Method and apparatus for interaction in virtual scene, electronic device, computer-readable storage medium, and computer program product

WO2026200434A1PCT designated stage Publication Date: 2026-10-01TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
PCT/CN2026/081137
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2025-03-27
Filing Date
2026-03-03
Publication Date
2026-10-01

Smart Images

  • Figure CN2026081137_01102026_PF_FP_ABST
    Figure CN2026081137_01102026_PF_FP_ABST
Patent Text Reader

Abstract

The present disclosure provides a method and apparatus for interaction in a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product. The method comprises: displaying a player character in a virtual scene, the player character having a first virtual pet; in response to a control instruction for the player character, controlling the player character to perform a first interaction operation for the first virtual pet; and on the basis of the first interaction operation, when the first virtual pet enters a trigger area of a non-player character, controlling the non-player character to output feedback information for the first virtual pet.
Need to check novelty before this filing date? Find Prior Art

Description

Interaction methods, devices, electronic devices, computer-readable storage media, and computer program products in virtual scenarios

[0001] Cross-references to related applications

[0002] This application is based on and claims priority to Chinese Patent Application No. 2025103808691, filed on March 27, 2025, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This application relates to the field of Internet technology, and in particular to an interaction method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene. Background Technology

[0004] In related technologies, games contain player characters and non-player characters. Players can control their player characters to communicate with non-player characters. If the non-player characters have pre-set dialogue text, the dialogue text can be displayed. If no dialogue text is pre-set, the non-player characters do not respond to the player characters' dialogue. It is evident that in related technologies, the behavior of non-player characters is relatively simple, resulting in low resource utilization of electronic devices and reducing the player's gaming experience. Summary of the Invention

[0005] This application provides an interaction method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can enrich the behavior of non-player characters, improve the resource utilization of electronic devices, and thus enhance the player's gaming experience.

[0006] The technical solution of this application embodiment is implemented as follows:

[0007] This application provides an interaction method in a virtual scene, the method comprising:

[0008] A player character is displayed in a virtual scene, and the player character has a first virtual pet;

[0009] In response to a control command for the player character, the player character is controlled to perform a first interactive operation on the first virtual pet;

[0010] Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the non-player character is controlled to output feedback information for the first virtual pet.

[0011] This application provides an interactive device in a virtual scene, the device comprising:

[0012] The display module is configured to display a player character in a virtual scene, the player character having a first virtual pet;

[0013] The response module is configured to respond to a control command for the player character and control the player character to perform a first interactive operation for the first virtual pet.

[0014] The response module is further configured to, based on the first interactive operation, control the non-player character to output feedback information for the first virtual pet when the first virtual pet enters the trigger area of ​​the non-player character.

[0015] This application provides an electronic device, the electronic device comprising:

[0016] Memory is used to store executable instructions or computer programs.

[0017] The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interaction method in the virtual scene provided in the embodiments of this application.

[0018] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions for implementing the interaction method in the virtual scene provided in this application when executed by a processor.

[0019] 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 interaction method in the virtual scene provided in this application.

[0020] The embodiments of this application have the following beneficial effects:

[0021] The interaction method in a virtual scene provided in this application embodiment can display a player character in the virtual scene. The player character has a first virtual pet. In response to control commands to the player character, the method controls the player character to perform a first interactive operation on the first virtual pet. This can enhance the interactivity between the player character and the first virtual pet, and also increase the diversity of the first virtual pet displayed in the virtual scene. Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the method controls the non-player character to output feedback information on the first virtual pet. In this way, the non-player character can output feedback information on the first virtual pet, which can enrich the behavior of the non-player character, increase the diversity of the non-player character's behavior, and also increase the diversity of the non-player character displayed in the virtual scene.

[0022] As can be seen, the interaction method in the virtual scene provided by the embodiments of this application can enhance the interactivity between the player character and the first virtual pet, enrich the behavior of non-player characters, increase the diversity of the first virtual pet and non-player characters displayed in the virtual scene, and improve the resource utilization of electronic devices. For players, players can obtain feedback information from non-player characters to the first virtual pet, which can improve the player's gaming experience. Attached Figure Description

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

[0024] Figure 2 is a schematic diagram of the structure of the electronic device provided in an embodiment of this application;

[0025] Figure 3 is a flowchart illustrating the interaction method in a virtual scene provided in an embodiment of this application.

[0026] Figure 4 is a schematic diagram of a virtual scene provided in an embodiment of this application;

[0027] Figure 5 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0028] Figure 6 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0029] Figure 7 is a schematic diagram of the virtual scene provided in the embodiments of this application;

[0030] Figure 8 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0031] Figure 9 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0032] Figure 10 is a schematic diagram seven of the virtual scene provided in the embodiments of this application;

[0033] Figure 11 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0034] Figure 12 is a schematic diagram nine of the virtual scene provided in the embodiments of this application;

[0035] Figure 13 is a schematic diagram of a virtual scene provided in an embodiment of this application;

[0036] Figure 14 is a schematic diagram eleven of the virtual scene provided in the embodiments of this application;

[0037] Figure 15 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0038] Figure 16 is a schematic diagram thirteen of the virtual scene provided in the embodiments of this application;

[0039] Figure 17 is a schematic diagram fourteen of the virtual scene provided in the embodiments of this application;

[0040] Figure 18 is a schematic diagram 15 of the virtual scene provided in the embodiments of this application;

[0041] Figure 19 is a schematic diagram sixteen of the virtual scene provided in the embodiments of this application;

[0042] Figure 20 is a schematic diagram seventeen of the virtual scene provided in the embodiments of this application;

[0043] Figure 21 is a schematic diagram eighteen of the virtual scene provided in the embodiments of this application;

[0044] Figure 22 is a schematic diagram nineteen of the virtual scene provided in the embodiments of this application;

[0045] Figure 23 is a flowchart illustrating the interaction method in a virtual scene provided in an embodiment of this application.

[0046] Figure 24 is a schematic diagram of a virtual scene provided in an embodiment of this application;

[0047] Figure 25 is a schematic diagram of the virtual scene provided in the embodiment of this application (21);

[0048] Figure 26 is a schematic diagram twenty-two of the virtual scene provided in the embodiments of this application;

[0049] Figure 27 is a schematic diagram of the behavior tree provided in an embodiment of this application. Detailed Implementation

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may 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.

[0058] 2) The human-computer interaction interface refers to any interface involved in the embodiments of this application. The human-computer interaction interface can be an interface for providing human-computer interaction functions or an interface for displaying virtual scenes. The virtual scene can display at least one of the following: a player character, a first virtual pet, and a non-player character. For example, the human-computer interaction interface can be displayed through a graphical user interface (GUI), such as an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (using projection technology to display information on a plane), an eye-tracking interface (an interface controlled by detecting the user's gaze), a holographic interface (a three-dimensional hologram formed by projecting images using holographic projection technology, which can be seen without wearing special glasses), a multimodal interface (an interactive interface that combines multiple interaction methods, such as tactile, visual, and auditory interaction), a brain-machine interface (BMI), etc.

[0059] 3) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional.

[0060] For example, a virtual scene can include the sky, land, and ocean. The land can include environmental elements such as deserts and cities. Users (i.e., players) can control virtual objects to perform activities within this virtual scene. These activities include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, and throwing at least one of these. The virtual scene can be displayed from a first-person perspective (e.g., the user plays as a virtual object in the game from their own perspective); it can also be displayed from a third-person perspective (e.g., the user chases after a virtual object in the game); or it can be displayed from a bird's-eye view. Users can switch freely between these perspectives.

[0061] 4) Virtual objects: These are interactive representations of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, stones, etc., displayed in the virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. 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.

[0062] For example, the virtual object can be a player character controlled through client-side operations, artificial intelligence (AI) trained and set up for virtual scene battles, or a non-player character (NPC) set up for interaction in the virtual scene. The number of virtual objects participating in the interaction in the virtual scene can be pre-set or dynamically determined based on the number of clients joining the interaction.

[0063] 5) Virtual pets refer to virtual creatures or non-living things possessed by virtual objects. Setting virtual pets for virtual objects enhances the richness of the content displayed in virtual scenes. The virtual object can be one or more of a player character or a non-player character. The relationship between virtual pets and virtual objects is explained below; virtual pets possess dependence, interactivity, functionality, and growth potential.

[0064] Dependency refers to the fact that virtual pets can depend on virtual objects, meaning there is a connection between the virtual pet and the virtual object, and they are mutually bound. Interactivity means that players can control the virtual object to interact with the virtual pet; for example, players can control the virtual object to feed, train, or command the virtual pet.

[0065] Functionality refers to the corresponding functions that virtual pets possess. These functions can include assisting virtual objects in interacting with other virtual objects in a virtual scene (i.e., combat), assisting virtual objects in interacting with other virtual pets in a virtual scene (i.e., combat), assisting virtual objects in finding items in a virtual scene, and assisting virtual objects in moving within a virtual scene. In other words, virtual pets can serve as virtual vehicles for virtual objects. Growth potential refers to the ability to improve the attributes, skills, and level of virtual pets through feeding, training, and combat.

[0066] 6) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on ordinary client machines and needs to work in conjunction with the server. That is, there needs to be a corresponding server and service program in the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as a game client.

[0067] During the research process, the applicant discovered the following technical problems in the relevant technology:

[0068] Technical Issue 1: In related technologies, the game contains player characters and non-player characters. Players can control their player characters to communicate with non-player characters. If the non-player characters have pre-set dialogue text, the dialogue text can be displayed. If no dialogue text is pre-set, the non-player characters do not respond to the player characters' dialogue. It is evident that in related technologies, the behavior of non-player characters is relatively simple, which reduces the player's gaming experience.

[0069] Technical Issue 2: In related technologies, the behavior of non-player characters is fixed for different player characters. For example, in the cutscenes of the game, non-player characters can perform fixed behaviors for different player characters. It can be seen that the behavior of non-player characters is relatively simple.

[0070] This application provides an interaction method, an interaction device, an electronic device, a computer-readable storage medium, and a computer program product in a virtual scene, which can enrich the behavior of non-player characters and thus improve the player's gaming experience.

[0071] Referring to Figure 1, which is a schematic diagram of the structure of the interactive system in the virtual scene provided in the embodiment of this application, the interactive system 100 in the virtual scene shown in Figure 1 is to support the interactive application in a virtual scene. The terminal 400-1 and terminal 400-2 shown in Figure 1 can both connect 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.

[0072] In some embodiments, the following steps can be performed on either terminal 400-1 or terminal 400-2. The following description is based on terminal 400-1, and the description can be equivalently replaced by terminal 400-2. Terminal 400-1 is used to display a virtual scene on the graphical interface 410-1, and to display a player character in the virtual scene. The player character has a first virtual pet. The player character is the character controlled by the player using terminal 400-1.

[0073] Terminal 400-1 responds to control commands for the player character, controlling the player character to perform a first interactive operation for the first virtual pet. Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, it controls the non-player character to output feedback information for the first virtual pet.

[0074] The virtual scene, the first virtual pet, the player character, and the non-player character displayed on the graphical interface 410-1 of the terminal 400-1 can be based on the data pre-stored in the terminal 400-1, or on the data transmitted in real time from the server 200 to the terminal 400-1, and can be set according to actual usage needs.

[0075] In some embodiments, for online games, virtual scenes can be displayed in the graphical interfaces 410-1 of terminal 400-1 and 410-2 of terminal 400-2. Terminal 400-1 responds to control commands for the player character and controls the player character to perform a first interactive operation for the first virtual pet. Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the non-player character is controlled to output feedback information for the first virtual pet.

[0076] In this system, terminal 400-1 can send a control request to server 200 in response to control commands for the player character. Server 200 can send data to terminal 400-1 and terminal 400-2 to control the player character to perform the first interactive operation on the first virtual pet. The graphical interfaces 410-1 and 410-2 of terminal 400-1 can both display that the first virtual pet has entered the trigger area of ​​the non-player character.

[0077] Server 200 can send corresponding data to terminals 400-1 and 400-2 in real time. When the first virtual pet enters the trigger area of ​​a non-player character, server 200 can send data controlling the non-player character to output feedback information to the first virtual pet to terminals 400-1 and 400-2. The graphical interfaces 410-1 and 410-2 of terminals 400-1 and 400-2 can both display the feedback information output by the non-player character to the first virtual pet.

[0078] The interaction method in a virtual scene provided in this application embodiment can display a player character in the virtual scene. The player character has a first virtual pet. In response to control commands to the player character, the method controls the player character to perform a first interactive operation on the first virtual pet. This can enhance the interactivity between the player character and the first virtual pet, and also increase the diversity of the first virtual pet displayed in the virtual scene. Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the method controls the non-player character to output feedback information on the first virtual pet. In this way, the non-player character can output feedback information on the first virtual pet, which can enrich the behavior of the non-player character, increase the diversity of the non-player character's behavior, and also increase the diversity of the non-player character displayed in the virtual scene.

[0079] As can be seen, the interaction method in the virtual scene provided by the embodiments of this application can enhance the interactivity between the player character and the first virtual pet, enrich the behavior of non-player characters, increase the diversity of the first virtual pet and non-player characters displayed in the virtual scene, and improve the resource utilization of electronic devices. For players, players can obtain feedback information from non-player characters to the first virtual pet, which can improve the player's gaming experience.

[0080] The following describes the electronic device provided in the embodiments of this application. The electronic device that implements the interaction method in the virtual scene of the embodiments of this application can be a terminal, a server, or a combination of the two. In some embodiments, the terminal can be a laptop, tablet computer, desktop computer, set-top box, smartphone, smart speaker, smartwatch, smart TV, vehicle terminal and other types of terminals.

[0081] In some embodiments, the server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal and server can be connected directly or indirectly via wired or wireless communication, which is not limited in this embodiment.

[0082] Referring to Figure 2, which is a schematic diagram of the structure of an electronic device provided in an embodiment of this application, the electronic device 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 electronic device are coupled together through a bus system 440. It is understood that the bus system 440 is used to realize the connection and 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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;

[0089] 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.

[0090] 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;

[0091] 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.

[0092] In some embodiments, the interactive device in the virtual scene provided in this application can be implemented in software. Figure 2 shows an interactive device 455 in the virtual scene stored in memory 450. It can be software in the form of programs and plug-ins, including the following software modules: display module 4551 and response module 4552. These modules are logically related, and therefore can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.

[0093] In some embodiments, the terminal or server can implement the interaction method in 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 applications; 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.

[0094] The following describes the interaction method in a virtual scene provided in the embodiments of this application. As mentioned above, the electronic device implementing the method of using virtual props in the embodiments of this application can be a terminal, a server, or a combination of both. Referring to Figure 3, which is a flowchart illustrating the interaction method in a virtual scene provided in the embodiments of this application, the following describes the interaction method in a virtual scene provided in the embodiments of this application, taking the terminal as the executing entity, with reference to the steps shown in Figure 3.

[0095] In step 101, the player character is displayed in the virtual scene.

[0096] In practical applications, the terminal is equipped with a game application, which can be any of the following: open-world game, multiplayer online role-playing game, first-person shooter game, third-person shooter game, multiplayer online tactical competitive game, virtual reality application, 3D map program, or multiplayer shooting survival game.

[0097] For offline single-player games, in response to a trigger action on the game application, the game application's display page can be shown, displaying a virtual scene within it. For multiplayer online games, in response to a trigger action on the game application, the terminal can send a data retrieval request to the server. The server can then send data to the terminal to display the game application's display page, which in turn displays a virtual scene.

[0098] Among them, the triggering operation refers to the behavior of the user to trigger a certain function or event by interacting with the display interface of the terminal. The triggering operation can include one or more of the following: single click operation, double click operation, long press operation, drag operation, swipe operation, hover operation, shortcut key, voice control, and gesture operation. The triggering operations provided in the embodiments of this application can be referred to the above description, and will not be repeated hereafter.

[0099] In some embodiments, when displaying a virtual scene, player characters can be synchronously displayed within the virtual scene. The number of player characters can be one or more, and each player character can have one or more virtual pets. That is, the number of virtual pets can be one or more, including a first virtual pet. The player is the user playing the game. In some embodiments, when displaying a virtual scene, player characters can be displayed in response to a first display command. In this way, player characters can be displayed in different ways in the virtual scene, thereby improving the player's gaming experience.

[0100] In some embodiments, when displaying a virtual scene, the player character and the player character's first virtual pet can be displayed synchronously in the virtual scene. In some embodiments, when displaying a virtual scene, in response to a second display instruction, the player character and the player character's first virtual pet can be displayed. In this way, the player character and the first virtual pet can be displayed according to the player's actual usage needs, thereby improving the player's gaming experience.

