Object interaction method and apparatus in virtual scene, and device, medium and product

By using part-locking operation, the active parts of active objects can be quickly locked in a virtual scene, which solves the limitations of existing automatic locking methods, achieves efficient and accurate interactive control, and enhances the player's operating experience in the virtual environment.

WO2026081725A1PCT designated stage Publication Date: 2026-04-23TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-09-08
Publication Date
2026-04-23

AI Technical Summary

Technical Problem

The existing automatic locking method for virtual objects is rather limited in games, making it difficult for players to flexibly adjust their combat strategies, easily resulting in invalid or erroneous attacks, and reducing the efficiency of human-computer interaction.

Method used

By using the part-locking operation, the first active part of the first active object in the virtual scene can be quickly located and highlighted, improving the efficiency and accuracy of interaction.

Benefits of technology

It improves the efficiency and accuracy of player interaction in virtual scenarios, reduces operational complexity, avoids invalid or erroneous interactions, and enhances human-computer interaction efficiency and data processing accuracy.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An object interaction method and apparatus in a virtual scene, and a device, a medium and a product. The method comprises: displaying at least one virtual movable object in a virtual scene (310); receiving a part-locking operation (320); and in response to the part-locking operation, on the basis of part distributions of at least two object movable parts included in a first movable object, automatically locking a first movable part of the at least two object movable parts, and displaying the first movable part by means of a highlight display feature (330).
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Description

Methods, devices, equipment, media, and products for object interaction in virtual scenarios

[0001] This application claims priority to Chinese Patent Application No. 202411464519.5, filed on October 18, 2024, entitled “Method, Apparatus, Device, Medium and Product for Object Interaction in Virtual Scenes”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of virtual environments, and in particular to a method, apparatus, device, medium, and product for object interaction in a virtual scene. Background Technology

[0003] In current game applications, players can control a main virtual object to move and attack other virtual objects in a virtual game.

[0004] In related technologies, during virtual gameplay where a player controls a master virtual object, an object locking function is sometimes provided to automatically lock onto the virtual object. When the object locking function is enabled, the terminal will automatically lock onto the nearest virtual object based on the location of the master virtual object, so that the master virtual object can target and attack the automatically locked virtual object.

[0005] The aforementioned method of automatically locking virtual objects is rather limited, making it difficult for players to flexibly adjust their combat strategies and easily leading to problems such as ineffective or erroneous attacks, which to some extent reduces the efficiency of human-computer interaction. Summary of the Invention

[0006] This application provides a method, apparatus, device, medium, and program product for object interaction in a virtual scene. By utilizing a part-locking operation, the first active part of a first active object is quickly locked, allowing players to efficiently control the main virtual object and the first active part to perform targeted interaction processes based on highlighted display features, thereby improving interaction efficiency and accuracy. The technical solution is as follows.

[0007] On the one hand, a method for object interaction in a virtual scene is provided, executed by a computer device, the method comprising:

[0008] Display at least one virtual active object in the virtual scene, the virtual scene also including a master virtual object;

[0009] A part locking operation is received, the part locking operation being used to lock the interactive part of the first active object when interacting with the master virtual object, the at least one virtual active object including the first active object;

[0010] In response to the part locking operation, based on the part distribution of at least two object active parts included in the first active object, the first active part among the at least two object active parts is automatically locked and the first active part is highlighted. The first active part is the interactive target part when the main virtual object interacts with the first active object.

[0011] On the other hand, a device for object interaction in a virtual scene is provided, the device comprising:

[0012] A display module is used to display at least one virtual active object in the virtual scene, which also includes a master virtual object;

[0013] A receiving module is used to receive a part locking operation, the part locking operation being used to lock the interactive part of the first active object when interacting with the master virtual object, the at least one virtual active object including the first active object;

[0014] The display module is also configured to respond to the part locking operation by automatically locking the first active part among the at least two active parts of the first active object and displaying the first active part with a highlight feature, based on the part distribution of the at least two active parts of the first active object. The first active part is the interactive target part when the main virtual object interacts with the first active object.

[0015] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the object interaction method in a virtual scene as described in any of the embodiments of this application above.

[0016] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the object interaction method in a virtual scene as described in any of the embodiments of this application above.

[0017] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the object interaction method in any of the above embodiments.

[0018] The beneficial effects of the technical solutions provided in this application include at least the following:

[0019] In a virtual scene containing virtual active objects, if a part-locking operation is received, the system identifies the first active object interacting with the main virtual object and analyzes the part distribution of at least two active parts of that first active object. This locks the first active part of the first active object and highlights it. The part-locking operation not only quickly identifies the first active object from at least one virtual active object but also rapidly locks its first active part based on part distribution. This allows players to efficiently control the interaction between the main virtual object and the first active part using the highlighted feature, improving interaction efficiency and accuracy. It also enhances the main virtual object's targeted interaction with the first active part, avoiding invalid or erroneous interactions. Furthermore, it reduces the complexity of player operations, improving human-computer interaction efficiency while avoiding invalid data processing, thus improving data processing efficiency and accuracy. Attached Figure Description

[0020] Figure 1 is a structural block diagram of an electronic device provided in an exemplary embodiment of this application;

[0021] Figure 2 is a structural block diagram of a computer system provided in an exemplary embodiment of this application;

[0022] Figure 3 is a flowchart of an object interaction method in a virtual scene provided by an exemplary embodiment of this application;

[0023] Figure 4 is a flowchart of an object interaction method in a virtual scene provided by another exemplary embodiment of this application;

[0024] Figure 5 is a schematic diagram of the interface of a virtual scene provided in an exemplary embodiment of this application;

[0025] Figure 6 is a schematic diagram of a part locking control with different control display styles provided in an exemplary embodiment of this application;

[0026] Figure 7 is a schematic diagram of the interface of a part locking control that displays the second control display style according to an exemplary embodiment of this application;

[0027] Figure 8 is a flowchart of switching and locking a third active part provided in an exemplary embodiment of this application;

[0028] Figure 9 is a schematic diagram of the interface for switching and locking the second object part provided in an exemplary embodiment of this application;

[0029] Figure 10 is a flowchart illustrating a partial embodiment of this application for locking a third object part based on part identification;

[0030] Figure 11 is a schematic diagram of at least two part identifiers provided in an exemplary embodiment of this application;

[0031] Figure 12 is a schematic diagram of the interface for displaying an identifier wheel provided in an exemplary embodiment of this application;

[0032] Figure 13 is a schematic diagram of performing a selection operation based on an identifier wheel according to an exemplary embodiment of this application;

[0033] Figure 14 is a schematic diagram of at least two part identifiers provided in an exemplary embodiment of this application;

[0034] Figure 15 is a schematic diagram of an interface for selecting object parts based on part identifiers provided in an exemplary embodiment of this application;

[0035] Figure 16 is a schematic diagram of locking the first object part according to another exemplary embodiment of the present application;

[0036] Figure 17 is a flowchart of an object interaction method in a virtual scene provided in another exemplary embodiment of this application;

[0037] Figure 18 is a schematic diagram of a lock cancellation operation provided in an exemplary embodiment of this application;

[0038] Figure 19 is a schematic diagram of an invalid operation provided by an exemplary embodiment of this application;

[0039] Figure 20 is a schematic diagram of an interface for locking a virtual head portion provided in an exemplary embodiment of this application;

[0040] Figure 21 is a flowchart of the interaction between the master virtual object and the first object part provided in an exemplary embodiment of this application;

[0041] Figure 22 is a schematic flowchart of a locking object part provided in an exemplary embodiment of this application;

[0042] Figure 23 is a schematic diagram illustrating three different aspects of the process of locking an object part according to an exemplary embodiment of this application;

[0043] Figure 24 is a structural block diagram of an object interaction device in a virtual scene provided in an exemplary embodiment of this application;

[0044] Figure 25 is a structural block diagram of a terminal provided in an exemplary embodiment of this application. Detailed Implementation

[0045] Virtual scene: A virtual scene that is displayed (or provided) when an application runs on a terminal.

[0046] Virtual model: A model used in a virtual scene to mimic a real scene.

[0047] Virtual characters / virtual objects / virtual active objects: refer to active objects in a virtual scene.

[0048] This application provides a method for object interaction in a virtual scene. By utilizing a part-locking operation, the first active part of a first active object is quickly locked, allowing players to efficiently control the interaction between the main virtual object and the first active part based on highlighted features, thus improving interaction efficiency and accuracy. The object interaction method provided in this application can be applied to various object interaction scenarios, including fighting games, competitive games, strategy card games, virtual reality, and augmented reality, and is not limited thereto.

[0049] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant regions.

[0050] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. The terminal has an application that supports virtual environments installed and running, such as an application that supports 3D virtual environments. This application can be any of the following: a virtual reality application, a 3D mapping application, a third-person shooter (TPS) game, a first-person shooter (FPS) game, or a multiplayer online battle arena (MOBA) game. Optionally, the application can be a standalone application, such as a standalone 3D game application, or an online multiplayer application.

[0051] Figure 1 shows a structural block diagram of an electronic device provided in an exemplary embodiment of this application. The electronic device 100 includes an operating system 120 and an application program 122. The operating system 120 is the foundational software providing secure access to computer hardware for the application program 122. The application program 122 is an application that supports a virtual environment. Optionally, the application program 122 is an application that supports a three-dimensional virtual environment. The application program 122 can be any of the following: a virtual reality application, a 3D map application, a TPS game, an FPS game, a MOBA game, or a multiplayer shooting survival game. The application program 122 can be a standalone application, such as a standalone 3D game program, or a network-based online application.

[0052] Figure 2 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 200 includes a first device 220, a server 240, and a second device 260. The first device 220 has an application running that supports a virtual environment installed on it. This application can be any of a virtual reality application, a 3D map application, a TPS game, an FPS game, a MOBA game, or a multiplayer shooting survival game. The first device 220 is a device used by a first user, who uses the first device 220 to control a first active object located in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing at least one of these activities. Illustratively, the first active object is a first virtual character, such as a simulated character or an anime character. The first device 220 is connected to the server 240 via a wireless network or a wired network. The server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 240 is used to provide background services for applications supporting a 3D virtual environment. Optionally, server 240 undertakes the primary computing task, while the first device 220 and second device 260 undertake secondary computing tasks; alternatively, server 240 undertakes secondary computing tasks, while the first device 220 and second device 260 undertake the primary computing tasks; or, server 240, first device 220, and second device 260 collaborate using a distributed computing architecture. Second device 260 has an application installed and running that supports the virtual environment. This application can be any of the following: a virtual reality application, a 3D map application, an FPS game, a MOBA game, or a multiplayer shooting survival game. Second device 260 is a device used by a second user, who uses second device 260 to control a second virtual object located in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing at least one of these. Illustratively, the second virtual object is a second virtual character, such as a realistic or anime character. Optionally, the first and second virtual characters reside in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character can also belong to different teams, different organizations, or two hostile groups.

[0053] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of application from different control system platforms. The first device 220 can refer to one of at least two devices, and the second device 260 can refer to one of at least two devices; this embodiment only uses the first device 220 and the second device 260 as examples. The device types of the first device 220 and the second device 260 may be the same or different, and these device types include at least one of the following: game console, desktop computer, smartphone, tablet computer, e-book reader, MP3 player, MP4 player, and laptop computer. The following embodiment uses a desktop computer as an example.

[0054] Those skilled in the art will understand that the number of the aforementioned devices can be more or less. For example, there may be only one device, or there may be dozens or hundreds of devices, or even more. This application does not limit the number or type of devices.

[0055] It is worth noting that the aforementioned server 240 can be implemented as a physical server or as a cloud server in the cloud. Optionally, the method provided in this application embodiment can be applied to cloud gaming scenarios, thereby completing the calculation of data logic during the game through the cloud server, while the terminal is responsible for displaying the game interface.

[0056] Based on the above introduction of terms and application scenarios, the object interaction method in the virtual scene provided in this application will be described. Taking the application of this method to a terminal as an example, as shown in Figure 3, the method includes the following steps 310 to 330.

[0057] Step 310: Display at least one virtual active object in the virtual scene.

[0058] Optionally, a virtual scene is a simulated scene displayed in a terminal game. For example, a game application is installed on the terminal, and the game screen displays the game screen during the application's operation; this game screen is the virtual scene in the game.

[0059] Optionally, a virtual scene is a virtual reality scene presented through devices that support Virtual Reality (VR) technology, such as head-mounted displays (HMDs), controllers, and sensors. Illustratively, in VR technology, a computer-generated virtual world or an image displayed on a terminal can be projected into a three-dimensional space using devices such as head-mounted displays (e.g., VR headsets, VR glasses), thereby displaying a virtual scene.

[0060] Optionally, a virtual scene is an augmented reality scene projected and displayed using augmented reality (AR) technology. Illustratively, with AR technology, virtual scenes can be displayed using a terminal (such as a smartphone, tablet, or dedicated AR glasses). For example, when an user activates the camera in an AR application installed on the terminal, the terminal captures video images of the real world and overlays virtual content onto them, thereby displaying a virtual scene.

[0061] Optionally, the displayed virtual scene includes at least one virtual active object, wherein the virtual scene also includes a master virtual object.

[0062] In illustrative terms, the master virtual object represents the object controlled by the player, while the virtual activity object is an object in the virtual scene that can interact with the master virtual object. The interaction methods include at least one of several interaction methods such as virtual attack, virtual defense, and virtual healing.

[0063] For example: A game application is installed on the current terminal, and a first account is logged in. The player selects at least one opponent as the main virtual object to participate in the virtual game based on the first account. During the game, the player controls the main virtual object to move in the virtual scene, perform tasks, attack other virtual objects, etc., to participate in the virtual game and interact with virtual objects.

[0064] Optionally, the virtual activity object includes at least one of the following forms.

[0065] In a illustrative sense, a virtual active object is an object controlled by other players; or, a virtual active object is a non-player character (NPC) configured by default in the game, such as virtual monsters or virtual characters in a virtual scene; or, a virtual active object is a digital object (such as a 3D model, virtual character, or robot) controlled by artificial intelligence (AI) technology, and the virtual active object can interact and change in real time according to the virtual environment, the main virtual object, and other virtual active objects.

[0066] For example: at least one virtual active object in the virtual scene includes a virtual monster, and the player can control the main virtual object to attack the virtual monster to complete game tasks, obtain game rewards, etc., that is: the interaction between the virtual active object and the main virtual object includes virtual attack; or, at least one virtual active object in the virtual scene includes objects controlled by other players, and the player can control the main virtual object to heal teammates among the virtual active objects, that is: the interaction between the virtual active object and the main virtual object includes virtual healing, and the player can also control the main virtual object to defend against virtual attacks from enemy virtual active objects among the virtual active objects, that is: the interaction between the virtual active object and the main virtual object also includes virtual defense, virtual attack, etc.; or, when the player chooses to participate in a human-computer game, at least one virtual active object in the virtual scene includes a digital object controlled by AI, so that the player can learn to operate the main virtual object, etc., without limitation.

[0067] In some embodiments, if the virtual scene is displayed from the first-person perspective of the master virtual object, then at least one virtual active object is displayed in the virtual scene; or, if the virtual scene is displayed from the third-person perspective, then the virtual scene displays the master virtual object and at least one virtual active object, etc.

[0068] In some embodiments, the master virtual object can be equipped with virtual items to enable diverse interaction methods (such as more diverse virtual attacks, stronger virtual defenses, etc.).

