CN110681157A - Method, device, equipment and medium for controlling virtual object to replace wearing part - Google Patents

Method, device, equipment and medium for controlling virtual object to replace wearing part Download PDF

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Publication number
CN110681157A
CN110681157A CN201910984382.9A CN201910984382A CN110681157A CN 110681157 A CN110681157 A CN 110681157A CN 201910984382 A CN201910984382 A CN 201910984382A CN 110681157 A CN110681157 A CN 110681157A
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China
Prior art keywords
virtual object
wearing
wearing part
component
virtual
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CN201910984382.9A
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Chinese (zh)
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CN110681157B (en
Inventor
文晓晴
仇蒙
崔维健
张书婷
田聪
何晶晶
刘博艺
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application discloses a method, a device, equipment and a medium for controlling a virtual object to replace a wearing part, and belongs to the field of computers. The method comprises the following steps: displaying the virtual object in a virtual environment, wherein the virtual environment is an environment corresponding to the virtual object when the virtual object is in a non-combat scene, the virtual object is worn with a first wearing part, and the virtual object is provided with at least one wearing part; receiving a motion signal acquired by a motion sensor; when the motion signal meets a trigger condition, controlling the virtual object to replace the first wearing part with a second wearing part. Through receiving the motion signal that motion sensor gathered, control virtual object and change wearing parts when the motion signal satisfies the trigger condition for the user need not to carry out many times selection operation and can realize controlling virtual object and change first wearing parts into second wearing parts.

Description

Method, device, equipment and medium for controlling virtual object to replace wearing part
Technical Field
The present application relates to the field of computers, and in particular, to a method, an apparatus, a device, and a medium for controlling a virtual object to replace a wearable component.
Background
In an application program based on a three-dimensional virtual environment, such as a tactical sports game, a user can control a virtual object to perform operations such as replacing a wearing part, purchasing a wearing part, trying on the wearing part and the like in the virtual environment, wherein the wearing part refers to a garment worn by the virtual object or a wearing accessory. The user also can be collocated according to wearing parts owned by the virtual object, the wearing part collocation scheme is stored, and the virtual object is controlled to replace the wearing parts in the collocation scheme.
When the user controls the virtual object to replace the wearing part, the user needs to click the warehouse of the virtual object to display an interface opened by the warehouse, and a warehouse lattice of the warehouse is displayed on the interface and is used for storing the wearing part owned by the virtual object. In the interface, a user can click a part of a wearing part needing to be replaced, for example, the user needs to replace a shoe worn by a virtual object, the user can click a button corresponding to the shoe to display all shoes owned by the virtual object, and the user can control the virtual object to replace the currently worn shoe with a target shoe by clicking the target shoe. The user can change the decoration of different parts of the virtual object, such as a hat, a coat, accessories and the like, by adopting the same method.
Based on the above situation, the step of controlling the virtual object to replace the wearing part in the virtual environment by the user is cumbersome, and particularly, when a plurality of wearing parts need to be replaced, the operation of replacing the wearing parts cannot be completed quickly.
Disclosure of Invention
The embodiment of the application provides a method, a device, equipment and a medium for controlling a virtual object to replace a wearing part, and can solve the problem that the step of controlling the virtual object to replace the wearing part in a virtual environment in the related art is complicated. The technical scheme is as follows:
according to an aspect of the present application, there is provided a method of controlling virtual replacement of a wearing part, the method including:
displaying the virtual object in a virtual environment, wherein the virtual environment is an environment corresponding to the virtual object when the virtual object is in a non-combat scene, the virtual object is worn with a first wearing part, and the virtual object is provided with at least one wearing part;
receiving a motion signal acquired by a motion sensor;
when the motion signal meets a trigger condition, controlling the virtual object to replace the first wearing part with a second wearing part.
According to another aspect of the present application, there is provided an apparatus for controlling a virtual object to replace a wearing part, the apparatus comprising:
the display module is used for displaying the virtual object in a virtual environment, the virtual environment is an environment corresponding to the virtual object when the virtual object is in a non-combat scene, the virtual object is worn with a first wearing part, and the virtual object is provided with at least one wearing part;
the receiving module is used for receiving the motion signals acquired by the motion sensor;
and the control module is used for controlling the virtual object to replace the first wearing part with the second wearing part when the motion signal meets a trigger condition.
According to another aspect of the present application, there is provided a computer device comprising: a processor and a memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions that is loaded and executed by the processor to implement a method of controlling a virtual object exchange wearing component as described above.
