative time length is a period of time after responding to the interactive operation on the assist concealment control, used to display the smearing animation of the second virtual character.

[0183] Specifically, please refer to FIG. 19. FIG. 19 is a schematic diagram of supporting teammate-assisted concealment in an embodiment of the present application. As shown in FIG. 19(a), 1901 is used to indicate that a player controls a first virtual character, and 1902 is used to indicate a second virtual character. At this time, the second virtual character indicated by 1902 is within the target range, and thus the assist concealment control indicated by 1903 is displayed. When the player clicks the assist concealment control indicated by 1903, that is, the interaction operation for the assist concealment control is triggered. Thus, the interface shown in FIG. 19(b) is displayed. Then, within a fourth accumulated time length (for example, 8 seconds), an animation of the first virtual character assisting the second virtual character in painting is displayed. In the case where the fourth accumulated time length ends, the second virtual character is switched from the revealed display state to the concealed display state.

[0184] It should be noted that if there are other game characters belonging to the same game camp as the first virtual character within the target range, the game character closest to the first virtual character is preferentially selected as the second virtual character.

[0185] Secondly, in the embodiments of the present application, a way of teammate mutual assistance concealment is provided. Through the above-mentioned way, cooperation and mutual assistance among players of the same camp are promoted, and the tacit understanding and combat effectiveness of the team are improved. Players can flexibly choose whether to request teammates to assist in concealment according to the battlefield situation, thereby increasing the diversity of strategic design, making the game more interesting, and increasing the exchange and cooperation among players.

[0186] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned FIG. 2, in another optional embodiment provided by the embodiments of the present application, within the first accumulated time length, the painting animation of the first virtual character is displayed, and the painting effect is presented. Specifically, it can include:

[0187] Within the first accumulated time length, the painting animation of the first virtual character is displayed in the first-person perspective, and the painting effect is presented.

[0188] If the view switching operation for the first virtual character is responded to, the painting animation of the first virtual character is displayed in the third-person perspective, and the painting effect is presented.

[0189] Alternatively,

[0190] Within the first accumulated time length, the painting animation of the first virtual character is displayed, and the painting effect is presented. Specifically, it can include:

[0191] Within the first accumulated time length, the painting animation of the first virtual character is displayed in the third-person perspective, and the painting effect is presented.

[0192] If the view switching operation for the first virtual character is responded to, the painting animation of the first virtual character is displayed in the first-person perspective, and the painting effect is presented.

[0193] In one or more embodiments, a manner of switching a perspective to display a painting animation is introduced. As known from the foregoing embodiments, during the process of hiding the first virtual character, the player can also switch the current perspective.

[0194] Exemplarily, taking the case where the player adopts the first-person perspective as an example, after the player triggers the hiding operation on the first virtual character, the smearing animation of the first virtual character is displayed in the first-person perspective within the first accumulated time length, and the painting effect is presented in the first-person perspective. The smearing animation displayed in the first-person perspective is the first-person smearing animation. Based on this, if the player triggers a perspective switching operation on the first virtual character, the smearing animation of the first virtual character is switched to be displayed in the third-person perspective, and the corresponding painting effect is presented in the third-person perspective. The smearing animation displayed in the third-person perspective is the third-person smearing animation.

[0195] Exemplarily, taking the case where the player adopts the third-person perspective as an example, after the player triggers the hiding operation on the first virtual character, the smearing animation of the first virtual character is displayed in the third-person perspective within the first accumulated time length, and the painting effect is presented in the third-person perspective. Based on this, if the player triggers a perspective switching operation on the first virtual character, the smearing animation of the first virtual character is switched to be displayed in the first-person perspective, and the corresponding painting effect is presented in the first-person perspective.

[0196] It should be noted that the painting effect presented in the first-person perspective can display the smearing effect around the screen, and the painting effect presented in the third-person perspective can display the smearing effect on the first virtual character.

[0197] Secondly, in the embodiments of the present application, a manner of switching a perspective to display a painting animation is provided. Through the above-mentioned manner, the player can switch the perspective during the process of hiding the first virtual character, thereby facilitating the player to view the fusion of the painting effect and the surrounding environment, thereby improving the immersion of the game.

[0198] Optionally, on the basis of one or more embodiments corresponding to the above-mentioned Fig. 2, in another optional embodiment provided by the embodiments of the present application, before the first virtual character is switched from the revealed display state to the hidden display state in the case where the first accumulated time length ends, the method can further include:

[0199] acquiring a preset pixel point corresponding to each of the at least one environment material;

[0200] According to the N pixel points included in the role material of the first virtual role, a to-be-mixed environment material corresponding to each pixel point is obtained, wherein the to-be-mixed environment material is the environment material closest to the pixel point, and N is an integer greater than 1;

[0201] According to the to-be-mixed environment material corresponding to each pixel point, a preset pixel point corresponding to each pixel point is determined.

[0202] The material mixing processing is performed on each pixel point and the corresponding preset pixel point.