[0069] In some embodiments, the master virtual object corresponds to multiple operation skills, and different operation effects are achieved through different operation skills. These multiple operation skills include at least one of several skills such as virtual combat skills, virtual defense skills, virtual dialogue skills, virtual navigation skills, and virtual movement skills. Different operation skills can be implemented through different trigger controls, which can take at least one form such as trigger buttons, trigger joysticks, or trigger areas. For example: trigger control 1 controls the master virtual object to perform a virtual ultimate move A; trigger control 2 controls the master virtual object to achieve a flashing effect in the virtual scene; trigger joystick controls the master virtual object to change its movement direction, etc.

[0070] Step 320: Locking the receiving part.

[0071] As an illustration, the location locking operation includes at least one of several operation methods such as click operation (such as single click, double click, etc.), long press operation, swipe operation, drag operation, voice trigger operation, etc.

[0072] Optionally, taking the implementation of part locking operation through part locking control as an example, the control trigger operation for part locking control is regarded as part locking operation. The control trigger operation is at least one of a variety of forms such as click operation, long press operation, swipe operation, drag operation, etc.

[0073] Optionally, taking the operation of locking a part through voice trigger as an example, the terminal is equipped with a microphone array. During the process of displaying a virtual scene on the terminal, if the terminal collects a voice trigger command for locking the active part of the object, it is regarded as receiving the part locking operation. For example, the voice trigger command for locking the active part of the object is "attack by locking the part", etc.

[0074] Optionally, taking the interaction with the virtual active object as an example, if the interaction meets the preset conditions and thus automatically triggers the part locking operation, if the main virtual object is controlled to perform a virtual attack on the virtual active object for a preset duration (one of the preset conditions), it is considered that the part locking operation is automatically triggered; or, if the main virtual object is controlled to move to the preset distance range of the virtual active object (one of the preset conditions), it is considered that the part locking operation is automatically triggered, etc.

[0075] The part locking operation is used to lock the interactive part of the first active object when interacting with the master virtual object, and at least one virtual active object includes the first active object.

[0076] In some embodiments, the first active object is a virtual active object automatically determined from at least one virtual active object based on a part locking operation.

[0077] Optionally, when automatically determining virtual activity objects, the automatic selection process can be implemented based on the object attributes corresponding to at least one virtual activity object. Object attributes include at least one of several attributes such as object distance (e.g., analyzing the object distance between the master virtual object and each virtual activity object), virtual health, object position, and attribute suppression relationship.

[0078] For illustrative purposes, after receiving a part-locking operation, the virtual active object closest to the master virtual object among at least one virtual active object is selected as the first active object; or, after receiving a part-locking operation, the virtual active object with the lowest virtual health among at least one virtual active object is selected as the first active object; or, after receiving a part-locking operation, the virtual active object within the object-facing range of the master virtual object among at least one virtual active object is selected as the first active object; or, the virtual active object with an attribute suppression relationship with the master virtual object among at least one virtual active object is selected as the first active object. For example, if the master virtual object is a water-type object, and there is a fire-type virtual active object A among at least one virtual active object, then virtual active object A is selected as the first active object, etc.

[0079] In some embodiments, the first active object is a virtual active object selected by the player during the receiving part locking operation.

[0080] In illustrative terms, a player performs a part-lock operation on a specific virtual activity object among at least one virtual activity object. For example, clicking on virtual activity object B among at least one virtual activity object constitutes a part-lock operation, making virtual activity object B the player's first selected activity object. Alternatively, the player drags the part-lock control onto a specific virtual activity object among at least one virtual activity object to perform a part-lock operation on the selected first activity object. For example, dragging the part-lock control onto virtual activity object B among at least one virtual activity object makes virtual activity object B the player's first selected activity object. Or, the player performs a selection operation on the object identifiers of at least one virtual activity object displayed under the part-lock control, making the virtual activity object corresponding to the selected object identifier the first activity object. For example, if the player clicks the part-lock control and at least two object identifiers are displayed, performing a selection operation on object identifier b is considered as selecting virtual activity object B represented by object identifier b as the first activity object.

[0081] In some embodiments, the first active object is at least one of at least two virtual active objects, that is: if there are at least two virtual active objects, the first active object can be either one of the virtual active objects or at least two of the virtual active objects.

[0082] Optionally, taking the automatic selection of the first active object as an example, after receiving the location locking operation, at least one virtual active object within the preset interaction range corresponding to the master virtual object is selected as the first active object; or, at least one virtual active object currently attacking the master virtual object is selected as the first active object, etc.

[0083] Optionally, taking the manual selection of the first active object as an example, during the process of receiving the part locking operation, at least one virtual active object that the part locking control passes through during the dragging process is regarded as the first active object; or, at least one virtual active object corresponding to the selected object identifier among the at least two object identifiers displayed for the part locking control is regarded as the first active object (such as at least two first active objects when multiple selections are performed for object identifiers), etc., without limitation here.

[0084] In an optional embodiment, the interactive part during interaction is determined from at least two object active parts included in the first active object based on the part locking operation.

[0085] Indicatively, each virtual active object includes at least two active parts; the active parts are the body parts that constitute the virtual active object, such as the virtual head, virtual torso, virtual arm, and virtual leg, etc., and can be further refined into virtual head, virtual torso, virtual left arm, virtual right arm, virtual left leg, virtual right leg, etc.

[0086] Optionally, different virtual objects may include different movable parts. For example, virtual land monsters include movable parts such as a virtual head, virtual torso, virtual left arm, virtual right arm, virtual left leg, and virtual right leg; virtual flying monsters include movable parts such as a virtual head, virtual torso, virtual left arm, virtual right arm, virtual left leg, and virtual right leg, as well as virtual left wing and virtual right wing.

[0087] In some embodiments, the interactive part is the object activity part on the first active object where the master virtual object performs the interactive process. The interactive process includes at least one of a variety of interactive forms such as attack process, defense process, and treatment process. The attack process is such as the master virtual object launching a virtual attack on the interactive part, the defense process is such as the master virtual object defending against the virtual attack on it by the interactive part, and the treatment process is such as the master virtual object performing a virtual treatment process on the interactive part. The interactive form is not limited here.

[0088] Optionally, a first active object is automatically determined from at least one virtual active object based on the part locking operation, and at least one object active part is determined from at least two object active parts included in the first active object as the interactive part during interaction based on the part locking operation.

[0089] In a schematic manner, after automatically determining the first active object by referring to the above method, at least two object active parts on the first active object are analyzed to lock at least one of the object active parts as the interaction part, thereby realizing a targeted interaction process between the master virtual object and the interaction part in the subsequent interaction process, such as targeting the locked interaction part, or targeting the locked interaction part, etc.

[0090] Optionally, during the part locking operation, the first active object selected by the player is determined from at least one virtual active object, and then at least one active object part is determined from at least two active object parts included in the first active object as the interactive part during interaction based on the part locking operation.

[0091] In a schematic manner, after the player manually selects the first active object using the method described above, at least two object active parts on the first active object are analyzed to lock at least one of the object active parts as the interactive part, thereby realizing a targeted interaction process between the main virtual object and the interactive part in the subsequent interaction process.

[0092] Step 330: In response to the part locking operation, based on the part distribution of the at least two object active parts included in the first active object, automatically lock the first active part among the at least two object active parts and display the first active part with a highlighting feature.

[0093] Indicatively, based on the part locking operation used to determine at least one locked object active part from at least two object active parts, in response to the part locking operation, the object active parts included in the locked first active object are analyzed in detail to automatically determine the first active part that needs to be locked, wherein the first active part is at least one object active part on the first active object that has established a locking association with the master virtual object. The locking association is used to guide the interaction direction when the master virtual object and the first active object perform interaction, that is, to guide the master virtual object to perform the interaction process with the first active part in a targeted manner.

[0094] Optionally, the part distribution is used to describe the arrangement and function of the at least two object active parts that make up the first active object on the first active object. The part distribution usually not only affects the game appearance and game performance of the first active object, but is also closely related to gameplay, interactive experience, character design, etc.

[0095] The schematic diagram shows the arrangement of at least two object activity parts on the first activity object. The distribution of parts can be determined based on the object characteristics, functions, and operational requirements of the first activity object itself. The distribution of parts may be the same or different for different virtual activity objects.

[0096] For example: the virtual head is at the top of the first active object, the virtual torso is located at the center of the first active object, the virtual arms are distributed on the left and right sides of the virtual torso, and the virtual legs are distributed on the lower side of the virtual torso; and / or, the distribution of parts includes the area size distribution of at least two active parts on the first active object, such as the virtual torso having a larger area size and the virtual head having a smaller area size; and / or, the distribution of parts includes the attack power of at least two active parts, such as the virtual wings having a greater attack power, which can easily cause greater virtual attack damage to the main virtual object, and the virtual head having a smaller attack power, which is not easy to cause virtual attack damage to the main virtual object.

[0097] In some embodiments, in response to a part locking operation, the active part of the object located at the center of the first active object is selected as the first active part based on the part distribution, and the first active part is displayed with a highlight feature.

[0098] Indicatively, in response to a part locking operation, if the active part of the object located at the center of the first active object is determined to be the virtual torso, then the virtual torso is designated as the first active part and is displayed with a highlight feature.

[0099] In some embodiments, in response to a part locking operation, the active part of the object with the largest area size among the first active objects is selected as the first active part based on the part distribution, and the first active part is displayed with a highlight feature.

[0100] Indicatively, in response to a part locking operation, if the largest object active part in the first active object is determined to be the virtual left wing and the virtual right wing, then at least one of the virtual left wing and / or the virtual right wing is designated as the first active part, and the first active part is displayed with a highlight feature, etc.

[0101] In some embodiments, a highlight feature is used to distinguish and characterize a first active part and other active parts on a first active object; corresponding to the highlight feature, other active parts on the first active object besides the first active part are displayed with a default display feature. That is, the first active part is displayed with a highlight feature on the first active object, and other active parts are displayed with a default display feature.

[0102] Indicatively, the highlighting features include at least one of various highlighting effects such as locking the origin effect, color highlighting effect, part border highlighting effect, part transparency effect, part blinking effect, animation effect, and lighting effect; the highlighting features may also include at least one of other features that can distinguish the active parts of different objects, such as size enlargement effect and part shadow effect, without limitation here.

[0103] For example, taking the highlight display feature as the locking origin effect, the locking origin (such as a white circular dot or a yellow star-shaped dot) is displayed on the locked first object part based on the part locking operation; taking the highlight display feature as the color highlight effect, the default display feature is the skin color of the first active object itself, such as dark gray; the highlight display feature is a pre-set orange-yellow. If the first active part is determined to be a virtual torso in response to the part locking operation, the first active part is displayed in orange-yellow on the first active object, and other active parts of the first active object are displayed in dark gray, etc.

[0104] Among them, the first active part is the interactive target part when the main virtual object interacts with the first active object.

[0105] Indicatively, the target part of the interaction represents the active part of the object targeted by the main virtual object during the interaction. The first active part serves as the target interaction part. When the main virtual object is controlled to execute the interaction process, it specifically interacts with the first active part of the first active object. The interaction process includes at least one of various interaction forms such as attack, defense, and treatment.

[0106] For example: if the first active part is the virtual torso of the first active object, and the player controls the main virtual object to perform the interaction process through virtual attacks, then the player controls the main virtual object to launch a virtual attack specifically on the virtual torso of the first active object; or, if the first active part is the virtual left arm of the first active object, and the player controls the main virtual object to perform the interaction process through virtual healing, then the player controls the main virtual object to provide targeted healing effects to the virtual left arm of the first active object, etc.

[0107] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0108] In summary, the part-locking operation not only allows for the rapid identification of the first active object from at least one virtual active object, but also enables the quick locking of the first active part of the first active object based on part distribution. This allows players to efficiently control the interaction between the main virtual object and the first active part based on highlighted features, improving interaction efficiency and accuracy. It also helps enhance the interactive targeting of the main virtual object towards the first active part, avoiding issues such as invalid or erroneous interactions. Furthermore, it reduces the complexity of player operations, improving human-computer interaction efficiency while avoiding invalid data processing problems, thus enhancing data processing efficiency and accuracy.

[0109] In an optional embodiment, during the process of locking the active part of the first active object based on the part locking operation, the default active part of the object can be used as the first active part, or the first active part can be selected based on the distance between the active part of the object and the main virtual object. Illustratively, as shown in Figure 4, the embodiment shown in Figure 3 can also be implemented as steps 410 to 432; wherein step 330 can also be implemented as step 431 or step 432.

[0110] Step 410: Display at least one virtual active object in the virtual scene.

[0111] Optionally, a game application is installed on the terminal, and a virtual scene is displayed during the operation of the game application. The virtual scene includes at least one virtual active object, such as virtual active objects controlled by other players or non-player characters.

[0112] The virtual scene also includes a master virtual object, which is an object controlled by the current terminal. For example, if the current terminal is logged into a first account, the player selects and controls the master virtual object to participate in the virtual game through the first account. The virtual game includes both single-player game games in which the master virtual object and non-player characters participate together, and online game games in which the master virtual object and enemy virtual activity objects and / or teammate virtual activity objects participate together. There is no limitation here.

[0113] Optionally, when the virtual scene is displayed from the first-person perspective of the master virtual object, the displayed virtual scene includes at least one virtual active object; when the virtual scene is displayed from the third-person perspective, the displayed virtual scene includes at least one virtual active object and the master virtual object, etc.

[0114] In illustrative terms, at least one virtual activity object can be all virtual activity objects participating in the virtual game, a portion of virtual activity objects participating in the virtual game and located within the field of view of the master virtual object, or a portion of virtual activity objects participating in the virtual game and located within the preset interaction range corresponding to the master virtual object. The preset interaction range is used to describe the preset range in the virtual scene that can interact with the master virtual object, etc., and is not limited here.

[0115] Figure 5 shows an interface diagram of a virtual scene displayed from a third-person perspective. It includes a main virtual object 510 and two virtual active objects, namely virtual monster 521 and virtual monster 522. In addition, at least two functional controls are displayed on the terminal screen, such as at least two attack controls in the lower right corner, at least two viewing controls in the upper right corner (such as viewing the virtual store), and a map viewing control in the upper left corner, etc., which will not be described in detail here.

[0116] Step 420, receiving part locking operation.

[0117] The part locking operation is used to lock the interaction part when the first active object in at least one virtual active object interacts with the master virtual object.

[0118] Optionally, the part locking operation includes at least one of several operation methods such as click operation (e.g., single click, double click, etc.), long press operation, swipe operation, drag operation, voice trigger operation, etc.

[0119] In an optional embodiment, a control triggering operation for a part locking control is received as a part locking operation.

[0120] To illustrate, let's take the example of implementing a part locking operation through a part locking control. A click operation targeting the part locking control is considered a part locking operation, as shown in Figure 5, where a part locking control 530 is displayed. If a click operation is received targeting the part locking control 530, it is considered that a part locking operation has been received. Alternatively, a long press operation targeting the part locking control is considered a part locking operation, as shown in Figure 5. If a long press operation is received targeting the part locking control 530 (such as a press duration of 2 seconds for the part locking control 530), it is considered that a part locking operation has been received, and so on.

[0121] In some embodiments, the part locking control has different display styles based on the locking association between the master virtual object and the active part of the object.

[0122] In cases where the main virtual object does not lock the active part of the object, the part locking control is displayed in the first control display style.

[0123] Optionally, if there is no locked object moving part, the part locking control is displayed in the first control display style. That is, when the master virtual object does not have a locking relationship with any object moving part, the part locking control in the first control display style is displayed.

[0124] The first control display style indicates that the active part of the object has not yet been locked. Taking the control display style of the part locking control 530 shown in Figure 5 as an example, if the main virtual object has not yet established a locking relationship with any active part of the object, the part locking control will be displayed as the first control display style 610 shown in Figure 6. Illustratively, the first control display style is the default ordinary control effect, and it does not contain information such as the part identifier of the locked active part of the object.

