Interaction processing method and apparatus for virtual scene, electronic device, computer-readable storage medium and computer program product

By setting different appearance parameters for virtual objects inside and outside the skill's influence range in a virtual scene and sending prompts, the problem of perspective interference in skill coverage determination is solved, improving human-computer interaction efficiency and resource utilization.

WO2026091950A1PCT designated stage Publication Date: 2026-05-07TENCENT 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
2025-09-17
Publication Date
2026-05-07

AI Technical Summary

Technical Problem

In existing technologies, determining the skill coverage range in virtual scenes is prone to visual interference, resulting in excessive consumption of computing resources and low efficiency of human-computer interaction.

Method used

By applying different appearance parameters to virtual objects within and outside the skill's influence range during the skill's release preparation phase, and by sending prompts to the target virtual objects in response to message sending operations, the skill's coverage area can be clearly defined.

Benefits of technology

It improves users' intuitive understanding of the scope of skills covered, reduces the consumption of information processing resources, and enhances the smoothness of the virtual scene rendering process and the efficiency of human-computer interaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides an interaction processing method and apparatus for a virtual scene, an electronic device, a computer-readable storage medium and a computer program product. The method comprises: displaying a virtual scene; in response to a casting preparation operation for a target skill of a controlled virtual object, applying a first appearance parameter to at least one first virtual object within an impact range of the target skill in the virtual scene, and applying a second appearance parameter to at least one second virtual object outside the impact range of the target skill in the virtual scene, the first appearance parameter being different from the second appearance parameter; and, in response to a message sending operation for the target skill, sending prompt information to at least one target virtual object, the prompt information being used for representing the orientation of the controlled virtual object, and the target virtual object being any one of the at least one first virtual object and the at least one second virtual object.
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Description

Method and device for processing interaction of virtual scene, electronic device, computer readable storage medium and computer program product

[0001] Cross-reference to related applications

[0002] The present application is based on and claims priority to Chinese patent application No. 2024115173793, filed on October 28, 2024, the entire contents of which are incorporated herein by reference. TECHNICAL FIELD

[0003] The present application relates to the technical field of computers, and particularly relates to a method and device for processing interaction of a virtual scene, an electronic device, a computer readable storage medium and a computer program product. BACKGROUND

[0004] Before a range skill (such as a range enhancement skill or a range weakening skill) is used in a virtual scene, the virtual objects that can be affected by the range skill usually need to be explicitly determined to ensure that the range skill accurately acts on the intended virtual object. In related technologies, a skill coverage range aperture is usually used, which is prone to visual angle interference; or only the vision and experience of the skill sender are relied on to determine the virtual objects in the skill coverage range, which leads to the inability to explicitly determine the virtual objects inside and outside the skill coverage range. In the process of rendering the virtual objects in different situations of the virtual scene, excessive computing resources are easily consumed, thereby leading to low efficiency of human-computer interaction. SUMMARY

[0005] Embodiments of the present application provide a method and device for processing interaction of a virtual scene, an electronic device, a computer readable storage medium and a computer program product, which can make the sender and receiver of a skill more explicit about the coverage range of the skill, reduce resource consumption and improve the efficiency of human-computer interaction.

[0006] The technical solutions of the embodiments of the present application are implemented as follows:

[0007] The present application provides a method for processing interaction of a virtual scene, which is executed by an electronic device and includes the following steps.

[0008] displaying a virtual scene;

[0009] applying a first appearance parameter to at least one first virtual object within the influence range of the target skill in the virtual scene in response to a release preparation operation of a target skill for a controlled virtual object, and

[0010] applying a second appearance parameter to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter is different from the second appearance parameter.

[0011] In response to a message sending operation for the target skill, a prompt message is sent to at least one target virtual object, wherein the prompt message is used to indicate the location of the controlled virtual object, and the target virtual object is any one of the at least one first virtual object and at least one second virtual object.

[0012] This application provides an interactive processing device for a virtual scene, the device comprising:

[0013] The first display module is configured to display a virtual scene;

[0014] The second display module is configured to, in response to a release preparation operation for a target skill of a controlled virtual object, apply a first appearance parameter to at least one first virtual object within the influence range of the target skill in the virtual scene, and apply a second appearance parameter to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter is different from the second appearance parameter.

[0015] The information sending module is configured to send a prompt message to at least one target virtual object in response to a message sending operation for the target skill, wherein the prompt message is used to indicate the location of the controlled virtual object, and the target virtual object is any one of the at least one first virtual object and at least one second virtual object.

[0016] This application provides an electronic device, the electronic device comprising:

[0017] Memory is used to store executable instructions or computer programs.

[0018] The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interactive processing method for virtual scenes provided in the embodiments of this application.

[0019] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions, which, when executed by a processor, implements the interactive processing method for a virtual scene provided in this application.

[0020] This application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, they implement the interactive processing method for virtual scenes provided in this application.

[0021] The embodiments of this application have the following beneficial effects:

[0022] By applying different appearance parameters to virtual objects within and outside the skill's influence range during the skill's release preparation phase, an intuitive visual feedback mechanism can clearly show users the virtual objects that the skill can affect before release. In response to a message sending operation targeting the skill, a prompt message is sent to at least one target virtual object, allowing both within and outside the prompt's influence range to clearly identify the location of the controlled virtual object releasing the skill, thus adjusting their position to enter the skill's influence range. This saves resource consumption during information processing, improves the smoothness and response speed of the virtual scene rendering process, and enhances the efficiency of human-computer interaction. Attached Figure Description

[0023] Figure 1 is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in an embodiment of this application;

[0024] Figure 2 is a structural schematic diagram of the terminal 400 provided in an embodiment of this application;

[0025] Figure 3A is a schematic diagram of the first process of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0026] Figure 3B is a schematic diagram of the second process of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0027] Figure 3C is a schematic diagram of the third process of the virtual scene interaction processing method provided in the embodiments of this application;

[0028] Figure 3D is a schematic diagram of the fourth process of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0029] Figure 4A is a first schematic diagram of a virtual scene provided in an embodiment of this application;

[0030] Figure 4B is a second schematic diagram of the virtual scene provided in the embodiment of this application;

[0031] Figure 4C is a third schematic diagram of the virtual scene provided in the embodiment of this application;

[0032] Figure 4D is a fourth schematic diagram of the virtual scene provided in the embodiments of this application;

[0033] Figure 4E is a fifth schematic diagram of the virtual scene provided in the embodiments of this application;

[0034] Figure 5A is a sixth schematic diagram of the virtual scene provided in the embodiment of this application;

[0035] Figure 5B is a seventh schematic diagram of the virtual scene provided in the embodiments of this application;

[0036] Figure 5C is an eighth schematic diagram of the virtual scene provided in the embodiments of this application;

[0037] Figure 6 is a ninth schematic diagram of the virtual scene provided in the embodiments of this application;

[0038] Figure 7 is a tenth schematic diagram of the virtual scene provided in the embodiment of this application;

[0039] Figure 8A is the eleventh schematic diagram of the virtual scene provided in the embodiment of this application;

[0040] Figure 8B is a twelfth schematic diagram of a virtual scene provided in an embodiment of this application;

[0041] Figure 8C is a thirteenth schematic diagram of a virtual scene provided in an embodiment of this application;

[0042] Figure 8D is the fourteenth schematic diagram of the virtual scene provided in the embodiment of this application;

[0043] Figure 8E is the fifteenth schematic diagram of the virtual scene provided in the embodiment of this application;

[0044] Figure 9 is a schematic diagram of the fifth process of the virtual scene interaction processing method provided in the embodiments of this application.

[0045] It should be noted that the terms "first" and "second" mentioned above are only used to distinguish between different options and do not represent the degree of superiority or inferiority of the options or their priority in the implementation process. Detailed Implementation

[0046] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0047] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0048] In the following description, the terms "first / second / third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first / second / third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0049] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0050] Unless otherwise specified, "at least one" as used below refers to one or more cases, and "multiple" can refer to two or more cases.

[0051] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for the purpose of describing the embodiments of this application only and is not intended to limit this application.

[0052] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0053] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0054] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0055] 2) Human-Computer Interaction Interface: An interface used to provide human-computer interaction functions. Examples include graphical user interfaces (GUIs), augmented reality (AR) interfaces, virtual reality (VR) interfaces, voice user interfaces (VUIs), interactive projection interfaces (using projection technology to display information on a flat surface), eye-tracking interfaces (interfaces controlled by detecting the user's gaze), holographic interfaces (three-dimensional holograms formed by projecting images using holographic projection technology, allowing viewing of stereoscopic images without special glasses), multimodal interfaces (interfaces combining multiple interaction methods, such as tactile, visual, and auditory interaction), and brain-machine interfaces (BMIs).

[0056] 3) Virtual Scene: This is the scene displayed (or provided) by the application when it runs on the terminal device. This scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. Users can control virtual objects to move within this virtual scene. For example, in a game scene, the virtual scene could be the setting of a game match.

[0057] 4) Virtual Objects: Images of various people and objects that interact within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, virtual buildings, etc. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene. For example, in a game scene, a virtual object can be a player character (PC) controlled by the user, or a non-player character (NPC) automatically generated by the game system.

[0058] Controlled virtual object: A virtual object controlled by the user who issues the skill.

[0059] The first virtual object: a virtual object controlled by the user as the recipient of the skill, or a virtual object automatically generated by the game system, which is within the skill's influence range during the skill's release preparation phase.

[0060] The second virtual object: a virtual object controlled by the user as the recipient of the skill, or a virtual object automatically generated by the game system, which is outside the skill's influence range during the skill's release preparation phase.

[0061] 5) Salience: The salience of a virtual object refers to how easily it is noticed or recognized in a virtual scene from a visual perspective. The salience of a virtual object depends on several factors, including but not limited to: color, brightness, texture, shape, size, and position.

[0062] 6) Range of influence: The area in a virtual scene where a virtual skill can have an effect. For example, the range of influence is a circular area with a radius of 10 meters, centered on the release point of an area-of-effect skill.

[0063] 7) Skill Enhancement: This refers to adjusting specific skills of a virtual object to make the virtual object more powerful. Such adjustments include increasing skill damage output, expanding skill range, reducing skill cooldown time, and optimizing skill mechanics.

[0064] 8) Weakening Skills: This refers to adjusting a specific skill of a virtual object, making the virtual object's ability weaker or less powerful. Such adjustments include reducing skill damage output, shortening skill range, increasing skill cooldown time, and modifying skill mechanics.

[0065] 9) Interaction: The process by which virtual objects communicate, act, or react in a virtual environment. Interaction can be communication between friendly virtual objects or attacks between hostile virtual objects. For example, in a game, interaction between virtual objects might be one virtual object (such as an enemy character) attacking another virtual object (such as a player character); or it might be one virtual object (such as another player character from the same faction) sending information to another virtual object (such as a player character), which could be text, voice, or actions, for communication or instruction.

[0066] Related technologies often use a skill coverage aperture, which is prone to visual interference; or they rely solely on the vision and experience of the skill issuer to judge the virtual objects within the skill coverage area, resulting in the issuer's virtual objects being unable to clearly distinguish between virtual objects inside and outside the skill coverage area, and the receiver's virtual objects being unable to perceive the skill coverage area.

[0067] Based on the above analysis, the applicant found that the interactive processing methods of virtual scenes in related technologies cannot provide feedback on the coverage of skills to the skill issuer and receiver. In response to the above problems, this application provides an interactive processing method, device, electronic device, computer-readable storage medium, and computer program product for virtual scenes, which enables the skill issuer and receiver to more clearly understand the coverage of skills, reduce resource consumption, and improve the efficiency of human-computer interaction.

[0068] The following describes exemplary applications of the electronic devices provided in the embodiments of this application. These electronic devices can be implemented as various types of terminals such as laptops, tablets, desktop computers, set-top boxes, smartphones, smart speakers, smartwatches, smart TVs, and in-vehicle terminals, or as servers. Exemplary applications of the electronic devices as terminals will be described below.

[0069] Referring to Figure 1, which is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiment of this application, in order to realize the interactive processing application supporting a virtual scene, the terminal 400 (terminal 400-1 and terminal 400-2 are shown as examples) connects to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.

[0070] Terminal 400 is used to display a virtual scene on the human-computer interaction interface 411-1 of terminal 400-1. When a release preparation operation for a target skill is received for a controlled virtual object, different appearance parameters are applied to a first virtual object within the influence range of the target skill and a second virtual object outside the influence range. In response to a message sending operation for the target skill, a prompt message is sent to at least one of the first virtual object and at least one of the second virtual objects to indicate the location of the controlled virtual object.

[0071] Taking a game scene as an example, terminal 400 is used to display a virtual scene on the human-computer interaction interface 411-1 of terminal 400-1. When a release preparation operation for a target skill is received for a controlled virtual object, different appearance parameters are applied to the first virtual object within the influence range of the target skill and the second virtual object outside the influence range. In response to a message sending operation for the target skill, a prompt message is sent to at least one of the first virtual object and at least one of the second virtual objects to display the location of the target virtual object in the human-computer interaction interface 411-2 of terminal 400-2 that controls the target virtual object.

[0072] Referring to Figure 2, which is a schematic diagram of the structure of a terminal 400 provided in an embodiment of this application, the terminal 400 shown in Figure 2 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, all buses are labeled as bus system 440 in Figure 2.