[0203] In one or more embodiments, a way of mixing role material and environment material is introduced. As known from the foregoing embodiments, first, the preset pixel point (for example, the preset pixel point of the loess material is a certain yellow pixel point) adopted by each environment material when performing the mixing processing is determined. Then, the role material is analyzed, and the closest environment material corresponding to each pixel point is found, so as to obtain the to-be-mixed environment material corresponding to each pixel point. The to-be-mixed environment material corresponding to the pixel point is the environment material closest to the pixel point. Finally, based on the to-be-mixed environment material, the material mixing processing is performed on each pixel point of the first virtual role and the corresponding preset pixel point.

[0204] Specifically, it is assumed that the first virtual role is in a forest environment, and the environment materials included in the surrounding environment include tree material, grassland material and loess material. Taking a certain pixel point of the role material as an example, it is found through calculation that the closest environment material to it is the grassland material. Therefore, the preset pixel point (for example, a preset green pixel point) corresponding to the grassland material is obtained. Thus, the pixel point of the role material and the preset pixel point of the grassland material are mixed according to a certain proportion, so that the pixel point of the role material is closer to the surrounding environment. The mixing proportion can be flexibly adjusted according to the game design, which is not limited here. It can be understood that the N pixel points included in the role material are all processed similarly, so as to obtain the effect after the material mixing.

[0205] Secondly, in the embodiments of the present application, a way of mixing role material and environment material is provided. Through the above way, the different types of environment materials are accurately mixed, and a relatively natural material fusion effect can be achieved. At the same time, the pixel points in the role material are mixed with the preset pixel points corresponding to the adjacent environment materials, which can improve the mixing efficiency and complete the material fusion with less consumption of processing resources.

[0206] Optionally, based on one or more embodiments corresponding to FIG. 2, in another optional embodiment provided by the embodiments of the present application, when the first cumulative duration ends, before the control switches the first virtual character from the exposed display state to the concealed display state, the method further includes:

[0207] acquiring each pixel point corresponding to each of the at least one environment material;

[0208] acquiring, according to the N pixel points included in the role material of the first virtual character, each pixel point corresponding to a to-be-mixed pixel point, wherein the to-be-mixed pixel point belongs to the pixel points in the environment material, and N is an integer greater than 1;

[0209] performing material mixing processing on each pixel point and the corresponding to-be-mixed pixel point.

[0210] In one or more embodiments, another way of mixing the role material and the environment material is introduced. As known from the foregoing embodiments, first, the role material is analyzed to find out the closest to-be-mixed pixel point corresponding to each pixel point in the role material. The to-be-mixed pixel point is a pixel point included in the environment material. Thus, each pixel point of the first virtual character is mixed with the corresponding to-be-mixed pixel point.

[0211] Specifically, assuming that the first virtual character is in a snow environment, the environment material included in the surrounding environment includes snowflake material and ice block material. Taking a pixel point of the role material as an example, the closest to-be-mixed pixel point is found by calculation. The pixel point of the role material and the to-be-mixed pixel point are mixed according to a certain proportion to make the pixel point of the role material closer to the surrounding environment. The mixing proportion can be flexibly adjusted according to game design, which is not limited here. It can be understood that the N pixel points included in the role material are all processed similarly to obtain the effect after material mixing.

[0212] Secondly, in the embodiments of the present application, another way of mixing the role material and the environment material is provided. Through the above-mentioned way, when the device performance allows, the pixel points corresponding to the role material are respectively mixed with each pixel point in the environment material, which can achieve a more natural material fusion effect, thereby improving the reality and immersion of the game.

[0213] In combination with the above embodiments, the overall process of the virtual character concealment method will be described below. For ease of understanding, please refer to FIG. 20, which is a schematic diagram of an overall process of a virtual character concealment method according to an embodiment of the present application. As shown in the figure, specifically:

[0214] In step S1, the game is started and a trigger box is created in a specific virtual environment, for example, a trigger box is created in a mud environment, a trigger box is created in a bush environment, etc. The trigger box is an area that can continuously detect events, and when an event is detected, a signal will be triggered. For example, when the player enters the trigger box area, a signal of the player entering the trigger box will be sent.

[0215] In step S2, it is detected whether the virtual character enters the trigger box of the virtual environment. If yes, step S3 is executed, and if no, step S4 is executed.

[0216] In step S3, if it is detected that the virtual character enters the trigger box of the virtual environment, a signal is sent to the terminal used by the player, and then a concealment prompt is displayed on the terminal.

[0217] In step S4, if it is not detected that the virtual character enters the trigger box of the virtual environment, the terminal used by the player does not display a concealment prompt.

[0218] In step S5, in the case of displaying a concealment prompt, the player can trigger a concealment operation on the virtual object currently controlled by the player, thereby starting to execute a concealment process.

[0219] In step S6, the action related to concealment is executed. In step 61, the action of the virtual character painting itself is played, and the specific action is designed according to the specific game, for example, in a first-person game, the action of the virtual character painting towards the camera can be played, and in a third-person game, the action of the virtual character painting towards its own body can be played. In step 62, the painting effect appears around the player's field of view. In step S63, a progress bar is displayed, which is gradually filled from left to right according to the execution time of the concealment function, and an explanatory text "concealing..." can also be displayed above the progress bar. In step S64, the character material of the virtual character is gradually mixed with the environment material of the surrounding environment. In step S65, the environment material model is attached to the character model.