According to another aspect of the application, there is provided a computer readable storage medium having stored therein at least one instruction, at least one program, set of codes or set of instructions, which is loaded and executed by the processor to implement the method of controlling a virtual object replacement wearing part as described above.
According to another aspect of the present application, a computer program product is provided, which, when run on a computer, causes the computer to perform the method of controlling a virtual object replacement wearing part as described above.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
through receiving the motion signal that motion sensor gathered, control virtual object and change wearing parts when the motion signal satisfies the trigger condition for the user need not to carry out many times selection operation and can realize controlling virtual object and change first wearing parts for the second wearing parts, has simplified the step that control virtual object changed wearing parts.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a schematic view of an interface provided by an exemplary embodiment of the present application in a related art in which a virtual object wears a wearing part;
FIG. 2 is a schematic diagram of a display interface for opening a warehouse grid in the related art according to an exemplary embodiment of the present application;
FIG. 3 is a schematic diagram of an interface for controlling a virtual object to change a wearing part according to an exemplary embodiment of the present application;
FIG. 4 is a schematic illustration of a display interface for opening a warehouse grid in the related art, as provided by another exemplary embodiment of the present application;
FIG. 5 is a schematic view of an interface for controlling a virtual object to change a wearing part according to another exemplary embodiment of the present application;
FIG. 6 is a block diagram of an implementation environment provided by an exemplary embodiment of the present application;
FIG. 7 is a flow chart of a method for controlling a virtual object to replace a wearing component provided by an exemplary embodiment of the present application;
fig. 8 is a schematic diagram of a terminal generating a flip angle according to an exemplary embodiment of the present application;
FIG. 9 is a flow chart of a method of controlling a virtual object to replace a wearing component provided by another exemplary embodiment of the present application;
FIG. 10 is a flow chart of a method of triggering a random reload event provided by an exemplary embodiment of the present application;
FIG. 11 is a schematic diagram of a terminal obtaining acceleration provided by an exemplary embodiment of the present application;
FIG. 12 is a flowchart of a method for triggering a random try-on event provided by an exemplary embodiment of the present application;
FIG. 13 is a flowchart of a method for triggering a replacement collocation event according to an exemplary embodiment of the present application;
FIG. 14 is a block diagram of an apparatus for controlling a virtual object to replace a wearing part provided by an exemplary embodiment of the present application;
fig. 15 is a schematic device structure diagram of a computer apparatus according to an exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, terms referred to in the embodiments of the present application are described:
virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional environment, or a pure fictional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application. The following embodiments are illustrated with the virtual environment being a three-dimensional virtual environment. The virtual environment related to the embodiment of the application is a corresponding virtual environment when the virtual object is not in a battle scene, and schematically, the virtual environment is a virtual environment corresponding to a game hall, a training field and a birth island. The game hall is a place for displaying the virtual object image, matching the battle and opening a warehouse of the virtual object, wherein the warehouse is used for storing material equipment of the virtual object; the training field is a place for training virtual objects, and the virtual objects can practice skills of shooting, throwing, climbing, driving, swimming and the like in the training field; the birth island is a game in which a countdown is set for a certain period of time before the game starts, and the virtual object can move freely in the birth island and cannot leave the birth island at the place where the virtual object is located before the countdown is finished, and the virtual object located on the birth island plays the game after the countdown is finished.
Virtual object: refers to a movable object in a virtual environment. The movable object can be a virtual character, a virtual animal, an animation character, etc., such as: a person or an animal displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional volumetric model created based on animated skeletal techniques. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment. The embodiments of the present application will be described taking a virtual object with a wearing member as an example.
Wearing parts: refers to components that may be attached or detached from a virtual object. Alternatively, the wearing part may be clothes worn by the virtual object, accessories (such as glasses, a necklace and the like) worn by the virtual object, and skin color, hair style and the like of the virtual object. The user can control the virtual object to replace the wearing part in the virtual environment, purchase the wearing part and store the matching scheme according to the matched wearing part of the virtual object. In the application program corresponding to the game, the wearing part model is superposed on the corresponding position of the virtual object.
Tactical competitive game: the game is a game in which at least two virtual objects compete in a single-play battle mode in a virtual environment. The virtual object achieves the purpose of survival in the virtual environment by avoiding attacks initiated by other virtual objects and dangers (such as a poison gas circle, a marshland and the like) existing in the virtual environment, when the life value of the virtual object in the virtual environment is zero, the life of the virtual object in the virtual environment is ended, and finally the virtual object which survives in the virtual environment is a winner. Optionally, each client may control one or more virtual objects in the virtual environment, with the time when the first client joins the battle as a starting time and the time when the last client exits the battle as an ending time. Optionally, the competitive mode of the battle may include a single battle mode, a double group battle mode or a multi-person group battle mode, and the battle mode is not limited in the embodiment of the present application.