[0101] In some embodiments, after the player character is displayed in the virtual scene, a first virtual pet of the player character can be displayed in response to a third display command. The first, second, and third display commands can be triggered by corresponding controls, shortcut keys, voice commands, body movements, etc., and can be set according to actual usage; no limitation is made here. In this way, at least one of virtual objects and a first virtual pet can be displayed according to the player's actual needs, further enhancing the player's gaming experience.

[0102] In some embodiments, after displaying the player character and the player character's first virtual pet, the first virtual pet moves with the player character in response to the player character's movement. The distance between the first virtual pet and the player character is less than a first distance, and the first virtual pet can be located in any position relative to the player character. The first virtual pet can be attached to the player character; for example, if the player character is a virtual avatar, the first virtual pet can be on the player character's shoulder. The first virtual pet can serve as a virtual vehicle for the player character, meaning the player character can ride the first virtual pet.

[0103] For example, referring to Figure 4, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a virtual scene 401 can be displayed, in which a player character 402 and a first virtual pet 403 of the player character 402 are displayed. The first virtual pet 403 is located to the right of the player character 402, and the distance between the first virtual pet 403 and the player character 402 is less than a first distance.

[0104] For example, referring to Figure 5, which is a schematic diagram of a virtual scene provided in the embodiment of this application, a virtual scene 501 can be displayed. In the virtual scene 501, a player character 502 and a first virtual pet 503 of the player character 502 are displayed. The first virtual pet 503 serves as a virtual vehicle for the player character 502, and the player character 502 rides the first virtual pet 503.

[0105] By using step 101 shown in Figure 3, the player character or the player character and the first virtual pet can be displayed in the virtual scene in multiple ways, which can improve the diversity of interaction methods. Furthermore, the player character and the first virtual pet can be displayed in multiple ways, which can improve the diversity of content displayed in the virtual scene.

[0106] Referring again to Figure 3, in step 102, in response to a control command for the player character, the player character is controlled to perform a first interactive operation for the first virtual pet.

[0107] In some embodiments, the first interactive operation may include a throwing operation, a riding operation, a moving operation, a lifting and throwing operation, etc. This is only an illustration and can be set according to actual usage needs. The riding operation involves controlling the player character to ride the first virtual pet and controlling the movement of the first virtual pet. The throwing operation involves controlling the player character to throw a virtual container containing the first virtual pet, causing the virtual pet to appear at a designated location.

[0108] The movement control allows the player character to move while carrying the first virtual pet, or for the first virtual pet to follow the player character. The lift-and-throw control allows the player character to lift the first virtual pet displayed in the virtual scene and throw it to a specific location.

[0109] The first interactive operation refers to a specific interactive action performed by the player character on the first virtual pet in response to the player's control command in the virtual scene. The interactive action aims to change the position or state of the first virtual pet (such as riding, throwing a container to release the pet, moving, etc.) to cause the first virtual pet to enter the trigger area of ​​the non-player character (NPC), thereby triggering the non-player character to output feedback information on the virtual pet.

[0110] In some embodiments, for cases where a player character is displayed in a virtual scene but a first virtual pet is not, the first interactive operation includes a throwing operation. Referring to step 102 shown in FIG3, in response to a control command for the player character, the player character is controlled to perform a throwing operation on a virtual container including the first virtual pet. In this way, the interactivity between the player character and the first virtual pet can be enhanced, and the diversity of the first virtual pet displayed in the virtual scene can be increased.

[0111] The control commands can also be implemented through one or more of the following methods: controls, clicks, inputting control text, recording voice control commands, and capturing body control actions. There are no restrictions on this method. The virtual container can be any of the following: a virtual sphere, a virtual box, a virtual book, a virtual package, or a virtual capsule. It can be set according to actual usage needs.

[0112] In some implementations, a throwing control is displayed in the virtual scene. Responding to a trigger on this control is equivalent to responding to a control command on the player character, controlling the player character to perform a throwing operation on a virtual container, including the first virtual pet. In other words, control commands can be triggered via the throwing control. This enhances the interactivity between the player character and the first virtual pet, and also increases the diversity of the first virtual pet displayed in the virtual scene.

[0113] In some embodiments, when the player character holds the virtual container, the position of the virtual container can be adjusted. A confirmation command for the first position is equivalent to a control command for the player character, controlling the player character to perform a throwing operation on the virtual container, including the first virtual pet. The control command can be triggered by commands controlling the player character to hold the virtual container and by confirmation commands. This enhances the interactivity between the player character and the first virtual pet and increases the diversity of the first virtual pet displayed in the virtual scene.

[0114] In some embodiments, in response to a control command to a player character, the player character is controlled to perform a throwing operation on a virtual container including a first virtual pet. In response to throwing the virtual container including the first virtual pet to a first position in the virtual scene, a third display command is triggered, which can display the player character's first virtual pet. The first position can be random, specified by the player, or pre-set, and can be determined according to actual usage. This approach enhances the interactivity between the player character and the first virtual pet and increases the diversity of how the first virtual pet is displayed in the virtual scene.

[0115] In some embodiments, for the case where a player character and a first virtual pet of the player character are displayed in a virtual scene, the first interactive operation includes a riding operation of the player character on the first virtual pet. Regarding step 102 shown in FIG3, in response to a control command for the player character, the player character is controlled to perform the riding operation on the first virtual pet, and the first virtual pet is moved to a trigger area based on the riding operation. In this way, the interactivity between the player character and the first virtual pet can be improved, and the diversity of the first virtual pet displayed in the virtual scene can be increased.

[0116] In some embodiments, when the player character is not riding a first virtual pet, a riding control is displayed in the virtual scene. In response to a trigger operation on the riding control, the player character can be controlled to ride the first virtual pet. In response to a movement command issued to the player character riding the first virtual pet, the first virtual pet can be controlled to move the player character to the trigger area. That is, control commands can be triggered by both the riding control and movement commands, or, when the player character is riding the first virtual pet, the control command is the movement command. This approach enhances the interactivity between the player character and the first virtual pet and increases the diversity of the first virtual pets displayed in the virtual scene.

[0117] In some embodiments, a movement control is also displayed in the virtual scene. In response to a movement command triggered by the movement control, the player character can control the movement of the first virtual pet they are riding, with the player character moving synchronously. In this case, the control command is triggered by both the riding control and the movement control; alternatively, if the player character is riding the first virtual pet, the control command is triggered only by the movement control, depending on the specific circumstances. This approach enhances the interactivity between the player character and the first virtual pet and increases the diversity of the first virtual pets displayed in the virtual scene.

[0118] In some embodiments, in response to a trigger operation targeting a second location within the trigger area, the first virtual pet ridden by the player character can be controlled to automatically move from its current location to the second location within the trigger area, with the player character moving synchronously. The first location may be the same as or different from the second location, and the first location may or may not belong to the trigger area. In this case, the control command is triggered jointly by the riding control and the trigger operation targeting the second location, or, when the player character is riding the first virtual pet, the control command is triggered only by the trigger operation targeting the second location, depending on the actual situation. This approach enhances the interactivity between the player character and the first virtual pet and increases the diversity of the first virtual pet displayed in the virtual scene.

[0119] In some embodiments, when displaying a first virtual pet, in response to a control command for a player character, the player character is controlled to move with the first virtual pet in the virtual scene; or, the player character is controlled to move in the virtual scene, and the first virtual pet follows the player character. If the similarity between the player character's movement path and the first virtual pet's movement path is greater than a similarity threshold, the control command is a movement command for the player character, and the first interactive operation is the operation of moving with the first virtual pet. This approach enhances the interactivity between the player character and the first virtual pet and increases the diversity of the first virtual pet displayed in the virtual scene.

[0120] In some embodiments, when a first virtual pet is displayed, in response to a control command for a player character, the player character can be controlled to pick up the first virtual pet displayed in the virtual scene and throw the first virtual pet to a third position in the virtual scene. The first interactive operation is the operation of picking up and throwing the first virtual pet. In this way, the interactivity between the player character and the first virtual pet can be enhanced, and the diversity of the first virtual pet displayed in the virtual scene can be increased.

[0121] In some embodiments, when the first virtual pet is displayed, in response to a control command for the player character, the player character is controlled to use a virtual teleportation item to teleport the first virtual pet from its current location to a fourth location based on the virtual teleportation item. The virtual teleportation item is a teleportation item that acts on the first virtual pet, and the fourth location can be a location indicated by the player.

[0122] Referring again to Figure 3, in step 103, based on the first interactive operation, when the first virtual pet enters the trigger area of ​​the non-player character, the non-player character is controlled to output feedback information for the first virtual pet.

[0123] In some embodiments, the first interactive operation can be a continuously executed interactive operation. During the execution of the first interactive operation, if the first virtual pet does not enter the trigger area of ​​the non-player character, the non-player character is not controlled to output feedback information to the first virtual pet.

[0124] If the first virtual pet does not enter the non-player character's trigger area, the non-player character can be controlled to output feedback information for the first virtual pet. This is equivalent to controlling the non-player character to output feedback information for the first virtual pet based on the first interaction operation, in response to the first virtual pet entering the non-player character's trigger area. In other words, based on the first interaction operation, when the first virtual pet enters the non-player character's trigger area, the non-player character is controlled to output feedback information for the first virtual pet.

[0125] The trigger area is a pre-defined area that includes non-player characters, or it can be an area that includes non-player characters and whose size automatically adjusts according to different situations. Feedback information may include one or more of the following: a second interactive action performed by a non-player character on the first virtual pet; dialogue text displayed by a non-player character on the first virtual pet; graphics displayed by a non-player character on the first virtual pet; and audio from a non-player character on the first virtual pet.

[0126] Non-player characters refer to characters in a virtual environment that are not directly controlled by the player. Non-player characters are typically driven by pre-set algorithms or scripts, possessing specific behavioral logic and interactive functions. They serve as the primary source of feedback information. The trigger area defines the perception range of the non-player character. Feedback information refers to the information output by the non-player character after sensing the first virtual pet entering the trigger area.

[0127] Feedback information includes, but is not limited to, actions, sounds, facial expressions, and text, used to reflect the non-player character's perception and attitude towards the first virtual pet. Secondary interactive actions refer to the feedback actions performed by the non-player character towards the first virtual pet. These secondary interactive actions include, but are not limited to, actions such as staring, petting, startling, running away, attacking, and feeding, aiming to enhance the interactivity and fun of the virtual scene.

[0128] In some embodiments, for each non-player character, the boundary of the trigger area of ​​the non-player character can be displayed in the virtual scene. For example, referring to FIG6, FIG6 is a schematic diagram of the virtual scene provided in the embodiment of this application. In the virtual scene 601, the boundary of the non-player character 602 and the trigger area 603 of the non-player character 602 can be displayed. This can improve the diversity of the content displayed in the virtual scene and make it easier for players to intuitively understand the trigger area.

[0129] The trigger area is described below. In some embodiments, the trigger area can be a circle with the non-player character's location as the midpoint and a pre-set second distance as the radius. In some embodiments, there are multiple pre-divided areas in the virtual scene, and the trigger area is the area corresponding to the non-player character's location. For example, there are areas a and b in the virtual scene, and the non-player character's location is in area a. Therefore, the trigger area can be determined to be area a.

[0130] The region can be a regular shape or an irregular shape. For example, the trigger region can be a fan shape, which is a shape formed by the two sides of the corner at the center of the circle and the arc segment cut off from these two sides. The non-player character is located at the vertex. It can be set according to the actual usage requirements.

[0131] In some embodiments, the trigger area has a corresponding initial area, which is preset. The initial area can be adjusted according to different situations to obtain the trigger area. The different situations can be one or more of the following: different weather in the virtual scene, different player characters, different virtual pets, different activities, different states of non-player characters, the orientation of non-player characters, and different non-player characters. In other words, the trigger area can be determined based on one or more of the following: different weather in the virtual scene, different player characters, different virtual pets, different activities, different states of non-player characters, and the orientation of non-player characters.

[0132] Depending on the weather conditions in the virtual scene, when the weather is clear and the virtual visibility is greater than a preset visibility threshold, the trigger area can be larger than or equal to the initial area. The higher the virtual visibility, the larger the area of ​​the trigger area. Conversely, when the virtual visibility is less than or equal to the preset visibility threshold, the trigger area can be smaller than the initial area. The lower the virtual visibility, the smaller the area of ​​the trigger area. In other words, weather affects virtual visibility, and virtual visibility is positively correlated with the area of ​​the trigger area. For example, in foggy or rainy weather with low visibility, the perception ability of non-player characters is limited, and the trigger area shrinks accordingly; while on a clear day, the perception ability of non-player characters is strong, and the trigger area expands accordingly.

[0133] For different player characters, each character possesses one or more of the following: level, equipment, and skills. Other information can also be configured based on actual usage needs. When the player character's level exceeds a preset threshold, the trigger area is larger than or equal to the initial area; the higher the player character's level, the larger the trigger area. When the player character's level is less than or equal to the preset threshold, the trigger area is equal to the initial area. For example, a player character with a level exceeding the preset threshold may possess virtual deterrence or a virtual aura, making their presence more easily detectable by non-player characters.

[0134] Equipment has a first rarity level. When the first rarity level is greater than the first rarity level threshold, the trigger area is greater than or equal to the initial area. The higher the first rarity level, the larger the area of ​​the trigger area. When the first rarity level is less than or equal to the first rarity level threshold, the trigger area is equal to the initial area. For example, rare equipment (virtual equipment with a first rarity level greater than the first rarity level threshold) may emit a unique light or aura, attracting the attention of non-player characters.

[0135] There is a number of skills. When the number of skills is greater than the skill number threshold, the trigger area is greater than or equal to the initial area. The larger the number of skills, the larger the area of ​​the trigger area. When the number of skills is less than or equal to the skill number threshold, the trigger area is equal to the initial area.

[0136] For different virtual pets, there are pet categories, pet levels, and growth stages. Different pet categories correspond to virtual pets with at least one difference in appearance, type, and attribute. Appearance can include at least one of the following: body size, color, body movements, and facial expressions. Type is pre-set for the virtual pet and can include fire, water, electricity, etc. A virtual pet can have one or more types. Attributes measure various abilities of the virtual pet and have attribute values, which can include at least one of health, attack, defense, and speed. The relationship between pet category and trigger area area can be set according to actual usage needs; for example, the more types there are, the larger the trigger area should be. No specific limitation is made here.

[0137] Pet levels can include one or more of the following: the virtual pet's second rarity, the virtual pet's level at its current growth stage, and the virtual pet's skill level. The second rarity can be determined based on at least one of the following: the virtual pet's appearance color, the virtual pet's attribute values, and the number of types the virtual pet belongs to. The more attribute values ​​a virtual pet has, the higher its second rarity. Similarly, the more types a virtual pet belongs to, the higher its second rarity.

[0138] The growth stages can be divided according to actual usage needs. The relationship between pet level and trigger area area, as well as the relationship between growth stage and trigger area area, can be set according to actual usage needs, and can also be replaced with equivalent descriptions for player characters, which will not be elaborated here.

[0139] The relationship between the activity and trigger area area can be set according to actual usage needs, and can also be equivalently replaced for the player character's description, which will not be elaborated here. For example, during specific festivals or celebrations, the excitement level of non-player characters increases, and their perception range may expand, thereby increasing the trigger area area. The state of non-player characters can be set according to actual usage needs. For example, the state of non-player characters can be divided into feedback state and non-feedback state. In the feedback state, a trigger area exists; for example, the feedback state is when the non-player character is awake. In the non-feedback state, no trigger area exists; for example, the non-feedback state is when the non-player character is asleep.

[0140] For example, when a non-player character is in a fatigued state, there can be a 50% probability that a trigger area exists and a 50% probability that no trigger area exists, thus enabling the switching between a feedback state and a non-feedback state.

[0141] For example, the state of a non-player character can be divided into a good mood state and a bad mood state. In a good mood state, the area of ​​the triggering region is greater than or equal to the area of ​​the initial region. In a bad mood state, the area of ​​the triggering region is less than the area of ​​the initial region.

[0142] In the interaction method in the virtual scene provided in this application embodiment, the area of ​​the trigger area can be fixed or automatically adjusted according to different situations. The trigger area is used to trigger feedback information, which can improve the diversity of trigger feedback information and thus improve the player's game experience.