[0220] In step S7, it is judged whether the virtual character performs other operations (such as moving, using equipment, etc.) during the concealment process. If yes, step S8 is executed, and if no, step S9 is executed.

[0221] In step S8, if the virtual character performs other operations during the concealment process, the concealment process is interrupted. The other operation refers to an action operation other than the second action operation, such as a first action operation.

[0222] In step S9, if the virtual character does not perform other operations during the concealment process, the concealment is continued until the concealment is completed.

[0223] In step S10, after the virtual character is hidden, the related content is displayed. In step S101, the painting animation of the virtual character is stopped. In step S102, the hiding progress bar is hidden.

[0224] In step S11, it is judged whether the virtual character is in a static state. If yes, step S12 is executed. If no, step S13 is executed.

[0225] In step S12, if the virtual character is in a static state, the hiding is continued.

[0226] In step S13, if the virtual character is in a non-static state, the related operation is executed. In step S131, the painting effect displayed around the screen gradually disappears. In step S132, the effect of mixing the character material of the virtual character with the environmental material gradually disappears, and the original character material of the virtual character is gradually restored. In step S133, during the restoration process, the environmental material model on the character model gradually falls off.

[0227] In step S14, the hiding process is ended.

[0228] The virtual character hiding device in the present application will be described in detail below. Referring to FIG. 21, FIG. 21 is a schematic diagram of an embodiment of a virtual character hiding device in the present application. The virtual character hiding device 2100 includes:

[0229] The obtaining module 2101 is configured to, in a case where a first virtual character enters a target virtual environment, in response to a hiding operation on the first virtual character, obtain a surrounding environment in which the first virtual character is located, wherein the surrounding environment is a virtual environment in the target virtual environment, and the surrounding environment includes at least one environmental material.

[0230] The display module 2102 is configured to, within a first cumulative time length, display a painting animation of the first virtual character, and present a painting effect, wherein the painting effect is determined based on a target environmental material, and the target environmental material is derived from the at least one environmental material.

[0231] The control module 2103 is configured to, in a case where the first cumulative time length ends, switch the first virtual character from a display state to a hidden display state, wherein the character material of the first virtual character in the hidden display state has been subjected to material mixing processing with the at least one environmental material included in the surrounding environment.

[0232] Optionally, on the basis of the embodiment corresponding to the above-mentioned FIG. 21, another embodiment of the virtual character hiding device 2100 provided in the present application includes:

[0233] The acquisition module 2101 is specifically configured to display a hiding control when it is detected that the first virtual character enters the target virtual environment.

[0234] In response to the interaction operation on the hiding control, the surrounding environment in which the first virtual character is located is acquired.

[0235] The display module 2102 is further configured to close the display of the hiding control when it is detected that the first virtual character leaves the target virtual environment.

[0236] Optionally, based on the embodiment corresponding to the above figure 21, another embodiment of the virtual character hiding device 2100 provided by the embodiment of the application is provided,

[0237] The acquisition module 2101 is specifically configured to display the first virtual prop in the virtual backpack interface when it is detected that the first virtual character enters the target virtual environment, wherein the first virtual prop is used to trigger the hiding operation on the first virtual character.

[0238] In response to the use operation on the first virtual prop, the surrounding environment in which the first virtual character is located is acquired.

[0239] Optionally, based on the embodiment corresponding to the above figure 21, another embodiment of the virtual character hiding device 2100 provided by the embodiment of the application is provided,

[0240] The acquisition module 2101 is specifically configured to acquire preset mode information when it is detected that the first virtual character enters the target virtual environment.

[0241] If the preset mode information indicates that the automatic hiding mode is turned on, the surrounding environment in which the first virtual character is located is acquired.

[0242] If the preset mode information indicates that the automatic hiding mode is turned off, the hiding control is displayed, and when the interaction operation on the hiding control is responded to, the surrounding environment in which the first virtual character is located is acquired.

[0243] Optionally, based on the embodiment corresponding to the above figure 21, another embodiment of the virtual character hiding device 2100 provided by the embodiment of the application is provided,

[0244] The display module 2102 is further configured to perform countdown display on the remaining time length of the first virtual character from the exposed display state to the hidden display state within the first accumulated time length.

[0245] The countdown display includes at least one of a numerical countdown and a graphical countdown.

[0246] Optionally, based on the embodiment corresponding to the above figure 21, another embodiment of the virtual character hiding device 2100 provided by the embodiment of the application is provided,

[0247] The display module 2102 is further configured to, in response to a concealment interruption operation for the first virtual role, stop displaying the smearing animation of the first virtual role and perform a disappearing display of the painting effect corresponding to the first time point, in a case where the first cumulative duration has not ended, wherein the first time point is a time point at which the concealment interruption operation is triggered.