The wearing parts of equipment, carrying or assembly in this application mean that the virtual object owns this wearing parts, and every virtual object owns the warehouse of oneself, has the warehouse check in the warehouse, and the wearing parts that the virtual object owns are stored in the warehouse check.
The method provided in the present application may be applied to a virtual reality application program, a three-dimensional map program, a military simulation program, a First-person shooter game (FPS), a Multiplayer Online Battle sports game (MOBA), and the like, and the following embodiments are exemplified by the application in Games.
The game based on the virtual environment is often composed of one or more maps of game worlds, the virtual environment in the game simulates the scene of the real world, the user can control the virtual object in the game to perform actions such as walking, running, jumping, shooting, fighting, driving and the like in the virtual environment, the interactivity is strong, and a plurality of users can form a team on line to perform competitive games. Each virtual object is worn with a wearing part, the game will be assigned to the virtual object's initial wearing part when the virtual object is created, the user can control the virtual object to obtain the wearing part by picking up, drawing a lottery, asking for, giving away, purchasing, etc., the virtual objects in the same team can wear the same or different wearing parts.
Alternatively, the wearing component may protect the virtual object (e.g., the virtual object is worn with body armor to resist bullet attacks), or the wearing component may increase the score achieved by the virtual object (e.g., the virtual object is worn with score-added pants and the score achieved by the virtual object will increase after the battle is over), or the wearing component may be used to beautify the virtual object.
A method of controlling a virtual object to replace a wearing part is provided in the related art, as shown in fig. 1 to 5.
As shown in fig. 1, a virtual object 101, a first wearing part 102 worn by the virtual object 101, and a warehouse 103 are displayed in an interface 10, the interface 10 is an interface corresponding to a game lobby, in which the virtual object 101 is in a state of not participating in a game, and the wearing part is worn by the virtual object 101. Alternatively, the user may set the motion of the virtual object 101 in the interface 10, such as the virtual object 101 standing on a hand held gun.
The user may open a warehouse grid by clicking on the warehouse 103, in which the wearing part owned by the virtual object 101 is stored, as shown in fig. 2, and the virtual object 101, the first wearing part 102, and the warehouse grid 104 are displayed on the interface 11. The warehouse stores various types of wearing parts of the virtual object 101, such as coats, pants, hats, shoes, accessories and the like, and a user selects the type of wearing part to be replaced and then selects a target wearing part. In one example, the user controls the virtual object 101 to replace the worn first wearing part 102, the first wearing part 102 is a hat, and the user clicks on the corresponding warehouse grid 104 of the hat to display all hats owned by the virtual object 101.
As shown in fig. 3, a virtual object 101, a warehouse shelf 105 corresponding to a target hat, and a second wearing part 106 are displayed on the interface 12. When a user clicks on the warehouse grid 105 corresponding to the target hat, the application program corresponding to the game controls the virtual object 101 to replace the first wearing part 102 with the second wearing part 106, and the virtual object 101 wearing the second wearing part 106 is displayed on the interface 12.
As shown in fig. 4, other wearing parts worn by the virtual object 101 may be replaced using the above-described method. In the interface 13, a virtual object 101, a second wearing part 106 worn by the virtual object 101, and a third part (shoe) 107 worn by the virtual object 101 are displayed. In one example, the user replaces the third part (shoe) 107 worn by the virtual object 101, optionally, the user selects the type of part worn (shoe) first, and then selects the shoe corresponding to the warehouse grid 108. Alternatively, the replacement of the third part 107 worn by the virtual object 101 is performed after the replacement of the first part 102 worn by the virtual object 101 with the second wearing part 106 is completed, and each wearing part replacement operation worn by the virtual object 101 can be performed independently.
As shown in fig. 5, a virtual object 101, a second wearing component 106, and a fourth wearing component 109 are displayed in the interface 14. Schematically, comparing fig. 4 and 5, the virtual object 101 also changes the worn skirt to a jacket and trousers. It is understood that the order of changing wearing parts and the type of wearing parts of the virtual object 101 are independent and can be arbitrarily performed during the changing process.
The operation of above-mentioned change wearing parts is more loaded down with trivial details, if change the multiple wearing parts that virtual object dressed, need repeat the type that the above-mentioned selection corresponds wearing parts for the efficiency that virtual object of user control changed wearing parts is lower.
Fig. 6 shows a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.