[0073] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0074] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including at least one of the following: one or more speakers, one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0075] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.

[0076] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.

[0077] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0078] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0079] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0080] Presentation module 453 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with user interface 430;

[0081] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.

[0082] In some embodiments, the apparatus provided in this application can be implemented in software. FIG2 shows an interactive processing apparatus 455 for a virtual scene stored in memory 450, which can be software in the form of programs and plug-ins, including the following software modules: a first display module 4551, a second display module 4552, and an information sending module. These modules are logically related and can therefore be arbitrarily combined or further divided according to the functions they implement. The functions of each module will be described below.

[0083] In some embodiments, the terminal or server can implement the interactive processing method of the virtual scene provided in this application embodiment by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in an operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as game APPs; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to a browser environment to run. In summary, the aforementioned computer-executable instructions can be any form of instruction, and the aforementioned computer programs can be any form of application, module, or plugin.

[0084] The interactive processing method for virtual scenes provided in this application will be described by referring to the exemplary applications and implementations of the terminals provided in the embodiments of this application.

[0085] Referring to Figure 3A, which is a first flowchart of the interactive processing method for a virtual scene provided in an embodiment of this application, the steps shown in Figure 3A will be explained using the terminal as the execution subject as an example.

[0086] In step 101, a virtual scene is displayed.

[0087] In some embodiments, a virtual scene can be an environment displayed in the human-computer interaction interface of a terminal device, providing a space for virtual objects to interact with each other. The virtual scene includes multiple virtual objects, including a controlled virtual object that acts as a skill issuer and a virtual object that acts as a skill receiver. A virtual object is a user-controlled virtual object displayed in the current human-computer interaction interface. For example, in a game scenario, the virtual scene can be an environment for game characters to engage in combat, and the virtual object can be a player character controlled by the player displayed in the current human-computer interaction interface.

[0088] As an example, in a game scenario, refer to Figure 4A, which is a first schematic diagram of a virtual scene provided in an embodiment of this application. As shown in Figure 4A, the human-computer interaction interface of Figure 4A shows skill control 401, virtual object 402, virtual object 403, virtual object 404, and virtual object 405. Among them, virtual object 405 is a virtual object controlled by the player who issues the skill, and virtual objects 402, 403, and 404 are virtual objects controlled by the player who receives the skill.

[0089] In step 102, in response to a release preparation operation for a target skill of a controlled virtual object, a first appearance parameter is applied to at least one first virtual object within the influence range of the target skill in the virtual scene, and a second appearance parameter is applied to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter and the second appearance parameter are different.

[0090] In some embodiments, if the target skill has at least one first virtual object within the influence range of the virtual scene, a first appearance parameter is applied to the at least one first virtual object; if the target skill has at least one second virtual object outside the influence range of the virtual scene, a second appearance parameter is applied to the at least one second virtual object.

[0091] When a target skill is triggered in a virtual scene, different appearance parameters can be applied based on the location of the virtual object (whether it is within or outside the target skill's influence range), thus achieving a differentiated visual effect. By applying the first appearance parameter, the first virtual object will visually contrast sharply with its surrounding environment or other virtual objects, highlighting its special state affected by the target skill. The second appearance parameter, different from the first, is applied to the second virtual object to distinguish it from those virtual objects not affected by the target skill. This distinction helps players or users more intuitively understand the state of various virtual objects in the virtual scene, as well as the actual range of the target skill's effect.

[0092] As an example, in a virtual combat scenario, the target skill is an area-of-effect attack. When this skill is released, if there are first virtual objects (such as enemy units) within the skill's area of ​​effect, their appearance will immediately change, for example, a red halo will appear around their bodies, or their color will darken, indicating that they have been attacked by the skill. Second virtual objects outside the skill's area of ​​effect (such as friendly units) will maintain their normal appearance, or exhibit some slight visual effects, such as a green halo around their bodies, indicating that the second virtual object is safe and unaffected by the skill. In this way, users can clearly see the skill's range and effects, thus enabling them to better engage in gameplay or interactive actions.

[0093] Here, in response to a release preparation operation for a target skill on a controlled virtual object, the skill can be placed in a release preparation state. The release preparation operation for a target skill can be a click operation on the skill control; it can also be done through voice control. For example, a user's voice command can be received via a microphone or other audio input device; then, the received voice command can be recognized to convert the received voice signal into text information, or the user's command intent can be directly identified, and the release preparation state can be triggered based on the parsed voice command.

[0094] In some embodiments, the salience of the first virtual object represented by the first appearance parameter is greater than the salience of the second virtual object represented by the second appearance parameter, and the distance between the boundary of the influence range of the first virtual object and the target skill is negatively correlated with the salience represented by the first appearance parameter. The first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape.

[0095] Here, the salience of a virtual object refers to its visual distinguishability from other virtual objects. The salience of a virtual object depends on several factors, including but not limited to color, brightness, texture, shape, and size. The distance between the boundary of the first virtual object and the influence range of the target skill is negatively correlated with the salience represented by the first appearance parameter; that is, the smaller the distance between the boundary of the first virtual object and the influence range of the target skill, the higher the salience.

[0096] As an example, when the sub-parameters of the first and second appearance parameters are colors, the color of the first appearance parameter is red, and the color of the second appearance parameter is gray. When the sub-parameters of the first and second appearance parameters are brightness, the brightness of the first appearance parameter is highlight, and the color of the second appearance parameter is grayscale. When the sub-parameters of the first and second appearance parameters are textures, the texture of the first appearance parameter is a thick line, and the texture of the second appearance parameter is a thin line. When the sub-parameters of the first and second appearance parameters are shapes, the shape of the first appearance parameter is a pentagon, and the shape of the second appearance parameter is a rectangle. When the sub-parameters of the first and second appearance parameters are sizes, the size of the first appearance parameter is 100 pixels, and the size of the second appearance parameter is 50 pixels.

[0097] As an example, continuing to refer to Figure 4A, in response to the player's click operation on the skill control 401 while controlling the virtual object 405, the interface switches to the human-computer interaction interface shown in Figure 4B. At this time, the target skill enters the release preparation state. Figure 4B is a second schematic diagram of the virtual scene provided in the embodiment of this application. As shown in Figure 4B, the interface displays an overlay prompt bar 406, in which the numbers of all virtual objects are displayed. The numbers of the virtual object 402 (i.e., the first virtual object) covered by the skill are displayed in bold, while the numbers of the virtual objects 403 and 404 (i.e., the second virtual objects) not covered by the skill are not displayed in bold.

[0098] This application's embodiments further define the significance of the first and second appearance parameters based on the appearance of virtual objects and their distance from the boundary of the influence range. By precisely controlling the appearance parameters of different virtual objects, such as color, texture, and brightness, a more realistic visual effect can be achieved in the virtual environment. This allows users to more intuitively see the relationship between virtual objects and the skill's influence range, thereby making more accurate operational decisions. For example, in a virtual combat game, players can quickly determine whether their character is in a dangerous area and whether they need to take evasive or defensive measures based on changes in the virtual character's appearance. This intuitive visual feedback not only improves the game's playability and enhances the user experience but also reduces the probability of erroneous operations and improves the accuracy of subsequent skill releases.

[0099] In some embodiments, the first appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the first virtual object, and the second appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the second virtual object. Both the first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape.

[0100] Here, different types of sub-parameters can be used to distinguish different skill types. For example, when the sub-parameters of the first and second appearance parameters are colors, if the skill type is a weakening type, the sub-parameter can be set to red, and if the skill type is an enhancing type, the sub-parameter can be set to green. Different levels of influence for the same type of skill can be distinguished using different parameter values ​​for the same type of sub-parameter; for example, a sub-parameter set to dark red has a greater influence than a sub-parameter set to light red or gray.

[0101] This application's embodiments further define the first and second appearance parameters based on the skill type and its impact on virtual objects. This allows for a more intuitive display of different skills to the user, enabling them to quickly identify and differentiate the effects of different skills. By displaying appearance parameters differently, the degree of skill impact on virtual objects can be visualized. Adjusting appearance parameters according to skill type and impact can optimize the user's interactive experience, providing clear skill usage and feedback information through visual feedback. In summary, fine-grained control of appearance parameters can improve the visualization of skills in the virtual environment, enhance the user's interactive experience, and also help optimize performance and enrich content.

[0102] In some embodiments, for each first virtual object within the influence range of the target skill in the virtual scene, the step 102 above, "applying a first appearance parameter to at least one first virtual object within the influence range of the target skill in the virtual scene," can be implemented in any of the following ways:

[0103] Method 1: Display an overlay tooltip control, wherein the overlay tooltip control includes the object identifier of the first virtual object, and a first appearance parameter is applied to the object identifier of the first virtual object.

[0104] In some embodiments, an overlay prompt control may be displayed at a fixed position in the human-computer interaction interface, and a first appearance parameter may be applied to the object identifier of the first virtual object in the overlay prompt control.

[0105] Here, an overlay tooltip control is a special user interface element used to overlay specific areas of the human-computer interaction interface to attract the user's attention and provide key information. Overlay tooltips can be displayed in fixed locations on the human-computer interaction interface, such as the top, bottom, or center of the screen; the specific location can be determined based on the user interface design and user experience requirements. The object identifier of the first virtual object can be the number of the first virtual object, or it can be the avatar or identification code of the player controlling the first virtual object.

[0106] As an example, referring to Figure 4B, the human-computer interaction interface of Figure 4B displays an overlay prompt bar 406, in which the number of the virtual object 402 (i.e. the first virtual object) within the skill's influence range in the overlay prompt bar 406 is displayed in bold.

[0107] Method 2: Apply the first appearance parameter to the object identifier bound to the first virtual object.

[0108] In some embodiments, the object identifier bound to the first virtual object may be displayed anywhere on the first virtual object, for example, at the top, bottom, or around the first virtual object.

[0109] As an example, continuing to refer to Figure 4A, in response to the player's click operation on the skill control 401, which controls the virtual object 405, the interface switches to the human-computer interaction interface shown in Figure 4C. Figure 4C is a third schematic diagram of the virtual scene provided in the embodiment of this application. Figure 4C shows that the object identifier at the top of the virtual object 402 (i.e., the first virtual object) within the skill's influence range is displayed in bold.

[0110] Method 3: Apply the first appearance parameter to the body of the first virtual object.

[0111] As an example, continuing to refer to Figure 4A, in response to the player's click operation on the skill control 401, which controls the virtual object 405, the interface switches to the human-computer interaction interface shown in Figure 4D. Figure 4D is a fourth schematic diagram of the virtual scene provided in the embodiment of this application. As shown in Figure 4D, the main body of the virtual object 402 (i.e., the first virtual object) within the skill's influence range is displayed in bold.

[0112] This application embodiment applies a first appearance parameter directly to the body of a first virtual object, allowing users to see the effect of skills more intuitively without relying on additional prompts or complex interface elements. This approach not only improves the intuitiveness and clarity of the visual effects but also effectively reduces the probability of erroneous operations and improves the accuracy of subsequent skill releases.

[0113] In some embodiments, for each second virtual object outside the influence range of the target skill in the virtual scene, the step 102 above, "applying a second appearance parameter to at least one second virtual object outside the influence range of the target skill in the virtual scene," can be implemented in any of the following ways:

[0114] Method 1: Display an overlay tooltip control, wherein the overlay tooltip control includes the object identifier of the second virtual object, and a second appearance parameter is applied to the object identifier of the second virtual object.

[0115] In some embodiments, an overlay prompt control may be displayed at a fixed position in the human-computer interaction interface, and a second appearance parameter may be applied to the object identifier of the second virtual object in the overlay prompt control.

[0116] Here, the object identifier for the second virtual object can be its serial number, or it can be the avatar or identification code of the player controlling the virtual object. For example, if the virtual object is a game character, the object identifier can be the character's serial number, such as "Character 1," "Character 2," etc. This numbering method is simple and clear, making it easy for users to quickly identify. If the virtual object is controlled by a player, the object identifier can be the avatar of the player controlling that virtual object. This method is more personalized and can enhance the player's sense of immersion. In some complex virtual scenes, the object identifier can be the virtual object's identification code. This identification code can be unique and used to accurately identify each virtual object.

[0117] As an example, continue to refer to Figure 4B. As shown in Figure 4B, the human-computer interaction interface of Figure 4B displays an overlay prompt bar 406. In the overlay prompt bar 406, the numbers of virtual objects 403 and 404 (i.e., the second virtual objects) outside the skill's influence range are not displayed in bold.

[0118] Method 2: Apply the second appearance parameter to the object identifier bound to the second virtual object.

[0119] In some embodiments, the object identifier bound to the second virtual object may be displayed anywhere on the second virtual object, for example, at the top, bottom, or around the second virtual object.

[0120] As an example, continuing to refer to Figure 4A, in response to the player's click operation on the skill control 401, which controls the virtual object 405, the human-computer interaction interface shown in Figure 4C is switched. Figure 4C shows that the object identifiers on the top of the virtual objects 403 and 404 (i.e., the second virtual objects) outside the skill's influence range are not displayed in bold.

[0121] Method 3: Apply the second appearance parameter to the body of the second virtual object.

[0122] As an example, continuing to refer to Figure 4A, in response to the player's click operation on the skill control 401, which controls the virtual object 405, the human-computer interaction interface shown in Figure 4D is switched. As shown in Figure 4D, the main bodies of the virtual objects 403 and 404 (i.e., the second virtual object) outside the skill's influence range are not displayed in bold.