[0248] Optionally, based on the embodiment corresponding to the above Figure 21, another embodiment of the virtual role concealment device 2100 provided by the embodiment of the present application is provided, wherein the virtual role concealment device 2100 further comprises a determination module 2104 and an addition module 2105.

[0249] The display module 2102 is further configured to, after performing the disappearing display of the painting effect corresponding to the first time point, in response to a concealment continuation operation for the first virtual role, display the smearing animation of the first virtual role and perform a continuous display of the painting effect corresponding to the second time point, wherein the second time point is a time point at which the concealment continuation operation is triggered.

[0250] Optionally, based on the embodiment corresponding to the above Figure 21, another embodiment of the virtual role concealment device 2100 provided by the embodiment of the present application is provided, wherein the virtual role concealment device 2100 further comprises a determination module 2104 and an addition module 2105.

[0251] The determination module 2104 is configured to determine at least one environment material type matched with the surrounding environment.

[0252] The acquisition module 2101 is further configured to acquire K environment material models according to the at least one environment material type, wherein K is an integer greater than or equal to 1.

[0253] The addition module 2105 is configured to sequentially add the K environment material models to the role model corresponding to the first virtual role within the first cumulative duration.

[0254] Optionally, based on the embodiment corresponding to the above Figure 21, another embodiment of the virtual role concealment device 2100 provided by the embodiment of the present application is provided, wherein the virtual role concealment device 2100 further comprises a determination module 2104 and an addition module 2105.

[0255] The display module 2102 is further configured to, in a case where the first cumulative duration has not ended, in response to a concealment interruption operation for the first virtual role, stop displaying the smearing animation of the first virtual role, perform a disappearing display of the painting effect corresponding to the first time point, and sequentially delete the K environment material models from the role model corresponding to the first virtual role, wherein the first time point is a time point at which the concealment interruption operation is triggered.

[0256] Optionally, based on the embodiment corresponding to the above Figure 21, another embodiment of the virtual role concealment device 2100 provided by the embodiment of the present application is provided, wherein the virtual role concealment device 2100 further comprises a determination module 2104 and an addition module 2105.

[0257] The display module 2102 is specifically configured to acquire a painting interface pattern according to a target environment material;

[0258] The painting interface pattern is subjected to transparency reduction processing and range expansion processing within a preset field of view range to present a painting effect.

[0259] Optionally, based on the embodiment corresponding to the above Figure 21, another embodiment of the virtual character hiding device 2100 provided by the embodiment of the present application is provided,

[0260] The display module 2102 is further configured to, after switching the first virtual character from the exposed display state to the hidden display state, in response to a first action operation on the first virtual character, perform disappearing display on the painting effect corresponding to a third time within a second cumulative time length, wherein the third time is the time when the first cumulative time length ends.

[0261] The control module 2103 is further configured to, in the case where the second cumulative time length ends, switch the first virtual character from the hidden display state to the exposed display state.

[0262] Optionally, based on the embodiment corresponding to the above Figure 21, another embodiment of the virtual character hiding device 2100 provided by the embodiment of the present application is provided,

[0263] The display module 2102 is further configured to, after switching the first virtual character from the exposed display state to the hidden display state, in response to a second action operation on the first virtual character, continuously display the painting effect corresponding to the third time, and control the first virtual character to continuously be in the hidden display state, wherein the third time is the time when the first cumulative time length ends.

[0264] The control module 2103 is further configured to, in the case where the first virtual character leaves the target virtual environment, perform disappearing display on the painting effect corresponding to the third time, and switch the first virtual character from the hidden display state to the exposed display state.

[0265] Optionally, based on the embodiment corresponding to the above Figure 21, another embodiment of the virtual character hiding device 2100 provided by the embodiment of the present application is provided,

[0266] The display module 2102 is further configured to, after switching the first virtual character from the exposed display state to the hidden display state, if the first virtual character is in a stationary state within a preset time length, perform disappearing display on the painting effect corresponding to a third time within a third cumulative time length, wherein the third time is the time when the first cumulative time length ends.

[0267] The control module 2103 is further configured to, in the case where the third cumulative time length ends, switch the first virtual character from the hidden display state to the exposed display state.

[0268] Optionally, based on the embodiment corresponding to the above Figure 21, another embodiment of the virtual role hiding device 2100 provided by the embodiment of the application is provided,

[0269] The display module 2102 is further configured to, in response to the hiding operation on the first virtual role, display the second virtual prop in the virtual backpack interface, display the smearing animation of the first virtual role, and present the painting effect within the fifth accumulated time length.

[0270] The control module 2103 is further configured to, in a case where the fifth accumulated time length ends, switch the first virtual role from the exposed display state to the hidden display state.

[0271] Optionally, based on the embodiment corresponding to the above Figure 21, another embodiment of the virtual role hiding device 2100 provided by the embodiment of the application is provided,

[0272] The display module 2102 is further configured to, in a case where the first virtual role enters the target virtual environment, display an assisted hiding control if the second virtual role exists within the target range, wherein the second virtual role and the first virtual role belong to the same game camp.