[0143] In some embodiments, a non-player character can be located at the first point of the boundary of the trigger area. The position of the non-player character in the trigger area is fixed (i.e., the first point is fixed). The position of the trigger area is synchronously changed according to the real-time orientation of the non-player character. For example, if the trigger area is a fan shape, the non-player character is located at the apex of the fan shape (i.e., the first point). The area corresponding to the fan shape directly in front of the non-player character is the trigger area. In response to the change of the non-player character's orientation, that is, when the non-player character's orientation changes, the fan shape directly in front of the non-player character is moved synchronously, thereby changing the position of the trigger area.

[0144] In some embodiments, a non-player character can be located at a second point in the trigger area. The position of the non-player character in the trigger area is fixed (i.e., the second point is fixed). The position of the trigger area is synchronously changed according to the real-time orientation of the non-player character. For example, if the trigger area is a fan shape, the non-player character is located inside the fan shape (i.e., the second point). The fan shape is divided by a straight line perpendicular to the orientation of the non-player character. The first area of ​​the divided fan shape corresponding to the first orientation of the non-player character is larger than the second area of ​​the divided fan shape corresponding to the second orientation opposite to the first orientation of the non-player character. In response to the change of the orientation of the non-player character, that is, when the orientation of the non-player character changes, the fan shape is moved synchronously, thereby changing the position of the trigger area.

[0145] In some embodiments, the non-player character may have different height, age, hearing, and vision, among one or more of these attributes. Height, age, hearing, and vision can be set according to actual usage needs. The taller the character, the larger the trigger area; that is, height and trigger area are positively correlated. The older the character, the smaller the trigger area; that is, age and trigger area are inversely correlated. The better the hearing, the larger the trigger area; that is, hearing and trigger area are positively correlated. The better the vision, the larger the trigger area; that is, vision and trigger area are positively correlated. By using this method, different trigger areas can be determined based on different situations, thereby enriching the ways in which feedback information is output.

[0146] In some embodiments, when the first virtual pet enters the trigger area of ​​a non-player character, if the non-player character senses the first virtual pet, the non-player character is controlled to output feedback information regarding the first virtual pet. The methods by which the non-player character senses the first virtual pet are described below. The non-player character senses the first virtual pet through one or more of the following: the non-player character's field of vision, the non-player character's hearing range, and the target range of the first virtual pet. The non-player character can also sense the first virtual pet through virtual obstructions and the non-player character's orientation, as explained below.

[0147] In some embodiments, when the first virtual pet enters the trigger area of ​​a non-player character, if the first virtual pet is within the non-player character's field of vision, the non-player character can be controlled to output feedback information to the first virtual pet. The field of vision of the non-player character can be set according to actual usage needs; for example, the field of vision can be set to a fan-shaped area or a cone-shaped area originating from the non-player character's eyes. The area of ​​the non-player character's field of vision can be greater than, less than, or equal to the area of ​​the trigger area, and can be set according to actual usage needs. The shape corresponding to the field of vision can be a regular shape or an irregular shape.

[0148] In some embodiments, in response to the first virtual pet entering the trigger area of ​​a non-player character (i.e., when the first virtual pet enters the trigger area of ​​a non-player character), if the first virtual pet is not within the non-player character's field of vision, the non-player character can be controlled not to output feedback information to the first virtual pet. For example, this can be achieved using ray detection technology, where a virtual ray is emitted from the non-player character's eye position towards the first virtual pet; if the ray collides with a virtual obstruction, it is determined that the line of sight is blocked. In this way, by combining the non-player character's trigger area and field of vision, it is possible to determine whether to output feedback information, thereby enriching the circumstances under which feedback information can be output. This is equivalent to enriching the ways in which the non-player character perceives the virtual pet, thus improving the player's gaming experience.

[0149] In some embodiments, when the first virtual pet enters the trigger area of ​​a non-player character, if the non-player character is facing the first virtual pet and there is no virtual obstruction between the non-player character and the first virtual pet, the non-player character can be controlled to output feedback information to the first virtual pet.

[0150] In some embodiments, when the first virtual pet enters the trigger area of ​​a non-player character, if the non-player character is not facing the first virtual pet, the non-player character can be controlled not to output feedback information to the first virtual pet.

[0151] In some embodiments, when the first virtual pet enters the trigger area of ​​a non-player character, if the non-player character is facing the first virtual pet and there is a virtual obstruction between them, the non-player character can be controlled not to output feedback information to the first virtual pet. In this way, the trigger area, the virtual obstruction, and the non-player character's orientation can be combined to determine whether to output feedback information, thus enriching the scenarios for outputting feedback information. This effectively expands the ways in which the non-player character perceives the virtual pet, thereby improving the player's gaming experience.

[0152] In some embodiments, when the first virtual pet enters the trigger area of ​​a non-player character, if the first virtual pet's audio is playing and the first virtual pet is within the non-player character's hearing range, the non-player character can be controlled to output feedback information to the first virtual pet. The non-player character's hearing range can be set according to actual usage needs. The area of ​​the non-player character's hearing range can be greater than, less than, or equal to the area of ​​the trigger area, and can be set according to actual usage needs. The graphic corresponding to the hearing range can be a regular graphic or an irregular graphic.

[0153] Pet audio can be set according to actual usage needs. Pet audio can be one or more of the following: walking audio, barking audio, and audio of virtual props worn by the pet. For example, when the first virtual pet enters the trigger area of ​​a non-player character, if the walking audio of the first virtual pet (equivalent to footsteps) is playing and the first virtual pet is within the hearing range of the non-player character (equivalent to the non-player character being able to hear the footsteps), the non-player character can be controlled to output feedback information to the first virtual pet.

[0154] In some embodiments, the loudness (decibels) of the pet's audio can dynamically affect the size of the hearing range. For example, the loudness of the footsteps when the virtual pet is running corresponds to a large hearing range, while the loudness of the footsteps when crouching and walking corresponds to a small hearing range.

[0155] In some embodiments, when the first virtual pet enters the trigger area of ​​a non-player character, if the pet's audio is not played, the non-player character can be controlled not to output feedback information to the first virtual pet. In this way, by combining the non-player character's trigger area and hearing range, it can be determined whether to output feedback information, thereby enriching the ways in which feedback information can be output. This effectively enriches the ways in which the non-player character perceives the virtual pet, thus improving the player's gaming experience.

[0156] In some embodiments, when the first virtual pet enters the trigger area of ​​a non-player character, if the pet audio of the first virtual pet is being played and the first virtual pet is not within the hearing range of the non-player character, the non-player character can be controlled not to output feedback information to the first virtual pet.

[0157] In some embodiments, the first virtual pet has corresponding type-specific effects depending on its type. Depending on the type, the first virtual pet can alter the environment of a target area. For example, if the first virtual pet's type is fire, the temperature of the target area can be increased, and correspondingly, the humidity can be decreased. If the first virtual pet's type is water, the humidity of the target area can be increased. If the first virtual pet's type is electricity, lightning can be displayed within the target area. These settings can be configured according to actual usage requirements.

[0158] When the first virtual pet enters the trigger area of ​​a non-player character, if the non-player character is within the target range, the non-player character can be controlled to output feedback information towards the first virtual pet. Conversely, if the first virtual pet enters the trigger area of ​​a non-player character but is not within the target range, the non-player character can be controlled not to output feedback information. This method combines the non-player character's trigger area with the target range of different types of first virtual pets to determine whether to output feedback information, thus enriching the ways in which feedback information is output. This essentially expands the ways in which the non-player character perceives the virtual pet, thereby improving the player's gaming experience.

[0159] The target range of the first virtual pet can be set according to actual usage needs. The target range of the first virtual pet under different categories is different, and for the same category, the target range of different first virtual pets is different.

[0160] The target area of ​​the first virtual pet can be greater than, less than or equal to the area of ​​the trigger area, and can be set according to actual usage needs. The graphic corresponding to the target area of ​​the first virtual pet can be a regular graphic or an irregular graphic.

[0161] In some embodiments, when the first virtual pet and the non-player character are located at the union of the non-player character's trigger area and target range, it is equivalent to the non-player character not outputting feedback information to the first virtual pet when the first virtual pet enters the non-player character's trigger area if the non-player character is within the target range.

[0162] For example, if the first virtual pet's element is fire, and the temperature within its target area increases, when the first virtual pet enters a non-player character's trigger area, and the non-player character is within the target area (equivalent to the first virtual pet being close to the non-player character), the non-player character can still output feedback information towards the first virtual pet even if the first virtual pet is not within their field of vision. For example, the non-player character could perform actions such as wiping sweat, fanning themselves, or complaining about the hot weather. In this way, by combining the non-player character's trigger area with the target area of ​​different elemental first virtual pets, the system can determine whether to output feedback information, thus enriching the ways in which feedback information can be output. This enriches the ways in which the non-player character perceives the virtual pet, thereby improving the player's gaming experience.

[0163] The feedback information is described below. In some embodiments, the feedback information includes a second interactive operation, which is the feedback operation that a non-player character performs when the first virtual pet enters the trigger area. The second interactive operation can include positive interactive actions, such as petting the virtual pet, hugging the virtual pet, smiling at the virtual pet, playing with the virtual pet, and praising the virtual pet. The second interactive operation can also include negative interactive actions, such as avoiding the virtual pet, making a negative expression towards the virtual pet, and making an action that resists the virtual pet.

[0164] In some embodiments, based on a first interactive operation, when the first virtual pet is within the trigger area of ​​a non-player character, the non-player character is controlled to perform a second interactive operation on the first virtual pet. In this way, the non-player character can perform interactive operations on the virtual pet within the trigger area, which can improve the diversity of non-player characters displayed in the virtual scene and enrich the behavior of non-player characters, thereby improving the player's gaming experience.

[0165] In some embodiments, in a virtual scene, when a player character controls the first virtual pet to move and cause the first virtual pet to enter the trigger area of ​​a non-player character, the non-player character will immediately interrupt the currently executing idle action or patrol action and turn to face the first virtual pet.

[0166] Non-player characters can perform a second interactive action. They can bend down and extend their arm to pet the first virtual pet, which will then respond with corresponding actions (such as rubbing against the pet's arm or wagging its tail). Alternatively, the non-player character may show surprise, lean back, and try to avoid the first virtual pet.

[0167] During the second interactive action performed by a non-player character, an emotion icon (such as a heart, exclamation mark, etc.) or text bubble matching the second interactive action can be displayed above or beside the non-player character to enhance the visual feedback effect. When the first virtual pet leaves the trigger area, the non-player character will return to the initial state or continue performing the previous action.

[0168] Through the interaction method in the virtual scene provided in the embodiments of this application, non-player characters can perform a second interactive operation based on the entry of the first virtual pet, which greatly enriches the interactive content and form in the virtual scene, improves the intelligence level and anthropomorphism of non-player characters, enhances the player's immersion and emotional investment in the virtual scene, optimizes the human-computer interaction experience, and provides a new technical path for the construction of the virtual scene ecosystem.

[0169] In some embodiments, the second interactive action may include one or more of independent reaction actions and contact reaction actions, which can control a non-player character to perform an independent reaction action toward the first virtual pet. The independent reaction action can be a positive or negative interaction action, and can be set according to actual usage needs. For example, an independent reaction action could be giving a thumbs-up toward the virtual pet.

[0170] In some embodiments, when the first virtual pet is located within the trigger area of ​​the non-player character, but the distance between them is greater than a preset contact threshold, the non-player character will maintain their current standing coordinates. The non-player character's head and upper body will rotate according to the real-time position of the first virtual pet, so that the non-player character's face is facing the first virtual pet. Subsequently, the non-player character will perform an independent reaction action, such as raising their right hand and waving it at the first virtual pet, or displaying a visual marker such as an exclamation mark above their head, indicating that the non-player character has noticed the first virtual pet.

[0171] In some embodiments, a non-player character can also be controlled to perform a contact response action towards the first virtual pet. This contact response action can be a positive or negative interaction action, and can be set according to actual usage needs. For example, the contact response action could be stroking the virtual pet's head.

[0172] In some embodiments, when the distance between the first virtual pet and the non-player character is less than or equal to a preset contact threshold, the non-player character will perform a contact response action. The non-player character may adjust their posture (such as crouching or bending over) and move their hand model to the position of the first virtual pet's head model. At this time, the first virtual pet will also synchronously play the corresponding force feedback animation (such as squinting or rubbing hands). If the first virtual pet was originally running, when performing the contact response action, the first virtual pet will automatically slow down and stop in front of the non-player character until the contact response action has finished playing.

[0173] In some embodiments, a non-player character can first be controlled to perform an independent reaction action towards the first virtual pet, and then the non-player character can be controlled to perform a contact reaction action towards the first virtual pet. In some embodiments, a non-player character can first be controlled to perform a contact reaction action towards the first virtual pet, and then the non-player character can be controlled to perform an independent reaction action towards the first virtual pet. This can be configured according to actual usage requirements.

[0174] In the interaction method in the virtual scene provided in this application embodiment, the non-player character can perform at least one of independent reaction actions and contact reaction actions, which can further improve the diversity of non-player characters displayed in the virtual scene and further enrich the behavior of non-player characters, thereby further improving the player's game experience.

[0175] In other words, by controlling a non-player character to perform independent reaction actions towards the first virtual pet, the behavior of eye following and greeting from a distance in reality is simulated; by controlling a non-player character to perform contact reaction actions towards the first virtual pet, the sense of reality in close-range interaction is enhanced. The non-player character dynamically adjusts from independent actions to contact actions based on the changes in the position of the first virtual pet, providing clear visual feedback to the user, allowing the user to clearly perceive that the first virtual pet has been noticed by the non-player character, thereby improving the efficiency and fun of human-computer interaction.

[0176] In some embodiments, there are multiple second interactive operations, which can be determined based on at least one of the virtual pet's pet category, pet level, and growth stage. In some embodiments, the second interactive operation is executed by a non-player character based on the pet category to which the first virtual pet belongs; different pet categories correspond to different second interactive operations. The virtual pets corresponding to different pet categories may differ in at least one of their form, type, and attributes; please refer to the description of pet categories for details, which will not be elaborated upon here.

[0177] For example, referring to Figure 7, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a non-player character 702 and a trigger area 703 of the non-player character 702 are displayed in the virtual scene 701. When the first virtual pet 704 enters the trigger area 703 of the non-player character 702, the non-player character 702 is controlled to output a second interactive operation a (not marked in Figure 7) for the first virtual pet 704.

[0178] For example, see Figure 8, which is a schematic diagram of a virtual scene provided in the embodiment of this application. A non-player character 702 and a trigger area 703 of the non-player character 702 are displayed in the virtual scene 701. When the first virtual pet 801 enters the trigger area 703 of the non-player character 702, the non-player character 702 is controlled to output a second interactive operation b (not marked in Figure 8) for the first virtual pet 801.

[0179] As shown in Figures 7 and 8, the first virtual pet 704 belongs to a different pet category than the first virtual pet 801. Therefore, for different virtual pets, the non-player character 702 can perform different second interactive operations, i.e., second interactive operation a is different from second interactive operation b. In this way, the non-player character can perform different second interactive operations for virtual pets belonging to different pet categories, which can increase the diversity of feedback information output by the non-player character, which is equivalent to enriching the behavior of the non-player character, thereby improving the player's game experience.

[0180] In some embodiments, a non-player character is controlled to perform a second interactive operation based on the pet level to which the first virtual pet belongs. The second interactive operation is different for different pet levels. The pet level may include one or more of the following: the second rarity of the virtual pet, the level of the virtual pet in the current growth stage, and the level of the virtual pet's skills. See the description for pet levels.

[0181] In some embodiments, based on the growth stage of the first virtual pet, a non-player character is controlled to perform a second interactive operation. The second interactive operation corresponds to different growth stages. The growth stages for different first virtual pets can be different and can be pre-set. The growth stage can be determined by combining one or more of the following: the virtual pet's level, the number of skills learned, the duration it belongs to the player character, and the number of interactions with other virtual pets. This can be set according to actual usage.

[0182] In some embodiments, a non-player character is controlled to perform a second interactive operation based on any two of the virtual pet's pet category, pet level, and growth stage. Different pet categories correspond to different second interactive operations, different pet levels correspond to different second interactive operations, and different growth stages correspond to different second interactive operations.

