Interaction processing method and apparatus for virtual scene, electronic device, computer-readable storage medium, and computer program product
By displaying a first-direction control in the virtual scene and triggering the sending of information, the problem of inefficient information transmission of virtual objects is solved, and the smoothness of the virtual scene and the efficiency of human-computer interaction are improved.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-18
- Publication Date
- 2026-03-26
AI Technical Summary
In existing technologies, the transmission of information between virtual objects in virtual scenes is not efficient and accurate enough, resulting in low efficiency of human-computer interaction and affecting the smoothness and response speed of virtual scenes.
By displaying a first directional control in the virtual scene to indicate the direction of the first virtual object and the second virtual object, and by triggering the control to send information directly, the operation steps are simplified, resource consumption is saved, and information processing efficiency is improved.
It enables efficient and accurate transmission of virtual object information, improves the rendering smoothness of virtual scenes and the efficiency of human-computer interaction, and provides an intuitive perception of the orientation of virtual objects.
Smart Images

Figure CN2025115335_26032026_PF_FP_ABST
Abstract
Description
Method and apparatus for interaction processing of virtual scene, electronic device, computer readable storage medium and computer program product
[0001] Cross-reference to Related Applications
[0002] The present application is based on the Chinese patent application No. 202411328666X, filed on September 23, 2024, and claims priority to the Chinese patent application No. 202411328666X, the entire contents of which are hereby incorporated by reference into the present application. TECHNICAL FIELD
[0003] The present application relates to the computer technology field, and in particular, to a virtual scene interaction processing method and device, an electronic device, a computer readable storage medium and a computer program product. BACKGROUND
[0004] When a user controls a virtual object to interact in a virtual scene, information transfer is usually required. Related technologies support users to communicate through text or voice communication, or support users to communicate through a marking system to indicate a virtual object. Since this way is tedious in operation steps, it can cause information delay or error, and can interfere with the interaction in the virtual scene, consume too many computing resources, cause game performance to decline, be inefficient and inaccurate, and affect the fluency and response speed in the virtual scene, thereby causing the human-computer interaction to be inefficient. SUMMARY
[0005] Embodiments of the present application provide a virtual scene interaction processing method and device, an electronic device, a computer readable storage medium and a computer program product, which can efficiently and accurately transfer information of a virtual object and improve the efficiency of human-computer interaction.
[0006] The technical solutions of the embodiments of the present application are implemented as follows:
[0007] The embodiments of the present application provide a virtual scene interaction processing method, which is executed by an electronic device and includes the following steps.
[0008] Displaying a first virtual scene, wherein the first virtual scene includes a first virtual object;
[0009] In response to a second virtual object appearing in a first direction, displaying a first direction control, wherein the first direction control is used to indicate the first direction, and the first direction is a direction from a perspective of the first virtual object to the second virtual object;
[0010] In response to a triggering operation on the first direction control, sending information of the second virtual object to a third virtual object.
[0011] The embodiment of the present application provides a virtual scene interaction processing device, the device comprises:
[0012] A first display module configured to display a first virtual scene, wherein the first virtual scene comprises a first virtual object;
[0013] A second display module configured to display a first direction control in response to the appearance of a second virtual object in a first direction, wherein the first direction control is used to indicate the first direction, and the first direction is a direction perceived from a perspective of the first virtual object to the second virtual object;
[0014] An information sending module configured to send information of the second virtual object to a third virtual object in response to a triggering operation on the first direction control.
[0015] The embodiment of the present application provides an electronic device, the electronic device comprises:
[0016] A memory configured to store computer executable instructions or computer programs;
[0017] A processor configured to execute the computer executable instructions or computer programs stored in the memory to implement the virtual scene interaction processing method provided by the embodiment of the present application.
[0018] The embodiment of the present application provides a computer readable storage medium, which stores computer programs or computer executable instructions, and is used for being executed by a processor to implement the virtual scene interaction processing method provided by the embodiment of the present application.
[0019] The embodiment of the present application provides a computer program product, which comprises computer programs or computer executable instructions, and the computer programs or computer executable instructions are executed by a processor to implement the virtual scene interaction processing method provided by the embodiment of the present application.
[0020] The embodiment of the present application has the following beneficial effects:
[0021] When the second virtual object appears in the first direction, a first direction control for indicating the first direction is displayed; information of the second virtual object is sent to the third virtual object by triggering the first direction control; compared with the prior art which can only rely on text communication, voice communication, or a way of transmitting information of a virtual object through a marking system, on one hand, the direction of the virtual object can be intuitively displayed to help the user quickly decide whether to send a message through the direction of the second virtual object, and on the other hand, the information of the first virtual object can be sent to the third virtual object through a quick triggering operation of the first direction control. Thus, the perception of the first direction of the second virtual object and the sending of the message are integrated into the first direction control, the operation steps are simplified, the resource consumption in the information processing process is saved, the fluency and response speed of the virtual scene rendering process are improved, the efficiency of human-computer interaction is improved, and the intuitive perception of the direction of the virtual object and the efficient and accurate transmission of the information of the virtual object can be realized. BRIEF DESCRIPTION OF DRAWINGS
[0022] FIG. 1 is an architecture schematic diagram of an interactive processing system 100 of a virtual scene provided by an embodiment of the present application;
[0023] FIG. 2 is a structural schematic diagram of a terminal 400-1 provided by an embodiment of the present application;
[0024] FIG. 3A is a flow schematic diagram of an interactive processing method of a virtual scene provided by an embodiment of the present application;
[0025] FIG. 3B is a flow schematic diagram of determining an interactive intention of a second virtual object provided by an embodiment of the present application;
[0026] FIG. 3C is a flow schematic diagram of information sending of a virtual scene provided by an embodiment of the present application;
[0027] FIG. 3D is a flow schematic diagram of determining a first direction provided by an embodiment of the present application;
[0028] FIG. 3E is a flow schematic diagram of determining a fourth direction provided by an embodiment of the present application;
[0029] FIG. 4A is a first schematic diagram of a virtual scene provided by an embodiment of the present application;
[0030] FIG. 4B is a second schematic diagram of a virtual scene provided by an embodiment of the present application;
[0031] FIG. 4C is a third schematic diagram of a virtual scene provided by an embodiment of the present application;
[0032] FIG. 4D is a fourth schematic diagram of a virtual scene provided by an embodiment of the present application;
[0033] FIG. 4E is a fifth schematic diagram of a virtual scene provided by an embodiment of the present application;
[0034] FIG. 4F is a sixth schematic view of a virtual scene according to an embodiment of the present application;
[0035] FIG. 4G is a seventh schematic view of a virtual scene according to an embodiment of the present application;
[0036] FIG. 4H is an eighth schematic view of a virtual scene according to an embodiment of the present application;
[0037] FIG. 5 is a ninth schematic view of a virtual scene according to an embodiment of the present application;
[0038] FIG. 6 is a schematic view of a direction indication according to an embodiment of the present application;
[0039] FIG. 7 is a schematic view of an attack direction according to an embodiment of the present application;
[0040] FIG. 8 is a schematic view of a hit situation according to an embodiment of the present application;
[0041] FIG. 9 is a schematic view of a direction conversion according to an embodiment of the present application;
[0042] FIG. 10 is a schematic view of prompt information according to an embodiment of the present application;
[0043] FIG. 11 is an interaction flowchart of a virtual scene according to an embodiment of the present application.
[0044] It should be noted that the above-mentioned "first", "second" are only used to distinguish different schemes, and do not represent the advantages or disadvantages of the schemes or the priority in the implementation process. DETAILED DESCRIPTION
[0045] In order to make the purpose, technical scheme and advantages of the present application more clear, the present application will be described in further detail below with reference to the drawings, and the described embodiments should not be regarded as limiting the present application, and all other embodiments obtained by those skilled in the art without creative labor are within the scope of protection of the present application.
[0046] In the following description, "some embodiments" are described, which describe a subset of all possible embodiments, but it can be understood that "some embodiments" can be the same subset or different subset of all possible embodiments, and can be combined with each other without conflict.
[0047] In the following description, the terms "first / second / third" are only used to distinguish similar objects, and do not represent a specific order of the objects, and it can be understood that the "first / second / third" can interchange the specific order or sequence as allowed, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0048] 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.
[0049] At least one of the following described below refers to one or more cases, and "a plurality of" can refer to two or more cases.
[0050] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as those commonly understood by one skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0051] The related data collection process in the embodiments of the present application should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and within the scope of authorization of laws and regulations and the personal information subject, carry out subsequent data use and processing behavior.
[0052] Before the embodiments of the present application are further described in detail, the terms and terms involved in the embodiments of the present application are explained, and the terms and terms involved in the embodiments of the present application are applicable to the following explanations.
[0053] 1) Virtual scene: a scene displayed (or provided) by an application when running on a terminal device. The scene can be a simulation environment of the real world, or a semi-simulation semi-fictional virtual scene, or a purely fictional virtual scene. For example, it can be a game scene in a user's game match, which can include player characters, non-player characters, sky, land, sea, etc., the land can include desert, city and other environmental elements, and the user can control the player character to interact with other player characters or non-player characters in the virtual scene.
[0054] 2) Virtual object: an image of various people and things that can interact in a virtual scene, or a movable object in a virtual scene. The movable object can be a virtual character, a virtual animal, an animation character, etc., such as a character, an animal, etc. displayed in a virtual scene. The virtual object can be a virtual avatar in a virtual scene representing a user. A virtual scene can include multiple virtual objects, each virtual object having its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene. For example, in a game scene, a player character controlled by a user or a non-player character controlled by a machine interacts with other player characters or non-player characters in a virtual scene:
[0055] 3) In response to: conditions or states that the executed operations depend on, when the dependent conditions or states are met, one or more operations executed in real time or with a set delay; without special instructions, there is no restriction on the execution order of multiple operations.
[0056] 4) Interaction: the process of virtual objects communicating, acting or reacting in a virtual scene in a certain way. Interaction can be communication between friendly virtual objects or attack between hostile virtual objects. For example, in a game, the interaction between virtual objects can be an attack on one virtual object (such as an enemy character) to another virtual object (such as a player character); it can also be a virtual object (such as another player character in the same camp) sending information to another virtual object (such as a player character), which can be text, voice or action, etc., for communication or indication.
[0057] 5) Quantitative value: a numerical representation of any positive or negative impact of one virtual object on another virtual object in a virtual scene, representing the degree of impact of one virtual object on another virtual object. For example, in a game scene, the quantitative value can be a damage value representing the damage suffered by a player character when an enemy character attacks the player character in the game; it can also be a gain or support effect, such as a healing amount, a shield value, an acceleration effect, etc., generated by one player character on another player character in the same camp. For example, assume that two players A and B belong to the same team in the same game, and player A uses a skill to provide a shield for player B, making player B immune to any damage for the next few seconds. In this case, the gain effect of player A's skill on player B can be a quantitative value, represented as the duration, intensity or damage reduction percentage of the shield, etc.
[0058] 6) Direction control: a control used to indicate the direction of another virtual object within the field of view of a virtual object. The direction indicated by the direction control can be a relative direction, i.e., the direction of another virtual object relative to the current virtual object; the direction indicated by the direction control can also be an absolute direction, i.e., the direction of another virtual object relative to the coordinate origin of the coordinate system of the virtual scene, such as east, south, west, north, southeast, northeast, southwest, northwest, etc.
[0059] 7) Camp: a team or faction to which a virtual object belongs, in a virtual scene, the camp can be used to distinguish the belonging relationship of different roles or objects, such as enemy, friendly or neutral, etc. For example, virtual object 1 belongs to the red camp, and virtual object 2 belongs to the blue camp, then virtual object 1 and virtual object 2 belong to an enemy relationship.
[0060] In the related art, when a virtual object transmits information, it needs to communicate through text, voice communication, or mark through a marking system, but this way is cumbersome to operate, which may cause information delay or error, and is not efficient and accurate.
[0061] Based on the above analysis, the applicant found that the interaction processing method of the virtual scene in the related art cannot efficiently and accurately realize the information transmission between virtual objects. In view of the above technical problems, the embodiment of the present application provides a virtual scene interaction processing method, device, electronic device, computer readable storage medium and computer program product, which can efficiently and accurately transmit the information of virtual objects.
[0062] The following describes an exemplary application of the electronic device provided by the embodiment of the present application. The electronic device provided by the embodiment of the present application can be implemented as a notebook computer, a tablet computer, a desktop computer, a set-top box, a smart phone, a smart speaker, a smart watch, a smart television, a vehicle-mounted terminal, etc. Various types of terminals, and can also be implemented as a server. In the following, an exemplary application of the electronic device implemented as a terminal will be described.
[0063] Referring to FIG. 1, FIG. 1 is an architecture schematic diagram of a virtual scene interaction processing system 100 provided by the embodiment of the present application, in order to realize the support of an interactive processing application of a virtual scene, a terminal (exemplarily shows a terminal 400-1 and a terminal 400-2) connects a server 200 through a network 300, the network 300 can be a wide area network or a local area network, or a combination of the two.
[0064] The terminal 400-1 is configured to display a first virtual scene on the human-computer interaction interface 411-1, the first virtual scene including a first virtual object; when a second virtual object appears in a first direction in the virtual scene, display a first direction control for indicating the first direction; when a triggering operation on the first direction control is detected, send information of the second virtual object to a third virtual object controlled by the terminal 400-2, to display the information and direction of the second virtual object in a second virtual scene on the human-computer interaction interface 411-2 of the terminal 400-2.