[0123] This application embodiment displays the first appearance parameters of a first virtual object and the second appearance parameters of a second virtual object in different ways. The overlay tooltip provides users with immediate feedback; when a user focuses their attention on a specific virtual object, the tooltip visually displays the object's key appearance parameters, such as color, size, and shape, helping the user quickly grasp and understand the object's characteristics. By applying different appearance parameters to the object identifier and the virtual object itself bound to the virtual object, the quality of interaction between the user and the virtual object can be improved. Through these methods, not only is the interactivity and recognizability of virtual objects enhanced, but the user experience is also improved, providing a more flexible and efficient approach to information management and function implementation in virtual environments.

[0124] In step 103, in response to a message sending operation for a target skill, a prompt message is sent to at least one target virtual object, wherein the prompt message is used to characterize the location of the controlled virtual object, and the target virtual object is any one of at least one first virtual object and at least one second virtual object.

[0125] In some embodiments, the target skill is a controlled virtual object, and the prompt information is used to represent the position of the controlled virtual object relative to the target virtual object. This design helps users quickly understand the spatial relationship between the controlled and target virtual objects, thereby making more accurate operational decisions. For example, the controlled virtual object is located southeast of the target virtual object.

[0126] Here, orientation refers to the directional position of the controlled virtual object relative to the target virtual object. In a virtual environment, orientation can be described using eight basic directions: North, Northeast, East, Southeast, South, Southwest, West, and Northwest. These directions help users quickly locate the relative position between the controlled and target virtual objects. Orientation can also be described using angles, usually expressed in degrees, with true north as 0 degrees and increasing clockwise. For example, the controlled virtual object is located at a 45-degree angle (northeast) to the target virtual object. Alternatively, orientation can be described using relative positions, such as the controlled virtual object being in front of (behind, to the left, to the right, to the left front, to the right rear, etc.) the target virtual object. In a virtual environment, orientation can also be described using a coordinate system. A two-dimensional or three-dimensional coordinate system can be used, with the target virtual object as the origin, to describe the coordinate position of the controlled virtual object. For example, in a two-dimensional coordinate system, the controlled virtual object is located at the (10, 10) position of the target virtual object; in a three-dimensional coordinate system, the controlled virtual object is located at the (10, 10, 5) position of the target virtual object, where (x, y, z) represent the coordinates in the horizontal, vertical, and height directions, respectively.

[0127] In some embodiments, the message sending operation includes an object locking operation and a marking operation. Step 103 described above can be implemented by performing the following processing: in response to an object locking operation performed on any first virtual object or second virtual object via a virtual prop (e.g., a virtual gun), the first virtual object or second virtual object is designated as the target virtual object, and a locking indicator is displayed on the target virtual object; in response to a marking operation on the target virtual object, a prompt message is sent to the target virtual object.

[0128] Here, in response to an object locking operation performed via a virtual prop targeting either a first or second virtual object, the target virtual object can be either a first or second virtual object. This can be an object locking operation targeting any first virtual object, with the target first virtual object being used; or an object locking operation targeting any second virtual object, with the target second virtual object being used. Alternatively, it can be an object locking operation targeting both the first and second virtual objects, with both the locked first and second virtual objects being used as target virtual objects.

[0129] A lock icon is a visual element used to clearly indicate that a target virtual object has been locked by a controlled virtual object. This icon is designed to provide clear and intuitive visual feedback, enabling users to quickly identify the status of the target virtual object and make more accurate operational decisions. The lock icon displayed on the target virtual object can be a specific shape, such as a crosshair or lock pattern, or other shapes such as circles, squares, and triangles. These shapes can be customized by the user based on the specific game or virtual environment.

[0130] As an example, if the first virtual object displayed in the virtual scene includes virtual object 1 and virtual object 2, and the second virtual object includes virtual object 3, virtual object 4 and virtual object 5, then in response to the object locking operation on virtual object 2, virtual object 3 and virtual object 4 implemented through virtual props, virtual object 2, virtual object 3 and virtual object 4 can all be used as target virtual objects, and a lock mark can be displayed on virtual object 2, virtual object 3 and virtual object 4.

[0131] As an example, the above-mentioned "marking operation on the target virtual object and sending a prompt message to the target virtual object" can be implemented in any of the following ways: in response to the triggering operation of a shortcut key in the human-computer interaction interface, send a prompt message to the target virtual object; in response to the triggering operation of a specific key on the terminal device (e.g., the right mouse button, or the Enter key on the keyboard), send a prompt message to the target virtual object.

[0132] As an example, refer to Figure 4E, which is a fifth schematic diagram of a virtual scene provided in an embodiment of this application. The human-computer interaction interface at the top of Figure 4E displays a skill control 401, virtual objects 402, 403, 404, 405, and an overlay prompt bar 406. In the overlay prompt bar 406, the number of virtual object 402 is displayed in bold, indicating that virtual object 402 is within the skill's influence range during the skill's release preparation phase; the numbers of virtual objects 403 and 404 are not displayed in bold, indicating that virtual objects 403 and 404 are outside the skill's influence range during the skill's release preparation phase. At this time, in response to the player controlling virtual object 405 locking virtual object 403, a lock indicator 407 and a marker control 408 for virtual object 403 are displayed in the human-computer interaction interface at the bottom of Figure 4E. In response to a trigger operation on the marker control 408, a prompt message can be sent to the player controlling virtual object 403.

[0133] This application's embodiments display a lock icon of a specific shape on the target virtual object, allowing users to more intuitively see that the target is locked without relying on complex text prompts or other auxiliary information. This approach not only improves the intuitiveness and clarity of the visual effect but also effectively reduces the probability of erroneous operations and improves the accuracy of subsequent skill releases.

[0134] In some embodiments, step 103 above can be implemented by performing the following processes: in response to an object locking operation for any first virtual object or second virtual object, any first virtual object or second virtual object is taken as the target virtual object, and a locking mark is displayed on the target virtual object; in response to a marking operation for the target virtual object, a prompt message is sent to the target virtual object.

[0135] Here, object locking operations can be performed on any first virtual object or second virtual object in sequence, and the locked first virtual object or second virtual object is used as the target virtual object, and a locking mark is displayed on the target virtual object; when a marking operation is detected for each target virtual object, prompt information is sent to the corresponding target virtual object in sequence.

[0136] As an example, if the first virtual object includes virtual object 1, and the second virtual object includes virtual object 2 and virtual object 3, then in response to an object locking operation on virtual object 1, a lock icon can be displayed on virtual object 1. When a marking operation is detected on virtual object 1, a prompt message can be sent to virtual object 1. Then, in response to an object locking operation on virtual object 2, a lock icon can be displayed on virtual object 2. When a marking operation is detected on virtual object 2, a prompt message can be sent to virtual object 2. Finally, in response to an object locking operation on virtual object 3, a lock icon can be displayed on virtual object 3. When a marking operation is detected on virtual object 3, a prompt message can be sent to virtual object 3.

[0137] In other embodiments, step 103 above can also be implemented by performing the following processing: in response to an object locking operation on multiple first virtual objects or multiple second virtual objects at the same time, multiple first virtual objects or multiple second virtual objects are batched as target virtual objects, and locking marks are batch displayed on multiple target virtual objects; in response to a marking operation on target virtual objects, prompt information is batch sent to multiple target virtual objects.

[0138] Here, an object locking operation can be performed on any one of the first or second virtual objects at once, and the locked first or second virtual object is used as the target virtual object, and a locking mark is displayed on the target virtual object; when a marking operation is detected on all target virtual objects, prompt information is sent to the corresponding target virtual objects in batches.

[0139] As an example, if the first virtual object includes virtual object 1 and the second virtual object includes virtual object 2 and virtual object 3, then in response to an object locking operation on virtual object 1, virtual object 2 and virtual object 3, a locking indicator can be displayed on virtual object 1, virtual object 2 and virtual object 3; when a trigger operation on the batch marker control is detected, a prompt message can be sent to virtual object 1, virtual object 2 and virtual object 3 at the same time.

[0140] In this embodiment, when performing object locking and marking operations on virtual objects, virtual objects can be locked one by one, and then prompt messages can be sent to each virtual object individually. This allows for precise control of the state of each object, ensuring that each object can respond independently and providing personalized prompt messages for each object, thus enhancing the user's interactive experience. Alternatively, multiple virtual objects can be locked at once, and then a sending operation can be triggered to send prompt messages in batches. Batch processing can significantly improve operational efficiency, especially when processing a large number of objects. Through batch processing, the consumption of computing resources can be reduced, improving overall performance. These different operation methods allow users to choose the most suitable locking and prompt message sending method according to specific application scenarios and needs, achieving the best technical effect and user experience.

[0141] In some embodiments, the above-mentioned "in response to an object locking operation performed by a virtual prop on any first virtual object or second virtual object, taking any first virtual object or second virtual object as the target virtual object and displaying a lock icon on the target virtual object" can be achieved by performing the following process: in response to an object locking operation performed by a virtual prop on any first virtual object or second virtual object, displaying a countdown control; if no unlocking operation is received during the countdown, then displaying a lock icon on the target virtual object after the countdown ends.

[0142] As an example, refer to Figure 5A, which is a sixth schematic diagram of a virtual scene provided in an embodiment of this application. The human-computer interaction interface above the BA displays skill controls 501, virtual objects 502, 503, 504, and 505, and an overlay prompt bar 506. In the overlay prompt bar 506, the number of virtual object 502 is displayed in bold, indicating that virtual object 502 is within the skill's influence range during the skill's release preparation phase; the numbers of virtual objects 503 and 504 are not displayed in bold, indicating that virtual objects 503 and 504 are outside the skill's influence range during the skill's release preparation phase. At this time, in response to the player controlling virtual object 505 locking virtual object 503, a countdown control 508 is displayed in the middle of the human-computer interaction interface in Figure 5A, showing a 1-minute countdown. If no unlocking operation is received during the countdown, the human-computer interaction interface below Figure 5A is displayed after the countdown ends. As shown in Figure 5A, a lock icon 507 is displayed on the virtual object 503.

[0143] In some embodiments, after performing the above-described "display a lock icon on the target virtual object", the following processing may also be performed: in response to the unlocking operation on the target virtual object, the display of the lock icon is canceled.

[0144] Here, the unlocking operation for the target virtual object can be triggered by a specific button on the terminal device, a lock icon, or an unlocking control in the human-computer interaction interface.

[0145] As examples, the unlocking operation for a target virtual object can also be any of the following: Voice command triggering, allowing the user to unlock via voice command. For example, a user can say "unlock" to the terminal device, and the terminal device will immediately remove the lock icon after recognizing the voice command. This method is particularly suitable for scenarios where hands are busy or quick operations are required, providing a more convenient operating experience. Gesture recognition triggering, allowing the user to unlock via specific gestures. For example, a user can draw an "X" shape on the screen or make a "cancel" gesture, and the terminal device will remove the lock icon after recognizing the gesture. This method provides a more intuitive and natural operating method, enhancing the user's immersion. Touchscreen swipe operation, allowing the user to unlock by performing specific swipe operations on the touchscreen. For example, a user can swipe their finger from the lock icon to the left or draw a circle around the lock icon, and the terminal device will remove the lock icon after recognizing the swipe operation. This method is simple and easy to use, suitable for operation on touchscreen devices. A time-delay trigger can be implemented by pre-setting a time delay (e.g., 5 seconds). If no further action is taken after the lock indicator has been displayed for a certain period, the lock indicator can be automatically deactivated. This method reduces unnecessary lock states and prevents accidental deactivation due to users forgetting to deactivate the lock. For example, if no user interaction occurs after 5 seconds of the lock indicator being displayed, the lock can be automatically deactivated.

[0146] As an example, refer to Figure 5B, which is a seventh schematic diagram of a virtual scene provided in an embodiment of this application. As shown in the human-computer interaction interface at the top of Figure 5B, a lock icon 507 is displayed on the virtual object 503. In response to a trigger operation on the lock icon 507 (e.g., a single click, double click, or long press), the human-computer interaction interface at the bottom of Figure 5B is displayed. In the human-computer interaction interface at the bottom of Figure 5B, the lock icon 507 and the countdown control 508 of the virtual object 503 are no longer displayed.

[0147] In some embodiments, the message sending operation includes an object locking operation, and step 103 above can also be implemented by performing the following processing: in response to the object locking operation on the target virtual object implemented through the virtual prop, display a locking mark on the target virtual object; display a countdown control, and if no cancel sending operation is received during the countdown, send a prompt message to at least one target virtual object when the countdown ends.

[0148] Here, in response to the object locking operation of the target virtual object implemented through the virtual prop, a lock mark can be displayed on the target virtual object, and a countdown control can be displayed at the same time. If no cancellation operation is received during the countdown, a prompt message will be automatically sent to at least one locked target virtual object when the countdown ends.

[0149] In some embodiments, the lock icon is de-displayed in response to receiving a cancel send operation during the countdown.

[0150] Here, the cancel send operation received during the countdown can be triggered by a specific button on the terminal device, a lock icon, or a cancel send control in the human-computer interaction interface.