[0183] In the virtual scene interaction method provided in this application embodiment, a non-player character can be controlled to perform a second interactive operation based on at least one of the virtual pet's pet category, virtual pet level, and virtual pet growth stage. The second interactive operation is different when at least one of the virtual pet's pet category, virtual pet level, and virtual pet growth stage is different. In this way, different second interactive operations can be performed by combining at least one of the virtual pet's pet category, virtual pet level, and virtual pet growth stage, which can increase the diversity of feedback information output by the non-player character, which is equivalent to enriching the behavior of the non-player character, thereby improving the player's game experience.

[0184] In some embodiments, the feedback information includes dialogue text between a non-player character and the first virtual pet. When the first virtual pet enters the non-player character's trigger area, the dialogue text between the non-player character and the first virtual pet is displayed in the non-player character's associated area. The dialogue text may include positive dialogue text and negative dialogue text. For example, the positive dialogue text may be "The virtual pet is so cute!" and the negative dialogue text may be "The virtual pet is so scary!". These can be set according to actual usage needs.

[0185] The associated region of a non-player character can be the region formed by the distance between the non-player character and the third distance. For example, the associated region of a non-player character can be the region above the non-player character's head, and the distance between any point in the associated region and the midpoint of the top of the non-player character's head is less than the third distance.

[0186] When feedback includes a second interactive action and dialogue text, the dialogue text is adapted to the second interactive action and serves to provide a second response to the first virtual pet. In other words, during the execution of a second interactive action on the first virtual pet, a non-player character can view their dialogue text for the first virtual pet in their designated area.

[0187] For example, referring to Figure 9, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a non-player character 902 is displayed in the virtual scene 901. During the process of the non-player character 902 performing a second interactive operation, dialogue text 904 of the non-player character 902 towards the first virtual pet 903 is displayed in the associated area of ​​the non-player character 902. The dialogue text 904 is "So cute!" and is adapted to the second interactive operation shown in Figure 9. In this way, the diversity of non-player characters displayed in the virtual scene can be further improved, and the behavior of non-player characters can be further enriched, thereby further improving the player's gaming experience.

[0188] The matching of dialogue text and second interactive operation means that the emotion represented by the dialogue text is consistent with the emotion represented by the second interactive operation, or the meaning represented by the dialogue text is consistent with the meaning represented by the second interactive operation. This can be set according to actual usage needs.

[0189] In some embodiments, when the feedback information includes dialogue text, when the first virtual pet enters the trigger area of ​​a non-player character, a dialogue bubble can be displayed in the associated area of ​​the non-player character, and the dialogue text of the non-player character to the first virtual pet can be displayed in the dialogue bubble. In this way, the diversity of dialogue text displayed in the virtual scene can be increased, thereby improving the player's gaming experience.

[0190] When the dialogue text is a single dialogue statement, the number of dialogue bubbles is 1. When the first virtual pet enters the trigger area of ​​a non-player character, one dialogue bubble can be displayed in the associated area of ​​the non-player character. The dialogue bubble can have a display duration, which can be a preset duration or the execution duration of the first interactive operation, and can be set according to actual usage needs.

[0191] When the dialogue text consists of multiple dialogue statements, the number of dialogue bubbles can be one or more. When there is only one dialogue bubble, the dialogue statements have a display order. The dialogue statements can be displayed in the dialogue bubble in the order they are displayed, with one or more dialogue statements displayed at a time. Each displayed dialogue statement has a corresponding duration. In this way, the diversity of dialogue text displayed in the virtual scene can be improved, thereby enhancing the player's gaming experience.

[0192] For example, referring to Figure 10, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a non-player character 1001 is displayed in the virtual scene, a dialogue bubble 1003 is displayed in the associated area of ​​the non-player character 1001, and a dialogue statement 1 of the non-player character 1001 to the first virtual pet 1002 is displayed in the dialogue bubble 1003. The dialogue statement 1 is "What a cute rabbit" (see the left half of Figure 10).

[0193] In response to the fourth duration of the display of dialogue statement 1 (that is, when the display of dialogue statement 1 reaches the fourth duration), the dialogue statement 1 displayed in the dialogue bubble 1003 can be switched to dialogue statement 2, which is "I also want to have one". In this way, dialogue statements can be displayed in the dialogue bubble in sequence, which can improve the diversity of dialogue text displayed in the virtual scene and thus improve the player's game experience.

[0194] When there are multiple dialogue bubbles, there is a one-to-one correspondence between dialogue sentences and dialogue bubbles. That is, when the dialogue text consists of multiple consecutive dialogue sentences, each dialogue sentence corresponds to one dialogue bubble. Multiple dialogue bubbles can be presented one by one in the associated area. In this way, the diversity of dialogue text displayed in the virtual scene can be improved, thereby enhancing the player's gaming experience.

[0195] In some embodiments, one or more of the following may be different depending on the dialogue statement: the style of the dialogue bubble, the display area of ​​the dialogue bubble, the color of the dialogue bubble, the display region of the dialogue bubble, the font of the dialogue statement in the dialogue bubble, and the color of the dialogue statement in the dialogue bubble.

[0196] In some embodiments, there is a display order among the multiple dialogue statements. According to the display order, the dialogue bubble corresponding to the dialogue statement is displayed. In response to the display duration of the dialogue bubble of the dialogue statement reaching the fifth duration (that is, when the display duration of the dialogue bubble of the dialogue statement reaches the fifth duration), the dialogue bubble of the dialogue statement is canceled. In response to the duration of the cancellation of the dialogue bubble of the dialogue statement reaching the sixth duration (that is, when the duration of the cancellation of the dialogue bubble of the dialogue statement reaches the sixth duration), the dialogue bubble corresponding to the next dialogue statement is displayed, until all multiple dialogue statements are displayed.

[0197] For example, referring to Figure 11, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a non-player character 1101 is displayed in the virtual scene, a dialogue bubble 1103 is displayed in the associated area of ​​the non-player character 1101, and a dialogue statement 3 of the non-player character 1101 to the first virtual pet 1102 is displayed in the dialogue bubble 1103, the dialogue statement 3 is "So cute", and in response to the display duration of the dialogue bubble 1103 displaying the dialogue statement 3 reaching 3s (the fifth duration), the display of the dialogue bubble 1103 and the dialogue statement 3 is canceled.

[0198] Referring to Figure 12, which is a schematic diagram of a virtual scene provided in an embodiment of this application, following Figure 11, in response to the cancellation of the duration of the display of the dialog bubble 1103 and the dialogue statement 3 shown in Figure 11 reaching 2 seconds (sixth duration), the dialogue statement 4 of the non-player character 1101 to the first virtual pet 1102 is displayed in the dialog bubble 1201. The dialogue statement 4 is "Where did you get it from?" In response to the display duration of the dialog bubble 1201 displaying the dialogue statement 4 reaching 3 seconds (fifth duration), the display of the dialog bubble 1201 and the dialogue statement 4 is cancelled.

[0199] As shown in Figures 11 and 12, when the dialogue text consists of multiple consecutive dialogue statements, each dialogue statement corresponds to a dialogue bubble. Multiple dialogue bubbles are presented one by one in the associated area, which can increase the diversity of dialogue text displayed in the virtual scene, enhance the player's immersion in the game, and thus improve the player's gaming experience.

[0200] In some embodiments, the feedback information includes graphics displayed by a non-player character for the first virtual pet. The graphics may include positive and negative graphics. When the first virtual pet enters the non-player character's trigger area, the graphics displayed for the first virtual pet are shown in the non-player character's associated area.

[0201] In some embodiments, when the feedback information includes a second interactive operation and graphics, the graphics are adapted to the second interactive operation, and the graphics are used to assist the second interactive operation in providing a third feedback to the first virtual pet. That is, during the execution of a second interactive operation on the first virtual pet, a non-player character can display graphics related to the first virtual pet in their associated area. This further enhances the diversity of non-player character displays in the virtual scene and enriches their behavior, thereby improving the player's gaming experience.

[0202] In some embodiments, when the feedback information includes graphics and dialogue text, the graphics are adapted to the dialogue text, and the dialogue text and graphics can be displayed in the associated area of ​​the non-player character. In this way, the diversity of non-player characters displayed in the virtual scene can be further improved, and the behavior of non-player characters can be further enriched, thereby further improving the player's gaming experience.

[0203] In some embodiments, when the feedback information includes graphics, dialogue text, and a second interactive operation, the non-player character can display the graphics of the non-player character interacting with the first virtual pet and the dialogue text of the non-player character interacting with the first virtual pet in the associated area of ​​the non-player character during the second interactive operation. In this way, the diversity of non-player characters displayed in the virtual scene can be further improved, and the behavior of non-player characters can be further enriched, thereby further improving the player's gaming experience.

[0204] For example, referring to Figure 13, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a non-player character 1302 is displayed in the virtual scene 1301. During the second interactive operation performed by the non-player character 1302, dialogue text 1304 of the non-player character 1302 towards the first virtual pet 1303 is displayed in the associated area of ​​the non-player character 1302. The dialogue text 1304 is "You scared me!", and graphic 1305 of the non-player character 1302 towards the first virtual pet 1303 is also displayed. The graphic 1305, dialogue text 1304, and the second interactive operation are compatible. In this way, the diversity of non-player characters displayed in the virtual scene can be further improved, and the behavior of non-player characters can be further enriched, thereby further improving the player's gaming experience.

[0205] The compatibility of graphics, dialogue text, and second interactive operation means that the emotions represented by the graphics, the emotions represented by the dialogue text, and the emotions represented by the second interactive operation are consistent, or that the meanings represented by the graphics, the meanings represented by the dialogue text, and the meanings represented by the second interactive operation are consistent. This can be set according to actual usage needs.

[0206] In some embodiments, different virtual pets may correspond to different graphics. The difference in graphics can be characterized by one or more of the following: different colors, different styles, and different sizes. In this way, the diversity of non-player characters displayed in the virtual scene can be further improved.

[0207] In some embodiments, the feedback information includes audio from a non-player character addressing the first virtual pet. This audio can correspond to dialogue text and can include both positive and negative audio. In the absence of dialogue text, the audio can be used to express emotions such as surprise, joy, or affection. When the first virtual pet enters the non-player character's trigger area, the non-player character's audio addressing the first virtual pet can be played. In this way, users can hear the non-player character's audio addressing the first virtual pet, enhancing the player's auditory experience.

[0208] In some embodiments, where the feedback information includes a second interactive operation and audio, when the first virtual pet enters the trigger area of ​​a non-player character, audio from the non-player character to the first virtual pet is played during the execution of the second interactive operation. The audio is adapted to the second interactive operation to assist the second interactive operation in providing first feedback to the first virtual pet.

[0209] In some embodiments, the audio spoken by a non-player character to the first virtual pet refers to sound data stored in digital signal form and playable through a speaker. The audio is a voice clip (such as "So cute," "Don't come any closer") or a specific interactive sound effect (such as clapping or whistling) spoken by the non-player character to the first virtual pet. The content, tone, and duration of the audio have a preset mapping relationship with the type of action of the second interactive operation.

[0210] In some embodiments, audio being adapted to the second interactive operation means that the emotion represented by the audio is consistent with the emotion represented by the second interactive operation, or that the meaning represented by the audio is consistent with the meaning represented by the second interactive operation, which can be set according to actual usage needs.

[0211] The first feedback refers to the perceptual information conveyed by the non-player character to the user and the first virtual pet through performing a second interactive action combined with the playback of audio. The first feedback includes the non-player character's attitude (such as liking, disliking, or curiosity) and behavioral intentions (such as inviting to play or chasing away) towards the first virtual pet, and is the result of the coordinated action of visual movement and auditory audio.

[0212] In some embodiments, different virtual pets correspond to different audio. The audio differences can be one or more of the following: different audio content, different timbre, different duration, and different audio type. Different audio content can refer to different text or different melodies. Different audio types can refer to audio corresponding to text, audio corresponding to a melody, etc. The audio type can also refer to different styles; for example, the audio type can be soothing or intense, and can be set according to actual usage needs.

[0213] In some embodiments, feedback information may include audio, and may also include one or more of a second interactive action, graphics, and dialogue text, as detailed in the corresponding descriptions. Playing audio may be added based on these descriptions, but will not be elaborated upon here. This approach not only enhances the diversity of non-player characters displayed in the virtual scene and enriches their behavior, but also improves the player's auditory experience, thereby further enhancing the player's gaming experience.

[0214] The interaction method in the virtual scene provided in this application embodiment enhances the information transmission efficiency of human-computer interaction. Audio, as auxiliary information for the second interactive operation, can fill the gap in expressing complex intentions through visual actions, enabling users to understand the attitude and intention of non-player characters towards the first virtual pet more quickly and accurately.

[0215] It enhances the immersion of virtual scenes by simulating the multimodal characteristics of biological interactions in the real world through synchronized audiovisual input. This eliminates the unrealistic feeling caused by single visual feedback, providing users with a more immersive experience. It also improves the completeness of the feedback mechanism. The close coordination between audio and the second interactive operation forms a complete first feedback loop, ensuring that even when visual attention is diverted, users can still receive key interactive information through their auditory channels, thereby improving the robustness of the interaction system and user satisfaction.

[0216] In some embodiments, when the first interactive operation is a throwing operation on a virtual container, based on the throwing operation, in response to the virtual container being thrown into the trigger area (i.e., when the virtual container is thrown into the trigger area), the system controls the first virtual pet in the virtual container to appear in the trigger area, and controls the non-player character to output feedback information to the first virtual pet. In this way, the non-player character can output feedback information to the first virtual pet, which enriches the behavior of the non-player character, increases the diversity of the non-player character's behavior, and enhances the diversity of non-player characters displayed in the virtual scene.

[0217] In some embodiments, the control command may include a first position for the throwing operation. If the first position does not belong to the trigger area of ​​a non-player character, the first virtual pet can be controlled to appear at the first position. If the first position belongs to the trigger area of ​​a non-player character, it indicates that the virtual container has been thrown into the trigger area. The first virtual pet in the virtual container can be controlled to appear in the trigger area, and the non-player character can be controlled to output feedback information for the first virtual pet.

[0218] For example, referring to Figure 14, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a player character 1402 and a non-player character 1405 are displayed in the virtual scene 1401. In response to the control command for the player character 1402, the player character 1402 is controlled to perform a throwing operation on the virtual container 1403 including the first virtual pet. The non-player character 1405 has a corresponding trigger area 1404.

[0219] Referring to Figure 15, which is a schematic diagram of a virtual scene provided in an embodiment of this application, and Figure 16, which is a schematic diagram of a virtual scene provided in an embodiment of this application, following Figure 14, in response to the virtual container 1403 being thrown into the trigger area 1404, the first virtual pet 1601 shown in Figure 16 in the virtual container 1403 shown in Figure 15 is controlled to appear in the trigger area 1404, and the non-player character 1405 is controlled to perform a second interactive operation. In the area not associated with the player character 1405, the dialogue text 1602 of the non-player character 1405 towards the first virtual pet 1601 is displayed, and the dialogue text 1602 is "Wow".

[0220] As shown in Figures 14-16, the first interactive operation is a throwing operation by the player character 1402 onto the virtual container 1403. In this way, the non-player character can output feedback information to the first virtual pet, which can enrich the behavior of the non-player character, increase the diversity of the behavior of the non-player character, and increase the diversity of the non-player character displayed in the virtual scene.

[0221] The throwing action involves the player character applying virtual force to a virtual container according to control commands, causing it to move along a specific trajectory (such as a parabola) and land in the virtual scene. A parabolic guide extending from the player character's hand can be displayed, and the landing point of the guide moves with the user's viewpoint. When the player character performs a throwing motion, the virtual container detaches from the player character's hand and flies towards the target along a parabolic trajectory.

[0222] When the virtual container lands in a non-player character's trigger area, an animation of the virtual container bouncing or rolling is displayed. The virtual container then performs an opening animation (such as unfolding via a hinge or an explosion effect), generating light or smoke effects at the container's location. The first virtual pet then appears at the landing point of the virtual container, its display changing from hidden to visible, allowing the non-player character to control and output feedback information to the first virtual pet.

[0223] The interaction method in the virtual scene provided by the embodiments of this application improves the efficiency and flexibility of human-computer interaction. Through the throwing operation, terrain limitations can be ignored, and the first virtual pet can be quickly thrown remotely to the trigger area of ​​the non-player character without waiting for the first virtual pet to move on its own.

[0224] The interactive logic of the virtual scene is enriched, allowing players to actively control the attention focus of non-player characters through spatial manipulation, thus enhancing the depth of gameplay. A precise spatial triggering mechanism is implemented, using virtual containers as triggering media. Specific feedback from non-player characters is activated only when the container accurately falls into the trigger area, avoiding the monotony of repetitive automatic triggering.