The first terminal 120 is installed and operated with an application program supporting a virtual environment. The application program can be any one of a virtual reality application program, a three-dimensional map program, a military simulation program, an FPS game, an MOBA game and a multi-player gun battle type survival game. The first terminal 120 is a terminal used by a first user who uses the first terminal 120 to control a first virtual object located in a virtual environment to perform activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, shooting, changing wearing parts, purchasing wearing parts, and storing wearing part matching schemes. Illustratively, the first virtual object is a first virtual character, such as a simulated character object or an animated character object. Optionally, the first virtual object possesses at least one wearing part. Optionally, the first virtual object holds a wearing part collocation plan, or does not hold any wearing part collocation plan.
The first terminal 120 is connected to the server 140 through a wireless network or a wired network.
The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Illustratively, the server 140 includes a processor 144 and a memory 142, the memory 142 in turn including a display module 1421, a control module 1422, and a receiving module 1423. The server 140 is used to provide background services for applications that support a three-dimensional virtual environment. Alternatively, the server 140 undertakes primary computational work and the first and second terminals 120, 160 undertake secondary computational work; alternatively, the server 140 undertakes the secondary computing work and the first terminal 120 and the second terminal 160 undertakes the primary computing work; alternatively, the server 140, the first terminal 120, and the second terminal 160 perform cooperative computing by using a distributed computing architecture.
The second terminal 160 is installed and operated with an application program supporting a virtual environment. The application program can be any one of a virtual reality application program, a three-dimensional map program, a military simulation program, an FPS game, an MOBA game and a multi-player gun battle type survival game. The second terminal 160 is a terminal used by a second user who uses the second terminal 160 to control a second virtual object located in the virtual environment to perform activities including, but not limited to: adjusting at least one of a body posture, crawling, walking, running, riding, jumping, driving, shooting, changing wearing parts, purchasing wearing parts, and saving wearing part matching schemes. Illustratively, the second virtual object is a second virtual character, such as a simulated character object or an animated character object. Optionally, the second virtual object has at least one wearing component, the wearing component worn by the second virtual object may be identical, or partially identical, or completely different from the wearing component worn by the first virtual object, and the wearing component possessed by the second virtual object may be identical, or partially identical, or completely different from the wearing component possessed by the first virtual object. Alternatively, the wearing part collocation plan stored by the second virtual object may be completely the same as, partially the same as, or completely different from the wearing part collocation plan stored by the first virtual object, or the second virtual object does not store any wearing part collocation plan.
Optionally, the first virtual character and the second virtual character are in the same virtual environment. Alternatively, the first avatar and the second avatar may belong to the same team, the same organization, have a friend relationship, or have temporary communication rights.
Alternatively, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of application of different control system platforms. The first terminal 120 may generally refer to one of a plurality of terminals, and the second terminal 160 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the first terminal 120 and the second terminal 160. The device types of the first terminal 120 and the second terminal 160 are the same or different, and include: at least one of a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiments are illustrated with the terminal comprising a smartphone.
Those skilled in the art will appreciate that the number of terminals described above may be greater or fewer. For example, the number of the terminals may be only one, or several tens or hundreds of the terminals, or more. The number of terminals and the type of the device are not limited in the embodiments of the present application.
Fig. 7 shows a flowchart of a method for controlling replacement of wearing parts of a virtual object according to an exemplary embodiment of the present application, which may be applied to the first terminal 120 or the second terminal 160 in the computer system shown in fig. 6 or other terminals in the computer system. The method comprises the following steps:
step 701, displaying a virtual object in a virtual environment, wherein the virtual environment is a corresponding environment when the virtual object is in a non-combat scene, the virtual object is worn with a first wearing part, and the virtual object has at least one wearing part.
Optionally, the virtual object is located in a virtual environment, where the virtual environment is located when the virtual object is not in the combat state, and the virtual environment may be an environment corresponding to a game hall, an environment corresponding to a training field, or an environment corresponding to a birth island.
The environment corresponding to the game hall refers to the position of a virtual object when a user enters a game, the virtual object can replace wearing parts, equip materials required for battle, invite other virtual objects to join the same game, select a game mode, enter a virtual shop to purchase virtual goods (such as wearing parts, weapons and the like), enter a game state or a battle state and the like in the game hall, and the game hall supports the activities of the virtual object in a non-battle state; the environment corresponding to the training field is the environment corresponding to the field where the virtual object is located when training, and the virtual object can be trained and simulated in the training field, for example, the virtual object can simulate activities such as changing wearing parts in games; the birth island refers to an environment corresponding to the position of a virtual object when the virtual object enters a quasi-game (or battle) state, a user controls the virtual object to select to start a round of game, the virtual object enters the birth island, the game starts to enter a countdown phase, the user can control the virtual object to perform any activities on the birth island during the countdown period, such as running, jumping, wearing part replacement and the like, and the virtual object positioned on the birth island enters the same game after the countdown is finished.