[0151] As an example, refer to Figure 5C, which is the eighth schematic diagram of the virtual scene provided in the embodiments of this application. As shown in the human-computer interaction interface at the top of Figure 5C, a lock icon 507 and a countdown control 508 are displayed on the virtual object 503. At this time, the countdown duration in the countdown control 508 is 30 seconds. When the countdown in the countdown control 508 reaches 10 seconds, in response to a trigger operation on the lock icon 507 (e.g., a single click, a double click, or a long press), the human-computer interaction interface at the bottom of Figure 5C is displayed. In the human-computer interaction interface at the bottom of Figure 5C, the lock icon 507 of the virtual object 503 is no longer displayed.

[0152] In this embodiment, during object locking, the virtual object is automatically locked if no cancellation operation is received before the countdown ends, based on the countdown control's display result. After locking the virtual object, the countdown control is displayed. If no cancellation operation is received before the countdown ends, a prompt message is automatically sent; if a cancellation operation is received, the lock is removed. Automatically performing locking and prompt message sending via the countdown control reduces user steps and improves efficiency. Automatic locking before the countdown ends reduces errors caused by user hesitation or forgetfulness. Providing a cancellation option at the end of the countdown allows users to change their minds at the last minute, increasing flexibility and preventing errors or conflicts due to improper user operation. It also provides intuitive visual feedback, helping users observe the remaining time and make timely decisions. Overall, this object locking and prompt message sending mechanism combining a countdown control provides a user-friendly interaction while improving system efficiency and reliability.

[0153] In some embodiments, the target skill belongs to a controlled virtual object. When the virtual scene includes multiple factions, the "sending a prompt message to at least one target virtual object" in step 103 above can be achieved by performing the following processing: If the target skill is an enhancement skill, a first prompt message is sent to a first target virtual object within the influence range that is in the same faction as the controlled virtual object, and a second prompt message is sent to a second target virtual object outside the influence range that is in the same faction as the controlled virtual object. The first prompt message is used to prompt the first target virtual object to stay within the influence range, and the second prompt message is used to prompt the second target virtual object to enter the influence range. If the target skill is a debuff skill, a third prompt message is sent to a first target virtual object within the influence range that is in the same faction as the controlled virtual object, and a fourth prompt message is sent to a second target virtual object outside the influence range of the target skill. The third prompt message is used to prompt the first target virtual object to leave the influence range, and the fourth prompt message is used to prompt the second target virtual object not to enter the influence range.

[0154] As an example, referring to Figure 4B, if the first virtual object within the influence range of the target skill is virtual object 2, and the second virtual objects outside the influence range are virtual objects 3 and 4, where virtual objects 2, 3, and 4 are all of the same faction as virtual object 405 (i.e., the controlled virtual object): If the target skill is an enhancement skill, a first notification message is sent to virtual object 2, indicating that virtual object 2 remains within the influence range; a second notification message is sent to virtual objects 3 and 4, indicating that virtual objects 3 and 4 enter the influence range. If the target skill is a debuff skill, a third notification message is sent to virtual object 2, indicating that virtual object 2 leaves the influence range; a fourth notification message is sent to virtual objects 3 and 4, indicating that virtual objects 3 and 4 do not enter the influence range.

[0155] In this embodiment of the application, when multiple factions exist in a virtual scene, different prompts are sent to virtual objects both inside and outside the influence range based on the different types (enhancement and weakening) of the target skill. This differentiated information delivery strategy provides users with a more personalized interactive experience. Sending corresponding prompts to objects within the influence range according to the skill type helps clarify the skill's objective and effect, improving the user's operational purpose. Sending different prompts for different skill types enhances user immersion, making the virtual environment more realistic and dynamic. Sending different prompts based on skill type not only helps improve the accuracy and experience of user operations but also enriches the game's strategy and dynamism.

[0156] In some embodiments, when the target skill is an enhancement skill, before the above-mentioned "sending a second prompt message to a target second virtual object that is of the same faction as the controlled virtual object outside the influence range", the target second virtual object can be determined by performing the following process: if there is at least one candidate second virtual object of the same faction outside the influence range, at least one candidate second virtual object that enters the influence range of the target skill within the effective time is determined as the target second virtual object based on the expected release time of the target skill and the movement parameters of the candidate second virtual object, wherein the effective time is the time period from the current time to the expected release time.

[0157] Here, when there are multiple candidate second virtual objects of the same faction as the controlled virtual object outside the influence range, the candidate second virtual object that can enter the influence range of the target skill before the expected release time can be determined as the target second virtual object based on the expected release time of the target skill and the movement parameters (such as movement direction and movement speed) of each candidate second virtual object.

[0158] As an example, several candidate second virtual objects outside the influence range and belonging to the same faction as the controlled virtual object are designated as Candidate Virtual Object 1, Candidate Virtual Object 2, and Candidate Virtual Object 3. The time interval between the current moment and the expected release moment is 3 seconds. All three candidate virtual objects move towards the controlled virtual object. Candidate Virtual Object 1 moves at a speed of 3 meters per second, Candidate Virtual Object 2 moves at a speed of 4 meters per second, and Candidate Virtual Object 3 moves at a speed of 5 meters per second. Based on their current movement speeds, Candidate Virtual Object 1 can enter the influence range of the target skill within 5 seconds, Candidate Virtual Object 2 can enter within 4 seconds, and Candidate Virtual Object 3 can enter within 2 seconds. Therefore, before the expected release moment, the candidate second virtual object that can enter the influence range of the target skill is Candidate Virtual Object 3, and thus, Candidate Virtual Object 3 is designated as the target second virtual object.

[0159] In some embodiments, a second prompt message may be sent to multiple candidate second virtual objects that are outside the scope of influence and belong to the same camp as the controlled virtual object.

[0160] As an example, a second prompt message can be sent to candidate virtual object 1, candidate virtual object 2, and candidate virtual object 3 in the above example.

[0161] In some embodiments, before the above-mentioned "sending a third prompt message to the first target virtual object that is of the same faction as the controlled virtual object within the influence range", the second target virtual object can be determined by performing the following process: if there is at least one candidate second virtual object of the same faction outside the influence range, if the target skill is an enhancement skill, and the number of times or the value of the enhancement of the target skill is limited, the at least one candidate second virtual object is sorted in ascending order according to the first attribute of each candidate second virtual object to obtain a first sorting result, wherein the first attribute includes any one of the following: the distance between the candidate second virtual object and the boundary of the influence range, and the health of the candidate second virtual object; the first number of candidate second virtual objects in the first sorting result, starting from the first position, are taken as the second target virtual object.

[0162] In some embodiments, if the target skill is an enhancement type, and the number of people or the enhancement value that the target skill can enhance is limited, virtual objects can be sorted according to the degree of enhancement required based on their attributes (e.g., the distance between the virtual object and the boundary of the influence area, or its health), and prompts can be automatically sent to the virtual objects that are at the top of the list. For example, the virtual objects can be sorted according to their distance from the boundary of the influence area, with the closest ones at the top and the furthest ones at the bottom. Players can also select the marked virtual objects.

[0163] In some embodiments, when the target skill is a weakening skill, before the above-mentioned "sending a third prompt message to the target first virtual object that is of the same faction as the controlled virtual object within the influence range", the target first virtual object can be determined by performing the following process: if there is at least one candidate first virtual object of the same faction within the influence range, at least one candidate first virtual object that leaves the influence range of the target skill within the effective time is determined as the target first virtual object based on the expected release time of the target skill and the movement parameters of the candidate first virtual objects, wherein the effective time is the time period from the current time to the expected release time.

[0164] Here, when there are multiple candidate first virtual objects of the same faction as the controlled virtual object within the range of influence, the candidate first virtual object that can leave the range of influence of the target skill before the expected release time can be determined as the target first virtual object based on the expected release time of the target skill and the movement parameters (such as movement direction and movement speed) of each candidate first virtual object.

[0165] As an example, within the affected area, there are three candidate first virtual objects that are allies with the controlled virtual object: candidate virtual object 4, candidate virtual object 5, and candidate virtual object 6. The time interval between the current moment and the expected release moment is 3 seconds. All three candidate virtual objects move away from the controlled virtual object. Candidate virtual object 4 moves at a speed of 3 meters per second, candidate virtual object 5 moves at a speed of 4 meters per second, and candidate virtual object 6 moves at a speed of 5 meters per second. At the current speeds, candidate virtual object 4 can leave the affected area of ​​the target skill within 5 seconds, candidate virtual object 5 can leave within 4 seconds, and candidate virtual object 6 can leave within 2 seconds. Therefore, before the expected release moment, the candidate second virtual object that can leave the affected area of ​​the target skill is candidate virtual object 6, and thus candidate virtual object 6 is designated as the target first virtual object.

[0166] In some embodiments, a third prompt message may be sent to multiple candidate first virtual objects that are in the same camp as the controlled virtual object within the scope of influence.

[0167] As an example, a third prompt message can be sent to candidate virtual object 4, candidate virtual object 5 and candidate virtual object 6 in the above example.

[0168] In some embodiments, before the above-mentioned "sending a third prompt message to the target first virtual object that is of the same faction as the controlled virtual object within the influence range", the target first virtual object can be determined by performing the following process: if there is at least one candidate first virtual object of the same faction within the influence range, and if the target skill is a weakening skill, the at least one candidate first virtual object is sorted in ascending order according to the second attribute of each candidate first virtual object to obtain a second sorting result, wherein the second attribute includes any one of the following: the distance between the candidate first virtual object and the boundary of the influence range, the health of the candidate first virtual object, and the defense value of the candidate first virtual object; the second number of candidate first virtual objects in the second sorting result, starting from the first, are taken as the target first virtual object.

[0169] In some embodiments, if the target skill is a weakening type, virtual objects can be sorted according to their attributes (e.g., distance from the boundary of the influence area, health, and defense status), and prompts can be automatically sent to the virtual objects that appear earlier in the order. For example, virtual objects can be sorted by their distance from the boundary of the influence area, with the closest ones at the top and the furthest at the bottom. Alternatively, virtual objects without protective gear or with weak defense can be placed at the top, while those with protective gear or strong defense can be placed at the bottom. Players can also manually select the virtual objects to receive prompts from.

[0170] This application embodiment determines the target virtual object receiving the prompt information based on the expected release time of the target skill and the movement parameters of the candidate virtual objects. This allows for a more accurate prediction of which objects will enter the skill's influence range at the time of skill release, thereby sending prompt information to these target objects. It avoids sending unnecessary prompt information to virtual objects that will not ultimately enter the skill's influence range, reducing resource consumption and potential performance bottlenecks. Furthermore, it can dynamically adjust the recipients of the prompt information based on the real-time movement of the candidate objects, improving the system's real-time performance and adaptability, while providing players with a richer and more dynamic gaming experience.

[0171] In some embodiments, the second prompt information includes at least one of the following: the identifier of the target skill, the identifier of the controlled virtual object, and the location of the controlled virtual object.

[0172] Here, the target skill identifier is an element used to clearly indicate the skill type. This identifier helps users quickly identify the nature and effect of the skill. The target skill identifier can be the name or icon of the target skill; for example, if the target skill is a healing skill, the identifier could be "Healing Light"; if the target skill is an attack skill, the identifier could be an icon with a flame pattern, indicating that it is a fire attack skill.

[0173] The identifier of a controlled virtual object is used to clearly indicate the identity of the virtual object casting a skill. This identifier helps users quickly identify the caster, which is especially important in multiplayer games. The identifier of a controlled virtual object can be the virtual object's number, or the avatar or identification code of the user controlling the virtual object; for example, if the controlled virtual object is a game character, the identifier could be "Character 1"; if the controlled virtual object is controlled by a player, the identifier could be the player's avatar; in some complex virtual environments, the identifier of a controlled virtual object can be the virtual object's identification code, such as "ID12345".

[0174] The location of a controlled virtual object is used to explicitly indicate the current location of the virtual object casting the spell. This location information helps users quickly locate the caster, which is especially important in complex virtual environments. The location of a controlled virtual object can be its coordinates or its direction relative to the target virtual object. For example, if the controlled virtual object is located at the center of the map, its coordinates could be (0, 0); if the controlled virtual object is southeast of the target virtual object, the location information could be "southeast".

[0175] This application embodiment includes the identifier of the target skill, the identifier of the controlled virtual object, and the location of the controlled virtual object in the second prompt information, allowing users to more comprehensively understand the source and effect of the skill. This detailed information delivery helps users react quickly, which is especially important in multi-player cooperative or competitive scenarios.

[0176] In some embodiments, the type of the second prompt message is text, wherein the text is used to indicate the direction of movement of the target second virtual object into the area of ​​influence; or, the type of the second prompt message is a direction identifier, wherein the direction identifier is used to indicate the direction of movement of the target second virtual object into the area of ​​influence.

[0177] As an example, refer to Figure 6, which is a ninth schematic diagram of a virtual scene provided in an embodiment of this application. As shown in the human-computer interaction interface at the top of Figure 6, skill controls 601, virtual objects 602, 603, 604, 605, and an overlay prompt bar 606 are displayed. In the overlay prompt bar 606, the number of virtual object 602 is displayed in bold, indicating that virtual object 602 is within the skill's influence range during the skill's release preparation phase; the numbers of virtual objects 603 and 604 are not displayed in bold, indicating that virtual objects 603 and 604 are outside the skill's influence range during the skill's release preparation phase. In response to a marking operation on virtual object 603, a second prompt message is sent to the terminal device controlling virtual object 603. As shown in the human-computer interaction interface at the bottom of Figure 6, the human-computer interaction interface of the terminal device controlling virtual object 603 displays the direction identifier 609 and skill identifier 608 of virtual object 605 from the perspective of virtual object 603, to indicate that virtual object 603 has entered the skill's influence range.