[0125] When the main virtual object has not locked its moving parts, clearly displaying the part-locking control in the primary control display style effectively guides the player's attention to the available operations, reducing learning costs and operational errors. Secondly, maintaining consistency in the control display style helps improve the player's familiarity with the interface, enhancing their sense of participation and control, thereby contributing to the accuracy and efficiency of interactive operations.

[0126] In some embodiments, when the main virtual object locks the active part of the object, the part locking control is displayed in a second control display style, and the first control display style and the second control display style are different.

[0127] Optionally, when there is a locked active part of the object, the part locking control is displayed in the second control display style. That is, when there is a locking relationship between the main virtual object and at least one active part of the object, the part locking control in the second control display style is displayed, and the first control display style is different from the second control display style.

[0128] The second control display style represents the active part of the locked object. Taking the control display style of the part locking control 530 shown in Figure 5 as an example, if the main virtual object has established a locking relationship with the active part of the object, the part locking control is presented as the second control display style 620 shown in Figure 6. Illustratively, the second control display style 620 is a highlighted control effect that differs from the default normal control effect (e.g., the normal control effect is gray, the highlighted control effect is yellow, and it is represented as black in Figure 6).

[0129] When the main virtual object locks the first active part, the second control display style includes the first part identifier corresponding to the first active part. For example, as shown in Figure 6, the second control display style 620 includes the part identifier of the locked object's active part (e.g., if the locked object's active part is a virtual torso, the second control display style 620 includes the torso identifier corresponding to the virtual torso).

[0130] The difference between the first and second control display styles clearly conveys the change in the object's locked state, enhancing the player's understanding of the locked part's status and allowing them to immediately identify the current locked state, effectively reducing the possibility of misoperation. Secondly, the second control display style includes a second part identifier corresponding to the first active part, further strengthening the visual association and making it easier for players to identify the locked object, improving the interface's intuitiveness and interactivity. Furthermore, the dynamically changing control styles better adapt to different interactive needs and operating scenarios, thereby improving the overall efficiency of interactive operations.

[0131] In some embodiments, the first active object is a virtual active object automatically determined from at least one virtual active object based on a part locking operation.

[0132] For example, after receiving a part-locking operation, the virtual active object closest to the master virtual object among at least one virtual active object is selected as the first active object; or, after receiving a part-locking operation, the virtual active object with the lowest virtual health among at least one virtual active object is selected as the first active object, etc.

[0133] In some embodiments, the first active object is a virtual active object selected by the player during the receiving part locking operation.

[0134] As an illustration, the player drags the part lock control onto one of the at least one virtual active objects to perform the part lock operation of selecting the first active object. For example, dragging the part lock control onto virtual active object B among the at least one virtual active objects will make virtual active object B the first active object selected by the player.

[0135] Step 431: In response to the part locking operation, the default object active part among the at least two object active parts included in the first active object is taken as the first active part, the first active part is automatically locked, and the first active part is displayed with a highlight feature.

[0136] In illustrative terms, the part locking operation is an operation that, when a first active object is determined (automatically or manually), identifies the first active part from the active parts of at least two objects and specifically displays the first active part.

[0137] In some embodiments, at least two object movement parts include at least one of the following: virtual torso, virtual head, virtual tail, virtual left arm, virtual right arm, virtual left leg, virtual right leg, virtual left wing, and virtual right wing.

[0138] In illustrative terms, the virtual torso is the main body of a virtual object, usually located at its center; the virtual head is usually located above the virtual torso and displays the object's image and appearance; the virtual tail is a movable part of some virtual objects, such as the virtual tail of a virtual monster or the virtual fish tail of a virtual fish; the virtual left and right arms are usually symmetrically distributed and are used to support the virtual object in performing virtual actions; the virtual left and right legs are also usually symmetrically distributed and are used to support the virtual object in moving within the virtual scene; the virtual left and right wings are usually movable parts of some virtual objects, such as virtual flying monsters or virtual birds, and are also usually symmetrically distributed to support virtual objects with flight capabilities in flying, moving, and attacking within the virtual scene, but this is not limited to any specific type.

[0139] The diverse body part settings allow players to exercise more precise and flexible control over virtual objects, enhancing the finesse and interactivity of the operation. For example, players can lock or control a specific body part individually, achieving greater accuracy and efficiency when performing tasks. Secondly, this setting supports more complex operations, such as collaboration, movement, and animation, enhancing the intuitiveness and convenience of the user experience.

[0140] In some embodiments, after determining the first active object, the distribution of at least two active parts of the first active object is analyzed, and the default active part is taken as the first active part.

[0141] The default active part of an object is the active part of an object that is locked by default after the first active object is selected.

[0142] Optionally, the default active part of an object is a pre-selected active part based on the distribution of active parts of the object. For example, the active part at the center position may be selected as the default active part, such as the virtual torso; or, the active part with the largest area may be selected as the default active part, such as at least one of the virtual left wing and virtual right wing.

[0143] Optionally, the default active part of an object is the active part of the object selected in real time based on the part distribution under the constraints of the default selection rules.

[0144] For illustrative purposes, the default selection rule is a preset rule used to select the default active part of an object in real time. This could be selecting the active part of an object located in the center, or selecting the active part of an object with the largest display size. For example, during gameplay, when a part-locking operation is received, the default selection rule will select the active part of an object located in the center as the default active part, such as selecting the virtual torso; or it could select the active part of an object with the largest display size, such as selecting the currently largest virtual left wing as the default active part.

[0145] In some embodiments, the default active part of different virtual active objects can be either the same or different.

[0146] For illustrative purposes only, different virtual activity objects may have different object functions (such as flight function, healing function, attack function, etc.) and may also include different object activity parts. The same object activity part may also have different effects on different virtual activity objects. The default object activity part can be an object activity part that is predetermined based on the effect strength of at least two object activity parts on the virtual activity object.

[0147] For example, taking a virtual flying monster as an example, the virtual flying monster has a virtual head, a virtual left wing, a virtual right wing, and a virtual torso. Among them, the virtual left and right wings not only have flight capabilities but also strong attack capabilities. If the default target activity part of the virtual flying monster is predetermined to be at least one of the virtual left and right wings, the process of the main virtual object locking onto the first activity part will be more effective. Or, taking a virtual land monster as an example, the virtual land monster has a virtual head, a virtual torso, a virtual left arm, and a virtual right arm. Among them, the virtual torso has strong defensive capabilities. If the default target activity part of the virtual land monster is predetermined to be the virtual torso, the process of the main virtual object locking onto the first activity part will be more effective. For example, the attack intensity can be concentrated on the virtual torso to launch a virtual attack, thereby eliminating the virtual land monster as quickly as possible.

[0148] It is worth noting that the default active parts of different virtual objects mentioned above are only illustrative examples. Different virtual land monsters, different virtual flying monsters, etc., may also have different or the same default active parts, which are not limited here.

[0149] In some embodiments, when the default active part of an object is used as the first active part, when the first active object is displayed, the first active part on the first active object is highlighted, and other active parts on the first active object are displayed with the default display feature, thereby creating a differentiated presentation effect between the active parts of the object and emphasizing the feature that the first active part is locked by the master virtual object.

[0150] To illustrate, the part locking operation is used to automatically determine the first active object and to use the default object active part as the first active part. In response to the part locking operation, the virtual active object closest to the master virtual object is taken as the first active object, and the default object active part (such as the virtual torso) on the first active object is taken as the first active part, thereby displaying the first active part with a highlight feature.

[0151] The above describes how, after determining the first active object based on the part-locking operation, the default active part of the object is automatically locked and highlighted. Regardless of whether the first active object is automatically or manually determined, the default active part can be finely defined and locked based on the first active object. This process reduces the time players spend manually selecting active parts, allowing them to focus more on the virtual game itself and improving gameplay. Furthermore, the highlighting feature improves the efficiency of players acquiring visual information about the first active part, reducing the possibility of operational errors, ensuring greater interactive flexibility and security, and improving data processing efficiency during the interaction process.

[0152] Step 432: In response to the part locking operation, at least one of the at least two object active parts included in the first active object that is closest to the master virtual object is taken as the first active part, the first active part is automatically locked and the first active part is displayed with a highlight feature.

[0153] As an illustration, when the first active object and the master virtual object move in the virtual scene, the actions, postures, and relative positions of the master virtual object and the first active object may change. Considering that the purpose of the part locking operation is usually to lock the active parts of the object as soon as possible to enhance the interaction effect, the relative positional relationship between the master virtual object and the active parts of at least two objects can be analyzed based on the part locking operation, so as to lock the active parts of the object that are more suitable for the master virtual object to interact with.

[0154] Optionally, after determining the first active object based on the part locking operation, the distances corresponding to at least two active parts of the master virtual object and the first active object are compared. For example, using the object center (such as the geometric center) of the master virtual object as the analysis benchmark, the distances corresponding to the virtual head, virtual torso, virtual left wing, and other active parts of the first active object are compared. The active part with the smallest distance is taken as the first active part and highlighted. For example, the virtual left wing with the smallest distance is taken as the first active part (e.g., the virtual left wing is about to attack the master virtual object).

[0155] To illustrate, take the part locking operation as an example of automatically determining the first active object and automatically determining the active part of the object based on distance; in response to the part locking operation, the virtual active object closest to the master virtual object is taken as the first active object, and the active part of the object on the first active object closest to the master virtual object is taken as the first active part, thereby displaying the first active part with a highlight feature.

[0156] The above describes how, after determining the first active object based on the part-locking operation, the nearest active part of the target object is locked based on the distance between the main virtual object and the active part of the target object. Determining the first active part based on the distance between the main virtual object and the target object's interactive part achieves a more intuitive and faster operation, allowing players to quickly focus on the most relevant active part, improving interactive operation efficiency, and reducing search time in the game interface. The highlighted display feature also makes it easier for players to clearly identify the currently locked active part, reducing the risk of subsequent misoperations, improving the accuracy of interactive operations and human-computer interaction efficiency, ensuring smooth operation, and also mitigating the problem of large data processing volumes that may result from misoperations.

[0157] In an optional embodiment, a first active part is displayed with a highlight effect on the first active object, and other active parts are displayed with a default display effect on the first active object.

[0158] Optionally, the highlight feature is used to distinguish and characterize the first active part and other active parts on the first active object; corresponding to the highlight feature, other active parts on the first active object besides the first active part are displayed with the default display feature. That is, the first active part is displayed with the highlight feature on the first active object, and other active parts are displayed with the default display feature.

[0159] Indicatively, highlighting features include at least one of various highlighting effects such as color highlighting effects, part border highlighting effects, part transparency effects, part blinking effects, animation effects, and lighting effects.

[0160] Figure 7 shows a schematic diagram of the interface for displaying the first active part with a highlighted feature. When a part locking operation is received, the first active object is determined to be the virtual monster 720 based on the main virtual object 710. The active parts of at least two objects on the virtual monster 720 are analyzed. If the locked first active part is determined to be the virtual torso 721, the virtual torso 721 is displayed on the virtual monster 720 with a highlighted feature (as shown by the black locking origin in Figure 7; the highlighted feature can also be a black filled area or other forms, which are not limited here). Other active parts 722 (i.e., parts without locking origins, such as the virtual left wing and virtual right wing in Figure 7) are displayed on the virtual monster 720 with a default display feature.

[0161] In an optional embodiment, a first active part is displayed on the first active object with a size magnification effect, and other active parts are displayed on the first active object with a default size effect.

[0162] Optionally, the highlighting feature may also include at least one of other features that can distinguish different active parts of an object, such as size magnification effect and part shadow effect. Size magnification effect is used to magnify the size of the first active part, such as magnifying the first active part at a preset ratio (such as 1.5 times, 2 times, etc.) with the geometric center of the first active part as the center point. Default size effect is different from size magnification effect, such as the default size effect indicating that the active part of the object remains unchanged, such as still displaying other active parts other than the first active part at the original ratio.

[0163] It is worth noting that the above highlighted features are merely illustrative examples. Other features that can distinguish the first moving part from other moving parts can also be presented as highlighted features, and this is not limited here.

[0164] The above describes a schematic implementation of highlighting features. Highlighting features, such as highlighting effects and magnification effects, significantly improve the usability and interactivity of the interactive interface. Highlighting effects allow players to quickly identify the currently locked primary active part, reducing search and selection time, thus improving operational efficiency and enhancing player focus. The magnification effect guides players' attention to specific areas, improving the intuitiveness of the interaction. Furthermore, by keeping other active parts in their default settings (such as default display and default size), the use of visual contrast provides players with clearer guidance, improving operational accuracy and intuitiveness, and adding greater flexibility to the entire interaction process, ensuring efficient processing of interactive data.

[0165] In some embodiments, the part locking operation is implemented as a click operation on the part locking control.

[0166] As an illustration, after clicking the part locking control, the default active part of the object is automatically locked on the nearest active object. For example, the virtual torso of the nearest virtual monster A is automatically locked and the feature is highlighted on the virtual torso of virtual monster A.

[0167] In some embodiments, the part locking operation is implemented as a long press operation on the part locking control.

[0168] A long press operation is performed when a part-locking control is pressed for a preset duration, such as pressing the part-locking control for 2 seconds. For example, after performing a long press operation on a part-locking control, the default active part of the nearest active object is automatically locked. For instance, the virtual torso of the nearest virtual monster A is automatically locked and highlighted.

[0169] In some embodiments, when the first active part is displayed with a highlight feature, a part locking control with a second control display style is displayed.

[0170] Optionally, if the first active part is locked by the master virtual object, the part locking control switches from the first control display style to the second control display style; the second control display style can represent the locking status alone (such as highlighting), or it can be used to represent the locked first active part at the same time (such as highlighting the part identifier of the first active part).

[0171] As shown in Figure 7, when the virtual torso 721 of the virtual monster 720 is locked, the part locking control 730 with the second control display style is displayed, in which the part identifier corresponding to the virtual torso 721 is highlighted to indicate that the virtual torso of the virtual monster 720 is currently locked based on the part locking control 730.

[0172] Among them, the first active part is the interactive target part when the main virtual object interacts with the first active object.

[0173] Indicatively, the target interactive part represents the active part of the object that the main virtual object targets during the interaction. The first active part serves as the target interactive part. When the main virtual object is controlled to execute the interaction process, it specifically interacts with the first active part of the first active object.

[0174] For example: if the first active part is the virtual torso of the first active object, and the player controls the main virtual object to perform the interaction process through virtual attacks, then the player controls the main virtual object to launch a virtual attack specifically on the virtual torso of the first active object; or, if the first active part is the virtual left arm of the first active object, and the player controls the main virtual object to perform the interaction process through virtual healing, then the player controls the main virtual object to provide targeted healing effects to the virtual left arm of the first active object, etc.

[0175] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0176] This application describes the automatic determination and locking of the first active part. After determining the first active object, the default active part or the active part of the object closest to the main virtual object is selected as the first active part. This allows the main virtual object to establish a targeted locking relationship with the first active part, improving the efficiency of determining the first active part and avoiding the tedious process of manually selecting the first active part for the player. This significantly reduces operational complexity and time consumption, not only enhancing the player's operating experience but also optimizing the interaction accuracy and smoothness in the virtual scene. This allows players to focus more on the core operation without being distracted by cumbersome selection processes, enabling the main virtual object and the first active part to perform a more efficient interaction process, avoiding ineffective data processing resources, and improving human-computer interaction efficiency.

[0177] In an optional embodiment, after the first active part is highlighted, if there are at least two virtual active objects within the preset interaction range of the master virtual object, and the first part locking operation is received, a third active part is highlighted on the second active object. Illustratively, as shown in Figure 8, step 330 shown in Figure 3 can also be followed by step 810.