[0065] Taking a game scene as an example, the terminal 400-1 is configured to display a game scene on the human-computer interaction interface 411-1, the game scene including a player character (a first virtual object) controlled by the terminal 400-1; when another player character or a non-player character (a second virtual object) appears in a first direction in the game scene, display a first direction control for indicating the first direction; when the terminal 400-1 detects a triggering operation on the first direction control by the player, send information of the other virtual character (the second virtual object) to the player character or the non-player character (a third virtual object) controlled by the terminal 400-2, to display the information and direction of the other virtual character in the game scene on the human-computer interaction interface 411-2 of the terminal 400-2.
[0066] In some embodiments, the server 200 can be a standalone physical server, or a server cluster or 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 platforms. The terminal and the server can be connected directly or indirectly through wired or wireless communication, which is not limited in the embodiments of the present application.
[0067] The virtual scene interaction processing method provided in the embodiments of the present application is applicable to a scenario in which virtual objects in a virtual scene perform information transmission in an interaction process. For example, in a multiplayer online game scenario, a user controls a player character to interact with a player character or a non-player character in a virtual scene, and by triggering a direction control in the virtual scene, information of a virtual object in a corresponding direction can be sent to other virtual objects, for example, an attack direction of an enemy is sent to a teammate, or a message sent by a teammate is relayed to other teammates. The method can achieve efficient and accurate transmission of information, improve team collaboration, and improve the user experience in the game.
[0068] Referring to FIG. 2, FIG. 2 is a structural schematic diagram of the terminal 400-1 provided in the embodiments of the present application. The terminal 400-1 shown in FIG. 2 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the terminal 400-1 are coupled together by a bus system 440. It can be understood that the bus system 440 is used to realize the connection communication between the components. The bus system 440 includes not only a data bus, but also a power bus, a control bus, and a status signal bus. However, for the purpose of clear illustration, all the various buses are marked as the bus system 440 in FIG. 2.
[0069] The processor 410 can be an integrated circuit chip having a processing capability of a signal, for example, a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components, etc., wherein the general-purpose processor can be a microprocessor or any conventional processor.
[0070] The user interface 430 includes one or more output devices 431 enabling presentation of media content, including at least one of one or more speakers, one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, other input buttons and controls.
[0071] The memory 450 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, and the like. The memory 450 optionally includes one or more storage devices physically located in proximity to the processor 410.
[0072] The memory 450 includes volatile memory or non-volatile memory, and can also include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), and the volatile memory can be random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0073] In some embodiments, the memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or a subset or superset thereof, which are exemplarily illustrated below.
[0074] The operating system 451 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, and the like, for implementing various basic services and processing hardware-based tasks;
[0075] The network communication module 452 is configured to communicate with other electronic devices via one or more (wired or wireless) network interfaces 420, such as Bluetooth, Wireless Fidelity (WiFi), Universal Serial Bus (USB), and the like;
[0076] The presentation module 453 is configured to enable presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, and the like) associated with the user interface 430.
[0077] The input processing module 454 is configured to detect and interpret one or more user inputs or interactions from one or more input devices 432.
[0078] In some embodiments, the apparatus provided by the embodiments of the present application can be implemented in a software manner. FIG. 2 shows an interactive processing apparatus 455 of a virtual scene stored in the memory 450, which can be in the form of programs and plug-ins and the like, including the following software modules: a first module 4551 and a second module 4552. These modules are logical, and thus can be combined or further split according to the implemented functions. The functions of the various modules will be described below.
[0079] In some embodiments, a terminal or a server can implement the virtual scene interaction processing method provided by the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions can be microprogram-level commands, machine instructions or software instructions. The computer programs can be native programs or software modules in an operating system; can be native applications (APPs) that need to be installed in an operating system to run, such as game APPs; or can be small programs that can be embedded into any APP, i.e., programs that only need to be downloaded into a browser environment to run. In summary, the above computer-executable instructions can be any form of instructions, and the above computer programs can be any form of application programs, modules or plug-ins.
[0080] The virtual scene interaction processing method provided by the embodiments of the present application will be described in conjunction with exemplary applications and implementations of a terminal provided by the embodiments of the present application.
[0081] Referring to FIG. 3A, FIG. 3A is a flow diagram of a method for processing interaction of a virtual scene according to an embodiment of the present application. The method will be described below with reference to the terminal (e.g., terminal 400-1 shown in FIG. 1) as an execution subject.
[0082] In step 101, a first virtual scene is displayed, wherein the first virtual scene includes a first virtual object.
[0083] In some embodiments, the first virtual scene can be an environment displayed in a human-computer interaction interface of a terminal device for the first virtual object to interact with other virtual objects. For example, the first virtual scene can be a virtual city, a virtual social space, or any other form of virtual scene. The first virtual object is a virtual object controlled by a user and displayed in the current human-computer interaction interface. The user can operate the first virtual object through an input device (e.g., a keyboard, a mouse, a touch screen, a gamepad, etc.) to move, interact, or perform other actions in the virtual scene.
[0084] For example, in a game scene, the first virtual scene can be an environment for game characters to fight in the virtual scene, and the first virtual object can be a player character controlled by a player and displayed in the current human-computer interaction interface. In a virtual social scene, the first virtual scene can be a virtual social space, and the user can control the first virtual object to communicate, interact, or participate in virtual activities with virtual objects of other users. In a virtual education scene, the first virtual scene can be a virtual classroom or laboratory, and the user can control the first virtual object (e.g., a virtual student) to participate in virtual courses, perform experiments, or interact with other virtual objects (e.g., virtual teachers or classmates). In a virtual reality or augmented reality scene, the first virtual scene can be a virtual three-dimensional space, and the user can control the first virtual object (e.g., a virtual tool or a virtual character) to interact with other objects in the virtual environment through a virtual reality device or an augmented reality device.
[0085] As an example, referring to FIG. 4A, FIG. 4A is a first schematic diagram of a virtual scene according to an embodiment of the present application. As shown in FIG. 4A, a first virtual object 401 is displayed in a human-computer interaction interface above FIG. 4A.
[0086] In step 102, in response to the appearance of a second virtual object in a first direction, a first direction control is displayed, wherein the first direction control is used to indicate the first direction, and the first direction is a direction from a perspective of the first virtual object to the second virtual object.
[0087] Here, the first direction is the direction of the second virtual object as viewed from the perspective of the first virtual object, that is, the first direction is the direction of the second virtual object relative to the first virtual object as viewed from the perspective of the first virtual object, i.e., the direction from the first virtual object to the second virtual object. This direction can be two-dimensional (e.g., in a planar scene) or three-dimensional (e.g., in a three-dimensional scene). For example, in a three-dimensional game, if the first virtual object is a player character and the second virtual object is an enemy character, the first direction is the direction in which the player character looks at the enemy character. The first direction control can indicate the direction of the second virtual object in any of the following ways: the first direction control is an arrow, and the first direction is the direction indicated by the arrow; the first direction control is a sector in a circular ring, and the first direction is the direction indicated by the rays of the sector with the center of the sector as the endpoint; the first direction control is a control of other shapes (such as a rectangle, a circle, an ellipse, etc.), and the indicated direction is marked on the control. Here, the first direction control is intended to help the user quickly understand the position of the second virtual object, so that the user can interact more intuitively.
[0088] As an example, the first direction can be an absolute direction, i.e., the direction of the second virtual object relative to the coordinate origin of the coordinate system of the virtual scene, such as east, south, west, north, southeast, northeast, southwest, and northwest, wherein the coordinate system of the virtual scene has point O as the coordinate system origin and the xoy plane as the ground plane of the virtual scene.
[0089] As an example, the first direction can also be a relative direction, i.e., the direction of the second virtual object relative to the first virtual object. Referring back to FIG. 4A, in the diagram below FIG. 4A, the second virtual object 402 is located at the 11 o'clock direction of the first virtual object 401, and the 11 o'clock direction is the relative direction of the second virtual object 402 relative to the first virtual object 401.
[0090] In some embodiments, the second virtual object appearing in the first direction is not a specific object, but any object other than the first virtual object, and the number of second virtual objects can be one or more. In addition to indicating the first direction, the first direction control can also indicate the position of the second virtual object and the distance between the second virtual object and the first virtual object.
[0091] As an example, continue to refer to FIG. 4A, which is a first schematic diagram of a virtual scene according to an embodiment of the present application. In response to the appearance of a second virtual object in the 11 o'clock direction in the human-computer interaction interface above FIG. 4A, the human-computer interaction interface above FIG. 4A displays the first virtual object 401, the second virtual object 402, the second virtual object 403, and the second virtual object 404, as well as the direction control 405. In the direction control 405, it is indicated that the second virtual object 402 and the second virtual object 403 are in the 11 o'clock direction, and the positions of the second virtual object 402 and the second virtual object 403 are shown respectively. The distance between the second virtual object 402 and the first virtual object 401 is 50 meters, and the distance between the second virtual object 403 and the first virtual object 401 is 30 meters.
[0092] In some embodiments of the step 102, in response to the appearance of the second virtual object in the first direction and the initiation of interaction between the second virtual object and the first virtual object, the first direction control is displayed; and in response to the appearance of the second virtual object in the first direction and the distance between the second virtual object and the first virtual object being less than the distance threshold, the first direction control is displayed.
[0093] In some embodiments, the preset distance threshold can be determined according to the state of the first virtual object. For example, if the first virtual object is in a stealth mode, the distance threshold can be set to a smaller distance (such as 30 meters) so as to more accurately prompt potential threats; if the first virtual object is in a combat mode, the distance threshold can be set to a larger distance (such as 70 meters) so as to allow the player to discover the enemy in advance.
[0094] In other embodiments, the preset distance threshold can be determined according to the moving speed of the second virtual object. For example, if the second virtual object is moving quickly, the distance threshold can be set to a larger distance (such as 70 meters) so as to allow the player controlling the first virtual object to react in advance; if the second virtual object is in a stationary state, the distance threshold can be set to a smaller distance (such as 30 meters).
[0095] In other embodiments, the preset distance threshold can also be customized by the user controlling the first virtual object according to his / her own preferences or needs. Such a setting can be completed through a setting menu of the game or application. For example, in a role-playing game, the player can adjust the distance threshold through the setting menu. If the player wishes to discover the enemy earlier, the distance threshold can be set to be larger; if the player wishes to reduce the prompt information on the screen, the distance threshold can be set to be smaller. In a virtual social application, the user can set the distance threshold according to his / her own social preferences. If the user wishes to interact more actively with other users, the distance threshold can be set to be larger; if the user wishes to reduce the interference, the distance threshold can be set to be smaller.
[0096] As an example, the interaction initiated by the second virtual object to the first virtual object can be an attack initiated by the second virtual object to the first virtual object, or a communication between the second virtual object and the first virtual object, i.e., the second virtual object sends a message to the first virtual object.
[0097] Taking the game scene as an example, in a role-playing game, the interaction between virtual characters is an important part of the game experience. Here are some examples of interactions between different factions and the same faction:
[0098] The interaction between different factions can be the following cases:
[0099] 1) Conflict and battle: In a fantasy role-playing game, a good faction character played by a player encounters a character of an evil faction in an unknown forest, and a fierce battle breaks out between the two sides to compete for a mysterious treasure or prevent the other side from completing a evil plan.
[0100] 2) Diplomacy and negotiation: A merchant character played by a player needs to negotiate with the king of an enemy faction to obtain valuable resources or open new trade routes, and the player needs to show excellent negotiation skills while maintaining their position.
[0101] 3) Activity and conspiracy: A character played by a player infiltrates the castle of an enemy faction to try to obtain information or sabotage the opponent's plan.
[0102] 4) Cultural exchange and learning: A scholar character played by a player may exchange academic knowledge with a scholar of an enemy faction, although there are differences in their positions, but they can still find common ground in academics and culture.
[0103] The interaction between the same faction can be the following cases:
[0104] 1) Cooperation and team combat: A team of adventurers played by a player encounters difficulties during an adventure and needs the close cooperation of team members, such as solving puzzles together and defeating powerful monsters.
[0105] 2) Resource allocation and sharing: Among players in the same faction, there may be problems of resource allocation, which usually requires communication and negotiation within the team to determine how to fairly distribute war booty or food supplies.
[0106] 3) Role-playing and story creation: Players play different roles within the faction, such as doctors, warriors, etc., and create a story together through role-playing to increase the depth and interest of the game.
[0107] 4) Emotion and interpersonal relationship: In the long-term adventure process, the player characters may develop deep friendships or romantic relationships, and such emotional interactions can enrich the gaming experience and influence the development of the plot.
[0108] As an example, the distance threshold can be preset. For example, when the distance threshold is 100 meters, the second virtual object is displayed with the first direction control if the distance between the second virtual object and the first virtual object is less than 100 meters.
[0109] In some embodiments, the distance threshold can also be statistically determined according to historical interaction data of the virtual scene. For example, the distance between two virtual object samples interacting at different times in the historical interaction data of the virtual scene is counted, and the average of the distances at multiple times is taken as the distance threshold, so that the first virtual object is prompted in advance when the distance between the second virtual object with potential interaction intention and the first virtual object is less than the distance threshold.
[0110] In another embodiment of step 102, the first direction control is displayed in response to the appearance of the second virtual object in the first direction, and the second virtual object has the intention to interact with the first virtual object (i.e., has the intention to interact, but has not interacted with the first virtual object).
[0111] In some embodiments, the intention of the second virtual object to interact with the first virtual object can be predicted by using artificial intelligence technology, as shown in FIG. 3B, which is a flowchart of determining the interaction intention of the second virtual object according to an embodiment of the present application. The intention of the second virtual object to interact with the first virtual object can be predicted by steps 201 to 203 of FIG. 3B, which are described in detail below.
[0112] In step 201, the features of the object combination are obtained, wherein the features of the object combination include the positions of the first virtual object and the second virtual object, the attributes of the first virtual object and the second virtual object, the relationship between the first virtual object and the second virtual object, and the roles of the first virtual object and the second virtual object.