[0178] In some embodiments, the target skill is a controlled virtual object. When the virtual scene does not distinguish between factions, step 103, "sending a prompt message to at least one target virtual object," can be implemented by performing the following processing: If the target skill is an enhancement skill, a fifth prompt message is sent to the first target virtual object within the influence range, and a sixth prompt message is sent to the second target virtual object outside the influence range. The fifth prompt message indicates that the target skill has an enhancement effect on the first target virtual object, and the sixth prompt message indicates that the target skill has no enhancement effect on the second target virtual object. If the target skill is a debuffing skill, a seventh prompt message is sent to the first target virtual object within the influence range, and an eighth prompt message is sent to the second target virtual object outside the influence range. The seventh prompt message indicates that the target skill has a debuffing effect on the first target virtual object, and the eighth prompt message indicates that the target skill has no debuffing effect on the second target virtual object.

[0179] As an example, referring to Figure 4B, in a virtual scene where no faction is distinguished, if the first virtual object within the influence range of the target skill is virtual object 2, and the second virtual objects outside the influence range of the target skill are virtual objects 3 and 4, where virtual objects 2, 3, and 4 are not distinguished from virtual object 405 in terms of faction: If the target skill is an enhancement skill, a fifth prompt message is sent to virtual object 2, indicating that the target skill has an enhancement effect on virtual object 2; a sixth prompt message is sent to virtual objects 3 and 4, indicating that the target skill has no enhancement effect on virtual objects 3 and 4. If the target skill is a debuff skill, a seventh prompt message is sent to virtual object 2, indicating that the target skill has a debuff effect on virtual object 2; an eighth prompt message is sent to virtual objects 3 and 4, indicating that the target skill has no debuff effect on virtual objects 3 and 4.

[0180] Here, different degrees of enhancement or reduction effects can be displayed for target virtual objects at different distances from the controlled virtual object. Target virtual objects closer to the controlled virtual object are affected by the enhancement or reduction effect more significantly; target virtual objects farther away from the controlled virtual object are affected by the enhancement or reduction effect less significantly.

[0181] In the absence of faction distinction in the virtual scene, this application's embodiment provides a solution for sending prompts to virtual objects both within and outside the range of the skill's influence, targeting both enhancement and debuffing abilities. This provides immediate feedback to all players, regardless of whether they are the skill's target, thus enhancing the game's interactivity and overall experience. Sending prompts to all objects within the range of influence can also enhance the game's appeal through visual effects, making the game environment more dynamic, improving interactivity and playability, and providing players with a richer and more dynamic gaming experience.

[0182] In some embodiments, the type of the seventh prompt message is text, wherein the text indicates the direction of movement of the target first virtual object as it leaves the area of ​​influence; or, the type of the seventh prompt message is a direction identifier, wherein the direction identifier indicates the direction of movement of the target first virtual object as it leaves the area of ​​influence.

[0183] Here, directional markers are visual elements used to intuitively indicate a specific direction or path. They can appear in the form of graphics or symbols, quickly conveying directional information and helping users or virtual objects understand the direction they need to move or operate in, aiming to provide clear and intuitive visual guidance. Directional markers can be presented in any of the following forms: arrows (e.g., an arrow pointing north, indicating that the virtual object needs to move north), compasses (e.g., a fixed compass, displayed at a fixed position in the user interface, with the compass pointer pointing north, allowing users to determine direction; or a dynamic compass, where the compass pointer adjusts its direction in real time based on the movement of the user or virtual object, helping the user always maintain the correct direction), path lines (e.g., a straight line from the current position to the target position, indicating that the user or virtual object needs to move along this line; or a curve from the current position to the target position, indicating that the user or virtual object needs to move along this curve), and icons (e.g., an icon with an "N" for north; an icon with an "S" for south; an icon with an "E" for east; and an icon with a "W" for west).

[0184] As an example, refer to Figure 7, which is a tenth schematic diagram of a virtual scene provided in an embodiment of this application. As shown in the human-computer interaction interface at the top of Figure 7, skill controls 701, virtual objects 702, 703, 704, and 705 are displayed, along with an overlay prompt bar 706. In the overlay prompt bar 706, the numbers of virtual objects 702 and 703 are displayed in bold, indicating that during the skill release preparation phase, virtual objects 702 and 703 are within the skill's influence range; the number of virtual object 704 is not displayed in bold, indicating that during the skill release preparation phase, virtual object 704 is outside the skill's influence range. In response to a marking operation on virtual object 703, a seventh prompt message is sent to the terminal device controlling virtual object 703. As shown in the human-computer interaction interface at the bottom of Figure 7, the human-computer interaction interface of the terminal device controlling the virtual object 703 displays the direction indicator 709 and the skill indicator 708 moving away from the virtual object 705 from the perspective of the virtual object 703, so as to prompt the virtual object 703 to leave the skill's influence range.

[0185] In this embodiment, when the seventh prompt message is text, the text content clearly indicates the direction in which the first virtual object leaves the area of ​​influence. This text prompt method is concise and clear, suitable for quickly conveying information in the user interface. When the seventh prompt message is a directional indicator, the directional indicator intuitively points to the direction in which the first virtual object leaves the area of ​​influence. This directional indicator can be an arrow, a compass, or other visual elements, providing more intuitive visual guidance.

[0186] In some embodiments, before performing step 103 above, "sending a prompt message to at least one target virtual object", the target virtual object can be determined in any of the following ways:

[0187] Method 1: Display an overlay tooltip control, wherein the overlay tooltip control includes object identifiers of at least one first virtual object and at least one second virtual object. In response to a selection operation on the overlay tooltip control, the first virtual object or the second virtual object corresponding to the selected object identifier is used as the target virtual object.

[0188] In some embodiments, an overlay tooltip control can be displayed at a fixed position in the human-computer interaction interface. The overlay tooltip control includes object identifiers for at least one first virtual object and at least one second virtual object. When a selection operation is detected in the overlay tooltip control, the selected object identifier can be highlighted (e.g., the object identifier can be highlighted), and the first or second virtual object corresponding to the selected object identifier is used as the target virtual object.

[0189] As an example, referring further to Figure 4B, the overlay bar 406 in Figure 4B shows the numbers of virtual objects 402 within the skill's influence range, and virtual objects 403 and 404 outside the skill's influence range. Virtual object 403 can be selected as the target virtual object in response to a selection operation on virtual object 403.

[0190] Here, the object identifiers of at least one first virtual object and at least one second virtual object can be the virtual object's number, or the player's avatar or identification code that controls the virtual object.

[0191] Method 2: In response to a selection operation on an object identifier bound to either a first virtual object or a second virtual object, use either a first virtual object or a second virtual object as the target virtual object.

[0192] In some embodiments, the object identifier bound to the virtual object can be displayed anywhere along with the virtual object, for example, at the top, bottom, or around the virtual object.

[0193] As an example, referring further to Figure 4C, Figure 4C shows virtual object 402 (i.e., the first virtual object) within the skill's influence range, and virtual objects 403 and 404 (i.e., the second virtual objects) outside the skill's influence range. In response to a selection operation on the object identifier at the top of virtual object 403, virtual object 403 can be designated as the target virtual object.

[0194] Method 3: Display an interactive mode list, which includes multiple interactive modes. In response to a selection operation on the interactive mode list, the first or second virtual object that matches the selected interactive mode is used as the target virtual object.

[0195] Here, the interaction mode list is a user interface element that displays various interaction modes for the user to choose from. These interaction modes can be designed according to different application scenarios. Based on the user's selection in the interaction mode list, virtual objects that match the selected mode can be used as target virtual objects, thereby achieving more precise interactive operations.

[0196] As an example, in a game scenario, the interaction modes between virtual objects in the interaction mode list can be attack mode, defense mode, and viewing mode. In response to the player's selection of an attack mode from the interaction mode list, the first or second virtual object in attack mode can be designated as the target virtual object.

[0197] Here, the attack mode instructs a virtual object to attack or take offensive action against other virtual objects. For example, in a combat scenario, a player can select attack mode, and the system will designate either the first or second virtual object in attack mode as the target virtual object, thus enabling the attack. The defense mode instructs a virtual object to take defensive action to protect itself or its teammates. For example, in a combat scenario, a player can select defense mode, designating either the first or second virtual object in defense mode as the target virtual object, thus enabling the defense. The view mode instructs a virtual object to view the field of vision of other virtual objects. In reconnaissance or strategy scenarios, a player can select view mode, designating either the first or second virtual object in view mode as the target virtual object, thus enabling the view operation.

[0198] This application provides multiple methods for determining the target virtual object receiving prompts, such as clicking on the object identifier in the prompt control, clicking on the object identifier bound to the virtual object, or selecting a virtual object matching the interaction mode from the interaction mode list. These diverse selection methods cater to different users' habits and preferences, improving user convenience and satisfaction. By clicking controls, binding identifiers, or selecting from lists, users can interact with virtual objects more intuitively, enhancing the interactivity between the user and the virtual environment. Providing multiple methods for determining the target virtual object receiving prompts helps improve user convenience and satisfaction, while also offering more possibilities for fields such as virtual reality, augmented reality, game development, and interaction design.

[0199] In some embodiments, referring to FIG3B, FIG3B is a second flowchart of the virtual scene interaction processing method provided in the embodiments of this application. Before executing step 103 of FIG3A, the target virtual object can be determined by executing steps 201 to 202 of FIG3B, which will be described in detail below.

[0200] In step 201, based on the feature data of the controlled virtual object, the feature data of the first virtual object, and the feature data of the second virtual object, the interaction model is invoked to predict the interaction probability, so as to obtain the interaction probability between the controlled virtual object and the first virtual object and the second virtual object respectively.

[0201] In some embodiments, the feature data of a virtual object includes geometric features (such as coordinates, orientation), interaction mode features, identification features (such as unique identifier, faction affiliation) and state features (parameter values ​​that characterize the current state of the virtual object, such as health value, life value).

[0202] Here, the interaction model is trained as follows: First, a sample dataset is constructed, including feature data of multiple controlled virtual objects, multiple first virtual objects, and multiple second virtual objects, as well as interaction probability labels for each controlled virtual object with each first and second virtual object. The interaction probability label for a virtual object interacting with a controlled virtual object is 1, and the interaction probability label for a virtual object not interacting with a controlled virtual object is 0. Then, the sample data from the sample dataset is input into the initialized interaction model, which outputs the predicted interaction probability for each controlled virtual object with each first and second virtual object. Finally, based on the difference between the interaction probability labels and the predicted interaction probabilities, a loss function is used to determine the loss value. Based on the loss value, the parameters of the initialized interaction model are updated using backpropagation, resulting in the trained interaction model.

[0203] Here, the interaction model can be trained by the terminal using an artificial intelligence (AI) chip, or it can be trained by the server and then sent to the terminal.

[0204] Here, the structure of the interaction model can include an input layer, a hidden layer, and an output layer. During the forward propagation process, the sample data in the sample dataset is used as input. The hidden layer performs linear processing on the features of the sample data to obtain linear features, and then activates the linear features using an activation function to obtain the output features of the hidden layer. Finally, the output features of the hidden layer are normalized through the output layer to obtain the predicted interaction probabilities between each sample controlled virtual object and each sample's first virtual object and sample's second virtual object.

[0205] As an example, the features of the sample data are [feature 1, feature 2, ..., feature n], and the label is y (interaction probability label). First, the features of the sample data are embedded to obtain the input vector X; then, the input vector is linearly processed through a hidden layer. For example, the weight matrix W1 (4×8) of the hidden layer is randomly initialized as follows:

[0206] The bias b1 of the hidden layer is initialized to b1 = [0.1, 0.2, 0.3, 0.4]. Then the linear feature Z1 = W1 × X + b1 = [1.86, 2.14, 2.04, 1.96]. Activating the linear feature Z1 yields the output feature A1 = [1.86, 2.14, 2.04, 1.96].

[0207] If the weights of the output layer are W2 = [0.5, 0.3, 0.2, 0.1] and b2 = 0.1, then the output feature A1 of the hidden layer is linearly calculated to obtain the linear feature Z2 of the output layer: Z2 = W2 × A1 + b2 = 2.234. Finally, the linear feature Z2 of the output layer is normalized using the sigmoid function to obtain the predicted interaction probability p = 0.9.

[0208] During backpropagation, the loss value is passed from the output layer to the input layer using the backpropagation algorithm. This allows the interaction model to learn the difference between the predicted interaction probability and the label y. Based on the loss value, the gradient of each parameter in the interaction model is calculated. An optimization algorithm is then used to update the initial parameters of the interaction model based on the gradients and a preset learning rate to reduce the loss value. The interaction model is trained iteratively for multiple rounds until the loss value converges or the preset number of training rounds is reached.

[0209] As an example, in a game scenario, historical data of the user within a historical time period can be collected, and feature data of the controlled virtual object, the first virtual object, and the second virtual object can be extracted from the historical data.

[0210] In step 202, the first virtual object or the second virtual object corresponding to the interaction probability exceeding the probability threshold is taken as the target virtual object.