[0273] The display module 2102 is further configured to, in response to the interaction operation on the assisted hiding control, display the smearing animation of the second virtual role within the fourth accumulated time length.

[0274] The control module 2103 is further configured to, in a case where the fourth accumulated time length ends, switch the second virtual role from the exposed display state to the hidden display state.

[0275] Optionally, based on the embodiment corresponding to the above Figure 21, another embodiment of the virtual role hiding device 2100 provided by the embodiment of the application is provided,

[0276] The display module 2102 is specifically configured to display the smearing animation of the first virtual role and present the painting effect in the first person perspective within the first accumulated time length.

[0277] If the smearing animation of the first virtual role is displayed and the painting effect is presented in the third person perspective in response to the perspective switching operation on the first virtual role.

[0278] Alternatively,

[0279] The display module 2102 is specifically configured to display the smearing animation of the first virtual role and present the painting effect in the third person perspective within the first accumulated time length.

[0280] If in response to a viewpoint switching operation for the first virtual character, the first virtual character's painting animation is displayed from a first-person perspective, and the painting effect is presented.

[0281] Optionally, based on the embodiment corresponding to FIG21 above, in another embodiment of the virtual character concealment device 2100 provided in this application, the virtual character concealment device 2100 further includes a processing module 2106.

[0282] The acquisition module 2101 is also used to acquire preset pixel points corresponding to each of at least one environmental material before switching the first virtual character from a visible display state to a hidden display state when the first accumulated time ends.

[0283] The acquisition module 2101 is also used to acquire the environment material to be blended corresponding to each pixel according to the N pixels included in the character material of the first virtual character, wherein the environment material to be blended is the environment material closest to the pixel, and N is an integer greater than 1;

[0284] The determining module 2104 is also used to determine the preset pixel corresponding to each pixel based on the material of the environment to be mixed corresponding to each pixel.

[0285] The processing module 2106 is used to perform material mixing processing on each pixel and its corresponding preset pixel.

[0286] Optionally, based on the embodiment corresponding to Figure 21 above, in another embodiment of the virtual character concealment device 2100 provided in this application,

[0287] The acquisition module 2101 is also used to acquire each pixel point corresponding to each of at least one environmental material before switching the first virtual character from the exposed display state to the hidden display state when the first accumulated time ends.

[0288] The acquisition module 2101 is also used to acquire the pixel to be mixed corresponding to each pixel according to the N pixels included in the character material of the first virtual character, wherein the pixel to be mixed belongs to the pixel in the environment material and N is an integer greater than 1.

[0289] The processing module 2106 is also used to perform material mixing processing on each pixel and the corresponding pixel to be mixed.

[0290] This application also provides a terminal, as shown in FIG22. For ease of explanation, only the parts related to this application embodiment are shown. For specific technical details not disclosed, please refer to the method section of this application embodiment. In this application embodiment, a mobile phone is used as an example for illustration:

[0291] FIG. 22 is a block diagram illustrating a partial structure of a mobile phone related to the terminal provided by the embodiments of the present application. Referring to FIG. 22, the mobile phone includes a radio frequency (RF) circuit 2210, a memory 2220, an input unit 2230, a display unit 2240, a sensor 2250, an audio circuit 2260, a wireless fidelity (WiFi) module 2270, a processor 2280, and a power supply 2290, etc. Those skilled in the art can understand that the structure of the mobile phone shown in FIG. 22 does not constitute a limitation on the mobile phone, and can include more or less components than shown, or combine certain components, or arrange different components.

[0292] The components of the mobile phone will be described in detail below in conjunction with FIG. 22:

[0293] The RF circuit 2210 can be used for receiving and sending signals in the process of information or call, in particular, receiving the downlink information of the base station and processing by the processor 2280, and sending the uplink data to the base station.

[0294] The memory 2220 can be used for storing software programs and modules, and the processor 2280 can execute various function applications and data processing of the mobile phone by running the software programs and modules stored in the memory 2220.

[0295] The input unit 2230 can be used for receiving input digital or character information, and generating key signal input related to the user settings and function control of the mobile phone. Specifically, the input unit 2230 can include a touch panel 2231 and other input devices 2232. The touch panel 2231, also called touch screen, can collect the touch operation of the user on or near it (such as the user's operation on or near the touch panel 2231 by using fingers, stylus or any suitable object or accessory), and drive the corresponding connection device according to the pre-set program. Optionally, the touch panel 2231 can include two parts of touch detection device and touch controller. The touch detection device detects the touch position of the user and detects the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, and converts it into touch coordinates, and sends it to the processor 2280, and can also receive the command from the processor 2280 and execute it. In addition, the touch panel 2231 can be realized by using various types such as resistive, capacitive, infrared and surface acoustic wave. In addition to the touch panel 2231, the input unit 2230 can also include other input devices 2232. Specifically, the other input devices 2232 can include one or more of a physical keyboard, function keys (such as volume control keys, on-off keys, etc.), a mouse, a joystick, etc.