Optionally, the virtual environment includes: at least one element selected from the group consisting of mountains, flat ground, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.
Optionally, the wearing part owned by the virtual object is obtained by the virtual object by at least one of purchasing, claiming, giving, and drawing a lottery, and the first wearing part includes at least one wearing part. In one example, the first wear part includes two-piece wear parts, a coat and a pant. The wearing part includes: clothes, accessories (such as watches, glasses and the like), shoes and hats, bags, skin color, hair style and hair color.
Step 702, receiving a motion signal collected by a motion sensor.
Optionally, a motion sensor is disposed on the terminal of the application program supporting the virtual environment, and the motion sensor can convert a non-electrical body position change into an electrical signal.
Alternatively, the motion sensor may be at least one of a pressure sensor, a velocity sensor, a temperature sensor, an acceleration sensor, and a gyro sensor. The motion signal may be a velocity signal, a temperature signal, an acceleration signal, a flip angle signal, or a deflection angle signal.
Optionally, the acceleration acquired by the motion sensor is an acceleration of the terminal in a three-dimensional direction.
The embodiment of the present application takes the received motion signal including an acceleration signal and a flip angle signal as an example for explanation. The acceleration signal is a signal acquired by an acceleration sensor, and the turnover angle signal is a signal acquired by a gyroscope sensor.
And 703, when the motion signal meets the trigger condition, controlling the virtual object to replace the first wearing part with the second wearing part.
Optionally, the application program corresponding to the game is provided with a function of monitoring the motion signal, and the function can judge whether the acceleration of the terminal exceeds an acceleration threshold value or not and whether the turning angle exceeds a turning angle threshold value or not. Optionally, when the acceleration of the terminal in any direction of the three-dimensional directions is greater than the acceleration threshold, that is, the motion signal representing the terminal satisfies the trigger condition.
Optionally, the trigger condition includes a first trigger condition, a second trigger condition, and a third trigger condition. Wherein the first trigger condition, the second trigger condition or the third trigger condition includes any one of the following conditions:
1. the acceleration collected by the motion sensor is greater than an acceleration threshold;
2. the acceleration collected by the motion sensor is greater than an acceleration threshold value, and the duration is less than a first duration;
3. the turnover angle collected by the motion sensor is larger than a threshold value of the turnover angle;
4. the turnover angle acquired by the motion sensor is larger than the turnover angle threshold value, and the duration is smaller than a second duration;
5. the acceleration collected by the motion sensor is greater than an acceleration threshold and the turnover angle is greater than a turnover angle threshold;
6. the acceleration collected by the motion sensor is greater than an acceleration threshold value, the turnover angle is greater than a turnover angle threshold value, and the duration time exceeds a second time length and is less than a first time length;
the first time period refers to a time period during which the terminal obtains the acceleration. In one example, the first duration is two seconds, and the user shakes the terminal for multiple times within two seconds, so that the acceleration of the terminal is greater than the acceleration threshold, and the application program corresponding to the game determines that the shaking operation (i.e., the movement signal) of the user at this time meets the trigger condition. In another example, the first duration is two seconds, and the user shakes the terminal only once within two seconds, the application program corresponding to the game determines whether the acceleration corresponding to the shaking operation is greater than an acceleration threshold, and if the acceleration is greater than the acceleration threshold, the motion signal satisfies the trigger condition; and if the acceleration is smaller than the acceleration threshold value, the motion signal does not meet the triggering condition.
The second duration refers to a time period during which the terminal obtains the flip angle. In an example, the first duration is three seconds, the turning angle of the terminal is greater than the turning angle threshold, and the duration of the turning angle exceeds three seconds, then the application program corresponding to the game determines that the turning operation (i.e., the motion signal) of the user at this time satisfies the trigger condition. In another example, the second duration is three seconds, the turning angle of the terminal is greater than the turning angle threshold, and the duration of the turning angle is shorter than three seconds, then the application program corresponding to the game determines that the shaking operation does not meet the trigger condition. Illustratively, taking the terminal as a smart phone as an example, as shown in fig. 8 (a), taking the terminal 111 as an initial state when the terminal 111 is in a vertical state with respect to a horizontal line (at this time, the flip angle of the terminal 111 is 0 °), taking the terminal 111 as an example of flipping in a direction facing a user, the terminal 111 generates a body angle 112, and the body angle 112 is the flip angle, as shown in fig. 8 (b). Illustratively, the terminal 111 continues to flip, as shown in fig. 8 (c), when the terminal 111 makes the body angle 113 shown in fig. 8 (a) and the body angle 114 shown in fig. 8 (b), and optionally, the flip angle of the terminal 111 is the body angle 113 or the body angle 114.