[0211] As an example, when the probability threshold is 0.8, the interaction probability between virtual object 1 and the controlled virtual object is 0.7, the interaction probability between virtual object 2 and the controlled virtual object is 0.85, and the interaction probability between virtual object 3 and the controlled virtual object is 0.9. Then, virtual object 2 and virtual object 3 are selected as target virtual objects.

[0212] This application utilizes artificial intelligence methods to predict the probability of interaction with controlled virtual objects. Virtual objects exceeding a probability threshold are designated as target virtual objects. Based on user preferences and behaviors, this approach provides a more personalized interactive experience, increases user engagement, and makes the prediction results more aligned with user preferences. This enhances the interactivity between users and virtual objects, reduces erroneous interactions caused by misjudgments, improves the accuracy and reliability of identifying target virtual objects, and significantly improves the intelligence, personalization, efficiency, and user experience of identifying target virtual objects. It also supports dynamic adjustment and interaction processing in complex scenarios.

[0213] In some embodiments, if at least one first virtual object exists within the influence range of the virtual scene for the target skill, see Figure 3C, which is a schematic diagram of the third flow of the virtual scene interaction processing method provided in this application embodiment. Before executing step 103 of Figure 3A, the processing steps 301 to 302 of Figure 3C can be executed, which will be described in detail below.

[0214] In step 301, a first object list is displayed, wherein the first object list includes multiple first virtual objects within the influence range of the target skill, and the multiple first virtual objects are ordered according to at least one of the following factors: distance from the boundary of the influence range, and degree of influence from the target skill.

[0215] In some embodiments, multiple first virtual objects can be sorted in ascending (or descending) order according to their distance from the boundary of the influence range. For example, the first virtual object with the largest distance from the boundary of the influence range is placed first, and the first virtual object with the smallest distance from the boundary of the influence range is placed last. They can also be sorted in ascending (or descending) order according to the degree of influence from the target skill. For example, the first virtual object with the greatest degree of influence from the target skill is placed first, and the first virtual object with the least degree of influence from the target skill is placed last. Alternatively, multiple first virtual objects can be arranged in ascending (or descending) order by combining the distance from the boundary of the influence range and the degree of influence from the target skill. For example, the distance from the boundary of the influence range and the degree of influence from the target skill can be quantified and scored separately, and then the two quantified values ​​can be weighted and summed to obtain the final target quantified value.

[0216] As an example, if the target skill is of the weakening type, the distance between virtual object 1 and the boundary of the influence area is 5 meters, corresponding to a distance quantification value of 6 points; the distance between virtual object 2 and the boundary of the influence area is 4 meters, corresponding to a distance quantification value of 8 points; the distance between virtual object 3 and the boundary of the influence area is 3 meters, corresponding to a distance quantification value of 9 points; virtual object 1 has a defense value of 100, and the quantification value of the degree of influence from the target skill is 2.5 points; virtual object 2 has a defense value of 50, and the quantification value of the degree of influence from the target skill is 5 points; virtual object 3 has a defense value of 100, and the quantification value of the degree of influence from the target skill is 2.5 points. Therefore, the target quantification value for virtual object 1 is 8.5 points, the target quantification value for virtual object 2 is 13 points, and the target quantification value for virtual object 3 is 11.5 points. Arranged in descending order, the order is: Virtual Object 2, Virtual Object 3, Virtual Object 1.

[0217] In step 302, in response to the selection operation in the first object list, a ninth prompt message is sent to the selected first virtual object within the influence range of the target skill.

[0218] As an example, in response to the selection operation on virtual object 2, a ninth prompt message can be sent to virtual object 2, for virtual object 1, virtual object 2 and virtual object 3 mentioned above.

[0219] In some embodiments, all first virtual objects within the influence range of the target skill are used as target virtual second virtual objects.

[0220] In some embodiments, if at least one second virtual object exists outside the influence range of the target skill in the virtual scene, see Figure 3D, which is a fourth flowchart of the virtual scene interaction processing method provided in this application embodiment. Before executing step 103 of Figure 3A, steps 401 to 402 of Figure 3D can be executed, which will be described in detail below.

[0221] In step 401, a second object list is displayed, wherein the second prompt list includes multiple second virtual objects outside the influence range of the target skill, and the multiple second virtual objects are sorted according to at least one of the following factors: distance from the boundary of the influence range, and matching degree with the target skill.

[0222] In some embodiments, multiple second virtual objects can be sorted in ascending (or descending) order according to their distance from the boundary of the influence area. For example, the second virtual object with the smallest distance from the boundary of the influence area is placed first, and the first virtual object with the largest distance from the boundary of the influence area is placed last. They can also be sorted in ascending (or descending) order according to their matching degree with the target skill. For example, when the target skill type is enhancement, the second virtual object that most needs enhancement (e.g., has the lowest health) is placed first. Alternatively, multiple first virtual objects can be arranged in ascending (or descending) order by combining their distance from the boundary of the influence area and their matching degree with the target skill. For example, the distance from the boundary of the influence area and the matching degree with the target skill can be quantified and scored separately, and then the two quantified values ​​can be weighted and summed to obtain the final target quantified value.

[0223] As an example, if the target skill type is enhancement, the distance between virtual object 1 and the boundary of the influence area is 5 meters, corresponding to a distance quantification value of 6 points; the distance between virtual object 2 and the boundary of the influence area is 4 meters, corresponding to a distance quantification value of 8 points; the distance between virtual object 3 and the boundary of the influence area is 3 meters, corresponding to a distance quantification value of 9 points; the matching degree between virtual object 1 and the target skill is 0.5, corresponding to a quantification value of 2.5 points; the matching degree between virtual object 2 and the target skill is 0.8, corresponding to a quantification value of 5 points; the matching degree between virtual object 3 and the target skill is 0.5, corresponding to a quantification value of 2.5 points. Therefore, the target quantification value for virtual object 1 is 8.5 points, the target quantification value for virtual object 2 is 13 points, and the target quantification value for virtual object 3 is 11.5 points. Arranged in descending order, the order is: Virtual object 2, Virtual object 3, Virtual object 1.

[0224] In step 402, in response to the selection operation in the second object list, a tenth prompt message is sent to the selected second virtual object outside the influence range of the target skill.

[0225] As an example, for the virtual objects 1, 2 and 3 mentioned above, in response to the selection operation of virtual object 2, a tenth prompt message can be sent to virtual object 2.

[0226] In some embodiments, all second virtual objects outside the scope of the target skill's influence can be used as the target virtual second virtual object.

[0227] In some embodiments, after performing the above-described "sending a prompt message to at least one target virtual object in response to a message sending operation for a target skill" in step 103, the following process may be performed: in response to a trigger release operation for a target skill, releasing the skill to at least one virtual object within the influence range of the target skill.

[0228] Here, the trigger release operation for the target skill can be the same as the "release preparation operation for the target skill" in step 102 above. For example, both are click operations. The first click operation is the release preparation operation, and the second click operation is the release trigger operation. The trigger release operation and the release preparation operation can also be different operations. For example, the press operation on the target skill is the release preparation operation, and the release operation on the target skill while in the press state is the release trigger operation.

[0229] In summary, by applying different appearance parameters to virtual objects within and outside the influence range of the skill during the preparation phase of releasing the target skill, this embodiment of the application provides an intuitive visual feedback mechanism that allows users to clearly understand the virtual objects that the skill can affect before its release. In response to a message sending operation for the target skill, a prompt message is sent to at least one target virtual object, enabling the target virtual object within or outside the influence range of the prompt to clearly identify its location and adjust its position accordingly.

[0230] The following will describe an exemplary application of the embodiments of this application in a game scenario.

[0231] In existing multiplayer online competitive games, players often face the problem of accurately judging the coverage area of ​​area-of-effect (AoE) skills (such as AoE buffs). Related technologies for using AoE skills include two methods: one is to use a skill coverage circle centered on the player as a reference; the other is to rely on the player's vision, experience, and map location cues to estimate the skill's coverage area. However, the first method, using a skill coverage circle, can cause visual interference during gameplay, especially in dynamically changing environments, where the skill coverage circle may obstruct the player's view, making it unclear how to judge the skill's coverage area (equivalent to the skill's influence range mentioned above), and making it difficult to identify teammates within the skill's coverage area. The second method relies on the player's vision and experience to estimate the skill's range, but this method is prone to errors, resulting in the skill effect not fully covering all expected teammates, thus affecting teamwork and tactical execution. Furthermore, due to the lack of an effective feedback mechanism, teammates cannot know the specific coverage area of ​​the skill in a timely manner, increasing the uncertainty of tactical execution.

[0232] To address the aforementioned issues, this application provides an interactive processing method for virtual scenes, adding teammate coverage prompts and marking prompts to make player skill usage more controllable and precise. Compared to related technologies, it provides clear skill coverage feedback and teammate position adjustment mechanisms. The coverage status of ranged skills can be clearly indicated in the teammate coverage prompt bar, and marking prompts can be sent to teammates outside the coverage area to remind them to enter the skill coverage area. This allows players in the game to quickly determine the skill's effective range, effectively reducing skill release errors and tactical mistakes, significantly improving the accuracy of skill usage and the efficiency of team collaboration, reducing team coordination problems caused by incorrect skill range judgment, and enhancing the player's gaming experience. A detailed explanation follows.

[0233] First, in response to the player's initial click on an area-of-effect skill, the skill enters a "pre-use" state (equivalent to the release preparation state mentioned above). At this time, a teammate coverage indicator automatically pops up in the user interface, displaying the IDs of all teammates. Teammates covered by the skill will have their IDs highlighted (e.g., highlighted or bolded), while those not covered will be marked in gray. This intuitive interface helps players quickly assess the coverage of area-of-effect skills, allowing them to not only quickly identify which teammates are within the skill's range but also to observe the IDs of uncovered teammates and make timely adjustments or actions.

[0234] As an example, refer to Figure 8A, which is the eleventh schematic diagram of the virtual scene provided in the embodiment of this application. As shown in Figure 8A, the human-computer interaction interface displays skill control 801, virtual object 802, virtual object 803, virtual object 804, and virtual object 805, where virtual object 802, virtual object 803, and virtual object 804 are all teammates of virtual object 805. In response to the player controlling virtual object 805 clicking on skill control 801, the human-computer interaction interface switches to the one shown in Figure 8B, and the skill enters the "pre-use" state. Figure 8B is the twelfth schematic diagram of the virtual scene provided in the embodiment of this application. As shown in Figure 8B, the interface displays an overlay prompt bar 806, which displays the numbers of all teammates. The numbers of teammates covered by skills (virtual object 802) are displayed in bold, while the numbers of teammates not covered by skills (virtual objects 803 and 804) are not displayed in bold.

[0235] Secondly, in the "pre-use" state, the crosshair control function is unlocked, allowing players to freely move the crosshair to aim at teammates not covered by the skill. In response to the player aiming at a teammate, a marking operation is performed, sending a marking command to the player-controlled terminal device to mark the uncovered teammate. A visual cue is generated in the marked teammate's interface, clearly indicating the marked location (excluding the player's mark), prompting teammates outside the skill's effective coverage area to enter the skill's effective coverage. Here, the marking cue can be presented on the teammate's interface with a specific icon or color, making it easy for teammates to quickly identify and adjust their position. For example, in response to a teammate receiving the marking cue, the player's (skill initiator's) position and direction will appear on the teammate's interface, prompting the teammate to adjust their position and enter the skill's coverage area.

[0236] As an example, refer to Figure 8C, which is the thirteenth schematic diagram of a virtual scene provided in an embodiment of this application. In response to the player controlling the virtual object 805 aiming at and marking a virtual object 803 not covered by a skill using the crosshair 807, the player can prompt the virtual object 803, which is outside the skill's influence range, to enter the skill's effective coverage area (i.e., the skill's influence range). In response to the teammate controlling the virtual object 803 receiving the marking prompt, the human-computer interaction interface shown in Figure 8D is displayed on the teammate's human-computer interaction interface. Figure 8D is the fourteenth schematic diagram of a virtual scene provided in an embodiment of this application. Figure 8D shows the direction marker 809 and skill marker 809 of the virtual object 805 from the perspective of the virtual object 803, prompting the teammate to adjust their position and enter the skill's coverage area.

[0237] Once the player confirms that all teammates are within the skill's coverage area, the skill is released in response to the player's next click on the area-of-effect skill. The player-controlled terminal device will calculate the actual application range of the buff effect based on the current skill's coverage area and target, thereby ensuring that the buff skill can effectively cover more teammates.

[0238] As an example, in response to the marking operation received by the player controlling virtual object 805 from both virtual objects 803 and 804 in the above example, after entering the skill coverage area according to the directional prompts, the human-computer interaction interface shown in Figure 8E is displayed. Figure 8E is the fifteenth schematic diagram of the virtual scene provided in the embodiment of this application. At this time, the numbers corresponding to virtual objects 802, 803, and 804 in the coverage prompt bar are all displayed in bold. In response to the player's click operation on the skill control 801 again, the skill is released to virtual objects 802, 803, and 804 within the skill coverage area.

[0239] The above methods can effectively reduce errors in the use of skills across a range, improve the accuracy of skill coverage, enhance team collaboration efficiency, and solve the problems of inaccurate skill coverage judgment and insufficient feedback mechanisms in related technologies.

[0240] The following is a detailed description of the flow of the virtual scene interaction processing method provided in the embodiments of this application. Referring to Figure 9, which is a schematic diagram of the fifth flow of the virtual scene interaction processing method provided in the embodiments of this application, taking the terminal as the execution subject as an example, the explanation will be based on steps 901 to 910 of Figure 9.