[0296] The display unit 2240 can be used to display information input by a user or information provided to the user as well as various menus of the phone. The display unit 2240 can include a display panel 2241, which can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like. Further, a touch panel 2231 can be overlaid on the display panel 2241, which, when detecting a touch operation thereon or proximate thereto, transmits to the processor 2280 to determine the type of touch event, and then the processor 2280 provides corresponding visual output on the display panel 2241 according to the type of touch event. Although in FIG. 22, the touch panel 2231 and the display panel 2241 are implemented as two independent components to realize the input and output functions of the phone, in some embodiments, the touch panel 2231 and the display panel 2241 can be integrated to realize the input and output functions of the phone.

[0297] The phone can also include at least one sensor 2250, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor can include an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 2241 according to the brightness of ambient light, and the proximity sensor can turn off the display panel 2241 and / or the backlight when the phone is moved to the ear. As one of the motion sensors, the accelerometer sensor can detect the magnitude of acceleration in each direction (generally three axes), and when at rest, it can detect the magnitude and direction of gravity, which can be used for applications that identify the posture of the phone (such as landscape / portrait screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), and the like. As for other sensors that the phone can also be configured, such as a gyroscope, a barometer, a hygrometer, a thermometer, an infrared sensor, and the like, they will not be described here.

[0298] The audio circuit 2260, the speaker 2261, and the microphone 2262 can provide an audio interface between the user and the phone. The audio circuit 2260 can convert received audio data into an electrical signal, which is transmitted to the speaker 2261 to be converted into a sound signal for output; on the other hand, the microphone 2262 converts the collected sound signal into an electrical signal, which is received by the audio circuit 2260 to be converted into audio data, which is then output to the processor 2280 for processing, and then transmitted to another phone via the RF circuit 2210, or output to the memory 2220 for further processing.

[0299] The WiFi belongs to a short-range wireless transmission technology. The mobile phone can help a user to send and receive an email, browse a webpage, and access streaming media, etc. through the WiFi module 2270, which provides the user with wireless broadband Internet access. Although the WiFi module 2270 is shown in FIG. 22, it is understood that it does not belong to the essential components of the mobile phone, and can be omitted as needed without changing the essence of the application.

[0300] The processor 2280 is a control center of the mobile phone, which connects all parts of the mobile phone through various interfaces and lines, and performs various functions of the mobile phone and processes data by running or executing software programs and / or modules stored in the memory 2220 and calling data stored in the memory 2220. Optionally, the processor 2280 can include one or more processing units; optionally, the processor 2280 can integrate an application processor and a modem processor, wherein the application processor mainly processes an operating system, a user interface, and an application program, etc., and the modem processor mainly processes wireless communication. It is understood that the above-mentioned modem processor can also be integrated into the processor 2280.

[0301] The mobile phone further includes a power supply 2290 (such as a battery) for supplying power to various components. Optionally, the power supply can be logically connected to the processor 2280 through a power management system, so as to realize functions such as charge management, discharge management, and power consumption management through the power management system.

[0302] Although not shown, the mobile phone can further include a camera, a Bluetooth module, etc., which will not be described here.

[0303] The steps performed by the terminal in the above embodiments can be based on the terminal structure shown in FIG. 22.

[0304] In the embodiments of the present application, a computer device is further provided, including a memory and a processor, the memory stores a computer program, and the processor implements the steps of the methods described in the above embodiments when executing the computer program.

[0305] In the embodiments of the present application, a computer readable storage medium is further provided, which stores a computer program, and the computer program implements the steps of the methods described in the above embodiments when executed by a processor.

[0306] In the embodiments of the present application, a computer program product is further provided, which includes a computer program, and the computer program implements the steps of the methods described in the above embodiments when executed by a processor.

[0307] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described system, device and unit can refer to the corresponding processes in the above method embodiments, which will not be described here.

[0308] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined target, and can be implemented entirely or partially by using software, hardware (such as a processing circuit or a memory) or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an integral module or unit that includes the functions of the module or unit.

[0309] In several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. For example, the device embodiments described above are merely illustrative, for example, the division of the units is only a logical function division, and actual implementation can have another division manner, for example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the units shown or discussed can be indirect coupling or communication connection through some interfaces, devices or units, and can be electrical, mechanical or other forms.

[0310] The units described as separate components can or can not be physically separated, and the components shown as units can or can not be physical units, that is, they can be located in one place, or can be distributed on multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the embodiments.

[0311] In addition, each functional unit in each embodiment of the present application can be integrated in one processing unit, or each unit can exist physically separately, or two or more units can be integrated in one unit. The integrated unit can be realized in the form of hardware or in the form of a software functional unit.

[0312] The integrated unit, if implemented in the form of a software function unit and sold or used as an independent product, can be stored in a computer readable storage medium. Based on such understanding, the technical solutions of the present application or the entire or part of the technical solutions that essentially contribute to the prior art can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can be a server or a terminal device, etc.) to execute all or part of the steps of the method described in the various embodiments of the present application. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, and various computer program storage media.