[0113] Taking a game scene as an example, the attributes of the first virtual object and the second virtual object can be the moving speed of each virtual object and the skills of the virtual object. The relationship between the first virtual object and the second virtual object can be an enemy relationship, i.e., the first virtual object and the second virtual object belong to different camps. The relationship between the first virtual object and the second virtual object can also be a teammate relationship, i.e., the first virtual object and the second virtual object belong to the same camp. The roles of the first virtual object and the second virtual object can be auxiliary, warrior, marksman, mage, and assassin, etc.
[0114] In step 202, a pre-trained interaction probability model is called based on the features of the object combination to make a probability prediction, obtaining a probability of interaction between the first virtual object and the second virtual object, wherein the interaction probability model is trained based on the features of the sample object combination and the corresponding label, and the label represents the probability of interaction of the sample objects in the sample object combination.
[0115] In some embodiments, the interaction probability model is obtained by performing the following processing: taking the features of the sample object combination as input, calling the initialized interaction probability model to predict the probability of interaction of the sample objects in the sample object combination, obtaining the predicted interaction probability of the sample objects; determining a loss value according to the difference between the predicted interaction probability and the label, and updating the parameters of the initialized interaction probability model using a back propagation algorithm according to the loss value to obtain the trained interaction probability model. Here, the interaction probability model can be trained by a terminal using an artificial intelligence (AI) chip, or can be trained by a server and then downloaded to the terminal.
[0116] Here, the structure of the interaction probability model can include an input layer, a hidden layer, and an output layer. In the forward propagation process, the features of the sample object combination are taken as input, the features of the sample object combination are linearly processed through the hidden layer to obtain linear features, and the linear features are activated using an activation function to obtain output features of the hidden layer. Finally, the output features of the hidden layer are normalized by the output layer to obtain the predicted interaction probability of the sample objects.
[0117] As an example, the sample object combination features are [feature 1, feature 2,..., feature n], and the label is y (the real interaction probability). First, the features of the sample object combination are embedded to obtain an input vector X; then the input vector is linearly processed through the hidden layer. For example, the weight matrix W1 (4x8) of the hidden layer is randomly initialized as:
[0118] The bias b1 of the hidden layer is initialized as b1 = [0.1, 0.2, 0.3, 0.4], and the linear feature Z1 = W1 x X + b1 = [1.86, 2.14, 2.04, 1.96]. The linear feature Z1 is activated to obtain the output feature A1 of the hidden layer = [1.86, 2.14, 2.04, 1.96].
[0119] If the weight W2 of the output layer is [0.5, 0.3, 0.2, 0.1] and b2 is 0.1, the linear feature Z2 of the output layer is calculated by linear calculation on the output feature A1 of the hidden layer, and the linear feature Z2 of the output layer is 2.234. Finally, the sigmoid function is used to normalize the linear feature Z2 of the output layer, and the predicted interaction probability p is 0.9.
[0120] In the back propagation process, the loss value can be propagated from the output layer to the input layer through the back propagation algorithm, so that the interaction probability model can learn the difference between the predicted interaction probability and the label y. According to the loss value, the gradient of each parameter in the interaction probability model is calculated. Using the optimization algorithm, the parameters of the initial interaction probability model are updated according to the gradient of the parameters and the preset learning rate, so as to reduce the loss value. The interaction probability model is trained for multiple rounds of iteration until the loss value of the interaction probability model converges or reaches the preset number of training rounds.
[0121] As an example, the first virtual object sample, the second virtual object sample, and the feature data of the interaction between the first virtual object sample and the second virtual object sample can be collected from the historical interaction data of the virtual scene for training. For example, the interaction data of high-end players can be collected, so as to learn the decision-making experience of high-end players when perceiving other virtual objects.
[0122] As an example, the interaction probability model can be a Multilayer Perceptron (MLP), a Convolutional Neural Network (CNN), a Recurrent Neural Network (RNN), a Variational Autoencoder (VAE), a Transformer, a Long Short-Term Memory (LSTM), and a Proximal Policy Optimization (PPO), etc. The loss function used to determine the loss value can be a Mean Squared Error (MSE), a Root Mean Squared Error (RMSE), a Mean Absolute Error (MAE), a Cross-Entropy Loss, etc.
[0123] In step 203, in response to the probability of the interaction between the first virtual object and the second virtual object being greater than the probability threshold, it is determined that the second virtual object has the intention to interact with the first virtual object.
[0124] Here, the intention of interaction refers to a subjective tendency or potential will of one virtual object (such as a character, an entity, etc.) in a virtual scene to tend to have an interaction behavior with another virtual object, which is used to predict whether an interaction (such as a dialogue, cooperation, confrontation, etc.) will occur between virtual objects, and is one of the core logics to drive intelligent interaction of the virtual scene.
[0125] As an example, when the probability of interaction between the first virtual object and the second virtual object is 0.85, and the probability threshold is 0.8, it is determined that the second virtual object has an intention to interact with the first virtual object.
[0126] The embodiments of the present application can predict the intention of the second virtual object to interact with the first virtual object by comprehensively considering the features of the first virtual object and the second virtual object in different dimensions and calling a pre-trained interaction probability model, so as to dynamically adjust the behavior strategy of the virtual object according to the predicted result, make a more reasonable response, improve the dynamic interaction quality in the virtual scene and the adaptability of the intelligent agent, and provide a more rich and real virtual experience for the user.
[0127] The embodiments of the present application display the first direction control under different conditions for the second virtual object. When the second virtual object initiatively interacts with the first virtual object, the first direction control is displayed, which can be used to indicate the current interaction state and allow the user to perform corresponding operations, such as selecting a dialogue option or executing a specific skill. When the second virtual object approaches to within a preset distance, the first direction control is displayed, which can be used to prompt the user that there is a possibility of close-range interaction, such as close-range attack or close-range interaction operation in a role-playing game. When it is predicted that the second virtual object has an intention to interact with the first virtual object, but no interaction has occurred, the first direction control is displayed, which can provide the user with an opportunity to prepare or adjust the strategy to cope with the possible interaction, increase the user's control and anticipation of the interaction situation. In summary, the scheme of displaying the first direction control under different conditions can enable the user to quickly understand the interaction state and possible interaction options in the environment through visual or operation feedback, so as to make a more timely and appropriate response, improve the user experience, and at the same time improve the intuitiveness and interaction efficiency of the user interface.
[0128] In some embodiments, the "displaying a first direction control in response to the appearance of a second virtual object in the first direction" in step 102 above can be implemented by performing at least one of the following processes: displaying a first direction control in response to the appearance of a second virtual object in the first direction, and the first virtual object and the second virtual object belong to different teams (e.g., the first virtual object belongs to the blue team and the second virtual object belongs to the red team); displaying a first direction control in response to the appearance of a second virtual object in the first direction, and the probability of successful interaction between the first virtual object and the second virtual object is less than a probability threshold (e.g., the probability threshold is 0.8); displaying a first direction control in response to the appearance of a second virtual object in the first direction, and the second virtual object and the first virtual object can meet based on the current movement direction and speed of the second virtual object and the distance between the first virtual object and the second virtual object.
[0129] Here, the probability of successful interaction between the first virtual object and the second virtual object can have any of the following meanings: the probability that the first virtual object defeats the second virtual object in a confrontation scenario where the first virtual object and the second virtual object belong to different camps; or the probability that the first virtual object and the second virtual object cooperate in a collaborative scenario where the first virtual object and the second virtual object belong to the same camp.
[0130] Here, the probability of the first virtual object defeating the second virtual object is the probability of achieving multiple objectives as defined by the rules of the virtual scenario. For example, in a virtual competitive scenario, it might be the probability of the first virtual object reducing the second virtual object's health to zero; in a strategic game scenario, it might be the probability of the first virtual object breaking through the second virtual object's defenses; in a resource competition scenario, it might be the probability of the first virtual object successfully seizing the resources protected by the second virtual object. The probability of the first and second virtual objects cooperating refers to the likelihood of them working together to complete a preset task. For example, in a team dungeon scenario, it's the probability of the first virtual object (healer) and the second virtual object (damage dealer) jointly defeating a third virtual object; in a construction scenario, it's the probability of the first and second virtual objects cooperating to build virtual structures; in a puzzle-solving scenario, it's the probability of the first and second virtual objects cooperating to solve a puzzle.
[0131] As an example of the first virtual object and the second virtual object being able to meet, if the current moving direction of the second virtual object is westward, the first virtual object is located in the west of the second virtual object, the speed of the first virtual object moving westward is 1 meter per second, the speed of the second virtual object moving westward is 2 meters per second, and the distance between the first virtual object and the second virtual object is 10 meters, then according to the current moving direction and speed of the second virtual object, the second virtual object and the first virtual object can meet after 10 seconds, and the first direction control is displayed. If the current moving direction of the second virtual object is westward, the first virtual object is located in the west of the second virtual object, the first virtual object is stationary, the speed of the second virtual object moving westward is 2 meters per second, and the distance between the first virtual object and the second virtual object is 10 meters, then according to the current moving direction and speed of the second virtual object, the second virtual object and the first virtual object can meet after 5 seconds, and the first direction control is displayed. If the current moving direction of the second virtual object is eastward, and the first virtual object is located in the west of the second virtual object, then according to the current moving direction and speed of the second virtual object, the second virtual object and the first virtual object cannot meet, and the first direction control is not displayed.
[0132] The embodiments of the present application determine whether to display the first direction control by considering the camp to which the first virtual object and the second virtual object belong, the success probability of the interaction between the first virtual object and the second virtual object, and the meeting situation of the first virtual object and the second virtual object, and through visual prompting, the user can timely understand the interaction state and possible interaction options in the environment, thereby making more appropriate reactions and decisions. For example, in a game, the display scheme of the first direction control for different situations can enhance the immersion and competitiveness of the game and improve the user's control and anticipation.
[0133] In some embodiments, the success probability of the interaction between the first virtual object and the second virtual object can be predicted by calling a pre-trained deep learning model. The deep learning model can be obtained by performing the following processing: obtaining a training set, wherein the training set includes the features of the first sample virtual object and the second sample virtual object, and the success probability label of the interaction between the first sample virtual object and the second sample virtual object, wherein the features of the first sample virtual object and the second sample virtual object include the position, attributes, roles, etc. of each sample virtual object. Calling the initialized deep learning model to predict the success probability of the interaction between the first sample virtual object and the second sample virtual object, obtaining the predicted success probability of the interaction between the first sample virtual object and the second sample virtual object; determining the loss value according to the difference between the predicted success probability and the success probability label, and updating the parameters of the initialized deep learning model according to the loss value to obtain the trained deep learning model.
[0134] Here, the position of the sample virtual object refers to the spatial coordinates or relative position relationship of the sample virtual object in the virtual scene coordinate system, reflects the spatial distribution state of the sample virtual object in the virtual scene, and is a basic physical feature affecting the feasibility of interaction. The attribute of the sample virtual object refers to the inherent or dynamic capability parameters possessed by the sample virtual object, reflects the role strength that the virtual object can play in interaction, for example, the attribute can include attack power, life value, defense power, etc. The role of the sample virtual object refers to the functional positioning or identity label given to the sample virtual object in the virtual scene, reflects the role division of the sample virtual object in interaction, for example, the role can include functional roles (such as output, treatment, defense), identity roles (such as allies, enemies, neutrals), professional roles (such as warriors, magicians, merchants), etc.
[0135] Here, the success probability label can be 0 or 1. Wherein, in the confrontation scene of the first virtual object and the second virtual object belonging to different camps, the success probability label is 1, indicating that the first virtual object can defeat the second virtual object; the success probability label is 0, indicating that the first virtual object fails in confrontation. In the cooperation scene of the first virtual object and the second virtual object belonging to the same camp, the success probability label is 1, indicating that the first virtual object can cooperate with the second virtual object; the success probability label is 0, indicating that the first virtual object does not cooperate with the second virtual object.
[0136] As an example, the deep learning model can be a fully connected neural network, a convolutional neural network, a recurrent neural network, a variational autoencoder, a Transformer, a long short-term memory network, and a proximal policy optimization, etc. The loss function used to determine the loss value can be a mean square error, a root mean square error, a mean absolute error, a cross-entropy loss, etc.
[0137] The embodiments of the present application predict the success probability of the interaction between the first sample virtual object and the second sample virtual object by calling the pre-trained deep learning model, so that the deep learning model can automatically learn and generate the prediction result of the interaction between the first virtual object and the second virtual object after a large amount of data training, thereby determining the display of the first direction control according to the difference between the prediction result and the probability threshold, so that the display result of the first direction control is more referential. By predicting the success probability of the interaction between virtual objects, the user can better understand the result of the interaction, thereby making more appropriate reactions and decisions.
[0138] In some embodiments, the first virtual scene includes a plurality of directional controls, wherein the plurality of directional controls are respectively in a plurality of directions, and the plurality of directions respectively indicate directions of the second virtual object relative to the reference object, i.e., different directional controls indicate different directions; accordingly, the step 102 of "displaying a first directional control in response to the second virtual object appearing in a first direction" can be implemented by performing the following processing: in response to the second virtual object appearing in the first direction, applying a first display parameter to the first directional control; wherein a second directional control applies a second display parameter, the first display parameter is different from the second display parameter, and the second directional control is a directional control in the plurality of directional controls that is different from the first directional control.
[0139] In some embodiments, the directions in which the plurality of directional controls are respectively located can be with reference to a global coordinate system of the first virtual scene. The global coordinate system is a fixed and unified coordinate system in the first virtual scene, and a preset coordinate origin (such as a center origin of the first virtual scene) is taken as a reference object to provide a unified reference framework for the entire scene. In the global coordinate system, the directions are fixed and will not change due to the movement or rotation of any local object. Each directional control has a fixed position and an indicated direction in the global coordinate system.
