Virtual Shooting Prop Multi-Stage Buff Charging Control
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Solution Overview
Problem
Existing virtual prop control systems in gaming environments have limited adjustment spaces and single charging effects, restricting the application mechanism and interaction between users and virtual scenes.
Innovation Solution
Implement a multi-stage charging system for virtual shooting props, where each charge stage corresponds to a different buff effect, allowing for varied and enriched charging experiences by applying buffs to virtual projectiles during and after the charging process.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a single charging effect is used for virtual props, then the control mechanism is simple, but the application mechanism cannot be expanded and user interaction is limited
Solution Approach 1:
The charging process is divided into multiple charge stages (first charge stage, second charge stage, third charge stage) with each stage providing different buff effects. This segmentation allows the system to offer diverse charging effects without requiring completely separate systems for each effect, thus expanding adaptability while managing complexity through structured division.
Solution Approach 2:
The charging system dynamically transitions between different charge stages based on charging duration. Each stage activates specific buff effects (e.g., first stage provides buff A, second stage provides buff B, third stage provides buff C), allowing the system to adapt its behavior and effects based on the current charging state, thereby expanding application mechanisms while maintaining a unified control interface.
2Adaptability or versatility
If multiple charge stages with different buff effects are implemented, then the application mechanism is expanded and user interaction is enriched, but the system complexity increases
Solution Approach 1:
The charging system is segmented into distinct charge stages, each with specific buff effects. This segmentation allows for manageable complexity by organizing multiple effects into structured phases rather than a monolithic system, making it easier to control and understand while providing diverse effects.
Solution Approach 2:
The charging process follows a periodic structure with sequential charge stages that activate different effects at different time intervals. This periodic action pattern (first stage → second stage → third stage) provides rhythm and predictability to the complex multi-effect system, reducing perceived complexity while maintaining effect variety.
3Adaptability or versatility
If charging duration is extended to access later charge stages, then more buff effects are available, but the time cost increases
Solution Approach 1:
The system dynamically responds to charging duration by activating different buff effects at different stages. Users can choose to charge for different lengths of time to access different effect combinations (e.g., short charge for first stage effect, longer charge for second or third stage effects), providing flexible time-effect trade-offs rather than a fixed charging requirement.
Solution Approach 2:
The charging system changes parameters (buff effects activated) based on the charging duration parameter. By varying the charging time, users access different effect configurations, allowing them to optimize between time investment and effect quality according to their specific needs in different gaming situations.
Data Source
AI summary
A virtual prop control method includes displaying a scene interface of a virtual scene that includes a first virtual object equipped with a virtual shooting prop; receiving a shooting charge operation triggered for the virtual shooting prop, the shooting charge operation having N charge stages, and N being an integer greater than or equal to 2; applying, in response to the shooting charge operation being converted into a shooting operation in a first operation stage, a buff corresponding to the first operation stage to a virtual projectile launched by the virtual shooting prop, the first operation stage being one of the N charge stages, and each of the N charge stages corresponding to a different buff effect; and applying, in response to the shooting charge operation being converted into the shooting operation in a second operation stage, the buffs corresponding to the N charge stages to the virtual projectile.