[0313] The above-described embodiments are merely used to illustrate the technical solutions of the present application, rather than limit them; although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions recorded in the foregoing embodiments, or make equivalent replacements for some of the technical features; and these modifications or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A method for concealing a virtual role, the method being performed by a terminal and comprising: in response to a concealing operation for a first virtual role, obtaining a surrounding environment in which the first virtual role is located, when the first virtual role enters a target virtual environment, wherein the surrounding environment is a virtual environment in the target virtual environment, and the surrounding environment comprises at least one environment material; during a first accumulated time period, displaying a painting animation of the first virtual role and presenting a painting effect, wherein the painting effect is determined based on a target environment material, and the target environment material is derived from the at least one environment material; when the first accumulated time period ends, switching the first virtual role from a display state of being exposed to a display state of being concealed, wherein a role material of the first virtual role in the display state of being concealed has been subjected to material mixing processing with the at least one environment material comprised in the surrounding environment. 2.The method of claim 1, wherein the obtaining the surrounding environment in which the first virtual role is located, when the first virtual role enters the target virtual environment, in response to the concealing operation for the first virtual role, comprises: displaying a concealing control when it is detected that the first virtual role enters the target virtual environment; obtaining the surrounding environment in which the first virtual role is located in response to an interaction operation for the concealing control. The method further comprises: turning off the display of the concealing control when it is detected that the first virtual role leaves the target virtual environment. 3.The method of claim 1, wherein the obtaining the surrounding environment in which the first virtual role is located, when the first virtual role enters the target virtual environment, in response to the concealing operation for the first virtual role, comprises: displaying a first virtual prop in a virtual backpack interface when it is detected that the first virtual role enters the target virtual environment, wherein the first virtual prop is used to trigger the concealing operation for the first virtual role; obtaining the surrounding environment in which the first virtual role is located in response to a use operation for the first virtual prop. 4.The method of claim 1, wherein the obtaining the surrounding environment in which the first virtual role is located, when the first virtual role enters the target virtual environment, in response to the concealing operation for the first virtual role, comprises: obtaining preset mode information when it is detected that the first virtual role enters the target virtual environment; if the preset mode information indicates that an automatic concealing mode is turned on, obtaining the surrounding environment in which the first virtual role is located; if the preset mode information indicates that the automatic concealing mode is turned off, displaying a concealing control, and obtaining the surrounding environment in which the first virtual role is located in response to an interaction operation for the concealing control. 5.The method of claim 1, further comprising: during the first accumulated time period, displaying a countdown for a remaining time period of the first virtual role from the display state of being exposed to the display state of being concealed. The countdown display includes at least one of a numerical countdown and a graphical countdown.

6. The method of claim 1 to 5, further comprising: in response to a concealment interrupt operation for the first virtual character while the first cumulative duration is not over, stopping the display of the smearing animation of the first virtual character, and performing a fade-out display of the painting effect corresponding to a first time point, wherein the first time point is a time point at which the concealment interrupt operation is triggered.

7. The method of claim 6, further comprising: in response to a concealment continuation operation for the first virtual character, performing a display of the smearing animation of the first virtual character, and performing a continue display of the painting effect corresponding to a second time point, wherein the second time point is a time point at which the concealment continuation operation is triggered.

8. The method of claim 1, further comprising: determining at least one type of environmental material that matches the surrounding environment; obtaining K environmental material models according to the at least one type of environmental material, wherein K is an integer greater than or equal to 1; adding the K environmental material models to the character model corresponding to the first virtual character in sequence within the first cumulative duration.

9. The method of claim 8, further comprising: in response to a concealment interrupt operation for the first virtual character while the first cumulative duration is not over, stopping the display of the smearing animation of the first virtual character, performing a fade-out display of the painting effect corresponding to a first time point, and deleting the K environmental material models from the character model corresponding to the first virtual character in sequence, wherein the first time point is a time point at which the concealment interrupt operation is triggered.

10. The method of claim 1 to 9, wherein the presenting the painting effect comprises: obtaining a painting interface graph according to the target environmental material; performing a transparency reduction process and a range expansion process on the painting interface graph within a preset field of view to present the painting effect.

11. The method of claim 1 to 10, further comprising: in response to a first action operation for the first virtual character after the first virtual character is switched from the exposed display state to the concealed display state, performing a fade-out display of a painting effect corresponding to a third time point within a second cumulative duration, wherein the third time point is a time point at which the first cumulative duration ends; in response to the second cumulative duration being over, switching the first virtual character from the concealed display state to the exposed display state.

12. The method of claim 1 to 10, further comprising: in response to a first action operation for the first virtual character after the first virtual character is switched from the exposed display state to the concealed display state, performing a fade-out display of a painting effect corresponding to a third time point within a second cumulative duration, wherein the third time point is a time point at which the first cumulative duration ends; in response to the second cumulative duration being over, switching the first virtual character from the concealed display state to the exposed display state. in response to a second action operation for the first virtual role, continuously displaying the painting effect corresponding to a third time point, and controlling the first virtual role to continuously be in the concealed display state, wherein the third time point is a time point at which the first accumulated time length ends; in a case where the first virtual role leaves the target virtual environment, performing fade-out display on the painting effect corresponding to the third time point, and switching the first virtual role from the concealed display state to the revealed display state.