[0225] In some embodiments, when the first interactive operation is a riding operation of a player character on a first virtual pet, after controlling the first virtual pet to move to the trigger area based on the riding operation, when the first virtual pet enters the trigger area of ​​a non-player character, the non-player character is controlled to output feedback information on the first virtual pet.

[0226] For example, referring to Figure 17, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a player character 1706 is displayed in the virtual scene 1701. The player character 1706 rides a first virtual object 1703. In response to the player character 1706 riding the first virtual object 1703 into the trigger area 1702 of the non-player character 1704, the non-player character 1704 is controlled to output feedback information to the first virtual pet 1703. The feedback information includes a second interactive operation performed by the non-player character 1704, and a dialogue text 1705 displayed during the second interactive operation performed by the non-player character 1704. The dialogue text 1705 is "I'm so scared".

[0227] By having the player character ride a first virtual object, the first virtual object enters the trigger area of ​​the non-player character, thereby controlling the non-player character to output feedback information to the first virtual pet. This can enrich the behavior of the non-player character, increase the diversity of the non-player character's behavior, and also increase the diversity of the non-player character displayed in the virtual scene.

[0228] In the virtual scene interaction method provided in this application embodiment, the first virtual object can be brought into the trigger area of ​​a non-player character by the player character riding the first virtual object or by throwing a virtual container containing the first virtual pet. This allows the non-player character to output feedback information to the first virtual pet, enriching the ways to trigger the non-player character to output feedback information. In other words, it enriches the interaction methods for triggering the non-player character to output feedback information, and also enriches the behavior of the non-player character, increasing the diversity of the non-player character's behavior and the diversity of the non-player character displayed in the virtual scene.

[0229] In some embodiments, the number of virtual pets entering the trigger area of ​​a non-player character can be one or more. For the case where the number of virtual pets entering the trigger area of ​​a non-player character is one, please refer to the above description, which will not be repeated here.

[0230] When multiple virtual pets enter the trigger area of ​​a non-player character, based on the first interaction operation, if the non-player character is outputting feedback information for the second virtual pet when the first virtual pet enters the trigger area, the priority relationship between the first and second virtual pets can be determined.

[0231] The second virtual pet can be a player character's virtual pet or a virtual pet of another player character. For non-player characters, the first virtual pet is the virtual pet that newly enters the non-player character's trigger area compared to the second virtual pet. In other words, the time when the second virtual pet enters the non-player character's trigger area is earlier than the time when the first virtual pet enters the non-player character's trigger area.

[0232] When the priority of the first virtual pet is less than or equal to the priority of the second virtual pet, the non-player character can be controlled to continuously output feedback information to the second virtual pet. In this way, if the priority of a newly entered virtual pet in the non-player character's trigger area is less than or equal to the priority of a virtual pet already in the non-player character's trigger area, feedback information can be continuously output to the virtual pet already in the non-player character's trigger area. The newly entered virtual pet will not interrupt the output of feedback information, thus ensuring the integrity of the output feedback information and improving the user's gaming experience.

[0233] If the first virtual pet has a higher priority than the second virtual pet, the non-player character can be controlled to stop outputting feedback information to the second virtual pet and instead output feedback information to the first virtual pet. The feedback information for different virtual pets can differ; please refer to the previous explanation for the specific feedback information, which will not be repeated here. In other words, based on the first interaction operation, if the first virtual pet enters the non-player character's trigger area while the non-player character is outputting feedback information to the second virtual pet, and the first virtual pet has a higher priority than the second virtual pet, then the non-player character will be controlled to stop outputting feedback information to the second virtual pet and instead output feedback information to the first virtual pet.

[0234] If the priority of the first virtual pet is higher than that of the second virtual pet, and the priority of a newly entered virtual pet in a non-player character's trigger area is higher than that of a virtual pet already in a non-player character's trigger area, the output of feedback information for the virtual pet already in the non-player character's trigger area can be interrupted, and feedback information for the newly entered virtual pet can be output instead. In this way, feedback information for the higher-priority virtual pet can be prioritized, enriching the behavior of non-player characters. For players, those with higher-priority virtual pets can more intuitively receive feedback information from non-player characters regarding their virtual pets, further enhancing the player's gaming experience.

[0235] For example, referring to Figure 18, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a non-player character 1802 and a trigger area 1803 of the non-player character 1802 are displayed in the virtual scene 1801. When the second virtual pet 1804 enters the trigger area 1803 of the non-player character 1802, the non-player character 1802 is controlled to output a second interactive operation 1 for the second virtual pet 1804. During the execution of the second interactive operation 1 for the second virtual pet 1804, the non-player character 1802 can display the dialogue text 1805 of the non-player character 1802 for the second virtual pet 1804.

[0236] Based on the first interactive operation, if the first virtual pet 1807 enters the trigger area 1803 of the non-player character 1802, and the non-player character 1802 is outputting feedback information for the second virtual pet 1804 (corresponding to the second interactive action 1 and dialogue text 1805), and the priority of the first virtual pet 1807 is higher than that of the second virtual pet 1804, then the non-player character 1802 is controlled to stop outputting feedback information for the second virtual pet 1804 and output feedback information for the first virtual pet 1807.

[0237] Feedback information for the first virtual pet 1807 includes controlling the non-player character 1802 to output a second interactive operation 2 towards the first virtual pet 1807, and during the execution of the second interactive operation 2 by the non-player character 1802, the dialogue text 1806 of the non-player character 1802 towards the first virtual pet 1807 can be displayed. In this way, feedback information can be prioritized for virtual pets with higher priority, enriching the behavior of non-player characters. For players, those with higher-priority virtual pets can more intuitively receive feedback information from non-player characters towards their virtual pets, further enhancing the player's gaming experience.

[0238] The following explains the priority of virtual pets. A virtual pet's priority can be determined by at least one of the following: pet category, pet level, and generation stage. Generally, the larger the virtual pet, the higher its priority; that is, the size of the virtual pet is positively correlated with its priority. The more unique the virtual pet's appearance and color, the higher its priority. Whether the appearance and color are unique can be set according to actual usage needs.

[0239] The more types a virtual pet has, the higher its priority; the number of types is positively correlated with priority. Similarly, the more attribute values ​​a virtual pet has, the higher its priority; the number of attribute values ​​is also positively correlated with priority. For each attribute value, the higher the attribute value, the higher the priority; the attribute value is positively correlated with priority.

[0240] The higher the second rarity of a virtual pet, the higher its priority; the second rarity is positively correlated with priority. Similarly, the higher the level of a virtual pet, the higher its priority; the level is also positively correlated with priority. A virtual pet's level can include one or more of its current growth stage and skill levels. The higher the growth stage of a virtual pet, the higher its priority; the growth stage is positively correlated with priority. Priority can also be determined using information from other virtual pets, but this is not limited to this discussion.

[0241] In some embodiments, if a third virtual pet enters the trigger area while a non-player character is outputting feedback information to the first virtual pet, and the third virtual pet has the same priority as the first virtual pet, then the non-player character is controlled to continuously output feedback information to the first virtual pet.

[0242] The third virtual pet can be either the player character's virtual pet or another player character's virtual pet. The third virtual pet is the one newly entering the trigger area for non-player characters, unlike the first virtual pet, which is already in the trigger area for non-player characters.

[0243] If a newly entered virtual pet in a non-player character's trigger zone has the same priority as a virtual pet already in that zone, the ongoing feedback output to the existing virtual pet can be maintained without interrupting the non-player character's feedback. This means the non-player character can be controlled to continuously output feedback to the first virtual pet (the one already in the non-player character's trigger zone). This prioritizes feedback to higher-priority virtual pets, enriching the non-player character's behavior. For players with higher-priority virtual pets, this allows for more direct access to the non-player character's feedback, further enhancing the player's gaming experience.

[0244] In other words, by positively correlated parameters such as size, rarity, and level with priority, high-quality virtual pets carefully cultivated by players can receive priority attention (i.e., feedback information) from non-player characters, thereby enhancing players' sense of accomplishment and gaming experience, optimizing the stability of interaction in multi-objective environments, and enabling non-player characters to make logical selection judgments based on various characteristics of virtual pets (such as whether their appearance and color are unique and the strength of their attributes), thus improving the intelligent perception performance of non-player characters.

[0245] In some embodiments, if a third virtual pet enters the trigger area while a non-player character is outputting feedback information to the first virtual pet, and the priority of the third virtual pet is lower than that of the first virtual pet, then the non-player character is controlled to continuously output feedback information to the first virtual pet.

[0246] If a newly entered virtual pet in a non-player character's trigger zone has a lower priority than a virtual pet already in that zone, the ongoing feedback output to the existing virtual pet can continue without interrupting the output. This means the non-player character can control the continuous output of feedback to the first virtual pet (the one already in the trigger zone). This prioritizes feedback to higher-priority virtual pets, enriching the non-player character's behavior. For players with higher-priority virtual pets, this allows for more direct access to the non-player character's feedback, improving interaction stability and ultimately enhancing the player's gaming experience.

[0247] For example, referring to Figure 19, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a non-player character 1902 and a trigger area 1903 of the non-player character 1902 are displayed in the virtual scene 1901. When the first virtual pet 1904 enters the trigger area 1903 of the non-player character 1902, the non-player character 1902 is controlled to output a second interactive operation 3 for the first virtual pet 1904. During the execution of the second interactive operation 3 for the first virtual pet 1904, the non-player character 1902 can display the dialogue text 1905 of the non-player character 1902 for the first virtual pet 1904.

[0248] During the process of non-player character 1902 outputting feedback information to the first virtual pet 1904 (corresponding to the second interactive operation 3 and dialogue text 1905), if a third virtual pet 1906 enters the trigger area 1903 and the third virtual pet 1906 has the same priority as the first virtual pet 1904, then control non-player character 1902 to continuously output feedback information to the first virtual pet 1904.

[0249] This means controlling the non-player character 1902 to continuously output the second interactive action 3 towards the first virtual pet 1904, and during the execution of the second interactive action 3 towards the first virtual pet 1904, the non-player character 1902 can display dialogue text 1905 regarding the first virtual pet 1904. In this way, feedback information towards higher-priority virtual pets can be prioritized, enriching the behavior of non-player characters. For players, those with higher-priority virtual pets can more intuitively receive feedback information from non-player characters towards their virtual pets, further enhancing the player's gaming experience.

[0250] In some embodiments, after controlling the non-player character to output feedback information to the first virtual pet, in response to the fourth virtual pet entering the non-player character's trigger area (that is, when the fourth virtual pet enters the non-player character's trigger area), the non-player character is controlled to output feedback information to the fourth virtual pet. The fourth virtual pet can be a player character's virtual pet, or it can be a virtual pet of another player character.

[0251] When the fourth virtual pet enters the non-player character's trigger area (i.e., when the fourth virtual pet enters the non-player character's trigger area), and the non-player character has finished outputting feedback information regarding the first virtual pet, it's as if the fourth virtual pet is a newly entered virtual pet within the non-player character's trigger area. Since the non-player character hasn't output feedback information regarding other virtual pets, there's no need to determine the priority of the fourth virtual pet; instead, the system controls the non-player character's output of feedback information regarding the fourth virtual pet. This enriches the behavior of the non-player character, increases the diversity of the fourth virtual pet and the non-player character displayed in the virtual scene, and allows the player to receive feedback information from the non-player character regarding the first virtual pet, thus improving the player's gaming experience.

[0252] In some embodiments, during the process of a non-player character outputting feedback information for the first virtual pet, in response to a switching command for the first virtual pet, the virtual pet ridden by the player character is controlled to switch from the first virtual pet to the fifth virtual pet, and in response to the completion of the switching for the first virtual pet (that is, when the switching for the first virtual pet is completed), the non-player character is controlled to output feedback information for the fifth virtual pet.

[0253] In some embodiments, a switching control may be displayed in the virtual scene. In response to a trigger operation on the switching control, at least one virtual pet owned by the player character may be displayed. In response to a selection operation on the fifth virtual pet among the at least one virtual pet, a switching command for the first virtual pet may be triggered, thereby controlling the virtual pet ridden by the player character to switch from the first virtual pet to the fifth virtual pet. In response to the completion of the switching on the first virtual pet (that is, when the switching on the first virtual pet is completed), the non-player character may be controlled to output feedback information on the fifth virtual pet.

[0254] In some embodiments, the identification information of at least one virtual pet owned by the player character is displayed in the virtual scene. Each virtual pet corresponds to one identification information, which can be one or more of the following: the virtual pet's avatar, the virtual pet's name, and the virtual pet's unique identifier. It can be set according to actual usage needs.

[0255] In response to the triggering operation of the identification information for the fifth virtual pet, a switching command for the first virtual pet can be triggered, thereby controlling the virtual pet ridden by the player character to switch from the first virtual pet to the fifth virtual pet. In response to the completion of the switching for the first virtual pet (that is, when the switching for the first virtual pet is completed), the non-player character is controlled to output feedback information for the fifth virtual pet. The identification information can be one or more of text, images, and videos.

[0256] During the process of a non-player character outputting feedback information to the first virtual pet, the player character can switch the virtual pet that is in the non-player character's trigger area. After switching the first virtual pet to the fifth virtual pet, the fifth virtual pet is equivalent to a virtual pet that has newly entered the non-player character's trigger area, while the first virtual pet is equivalent to a virtual pet that has left the non-player character's trigger area. The player character can control the non-player character to output feedback information to the fifth virtual pet.

[0257] For example, referring to Figure 20, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a non-player character 2002 is displayed in the virtual scene 2001. When the player character 2003 rides the first virtual pet 2004 into the trigger area of ​​the non-player character 2002, the non-player character 2002 is controlled to output a second interactive operation 4 for the first virtual pet 2004. During the execution of the second interactive operation 4 for the first virtual pet 2004, the non-player character 2002 can display the dialogue text 2005 of the non-player character 2002 for the first virtual pet 2004.

[0258] During the process of non-player character 2002 outputting feedback information to the first virtual pet 2004 (corresponding to the second interactive operation 4 and dialogue text 2005), in response to the switching command for the first virtual pet 2004, the virtual pet ridden by player character 2003 is switched from the first virtual pet 2004 to the fifth virtual pet 2006. In response to the completion of the switching of the first virtual pet 2004, that is, in response to player character 2003 riding the fifth virtual pet 2006 being in the trigger area of ​​non-player character 2002, non-player character 2002 is controlled to output feedback information to the fifth virtual pet 2006.

[0259] The feedback information for the fifth virtual pet 2006 is as follows: the non-player character 2002 outputs a second interactive operation 5 for the fifth virtual pet 2006, and during the execution of the second interactive operation 5, the non-player character 2002 can display dialogue text 2007 for the fifth virtual pet 2006. In this way, the virtual pet ridden by the player character can be switched with a single click. The switched virtual pet is equivalent to a newly entered virtual pet in the non-player character's trigger area. The non-player character can output feedback information for the newly entered virtual pet, enriching the non-player character's behavior and increasing the diversity of the first virtual pet and the non-player character displayed in the virtual scene, thereby improving the player's gaming experience.

[0260] The interaction method in a virtual scene provided in this application embodiment can display a player character in the virtual scene. The player character has a first virtual pet. In response to control commands for the player character, the method controls the player character to perform a first interactive operation on the first virtual pet. This can enhance the interactivity between the player character and the first virtual pet, and also increase the diversity of the first virtual pet displayed in the virtual scene. Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the method controls the non-player character to output feedback information on the first virtual pet. In this way, the non-player character can output feedback information on the first virtual pet, which can enrich the behavior of the non-player character, increase the diversity of the non-player character's behavior, and also increase the diversity of the non-player character displayed in the virtual scene.

[0261] As can be seen, the interaction method in the virtual scene provided by the embodiments of this application can enhance the interactivity between the player character and the first virtual pet, enrich the behavior of non-player characters, increase the diversity of displaying the first virtual pet and non-player characters in the virtual scene, and improve the resource utilization of electronic devices. For players, players can obtain feedback information from non-player characters to the first virtual pet, which can improve the player's gaming experience and solve technical problem 1.

[0262] Furthermore, in the interaction method in the virtual scene provided in this application embodiment, the corresponding second interaction operation can be determined according to at least one of the virtual pet's pet category, pet level, and growth stage, which improves the diversity of the second interaction operation. In addition, in the case of multiple virtual pets entering the trigger area of ​​the non-player character, the corresponding feedback information can be determined according to the priority of the virtual pet. The feedback information may include one or more of the second interaction operation, audio, text dialogue, and graphics, which greatly enriches the diversity of feedback information, thereby further enriching the behavior of the non-player character. This can improve the diversity of displaying the first virtual pet and the non-player character in the virtual scene and solve technical problem 2.