[0140] For example, the global coordinate system is a two-dimensional coordinate system, and the directional controls can be placed in the following directions: a positive X direction, pointing to the positive direction of the X axis in the global coordinate system, if the X axis is a horizontal line from left to right, the positive X direction is the right direction; a negative X direction, pointing to the negative direction of the X axis in the global coordinate system, if the X axis is a horizontal line from left to right, the negative X direction is the left direction; a positive Y direction, pointing to the positive direction of the Y axis in the global coordinate system, if the Y axis is a vertical line from bottom to top, the positive Y direction is the upward direction; and a negative Y direction, pointing to the negative direction of the Y axis in the global coordinate system, if the Y axis is a vertical line from bottom to top, the negative Y direction is the downward direction.
[0141] In other embodiments, the directions in which the plurality of directional controls are respectively located can also be a local coordinate system centered on the first virtual object, and the reference object of the local coordinate system is the first virtual object. That is, the plurality of directional controls are radially arranged around the first virtual object or a position symbol of the first virtual object, and indicate directions relative to the first virtual object.
[0142] Here, the multiple direction controls can be automatically displayed when the first virtual scene is displayed; or other direction controls in the multiple direction controls, i.e., second direction controls, can be displayed while the first direction controls are displayed; when the second controls are displayed, the second direction controls can be hidden in response to a user triggering operation of hiding the controls, so as to avoid the second direction controls from blocking the first direction controls; or all the direction controls in the first virtual scene can be hidden in response to a user triggering operation of hiding all the controls.
[0143] The first display parameter of the first direction controls is different from the second display parameter, which is manifested in that the display manners of the first display parameter and the second display parameter can be any of the following cases: different colors, different brightnesses, or different backgrounds, different saturations of the same color, different textures or materials, such as smooth and rough, metal and plastic, etc.
[0144] The embodiments of the present application allow the user to hide or display the controls according to his own needs by differentiating the display parameters of the first direction controls and the second direction controls, and distinguish the different controls by adjusting the display parameters (such as color, brightness, texture, etc.) of the controls, so that the system can provide a more personalized, efficient and beautiful interactive experience. These technical effects not only improve the user experience, but also optimize the interaction efficiency, enhance the visual effect, and improve the flexibility and adaptability of the system.
[0145] As an example, refer to FIG. 4B, which is a second schematic diagram of a virtual scene provided by an embodiment of the present application. As shown in FIG. 4B, the first virtual object 401, the second virtual object 402, the second virtual object 403, and the multiple direction controls, and the hidden direction control 421 are displayed in the upper virtual scene of FIG. 4B. Among the multiple direction controls, the direction control 405 (first direction control) and other direction controls (second direction controls) are included, because the second virtual object 402 and the second virtual object 403 are indicated to be located in the 11 o'clock direction in the direction control 405, therefore, the direction control 405 is the first direction control, and the other direction controls, such as the direction control 407 and the direction control 408, are the second direction controls. In response to the triggering operation of hiding the direction control 421, only the first virtual object 401 is displayed in the middle virtual scene of FIG. 4B, and the multiple direction controls are hidden.
[0146] At this time, if a second virtual object appears in the 3 o'clock direction of the virtual scene in the middle of FIG. 4B, the first virtual object 401, the second virtual object 402, the second virtual object 403, and the second virtual object 404, and a plurality of direction controls are shown in the virtual scene below FIG. 4B, wherein the direction control 405 in the plurality of direction controls indicates that the second virtual object 402 and the second virtual object 403 are located in the 11 o'clock direction, and the positions of the second virtual object 402 and the second virtual object 403 are shown respectively, and the distance between the second virtual object 402 and the first virtual object 401 is 50 meters, and the distance between the second virtual object 403 and the first virtual object 401 is 30 meters; the direction control 406 indicates that the second virtual object 404 is located in the 3 o'clock direction, and the position of the second virtual object 404 is shown, and the distance between the second virtual object 404 and the first virtual object 401 is 40 meters, that is, the first direction control shown in the virtual scene below FIG. 4B includes the direction control 405 and the direction control 406, and the other direction controls are second direction controls, for example, the direction control 407 and the direction control 408 shown in the virtual scene below FIG. 4B. As can be seen from FIG. 4B, the display texture (vertical lines) of the first direction control (the direction control 405 and the direction control 406) is different from the display texture (horizontal lines) of the second direction control (the direction control 407 and the direction control 408).
[0147] The embodiments of the present application apply the first display parameter to the direction control corresponding to the direction in which the second virtual object appears, and apply the second display parameter to the direction control corresponding to the direction in which the second virtual object does not appear. By applying different display parameters to different direction controls, the difference between the second direction control and the first direction control can be highlighted, personalized visual feedback can be provided, so as to enhance the immersion of the user in the virtual scene, make the virtual scene more real and lively, and enable the user to quickly identify different interaction situations such as hostile or friendly virtual objects according to the visual difference of the direction controls, and make corresponding responses. The dynamic change and personalized display of the direction control can also improve the interaction experience between the user and the virtual scene, and make the user feel more involved and engaged.
[0148] In some embodiments, the plurality of direction controls described above are radially arranged around the first virtual object or around the position symbol of the first virtual object in the plane in which the first virtual object is located, wherein the direction of each direction control relative to the position symbol is the direction indicated by each direction control.
[0149] Here, the plurality of direction controls are radially arranged around the first virtual object or around the position symbol of the first virtual object, which can be arranged in a circular, elliptical, circular ring, rectangular, or other shape.
[0150] As an example, referring to FIG. 4G, the plurality of direction controls (such as the first direction control 466 and the first direction control 468) shown in the virtual scene of FIG. 4G are arranged in a circular ring around the first virtual object 461. Referring to FIG. 4H, FIG. 4H shows the first virtual object 471 and the plurality of direction controls, wherein the plurality of direction controls include the first direction control 472 and a plurality of second direction controls, such as the second direction control 473 shown in FIG. 4H, and the plurality of direction controls shown in FIG. 4H are arranged in a circular ring around the position symbol 474 of the first virtual object 471.
[0151] In some other embodiments, the positions of the plurality of direction controls themselves are not directional, and the plurality of direction controls can be displayed in a horizontal or vertical row, and the direction indicated by each direction control is indicated in the form of text in each direction control.
[0152] As an example, referring to FIG. 4C, FIG. 4C is a third schematic diagram of a virtual scene provided by an embodiment of the present application, and FIG. 4C shows the first virtual object 441 and a plurality of direction controls, and the direction indicated by each direction control is indicated in the form of text in each direction control. As shown in FIG. 4C, the direction control 442 and the direction control 443 respectively represent that there is a second virtual object in the 3 o'clock direction and the 11 o'clock direction. Referring to FIG. 4D, FIG. 4D is a fourth schematic diagram of a virtual scene provided by an embodiment of the present application, and FIG. 4D shows the first virtual object 441 and a plurality of direction controls, and the direction indicated by each direction control is indicated in the form of text in each direction control. As shown in FIG. 4C, the direction control 445 represents that there is a second virtual object in the southwest direction of the virtual scene.
[0153] The plurality of direction controls in the embodiments of the present application are arranged in a circular ring around the first virtual object or around the position symbol of the first virtual object, so that the user can intuitively identify the direction represented by each control, thereby quickly understanding the spatial layout and interaction possibilities in the virtual scene; the circular layout is visually attractive, and it can provide a sense of order and dynamic for the virtual interface, and at the same time, it will not distract the user's attention. This layout can enhance the user's sense of immersion, help the user quickly determine his / her own position and the direction of the surrounding environment, make more accurate navigation decisions, and thus improve the interaction efficiency and experience quality between the user and the virtual scene.
[0154] In some embodiments, the first display parameter applied to the first direction control includes a first display sub-parameter and a second display sub-parameter, and the first display sub-parameter and the second display sub-parameter are different. When performing the step 102 of displaying the first direction control, the following processing can be performed: in response to the second virtual object belonging to the same camp as the first virtual object, applying the first display sub-parameter to the first direction control; in response to the second virtual object belonging to a different camp from the first virtual object, applying the second display sub-parameter to the first direction control.
[0155] As an example, the display manners of the first display sub-parameter and the second display sub-parameter can be any of the following: different colors, different brightnesses, or different backgrounds; different saturations of the same color; different textures; different thicknesses of lines of the same texture; different brightnesses (or transparencies) of the same color or the same texture; different types of textures or materials, such as smooth and rough, metal and plastic, etc.
[0156] The embodiments of the present application make the user able to quickly identify whether the second virtual object belongs to the same camp as the first virtual object through the display sub-parameters (such as color, texture, etc.) of the first direction control by the differentiated display effects of the first display sub-parameter and the second display sub-parameter. This intuitive visual prompt can significantly reduce the time and effort of the user in judging the camp, improve the smoothness of operation, and at the same time, through the obvious visual distinction, the user can more accurately judge the camp attribute of the target object, thereby reducing the operation mistakes caused by misjudging the camp. For example, in the game, the player can quickly distinguish between enemies and friends, avoid mistakenly attacking friendly units or missing the opportunity to attack enemy units.
[0157] Referring to FIG. 4E and FIG. 4F, FIG. 4E is a fifth schematic diagram of a virtual scene provided by an embodiment of the present application, and FIG. 4F is a sixth schematic diagram of a virtual scene provided by an embodiment of the present application. FIG. 4E shows a first virtual object 461, a first direction control 462, a second virtual object 463, a first direction control 464, and a second virtual object 465, wherein the first direction control 462 indicates that the second virtual object 463 is located at the 11 o'clock direction, and the first direction control 464 indicates that the second virtual object 465 is located at the 3 o'clock direction. The second virtual object 463 and the second virtual object 465 shown in FIG. 4E belong to the same camp as the first virtual object 461, and the first direction control 462 and the first direction control 464 are displayed with the first display sub-parameter "hatch" applied. In the virtual scene of FIG. 4F, a first virtual object 461, a first direction control 466, a second virtual object 467, a first direction control 468, and a second virtual object 469 are shown, wherein the first direction control 466 indicates that the second virtual object 467 is located at the 11 o'clock direction, and the first direction control 468 indicates that the second virtual object 469 is located at the 3 o'clock direction. The second virtual object 467 and the second virtual object 469 shown in FIG. 4F belong to the same camp as the first virtual object 461, and the first direction control 466 and the first direction control 468 are displayed with the second display sub-parameter "grid" applied.
[0158] In the case where the second virtual object and the first virtual object belong to the same camp and different camps respectively, the embodiments of the present application use different display sub-parameters for the first direction control where the second virtual object is located. Through different display sub-parameters, friendly forces of the same camp and enemy forces of different camps can be distinguished, and customized visual cues such as color, icon, or shape can be provided according to different camp relationships to emphasize different camp affiliations. Through visual feedback, users can more intuitively understand the identity and intention of other virtual objects, so that users can quickly identify and take appropriate behavior strategies. Through intuitive visual differences, users can more easily understand and operate objects in the virtual scene, improving the friendliness of the user interface. For example, in a game scene, such differentiation helps to enhance the strategy and complexity of the game, and improve the immersion and game experience of players.
[0159] In some embodiments, the first direction control includes at least one of the following information of the second virtual object: a second direction in which the second virtual object is located; a quantitative value of an influence of the second virtual object on the first virtual object; a characteristic of the second virtual object; a speed of the second virtual object; a position of the second virtual object; a number of the second virtual object; a distance between the second virtual object and the first virtual object; and an estimated time length of a meeting between the second virtual object and the first virtual object.
[0160] Here, the second direction in which the second virtual object is located can be a relative direction of the second virtual object relative to the first virtual object, or an absolute direction in which the second virtual object is located in the virtual scene. The quantified value of the influence of the second virtual object on the first virtual object can include at least one of: a quantified value of each second virtual object on the first virtual object respectively; and a sum of quantified values of a plurality of second virtual objects on the first virtual object. For example, the quantified value of the influence of the second virtual object on the first virtual object can be a damage value of each second virtual object on the first virtual object; or a sum of damage values of a plurality of second virtual objects on the first virtual object, i.e., a total damage value.
[0161] In some embodiments, the above-mentioned "expected duration of the meeting of the second virtual object and the first virtual object" can be determined by performing the following processing: determining the distance between the first virtual object and the second virtual object according to the current positions of the first virtual object and the second virtual object; and determining the expected duration of the meeting of the second virtual object and the first virtual object according to the distance between the first virtual object and the second virtual object, and the moving direction and moving speed of the first virtual object and the second virtual object.
[0162] As an example, the current distance between the first virtual object and the second virtual object is 30 meters, the moving direction of the first virtual object and the second virtual object is the same, the moving speed of the first virtual object is 2 meters per second, and the moving speed of the second virtual object is 5 meters per second. Then, the expected duration of the meeting of the second virtual object and the first virtual object is 10 seconds.
[0163] In some embodiments, the first direction control can also display prompt information, wherein the prompt information is used to prompt the sending of information of the second virtual object located in the direction corresponding to the first direction control.
[0164] As an example, continuing to refer to FIG. 4F, in the first direction control 467 shown in 4F, the second direction of the displayed second virtual object 467 is 11 o'clock, the quantified value of the influence of the second virtual object 467 on the first virtual object 461 is 130, the distance between the second virtual object 467 and the first virtual object 461 is 50 meters, and the prompt information, the content of which is "click to synchronize teammates". In the first direction control 468 shown in 4F, the second direction of the displayed second virtual object 469 is 3 o'clock, the quantified value of the influence of the second virtual object 469 on the first virtual object 461 is 32, the distance between the second virtual object 469 and the first virtual object 461 is 40 meters, and the prompt information, the content of which is "click to synchronize teammates".