[0178] Step 810: If there are at least two virtual active objects within the preset interaction range corresponding to the master virtual object, in response to receiving the first part locking operation, the third active part is displayed on the second active object with a highlighting feature.

[0179] In illustrative terms, the preset interaction range is a range predetermined based on the object position of the master virtual object. The preset interaction range is used to characterize the effective range for interaction between the master virtual object and the virtual active object. For example, a circular area with a preset radius is set as the preset interaction range, centered on the object position of the master virtual object; or, a fan-shaped area with a preset radius is set as the preset interaction range, based on the object orientation of the master virtual object, etc.

[0180] Optionally, if there are at least two virtual activity objects within the preset interaction range, it means that at least two virtual activity objects can perform an effective interaction process with the main virtual object.

[0181] The first part locking operation is used to switch the locked virtual active object.

[0182] Optionally, the first part locking operation is subordinate to the part locking operation, and can be regarded as an implementation of the part locking operation.

[0183] In illustrative terms, the part locking operation for locking the active part of an object includes various operation forms such as click operation (such as single click operation, double click operation, etc.) and long press operation. That is, by clicking operation, the first active part can be identified and highlighted on the first active object; by long press operation, the first active part can also be identified and highlighted on the first active object.

[0184] When the first active part is locked based on the above-mentioned part locking operation, different subsequent functions can be implemented based on different operation forms. For example, if the first active part is locked by clicking, and a click operation is received after the first active part is highlighted, it is considered as switching the locked virtual active object. That is, the first active part of the first active object is no longer locked, but the active parts of other virtual active objects are locked instead.

[0185] Optionally, other virtual active objects and the first active object can be virtual active objects of the same type (e.g., both are virtual objects active on land), or they can be virtual active objects of different types (e.g., the first active object is a virtual object active on land, and the other virtual active objects are virtual objects active in the ocean, etc.); the active part of the object locked on the other virtual active objects can be the same as the first active part moved on the first active object (e.g., both are virtual heads), or they can be different, without limitation here.

[0186] In some embodiments, in response to receiving a first part locking operation, a second active object other than the first active object is automatically determined from at least two virtual active objects, and a third active part is automatically determined from the second active object.

[0187] Optionally, the first part locking operation is a click operation on the part locking control. The first part locking operation is used not only to determine the second active object, but also to determine the third active part.

[0188] Among them, at least two virtual activity objects include a second activity object and a first activity object.

[0189] Optionally, a second active object is determined based on the relative distance between at least two virtual active objects and the master virtual object. Illustratively, in response to receiving a first part locking operation, the relative distance between other virtual active objects within a preset interaction range (excluding the first active object) and the master virtual object is determined, and the virtual active object with the smallest relative distance from the other virtual active objects within the preset interaction range is selected as the second active object.

[0190] For example: the relative distance between the first locked active object and the master virtual object is the smallest. If the locked virtual active object needs to be switched based on the first part locking operation, then a second active object with a slightly smaller relative distance is found from other virtual active objects within the preset interaction range, thereby automatically determining the second active object.

[0191] That is, the first relative distance between the first active object and the master virtual object is less than the second relative distance between the second active object and the master virtual object.

[0192] Figure 9 shows an interface diagram for switching and locking the third active part of a second active object other than the first active object. Originally, the virtual torso of the first active object 910, which is closest to the main virtual object, is locked. If a first part locking operation is received (such as a click operation on the part locking control), the active part of the second active object 920, which is the second closest to the virtual active object, is switched and locked. For example, if the virtual torso 921 of the second active object 920 is locked, then the virtual torso 921 becomes the third active part to be locked, and the third active part is displayed with a highlighted feature (such as displaying a highlighted point on the virtual torso 921 as the locking origin). In addition, the torso identifier corresponding to the virtual torso 921 can also be displayed in the part locking control 922.

[0193] The third active part is the interactive target part when the main virtual object interacts with the second active object.

[0194] Indicatively, after redetermining the second active object to be locked based on the first part locking operation, at least two object active parts of the second active object are analyzed, and a third active part to be bound is determined from the at least two object active parts of the second active object, so that the control virtual object can use the third active part as the interaction target part and execute an efficient interaction process.

[0195] In some embodiments, referring to the method described above for analyzing at least two object active parts of a first active object to determine a first active part, a third active part is determined from the second active object based on the part distribution of at least two object active parts included in the second active object.

[0196] Optionally, in response to the first part locking operation, the active part of the object located at the center of the second active object is taken as the third active part based on the part distribution of the second active object.

[0197] Optionally, in response to the first part locking operation, the active part of the object with the largest area size in the second active object is selected as the third active part based on the part distribution of the second active object.

[0198] Optionally, in response to the first part locking operation, the default object active part among the at least two object active parts included in the second active object is designated as the third active part.

[0199] Optionally, in response to the first part locking operation, at least one of the at least two object active parts included in the second active object that is closest to the master virtual object is designated as the third active part.

[0200] Optionally, the third active part and the first active part can be the same active part on different virtual active objects. For example, the first active part is the virtual torso on the first active object, and the third active part is the virtual torso on the second active object; or, the third active part and the first active part can be different active parts on different virtual active objects. For example, the first active part is the virtual torso on the first active object, and the third active part is the virtual head on the second active object, etc., without limitation.

[0201] In some embodiments, in response to receiving a first part locking operation, a third active part is automatically determined from the second active object indicated by the first part locking operation.

[0202] Optionally, the first part locking operation is a trigger operation performed on the second active object. For example, the first part locking operation is a click operation performed on the second active object. The second active object outside the first active object is manually selected from the preset interaction range through the first part locking operation, and the third active part is automatically determined from at least two active parts of the second active object based on the first part locking operation.

[0203] As an illustration, if the second active object is determined based on the first part locking operation, the third active part is determined from the second active object by referring to the above analysis method based on the part distribution of the active parts of at least two objects included in the second active object. This will not be elaborated here.

[0204] The above describes how switching between locked virtual active objects based on the first-part locking operation achieves the goal of switching the active parts of the locked object. Simultaneous switching of objects and parts through the first-part locking operation effectively enhances the player's interactive experience and operational efficiency, reduces time costs and cognitive burden, helps players more clearly understand interactive virtual active objects, and flexibly switches between different virtual active objects, enriching interactive efficiency and enhancing the player's sense of control. Introducing the judgment of the relative distance between the master virtual object and virtual active objects also optimizes the interaction logic, providing players with a more natural and intuitive operation method and ensuring human-computer interaction efficiency.

[0205] In an optional embodiment, in response to receiving a first part locking operation, a first active part is displayed on a first active object with a default display feature, and a third active part is displayed on a second active object with a highlighted display feature.

[0206] This is illustrative. Based on the first part locking operation used to switch the active part of a locked virtual active object, upon receiving the first part locking operation, the locking association between the master virtual object and the first active object's first active part will be canceled. The locking association represents the relationship between the master virtual object and the locked active part, and also guides the interaction direction when the master virtual object and the first active object interact. In terms of interface presentation, based on the unbinding of the first active part from the master virtual object, the highlighted display of the first active part will be canceled, and the default display will be restored.

[0207] Furthermore, after determining the third active part on the second active object based on the first part locking operation, a locking association relationship is established between the main control virtual object and the second active object. In terms of interface presentation, the third active part is displayed with a highlight feature, that is, the third active part is displayed with a highlight feature on the second active object.

[0208] In other words, the third active part with the highlighted display feature is a feature that is displayed after the locking association between the main virtual object and the third active part is established.

[0209] Optionally, the third active part with the highlighted feature is displayed after the locking relationship between the main virtual object and the first active part is released. Illustratively, when the locking relationship between the main virtual object and the first active part is not yet released, the first active part is still displayed on the first active object with the highlighted feature; after the locking relationship between the main virtual object and the first active part is released, and the locking relationship between the main virtual object and the third active part is established, the third active part is displayed on the second active object with the highlighted feature.

[0210] In response to the locking operation of the first part, the default display feature is used on the first active object that is unlocked, and the third active part is displayed using the highlighted display feature on the newly locked second active object. This effectively enhances the playability and ensures clear interface feedback, guiding players to further interact with the second active object, reducing the cognitive burden on players, helping them make quick and accurate decisions, optimizing the player experience, ensuring that players can improve efficiency and accuracy when performing complex tasks, and ultimately making the overall operation more intuitive and efficient.

[0211] In an optional embodiment, if there are n virtual activity objects within the preset interaction range corresponding to the master virtual object, in response to receiving the (n+1)th first part locking operation, the highlight display feature is canceled, where n is a positive integer.

[0212] The first part locking operation is used to switch the locked virtual active object.

[0213] For illustration, if there are n virtual activity objects within the preset interaction range, including the aforementioned first activity object, when the first part locking operation is received (n+1 times), it means that the activity part of the bound virtual activity object has been switched (n+1 times). At this time, all virtual activity objects have been locked by the master virtual object. Therefore, it can be set to cancel the display highlight feature when the first part locking operation is received (n+1 times), that is, not to display any activity part of the object with the highlight feature, thus releasing the locking association between the master virtual object and the activity parts of all virtual activity objects within the preset interaction range.

[0214] For example: If there is one virtual active object within the preset interaction range, the first active part is highlighted based on the first part locking operation (e.g., the first part locking operation is the first part locking operation). If a second first part locking operation is received, it means that it is necessary to switch to other virtual active objects within the preset interaction range. Since there are no other virtual active objects, it is considered that the locking association between the main virtual object and the first active part of the virtual active object is automatically canceled, thereby canceling the display of the highlight feature.

[0215] For example: If there are two virtual activity objects within the preset interaction range, after the first part locking operation (e.g., the first part locking operation is the first part locking operation) is highlighted, if a second first part locking operation is received, it means that it is necessary to switch to another virtual activity object within the preset interaction range. Since there is another virtual activity object, this other virtual activity object is used as the second activity object, and the third activity part bound to this second activity object is switched. If a third first part locking operation is received, it means that it is necessary to switch to another virtual activity object within the preset interaction range. Since the current other virtual activity object is the first activity object that was previously locked, if it is not desired to bind again, it is considered that the locking association between the main virtual object and the activity part of the virtual activity object is automatically canceled, thereby canceling the display of the highlight feature.

[0216] That is, if it is determined that the part locking operation of the first active part is also the first part locking operation, then in the case that there are n virtual active objects within the preset interaction range, in response to a total of n+1 first part locking operations received, the highlight display feature is canceled, which is not limited here.

[0217] Within a preset interactive range of n virtual activity objects, the design of canceling the highlight display feature for the (n+1)th first part locking operation can effectively manage the player's attention during the interaction process. Even if the player frequently switches between locked virtual activity objects, the visually complex information can be reduced by gradually canceling the highlight display, avoiding information fatigue caused by too many highlighted indicators, ensuring the clarity and comfort of the overall interaction, enhancing the coherence and logic of feedback, and improving the overall user experience and operational efficiency.

[0218] In an optional embodiment, in response to receiving a second part locking operation, at least one other active part other than the first active part is highlighted on the first active object.

[0219] Indicatively, the second part locking operation is a different part locking operation from the first part locking operation mentioned above. The second part locking operation is used to automatically switch and lock other active parts on the first active object.

[0220] For example, the first part locking operation is a single click operation, and the second part locking operation is a double click operation. Taking the part locking operation performed on the part locking control as an example, if a double click operation is received on the part locking control, it is considered that the second part locking operation has been received. Therefore, at least one other active part can be determined from outside the first active part of the first active object and displayed with a highlight feature.

[0221] Optionally, based on the second part locking operation, another active part is randomly selected from the other active parts of the first active object and displayed with a highlight feature; or, based on the second part locking operation, the active part of the object with the lowest virtual health is selected from the other active parts of the first active object and displayed with a highlight feature; or, based on the second part locking operation, the active part of the object closest to the master virtual object is selected from the other active parts of the first active object and displayed with a highlight feature, etc.

[0222] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0223] In this embodiment, a method is described that a virtual active object can be switched and a new third active part can be re-locked through a first part locking operation. Switching the locked virtual active object can provide players with greater game flexibility. The third active part, as an object active part re-determined based on the second active object, not only adapts to the currently flexibly selected second active object, but also better provides appropriate part selection and locking purposes based on the second active object itself, further enhancing the richness and fun of gameplay and improving human-computer interaction efficiency.

[0224] In an optional embodiment, if a part locking operation is received, and a part changing operation is received, then based on the part changing operation, the second active part of at least two active parts of an object is locked and the second active part is highlighted. The second active part is the interactive target part when the main virtual object interacts with the first active object after the change.

[0225] Optionally, taking the part change operation via part identifiers as an example, upon receiving a part lock operation, in addition to highlighting the first active part, at least two part identifiers can be displayed so that the player can select other active parts of the first active object to implement the part change operation. Illustratively, as shown in Figure 10, step 330 shown in Figure 3 can also be implemented as steps 1010 to 1020.

[0226] Step 1010: If a part locking operation is received, display at least two part identifiers.

[0227] Optionally, in response to the part locking operation, in addition to automatically identifying the first active part and displaying the first active part with a highlight feature on the first active object, at least two part identifiers will also be displayed.

[0228] Among them, at least two part identifiers correspond one-to-one with at least two object active parts on the first active object.

[0229] In illustrative terms, the first active object is locked based on the part locking operation. Therefore, at least two active parts on the first active object are selected to display part identifiers corresponding to the at least two active parts respectively.

[0230] In some embodiments, at least two object movement parts include at least one of the following: virtual torso, virtual head, virtual tail, virtual left arm, virtual right arm, virtual left leg, virtual right leg, virtual left wing, and virtual right wing.

[0231] Optionally, the virtual torso is represented by a torso identifier, the virtual head is represented by a head identifier, the virtual tail is represented by a tail identifier, the virtual left arm is represented by a left arm identifier, the virtual right arm is represented by a right arm identifier, the virtual left leg is represented by a left leg identifier, the virtual right leg is represented by a right leg identifier, the virtual left wing is represented by a left wing identifier, and the virtual right wing is represented by a right wing identifier, etc.

[0232] Optionally, different part identifiers can be distinguished by text content; or by part images of the active parts of the object; or by preset serial numbers, etc., without limitation.

[0233] In some embodiments, when the part locking operation is a third part locking operation, at least two part identifiers are displayed.

[0234] For illustrative purposes, the third part locking operation is one type of part locking operation, such as a long press operation. When the received part locking operation is a type of operation other than a long press operation (such as a single click operation, double click operation, etc.), the first active part is highlighted, but at least two part identifiers are not displayed. When the received part locking operation is a long press operation, the first active part is highlighted, and at least two part identifiers are also displayed.

[0235] This is merely an illustrative example, and the embodiments of this application are not intended to limit the scope of the application.

[0236] In an optional embodiment, an identification wheel is displayed upon receiving a part locking operation.

[0237] The signage wheel includes at least two part markers. The signage wheel is used to display at least two part markers in a circular wheel format.

[0238] Optionally, the distribution of at least two part identifiers on the identifier wheel is determined based on the part distribution of at least two object active parts relative to the virtual active object.

[0239] Schematic, the area distribution is used to characterize the positional distribution of at least two part markers relative to the marker wheel; the part distribution is used to characterize the positional distribution of at least two object active parts relative to the first active object.

[0240] As shown in Figure 11, the following explanation is based on the example of displaying the part labels corresponding to at least two object movement parts in the label wheel. When displaying the label wheel, with the part distribution of at least two object movement parts relative to the virtual movement object as a reference, the torso part label 1110 corresponding to the virtual torso part is displayed in the middle of the label wheel, the head part label 1120 corresponding to the virtual head part is displayed above, the tail part label 1130 corresponding to the virtual tail part is displayed below the label wheel, the part labels corresponding to the virtual left arm part (virtual left upper arm and virtual left lower arm) and the virtual left wing part are displayed on the left side, and the part labels corresponding to the virtual right arm part (virtual right upper arm and virtual right lower arm) and the virtual right wing part are displayed on the right side, etc.