Illustratively, when the acceleration is larger than the acceleration threshold, the virtual object is controlled to replace the first wearing part with the second wearing part; or when the turning angle is larger than the turning angle threshold value, controlling the virtual object to replace the first wearing part with the second wearing part; or when the acceleration is larger than the acceleration threshold and the turning angle is larger than the turning angle threshold, controlling the virtual object to replace the first wearing part with the second wearing part.
Optionally, the first wearing part is a wearing part worn by the virtual object, and the second wearing part is a wearing part owned by the virtual object, or a wearing part to be purchased by the virtual object, or a wearing part in a stored wearing part matching scheme, or a wearing part picked up by the virtual object in the game. The second wearing component includes at least one wearing component, and in one example, the second wearing component includes two wearing components of a watch and glasses.
To sum up, through receiving the motion signal that motion sensor gathered, control virtual object and change wearing parts when the motion signal satisfies trigger condition for the user need not to carry out many times selection operation and can realize controlling virtual object and change first wearing parts for the second wearing parts, has simplified the step that control virtual object changed wearing parts.
The method provided by the embodiment of the application can control the virtual object to replace the wearing part in three ways, which is described with reference to fig. 9. Fig. 9 shows a flowchart of a method for controlling a virtual object to replace a wearing part according to another exemplary embodiment of the present application. The method may be applied in the first terminal 120 or the second terminal 160 in a computer system as shown in fig. 6 or in other terminals in the computer system. The method comprises the following steps:
step 901, displaying a virtual object in a virtual environment, where the virtual environment is a corresponding environment when the virtual object is in a non-combat scene, the virtual object wears a first wearing part, and the virtual object has at least one wearing part.
Step 902, receiving a motion signal collected by a motion sensor.
Step 901 and step 902 are the same as step 701 and step 702 in fig. 7, and are not described here again.
And step 903a, triggering a random reloading event when the motion signal meets a first triggering condition.
Illustratively, the first trigger condition includes that the acceleration is greater than an acceleration threshold, or the flip angle is greater than a flip angle threshold, or the acceleration is greater than the acceleration threshold and the flip angle is greater than the flip angle threshold. The random reloading event is an event which is determined to be corresponding to the second wearing part by randomly selecting one wearing part from the rest wearing parts owned by the virtual object, wherein the rest wearing parts owned by the virtual object do not comprise the first wearing part worn by the virtual object, and the rest wearing parts are stored in the warehouse lattice of the virtual object.
And 904a, controlling the virtual object to replace the first wearing part with the second wearing part according to the random replacement event.
In one example, the first wearing part is a sports shoe, a boot owned by the virtual object is determined as the second wearing part according to the random change event, the application program corresponding to the game controls the virtual object to replace the first wearing part with the second wearing part, namely controls the virtual object to replace the sports shoe with the boot, and the replaced sports shoe is stored in the warehouse grid of the virtual object.
And 903b, triggering a random fitting event when the motion signal meets a second triggering condition.
Illustratively, the second trigger condition includes that the acceleration is greater than the acceleration threshold, or the flip angle is greater than the flip angle threshold, or the acceleration is greater than the acceleration threshold and the flip angle is greater than the flip angle threshold. The random try-on event refers to an event that a virtual shop is set in a game, a wearing part which is not owned by a virtual object is randomly selected from the virtual shop and determined as a second wearing part, the virtual shop is used for selling virtual commodities, and the virtual commodities comprise wearing parts which can be worn by the virtual object, virtual props (including medicines and foods) or virtual weapons which can be used by the virtual object in a virtual environment.
And 904b, controlling the virtual object to replace the first wearing part with the second wearing part according to the random fitting event.
In one example, the first wearing part is a skirt, and a suit a sold in a virtual shop is determined as the second wearing part according to a random try-on event, the suit a including at least one wearing part and a virtual object not possessing the suit a, illustratively, a jacket and shorts. The application program corresponding to the game controls the virtual object to replace the first wearing part with the second wearing part, namely controls the virtual object to replace a skirt with a jacket and shorts. Optionally, the virtual object may wear the second wearing component for a prescribed time, and after the prescribed time has elapsed, the virtual object will wear the first wearing component again.
And step 903c, triggering a replacement collocation event when the motion signal meets a third trigger condition.