[0165] The embodiments of the present application can display the information of multiple dimensions of the second virtual object in the first direction control, so that the user controlling the first virtual object can quickly understand the positions and moving directions of other virtual objects and make corresponding reactions. According to the displayed speed and position of the second virtual object, the user can be better guided and avoid potential conflicts or collisions. The number of displayed second virtual objects can enhance the user's understanding of the number and distribution of virtual objects in the environment, so as to make better decisions; the distance and expected time of meeting between the second virtual object and the first virtual object can help the user estimate the time and position of meeting, so as to make preparations or adjustments in advance. In summary, by displaying these information, the user can better immerse in the virtual scene, enhance the interactivity between the user and the virtual scene, so that the user can better understand and control the interaction in the virtual scene, thereby improving the user experience and interaction efficiency.
[0166] With reference back to FIG. 3A, the step 102 is explained.
[0167] In step 103, in response to the triggering operation on the first direction control, the information of the second virtual object is sent to the third virtual object.
[0168] In some embodiments, referring to FIG. 3C, which is a flowchart of information sending of a virtual scene according to an embodiment of the present application. The step 103 of FIG. 3A can be implemented by steps 1031-1032 of FIG. 3C, which are explained in detail as follows.
[0169] In step 1031, in response to the triggering operation on the first direction control, a plurality of candidate third virtual objects are displayed in the first virtual scene.
[0170] In some embodiments, the step 1031 described above can be implemented in the following manner: the plurality of candidate third virtual objects are displayed in the first virtual scene according to a preset sorting manner, wherein the sorting manner includes any one of the following:
[0171] The first sorting manner: the third virtual objects are classified according to the role types, and the classified third virtual objects are arranged according to a preset category order.
[0172] In some embodiments, the display manner of the plurality of candidate third virtual objects in the first virtual scene can be to classify and display the third virtual objects according to the role types of the third virtual objects.
[0173] As an example, the plurality of candidate third virtual objects are virtual object 1, virtual object 2, virtual object 3 and virtual object 4 respectively. Among them, the role types of virtual object 1 and virtual object 3 are snipers, and the role types of virtual object 2 and virtual object 4 are assistants. Then, virtual object 1, virtual object 3, virtual object 2 and virtual object 4 can be displayed in turn according to the classification order of snipers first and then assistants.
[0174] The second sorting manner is to sort the third virtual objects in ascending order according to the latest communication time between the third virtual objects and the first virtual object.
[0175] In other embodiments, the display manner of the plurality of candidate third virtual objects in the first virtual scene can be to sort and display the third virtual objects according to the latest communication time between the third virtual objects and the first virtual object.
[0176] As an example, the plurality of candidate third virtual objects are virtual object 1, virtual object 2, virtual object 3 and virtual object 4 respectively, and the latest communication times between the four virtual objects and the first virtual object are 10:05, 9:55, 10:43 and 10:22 respectively. Then, the third virtual objects are sorted and displayed according to the latest communication time with the first virtual object as virtual object 3, virtual object 4, virtual object 1 and virtual object 2.
[0177] The third sorting manner is to sort the third virtual objects in ascending order according to the distance between the third virtual objects and the first virtual object.
[0178] In other embodiments, the display manner of the plurality of candidate third virtual objects in the first virtual scene can be to sort and display the third virtual objects according to the distance between the third virtual objects and the first virtual object.
[0179] As an example, the plurality of candidate third virtual objects are virtual object 1, virtual object 2, virtual object 3 and virtual object 4 respectively, and the distances between the four virtual objects and the first virtual object are 25 meters, 10 meters, 18 meters and 20 meters respectively. Then, the plurality of third virtual objects are displayed according to the distance with the first virtual object as virtual object 2, virtual object 3, virtual object 4 and virtual object 1.
[0180] In other embodiments, the display manner of the plurality of candidate third virtual objects in the first virtual scene can be to display the third virtual object whose defense direction is the first direction when the first virtual object and the second virtual object belong to different camps, and to display the third virtual object whose role type cooperates with that of the second virtual object when the first virtual object and the second virtual object belong to the same camp.
[0181] As an example, continue to refer to FIG. 4F, and FIG. 4G, which is a seventh schematic diagram of a virtual scene provided by an embodiment of the present application, in response to a triggering operation on the first direction control 468 in FIG. 4F, a third virtual object list is displayed in FIG. 4G, and the plurality of candidate third virtual objects shown in FIG. 4G include virtual object A, virtual object B, virtual object C, and virtual object D.
[0182] In step 1032, in response to a selection operation on at least one third virtual object, the information of the second virtual object is sent to the selected at least one third virtual object.
[0183] As an example, continue to refer to FIG. 4G, as shown in FIG. 4G, in response to a selection operation on virtual object B, virtual object C, and virtual object D, the information of the second virtual object is sent to the selected virtual object B, virtual object C, and virtual object D.
[0184] Embodiments of the present application display a plurality of candidate third virtual objects in the first virtual scene in response to a triggering operation on the first direction control, and send the information of the second virtual object to the selected at least one third virtual object in response to a selection operation on the at least one third virtual object, which is a very intuitive interaction mode, making it easy for users to understand and use, enabling direct interaction with virtual objects in the virtual scene, enhancing the user's immersion in the virtual environment, at the same time, users can quickly view a plurality of candidate third virtual objects through a simple triggering operation, without the need to find or search one by one, greatly improving the efficiency of interaction. After the selection operation, the information of the second virtual object can be sent to the selected third virtual object immediately, which can reduce the waiting time of the user and improve the smoothness of the operation.
[0185] In some embodiments, before performing the above-mentioned step 1032, the following processing can be performed: displaying reference information for selecting candidate third virtual objects in the first virtual scene, wherein the reference information includes at least one of the following: the camp to which the third virtual object belongs; the number of third virtual objects; the third direction of the third virtual object; the distance between the third virtual object and the first virtual object; and the state of the third virtual object.
[0186] Here, the camp to which the third virtual object belongs refers to the team or faction to which the third virtual object belongs. In a virtual scene, a camp can be used to distinguish the attribution relationship of different roles or objects, such as enemy, friend, or neutral, etc. For example, virtual object 1 belongs to the red camp, and virtual object 2 belongs to the blue camp, then virtual object 1 and virtual object 2 belong to an enemy relationship.
[0187] The third direction of the third virtual object refers to the position direction of the virtual object relative to the first virtual object, which can be expressed in an angle or a direction (such as east, south, west, and north). The state of the third virtual object includes a survival state or an idle state, where the survival state represents whether the second virtual object is alive, and the idle state represents whether the second virtual object is idle.
[0188] According to the reference information of the third virtual object, the user can more clearly understand the characteristics and state of each candidate object, helping the user to more accurately select the target object, thereby reducing the misoperation caused by insufficient information. This interactive mode allows the user to dynamically select and interact according to real-time conditions, rather than a fixed operation process, making the interaction in the virtual scene more flexible and diverse.
[0189] In some embodiments, when there are multiple second virtual objects in the first direction, the "sending the information of the second virtual object to the third virtual object" in the above step 103 can be implemented by performing at least one of the following processes: sending the information of the second virtual object closest to the first virtual object in the first direction to the third virtual object; sending the information of all second virtual objects in the first direction to the third virtual object; sending the information of the second virtual object with an interaction intention with the first virtual object in the first direction to the third virtual object; and sending the information of the second virtual object initiating interaction with the first virtual object in the first direction to the third virtual object.
[0190] As an example of the above "sending the information of the second virtual object closest to the first virtual object in the first direction to the third virtual object", when the multiple second virtual objects in the first direction are virtual object A, virtual object B, and virtual object C, and the distance between virtual object A and the first virtual object is 50 meters, the distance between virtual object B and the first virtual object is 40 meters, and the distance between virtual object C and the first virtual object is 30 meters, the information of virtual object C can be sent to the third virtual object.
[0191] As an example of the above "sending the information of all second virtual objects in the first direction to the third virtual object", when the multiple second virtual objects in the first direction are virtual object A, virtual object B, and virtual object C, the information of virtual object A, virtual object B, and virtual object C can be sent to the third virtual object.
[0192] As an example of the above-mentioned "sending information of the second virtual object located in the first direction and having the interaction intention with the first virtual object to the third virtual object", when the multiple second virtual objects located in the first direction are virtual object A, virtual object B and virtual object C respectively, and the virtual object B and the virtual object C have the interaction intention with the first virtual object, the information of the virtual object B and the virtual object C can be sent to the third virtual object.
[0193] As an example of the above-mentioned "sending information of the second virtual object located in the first direction and having the interaction intention with the first virtual object to the third virtual object", when the multiple second virtual objects located in the first direction are virtual object A, virtual object B and virtual object C respectively, and the virtual object B and the virtual object C have the interaction intention with the first virtual object, the information of the virtual object B and the virtual object C can be sent to the third virtual object.
[0194] The embodiment of the present application can ensure that the third virtual object can quickly respond and improve the efficiency of interaction by sending information to the third virtual object when the second virtual object is closest to the first virtual object. Sending information of all second virtual objects located in the first direction to the third virtual object can help the third virtual object better understand the surrounding environment and make more reasonable resource allocation and task planning decisions. When the second virtual object has an interaction intention or has initiated interaction with the first virtual object, sending information to the third virtual object can enhance cooperation and interaction and improve the adaptability and flexibility of the entire system. In summary, this information sending mechanism based on specific conditions can enhance the cooperation efficiency between virtual objects and support more complex decision-making and task execution.
[0195] In some embodiments, in the case that the first virtual object and the second virtual object belong to different camps, the "sending information of the second virtual object to the third virtual object" in the above-mentioned step 103 can be implemented by performing at least one of the following processes: sending information of the second virtual object to the third virtual object within a preset distance and belonging to the same camp as the first virtual object; sending information of the second virtual object to the third virtual object that can meet the first virtual object within a preset time length and belonging to the same camp as the first virtual object.
[0196] In some embodiments, whether the third virtual object can meet the first virtual object within a preset time length can be determined according to the distance between the third virtual object and the first virtual object, and the moving direction and speed of the third virtual object.
[0197] As an example, the distance between the third virtual object and the first virtual object is 30 meters, the third virtual object moves towards the first virtual object, and the moving speed of the third virtual object is 5 meters per second, and the first virtual object does not move, then the duration of the third virtual object meeting the first virtual object is 6 seconds. If the preset duration is 7 seconds, the third virtual object can meet the first virtual object within the preset duration.
[0198] In some embodiments, in the case where the first virtual object and the second virtual object belong to the same camp, the step 103 of "sending the information of the second virtual object to the third virtual object" can be implemented by performing at least one of the following processes: sending the information of the second virtual object to the third virtual object whose distance from the second virtual object exceeds the distance perception upper limit; sending the information of the second virtual object to the third virtual object that has a cooperative relationship with the second virtual object; sending the information of the second virtual object to the third virtual object that belongs to the same role type as the second virtual object.
[0199] Here, the distance perception upper limit refers to the maximum distance within which a virtual object can directly perceive or interact. Third virtual objects beyond this range cannot directly perceive the existence or state of the second virtual object, and therefore need to obtain relevant information about the second virtual object through information sent by the terminal. This mechanism can ensure that even in cases where the direct perception range is exceeded, friendly units can obtain key information in a timely manner, thereby enhancing team cooperation and the ability to respond to emergencies.
[0200] As an example, when the distance between the third virtual object A and the second virtual object is 120 meters, and the distance perception upper limit of the second virtual object is 100 meters, the information of the second virtual object is sent to the third virtual object A. If the second virtual object belongs to the blue camp, and the third virtual object B also belongs to the blue camp, the information of the second virtual object is sent to the third virtual object B. If the role type of the second virtual object is marksman, and the role type of the third virtual object C is also marksman, the information of the second virtual object is sent to the third virtual object C.
[0201] The embodiments of the present application address the cases where the first virtual object and the second virtual object belong to the same camp and different camps, respectively, and different conditions are formulated. When the third virtual object meets the corresponding conditions, it is determined that the information of the second virtual object is sent to the corresponding third virtual object, which can enhance team cooperation and confrontation efficiency, and improve the interactivity and strategy in the virtual scene.
[0202] In some embodiments, the first direction indicated by the first direction control in step 103 above can be an absolute direction, where the absolute direction is a direction of the second virtual object relative to a coordinate origin (such as east, south, west, north, southeast, northeast, southwest, northwest), or the first direction can be a relative direction, where the relative direction is a direction of the second virtual object relative to a reference point, with the first virtual object as the reference point. The first virtual scene is displayed in the first terminal device, the first virtual object is controlled by the first terminal device (such as terminal 400-1 shown in FIG. 1), and the third virtual object is controlled by the second terminal device (such as terminal 400-2 shown in FIG. 1).
[0203] For the two different cases of the first direction described above, the sending of the information of the second virtual object to the third virtual object in step 103 above can be implemented by performing the following processing: in the case where the first direction is an absolute direction, sending the information of the second virtual object to the third virtual object for displaying first prompt information in the second virtual scene of the second terminal device, where the first prompt information is used to represent the information of the second virtual object in the first direction of the second virtual scene; and in the case where the first direction is a relative direction, sending the information of the second virtual object to the third virtual object for converting the first direction to a fourth direction in the second terminal device, displaying second prompt information in the second virtual scene of the second terminal device, and the second prompt information is used to represent the information of the second virtual object in the fourth direction of the second virtual scene.
[0204] In some embodiments, in the case where the first direction is the relative direction described above, referring to FIG. 3D, which is a flowchart for determining the first direction according to an embodiment of the present application, the first direction of the second virtual object relative to the first virtual object can be determined by the terminal or the server through steps 301 to 303 of FIG. 3D, which are described in detail below with the terminal as the main execution body.
[0205] In step 301, a first direction vector is determined according to the position of the first virtual object and the position of the second virtual object.
[0206] In some embodiments, the first direction vector can be determined by the first terminal device (such as terminal 400-1 shown in FIG. 1) that controls the first virtual object according to the position of the first virtual object and the position of the second virtual object.