13. The concealing method of any one of claims 1-10, after the first virtual role is switched from the revealed display state to the concealed display state, the method further comprising: if the first virtual role is in a stationary state within a preset time length, performing fade-out display on a painting effect corresponding to a third time point within a third accumulated time length, wherein the third time point is a time point at which the first accumulated time length ends; in a case where the third accumulated time length ends, switching the first virtual role from the concealed display state to the revealed display state.

14. The concealing method of claim 1, after the first virtual role is switched from the revealed display state to the concealed display state in response to a concealment operation for the first virtual role, the method further comprising: displaying a second virtual prop in a virtual backpack interface; in response to a use operation for the second virtual prop, performing shortening processing on the first accumulated time length to obtain a fifth accumulated time length, the fifth accumulated time length being less than the first accumulated time length; the displaying, within the first accumulated time length, of the painting animation of the first virtual role and the presenting of the painting effect, comprising: displaying, within the fifth accumulated time length, the painting animation of the first virtual role and the presenting of the painting effect; the switching, in a case where the first accumulated time length ends, of the first virtual role from the revealed display state to the concealed display state, comprising: in a case where the fifth accumulated time length ends, switching the first virtual role from the revealed display state to the concealed display state.

15. The concealing method of claim 1, the method further comprising: in a case where the first virtual role enters the target virtual environment, if a second virtual role exists within a target range, displaying an assist concealing control, wherein the second virtual role belongs to a same game camp as the first virtual role; in response to an interaction operation for the assist concealing control, displaying, within a fourth accumulated time length, a painting animation of the second virtual role; in a case where the fourth accumulated time length ends, switching the second virtual role from the revealed display state to the concealed display state.

16. The concealing method of any one of claims 1-15, the displaying, within the first accumulated time length, of the painting animation of the first virtual role and the presenting of the painting effect, comprising: displaying, within the first accumulated time length, the painting animation of the first virtual role and the presenting of the painting effect in a first-person perspective; If a perspective switching operation for the first virtual role is responded to, a smearing animation of the first virtual role is displayed in a third-person perspective, and a painting effect is presented; Or, The smearing animation of the first virtual role and the presentation of the painting effect within the first cumulative time length include: The smearing animation of the first virtual role is displayed in a third-person perspective within the first cumulative time length, and a painting effect is presented; If a perspective switching operation for the first virtual role is responded to, a smearing animation of the first virtual role is displayed in a first-person perspective, and a painting effect is presented.

17. The concealing method of any one of claims 1-16, before the first virtual role is switched from the exposed display state to the concealed display state when the first cumulative time length ends, the method further comprises: Obtaining a preset pixel point corresponding to each of the at least one environment material; According to the N pixel points included in the role material of the first virtual role, the corresponding to-be-mixed environment material of each pixel point is obtained respectively, wherein the to-be-mixed environment material is the environment material closest to the pixel point, and the N is an integer greater than 1; According to the to-be-mixed environment material corresponding to each pixel point, the preset pixel point corresponding to each pixel point is determined; The material mixing processing is performed on each pixel point and the corresponding preset pixel point.

18. The concealing method of any one of claims 1-16, before the first virtual role is switched from the exposed display state to the concealed display state when the first cumulative time length ends, the method further comprises: Obtaining each pixel point corresponding to each of the at least one environment material; According to the N pixel points included in the role material of the first virtual role, the corresponding to-be-mixed pixel point of each pixel point is obtained respectively, wherein the to-be-mixed pixel point belongs to the pixel point in the environment material, and the N is an integer greater than 1; The material mixing processing is performed on each pixel point and the corresponding to-be-mixed pixel point.

19. A virtual role concealing device, comprising: An acquisition module configured to, in response to a concealing operation for a first virtual role, acquire a surrounding environment in which the first virtual role is located when the first virtual role enters a target virtual environment, wherein the surrounding environment is a virtual environment in the target virtual environment, and the surrounding environment includes at least one environment material; A display module configured to display a smearing animation of the first virtual role and present a painting effect within a first cumulative time length, wherein the painting effect is determined based on a target environment material, and the target environment material is derived from the at least one environment material; A control module configured to switch the first virtual role from an exposed display state to a concealed display state when the first cumulative time length ends, wherein the role material of the first virtual role in the concealed display state has been subjected to material mixing processing with the at least one environment material included in the surrounding environment. 20.A computer device, comprising a memory and a processor, wherein the memory stores a computer program, and the processor implements steps of the method for concealing a virtual role according to any one of claims 1 to 18 when executing the computer program. 21.A computer readable storage medium, having stored thereon a computer program, wherein the computer program, when executed by a processor, implements steps of the method for concealing a virtual role according to any one of claims 1 to 18. 22.A computer program product, comprising a computer program, wherein the computer program, when executed by a processor, implements steps of the method for concealing a virtual role according to any one of claims 1 to 18.

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