[0263] In other words, the interaction method in the virtual scene provided in this application embodiment can enrich the human-computer interaction dimension in the virtual scene. In addition to dialogue, the interaction between the player character controlled by the player and the non-player object can also be achieved through virtual pets, which increases the strategicity and diversity of the corresponding interactive operations in the game.

[0264] It can enhance the sense of intelligence and scene realism of non-player objects. Non-player objects can simulate the natural reactions of users to pets in the real world, avoiding the mechanical feeling of non-player objects being indifferent to changes in the surrounding environment (such as pets running in), thus significantly enhancing the realism and immersion of the virtual world.

[0265] By controlling the output of differentiated feedback information from non-player objects based on the different attributes of the pet (such as breed, level, and appearance), players can be provided with a more accurate and personalized gaming experience. This avoids monotonous, generic dialogue, enriches the displayed content, and improves the resource utilization of electronic devices.

[0266] In some embodiments, after controlling a non-player character to output feedback information to the first virtual pet, when the first virtual pet is in the trigger area for a first duration, the non-player character is controlled to follow the first virtual pet with their gaze.

[0267] In some embodiments, when the first virtual pet is in the trigger area for a first duration, the non-player character is controlled to follow the first virtual pet with their gaze. During the gaze following process, the first virtual pet can be moved within the trigger area by a movement control. The non-player character can adjust their orientation to follow the changes in the position of the first virtual pet.

[0268] For example, referring to Figure 21, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a non-player character 2101 is displayed in the virtual scene. When the first virtual pet 2102 is in the trigger area for a first duration, the non-player character 2101 is controlled to follow the first virtual pet 2102 with its eyes. In the right half of Figure 21, the non-player character 2101 faces the first virtual pet 2102 located on the right. When the first virtual pet 2102 moves to the left side of the left half of Figure 21, the non-player character 2101 changes its orientation, that is, the non-player character 2101 faces the first virtual pet 2102 located on the left.

[0269] In this embodiment, the non-player character can follow the first virtual pet with their gaze, which can further enrich the behavior of the non-player character and increase the player's immersion in the game, thereby improving the player's gaming experience.

[0270] In some embodiments, in response to a non-player character following the first virtual pet for a second duration (i.e., when the non-player character follows the first virtual pet for a second duration), a target task is unlocked, and the non-player character is controlled to guide the player character to perform the target task.

[0271] To further enhance the diversity of non-player character behaviors and enrich the interaction between non-player and player characters, a target quest can be unlocked when a non-player character's gaze follows the first virtual pet for a certain duration (i.e., when the non-player character's gaze follows the first virtual pet for a certain duration). To inform the user that the target quest has been unlocked, a first notification message can be displayed. This first notification message may also include information about the target quest. The first notification message can be displayed as a pop-up window or a floating layer.

[0272] The information of the target task may include one or more of the following: the name of the target task, the conditions for completion of the target task, the location of the target task, the reward that can be obtained for completing the target task, the triggering conditions of the target task, and the type of the target task. Of course, it can also be information on any task in this field, which is not limited here.

[0273] After unlocking the target mission, players can control a non-player character to guide the player character in completing the mission. The target mission can be set according to actual needs. For example, the target mission can be used to help the player character solve difficulties encountered by the non-player character. In this way, the interaction between the player character and the non-player character can be enriched, and the player's experience during the game can be improved.

[0274] In this context, a non-player character guiding a player character to complete a target task can involve the non-player character informing the player character of the target task information, the player character following the non-player character to the task location in the virtual scene, or the non-player character providing the player character with virtual items needed for the target task. These can be set according to actual usage needs and are not limited here.

[0275] The interaction method in the virtual scene provided in this application's embodiments constructs a realistic social interaction mechanism. By introducing a second duration as a judgment criterion, it simulates the behavioral logic of observation-interest generation-request for help in reality, making the behavior of non-player characters more logical rather than mechanically triggered. This enhances the explorability of the task system. Linking the target task to the attractiveness of the first virtual pet encourages players to showcase their nurtured virtual pets, increasing the depth of gameplay. It clarifies the transmission path of task information. Through the first prompt information and the active guidance of non-player characters, it ensures that players can accurately obtain information about the target task and completion conditions the moment the task is unlocked, lowering the operational threshold for players and solving the problem of guidance gaps.

[0276] In some embodiments, in response to a non-player character following the first virtual pet for a duration of a third duration (that is, when the non-player character follows the first virtual pet for a duration of a third duration), the non-player character is controlled to release a target skill, wherein the target skill includes at least one of a trust skill and an attribute skill, the trust skill being used to increase the first virtual pet's trust in the player character, and the attribute skill being used to increase the player character's attribute value.

[0277] In some embodiments, in response to a non-player character following the first virtual pet's gaze for a third duration (i.e., when the non-player character's gaze follows the first virtual pet for a third duration), the non-player character can be controlled to release a trust skill on the first virtual pet, thereby increasing the first virtual pet's trust in the player character. The first virtual pet's trust in the player character can assist the first virtual pet in leveling up, learning skills, or advancing through one or more growth stages, and can be set according to actual usage needs. In this way, the interaction between the non-player character, the first virtual pet, and the player character can be improved, thus enhancing the player's gaming experience.

[0278] In some embodiments, in response to a non-player character following the first virtual pet for a third duration (i.e., when the non-player character's gaze follows the first virtual pet for a third duration), the non-player character can be controlled to release attribute skills on the first virtual pet, thereby increasing the attribute values ​​of the first virtual pet. This enhances the interaction between the non-player character, the first virtual pet, and the player character, and improves the player's gaming experience.

[0279] In some embodiments, in response to a non-player character following the first virtual pet for a third duration (i.e., when the non-player character's gaze follows the first virtual pet for a third duration), the non-player character can be controlled to release attribute skills on the first virtual pet, thereby increasing the first virtual pet's attribute values. Furthermore, the non-player character can be controlled to release trust skills on the first virtual pet, thereby increasing the first virtual pet's trust in the player character. In this way, the interaction between the non-player character, the first virtual pet, and the player character can be improved, thus enhancing the player's gaming experience.

[0280] In some embodiments, in response to a non-player character following the first virtual pet for a third duration (i.e., when the non-player character's gaze follows the first virtual pet for a third duration), the non-player character can be controlled to release attribute skills against the player character, thereby increasing the player character's attribute values. The player character's attribute values ​​can be found in the description of virtual pet attribute values. The number of attribute values ​​for the player character can be the same as or different from the number of attribute values ​​for the virtual pet, and can be set according to actual usage needs. This approach enhances the interaction between the non-player character, the first virtual pet, and the player character, thereby improving the player's gaming experience.

[0281] In some embodiments, in response to a non-player character following the first virtual pet for a third duration (i.e., when the non-player character's gaze follows the first virtual pet for a third duration), the non-player character's first virtual pet can be controlled to release a trust skill, thereby increasing the first virtual pet's trust in the player character. Furthermore, the non-player character can be controlled to release attribute skills against the player character, thereby increasing the player character's attribute values. In this way, the interaction between the non-player character, the first virtual pet, and the player character can be improved, thus enhancing the player's gaming experience.

[0282] In some embodiments, in response to a non-player character following the first virtual pet for a third duration (i.e., when the non-player character's gaze follows the first virtual pet for a third duration), the non-player character can be controlled to release attribute skills on the first virtual pet, thereby increasing the first virtual pet's attribute values. The non-player character can also be controlled to release attribute skills on the player character, thereby increasing the player character's attribute values. This approach enhances the interaction between the non-player character, the first virtual pet, and the player character, thus improving the player's gaming experience.

[0283] In the interaction method within the virtual scene provided in this application embodiment, at least one of the following can be performed: a non-player character can guide a player character to perform a target task, or a non-player character can release a target skill. This further enriches the role and behavior of non-player characters in the game, thereby enhancing the player's gaming experience.

[0284] In some embodiments, when the first virtual pet leaves the trigger area, the non-player character is controlled to stop following the line of sight and return to the initial state. The initial state can be a state preset for the non-player character. For a non-player character, there can be one or more initial states. For different non-player characters, the initial states corresponding to different non-player characters can be the same or different, and can be set according to actual usage needs.

[0285] The initial state is the state of a non-player character when they are not outputting feedback information to the virtual pet. The initial state can be determined based on the weather in the virtual scene, the non-player character's position in the virtual scene, and the corresponding game activities.

[0286] For example, the initial state of a non-player character might be standing at location 'a' in the virtual scene. However, in cold weather, the initial state could be sitting at location 'b' in the virtual scene. This approach enriches the initial states of non-player characters and enhances player immersion, thereby improving the overall gaming experience.

[0287] In some embodiments, a gaze-following area exists, the area of ​​which can be greater than, less than, or equal to the area of ​​the trigger area. That is, during gaze-following, when the first virtual pet moves outside the gaze-following area, the non-player character stops gaze-following the first virtual pet and returns to the initial state. When the first virtual pet moves within the gaze-following area, the non-player character continues to follow the first virtual pet. This approach enriches the behavior of the non-player character and enhances the player's immersion in the game, thereby improving the player's gaming experience.

[0288] In some embodiments, during the process of controlling a non-player character to output feedback information to the first virtual pet, the first virtual pet can be controlled to move within the trigger area. The non-player character can follow the first virtual pet with their eyes while outputting feedback information to the first virtual pet. When the first virtual pet leaves the trigger area, the non-player character is controlled to stop providing feedback information to the first virtual pet, stop following the pet with their eyes, and return to the initial state.

[0289] In other words, when controlling a non-player character to output feedback information towards the first virtual pet, if the first virtual pet leaves the trigger area, the non-player character's output of feedback information towards the first virtual pet can be interrupted. This method enriches the behavior of the non-player character and enhances the player's immersion in the game, thereby improving the player's gaming experience.

[0290] In some embodiments, the feedback information may include positive feedback and negative feedback. Accordingly, the feedback information corresponding to positive feedback may include one or more of positive interactive actions, positive dialogue text, positive graphics, and positive audio, and the feedback information corresponding to negative feedback may include one or more of negative interactive actions, negative dialogue text, negative graphics, and negative audio. These can be set according to actual usage requirements.

[0291] In some embodiments, during the process of a player character performing a riding operation, that is, during the process of a player character riding a first virtual pet, the first virtual pet is in a first form; after controlling a non-player character to output feedback information to the first virtual pet, in response to the feedback corresponding to the feedback information being negative feedback (that is, when the feedback corresponding to the feedback information is negative feedback), the first virtual pet's form is controlled to switch from the first form to the second form, and the second form is used for the first virtual pet to perform combat operations against the non-player character.

[0292] In other words, when the feedback corresponding to the feedback information is negative, the first virtual pet can be controlled to perform combat operations against non-player characters. In some embodiments, when the form of the first virtual pet changes from the first form to the second form, the player character can still ride the first virtual pet. That is to say, the first virtual pet can be controlled to perform combat operations against non-player characters while the player character is riding it.

[0293] In some embodiments, when the form of the first virtual pet changes from the first form to the second form, the player character can be controlled to no longer ride the first virtual pet, the virtual scene can be switched to the virtual scene corresponding to the combat operation, and the first virtual pet can be controlled to perform combat operations against non-player characters.

[0294] In some embodiments, the first virtual pet performs combat operations against non-player characters. This can involve the first virtual pet fighting against non-player characters or fighting against virtual pets of non-player characters, and can be configured according to actual usage.

[0295] In the interaction method in the virtual scene provided in this application embodiment, the first virtual pet can be controlled to switch forms by combining the feedback corresponding to the feedback information, thereby improving the diversity of the first virtual pet display. In addition, it can control the execution of combat operations against non-player characters, enriching the interaction between the first virtual pet and non-player characters, and improving the player's game experience.

[0296] In some embodiments, in response to negative feedback (i.e., when the feedback corresponding to the feedback information is negative), the first virtual pet is controlled to perform a third interactive operation for a non-player character. This third interactive operation is used to reduce the probability of negative feedback occurring. The third interactive operation may include one or more of interactive actions, dialogue text, graphics, and audio. Refer to the description of the second interactive operation for equivalent substitutions; details will not be repeated here. In this way, the behavior of the first virtual pet can be enriched, and the interaction between the first virtual pet and the non-player character can be enhanced, thereby improving the player's gaming experience.

[0297] In some embodiments, a first probability of triggering feedback information can be set for each non-player character. For positive and negative feedback, a second probability of occurrence can be set for positive feedback, and a third probability of occurrence can be set for negative feedback. The first, second, and third probabilities of occurrence can be set according to actual usage requirements.

[0298] In some embodiments, the first occurrence probability, the second occurrence probability, and the third occurrence probability are associated with one or more of the following: weather in the virtual scene, the state of a non-player character, a virtual pet, and a player character. For example, if the weather in the virtual scene is sunny, the first occurrence probability and the second occurrence probability increase, while the third occurrence probability decreases.

[0299] For example, the status of non-player characters can be divided into a good mood state and a bad mood state. In a good mood state, the probability of the first and second occurrences increases, while the probability of the third occurrence decreases. In a bad mood state, the probability of the first and second occurrences decreases, while the probability of the third occurrence increases. These settings can be configured according to actual usage needs and are not limited here.

[0300] In the virtual scene interaction method provided in this application embodiment, the probability of negative feedback can be reduced by having the first virtual pet perform a third interactive operation for a non-player character. This can enrich the behavior of the first virtual pet and the interaction between the first virtual pet and the non-player character, thereby improving the player's gaming experience.

[0301] In some embodiments, after controlling a non-player character to output feedback information to the first virtual pet, in response to the feedback information being directed to a target part of the first virtual pet and the feedback corresponding to the feedback information being positive feedback, a visual effect is displayed at the target part of the first virtual pet.

[0302] Visual effects can be used to enhance the richness and diversity of the displayed content in virtual scenes, thereby increasing visual impact and interest. Visual effects can be one or more of the following: light and shadow effects, particle effects, animation effects, interactive effects with virtual scenes, and sound effects. Light and shadow effects can include one or more of the following: adding a halo effect to a preset range of content on a target part, converging light rays emitted from various directions of the virtual scene to the target part of the virtual pet, and adding light and shadow change effects within a preset range of the target part.

[0303] Particle effects can be particles displayed within a preset range on the target area. These particles can be stars, snowflakes, petals, etc., and can move along preset trajectories. Particle effects can also be trajectories composed of particles. Animation effects can be animation effects that trigger interactive actions on the target area. Interaction effects with the virtual scene can be changes in the environment or weather within the virtual scene when an interactive action is performed on the target area. Sound effects can represent sound effects through visual effects; for example, adding the effect of sound waves propagating through the air to a virtual pet. These can be configured according to actual usage needs and are not limited here.

[0304] The target body part can be any part of the virtual pet. Different virtual pets will have different visual effects for the same target body part, and different parts of the same virtual pet will have different visual effects when used as the target body part.

[0305] For example, referring to Figure 22, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a non-player character 2203 and a first virtual pet 2202 are displayed in the virtual scene 2201. In response to feedback information targeting the head (target part) of the first virtual pet 2202, and where the feedback information corresponds to positive feedback, a visual effect 2204 is displayed at the head of the first virtual pet 2202. In this way, visual effects can be displayed in conjunction with the feedback information, which can improve the richness of the content displayed in the virtual scene and enhance the player's gaming experience.

[0306] In some embodiments, after controlling a non-player character to output feedback information to the first virtual pet, in response to the feedback corresponding to the feedback information being positive feedback and the first virtual pet receiving positive feedback a certain number of times, a prompt message is displayed. The prompt message is used to indicate that the first virtual pet has invitation permissions for the target game.

[0307] The prompt message can be displayed as a pop-up window or a floating layer. The prompt message can also include one or more of the following: the name of the target game, how to play the target game, the number of times to play the target game, and the rewards that can be obtained from the target game. It can be set according to actual usage needs.

[0308] Based on the prompt information, in response to the control command for the first virtual pet, the system controls the first virtual pet to perform an invitation operation for a non-player character. The invitation operation is used to invite the non-player character to cooperate with the first virtual pet in performing the target game.

[0309] The system can display both an invitation control and a cancel control in response to the prompt message. Triggering the invitation control triggers a control command for the first virtual pet, which then invites a non-player character to cooperate with the first virtual pet in the target game. Triggering the cancel control cancels the display of the prompt message.