[0241] In step 901, a click operation on the skill control is detected.

[0242] In response to detecting a player's click on a skill control, the following steps 902 are performed.

[0243] In step 902, the skill is in a pre-use state.

[0244] In response to the player's click on the area-of-effect skill control, the terminal device captures the click event through an event detector and sets the skill state to pre-use. While the skill is in the pre-use state, step 903 is executed.

[0245] In step 903, it is determined whether the teammate is within the skill's coverage area.

[0246] When the skill is in the pre-use state, it is determined whether the teammate is within the skill's coverage area based on the teammate's real-time control data and the skill's coverage range. After executing step 903, steps 904 to 906 are executed, wherein, in response to the teammate being within the skill's coverage area, step 905 is executed; in response to the teammate not being within the skill's coverage area, step 906 is executed.

[0247] In step 904, a teammate overwrite prompt appears.

[0248] When a skill is in a pre-use state, a teammate coverage indicator is generated and displayed on the human-computer interaction interface. It retrieves teammate information, such as teammate identifiers, within the skill's coverage area by calling a server interface. The teammate coverage indicator displays the IDs and coverage status of all teammates. The terminal device determines the skill's coverage area in real time and updates the display status of the teammate coverage indicator to show information about teammates both within and outside the coverage area.

[0249] In step 905, the teammate's icon is highlighted in the teammate overlay prompt bar.

[0250] In response to a teammate being within skill coverage, the teammate's icon is highlighted in the teammate coverage indicator, and then the process can proceed to step 909.

[0251] In step 906, the teammate's icon is not highlighted in the teammate overlay prompt bar.

[0252] In response to a teammate being outside the skill's coverage area, the teammate's icon will be de-highlighted in the teammate coverage indicator, and then the process can proceed to step 907.

[0253] In step 907, a marking operation is detected, and a prompt message is sent to the marked teammate to prompt the teammate to move within the skill's coverage area.

[0254] For teammates not within the coverage area, in response to the player aiming at and marking the teammate with a crosshair, the interface is called to send the marking command to the server, and the position and direction of the caster are displayed in real time on the marked teammate's interface. Here, the prompt information is determined based on the spatial coordinates of the caster and the target teammate, so as to prompt the teammate to move into the skill's coverage area.

[0255] In step 908, teammates are detected to be within the skill's coverage area.

[0256] In response to the detection that a teammate who was outside the skill's coverage area has moved into the skill's coverage area, the process proceeds to step 909.

[0257] In step 909, a click operation on the skill control is detected.

[0258] In response to the detection of a player clicking the skill control again, proceed to step 910.

[0259] In step 910, the skill is released.

[0260] In response to the detection of a player clicking the skill control again, the buff application interface is invoked based on the player's action to apply the skill effect to all teammates confirmed to be within the coverage area, thus releasing the skill to all teammates within the skill's coverage area.

[0261] The virtual scene interaction processing method provided in this application achieves the following beneficial technical effects: 1) Improved accuracy of skill usage: By introducing a teammate coverage prompt bar, when a skill enters the pre-use state, the numbers of all teammates within the skill coverage area can be displayed in real time on the human-computer interaction interface, and the coverage status of different teammates is marked with highlighted (e.g., high-key display) and non-highlighted (e.g., gray-screen display). Through a clear visual feedback mechanism, misjudgment of skill coverage area is reduced, ensuring that the skill effect can be accurately applied to the intended teammates. 2) Enhanced team collaboration efficiency: In the skill pre-use stage, players can mark teammates who are not covered by the crosshair and send skill usage prompts to teammates. After receiving the mark, the position and direction prompt of the caster is displayed in the teammate's human-computer interaction interface, helping teammates to quickly adjust their position. This marking prompt mechanism can effectively solve the problem of poor team coordination caused by incorrect judgment of skill coverage area, and improve the coordination of tactical execution. 3) Reduce skill release errors: Players can confirm all teammates are within the skill's range before clicking the skill control to release the skill. This ensures the skill effect covers all eligible teammates, reducing the negative impact of errors and mistakes during skill release. 4) Improve the real-time nature of operational feedback: Real-time calculation and updating provide players with instant feedback during skill use, including teammates' coverage status and marker prompts. This timely feedback mechanism enhances players' control over skill use, making skill casting more precise and effective.

[0262] The following description continues to illustrate the exemplary structure of the virtual scene interaction processing device 455 provided in the embodiments of this application as a software module. In some embodiments, as shown in FIG2, the software module stored in the virtual scene interaction processing device 455 in the memory 450 may include:

[0263] The first display module 4551 is configured to display a virtual scene.

[0264] The second display module 4552 is configured to, in response to a release preparation operation for a target skill of a controlled virtual object, apply a first appearance parameter to at least one first virtual object within the influence range of the target skill in the virtual scene, and apply a second appearance parameter to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter and the second appearance parameter are different.

[0265] The information sending module 4553 is configured to send a prompt message to at least one target virtual object in response to a message sending operation for a target skill, wherein the prompt message is used to indicate the location of the target virtual object, and the target virtual object is any one of at least one first virtual object and at least one second virtual object.

[0266] In some embodiments, the second display module 4552 is further configured to perform any of the following processes on each first virtual object within the influence range of the target skill in the virtual scene: displaying an overlay prompt control, wherein the overlay prompt control includes an object identifier of the first virtual object; applying a first appearance parameter to the object identifier of the first virtual object; applying the first appearance parameter to the object identifier bound to the first virtual object; and applying the first appearance parameter to the body of the first virtual object.

[0267] In some embodiments, the second display module 4552 is further configured to perform any of the following processes on each second virtual object outside the influence range of the target skill in the virtual scene: displaying an overlay prompt control, wherein the overlay prompt control includes an object identifier of the second virtual object; applying a second appearance parameter to the object identifier of the second virtual object; applying a second appearance parameter to the object identifier bound to the second virtual object; and applying a second appearance parameter to the body of the second virtual object.

[0268] In some embodiments, the salience of the first virtual object represented by the first appearance parameter is greater than the salience of the second virtual object represented by the second appearance parameter, and the distance between the boundary of the influence range of the first virtual object and the target skill is negatively correlated with the salience represented by the first appearance parameter. The first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape.

[0269] In some embodiments, the first appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the first virtual object, and the second appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the second virtual object. Both the first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape.

[0270] In some embodiments, the message sending operation includes an object locking operation and a marking operation. The information sending module 4553 is further configured to, in response to an object locking operation implemented through a virtual prop for any first virtual object or second virtual object, use any first virtual object or second virtual object as the target virtual object and display a locking mark on the target virtual object; and in response to a marking operation for the target virtual object, send a prompt message to the target virtual object.

[0271] In some embodiments, the information sending module 4553 is further configured to, in response to an object locking operation for any one of the first virtual objects or the second virtual objects, use any one of the first virtual objects or the second virtual objects as the target virtual object, display a locking identifier on the target virtual object, and send a prompt message to the target virtual object in response to a marking operation for the target virtual object; or, in response to an object locking operation for multiple first virtual objects or multiple second virtual objects simultaneously, use multiple first virtual objects or multiple second virtual objects as target virtual objects in batches, display locking identifiers on multiple target virtual objects in batches, and send prompt messages to multiple target virtual objects in batches in response to a marking operation for the target virtual objects.

[0272] In some embodiments, the information sending module 4553 is further configured to display a countdown control in response to an object locking operation performed on any first virtual object or second virtual object via a virtual prop; if no unlocking operation is received during the countdown, a lock indicator is displayed on the target virtual object after the countdown ends; after the lock indicator is displayed on the target virtual object, the information sending module 4553 is further configured to cancel the display of the lock indicator in response to an unlocking operation on the target virtual object.

[0273] In some embodiments, the message sending operation includes an object locking operation. The information sending module 4553 is further configured to display a lock icon on the target virtual object in response to an object locking operation implemented through a virtual prop; display a countdown control, and if no cancellation sending operation is received during the countdown, send a prompt message to at least one target virtual object when the countdown ends; the information sending module 4553 is also configured to cancel the display of the lock icon in response to a cancellation sending operation received during the countdown.

[0274] In some embodiments, the second display module 4552 is further configured to perform at least one of the following processes: displaying an overlay prompt control, wherein the overlay prompt control includes object identifiers of at least one first virtual object and at least one second virtual object; in response to a selection operation on the overlay prompt control, the first virtual object or the second virtual object corresponding to the selected object identifier is used as the target virtual object; in response to a selection operation on an object identifier bound to any one of the first virtual objects or the second virtual object, any one of the first virtual objects or the second virtual object is used as the target virtual object; displaying an interaction mode list, wherein the interaction mode list includes multiple interaction modes; in response to a selection operation on the interaction mode list, the first virtual object or the second virtual object that matches the selected interaction mode is used as the target virtual object.

[0275] In some embodiments, the second display module 4552 is further configured to call an interaction model to predict the interaction probability based on the feature data of the controlled virtual object, the feature data of the first virtual object, and the feature data of the second virtual object, to obtain the interaction probability between the controlled virtual object and the first virtual object and the second virtual object respectively; and to take the first virtual object or the second virtual object corresponding to the interaction probability exceeding the probability threshold as the target virtual object.

[0276] In some embodiments, the target skill belongs to a controlled virtual object. When the virtual scene includes multiple factions, the information sending module 4553 is further configured to: if the target skill is an enhancement skill, send a first prompt message to a first target virtual object within the influence range that is of the same faction as the controlled virtual object, and send a second prompt message to a second target virtual object outside the influence range that is of the same faction as the controlled virtual object. The first prompt message is used to prompt the first target virtual object to remain within the influence range, and the second prompt message is used to prompt the second target virtual object to enter the influence range. If the target skill is a debuff skill, send a third prompt message to the first target virtual object within the influence range that is of the same faction as the controlled virtual object, and send a fourth prompt message to the second target virtual object outside the influence range. The third prompt message is used to prompt the first target virtual object to leave the influence range, and the fourth prompt message is used to prompt the second target virtual object not to enter the influence range.

[0277] In some embodiments, the second prompt information includes at least one of the following: the identifier of the target skill, the identifier of the controlled virtual object, and the location of the controlled virtual object.

[0278] In some embodiments, the type of the second prompt message is text, wherein the text is used to indicate the direction of movement of the target second virtual object into the area of ​​influence; or, the type of the second prompt message is a direction identifier, wherein the direction identifier is used to indicate the direction of movement of the target second virtual object into the area of ​​influence.

[0279] In some embodiments, the target skill belongs to a controlled virtual object. When the virtual scene does not distinguish between factions, the information sending module 4553 is further configured to: if the target skill is an enhancement skill, send a fifth prompt message to the first target virtual object within the influence range and a sixth prompt message to the second target virtual object outside the influence range; wherein the fifth prompt message indicates that the target skill has an enhancement effect on the first target virtual object, and the sixth prompt message indicates that the target skill has no enhancement effect on the second target virtual object; if the target skill is a debuffing skill, send a seventh prompt message to the first target virtual object within the influence range and an eighth prompt message to the second target virtual object outside the influence range; wherein the seventh prompt message indicates that the target skill has a debuffing effect on the first target virtual object, and the eighth prompt message indicates that the target skill has no debuffing effect on the second target virtual object.

[0280] In some embodiments, the type of the seventh prompt message is text, wherein the text indicates the direction of movement of the target first virtual object as it leaves the area of ​​influence; or, the type of the seventh prompt message is a direction identifier, wherein the direction identifier indicates the direction of movement of the target first virtual object as it leaves the area of ​​influence.

[0281] In some embodiments, if there is at least one first virtual object within the influence range of the target skill in the virtual scene, the information sending module 4553 is further configured to display a first object list, wherein the first object list includes multiple first virtual objects within the influence range of the target skill, and the multiple first virtual objects are sorted according to at least one of the following factors: distance from the boundary of the influence range, degree of influence of the target skill; in response to a selection operation in the first object list, a ninth prompt message is sent to the selected first virtual object within the influence range of the target skill.

[0282] In some embodiments, if at least one second virtual object exists outside the influence range of the target skill in the virtual scene, the information sending module 4553 is further configured to display a second object list, wherein the second prompt list includes multiple second virtual objects outside the influence range of the target skill, and the multiple second virtual objects are sorted according to at least one of the following factors: distance from the boundary of the influence range, and matching degree with the target skill; in response to a selection operation in the second object list, a tenth prompt message is sent to the selected second virtual object outside the influence range of the target skill.

[0283] In some embodiments, the information sending module 4553 is further configured to, in the case that there is at least one candidate second virtual object of the same faction outside the influence range, determine at least one candidate second virtual object that enters the influence range of the target skill within the effective time as the target second virtual object, based on the expected release time of the target skill and the movement parameters of the candidate second virtual object, wherein the effective time is the time period from the current time to the expected release time.

[0284] In some embodiments, the information sending module 4553 is further configured to, when there is at least one candidate first virtual object of the same faction within the influence range, determine at least one candidate first virtual object that leaves the influence range of the target skill within the effective time as the target first virtual object, based on the expected release time of the target skill and the movement parameters of the candidate first virtual object, wherein the effective time is the time period from the current time to the expected release time.

[0285] In some embodiments, the information sending module 4553 is further configured to release a skill to at least one virtual object within the influence range of the target skill in response to a trigger release operation for the target skill.