[0207] As an example, the coordinates of the first virtual object are P1=(x1, y1), and the coordinates of the second virtual object A are P2=(x2, y2). The first direction vector V1 can be determined according to the coordinate values of the x-axis and the y-axis of the first virtual object and the second virtual object, as shown in the following formula (1). V1=P2-P1=(x2-x1, y2-y1) (1)
[0208] In step 302, a first direction angle is determined according to the first direction vector and a first view angle vector corresponding to the orientation of the first virtual object.
[0209] As an example, the first view angle vector corresponding to the orientation of the first virtual object is V0=(x0, y0). The first direction angle θ1 can be determined according to the first view angle vector V0 and the first direction vector V1, as shown in the following formula (2).
[0210] In step 303, a first direction is determined according to the first direction angle.
[0211] As an example, the first direction corresponding to the first direction angle θ1 can be determined according to the first direction angle θ1, as shown in the following formula (3), where T1∈{0, 1, 2…11}.
[0212] In some embodiments, when the first direction is the relative direction, as shown in FIG. 3E, which is a flowchart for determining a fourth direction according to an embodiment of the present application. For each third virtual object, the first direction can be converted into a fourth direction in the second terminal device by executing steps 401 to 404 of FIG. 3E to determine the fourth direction of the second virtual object relative to each third virtual object, which will be described in detail below.
[0213] In step 401, the position of the second virtual object is determined according to the first direction.
[0214] In some embodiments, during the determination of the first direction, an index list can be established to record the correspondence between the position of the second virtual object and the first direction. For example, k1=[(x2, y2), T1]. After sending the information of the second virtual object to the third virtual object, the position of the second virtual object can be retrieved according to the correspondence between the position of the second virtual object and the first direction in the index list.
[0215] In step 402, a second direction vector is determined according to the position of the third virtual object and the position of the second virtual object.
[0216] In some embodiments, after sending the information of the second virtual object to the third virtual object, the second terminal device for controlling the third virtual object can determine a second direction vector according to the position of the third virtual object and the position of the second virtual object.
[0217] As an example, the coordinates of the third virtual object are P3=(x3, y3), and the coordinates of the second virtual object A are P2=(x2, y2). The second direction vector V2 can be determined according to the coordinate values of the x-axis and the y-axis of the third virtual object and the second virtual object, as shown in the following formula (4). V2=P2-P3=(x2-x3, y2-y3) (4)
[0218] In step 403, a second direction angle is determined according to the second direction vector and a second view angle vector corresponding to the orientation of the third virtual object.
[0219] In some embodiments, the second terminal device for controlling the third virtual object can determine a second direction angle according to the second direction vector and a second view angle vector corresponding to the orientation of the third virtual object.
[0220] As an example, the second view angle vector corresponding to the orientation of the third virtual object is V4=(x4, y4). The second direction angle θ2 can be determined according to the second view angle vector V4 and the above-mentioned second direction vector V2, as shown in the following formula (5).
[0221] In step 404, a fourth direction is determined according to the second direction angle.
[0222] In some embodiments, the second terminal device for controlling the third virtual object can determine a fourth direction according to the second direction angle.
[0223] As an example, the fourth direction T2 corresponding to the second direction angle θ2 can be determined according to the second direction angle θ2, as shown in the following formula (6), where T2∈{0, 1, 2…11}.
[0224] The embodiments of the present application formulate different schemes for the case where the first direction is an absolute direction and a relative direction respectively, to send information of the second virtual object to the third virtual object, and display prompt information in different situations in the virtual scene of the terminal device of the third virtual object, which can enhance the navigation and positioning ability of the third virtual object in different situations, improve the interactive efficiency, optimize the user experience, support the management of complex scenes, and thus improve the performance of information transmission and user satisfaction. By displaying prompt information in different situations on the terminal device of the third virtual object, the third virtual object can better understand the layout and dynamic changes of the scene, and improve its perception ability of the environment. For example, in a multiplayer game, team cooperation or joint attack is carried out. According to the difference of the first direction, personalized prompt information can be provided to adapt to the different needs and application scenarios of the third virtual object, so as to improve the pertinence and effect of the prompt information. By displaying prompt information in different situations, a more rich and intuitive interactive experience can be provided to enhance the user's understanding and control of the virtual scene. By formulating different display schemes for different situations, the flexibility and adaptability in the process of information transmission can be improved, so that it can better adapt to different use scenarios and user needs.
[0225] In some embodiments, when performing any of the above steps, a map of the first virtual scene can be displayed in the first virtual scene, wherein the positions of at least one of the first virtual object, the second virtual object and the third virtual object are displayed in the map.
[0226] Here, the map of the first virtual scene includes at least part of the first virtual scene, i.e. the map of the first virtual scene can display the entire area of the virtual scene, or only part of the area. The specific display range can be adjusted according to the application scenario and user needs. For example, in a large virtual scene, the map can only display the local area where the user is currently located, so that the user can focus more on the nearby interactive objects; while in a smaller virtual scene, the map can display the entire scene, so that the user can have a comprehensive understanding of the scene layout. The display mode of the first virtual object, the second virtual object and the third virtual object in the map is not unique.
[0227] As an example, it can be represented by different shapes, different colors or different sizes of marks, respectively representing the first virtual object, the second virtual object and the third virtual object. For example, the first virtual object (user-controlled object) can be represented by green, the second virtual object (friendly object) can be represented by blue, and the third virtual object (enemy object) can be represented by red. The mark of the first virtual object is a square, the mark of the second virtual object is a circle, and the mark of the third virtual object is a triangle; or it can be a label with different texts marked on the same mark, respectively representing the first virtual object, the second virtual object and the third virtual object.
[0228] Referring to FIG. 5, FIG. 5 is a ninth schematic diagram of a virtual scene according to an embodiment of the present application. The first virtual object 501 and a map 511 of the first virtual scene are shown in the first virtual scene shown in FIG. 5, and the map 511 displays an identifier 502 corresponding to the first virtual object 501, an identifier 503 corresponding to the second virtual object A, an identifier 504 corresponding to the second virtual object B, and an identifier 505 corresponding to the third virtual object C, wherein the identifier 502 of the first virtual object 501 is a square, the identifiers 503 and 504 of the second virtual objects A and B are circles, and the identifier 505 of the third virtual object C is a triangle.
[0229] The embodiments of the present application can help users better understand and locate their positions in the scene and the situation of the surrounding environment by identifying the positions of different virtual objects in the map of the virtual scene and providing an overview of the virtual scene through the map display; users can identify potential interaction opportunities or conflicts through the object positions on the map and make action plans accordingly. Meanwhile, the map display increases the realism and immersion of the virtual scene, so that users can observe the positions and dynamics of multiple virtual objects through the map at the same time without the need to retrieve the positions of each object in real time, and the map display provides an intuitive interface for users to show the structure and elements of the virtual scene by displaying the positions of virtual objects in the map, improves the usability and ease of use of the user interface, and thus can significantly improve the user experience and the practicality of the virtual scene.
[0230] In some embodiments, after the step of "sending the information of the second virtual object to the third virtual object in response to the triggering operation on the first direction control" described above is performed, the sending state of the information, such as sent, sending, or failed, can be displayed in the first virtual scene of the first virtual object.
[0231] The virtual object interaction processing method provided by the embodiments of the present application can display a first direction control for indicating the first direction when the second virtual object is in the first direction; and send the information of the second virtual object to the third virtual object by triggering the first direction control. Compared with the related art which can only rely on text communication, voice communication, or a marker system to deliver the information of the virtual object, on the one hand, the first direction control can intuitively display the direction of the virtual object, helping users quickly decide whether to send a message through the direction of the second virtual object, and on the other hand, the first direction control supports sending the information of the first virtual object to the third virtual object through a quick triggering operation on the first direction control. Thus, the perception of the first direction of the second virtual object and the sending of the message are integrated into the first direction control, simplifying the operation steps, and enabling intuitive perception of the direction of the virtual object and efficient and accurate delivery of the information of the virtual object.
[0232] In the following, exemplary applications of embodiments of the present application in a game scenario will be described.
[0233] In a first-person shooter (FPS) game supporting multi-player online participation, after being attacked by an enemy, a player usually faces the problem of difficulty in accurately conveying the attack direction to a teammate. In this case, the player cannot quickly inform the teammate of the exact position of the enemy and the total damage value, resulting in poor information transmission between teams, thereby affecting tactical cooperation and team fighting efficiency. In the related art, the player can only inform the teammate of the position of the enemy by relying on text communication, voice communication, or a manner of turning a view angle to a mark, for example, sending a description of the attack direction to the teammate through a text chat function, or sending a voice to the teammate using a voice communication tool, or turning the view angle and using a mark function in the game to indicate the position of the enemy; the above methods can achieve a certain degree of information transmission, but are often not efficient, timely and accurate, especially in a fierce battle environment. First, the efficiency of information transmission is low, manual operation needs to occupy the attention of the player, which can cause information delay or error, thereby affecting the tactical decision of the team; second, the operation steps are relatively cumbersome, increasing the operation burden of the player, and a high operation cost can reduce the tendency of the player to exchange the position information of the enemy, thereby reducing the user experience.
[0234] To solve the above problems, the interactive processing method of a virtual scene provided by an embodiment of the present application can display the attack direction and the total damage value of the corresponding direction in the virtual scene of the terminal device of the player after the player is attacked, and convey the attack direction and the total damage value to the teammate. Further, when the player is attacked by an enemy, a circular ring indicating the attack direction is displayed in the human-computer interaction interface of the terminal device of the player, the circular ring includes 12 sub-circular rings (corresponding to 12 direction points), the attack direction is mapped to the corresponding direction point, and the total damage value of the player attacked is displayed in the corresponding direction point, wherein each direction point indicates a direction of the attacker relative to the player. When there are multiple attackers in the same direction, the position of the attacker closest to the player is taken as the attack point. In response to a click operation of the player on the direction point, the indicated direction can be accurately reported to the teammate, and the direction information received by the teammate is based on the direction converted from the position of the teammate and the position of the attack point, thereby improving the accuracy of information transmission.
[0235] The application embodiment simplifies the operation process of the player in the battle and the transmission process of the attack direction information, greatly reduces the information delay and error problems caused by manual operation, improves the accuracy and efficiency of information transmission through visual display and automatic message transmission, enables the teammates to quickly understand the attack source and damage value, enhances the real-time communication ability between players, enables the team members to more efficiently cooperate, improves the coordinated combat ability of the team in a high-pressure environment, thereby optimizing the reaction speed and tactical adjustment ability of the team, and improving the overall game experience and team performance.
[0236] The interactive processing method of the virtual scene provided by the application embodiment is described below. When the player character is attacked by the enemy, an attack direction indication ring appears in the center of the player's perspective, which is divided into 12 sector sub-rings (each sector sub-ring as a direction control), corresponding to 12 direction points of the 360-degree field of view of the character's plane, wherein the direction directly opposite the player's perspective is the 0-point sub-ring. According to the angle between the enemy attacker and the player's perspective, the attack direction of the player can be determined, and the corresponding sub-ring is highlighted. The cumulative damage total value in the hit sub-ring is also displayed. In response to the player's click operation on any highlighted sub-ring, the coordinates of the attacker closest to the player character in the corresponding direction can be determined and recorded, and sent to the terminal device of the teammates. After the terminal device of the teammates receives the corresponding direction information and the coordinates of the attacker, the coordinates of the attacker relative to the direction point number of each teammate's perspective can be determined, and an information bar is popped up on the human-computer interaction interface of the teammates, displaying the name of the hit player, the direction point number and the damage total value of the player under attack.
[0237] As an example, refer to FIG. 6, which is a schematic diagram of direction indication provided by the application embodiment. As shown in FIG. 6, when the player is attacked, an attack direction indication ring 601 is displayed in the left interface of FIG. 6, wherein the direction directly opposite the player's perspective is the 0-point sub-ring. The circular 602 in the 360-degree field of view of the plane where the game character is located is shown in the right interface of FIG. 6, and the player is located at the center of the circle. The attack direction indication ring 601 in the left interface of FIG. 6 is equally divided into 12 sub-rings, each sub-ring corresponding to a direction point number in the circular 602 shown in the right interface of FIG. 6.
[0238] According to the angle between the attack direction of the enemy and the direction of the player's perspective, the direction point number corresponding to the attack direction can be determined, so as to determine which sub-rings of the attack direction indication ring have enemy attacks, and highlight the corresponding sub-rings.
[0239] As an example, refer to FIG. 7, which is a schematic diagram of attack directions according to an embodiment of the present application. As shown in FIG. 7, the player's view direction corresponds to the 0 point direction shown in FIG. 7, object 702 is attacker 1 located at the 11 point direction, and object 703 is attacker 2 located at the 3 point direction. The sub-circle ring at the 11 point direction and the sub-circle ring at the 3 point direction are in a highlighted state.
[0240] During the game, when the player is attacked, in addition to highlighting the attack direction, the total damage value received by the player in the corresponding direction can also be displayed on the sub-circle ring of the attacker. When there are multiple attackers in the direction corresponding to a sub-circle ring, the total damage value displayed on the sub-circle ring is the cumulative value of all the damage.
[0241] As an example, refer to FIG. 8, which is a schematic diagram of being hit according to an embodiment of the present application. FIG. 8 shows the hit situation of virtual object 801 controlled by the player. The sub-circle ring corresponding to the 11 point direction of the circle and the sub-circle ring corresponding to the 3 point direction are highlighted. In the sub-circle ring corresponding to the 11 point direction, the damage value 130, the direction point number "11 point", and the prompt information "click to synchronize with teammates" are displayed. In the sub-circle ring corresponding to the 3 point direction, the damage value 32, the direction point number "3 point", and the prompt information "click to synchronize with teammates" are displayed.