[0310] In response to a non-player character's agreement to the invitation operation, a screen can be displayed showing the non-player character and the first virtual pet performing the target game. In some embodiments, the non-player character can automatically perform the target game in coordination with the first virtual pet. In other embodiments, the player can control the first virtual pet to perform the target game, and the non-player character can perform the target game in coordination with the first virtual pet.

[0311] Among them, the non-player character cooperating with the first virtual pet to execute the target game can be that the non-player character and the first virtual pet cooperate to execute the target game. The non-player character provides virtual items to the first virtual pet. The virtual items can be used to increase the number of times the first virtual pet executes the target game, the duration of the target game, or reduce the difficulty of the target game, and can be set according to actual usage needs.

[0312] In the virtual scene interaction method provided in this application embodiment, by combining the feedback corresponding to the feedback information, the first virtual object can be controlled to invite non-player characters to cooperate in executing the target game when the corresponding conditions are met, thereby further improving the interaction between non-player characters and the first virtual object and further improving the player's game experience.

[0313] To facilitate understanding of the interaction method in the virtual scene provided in the embodiments of this application, please refer to Figure 23. Figure 23 is a flowchart of the interaction method in the virtual scene provided in the embodiments of this application. The interaction method in the virtual scene provided in the embodiments of this application will be illustrated below with reference to the steps shown in Figure 23.

[0314] In step 2301, the virtual pet enters the trigger area of ​​a non-player character, and it is determined whether to trigger feedback information.

[0315] Regarding step 2301, the virtual pet entering the trigger area of ​​a non-player character can be achieved in the following ways: In some embodiments, the player character can throw a virtual container at the non-player character, causing the virtual pet inside the container to appear within 15 meters of the non-player character. The trigger area for the non-player character is a circle with the non-player character as the center and a radius of 15 meters, which is equivalent to the virtual pet in the virtual container appearing within the trigger area of ​​the non-player character. In some embodiments, the player character can ride the virtual pet into the trigger area of ​​the non-player character.

[0316] Non-player characters have a reaction probability setting. The reaction probability refers to the probability that the non-player character will output feedback information to the virtual pet when it enters the trigger area. The reaction probability can be set according to actual usage needs; for example, it can be in the tens of thousands to increase the diversity of reaction probabilities. When the virtual pet enters the non-player character's trigger area, the reaction probability can be used to determine whether to trigger feedback information. If feedback information is triggered, step 2302 can be executed; if no feedback information is triggered, step 2304 can be executed. In step 2304, the process stops, meaning the non-player character does not output feedback information.

[0317] In step 2302, the target configuration group is determined from multiple configuration groups.

[0318] Regarding step 2302, in order to achieve "when the first virtual pet enters the trigger area of ​​the non-player character, control the non-player character to output feedback information for the first virtual pet", a feedback information table for the non-player character can be maintained in advance. The feedback information table is the data structure of the feedback information (NPC_REACTION_CONF). The feedback information table for the non-player character will be explained below with reference to Table 1 and Table 2.

[0319] Table 1 Player Character Feedback Information

[0320] Regarding Table 1, the name (petid) of the virtual pet can be used to configure the name of the virtual pet in the basic information of the virtual pet. The name of the virtual pet can be repeated. If two rows are configured for the same name of a virtual pet, different non-player characters can output different feedback information for the same virtual pet. Non-player characters can be distinguished by their tags.

[0321] The reaction priority is used to configure which virtual pet the non-player character's feedback information targets when multiple virtual pets enter the non-player character's trigger area. Each virtual pet has a corresponding priority, which can be represented by a positive integer greater than or equal to 0.

[0322] During the process of a non-player character outputting feedback information to virtual pet A, when virtual pet B enters the non-player character's trigger area, if virtual pet A and virtual pet B have the same priority, or if virtual pet A has a higher priority than virtual pet B, then the non-player character will continue to output feedback information to virtual pet A. In other words, if multiple virtual pets entering the non-player character's trigger area have the same priority, then a newly entered virtual pet (corresponding to virtual pet B) will not interrupt the non-player character's output of feedback information to virtual pet A.

[0323] During the process of a non-player character outputting feedback information to virtual pet A, when virtual pet B enters the non-player character's trigger area, if virtual pet A's priority is lower than virtual pet B's (if their priorities are the same), the non-player character stops outputting feedback information to virtual pet A and instead controls the output of feedback information to virtual pet B. In other words, if multiple virtual pets with different priorities enter the non-player character's trigger area, the non-player character is prioritized to output feedback information to the virtual pet with the highest priority.

[0324] For example, if a non-player character is reacting to a spider (i.e., virtual pet a) with priority 1, and a dragon's breath pal (i.e., virtual pet b) with priority 2 enters the non-player character's range X (i.e., the trigger area), then the non-player character will immediately react to the dragon's breath pal (i.e., virtual pet b) (equivalent to outputting feedback information for the newly entered virtual pet b), interrupting the original reaction to the spider (equivalent to stopping the output of feedback information for virtual pet a).

[0325] In some embodiments, after a non-player character outputs feedback information for virtual pet a, within a preset time period, in response to a virtual pet c identical to virtual pet a entering the non-player character's trigger area, the non-player character is not controlled to output feedback information for virtual pet c.

[0326] For example, if another Dragon Breath Pal (i.e., virtual pet c) appears in the trigger area of ​​a non-player character within 5 seconds (preset duration), the non-player character will not output any feedback information to the newly appeared virtual pet c. Regarding Table 1, Name 1, Priority 1, Reaction Probability 1, and Non-player Character 1 are only one example.

[0327] Table 2 Player character feedback information

[0328] Table 2 corresponds to a configuration group. Different configuration groups can include one or more of the following: different dialogue texts, different dialogue texts for "amazing talents", different colorful dialogue texts, different contrasting dialogue texts, and different non-player character interaction actions. The number of configuration groups can be set according to actual usage needs; for example, the number of configuration groups can be 3.

[0329] Regarding the dialog text, if the virtual pet's second rarity is not "Exceptional Talent" and its appearance color is neither vibrant nor unusual when the feedback message is successfully triggered, then the dialog text in the feedback message can be identified as Dialog Text 1. Regarding the "Exceptional Talent" dialog text, "Exceptional Talent" refers to the virtual pet's second rarity being "Unremarkable Talent," which can be set according to actual usage needs. If the feedback message is successfully triggered and the virtual pet's second rarity is "Unremarkable Talent," then the dialog text in the feedback message can be identified as the "Unremarkable Talent" dialog text (i.e., Dialog Text 2).

[0330] Regarding the colorful and contrasting dialogue texts, both colorful and contrasting refer to the virtual pet's appearance color. If the feedback message is successfully triggered and the virtual pet's appearance color is colorful, then the dialogue text in the feedback message can be determined to be colorful dialogue text (i.e., dialogue text 3). If the feedback message is successfully triggered and the virtual pet's appearance color is contrasting, then the dialogue text in the feedback message can be determined to be contrasting dialogue text (i.e., dialogue text 4).

[0331] The interaction actions of non-player characters correspond to the second interaction operation. Feedback information can be set for Table 2. Please refer to the above explanation of feedback information. Table 2 is only one example. Dialogue text 1, dialogue text 2, dialogue text 3, dialogue text 4, and interaction action 1 are only examples.

[0332] For step 2302, for multiple configuration groups in the data structure, any one of the configuration groups can be randomly selected as the target configuration group.

[0333] In step 2303, based on the virtual pet, the corresponding feedback information is determined from the target configuration group, and the non-player character is controlled to output feedback information for the virtual pet.

[0334] For step 2303, please refer to the explanation of Table 2 above, which will not be repeated here. During the process of controlling the non-player character to output feedback information to the virtual pet, the non-player character can be controlled to display dialogue text in a chat bubble and perform interactive actions.

[0335] In some embodiments, in addition to feedback information, non-player characters can also follow the virtual pet with their eyes. After triggering the feedback information, if the distance between the virtual pet and the non-player character is less than or equal to 25 meters, the non-player character can follow the virtual pet with their eyes. That is, when the virtual pet is within the eye-following area, in response to the virtual pet moving within the eye-following area, the non-player character can follow the virtual pet with their eyes. The eye-following area is the area corresponding to the circle formed by the non-player character as the center and a radius of 25 meters.

[0336] If the distance between the virtual pet and the non-player character is greater than 25 meters, it means that the virtual pet has left the line-of-sight tracking area. Therefore, the non-player character can be controlled to stop line-of-sight tracking of the virtual pet until the virtual pet re-enters the trigger area. Then, the non-player character can be controlled to output feedback information to the virtual pet again.

[0337] Based on the above, it can be seen that each time a virtual pet enters a non-player character's trigger area, the non-player character can randomly determine whether to trigger feedback information for the virtual pet based on reaction probability. If feedback information is triggered, the non-player character will input the corresponding dialogue text from the configuration into a pre-trained model, based on the target configuration group and the virtual pet's status (whether it's for reasons such as not having special talents, dazzling colors, or unusual colors). This dialogue text will then be played in the form of bubbling dialogue (i.e., speech bubbles). The triggered dialogue text will automatically continue to play according to pre-set rules; please refer to the explanation of speech bubbles for details, which will not be elaborated upon here.

[0338] For example, referring to Figure 24, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a non-player character 2401 is displayed in the virtual scene. When the virtual pet 2402 enters the trigger area of ​​the non-player character 2401, the non-player character 2401 can be controlled to output dialogue text 2403 for the virtual pet 2402.

[0339] Dialogue text 2403 (content not shown in Figure 24) can first display "The bunny is so gentle, I love it" (dialogue statement), and then display "Your bunny seems very strong, have you raised it for a long time?" (dialogue statement). In this way, the dialogue statements in the dialogue text can be displayed sequentially, thereby improving the richness of the displayed dialogue text and enhancing the player's gaming experience.

[0340] For example, see Figure 25, which is a schematic diagram of a virtual scene provided in an embodiment of this application. A non-player character 2501 is displayed in the virtual scene. When the virtual pet 2502 enters the trigger area of ​​the non-player character 2501, the non-player character 2501 can be controlled to output dialogue text 2503 for the virtual pet 2502.

[0341] Comparing Figures 24 and 25, we can see that the virtual pet 2502 has a different appearance color than the virtual pet 2402. In Figures 24 and 25, a filled mosaic is used to represent the appearance color. The dialogue text 2503 (content not shown in Figure 25) can be "Wow, a colorful bunny." The dialogue text 2503 is different from the dialogue text 2403. In this way, non-player objects can output different dialogue texts for virtual pets with different appearance colors, which can enrich the dialogue text for non-player objects and improve the player's game experience.

[0342] In some embodiments, the way to trigger the non-player character to execute feedback information is different for non-player characters in different positions in the virtual scene, that is, the first interaction operation is different. For example, referring to Figure 26, which is a schematic diagram of the virtual scene provided in the embodiment of this application, the non-player character in position 2601 can be set as a perception group (corresponding to perception). The non-player character belonging to the perception group can perceive riding. That is, when the player character rides the virtual object into the trigger area of ​​the non-player character, the non-player character is controlled to output feedback information for the first virtual pet.

[0343] The non-player character at position 2602 can be set as a behavioral stress group (corresponding to behavioral stress). Non-player characters belonging to this group can sense the throwing of virtual containers. That is, when a player character throws a virtual container, and the virtual pet inside enters the non-player character's trigger area, the non-player character will output feedback information targeting the first virtual pet. This enriches the behavior of non-player characters, diversifies the scenarios for triggering feedback information, and improves the player's gaming experience.

[0344] In some embodiments, the interaction method in the virtual scene provided by the present application can be implemented by a behavior tree. Referring to Figure 27, Figure 27 is a schematic diagram of the behavior tree provided by the present application. The behavior tree includes a root node 2701, an external decision node 2702, a selection node 2703, a priority node 2704, a distance node 2705, and a feedback node 2706. The root node 2701 is connected to the external decision node 2702 and the selection node 2703, respectively. The selection node 2703 is connected to the priority node 2704, the distance node 2705, and the feedback node 2706, respectively.

[0345] The root node is the starting point of the behavior tree. The external decision (LuaActionExternalDecision) node can be used to execute feedback information. For example, the external decision node can input dialogue text and interactive actions. The parameter name of the dialogue text is the dialogue text of the non-player character (npc_dialoge), and the parameter name of the interactive action is the interactive action of the non-player character (npc_animation). The dialogue text is of type integer (int), and the interactive action is of type string (string). The dialogue text and interactive action can be determined according to the feedback information table. See the explanation of Table 1 and Table 2, which will not be repeated here.

[0346] The selection node can be used to determine how the feedback information ends, and the priority node is used to determine the priority of the virtual pet and, based on the priority of the virtual pet, whether to interrupt the currently output feedback information. When the player character changes the virtual pet they are riding, or throws a new virtual container to control the appearance of the virtual pet in the new virtual container, the priority of the new virtual pet (corresponding to the changed virtual pet or the virtual pet in the new virtual container) will be compared with the priority of the old virtual pet. Among them, new and old are only used to distinguish the time when the virtual pet appears in the trigger area.

[0347] If the priority of the new virtual pet is less than or equal to the priority of the old virtual pet, the ongoing feedback output will not be interrupted. If the priority of the new virtual pet is greater than the priority of the old virtual pet, the behavior tree will be restarted. After restarting, based on the new virtual pet, the external decision node will be executed again, that is, the non-player character will output feedback information for the new virtual pet.

[0348] The distance node is used to output feedback information when the distance exceeds a preset distance threshold, i.e., when the virtual pet leaves the trigger area or the field of view following area. The feedback node is used to stop outputting feedback information after the feedback information has been output.

[0349] The interaction method in the virtual scene provided in this application embodiment allows non-player characters in the game to engage in targeted dialogue and action responses (corresponding to the non-player character outputting feedback information) when they see a virtual pet owned by a player character (corresponding to the virtual pet entering the non-player character's starting area). This creates a game world that praises the virtual pet that the player character has worked hard to capture and raise, allowing the player character to receive positive feedback and enhancing the player's immersion in the game.

[0350] The following continues to describe the exemplary structure of the interactive device 455 in the virtual scene provided in the embodiments of this application as a software module. In some embodiments, as shown in FIG2, the software module in the interactive device 455 in the virtual scene stored in the memory 450 may include:

[0351] Display module 4551 is configured to display a player character in a virtual scene, the player character having a first virtual pet;

[0352] Response module 4552 is configured to respond to a control command for the player character and control the player character to perform a first interactive operation for the first virtual pet;

[0353] The response module 4552 is further configured to, based on the first interactive operation, control the non-player character to output feedback information for the first virtual pet when the first virtual pet enters the trigger area of ​​the non-player character.

[0354] In some embodiments, the feedback information includes a second interactive operation. The response module 4552 is further configured to, based on the first interactive operation, control the non-player character to perform the second interactive operation when the first virtual pet is in the trigger area of ​​the non-player character; wherein, the second interactive operation is the feedback operation performed by the non-player character when the first virtual pet enters the trigger area.

[0355] In some embodiments, the second interactive operation includes an independent reaction action and a contact reaction action. The response module 4552 is further configured to perform at least one of the following: control the non-player character to perform the independent reaction action toward the first virtual pet; control the non-player character to perform a contact reaction action toward the first virtual pet.

[0356] In some embodiments, the feedback information further includes audio from the non-player character to the first virtual pet, and the response module 4552 is further configured to play the audio from the non-player character to the first virtual pet during the process of the non-player character performing the second interactive operation; wherein the audio is adapted to the second interactive operation and is used to assist the second interactive operation in providing first feedback to the first virtual pet.

[0357] In some embodiments, the feedback information further includes dialogue text between the non-player character and the first virtual pet. The response module 4552 is further configured to display the dialogue text between the non-player character and the first virtual pet in the associated area of ​​the non-player character during the execution of the second interactive operation. The content of the dialogue text is adapted to the second interactive operation and is used to assist the second interactive operation in providing second feedback to the first virtual pet.

[0358] In some embodiments, the response module 4552 is further configured to display a dialog bubble in the associated area of ​​the non-player character and display dialogue text of the non-player character toward the first virtual pet in the dialog bubble; wherein, when the dialogue text is a series of consecutive dialogue statements, each dialogue statement corresponds to a dialog bubble, and the multiple dialog bubbles are presented one by one in the associated area.