[0286] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the electronic device to perform the virtual scene interaction processing method described above in this application.

[0287] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs. When the computer-executable instructions or computer programs are executed by a processor, the processor will execute the virtual scene interaction processing method provided in this application, such as the virtual scene interaction processing method shown in Figure &&&.

[0288] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0289] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.

[0290] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).

[0291] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0292] In summary, by applying different appearance parameters to virtual objects within and outside the influence range of the skill during the preparation phase of releasing the target skill, this embodiment of the application provides an intuitive visual feedback mechanism that allows users to clearly understand the virtual objects that the skill can affect before its release. In response to a message sending operation for the target skill, a prompt message is sent to at least one target virtual object, enabling the target virtual object within or outside the influence range of the prompt to clearly identify its location and adjust its position accordingly.

[0293] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

A method for interactive processing in a virtual scene, the method being executed by an electronic device, the method comprising: Display virtual scenes; In response to a release preparation operation for a target skill against a controlled virtual object, a first appearance parameter is applied to at least one first virtual object within the influence range of the target skill in the virtual scene, and A second appearance parameter is applied to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter is different from the second appearance parameter. In response to a message sending operation for the target skill, a prompt message is sent to at least one target virtual object, wherein the prompt message is used to indicate the location of the controlled virtual object, and the target virtual object is any one of the at least one first virtual object and at least one second virtual object. According to the method of claim 1, wherein, Applying a first appearance parameter to at least one first virtual object within the influence range of the target skill in the virtual scene includes: Perform any of the following processes on each first virtual object within the influence range of the target skill in the virtual scene: Display overlay tooltip control, wherein the overlay tooltip control includes the object identifier of the first virtual object, and a first appearance parameter is applied to the object identifier of the first virtual object; The first appearance parameter is applied to the object identifier bound to the first virtual object; The first appearance parameter is applied to the body of the first virtual object. The method according to claim 1 or 2, wherein, Applying a second appearance parameter to at least one second virtual object outside the influence range of the target skill in the virtual scene includes: Perform any of the following processes on each second virtual object outside the influence range of the target skill in the virtual scene: Display overlay tooltip control, wherein the overlay tooltip control includes the object identifier of the second virtual object, and a second appearance parameter is applied to the object identifier of the second virtual object; The second appearance parameter is applied to the object identifier bound to the second virtual object; The second appearance parameter is applied to the body of the second virtual object. The method according to any one of claims 1 to 3, wherein, The salience of the first virtual object represented by the first appearance parameter is greater than the salience of the second virtual object represented by the second appearance parameter. The distance between the boundary of the first virtual object and the influence range of the target skill is negatively correlated with the salience represented by the first appearance parameter. The first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape. The method according to any one of claims 1 to 3, wherein, The first appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the first virtual object, and the second appearance parameter characterizes the type of the target skill and the degree of influence of the target skill on the second virtual object. Both the first appearance parameter and the second appearance parameter include at least one of the following sub-parameters: color, size, and shape. The method according to any one of claims 1 to 5, wherein, The message sending operation includes an object locking operation and a marking operation. The step of sending a prompt message to at least one target virtual object in response to the message sending operation targeting the target skill includes: In response to an object locking operation performed via a virtual prop on any one of the first virtual objects or the second virtual objects, the first virtual object or the second virtual object is taken as the target virtual object, and a locking mark is displayed on the target virtual object; In response to a marking operation on the target virtual object, a prompt message is sent to the target virtual object. The method according to claim 6, wherein, The step of sending a prompt message to at least one target virtual object in response to a message sending operation for the target skill includes: In response to an object locking operation targeting either the first virtual object or the second virtual object, the first virtual object or the second virtual object is designated as the target virtual object, and a locking indicator is displayed on the target virtual object. In response to a marking operation on the target virtual object, a prompt message is sent to the target virtual object; or... In response to an object locking operation simultaneously targeting multiple first virtual objects or multiple second virtual objects, the multiple first virtual objects or multiple second virtual objects are batched as target virtual objects, and lock indicators are batch-displayed on the multiple target virtual objects. In response to a marking operation on the target virtual object, prompt messages are sent in batches to multiple target virtual objects. The method according to claim 6, wherein, The step of responding to an object locking operation performed via a virtual prop on any one of the first or second virtual objects, and displaying a lock icon on the target virtual object, includes: In response to an object locking operation performed via a virtual prop on either the first virtual object or the second virtual object, a countdown control is displayed. If no unlocking operation is received during the countdown, a lock icon is displayed on the target virtual object after the countdown ends. After displaying a lock icon on the target virtual object, the method further includes: In response to the unlock operation for the target virtual object, the lock icon is removed from display. The method according to any one of claims 1 to 5, wherein, The message sending operation includes an object locking operation, and the step of sending a prompt message to at least one target virtual object in response to the message sending operation for the target skill includes: In response to an object locking operation on a target virtual object performed via a virtual prop, a lock indicator is displayed on the target virtual object; Display a countdown control; if no cancellation operation is received during the countdown, send a prompt message to at least one of the target virtual objects when the countdown ends. The method further includes: In response to the cancel send operation received during the countdown, the lock icon is de-displayed. The method according to any one of claims 1 to 5, wherein, Before sending the prompt message to at least one target virtual object, the method further includes: Perform at least one of the following processes: A display overlay tooltip control is provided, wherein the overlay tooltip control includes object identifiers of at least one first virtual object and at least one second virtual object, and in response to a selection operation on the overlay tooltip control, the first virtual object or the second virtual object corresponding to the selected object identifier is taken as the target virtual object; In response to a selection operation for an object identifier bound to either the first virtual object or the second virtual object, the either first virtual object or the second virtual object is selected as the target virtual object; Display an interaction mode list, wherein the interaction mode list includes multiple interaction modes, and in response to a selection operation on the interaction mode list, the first virtual object or the second virtual object that matches the selected interaction mode is selected as the target virtual object. The method according to any one of claims 1 to 5, wherein, Before sending the prompt message to at least one target virtual object, the method further includes: Based on the feature data of the controlled virtual object, the feature data of the first virtual object, and the feature data of the second virtual object, the interaction model is invoked to predict the interaction probability, and the interaction probabilities of the controlled virtual object with the first virtual object and the second virtual object are obtained respectively. The first virtual object or the second virtual object corresponding to the interaction probability that exceeds the probability threshold is taken as the target virtual object. The method according to any one of claims 1 to 11, wherein, The target skill belongs to the controlled virtual object. When the virtual scene includes multiple factions, sending a prompt message to at least one target virtual object includes: If the target skill is an enhancement skill, a first prompt message is sent to a first target virtual object that is in the same camp as the controlled virtual object within the influence range, and a second prompt message is sent to a second target virtual object that is in the same camp as the controlled virtual object outside the influence range. The first prompt message is used to prompt the first target virtual object to stay within the influence range, and the second prompt message is used to prompt the second target virtual object to enter the influence range. If the target skill is a weakening skill, a third prompt message is sent to the first target virtual object within the influence range that is of the same faction as the controlled virtual object, and a fourth prompt message is sent to the second target virtual object outside the influence range of the target skill. The third prompt message is used to prompt the first target virtual object to leave the influence range, and the fourth prompt message is used to prompt the second target virtual object not to enter the influence range. The method according to claim 12, wherein, The second prompt message includes at least one of the following: The identifier of the target skill, the identifier of the controlled virtual object, and the location of the controlled virtual object. The method according to claim 12, wherein, The second prompt message is of type text, wherein the text is used to indicate the direction of movement of the target second virtual object into the area of ​​influence; or, The second prompt message is a direction indicator, which is used to point to the direction of movement of the target second virtual object into the influence range. The method according to any one of claims 1 to 11, wherein, The target skill belongs to the controlled virtual object. In the case that the virtual scene does not distinguish between factions, sending a prompt message to at least one target virtual object includes: If the target skill is an enhancement skill, then a fifth prompt message is sent to the first target virtual object within the influence range, and a sixth prompt message is sent to the second target virtual object outside the influence range. The fifth prompt message is used to indicate that the target skill has an enhancement effect on the first target virtual object, and the sixth prompt message is used to indicate that the target skill has no enhancement effect on the second target virtual object. If the target skill is a weakening skill, a seventh prompt message is sent to the first target virtual object within the influence range, and an eighth prompt message is sent to the second target virtual object outside the influence range. The seventh prompt message is used to indicate that the target skill has a weakening effect on the first target virtual object, and the eighth prompt message is used to indicate that the target skill has no weakening effect on the second target virtual object. The method according to claim 15, wherein, The seventh prompt message is of type text, wherein the text indicates the direction of movement of the target first virtual object as it leaves the area of ​​influence; or... The seventh prompt message is a direction indicator, which is used to point to the direction of movement of the target first virtual object to leave the range of influence. The method according to any one of claims 1 to 16, wherein, If at least one of the first virtual objects exists within the influence range of the target skill in the virtual scene, the method further includes, before sending a prompt message to at least one target virtual object in response to a message sending operation for the target skill: Display a first object list, wherein the first object list includes multiple first virtual objects within the influence range of the target skill, and the multiple first virtual objects are sorted according to at least one of the following factors: distance from the boundary of the influence range, and degree of influence from the target skill; In response to a selection operation in the first object list, a ninth prompt message is sent to the selected first virtual object within the influence range of the target skill. The method according to any one of claims 1 to 17, wherein, If at least one of the second virtual objects exists outside the influence range of the target skill in the virtual scene, the method further includes, before sending a prompt message to at least one target virtual object in response to a message sending operation for the target skill: Display a second object list, wherein the second object list includes multiple second virtual objects outside the influence range of the target skill, and the multiple second virtual objects are sorted according to at least one of the following factors: distance from the boundary of the influence range, and matching degree with the target skill; In response to a selection operation in the second object list, a tenth prompt message is sent to the selected second virtual object outside the influence range of the target skill. The method according to any one of claims 12 to 14, wherein, Before sending the second notification message to a second target virtual object outside the influence range that is aligned with the controlled virtual object, the method further includes: If at least one candidate second virtual object of the same faction exists outside the influence range, at least one candidate second virtual object that enters the influence range of the target skill within the effective time is determined as the target second virtual object based on the expected release time of the target skill and the movement parameters of the candidate second virtual object. The effective time is the time period from the current time to the expected release time. The method according to any one of claims 12 to 14, wherein, Before sending the second notification message to a second target virtual object outside the influence range that is aligned with the controlled virtual object, the method further includes: If there is at least one candidate second virtual object of the same faction outside the influence range, and if the target skill is an enhancement skill, and the number of times or the value of the enhancement of the target skill is limited, at least one candidate second virtual object is sorted in ascending order according to the first attribute of each candidate second virtual object to obtain a first sorting result, wherein the first attribute includes any one of the following: the distance between the candidate second virtual object and the boundary of the influence range, and the health of the candidate second virtual object; The first number of candidate second virtual objects in the first sorting result, starting from the first position, are taken as the target second virtual objects. The method according to any one of claims 12 to 14, wherein, Before sending the third notification message to a first target virtual object within the influence range that is of the same faction as the controlled virtual object, the method further includes: If at least one candidate first virtual object of the same faction exists within the influence range, at least one candidate first virtual object that leaves the influence range of the target skill within the effective time is determined as the target first virtual object based on the expected release time of the target skill and the movement parameters of the candidate first virtual object. The effective time is the time period from the current time to the expected release time. The method according to any one of claims 12 to 14, wherein, Before sending the third notification message to a first target virtual object within the influence range that is of the same faction as the controlled virtual object, the method further includes: If there is at least one candidate first virtual object of the same faction within the influence range, and if the target skill is a weakening skill, at least one candidate first virtual object is sorted in ascending order according to the second attribute of each candidate first virtual object to obtain a second sorting result, wherein the second attribute includes any one of the following: the distance between the candidate first virtual object and the boundary of the influence range, the health of the candidate first virtual object, and the defense value of the candidate first virtual object. The second number of candidate first virtual objects in the second sorting result, starting from the first position, are taken as the target first virtual object. The method according to any one of claims 1 to 22, wherein, After sending a prompt message to at least one target virtual object in response to a message sending operation for the target skill, the method further includes: In response to a trigger release operation targeting the target skill, the skill is released to at least one of the virtual objects within the influence range of the target skill. An interactive processing device for a virtual scene, the device comprising: The first display module is configured to display a virtual scene; The second display module is configured to respond to a preparatory operation for releasing a target skill against a controlled virtual object. A first appearance parameter is applied to at least one first virtual object within the influence range of the target skill in the virtual scene, and a second appearance parameter is applied to at least one second virtual object outside the influence range of the target skill in the virtual scene, wherein the first appearance parameter is different from the second appearance parameter. The information sending module is configured to send a prompt message to at least one target virtual object in response to a message sending operation for the target skill, wherein the prompt message is used to indicate the location of the controlled virtual object, and the target virtual object is any one of the at least one first virtual object and at least one second virtual object. An electronic device, the electronic device comprising: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interactive processing method of the virtual scene as described in any one of claims 1 to 23. A computer-readable storage medium storing computer-executable instructions or computer programs, which, when executed by a processor, implement the interactive processing method of the virtual scene according to any one of claims 1 to 23. A computer program product includes computer-executable instructions or a computer program, which, when executed by a processor, implement the interactive processing method of the virtual scene according to any one of claims 1 to 23.

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