[0241] By using the distribution of body parts to determine the distribution of at least two body part markers and presenting at least two body part markers, players can quickly become familiar with and use the marker wheel based on the first active object itself, improving the efficiency and accuracy of locating the active parts of the object and enhancing human-computer interaction efficiency.

[0242] In some embodiments, when the part locking operation is a third part locking operation, an identification wheel is displayed based on the part distribution of at least two object active parts included in the first active object; the first active part is determined based on the regional distribution of part identifications in the identification wheel.

[0243] The distribution of at least two part markers on the marker wheel is determined based on the part distribution of at least two object active parts relative to the virtual active object. Illustratively, when the part locking operation is a long press operation on the part locking control, taking a long press operation with a preset duration as an example, a marker wheel including at least two part markers is displayed during the long press. The center of the marker wheel overlaps with the center of the part locking control and is used to display the torso marker corresponding to the virtual torso position; other object interactive parts are arranged on both sides as shown in Figure 11.

[0244] In an optional embodiment, in response to receiving a second part locking operation, based on the part distribution of at least two object active parts included in the first active object, the first active part of the at least two object active parts is automatically locked and the first active part is displayed with a first highlight display feature.

[0245] For illustrative purposes, the second part lock operation is a different form of part lock operation from the first part lock operation, such as a long press operation.

[0246] If a second part locking operation is received, an identification wheel is displayed based on the part distribution of at least two object active parts included in the first active object. The area distribution of the part identification on the identification wheel matches the partial distribution of the object active parts, thereby automatically locking the first active part from at least two object active parts.

[0247] For example: when a long press operation is received, an indicator wheel is displayed with the part locking control as the center. The virtual torso position indicated by the center of the part locking control is locked by default, and the virtual torso position is displayed with the first highlight feature, that is, the virtual torso position is used as the first active part.

[0248] The automatic locking function reduces manual operation by players and improves efficiency; players only need to perform a simple second-part locking operation to lock the corresponding active part, reducing operational complexity. Secondly, by using a first-highlighting feature on the first active part, the locking status can be instantly reflected, making the player clearly see the current selection and enhancing the intuitiveness and sense of security of the operation. Simultaneously, upon completion of the second-part locking operation, the system dynamically adjusts to a second-highlighting feature; different display effects provide players with clear visual cues, helping them quickly recognize the status change. This flexible highlighting mechanism effectively improves user operational awareness and adapts to different interaction scenarios, ultimately enhancing the player's overall experience and operational accuracy.

[0249] In one optional embodiment, the first active part is indicated in response to the end of the second part locking operation, and the first active part is displayed with a second highlight feature; or, the fourth active part is indicated in response to the end of the second part locking operation, and the fourth active part is displayed with a second highlight feature.

[0250] For illustrative purposes, if the long press operation ends and the device remains in the center of the part locking control, it is considered that the virtual torso part is still locked, and the virtual torso part is displayed with the second highlight feature. The first highlight feature and the second highlight feature can be the same or different. If the device moves to another position on the indicator wheel at the end of the long press, it is considered that the fourth active part is locked (such as moving to the head part indicator corresponding to the virtual head part), and the fourth active part is displayed with the second highlight feature. The first highlight feature and the second highlight feature can be the same or different.

[0251] Figure 12 shows a schematic diagram of an interface that highlights the first active part and displays at least two part identifiers. Optionally, taking a part locking operation as a long press operation and at least two part identifiers as an example, the long press operation on the part locking control automatically locks the first active part corresponding to the first active object 1210. The first active part is the virtual torso 1211 highlighted (black area). In addition, based on the long press operation, an identifier wheel 1220 including at least two part identifiers will also be displayed. Since the virtual torso 1211 is locked, the torso identifier 1221 corresponding to the virtual torso 1211 is specially displayed in the identifier wheel 1220 (displayed in gray area as shown in the figure, or in other forms such as black area). This is not limited here.

[0252] In addition, Figure 12 can also be regarded as the selected preview effect. That is, during the long press operation when the part locking operation is a long press operation, the virtual torso position 1211 is the default selected active part, and a black filled area is displayed on the virtual torso position 1211 (as can be regarded as the first highlight display feature); when the finger is still at the torso position identifier 1221 corresponding to the virtual torso position 1211 after the long press reaches the preset time, the locking origin is displayed on the virtual torso position 1211 to indicate automatic locking (as can be regarded as the second highlight display feature), which is not limited here.

[0253] In an optional embodiment, upon receiving a part locking operation, the identifier list is expanded and displayed.

[0254] The list of identifiers includes identifiers for at least two body parts.

[0255] Optionally, at least two part identifiers can be displayed in a list arranged vertically or horizontally. For example, based on a part locking operation performed on a part locking control, an identifier list can be expanded around the part locking control, where at least two active parts of the object are analyzed from top to bottom and from left to right, and the part identifiers corresponding to the at least two active parts of the object are displayed respectively; or, based on at least two active parts of the object, at least two part identifiers can be displayed in a random arrangement, etc., and the display arrangement method is not limited here.

[0256] In an optional embodiment, upon receiving a part locking operation, at least two part identifiers are displayed based on the interaction status of at least two active parts of an object.

[0257] The interaction state indicates the state in which an object's active part establishes a locked association with the main virtual object. Illustratively, each object's active part corresponds to one interaction state, and a corresponding style of part identifier is displayed based on the interaction state to distinguish the relationship between different object active parts and the main virtual object.

[0258] In this context, the part identifier corresponding to the active part of the object in the first interactive state is displayed in the first style, and the part identifier corresponding to the active part of the object in the second interactive state is displayed in the second style. The first interactive state is used to indicate that the master virtual object can establish a locking relationship with the active part of the object, and the second interactive state is used to indicate that the master virtual object cannot establish a locking relationship with the active part of the object. The first style and the second style are different.

[0259] Optionally, different styles include at least one of the following forms: (1) different colors of the style indicator, such as white for the first style and gray for the second style; (2) different shapes of the style indicator, such as a circle for the first style and a star for the second style.

[0260] Indicatively, if the active part of an object corresponds to the first interactive state, it means that the main virtual object can establish a locking relationship with the active part of the object. Therefore, the first style part identifier is displayed to prompt the player to control the main virtual object to lock the active part of the object; if the active part of an object in the first interactive state is white (first style).

[0261] If the active part of the object corresponds to the second interaction state, it means that the main virtual object cannot establish a locking relationship with the active part of the object. Therefore, the part identifier of the second style is displayed to prompt the player that the main virtual object cannot lock the active part of the object, so as to avoid invalid operation by the player. For example, the part identifier of the active part of the object in the second interaction state is gray (second style).

[0262] Optionally, the interaction state corresponding to the active part of the object is pre-configured.

[0263] For example: The first active object is a virtual monster A, which includes a virtual head, a virtual tail, a virtual torso, a virtual left arm, a virtual right arm, a virtual left leg, and a virtual right leg. If the virtual head, torso, left arm, and right arm of the virtual monster A are pre-configured to correspond to a first interactive state, then a first-style head identifier, a first-style left arm identifier, a first-style virtual torso identifier, and a first-style right arm identifier will be displayed. Furthermore, the virtual tail, left leg, and right leg will correspond to a second interactive state, thus displaying a second-style tail identifier, a second-style left leg identifier, and a second-style right leg identifier, etc.

[0264] Optionally, the interaction state is determined in real time during the virtual game based on the part attributes of the active part of the object on the first active object.

[0265] Part attributes are used to characterize the activity status of an object's active part. Part attributes include at least one of the following: part virtual health, part virtual mana, part attack speed, and part attack strength. Part virtual health describes the remaining health value of the object's active part to maintain its active state. Part virtual mana describes the remaining mana value of the object's active part to maintain its active state. Part attack speed describes the speed of the object's active part in the attack state. Part attack strength describes the intensity of the object's active part in the attack state.

[0266] This is illustrative; the interaction state of an active part of an object whose part attributes meet the preset attribute requirements is defined as the first interaction state, and the interaction state of an active part of an object whose part attributes do not meet the preset attribute requirements is defined as the second interaction state. The preset attribute requirements include at least one of the following: numerical requirements (such as the virtual health of the part being less than a preset value) and percentage requirements.

[0267] For example: The first active object is virtual monster A, which includes a virtual head, a virtual tail, a virtual torso, a virtual left arm, a virtual right arm, a virtual left leg, and a virtual right leg. Upon receiving a body part locking operation, the virtual torso is automatically locked. If at least two body part icons need to be displayed, the virtual head's virtual health is 53, the virtual tail's virtual health is 69, the virtual torso's virtual health is 32, the virtual left arm's virtual health is 41, the virtual right arm's virtual health is 49, the virtual left leg's virtual health is 65, and the virtual right leg's virtual health is 65. If the preset attribute requirement is that the virtual health of a body part is less than 50, then the active body parts that meet the preset attribute requirement include the virtual torso, the virtual left arm, and the virtual right arm. In this case, the first style of left arm icon, the first style of virtual torso icon, and the first style of right arm icon are displayed. In addition, the second style of head icon, the second style of tail icon, the second style of left leg icon, and the second style of right leg icon are displayed.

[0268] The above describes how different styles of part identifiers are displayed based on whether the main virtual object can establish a locking relationship with the object's active parts. Different interaction states represent whether the main virtual object can establish a locking relationship with the object's active parts. The mechanism of displaying multiple active part identifiers based on interaction states can significantly improve the intuitiveness and efficiency of player operations in the virtual scene, reduce the player's cognitive burden, and help the player's decision-making. The combination of the first interaction state and the first style makes it clear to the player that the object's active parts are available, while the comparison between the second interaction state and the second style avoids invalid operations and reduces the risk of accidental clicks. Therefore, displaying different styles to enrich the feedback effect enhances the flexibility of interaction and makes the interactive experience smoother and more enjoyable. It also fully utilizes computing resources during the interaction process to ensure efficient operation.

[0269] In some embodiments, when the master virtual object locks the second active part, the first part identifier corresponding to the second active part is displayed in a third style, which is different from the first style and the second style.

[0270] Schematic illustration: If the master virtual object locks the second active part, in order to distinguish the first part identifier corresponding to the second active part from at least two part identifiers, the first part style is displayed in a third style, different from the first and second styles. Similarly, if the master virtual object locks the first active part, the second part identifier corresponding to the first active part is displayed in a third style, and so on, without further explanation here. That is, the third style represents the part identifier corresponding to the locked object's active part.

[0271] For example: if the third style is "highlight", the first style is "white", and the second style is "gray", then when displaying the part identifiers corresponding to at least two active parts of an object, the part identifier of the active part of the object in the first interactive state will be represented as white; the part identifier of the active part of the object in the second interactive state will be represented as gray; and the part identifier of the locked active part of the object will be represented as "highlighted", where the "highlighted" part identifier is the part identifier of the active part of the object in the second interactive state that is selected to be locked.

[0272] As shown in Figure 11, taking the display of at least two part markers via a marker wheel as an example, the selectable part 1141 in the marker wheel is white, representing that the part marker corresponding to the active part of the object in the first interactive state is white; the non-lockable part 1142 is gray (i.e., grayed out), representing that the part marker corresponding to the active part of the object in the second interactive state is gray; the part marker 1110 corresponding to the active part of the selected and locked object is highlighted and enlarged (such as dark gray), so as to distinguish the part markers of different interactive states by style.

[0273] The above describes the different display of part identifiers based on the active parts of the locked object. Different styles create a clear visual feedback mechanism, allowing players to quickly identify the current state, which helps them understand changes in operation and adjust their strategies. The introduction of the third style clearly distinguishes locked parts from other unlocked parts, reducing potential confusion for players during complex operations and lowering the probability of misoperations.

[0274] Step 1020: In response to receiving a selection operation for the first part identifier among at least two part identifiers as a part change operation, lock the second active part among at least two active parts of an object, and display the second active part on the first active object with a highlight feature.

[0275] The second active part corresponds to the first part.

[0276] Indicatively, the second active part is the selected and locked active part of at least two active parts of the first active object, excluding the first active part; then the first part identifier is the part identifier corresponding to the selected and locked active part of at least two active parts of the first active object, excluding the first active part.

[0277] Optionally, the selection operation includes at least one of the following: drag operation, click operation, long press operation, and voice trigger operation. For example, taking a long press operation as the part locking operation and a drag operation as the selection operation, at least two part icons are displayed via an icon wheel based on the long press operation. If a drag operation is performed after the long press operation to select the first part icon corresponding to a second active part other than the currently locked first active part, and the drag operation is considered complete when the finger is dragged to the first part icon and then released, it is considered that the first active object has been selected and locked. This establishes a locking association between the main virtual object and the first active object, and therefore the second active part is highlighted on the first active object.

[0278] In some embodiments, in response to receiving a selection operation for a first part identifier among at least two part identifiers, a first part identifier of a third style is displayed.

[0279] Indicatively, the third style is used to represent the establishment of a locking relationship between the second active part corresponding to the first part identifier and the main virtual object. If the first part identifier is selected, the first part identifier of the third style is displayed to indicate to the player that the second active part has been successfully locked.

[0280] As shown in Figure 11, if the torso identifier 1150 corresponding to the virtual torso is selected based on the selection operation, the third style of torso identifier 1150 is displayed (such as in gray highlight style), thus distinguishing it from the part identifiers of the first and second styles mentioned above.

[0281] Alternatively, as shown in Figure 13, taking the selection operation as a drag operation as an example, if the drag operation is received and ends at the first part marker 1310, it is considered that a selection operation is performed on the first part marker 1310. Therefore, the first part marker 1310 is highlighted (e.g., displayed in black) and the area where the first part marker is located has a magnification effect, etc.

[0282] In an optional embodiment, in response to receiving a first selection operation for a first part identifier among at least two part identifiers as a part change operation, the first active part is de-locked and the second active part is locked; the first active part is displayed on the first active object with a default display feature, and the second active part is displayed with a highlight display feature.

[0283] The first selection operation is used to switch the locked first active part to the second active part; the default display feature and the highlighted display feature are different.

[0284] This is illustrative; the part change operation is applicable to switching the locking of other virtual active parts while keeping the first active object unchanged. Different part identifiers correspond to different virtual active parts. If the part change operation is a first selection operation for the first part identifier, then based on the first selection operation, the locking of the second active part corresponding to the first part identifier can be switched.

[0285] In illustrative terms, the first selection operation is at least one form of selection operation, such as dragging, long-pressing, or clicking. Taking dragging as an example, if the first part identifier receives a drag operation (such as dragging from the center of the identifier wheel to the location of the first part identifier), it is considered to have received the first selection operation. Therefore, it is considered to cancel the locking association between the main virtual object and the first active part and establish a locking association between the main virtual object and the second active part. That is, the main virtual object no longer locks the first active part but locks the second active part. Therefore, the first active part is displayed with the default display feature and the second active part is displayed with the highlighted display feature, such as displaying the virtual torso (first active part) in gray (default skin color) and the virtual right wing (second active part) in orange-yellow (highlighted display feature).

[0286] In an optional embodiment, in response to receiving a second selection operation for a first part identifier among at least two part identifiers as a part change operation, the second active part is additionally locked; the first active part and the second active part are displayed on the first active object with a highlight feature.

[0287] The second selection operation is used to lock the second active part while locking the first active part.

[0288] For illustrative purposes, if the part change operation is a second selection operation targeting the first part identifier, then based on the second selection operation, in addition to locking the first active part, the second active part corresponding to the first part identifier will also be locked.