[0359] In some embodiments, the response module 4552 is further configured to perform at least one of the following: controlling the non-player character to perform the second interactive operation based on the pet category to which the first virtual pet belongs, wherein the second interactive operation is different for different pet categories; controlling the non-player character to perform the second interactive operation based on the pet level to which the first virtual pet belongs, wherein the second interactive operation is different for different pet levels; and controlling the non-player character to perform the second interactive operation based on the growth stage of the first virtual pet, wherein the second interactive operation is different for different growth stages.

[0360] In some embodiments, the response module 4552 is further configured to, based on the first interactive operation, when the first virtual pet enters the triggering area of ​​a non-player character, if the non-player character is facing the first virtual pet and there is no virtual obstruction between the non-player character and the first virtual pet, control the non-player character to output feedback information for the first virtual pet.

[0361] In some embodiments, the response module 4552 is further configured to, based on the first interactive operation, when the first virtual pet enters the triggering area of ​​a non-player character, if the non-player character is within a target range, control the non-player character to output feedback information for the first virtual pet; wherein the target range is associated with the type of the first virtual pet.

[0362] In some embodiments, the response module 4552 is further configured to, after controlling the non-player character to output feedback information for the first virtual pet, control the non-player character to perform eye-tracking on the first virtual pet in response to the first virtual pet being in the trigger area for a first duration.

[0363] In some embodiments, the response module 4552 is further configured to, in response to the non-player character following the first virtual pet for a second duration, unlock the target task and control the non-player character to guide the player character to perform the target task.

[0364] In some embodiments, the response module 4552 is further configured to control the non-player character to release a target skill in response to the non-player character following the first virtual pet for a third duration; wherein the target skill includes at least one of a trust skill and an attribute skill, the trust skill being used to increase the first virtual pet's trust in the player character, and the attribute skill being used to increase the player character's attribute value.

[0365] In some embodiments, the response module 4552 is further configured to, in response to the first virtual pet leaving the trigger area, control the non-player character to stop the eye-following and return to the initial state.

[0366] In some embodiments, the response module 4552 is further configured to, based on the first interactive operation, if the first virtual pet enters the trigger area of ​​a non-player character while the non-player character is outputting feedback information for the second virtual pet, and the first virtual pet has a higher priority than the second virtual pet, then control the non-player character to stop outputting feedback information for the second virtual pet and output feedback information for the first virtual pet.

[0367] In some embodiments, the response module 4552 is further configured to, during the process of the non-player character outputting feedback information for the first virtual pet, if a third virtual pet enters the trigger area and the third virtual pet has the same priority as the first virtual pet, then control the non-player character to continuously output feedback information for the first virtual pet.

[0368] In some embodiments, the response module 4552 is further configured to, after controlling the non-player character to output feedback information for the first virtual pet, in response to the fourth virtual pet entering the non-player character's trigger area, control the non-player character to output feedback information for the fourth virtual pet.

[0369] In some embodiments, the first interactive operation includes a riding operation of the player character on the first virtual pet; the response module 4552 is further configured to, in response to a control command for the player character, control the player character to perform a riding operation on the first virtual pet, and control the first virtual pet to move to the trigger area based on the riding operation.

[0370] In some embodiments, the response module 4552 is further configured to, during the process of the non-player character outputting feedback information for the first virtual pet, control the virtual pet ridden by the player character to be switched from the first virtual pet to the fifth virtual pet in response to a switching command for the first virtual pet; and control the non-player character to output feedback information for the fifth virtual pet in response to the completion of the switching for the first virtual pet.

[0371] In some embodiments, during the process of the player character performing the riding operation, the first virtual pet is in a first form; the response module 4552 is further configured to control the non-player character to output feedback information for the first virtual pet, and in response to the feedback corresponding to the feedback information being negative feedback, control the first virtual pet to switch its form from the first form to a second form, the second form being used for the first virtual pet to perform combat operations for the non-player character.

[0372] In some embodiments, the first interactive operation includes a throwing operation; the response module 4552 is further configured to respond to a control command for the player character, control the player character to perform a throwing operation on a virtual container including the first virtual pet; based on the throwing operation, when the virtual container is thrown into a trigger area, control the first virtual pet in the virtual container to appear in the trigger area, and control the non-player character to output feedback information for the first virtual pet.

[0373] In some embodiments, the response module 4552 is further configured to, after controlling the non-player character to output feedback information for the first virtual pet, display visual effects at the target part of the first virtual pet in response to the feedback information being directed at a target part of the first virtual pet and the feedback corresponding to the feedback information being positive feedback.

[0374] In some embodiments, the response module 4552 is further configured to, after controlling the non-player character to output feedback information for the first virtual pet, respond to the feedback corresponding to the feedback information being negative feedback, control the first virtual pet to perform a third interactive operation for the non-player character, the third interactive operation being used to reduce the probability of the occurrence of the negative feedback.

[0375] In some embodiments, the response module 4552 is further configured to, when the first virtual pet enters the trigger area of ​​a non-player character and the non-player character senses the first virtual pet, control the non-player character to output feedback information for the first virtual pet.

[0376] In some embodiments, the response module 4552 is further configured to, after controlling the non-player character to output feedback information to the first virtual pet, display a prompt message in response to the feedback corresponding to the feedback information being positive feedback and the first virtual pet receiving positive feedback a certain number of times. The prompt message is used to indicate that the first virtual pet has invitation permissions for the target game. Based on the prompt message, in response to a control command for the first virtual pet, the first virtual pet is controlled to perform an invitation operation for the non-player character. The invitation operation is used to invite the non-player character to cooperate with the first virtual pet to execute the target game.

[0377] This application provides a computer program product, which includes a computer program or computer-executable instructions. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the interaction method in the virtual scene provided in this application embodiment, such as the interaction method in the virtual scene shown in FIG3. The processor of the electronic device reads the computer program or computer-executable instructions from a computer-readable storage medium, and the processor executes the computer program or computer-executable instructions, causing the electronic device to execute the interaction method in the virtual scene described in this application embodiment.

[0378] 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 interaction method in the virtual scene provided in this application, such as the interaction method in the virtual scene shown in FIG3.

[0379] 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.

[0380] 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.

[0381] 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).

[0382] 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.

[0383] The interaction method in a virtual scene provided in this application embodiment can display a player character in the virtual scene. The player character has a first virtual pet. In response to control commands for the player character, the method controls the player character to perform a first interactive operation on the first virtual pet. This can enhance the interactivity between the player character and the first virtual pet, and also increase the diversity of the first virtual pet displayed in the virtual scene. Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the method controls the non-player character to output feedback information on the first virtual pet. In this way, the non-player character can output feedback information on the first virtual pet, which can enrich the behavior of the non-player character, increase the diversity of the non-player character's behavior, and also increase the diversity of the non-player character displayed in the virtual scene.

[0384] As can be seen, the interaction method in the virtual scene provided by the embodiments of this application can enhance the interactivity between the player character and the first virtual pet, enrich the behavior of non-player characters, increase the diversity of displaying the first virtual pet and non-player characters in the virtual scene, and improve the resource utilization of electronic devices. For players, players can obtain feedback information from non-player characters to the first virtual pet, which can improve the player's gaming experience and solve technical problem 1.

[0385] Furthermore, in the interaction method in the virtual scene provided in this application embodiment, the corresponding second interaction operation can be determined according to at least one of the virtual pet's pet category, pet level, and growth stage, which improves the diversity of the second interaction operation. In addition, in the case of multiple virtual pets entering the trigger area of ​​the non-player character, the corresponding feedback information can be determined according to the priority of the virtual pet. The feedback information may include one or more of the second interaction operation, audio, text dialogue, and graphics, which greatly enriches the diversity of feedback information, thereby further enriching the behavior of the non-player character. This can improve the diversity of displaying the first virtual pet and the non-player character in the virtual scene and solve technical problem 2.

[0386] 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

1. An interaction method in a virtual scene, the method being executed by an electronic device, the method comprising: A player character is displayed in a virtual scene, and the player character has a first virtual pet; In response to a control command for the player character, the player character is controlled to perform a first interactive operation on the first virtual pet; Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the non-player character is controlled to output feedback information for the first virtual pet.

2. The method according to claim 1, wherein, The feedback information includes a second interactive operation. Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the non-player character is controlled to output feedback information for the first virtual pet, including: Based on the first interactive operation, when the first virtual pet is in the trigger area of ​​a non-player character, the non-player character is controlled to perform the second interactive operation; The second interactive operation is the feedback operation performed by the non-player character when the first virtual pet enters the trigger area.

3. The method according to claim 2, wherein, The second interactive operation includes independent reaction actions and contact reaction actions, and controlling the non-player character to perform the second interactive operation includes at least one of the following: Control the non-player character to perform the independent reaction action towards the first virtual pet; Control the non-player character to perform a contact response action towards the first virtual pet.

4. The method according to claim 2 or 3, wherein, The feedback information also includes audio from the non-player character regarding the first virtual pet, and the method further includes: During the process of the non-player character performing the second interactive operation, audio from the non-player character to the first virtual pet is played; The audio is adapted to the second interactive operation and is used to assist the second interactive operation in providing the first feedback to the first virtual pet.

5. The method according to any one of claims 2-4, wherein, The feedback information also includes dialogue text between the non-player character and the first virtual pet, and the method further includes: During the process of the non-player character performing the second interactive operation, the dialogue text of the non-player character to the first virtual pet is displayed in the associated area of ​​the non-player character; The content of the dialogue text is adapted to the second interactive operation, and is used to assist the second interactive operation in providing a second response to the first virtual pet.

6. The method according to claim 5, wherein, The display of dialogue text between the non-player character and the first virtual pet in the associated area of ​​the non-player character includes: A chat bubble is displayed in the associated area of ​​the non-player character, and the chat bubble displays the dialogue text of the non-player character toward the first virtual pet; When the dialogue text consists of multiple consecutive dialogue statements, each dialogue statement corresponds to a dialogue bubble, and the multiple dialogue bubbles are presented one by one in the associated area.

7. The method according to any one of claims 2-6, wherein, The control of the non-player character to perform the second interactive operation includes at least one of the following: Based on the pet category to which the first virtual pet belongs, the non-player character is controlled to perform the second interactive operation, and the second interactive operation is different for different pet categories; Based on the pet level to which the first virtual pet belongs, the non-player character is controlled to perform the second interactive operation. The second interactive operation is different for different pet levels. Based on the growth stage of the first virtual pet, the non-player character is controlled to perform the second interactive operation, and the second interactive operation is different for different growth stages.

8. The method according to claim 1, wherein, Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the non-player character is controlled to output feedback information for the first virtual pet, including: Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, if the non-player character is facing the first virtual pet and there is no virtual obstruction between the non-player character and the first virtual pet, the non-player character is controlled to output feedback information to the first virtual pet.

9. The method according to claim 1, wherein, Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the non-player character is controlled to output feedback information for the first virtual pet, including: Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, if the non-player character is within the target range, the non-player character is controlled to output feedback information for the first virtual pet. The target range is associated with the type of the first virtual pet.

10. The method according to any one of claims 1-9, wherein, After controlling the non-player character to output feedback information to the first virtual pet, the method further includes: In response to the first virtual pet being in the trigger area for a first duration, the non-player character is controlled to follow the first virtual pet with their gaze.

11. The method according to claim 10, wherein, The method further includes: In response to the non-player character following the first virtual pet for a second duration, the target task is unlocked, and the non-player character is controlled to guide the player character to perform the target task.

12. The method according to claim 10 or 11, wherein, The method further includes: In response to the non-player character following the first virtual pet for a third duration, the non-player character is controlled to release the target skill; The target skill includes at least one of a trust skill and an attribute skill. The trust skill is used to increase the trust level of the first virtual pet towards the player character, and the attribute skill is used to increase the attribute value of the player character.

13. The method according to any one of claims 10-12, wherein, The method further includes: When the first virtual pet leaves the trigger area, the non-player character is controlled to stop following the line of sight and return to the initial state.

14. The method according to claim 1, wherein, Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the non-player character is controlled to output feedback information for the first virtual pet, including: Based on the first interactive operation, if the first virtual pet enters the trigger area of ​​a non-player character, and the non-player character is outputting feedback information for the second virtual pet, and the first virtual pet has a higher priority than the second virtual pet, then the non-player character is controlled to stop outputting feedback information for the second virtual pet and output feedback information for the first virtual pet.

15. The method according to any one of claims 1-14, wherein, The method further includes: During the process of the non-player character outputting feedback information to the first virtual pet, if a third virtual pet enters the trigger area and the third virtual pet has the same priority as the first virtual pet, then the non-player character is controlled to continuously output feedback information to the first virtual pet.

16. The method according to claim 15, wherein, After controlling the non-player character to output feedback information to the first virtual pet, the method further includes: When the fourth virtual pet enters the trigger area of ​​a non-player character, the non-player character is controlled to output feedback information to the fourth virtual pet.

17. The method according to claim 1, wherein, The first interactive operation includes the player character's riding operation on the first virtual pet; The step of controlling the player character to perform a first interactive operation on the first virtual pet in response to a control command for the player character includes: In response to a control command for the player character, the player character is controlled to perform a riding operation on the first virtual pet, and the first virtual pet is controlled to move to the trigger area based on the riding operation.

18. The method according to claim 17, wherein, The method further includes: During the process of the non-player character outputting feedback information for the first virtual pet, in response to the switching command for the first virtual pet, the virtual pet ridden by the player character is switched from the first virtual pet to the fifth virtual pet; In response to the completion of the switching for the first virtual pet, the non-player character is controlled to output feedback information for the fifth virtual pet.

19. The method according to claim 17 or 18, wherein, During the process of the player character performing the riding operation, the first virtual pet is in the first form; After controlling the non-player character to output feedback information to the first virtual pet, the method further includes: In response to negative feedback corresponding to the feedback information, the form of the first virtual pet is switched from the first form to the second form. The second form is used for the first virtual pet to perform combat operations against the non-player character.

20. The method according to claim 1, wherein, The first interactive operation includes a throwing operation; The step of controlling the player character to perform a first interactive operation on the first virtual pet in response to a control command for the player character includes: In response to a control command for the player character, the player character is controlled to perform a throwing operation on a virtual container including the first virtual pet; Based on the first interactive operation, when the first virtual pet enters the trigger area of ​​a non-player character, the non-player character is controlled to output feedback information for the first virtual pet, including: Based on the throwing operation, when the virtual container is thrown into the trigger area, the first virtual pet in the virtual container is controlled to appear in the trigger area, and the non-player character is controlled to output feedback information for the first virtual pet.

21. The method according to any one of claims 1-20, wherein, After controlling the non-player character to output feedback information to the first virtual pet, the method further includes: In response to the feedback information being directed at a target part of the first virtual pet and the feedback information being positive, a visual effect is displayed at the target part of the first virtual pet.

22. The method according to claim 1, wherein, When the first virtual pet enters the trigger area of ​​a non-player character, the non-player character is controlled to output feedback information for the first virtual pet, including: When the first virtual pet enters the trigger area of ​​a non-player character, and the non-player character senses the first virtual pet, the non-player character controls the output of feedback information for the first virtual pet.

23. The method according to any one of claims 1-22, wherein, After controlling the non-player character to output feedback information to the first virtual pet, the method further includes: In response to the feedback information being positive feedback and the first virtual pet receiving positive feedback a certain number of times, a prompt message is displayed, which indicates that the first virtual pet has invitation permissions for the target game. Based on the prompt information, in response to the control command for the first virtual pet, the first virtual pet is controlled to perform an invitation operation for the non-player character. The invitation operation is used to invite the non-player character to cooperate with the first virtual pet to perform the target game.

24. An interactive device in a virtual scene, the device being disposed on an electronic device, the device comprising: The display module is configured to display a player character in a virtual scene, the player character having a first virtual pet; The response module is configured to respond to a control command for the player character and control the player character to perform a first interactive operation for the first virtual pet. The response module is further configured to, based on the first interactive operation, control the non-player character to output feedback information for the first virtual pet when the first virtual pet enters the trigger area of ​​the non-player character.

25. 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 interaction method in the virtual scene as described in any one of claims 1 to 23.

26. A computer-readable storage medium storing computer-executable instructions or a computer program, wherein the computer-executable instructions or the computer program, when executed by a processor, implement the interaction method in a virtual scene according to any one of claims 1 to 23.

27. A computer program product comprising computer-executable instructions or a computer program, wherein the computer-executable instructions or the computer program, when executed by a processor, implement the interaction method in a virtual scene as described in any one of claims 1 to 23.