[0242] In response to the player's click operation on any highlighted sub-circle ring, the terminal device sends the corresponding attack direction to the server. The server records the coordinates of the damage source closest to the player's character in the attack direction, and determines the direction of the straight line connecting the coordinates of the damage source and the coordinates of each teammate. According to the angle between the direction of the straight line and the view direction of each teammate, it is determined that the coordinates of the attacker are located in the direction of the teammate, i.e., it is determined which sub-circle rings of the attack direction indication circle corresponding to the teammate have enemy attacks, and the direction point number corresponding to the sub-circle ring is obtained.
[0243] As an example, refer to FIG. 9, which is a schematic diagram of direction conversion provided in an embodiment of the present application. As shown in FIG. 9, object 901 is a player-controlled character, object 902 is a teammate 1-controlled character, object 903 is a teammate 2-controlled character, and object 904 is a teammate 3-controlled character, wherein the survival state of object 904 is not alive; object 905 is an attacker 1-controlled character, and object 906 is an attacker 2-controlled character. As shown in FIG. 9, in the 11 o'clock direction of the player-controlled object 901, there are two attackers, namely the attacker 1-controlled object 905 and the attacker 2-controlled object 906, wherein the closest to the player-controlled object 901 is the attacker 1-controlled object 905. Then, for the teammate 1-controlled object 902, the angle between the line l5 connecting object 902 and object 905 and the line of sight l4 of object 902 is θ1, and according to θ1, it can be determined that object 905 is located in the 1 o'clock direction of object 902; for the teammate 2-controlled object 903, the angle between the line l7 connecting object 903 and object 905 and the line of sight l6 of object 903 is θ2, and according to θ2, it can be determined that object 905 is located in the 0 o'clock direction of object 903.
[0244] After determining that the coordinates of the attacker are located in the direction of the teammate, an information bar is popped up in the human-computer interaction interface of the terminal device of the teammate, prompting the player of the hit information, including the name of the hit player, the direction point number of the hit direction relative to the direction of the teammate, and the total damage value of the hit player.
[0245] As an example, refer to FIG. 10, which is a schematic diagram of prompt information provided in an embodiment of the present application. As shown in FIG. 10, in the human-computer interaction interface of the terminal device of the teammate, an information bar 1002 is displayed above the teammate-controlled object 1001, and the information bar displays: “Teammate XX is attacked, the total damage value is 123, and the enemy is in your 3 o'clock direction!”.
[0246] The following describes an implementation manner of the interaction processing method of the virtual scene provided in an embodiment of the present application. Refer to FIG. 11, which is an interaction flowchart of a virtual scene provided in an embodiment of the present application. The following describes steps 1101 to 1108 shown in FIG. 11.
[0247] In step 1101, the player character controlled by the terminal 400-1 is attacked.
[0248] In some embodiments, in response to the player character controlled by the terminal 400-1 being attacked, the following step 1102 is performed.
[0249] In step 1102, the terminal 400-1 records the coordinates of the attacker and determines the distance between each attacker and the player character.
[0250] In some embodiments, when attacks from different attackers to the player are detected, the coordinates of the attackers are recorded by the terminal 400-1, and the distance of each attacker to the player role is determined. The coordinates of the i-th attacker are recorded as PA i =(x i ,y i ,z i ), the coordinates of the attacked player are recorded as P u =(x0,y0,z0), and the distance D i between each attacker and the player can be determined according to the coordinates of the attacker PA u and the coordinates of the attacked player P i , see formula (7) below.
[0251] In step 1103, the terminal 400-1 determines the angle between the attack direction vector and the player perspective vector in the player perspective, and determines the sub-circle ring according to the angle.
[0252] In some embodiments, based on the coordinates of the attacker PA i and the coordinates of the attacked player P u , the terminal 400-1 can determine the attack direction vector V i according to the coordinate values of the x-axis and y-axis of the attacker and the player, see formula (8) below. V i =PA i -P u =(x i -x0,y i -y0) (8)
[0253] The player perspective vector V u can be determined according to the direction of the current perspective of the player, recorded as V u =(x u ,y u ). Then, according to the attack direction vector V i and the player perspective vector V u , the angle θ i between the attack direction vector V u and the player perspective vector V i can be determined, see formula (9) below.
[0254] Based on the angle θ i , the direction point number T j corresponding to the attack direction of each attacker mapped to the direction point in the direction attack circle ring can be determined, and finally, the direction point number is mapped to the corresponding sub-circle ring. See formula (10) below, where T j ∈{0,1,2…11}.
[0255] In step 1104, the terminal 400-1 displays the total damage value of each attack direction on the sub-circle of the virtual scene.
[0256] In some embodiments, the total damage value M j in each attack direction can be determined according to the direction point T j of the corresponding attack direction of each attacker, and the terminal 400-1 displays the total damage value M j of each attack direction on the sub-circle of the virtual scene. j j
[0257] In step 1105, the terminal 400-1 detects a click operation on the sub-circle.
[0258] In some embodiments, when there are multiple attackers in a T j direction, let D j be the distance between each attacker in the T j direction and the player. If the index of the attacker in the T j direction closest to the player is k, i.e. D k = min(D j ), similarly, an index dictionary d can be established to record the index of the attacker closest to the player in the attack direction corresponding to each direction point, such as d[T j ]=k. When the terminal 400-1 detects a click operation on the sub-circle, the following step 1106 processing is performed.
[0259] In step 1106, the terminal 400-1 takes the attacker closest to the player in the corresponding direction as the prompt object.
[0260] In a game embodiment, when the terminal 400-1 detects a click operation on the sub-circle, the index k corresponding to d[T j ] in the attack direction corresponding to the target direction point can be determined, i.e. the coordinates PA k of the attacker closest to the player in the attack direction can be determined. After sending the coordinates PA k of the attacker to the server, the coordinates PS q of all surviving teammates can be determined.
[0261] In step 1107, the terminal 400-2 determines the angle between the attack direction vector and the perspective vector of the teammate in the perspective of the teammate, and determines the direction point according to the angle.
[0262] In some embodiments, the terminal 400-2 can determine the direction point according to the coordinates PA k of the attacker and the coordinates PS qdetermines the direction of the attacker from the teammate, and determines the direction point number of the corresponding direction mapped to the attack direction indicating ring. For specific processing process, please refer to the operations of steps 1102 and 1103 described above, which will not be repeated here.
[0263] In step 1108, the player hit information is displayed in the virtual scene of the teammate-controlled terminal 400-2.
[0264] In some embodiments, the player hit information can be displayed in the virtual scene of the teammate-controlled terminal 400-2, wherein the player hit information can include the name of the hit player, the direction of the attacker, and the total damage value of the player hit.
[0265] The virtual scene interaction processing method provided by the embodiments of the present application can display the attack direction and the damage point number in the virtual scene immediately after detecting that the player character is attacked, and convey to the teammates, so that the player can accurately and quickly transmit the enemy attack direction and damage information to the teammates, improving the accuracy of information transmission, thereby reducing the tactical mistakes caused by inaccurate information transmission; by simplifying the information transmission process, the player does not need to rely on text or voice communication to quickly report the attack source, which greatly improves the reaction speed and cooperative combat capability of the team in intense combat, and optimizes the team cooperation efficiency; compared with the traditional view rotation or complex marking operation, the quick click way of clicking the sub-ring corresponding to the direction point number reduces the operation cost of the player in the high-pressure environment, reduces the possibility of information delay, and ensures the timeliness of information transmission; by providing real-time attack direction and damage information, the teammates can quickly understand the situation, and adjust the tactics accordingly, thereby enhancing the tactical adjustment capability, and effectively improving the overall combat performance of the team.
[0266] The following continues to illustrate an exemplary structure of the virtual scene interaction processing apparatus 455 provided by the embodiments of the present application, which is implemented as a software module. In some embodiments, as shown in FIG. 2, the software module stored in the virtual scene interaction processing apparatus 455 of the storage 450 can include:
[0267] The first display module 4551 is configured to display a first virtual scene, wherein the first virtual scene includes a first virtual object.
[0268] The second display module 4552 is configured to display a first direction control in response to the appearance of a second virtual object in a first direction, wherein the first direction control is used to indicate the first direction, and the first direction is the direction from the perspective of the first virtual object to the second virtual object.
[0269] The information sending module 4553 is configured to send information of the second virtual object to a third virtual object in response to a trigger operation on the first direction control.
[0270] In some embodiments, the second display module 4552 is further configured to perform at least one of the following processes: in response to the second virtual object appearing in the first direction and the second virtual object initiating interaction with the first virtual object, displaying the first direction control; in response to the second virtual object appearing in the first direction and the distance between the second virtual object and the first virtual object being less than a distance threshold, displaying the first direction control; in response to the second virtual object appearing in the first direction and the second virtual object having an intention to interact with the first virtual object, displaying the first direction control.
[0271] In some embodiments, the second display module 4552 is further configured to obtain a feature of the object combination, wherein the feature of the object combination includes the positions of the first virtual object and the second virtual object, the attributes of the first virtual object and the second virtual object, the relationship between the first virtual object and the second virtual object, and the roles of the first virtual object and the second virtual object; calling a pre-trained interaction probability model based on the feature of the object combination to perform probability prediction to obtain a probability of the first virtual object and the second virtual object interacting, wherein the interaction probability model is trained based on the features of sample object combinations and corresponding labels, and the labels represent the probabilities of sample objects in the sample object combinations interacting; and in response to the probability of the first virtual object and the second virtual object interacting being greater than a probability threshold, determining that the second virtual object has an intention to interact with the first virtual object.
[0272] In some embodiments, the second display module 4552 is further configured to perform at least one of the following processes: in response to the second virtual object appearing in the first direction and the first virtual object and the second virtual object belonging to different camps, displaying the first direction control; in response to the second virtual object appearing in the first direction and the success probability of the first virtual object and the second virtual object interacting being less than a probability threshold, displaying the first direction control; and in response to the second virtual object appearing in the first direction and the second virtual object being able to meet the first virtual object according to the current moving direction and speed of the second virtual object and the distance between the first virtual object and the second virtual object, displaying the first direction control.
[0273] In some embodiments, the first virtual scene includes a plurality of direction controls, wherein the plurality of direction controls are respectively in a plurality of directions, and indicate the directions of the second virtual object relative to a reference object; and the second display module 4552 is further configured to, in response to the second virtual object appearing in the first direction, apply a first display parameter to the first direction control; wherein a second direction control applies a second display parameter, the first display parameter is different from the second display parameter, and the second direction control is a direction control of the plurality of direction controls that is different from the first direction control.
[0274] In some embodiments, the plurality of direction controls are arranged radially around the first virtual object or around a position symbol of the first virtual object, wherein a direction of each direction control relative to the position symbol is a direction indicated by each direction control.
[0275] In some embodiments, the first display parameter includes a first display sub-parameter and a second display sub-parameter, wherein the first display sub-parameter and the second display sub-parameter are different; when displaying the first direction control, the second display module 4552 is further configured to, in response to the second virtual object belonging to the same camp as the first virtual object, apply the first display sub-parameter to the first direction control; and in response to the second virtual object belonging to a different camp from the first virtual object, apply the second display sub-parameter to the first direction control.
[0276] In some embodiments, the first direction control includes at least one of the following information of the second virtual object: a second direction in which the second virtual object is located; a quantitative value of an influence caused by the second virtual object on the first virtual object; a feature of the second virtual object; a speed of the second virtual object; a position of the second virtual object; a number of the second virtual object; a distance between the second virtual object and the first virtual object; and an estimated time length for the second virtual object to meet the first virtual object.
[0277] In some embodiments, the information sending module 4553 is further configured to, in response to a triggering operation on the first direction control, display a plurality of candidate third virtual objects in the first virtual scene; and in response to a selection operation on at least one third virtual object, send the information of the second virtual object to the selected at least one third virtual object.
[0278] In some embodiments, the information sending module 4553 is further configured to display reference information for selecting the candidate third virtual objects in the first virtual scene, wherein the reference information includes at least one of the following: a camp to which the third virtual object belongs; a number of the third virtual object; a third direction of the third virtual object; a distance between the third virtual object and the first virtual object; and a state of the third virtual object.
[0279] In some embodiments, when there are a plurality of second virtual objects located in the first direction, the information sending module 4553 is further configured to perform at least one of the following processes: sending information of the second virtual object located in the first direction and closest to the first virtual object to the third virtual object; sending information of all the second virtual objects located in the first direction to the third virtual object; sending information of the second virtual object located in the first direction and having an intention to interact with the first virtual object to the third virtual object; and sending information of the second virtual object located in the first direction and initiating interaction with the first virtual object to the third virtual object.
[0280] In some embodiments, in the case that the first virtual object and the second virtual object belong to different camps, the information sending module 4553 is further configured to perform at least one of the following processes: sending information of the second virtual object to a third virtual object within a preset distance and belonging to the same camp as the first virtual object; sending information of the second virtual object to a third virtual object capable of meeting the first virtual object within a preset time length and belonging to the same camp as the first virtual object.
[0281] In some embodiments, in the case that the first virtual object and the second virtual object belong to the same camp, the information sending module 4553 is further configured to perform at least one of the following processes: sending information of the second virtual object to a third virtual object with a distance to the second virtual object exceeding a distance perception upper limit; sending information of the second virtual object to a third virtual object having a cooperative relationship with the second virtual object; sending information of the second virtual object to a third virtual object belonging to the same role type as the second virtual object.
[0282] In some embodiments, the second display module 4552 is further configured to display a map of the first virtual scene in the first virtual scene, wherein the map displays a position of at least one of the first virtual object, the second virtual object and the third virtual object.