[0289] In illustrative terms, the second selection operation is at least one other form of selection operation that is different from the first selection operation. For example, the second selection operation includes at least one of the following: click operation, long press operation, and drag operation. Taking the second selection operation as a click operation as an example, if the first part identifier receives a click operation (such as receiving an operation of another finger clicking the first part identifier during the process of receiving the long press operation to display the identifier wheel), it is considered to have received the second selection operation. Therefore, it is considered to establish a locking association between the main control virtual object and the second active part while maintaining the locking association between the main control virtual object and the first active part. That is, the main control virtual object locks the second active part while locking the first active part. Therefore, the first active part and the second active part are displayed with a highlight feature, such as displaying the virtual torso (first active part) and the virtual right wing (second active part) in orange-yellow (highlight feature).

[0290] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0291] In an optional embodiment, in response to receiving a selection operation for a first part identifier among at least two part identifiers, and the first part identifier is displayed in a first style, a second active part is displayed on the first active object with a highlight feature.

[0292] Indicatively, at least two part identifiers present corresponding display styles based on the interaction state of the corresponding active parts of the object. For example, the first part identifier that receives a selection operation is displayed in the first style, indicating that the second active part can establish a locking relationship with the main virtual object. Therefore, a locking relationship is established between the main virtual object and the second active part based on the selection operation, and the second active part is displayed on the first active object with a highlighted display feature.

[0293] In an optional embodiment, in response to receiving a selection operation for a first part identifier among at least two part identifiers, and the first part identifier being displayed in a second style, the first active part is maintained with a highlighted display feature, and a switching prompt message is displayed.

[0294] The switching prompt message is used to indicate that the main virtual object cannot lock the second active part.

[0295] The second style differs from the first style in its interface presentation, allowing for a more intuitive distinction of whether different active parts can establish a locking relationship with the main virtual object, thus enhancing the interface's visual appeal. The differences between the first and second styles include at least one of several variations, such as different colors, different special effects, or different markers.

[0296] Indicatively, at least two part identifiers will display corresponding styles based on the interaction state of the corresponding active parts of the object. For example, if the first part identifier that receives a selection operation is displayed in the second style, it means that the second active part cannot establish a locking relationship with the main virtual object. Therefore, since the selection operation cannot establish a locking relationship between the main virtual object and the second active part, the current selection operation is considered invalid. The first active part will continue to be displayed with a highlighted feature, and a switching prompt message will be displayed to inform the player that the main virtual object cannot lock the second active part, so that the player can perform selection operations on the part identifiers corresponding to other object active parts that can be effectively locked.

[0297] Figure 14 shows a schematic diagram of the indicator wheel representing the parts that cannot be locked. The grayed-out active parts 1410 and 1420 cannot be locked, meaning the main virtual object cannot establish a locking association with them. Optionally, the text "This part cannot be locked" 1430 can also be used as a switching prompt message; that is, if the second active part corresponding to the first part indicator cannot be locked, "This part cannot be locked" will be displayed on the terminal interface as a switching prompt message. Optionally, for already locked active parts, the corresponding part indicator is shown as locked (e.g., black); for the currently selected active part, the corresponding part indicator is shown as selected preview (e.g., highlighted and enlarged). In other words, taking a long-press operation as an example, when selecting an active part but not yet releasing the hand to lock it, the active part is highlighted on the virtual active object; if the hand is released to officially lock the active part, a locking dot will be displayed at the active part of the virtual active object as a highlighting effect.

[0298] In an optional embodiment, in response to receiving a selection operation for a first part identifier among at least two part identifiers, a part locking control is displayed in a second control display style.

[0299] The second control's display style represents the active part of the locked object. Optionally, the second control's display style includes a part identifier corresponding to the active part of the locked object.

[0300] Figure 15 shows a schematic diagram of the interface for switching and locking the virtual head part based on the part identifier. During the interaction between the main virtual object and the virtual active object 1510, the display indicator wheel 1520 is used based on the part locking operation. If a selection operation is received for the head part identifier 1521 corresponding to the virtual head part, then the head part identifier 1521 is used as the first part identifier, and the virtual head part is displayed on the virtual active object 1510 with a highlighted feature (as shown in the figure, the highlighted area, or the locked origin, etc.).

[0301] Figure 16 shows a schematic diagram of the interface for displaying a part locking control in the second control display style. Optionally, if a selection operation is received for the first part identifier among at least two part identifiers, and the second active part selected by the selection operation can be locked, then the part locking control 1610 is displayed in the second control display style, including the part identifier corresponding to the second active part. For example, if the virtual torso is locked, then the torso identifier 1611 corresponding to the virtual torso is displayed. Optionally, the virtual torso can also be displayed with a highlight feature (e.g., the highlight feature is a color effect; Figure 16 shows a virtual torso with a black fill style); if the second active part is a virtual head, then the part identifier in the part locking control 1610 is displayed as a head part identifier in the second control display style, which is not limited here.

[0302] In an optional embodiment, in response to receiving a symmetry switching operation for the first active part, if there is a fifth active part with a symmetric relationship with the first active part, the fifth active part is displayed with a highlight feature.

[0303] Among them, the symmetrical relationship of the parts includes at least one of the following: the symmetrical relationship between the virtual head part and the virtual tail part, the symmetrical relationship between the virtual left arm part and the virtual right arm part, the symmetrical relationship between the virtual left leg part and the virtual right leg part, and the symmetrical relationship between the virtual left wing part and the virtual right wing part.

[0304] As illustrated in Figure 11, taking the display of at least two body part icons on the icon wheel as an example, the distribution of the at least two body part icons on the icon wheel is symmetrical. For example, taking the torso icon 1110 corresponding to the virtual torso as the center, the head icon 1120 corresponding to the virtual head is above, and the tail icon 1130 corresponding to the virtual tail is below. From top to bottom on the left, the virtual left upper arm, virtual left wing, and virtual left lower arm are respectively, and from top to bottom on the right, the virtual right upper arm, virtual right wing, and virtual right lower arm are respectively. Among them, there is a symmetrical relationship between the virtual head and virtual tail, between the virtual left upper arm and virtual right upper arm, between the virtual left wing and virtual right wing, and between the virtual left lower arm and virtual right lower arm, etc.

[0305] Optionally, the symmetrical part switching operation includes at least one of several operation forms such as click operation, swipe operation, and voice trigger operation. Taking the symmetrical part switching operation as a double-click operation as an example, if the first active part is a virtual head part, after the virtual head part receives a double-click operation (such as double-clicking the virtual head), based on the existence of a virtual tail part (the fifth active part) with a part symmetrical relationship between the virtual head part and the virtual tail part is highlighted, and the highlighting of the virtual head part is canceled, etc.

[0306] By using the symmetrical part switching operation, the symmetry of the virtual active object's active parts can be fully utilized to switch the target interactive parts that need to be interacted with more efficiently, simplify the operation process, and improve the efficiency of human-computer interaction.

[0307] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0308] In summary, the part-locking operation not only allows for the rapid identification of the first active object from at least one virtual active object, but also enables the quick locking of the first active part of the first active object based on part distribution. This allows players to efficiently control the interaction between the main virtual object and the first active part based on highlighted features, improving interaction efficiency and accuracy. It also helps enhance the interactive targeting of the main virtual object towards the first active part, avoiding issues such as invalid or erroneous interactions. Furthermore, it reduces the complexity of player operations, improving human-computer interaction efficiency while avoiding invalid data processing problems, thus enhancing data processing efficiency and accuracy.

[0309] This application embodiment introduces a method to lock a second active part, other than the first active part, based on a part-change operation, and then highlight the content of the second active part. By designing a part-change function, the richness of game interaction can be improved. Dynamically locking other object interaction parts based on part-change operations also ensures the flexibility of the interaction process. Players can quickly adjust the target object's active part at different interaction stages, thus better adapting to changing operational needs. Highlighting the second active part determined after the part-change operation also helps ensure the accuracy and security of the interaction, achieving an intuitive and efficient interaction while ensuring operational accuracy and reducing the amount of data processing required for erroneous operations.

[0310] Furthermore, the above also describes the method of switching and locking different active parts of the same virtual active object based on at least two displayed part identifiers. By flexibly selecting the first part identifier to switch and bind the second active part, the intuitiveness and coordination of the operation are improved, allowing players to better understand the logic and mechanics of the game world, enhancing game immersion and player experience. While simplifying operational complexity, it also ensures operational accuracy, avoiding problems such as excessive data processing due to inappropriate operations, and improving operational efficiency and data analysis accuracy.

[0311] Furthermore, the above also introduces the use of different selection operations as part-change operations to achieve a diversified part-locking process. Specifically, the first selection operation switches the locked first active part to the second active part, making switching between multiple parts smoother for the user, reducing latency and cognitive burden between operations. The dynamic feedback mechanism, displaying the first active part by default and highlighting the second active part, ensures that the user can immediately see the highlighted interactive target after the switch, enhancing operational accuracy. In addition, the second selection operation allows players to lock multiple active parts simultaneously, facilitating the execution of complex operations. Highlighting multiple locked active parts makes them easily identifiable, thus improving operational flexibility and convenience. Therefore, the aforementioned diverse display methods enrich interaction, enriching the forms of interactive operations while ensuring data processing efficiency.

[0312] Furthermore, the part-locking operation display indicator wheel, with its area distribution determined by part distribution, enhances the possibility of blind operation while ensuring a smooth player experience, reducing the time required to find specific parts and optimizing the interactive operation process. Additionally, the indicator list can be expanded for scenarios requiring precise operation, reducing visual distractions and allowing players to focus on specific options, thus improving human-computer interaction efficiency in virtual environments and reducing data processing volume. Moreover, using part indicators to represent active parts facilitates the technical addition or modification of active parts, avoiding the complexity of completely reconstructing virtual active objects, simplifying game development time and maintenance costs. After selection, only the selected secondary active part needs to be re-rendered, effectively reducing memory usage and improving overall game performance.

[0313] In an optional embodiment, after highlighting the first active part, a lock cancellation operation can be received to cancel the lock association between the current master virtual object and the first active part. Illustratively, as shown in Figure 17, step 330 shown in Figure 3 can also be implemented as step 1710.

[0314] Step 1710: In response to receiving a lock cancellation operation, the first active part is displayed with the default display feature.

[0315] Optionally, the lock cancellation operation includes at least one of several operation methods such as long press, click, drag, and voice trigger.

[0316] The lock cancellation operation is used to cancel the locking association between the master virtual object and the active part of the object. For example, if a lock cancellation operation is received after the first active part is highlighted, it is considered that the locking association between the master virtual object and the active part of the object has been cancelled, meaning the master virtual object no longer locks the active part of the object for targeted interaction.

[0317] The system restores the display of the first active part by default based on the lock cancellation operation, effectively helping players quickly regain their awareness of the unlocked object. By providing stable and familiar visual feedback, it ensures that players understand the current state change, thereby improving the continuity of operation, reducing possible errors and confusion during operation, avoiding data error processing, and ensuring the efficiency of human-computer interaction.

[0318] In an optional embodiment, when the identification wheel is displayed based on the part locking operation, in response to receiving a slide operation on the identification wheel to the lock cancellation area as a lock cancellation operation, the first active part is displayed with the default display feature.

[0319] To illustrate, if a lock cancellation operation is implemented via an indicator wheel, the lock cancellation operation is triggered after targeting the lock cancellation area corresponding to the indicator wheel. The lock cancellation area is the region on the indicator wheel used to cancel the lock on the active part of the object. Therefore, if a lock cancellation operation is received targeting the lock cancellation area corresponding to the indicator wheel, the lock association between the main virtual object and the locked active part of the object (such as the first active part) is canceled. Consequently, the first active part is no longer highlighted, but instead displayed using the default display feature.

[0320] Indicatively, the lock cancellation area on the indicator wheel is located in all or part of the outermost area of ​​the indicator wheel.

[0321] Figure 18 illustrates the receipt of a lock cancellation operation. Taking the lock cancellation operation as an example, which is based on an indicator wheel and is a sliding operation, when the indicator wheel is displayed based on the part lock operation, if an operation is received to slide to the lock cancellation area 1810 and release, it is considered that a lock cancellation operation has been received.

[0322] Indicatively, after dragging to the cancellation area 1810, a first special effect indicates that the lock cancellation state is about to be entered, such as a red glowing effect indicating that the lock cancellation state is about to be entered. The red glowing effect is displayed in the lock cancellation area and / or around the indicator wheel, but this is not limited here.

[0323] Optionally, based on the lock cancellation operation, the first active part is no longer displayed with a highlighted feature, but with a default display feature instead.

[0324] In the part-lock-based operation indicator wheel, players can unlock the device by sliding to the unlock area, reducing the complexity of the operation and providing a more intuitive way for players to make quick adjustments in dynamic virtual scenes, thus enhancing the flexibility of interactive response. The interaction method is more user-friendly, meeting the needs of fast, flexible and efficient operation, and greatly improving the efficiency of human-computer interaction.

[0325] In an optional embodiment, in response to receiving a lock invalidation operation, the first active part is kept highlighted. The lock invalidation operation is an operation that fails to effectively establish a lock association between the master virtual object and the active part of the object.

[0326] In some embodiments, when the identification wheel is displayed based on a part-locking operation, in response to receiving a sliding operation on the identification wheel to a locked invalidation area as a locked invalidation operation, the first active part is kept displayed with a highlighted display feature.

[0327] The "lock invalid area" refers to the region on the indicator wheel where the moving parts of the object cannot be effectively locked. Illustratively, the lock invalid area on the indicator wheel is located in the outermost preset area of ​​the indicator wheel.

[0328] Figure 19 illustrates the receipt of a lock invalidation operation. When the display indicator wheel is based on the part lock operation, if an operation is received where the slider moves to the lock invalidation area 1920 outside the part indicator and lock cancellation area 1910 and is then released, it is considered that a lock invalidation operation has been received.

[0329] Indicatively, after sliding to the locked invalid area 1920, a second special effect style is used to indicate that the selection is currently invalid, such as a gray glowing effect. The gray glowing effect is displayed around the indicator wheel or other preset areas, which is not limited here.

[0330] In other words, as shown in Figure 20, if an operation of sliding to the lock invalidation area and releasing is received while the indicator wheel 2010 is displayed, the process of switching the selected active part is canceled; if an operation of sliding to the lock cancellation area and releasing is received, the part locking process is canceled. Furthermore, when the indicator wheel (or part wheel) is displayed, the skill button area can be weakened in display; additionally, if the head part indicator corresponding to the virtual head part in the indicator wheel 2010 is selected, the virtual head part is highlighted on the virtual active object, etc.

[0331] Optionally, based on the invalidation of the lock operation, the first active part and / or other locked object active parts continue to be displayed with a highlight feature, which is not limited here.

[0332] In an optional embodiment, if there are at least two virtual active objects within the preset interaction range corresponding to the master virtual object, in response to receiving a lock cancellation operation, the first active part is displayed with a default display feature, and the third active part of the second active object is displayed with a highlight display feature.

[0333] For illustration purposes, when there are other virtual active objects outside the first active object within the preset interaction range, the lock cancellation operation is regarded as canceling the lock association relationship between the first active part and the current first active object, and the third active part on the second active object is automatically determined, thereby restoring the display of the first active part with the default display feature; in addition, the third active part of the second active object is displayed with the highlight display feature, etc.

[0334] In an optional embodiment, if there are at least two virtual active objects within the preset interaction range corresponding to the master virtual object, in response to receiving a lock cancellation operation, the active parts of the objects corresponding to the at least two virtual active objects are displayed using default display features.

[0335] For illustrative purposes, even if there are other virtual active objects besides the first active object within the preset interaction range, the lock cancellation operation is regarded as canceling the locking association between the main virtual object and the active parts of all virtual active objects. That is, the first active part is restored to display with the default display features, and the active parts of other virtual active objects are also displayed with the default display features.