Illustratively, the third trigger condition includes that the acceleration is greater than the acceleration threshold, or the flip angle is greater than the flip angle threshold, or the acceleration is greater than the acceleration threshold and the flip angle is greater than the flip angle threshold. The replacement matching event refers to a wearing mode that the virtual object stores fixed wearing parts, and an event corresponding to the second wearing part is selected from the wearing part matching schemes according to the sequence of the wearing part matching schemes or in a random mode.
And 904c, controlling the virtual object to replace the first wearing part with the second wearing part according to the replacement collocation event.
In one example, the first wearing component is a skirt, the second wearing component is obtained from the wearing component matching scheme according to the sequence of the wearing component matching scheme according to the change matching event, illustratively, the wearing component in the first wearing component matching scheme is determined as the second wearing component, and the wearing component in the first wearing component matching scheme is a shirt. And the application program corresponding to the game controls the virtual object to replace the first wearing part with the second wearing part, namely controls the virtual object to replace the skirt with the shirt. Optionally, after the second wearing part is replaced, the application program corresponding to the game configures lower body dress for the virtual object, and the lower body dress is the initial dress obtained when the virtual object is created.
It is understood that the three ways of controlling the virtual object to replace the wearing part may be implemented individually, or may be implemented in combination of any two ways, or may be implemented in combination of the three ways.
To sum up, through setting up the trigger condition, when the motion signal at terminal satisfies the trigger condition, trigger control virtual object and change the event that wearing parts correspond, as long as the motion signal at terminal satisfies the trigger condition can control virtual object and change wearing parts to the mode of wearing parts is worn in the change of multiple mode is provided for virtual object.
The following embodiments describe the three ways of controlling the virtual object to replace the wearing part by taking the example that the motion signal acquired by the motion sensor is an acceleration signal and the trigger condition is that the acceleration is greater than the acceleration threshold and the duration is less than the first duration.
The following describes triggering a random reloading event. Fig. 10 is a flowchart illustrating a method for controlling random reloading of virtual objects according to an exemplary embodiment of the present application, where the method can be applied to the first terminal 120 or the second terminal 160 in the computer system shown in fig. 6 or other terminals in the computer system. The method comprises the following steps:
step 1001, the virtual object starts acceleration detection in a non-combat state.
Optionally, the acceleration detection is a function that is defaulted by an application corresponding to the game and is turned on by default when the user installs the application, or the function is a function that is turned on manually by the user in the application.
Step 1002, whether an acceleration signal acquired by a motion sensor is received.
The terminal acquisition acceleration is explained with reference to fig. 7. As shown in fig. 11 (a), the user shakes the terminal 200, and at this time, a virtual object 201 is displayed on the terminal, and the virtual object 201 is worn with the first wearing part 202. After the user shakes the terminal 200, the motion sensor in the terminal 200 will acquire an acceleration signal.
And step 1003, judging whether the acceleration of the terminal in the three-dimensional direction is larger than an acceleration threshold value or not.
Optionally, the motion sensor transmits the acquired acceleration signal to a chip of the terminal, and the chip determines whether the acceleration of the terminal 200 in the three-dimensional direction is greater than an acceleration threshold. Alternatively, the chip determines that the acceleration of the terminal 200 in at least one of the three-dimensional directions is greater than the acceleration threshold.
Step 1004, a random reloading event is triggered.
Illustratively, when the chip determines that the acceleration of the terminal 200 in one direction is greater than the acceleration threshold, the application triggers a random reloading event. If the acceleration of the terminal in any direction in the three-dimensional direction is not larger than the acceleration threshold, the random reloading event cannot be triggered. The random replacement event refers to randomly selecting at least one wearing part (also can be a set of wearing parts) from a warehouse of the virtual object to determine as a second wearing part of the virtual object to be replaced.
Step 1005, whether the warehouse of virtual objects has wearing parts left.
Optionally, there are other wearing components remaining in the repository of virtual objects that are different from the wearing component that the virtual object is currently wearing. Alternatively, if there is no wearing part left in the repository of the virtual object, the application program corresponding to the game cannot control the virtual object to replace the wearing part. Optionally, the repository stores component identifications of remaining wearing components owned by the virtual object.
And step 1006, randomly selecting a wearing part from the warehouse to determine the wearing part as a second wearing part, controlling the virtual object to wear the second wearing part, and placing the first wearing part in the warehouse.
Illustratively, if at least one wearing part remains in the warehouse of the virtual object, one wearing part is randomly selected from the remaining wearing parts and determined as a second wearing part, the application program corresponding to the game controls the virtual object to wear the second wearing part, and the first wearing part is placed in the warehouse of the virtual object.