[0283] In some embodiments, the first direction is an absolute direction, wherein the absolute direction is a direction of the second virtual object relative to a coordinate origin, or the first direction is a relative direction, wherein the relative direction is a direction of the second virtual object relative to a reference point with the first virtual object as the reference point; the first virtual scene is displayed in the first terminal device, the first virtual object is controlled through the first terminal device, and the third virtual object is controlled through the second terminal device; the information sending module 4553 is further configured to, in the case that the first direction is the absolute direction, send information of the second virtual object to the third virtual object for displaying first prompt information in a second virtual scene of the second terminal device, wherein the first prompt information is used to represent the information of the second virtual object in the first direction of the second virtual scene; and in the case that the first direction is the relative direction, send information of the second virtual object to the third virtual object for converting the first direction to a fourth direction in the second terminal device, displaying second prompt information in the second virtual scene of the second terminal device, and the second prompt information is used to represent the information of the second virtual object in the fourth direction of the second virtual scene.
[0284] In some embodiments, when the first direction is a relative direction, the information sending module 4553 is further configured to determine the first direction by performing the following processing: determining a first direction vector according to the position of the first virtual object and the position of the second virtual object; determining a first direction angle according to the first direction vector and a first perspective vector corresponding to the orientation of the first virtual object; and determining the first direction according to the first direction angle.
[0285] In some embodiments, the information sending module 4553 is further configured to determine the fourth direction for each third virtual object by performing the following processing: determining the position of the second virtual object according to the first direction; determining a second direction vector according to the position of the third virtual object and the position of the second virtual object; determining a second direction angle according to the second direction vector and a second perspective vector corresponding to the orientation of the third virtual object; and determining the fourth direction according to the second direction angle.
[0286] The embodiments of the present application provide a computer program product, which includes a computer program or computer executable instructions stored in a computer readable storage medium. A processor of an electronic device reads the computer executable instructions from the computer readable storage medium, and the processor executes the computer executable instructions, so that the electronic device performs the virtual scene interaction processing method provided by the embodiments of the present application.
[0287] The embodiments of the present application provide a computer readable storage medium, which stores computer executable instructions or computer programs. When the computer executable instructions or computer programs are executed by a processor, the processor will execute the virtual scene interaction processing method provided by the embodiments of the present application, for example, the virtual scene interaction processing method shown in FIG. 3A.
[0288] In some embodiments, the computer readable storage medium can be a RAM, a ROM, a flash memory, a magnetic surface memory, an optical disc, or a CD-ROM memory, etc. The computer readable storage medium can also be various devices including one or any combination of the above storage memories.
[0289] In some embodiments, the computer executable instructions can be in the form of programs, software, software modules, scripts or codes, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and can be deployed in any form, including being deployed as independent programs or being deployed as modules, components, subroutines or other units suitable for use in a computing environment.
[0290] By way of example, computer-executable instructions can be, but need not be, related to the application directly. Computer-executable instructions can be, but need not be, directly executable by the electronic device 100 (e.g., machine or computer-readable codes). Thus, as used herein, the specification, examples, and appended claims can refer to such a computer program product, or a memory on which such a computer program is stored.
[0291] By way of example, computer-executable instructions can be, but need not be, related to the application directly. Computer-executable instructions can be, but need not be, directly executable by the electronic device 100 (e.g., machine or computer-readable codes). Thus, as used herein, the specification, examples, and appended claims can refer to such a computer program product, or a memory on which such a computer program is stored.
[0292] By way of example, computer-executable instructions can be, but need not be, related to the application directly. Computer-executable instructions can be, but need not be, directly executable by the electronic device 100 (e.g., machine or computer-readable codes). Thus, as used herein, the specification, examples, and appended claims can refer to such a computer program product, or a memory on which such a computer program is stored.
[0293] The above merely provides example embodiments of the present application but should not be used to limit the protective scope of the present application. Any modification, equivalent replacement, and improvement within the spirit and scope of the present application shall be included in the protective scope of the present application.
Claims
1. A method for processing interaction of a virtual scene, the method being performed by an electronic device, the method comprising: displaying a first virtual scene, wherein the first virtual scene comprises a first virtual object; in response to a second virtual object appearing in a first direction, displaying a first direction control, wherein the first direction control is used to indicate the first direction, the first direction being a direction perceived from a perspective of the first virtual object to the second virtual object; in response to a triggering operation on the first direction control, sending information of the second virtual object to a third virtual object.
2. The method of claim 1, wherein, The displaying the first direction control in response to the second virtual object appearing in the first direction comprises: performing at least one of the following processes: in response to the second virtual object appearing in the first direction and the second virtual object initiating an interaction with the first virtual object, displaying the first direction control; in response to the second virtual object appearing in the first direction and a distance between the second virtual object and the first virtual object being less than a distance threshold, displaying the first direction control; in response to the second virtual object appearing in the first direction and the second virtual object having an intention to interact with the first virtual object, displaying the first direction control.
3. The method of claim 1 or 2, wherein, The method further comprises: obtaining a feature of an object combination, wherein the feature of the object combination comprises a position of the first virtual object and the second virtual object, an attribute of the first virtual object and the second virtual object, a relationship of the first virtual object and the second virtual object, and a role of the first virtual object and the second virtual object; calling a pre-trained interaction probability model based on the feature of the object combination to perform a probability prediction, to obtain a probability of the first virtual object and the second virtual object interacting, wherein the interaction probability model is trained based on a feature of a sample object combination and a corresponding label, the label representing a probability of a sample object in the sample object combination interacting; in response to the probability of the first virtual object and the second virtual object interacting being greater than a probability threshold, determining that the second virtual object has an intention to interact with the first virtual object.
4. The method according to any one of claims 1 to 3, wherein, The displaying the first direction control in response to the second virtual object appearing in the first direction comprises: performing at least one of the following processes: in response to the second virtual object appearing in the first direction and the first virtual object and the second virtual object belonging to different camps, displaying the first direction control; in response to the second virtual object appearing in the first direction and a success probability of the first virtual object and the second virtual object interacting being less than a probability threshold, displaying the first direction control; in response to the second virtual object appearing in the first direction and the second virtual object being able to meet the first virtual object according to a current moving direction and a speed of the second virtual object and a distance between the first virtual object and the second virtual object, displaying the first direction control.
5. The method of any one of claims 1-4, wherein, The first virtual scene includes a plurality of direction controls, wherein the plurality of direction controls are respectively in a plurality of directions, and indicate directions of the second virtual object relative to a reference object; The first direction control is displayed in response to the second virtual object appearing in the first direction, including: In response to the second virtual object appearing in the first direction, a first display parameter is applied to the first direction control; wherein a second display parameter is applied to a second direction control, the first display parameter is different from the second display parameter, and the second direction control is a direction control of the plurality of direction controls different from the first direction control.
6. The method according to any one of claims 1 to 5, wherein, The plurality of direction controls are radially arranged around the first virtual object or a position symbol of the first virtual object, wherein the direction of each direction control relative to the position symbol is the direction indicated by each direction control.
7. The method of claim 5 or 6, wherein, The first display parameter includes a first display sub-parameter and a second display sub-parameter, wherein the first display sub-parameter and the second display sub-parameter are different; When the first direction control is displayed, the method further includes: In response to the second virtual object belonging to the same camp as the first virtual object, the first display sub-parameter is applied to the first direction control; In response to the second virtual object belonging to a different camp from the first virtual object, the second display sub-parameter is applied to the first direction control.
8. The method of any one of claims 1 to 7, wherein The first direction control includes at least one of the following information of the second virtual object: A second direction in which the second virtual object is located; A quantitative value of an impact caused by the second virtual object on the first virtual object; A characteristic of the second virtual object; A speed of the second virtual object; A position of the second virtual object; A number of the second virtual object; A distance between the second virtual object and the first virtual object; An estimated time length of a meeting between the second virtual object and the first virtual object.
9. The method according to any one of claims 1 to 8, wherein, In response to a triggering operation on the first direction control, the information of the second virtual object is sent to a third virtual object, including: In response to the triggering operation on the first direction control, a plurality of candidate third virtual objects are displayed in the first virtual scene; In response to a selection operation on at least one of the third virtual objects, the information of the second virtual object is sent to the selected at least one of the third virtual objects.
10. The method of claim 9, wherein, The plurality of candidate third virtual objects are displayed in the first virtual scene, including: The plurality of candidate third virtual objects are displayed in the first virtual scene according to a preset sorting manner, wherein the sorting manner includes any one of the following: The third virtual objects are classified according to a role type, and the classified third virtual objects are arranged according to a preset category order; The third virtual objects are arranged in ascending order according to a latest communication time between the third virtual objects and the first virtual object; The third virtual objects are arranged in ascending order according to a distance between the third virtual objects and the first virtual object.
11. The method of claim 9 or 10, wherein, The displaying of the plurality of candidate third virtual objects in the first virtual scene comprises: When the first virtual object and the second virtual object belong to different camps, displaying the third virtual object with the first direction as a defense direction; When the first virtual object and the second virtual object belong to the same camp, displaying the third virtual object that matches the role type of the second virtual object.
12. The method according to any one of claims 9 to 11, wherein, Before the sending of the information of the second virtual object to the selected at least one third virtual object in response to the selection operation on the at least one third virtual object, the method further comprises: Displaying reference information for selecting the candidate third virtual objects in the first virtual scene, wherein the reference information comprises at least one of the following: The camp to which the third virtual object belongs; The number of the third virtual objects; The third direction of the third virtual object; The distance between the third virtual object and the first virtual object; The state of the third virtual object.
13. The method according to any one of claims 1 to 12, wherein, When the second virtual object in the first direction is a plurality of second virtual objects, the sending of the information of the second virtual object to the third virtual object comprises: Performing at least one of the following processes: Sending the information of the second virtual object in the first direction and closest to the first virtual object to the third virtual object; Sending the information of all the second virtual objects in the first direction to the third virtual object; Sending the information of the second virtual object in the first direction and having an interaction intention with the first virtual object to the third virtual object; Sending the information of the second virtual object in the first direction and initiating interaction with the first virtual object to the third virtual object.
14. The method according to any one of claims 1 to 13, wherein, When the first virtual object and the second virtual object belong to different camps, the sending of the information of the second virtual object to the third virtual object comprises: Performing at least one of the following processes: Sending the information of the second virtual object to the third virtual object within a preset distance and belonging to the same camp as the first virtual object; Sending the information of the second virtual object to the third virtual object capable of meeting the first virtual object within a preset time length and belonging to the same camp as the first virtual object.
15. The method according to any one of claims 1 to 13, wherein, When the first virtual object and the second virtual object belong to the same camp, the sending of the information of the second virtual object to the third virtual object comprises: Performing at least one of the following processes: Sending the information of the second virtual object to the third virtual object beyond a distance perception upper limit from the second virtual object; Sending the information of the second virtual object to the third virtual object having a cooperative relationship with the second virtual object; Sending the information of the second virtual object to the third virtual object belonging to the same role type as the second virtual object.
16. The method of any one of claims 1 to 15, wherein, The method further comprises: displaying a map of the first virtual scene in the first virtual scene, wherein the map displays a position of at least one of the first virtual object, the second virtual object and the third virtual object.
17. The method of any one of claims 1-16, wherein, the first direction is an absolute direction, wherein the absolute direction is a direction of the second virtual object relative to a coordinate origin, or the first direction is a relative direction, wherein the relative direction is a direction of the second virtual object relative to a reference point with the first virtual object as the reference point; the first virtual scene is displayed in a first terminal device, the first virtual object is controlled by the first terminal device, and the third virtual object is controlled by a second terminal device; the sending of the information of the second virtual object to the third virtual object comprises: in a case where the first direction is the absolute direction, sending the information of the second virtual object to the third virtual object for displaying first prompt information in a second virtual scene of the second terminal device, wherein the first prompt information is used to represent the information of the second virtual object in the first direction of the second virtual scene; in a case where the first direction is the relative direction, sending the information of the second virtual object to the third virtual object for converting the first direction to a fourth direction in the second terminal device, displaying second prompt information in a second virtual scene of the second terminal device, wherein the second prompt information is used to represent the information of the second virtual object in the fourth direction of the second virtual scene.
18. The method of claim 17, wherein, in a case where the first direction is the relative direction, the first direction is determined by performing the following processing: determining a first direction vector according to the position of the first virtual object and the position of the second virtual object; determining a first direction angle according to the first direction vector and a first perspective vector corresponding to the orientation of the first virtual object; determining the first direction according to the first direction angle.
19. The method of claim 17, wherein, the fourth direction is determined by the following manner: for each of the third virtual objects, performing the following processing: determining the position of the second virtual object according to the first direction; determining a second direction vector according to the position of the third virtual object and the position of the second virtual object; determining a second direction angle according to the second direction vector and a second perspective vector corresponding to the orientation of the third virtual object; determining the fourth direction according to the second direction angle.
20. An apparatus for processing interaction of virtual scenes, the apparatus comprising: a first display module configured to display a first virtual scene, wherein the first virtual scene comprises a first virtual object; a second display module configured to display a first direction control in response to a second virtual object appearing in a first direction, wherein the first direction control is used to indicate the first direction, and the first direction is a direction perceived from a perspective of the first virtual object to a position of the second virtual object. The information sending module is configured to send information of the second virtual object to a third virtual object in response to a triggering operation on the first directional control. 21.An electronic device, comprising: a memory configured to store computer-executable instructions or computer programs; a processor configured to execute the computer-executable instructions or computer programs stored in the memory to implement the method of claim 1 to 19. 22.A computer-readable storage medium storing computer-executable instructions or computer programs, wherein the computer-executable instructions or computer programs are executed by a processor to implement the method of claim 1 to 19. 23.A computer program product comprising computer-executable instructions or computer programs, wherein the computer-executable instructions or computer programs are executed by a processor to implement the method of claim 1 to 19.
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