[0336] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0337] This application describes the process of canceling a locked part based on a lock-cancel operation. The lock-cancel operation improves the efficiency of the cancellation process, enhances the player's interactive experience, and allows players to cancel the lock based on changes in combat situation or environment. This helps players make more strategic choices in rapidly changing battles, strengthens tactical adjustments, and reduces the operational constraints caused by lock restrictions. It not only improves the flexibility of multi-target management and switching but also enhances the freedom of operation and interaction, allowing players to optimize operational decisions based on real-time situations and enhancing the overall immersive and strategic feel of the game experience.

[0338] In an optional embodiment, after highlighting the first active part, if an interactive operation is received based on the first active part, the interaction between the master virtual object and the first active part is controlled; if the locked object active part is switched, the interaction between the master virtual object and the switched locked object active part is controlled. Illustratively, as shown in Figure 21, taking the case where the first active part and the master virtual object are locked and an interactive operation is received as an example, step 330 shown in Figure 3 can also be implemented as steps 2110 to 2120.

[0339] Step 2110: Receive interactive operations from the main virtual object in the virtual game.

[0340] Interactive operations include at least one of attack operations, defense operations, healing operations, and movement-accompanying operations.

[0341] To illustrate, if a locked relationship is established between the main virtual object and the first active part, the player can control the main virtual object and the first active part to perform a more targeted interaction process.

[0342] For example: When the interactive operation is an attack operation, the player can control the main virtual object to attack a locked enemy virtual active object or a non-player character's active body part; when the interactive operation is a defense operation, the player can control the main virtual object to defend against virtual attacks launched by a locked enemy virtual active object or a non-player character through the active body part; when the interactive operation is a healing operation, the player can control the main virtual object to perform targeted healing on a locked teammate virtual active object or a non-player character's active body part to restore virtual health, virtual mana, etc.; when the interactive operation is a movement-accompanying operation, the player can control the main virtual object to continuously accompany a locked teammate virtual active object or a non-player character's active body part in moving and casting skills in the virtual scene. The form of the interactive operation is not limited here.

[0343] Interactive actions are used to adjust the attributes of the first active body part. These attributes describe the properties of the active body part and include at least one of several attributes such as body part health and body part mana. For example, if the interactive action is an attack, it reduces the body part's health; or if it's a healing action, it increases the body part's mana. No further limitations are specified here.

[0344] Step 2120: In response to the interactive operation, control the main virtual object to perform interaction with the first active part according to the locked association relationship.

[0345] Among them, the locking relationship is used to characterize the situation where the master virtual object locks the first active part.

[0346] In a demonstrative sense, if an interactive operation is received, and the first active part is highlighted, the main virtual object is specifically controlled to perform the interactive process corresponding to the interactive operation with the first active part. For example, the main virtual object may be specifically controlled to launch a virtual attack on the first active part; or, the main virtual object may be specifically controlled to treat the first active part, etc.

[0347] Optionally, in response to an interactive operation being an attack operation, the main virtual object is controlled to attack the first active part of the first active object. For example, if the attack operation is to unleash a special move A, the main virtual object is controlled to attack the first active part of the first active object while maintaining its highlighted display. Alternatively, if the attack operation is to unleash a special move A, the highlighted display of the first active part is removed, and the main virtual object is controlled to attack the first active part of the first active object based on a locked relationship, etc.

[0348] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0349] This application describes the execution of an interactive process based on targeted and locked object movement parts. When the object movement parts are targeted and locked based on the aforementioned process, the player can control the main virtual object to perform targeted interactive effects with the locked object movement parts (such as the first movement part) while controlling the main virtual object to execute the interactive process. This enhances the game's immersion and engagement, optimizes the game's rhythm and smoothness, and enriches the gaming experience. It not only helps the main virtual object to perform targeted attacks, healing, and other interactive processes on the locked object movement parts, but also helps to achieve more diverse game interaction experiences with teammates' virtual movement objects. While refining the interaction, it also optimizes the interaction rhythm, greatly enhancing the game's fun and playability, and ensuring the game's challenge and content richness.

[0350] In an optional embodiment, the object interaction method in the virtual scene described above can also be called "a function that can switch between locking multiple targets and can switch the locking of specific parts of the target". Compared with the method that can only lock virtual active objects and cannot effectively lock the active parts of the objects in detail, the embodiments of this application provide more part identifiers of the active parts of the objects for locking selection, which are subdivided into virtual left wing parts, virtual right wing parts, virtual arm parts, virtual leg parts, etc., and also consider the design of an easy-to-remember orientation layout due to the large number of virtual parts.

[0351] As shown in Figure 22, this is an illustrative flowchart of the operation logic. The following explanation uses the part locking operation, which includes both click and long-press operations, as an example.

[0352] 1. Clicking allows you to switch between at least two virtual activity objects.

[0353] If a click operation 2210 is performed on a part-locking control when the active part of an object is not locked, the nearest target is locked, such as the first active part of the first active object (e.g., when locking based on a click operation or switching locks, the virtual torso is locked by default). When there are at least two lockable virtual active objects nearby, a list of lockable objects that can be switched sequentially is formed from near to far, ending with the unlocking, forming a complete click loop. As shown in the first row of Figure 22, if a click operation 2210 is received again while the nearest target is locked, the next nearest target is switched and locked until the lock is unlocked. For example, if a click operation 2210 is received again after locking the next nearest target, and there are no other virtual active objects within the preset interaction range of the main virtual object, the process of unlocking the active part of the object is canceled based on the click operation 2210, that is, the object's active part is returned to its initial state (unlocked) when the virtual active object is not locked by default.

[0354] To illustrate, taking a click operation as an example of a body part locking operation, when a click operation is received and there is a lockable virtual active object, the virtual active object is locked, and the virtual torso position is locked by default. Furthermore, the body part locking control switches from an unlocked state to a selected state, and the default locked virtual torso position is displayed. The locking process includes the following situations:

[0355] Scenario 1: When there is only one virtual active object in the preset interaction range, the virtual torso of the virtual active object is locked based on the click operation, and the virtual active object is unlocked when clicked again.

[0356] Scenario 2: When there are at least two virtual active objects within the preset interaction range, the virtual active objects are locked sequentially from closest to furthest based on click operations. The locking operation is then canceled as the last step of a single switching loop. Click operations are then received again from the unlocked state to repeat this logic.

[0357] For example, using the click of the "Lock Part" button as the trigger, if there are two virtual monsters within the preset interaction range, namely Virtual Monster A and Virtual Monster B, with Virtual Monster A being closer and Virtual Monster B being farther away, clicking the "Lock Part" button for the first time will lock Virtual Monster A; clicking it a second time will lock Virtual Monster B; and clicking it a third time will de-lock, meaning neither virtual monster will be locked. At this point, the "Lock Part" button is in an untriggered state. This constitutes a complete closed loop; continuing to click on this loop will repeat the process.

[0358] Scenario 3: If there are no lockable virtual activity objects in the preset interaction range, the click-on locking control will not provide feedback.

[0359] 2. It allows for the switching of parts of a single locked virtual activity object.

[0360] Regardless of whether the active part of the object has been locked, you can bring up the identification wheel (or part wheel) by long-pressing the part locking control, i.e., long-press operation ("long press and drag to" in Figure 22).

[0361] As shown in Figure 22, a long press operation can be received when the active part of the object is not locked, or when the active part of the virtual active object is locked. For example, a long press operation can be received when the nearest target is locked (such as locking the virtual torso of the nearest virtual active object); or a long press operation can be received when the next nearest target is locked (such as locking the virtual torso of the next nearest virtual active object).

[0362] During a long press operation, if you drag the object to a lockable moving part without releasing your hand, the object will be locked; if you drag it to a non-lockable moving part, a message will appear indicating that the object cannot be locked; if you drag it outside the wheel circle (close circle), the wheel will be turned off without any changes; if you drag it to the lock cancellation area (close button), the lock on the object will be canceled.

[0363] As shown in Figure 23, the following explanation uses locking the virtual left wing part 2310 of a virtual monster as an example. Optionally, if the active part of the object is not locked, interface 2301 is displayed; if the left wing part corresponding to the virtual left wing part 2310 is selected based on the part locking operation (such as selecting the part identifier based on the identifier wheel to lock the active part of the object as described above), interface 2302 is displayed. During the locking process, the virtual left wing part 2310 is displayed as a black dot (it can also be implemented as a white dot, yellow dot, etc., which is not limited here); after locking the virtual left wing part 2310, as shown in interface 2303, the virtual left wing part 2310 is highlighted, and a focus visual symbol (icon) can also be displayed to indicate to the player that the virtual left wing part 2310 is currently locked, etc.

[0364] As an illustration, when a lockable object is available, long-pressing will lock the virtual torso of the nearest virtual active object within the lock detection range by default. A marker wheel will also expand, displaying fixed body parts, including lockable and non-lockable parts, as well as an unlockable area. No action is required. When an active part of an object is selected, the corresponding part on the virtual active object will be highlighted.

[0365] When the marker wheel is unfolded, the torso marker is positioned at the center of the body part locking control, ensuring that no other decisions are made unless a dragging operation is performed after the marker wheel is unfolded. Optionally, the buttons near the marker wheel are semi-transparent after unfolding to highlight the currently used control and avoid information interference.

[0366] Optionally, the following description illustrates one possible implementation of the interface interaction effect.

[0367] (1) As shown in Figure 5, based on the click operation of the part locking control 530 as the part locking operation, the default virtual torso position on the nearest first active object is automatically locked, and the interface shown in Figure 7 is displayed. The virtual torso position 721 is highlighted, and the part locking control 730 is presented in the second control display style. If there are no other virtual active objects in the preset interaction range, the part locking process is canceled and the interface shown in Figure 5 is restored. If there are other virtual active objects in the preset interaction range, the default virtual torso position on the nearest second active object other than the first active object is locked.

[0368] (2) As shown in Figure 5, based on the long press operation of the part locking control 530 as the part locking operation, the default virtual torso position on the nearest first active object is automatically locked, and the interface shown in Figure 12 is displayed. The virtual torso position 1211 is highlighted, and the part locking control is expanded to display as an identifier wheel 1220. The torso position identifier 1221 corresponding to the virtual torso position locked by default in the current identifier wheel 1220 is specially indicated. If a selection operation is received for the first part identifier corresponding to the second active part, the second active part is highlighted.

[0369] (3) As shown in Figure 7, after locking the default virtual torso position 721 on the first active object, a long press operation can be received on the part locking control 730 to display the interface shown in Figure 12. The first part identifier corresponding to the second active part can be selected through the identifier wheel 1220, and the second active part can be displayed with a highlight feature, so as to achieve the purpose of switching the active part of the object based on a virtual active object.

[0370] (4) As shown in Figure 12, the first part identifier corresponding to the second active part is selected by the identifier wheel 1220 and the second active part is highlighted. If there are other virtual active objects within the preset interaction range, clicking the part lock control again will switch to lock the default virtual torso position on the nearest second active object other than the first active object.

[0371] In other words, the above-mentioned click and long-press operations can be used individually or in combination, and this application embodiment does not limit this.

[0372] It is worth noting that the embodiments in this application are merely illustrative examples and are not intended to be limiting.

[0373] In this embodiment, considering that different hit feedback may occur when applying to various virtual game processes, and thus diverse interactive effects are desired, taking the interactive operation as an attack operation as an example, by locking the active parts of the main virtual object and the virtual active object, players can target specific parts to attack according to the characteristics of different virtual active objects. It also makes it easier for players to control the main virtual object to cooperate with teammates' virtual active objects to launch a concentrated attack on a certain active part of an object, ensuring communication needs while improving human-computer interaction efficiency.

[0374] Figure 24 is a structural block diagram of an object interaction device in a virtual scene provided by an exemplary embodiment of this application. As shown in Figure 24, the device includes the following parts:

[0375] Display module 2410 is used to display at least one virtual active object in the virtual scene, the virtual scene also including a master virtual object;

[0376] The receiving module 2420 is used to receive a part locking operation, wherein the part locking operation is used to lock the interactive part of the first active object when interacting with the master virtual object, and the at least one virtual active object includes the first active object;

[0377] The display module 2410 is further configured to, in response to the part locking operation, automatically lock the first active part among the at least two active parts of the first active object and display the first active part with a highlighting feature, based on the part distribution of the at least two active parts of the first active object. The first active part is the interactive target part when the main virtual object interacts with the first active object.

[0378] In an optional embodiment, the display module 2410 is further configured to, in response to the part locking operation, automatically lock the first active part and display the first active part with the highlighting feature, using the default active part among the at least two active parts of the first active object as the first active part; the default active part is the active part that is locked by default after the first active object is selected.

[0379] In an optional embodiment, the display module 2410 is further configured to, in response to the part locking operation, automatically lock the first active part and display the first active part with the highlighted display feature, taking at least one of the at least two active parts of the first active object that is closest to the master virtual object as the first active part.

[0380] In an optional embodiment, the display module 2410 is further configured to display the first active part on the first active object with the highlighted display effect, and to display other active parts on the first active object with a default display effect; or, to display the first active part on the first active object with a size magnification effect, and to display the other active parts on the first active object with a default size effect.

[0381] In an optional embodiment, the display module 2410 is further configured to, in response to receiving a part change operation, lock a second active part among the at least two object active parts based on the part change operation and display the second active part with a highlighting feature, wherein the second active part is the interactive target part when the main virtual object interacts with the first active object after the change.

[0382] In an optional embodiment, the display module 2410 is further configured to, upon receiving the part locking operation, display at least two part identifiers, the at least two part identifiers corresponding one-to-one with the at least two object active parts on the first active object; in response to receiving a selection operation for the first part identifier among the at least two part identifiers as the part change operation, lock the second active part among the at least two object active parts, and display the second active part on the first active object with the highlight display feature, the second active part corresponding to the first part identifier.

[0383] In an optional embodiment, the display module 2410 is further configured to, in response to receiving a first selection operation for the first part identifier among the at least two part identifiers as a part change operation, unlock the first active part and lock the second active part; display the first active part on the first active object with a default display feature, and display the second active part with the highlighted display feature, wherein the first selection operation is used to switch the locked first active part to the second active part; or, in response to receiving a second selection operation for the first part identifier among the at least two part identifiers as a part change operation, additionally lock the second active part; display the first active part and the second active part on the first active object with the highlighted display feature, wherein the second selection operation is used to additionally lock the second active part while locking the first active part.

[0384] In an optional embodiment, the display module 2410 is further configured to, upon receiving the part locking operation, display an identifier wheel, the identifier wheel including the at least two part identifiers, the regional distribution of the at least two part identifiers on the identifier wheel being determined based on the part distribution of the at least two object active parts relative to the virtual active object; or, upon receiving the part locking operation, expand and display an identifier list, the identifier list including the at least two part identifiers.

[0385] In an optional embodiment, the display module 2410 is further configured to display the at least two part identifiers upon receiving the part locking operation. The interaction state indicates the state in which the active part of the object establishes a locking association with the master virtual object, and the locking association characterizes the situation where the master virtual object locks the active part of the object. The part identifier corresponding to the active part of the object in the first interaction state is displayed in a first style, and the part identifier corresponding to the active part of the object in the second interaction state is displayed in a second style. The first interaction state characterizes that the master virtual object can establish the locking association with the active part of the object, and the second interaction state characterizes that the master virtual object cannot establish the locking association with the active part of the object. The first style and the second style are different.

[0386] In an optional embodiment, the display module 2410 is further configured to display the first part identifier corresponding to the second active part in a third style when the main control virtual object locks the second active part, the third style being different from the first style and the second style.

[0387] In an optional embodiment, the display module 2410 is further configured to, in response to receiving a first part locking operation, display a third active part on the second active object with the highlighted display feature when there are at least two virtual active objects within the preset interaction range corresponding to the master virtual object; the first part locking operation is used to switch the locked virtual active object, the third active part is the interactive target part when the master virtual object interacts with the second active object, the at least two virtual active objects include the second active object and the first active object, and the first relative distance between the first active object and the master virtual object is less than the second relative distance between the second active object and the master virtual object.

[0388] In an optional embodiment, the display module 2410 is further configured to, in response to receiving the first part locking operation, display the first active part on the first active object with the default display feature, and display the third active part on the second active object with the highlight display feature.

[0389] In an optional embodiment, the display module 2410 is further configured to, in response to receiving the (n+1)th first part locking operation, cancel the display of the highlighted display feature when there are n virtual activity objects within the preset interaction range corresponding to the master virtual object, the first part locking operation is used to switch the locked virtual activity object, where n is a positive integer.

[0390] In an optional embodiment, the display module 2410 is further configured to display the first active part with a default display feature in response to receiving a lock cancellation operation, wherein the lock cancellation operation is used to cancel the lock association between the master virtual object and the active part of the object.

[0391] In an optional embodiment, the display module 2410 is further configured to, in the case of displaying the indicator wheel based on the part locking operation, in response to receiving a sliding operation to the lock cancellation area on the indicator wheel as the lock cancellation operation, display the first active part with the default display feature; the lock cancellation area is the area on the indicator wheel used to cancel the locking of the object active part.

[0392] In an optional embodiment, the display module 2410 is further configured to receive a control trigger operation for the part locking control as the part locking operation; wherein, when the main virtual object does not lock the active part of the object, the part locking control is displayed in a first control display style.

[0393] In an optional embodiment, the display module 2410 is further configured to display the part locking control in a second control display style when the main control virtual object locks the active part of the object, wherein the first control display style and the second control display style are different; wherein, when the main control virtual object locks the first active part, the second control display style includes a second part identifier corresponding to the first active part.

[0394] In an optional embodiment, the display module 2410 is further configured to, in response to receiving a second part locking operation, automatically lock a first active part among the at least two active parts of the first active object and display the first active part with a first highlight feature, based on the part distribution of the at least two active parts of the first active object; in response to the end time of the second part locking operation indicating the first active part, display the first active part with a second highlight feature; or, in response to the end time of the second part locking operation indicating a fourth active part, display the fourth active part with a second highlight feature.

[0395] In an optional embodiment, the at least two object moving parts include at least one of a virtual torso, a virtual head, a virtual tail, a virtual left arm, a virtual right arm, a virtual left leg, a virtual right leg, a virtual left wing, and a virtual right wing.

[0396] In an optional embodiment, the display module 2410 is further configured to, in response to receiving a symmetry switching operation for the first active part, display the fifth active part with a symmetric relationship in the presence of a fifth active part having a symmetric relationship with the first active part, using the highlight display feature; the symmetric relationship includes at least one of the following: a symmetric relationship between the virtual head part and the virtual tail part, a symmetric relationship between the virtual left arm part and the virtual right arm part, a symmetric relationship between the virtual left leg part and the virtual right leg part, and a symmetric relationship between the virtual left wing part and the virtual right wing part.

[0397] In an optional embodiment, the receiving module 2420 is further configured to receive an interactive operation that controls the master virtual object to perform an interaction in the virtual game, the interactive operation including at least one of an attack operation, a defense operation, a healing operation, and a movement-accompanying operation, the interactive operation being used to adjust the part attributes of the first active part; in response to the interactive operation, the master virtual object is controlled to perform an interaction with the first active part according to a locking association relationship, the locking association relationship being used to characterize the situation where the master virtual object locks the first active part.

[0398] In an optional embodiment, the receiving module 2420 is further configured to, in response to the interactive operation being the attack operation, control the master virtual object to attack the first active part of the first active object when the first active part is displayed with the highlighted display feature.

[0399] It should be noted that the object interaction device in the virtual scene provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the object interaction device in the virtual scene provided in the above embodiments and the object interaction method embodiments in the virtual scene belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0400] Figure 25 shows a structural block diagram of an electronic device 2500 provided in an exemplary embodiment of this application. The electronic device 2500 can be a portable mobile terminal. Typically, the electronic device 2500 includes a processor 2501 and a memory 2502.

[0401] Processor 2501 may include one or at least two processing cores, such as a quad-core processor or an octa-core processor. Processor 2501 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Memory 2502 may include one or at least two computer-readable storage media, which may be non-transitory.

[0402] In some embodiments, the electronic device 2500 further includes one or at least two sensors. These one or at least two sensors include, but are not limited to, a proximity sensor, a gyroscope sensor, and a pressure sensor.

[0403] In some embodiments, the electronic device 2500 may also include other component parts. Those skilled in the art will understand that the structure shown in FIG25 does not constitute a limitation on the electronic device 2500, and may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.

[0404] Embodiments of this application also provide a computer device, which can be implemented as a terminal or a server. The computer device includes a processor and a memory, the memory storing at least one instruction, at least one program, a code set, or an instruction set. The processor loads and executes the at least one instruction, at least one program, code set, or instruction set to implement the object interaction method in the virtual scene provided in the above-described method embodiments.

[0405] Embodiments of this application also provide a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the object interaction method in the virtual scene provided in the above-described method embodiments.

[0406] Embodiments of this application also provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the object interaction method in any of the above embodiments.

[0407] Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments in this application are merely descriptive and do not represent the superiority or inferiority of the embodiments.

[0408] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware, or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk. The above descriptions are merely optional embodiments of this application and are not intended to limit the application. Any modifications, equivalent substitutions, or improvements made within the spirit and principles of this application should be included within the scope of protection of this application.

Claims

1. A method for object interaction in a virtual scene, executed by a computer device, the method comprising: Display at least one virtual active object in the virtual scene, the virtual scene also including a master virtual object; A part locking operation is received, the part locking operation being used to lock the interactive part of the first active object when interacting with the master virtual object, the at least one virtual active object including the first active object; In response to the part locking operation, based on the part distribution of at least two object active parts included in the first active object, the first active part among the at least two object active parts is automatically locked and the first active part is highlighted. The first active part is the interactive target part when the main virtual object interacts with the first active object.

2. The method according to claim 1, wherein, In response to the part locking operation, based on the part distribution of at least two object active parts included in the first active object, automatically locking the first active part among the at least two object active parts and displaying the first active part with a highlight feature includes: In response to the part locking operation, the default object active part among the at least two object active parts included in the first active object is taken as the first active part, the first active part is automatically locked and the first active part is displayed with the highlighting feature; The default active part of an object is the active part of an object that is locked by default after the first active object is selected.

3. The method according to claim 1 or 2, wherein, In response to the part locking operation, based on the part distribution of at least two object active parts included in the first active object, automatically locking the first active part among the at least two object active parts and displaying the first active part with a highlight feature includes: In response to the part locking operation, at least one of the at least two object active parts included in the first active object that is closest to the master virtual object is taken as the first active part, the first active part is automatically locked, and the first active part is displayed with the highlighting feature.

4. The method according to any one of claims 1 to 3, wherein, The step of highlighting the first active part includes: The first active part is highlighted on the first active object with the aforementioned highlighting effect, and other active parts are displayed on the first active object with the default display effect; or, The first active part is displayed on the first active object with a magnified size effect, and the other active parts are displayed on the first active object with a default size effect.

5. The method according to any one of claims 1 to 4, wherein, The method further includes: In response to receiving a part change operation, the system locks the second active part among the at least two active parts of the objects based on the part change operation and displays the second active part with the highlighting feature. The second active part is the interaction target part when the main virtual object interacts with the first active object after the change.

6. The method according to any one of claims 1 to 5, wherein, The step of responding to a received part change operation, locking the second active part of the at least two active parts of an object based on the part change operation, and displaying the second active part with the highlighting feature includes: Upon receiving the location locking operation, at least two location identifiers are displayed, and the at least two location identifiers correspond one-to-one with the at least two object active locations on the first active object; In response to receiving a selection operation for a first part identifier among the at least two part identifiers as the part change operation, the second active part among the at least two active parts of the object is locked, and the second active part is displayed on the first active object with the highlighting feature, the second active part corresponding to the first part identifier.

7. The method according to any one of claims 1 to 6, wherein, The response to receiving a selection operation for a first part identifier among the at least two part identifiers as a part change operation, locking the second active part among the at least two active parts of an object, and displaying the second active part on the first active object with the highlighting feature, includes: In response to receiving a first selection operation for the first part identifier among the at least two part identifiers as a part change operation, the first active part is unlocked and the second active part is locked; the first active part is displayed on the first active object with a default display feature, and the second active part is displayed with the highlighted display feature, wherein the first selection operation is used to switch the locked first active part to the second active part; or... In response to receiving a second selection operation for the first part identifier among the at least two part identifiers as a part change operation, the second active part is additionally locked; the first active part and the second active part are displayed on the first active object with the highlighting feature, the second selection operation being used to additionally lock the second active part while locking the first active part.

8. The method according to any one of claims 1 to 7, wherein, Upon receiving the location locking operation, at least two location identifiers are displayed, including: Upon receiving the aforementioned part locking operation, an indicator wheel is displayed, comprising the at least two part indicators. The distribution of the at least two part indicators on the indicator wheel is determined based on the part distribution of the at least two object active parts relative to the virtual active object; or... Upon receiving the location locking operation, the identifier list is expanded and displayed, which includes the at least two location identifiers.

9. The method according to any one of claims 1 to 8, wherein, Upon receiving the location locking operation, at least two location identifiers are displayed, including: Upon receiving the part locking operation, the at least two part identifiers are displayed based on the interaction status of the at least two object active parts. The interaction status is used to indicate the state in which the object active part establishes a locking association with the master virtual object. The locking association is used to characterize the situation in which the master virtual object locks the object active part. In this context, the part identifier corresponding to the active part of the object in the first interactive state is displayed in the first style, and the part identifier corresponding to the active part of the object in the second interactive state is displayed in the second style. The first interactive state is used to indicate that the master virtual object can establish the locking association relationship with the active part of the object, and the second interactive state is used to indicate that the master virtual object cannot establish the locking association relationship with the active part of the object. The first style and the second style are different.

10. The method according to any one of claims 1 to 9, wherein, The method further includes: When the main virtual object locks the second active part, the first part identifier corresponding to the second active part is displayed in a third style, which is different from the first style and the second style.

11. The method according to any one of claims 1 to 10, wherein, After highlighting the first active part, the method further includes: When there are at least two virtual active objects within the preset interactive range corresponding to the main virtual object, in response to receiving the first part locking operation, the third active part is displayed on the second active object with the highlighted display feature. The first part locking operation is used to switch the locked virtual active object. The third active part is the interaction target part when the master virtual object interacts with the second active object. The at least two virtual active objects include the second active object and the first active object. The first relative distance between the first active object and the master virtual object is less than the second relative distance between the second active object and the master virtual object.

12. The method according to any one of claims 1 to 11, wherein, The response to receiving a first part locking operation, displaying a third active part on the second active object with the highlighted display feature, includes: In response to receiving the first part locking operation, the first active part is displayed on the first active object with the default display feature, and the third active part is displayed on the second active object with the highlight display feature.

13. The method according to any one of claims 1 to 12, wherein, The method further includes: When there are n virtual activity objects within the preset interaction range corresponding to the main virtual object, in response to receiving the (n+1)th first part locking operation, the highlighted display feature is canceled. The first part locking operation is used to switch the locked virtual activity object, where n is a positive integer.

14. The method according to any one of claims 1 to 13, wherein, After highlighting the first active part, the method further includes: In response to receiving a lock cancellation operation, the first active part is displayed with default display features, wherein the lock cancellation operation is used to cancel the lock association between the master virtual object and the active part of the object.

15. The method according to any one of claims 1 to 14, wherein, The step of displaying the first active part with default display features in response to receiving a lock cancellation operation includes: When the indicator wheel is displayed based on the part locking operation, in response to receiving a sliding operation to the lock cancellation area on the indicator wheel as the lock cancellation operation, the first active part is displayed with the default display feature; the lock cancellation area is the area on the indicator wheel used to cancel the locking of the active part of the object.

16. The method according to any one of claims 1 to 15, wherein, The receiving part locking operation includes: Receive a control trigger operation for the part locking control as the part locking operation; In cases where the main virtual object does not lock the active part of the object, the part locking control is displayed in the first control display style.

17. The method according to any one of claims 1 to 16, wherein, After the receiving part locking operation, the following is also included: When the main virtual object locks the active part of the object, the part locking control is displayed in a second control display style, and the first control display style and the second control display style are different; When the main control virtual object locks the first active part, the display style of the second control includes the second part identifier corresponding to the first active part.

18. The method according to any one of claims 1 to 17, wherein, In response to the part locking operation, based on the part distribution of at least two object active parts included in the first active object, automatically locking the first active part among the at least two object active parts and displaying the first active part with a highlight feature includes: In response to receiving a second part locking operation, based on the part distribution of at least two object active parts included in the first active object, the first active part among the at least two object active parts is automatically locked and the first active part is displayed with a first highlight display feature; In response to the end of the second part locking operation indicating the first active part, the first active part is displayed with a second highlight feature; or, in response to the end of the second part locking operation indicating the fourth active part, the fourth active part is displayed with a second highlight feature.

19. The method according to any one of claims 1 to 18, wherein, The at least two object movement parts include at least one of the following: virtual torso, virtual head, virtual tail, virtual left arm, virtual right arm, virtual left leg, virtual right leg, virtual left wing, and virtual right wing.

20. The method according to any one of claims 1 to 19, wherein, After highlighting the first active part, the method further includes: In response to receiving a symmetrical part switching operation for the first active part, if there is a fifth active part with a symmetrical relationship with the first active part, the fifth active part is displayed with the highlighting feature; The symmetrical relationship of the parts includes at least one of the following: the symmetrical relationship between the virtual head part and the virtual tail part, the symmetrical relationship between the virtual left arm part and the virtual right arm part, the symmetrical relationship between the virtual left leg part and the virtual right leg part, and the symmetrical relationship between the virtual left wing part and the virtual right wing part.

21. The method according to any one of claims 1 to 20, wherein, The method further includes: The system receives and controls the main virtual object to perform interactive operations in the virtual game. The interactive operations include at least one of attack operations, defense operations, healing operations, and movement-accompanying operations. The interactive operations are used to adjust the part attributes of the first active part. In response to the interactive operation, the master virtual object is controlled to interact with the first active part according to the locking association relationship, wherein the locking association relationship is used to characterize the situation where the master virtual object locks the first active part.

22. An object interaction device in a virtual scene, the device comprising: A display module is used to display at least one virtual active object in the virtual scene, which also includes a master virtual object; A receiving module is used to receive a part locking operation, the part locking operation being used to lock the interactive part of the first active object when interacting with the master virtual object, the at least one virtual active object including the first active object; The display module is also configured to respond to the part locking operation by automatically locking the first active part among the at least two active parts of the first active object and displaying the first active part with a highlight feature, based on the part distribution of the at least two active parts of the first active object. The first active part is the interactive target part when the main virtual object interacts with the first active object.

23. A computer device comprising a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement an object interaction method in a virtual scene as described in any one of claims 1 to 21.

24. A computer-readable storage medium storing at least one program, said at least one program being loaded and executed by a processor to implement the object interaction method in a virtual scene as described in any one of claims 1 to 21.

25. A computer program product comprising computer instructions that, when executed by a processor, implement the object interaction method in a virtual scene as described in any one of claims 1 to 21.

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