As shown in fig. 11 (b), when the acceleration of the terminal 200 is greater than the acceleration threshold, the second wearing part 203 is displayed on the terminal 200 as the virtual object 201 is worn, and the application program corresponding to the game controls the virtual object 201 to complete the replacement of the wearing part.
The step of controlling the virtual object to replace the first wearing part with the second wearing part further comprises the steps of:
step 1006a, a component identification of the second wearable component is obtained from a repository, and the repository is used for storing component identifications of remaining wearable components owned by the virtual object.
The relationship among the pair of second wearing parts, the part identifiers of the second wearing parts, and the part models of the second wearing parts will be described with reference to the table.
Watch 1
Figure BDA0002236229280000141
Figure BDA0002236229280000151
The second wearing component identifier 2019100913090001 is used to indicate the 0001 st wearing component that is 09 points on 09/13/10/2019, and the type of the component identifier of the wearing component is not limited in this embodiment.
Step 1006b, configuring a component model of the second wearable component according to the component identification of the second wearable component.
Step 1006c, superimposing the component model of the second wearing component on the corresponding position of the virtual object.
The part model of the second wearing part will be overlaid on the part model of the first wearing part, schematically, the second wearing part is a black panty brief, and then the corresponding wearing model of the black panty brief is superimposed on the legs of the virtual object, so that the virtual object is worn with the second wearing part.
Step 1007, whether the duration of the acceleration is less than the first duration.
Optionally, the duration of the acceleration of the terminal is obtained by an application program corresponding to the game while the user shakes the terminal. Optionally, when the duration of the acceleration is less than the first duration, the application program corresponding to the game controls the virtual object to replace the wearing part; if the duration of the acceleration is longer than the first duration, the application program corresponding to the game cannot control the virtual object to complete replacement of the wearing part. In one example, the first time period is 2 seconds and the acceleration threshold is 15m/s2The duration of the acceleration obtained by the terminal is within 2 seconds, that is, the motion of shaking the terminal 200 by the user is within 2 seconds, and the acceleration obtained by the terminal is more than 15m/s2And the application program corresponding to the game controls the virtual object to replace the first wearing part with the second wearing part.
And step 1008, ending.
The following describes triggering a random try-on event. Fig. 12 is a flowchart illustrating a method for controlling random fitting of a virtual object according to an exemplary embodiment of the present application, where the method may be applied to the first terminal 120 or the second terminal 160 in the computer system shown in fig. 6 or other terminals in the computer system. The method comprises the following steps:
step 1201, the virtual object starts acceleration detection in a non-combat state.
And step 1202, whether an acceleration signal acquired by the motion sensor is received or not.
And 1203, judging whether the acceleration of the terminal in the three-dimensional direction is larger than an acceleration threshold.
Steps 1201 to 1203 are the same as steps 1001 to 1003 in fig. 10, and are not described again here.
Step 1204, trigger a random try-on event.
Illustratively, when the chip judges that the acceleration of the terminal in one direction is greater than the acceleration threshold, the application program triggers a random fitting event. If the acceleration of the terminal in any direction in the three-dimensional direction is not larger than the acceleration threshold, a random fitting event cannot be triggered. The random try-on event refers to that at least one wearing part which is randomly selected from the virtual store and is not owned by the virtual object is determined as a second wearing part which needs to be replaced by the virtual object.
Step 1205, whether the virtual store is selling wearing parts not owned by the virtual object.
Alternatively, if the wearing part sold by the virtual store is a wearing part owned by the virtual object, the application program corresponding to the game cannot control the virtual object to replace the wearing part.
And 1206, randomly selecting a wearing part from the virtual shop to determine the wearing part as a second wearing part, and controlling the virtual object to wear the second wearing part.
Alternatively, the wearing part sold by the virtual shop is a wearing part not owned by the virtual object, and the wearing part is a wearing part conforming to the characteristic or attribute of the virtual object, for example, if the gender of the virtual object is female, a piece of wearing part (such as a skirt) is selected from the female-type wearing parts of the virtual shop. Optionally, a wearing part or a set of wearing parts (a combined wearing part including at least two wearing parts) is selected from the virtual shop. And determining the wearing part as a second wearing part, and controlling the virtual object to replace the first wearing part with the second wearing part.
The step of controlling the virtual object to replace the first wearing part with the second wearing part further comprises the steps of:
in step 1206a, the part identification of the second wearable part is obtained from the virtual shop.
Schematically, the virtual object will be described as a male virtual object. The relationship among the second wearing part, the part identifier of the second wearing part, and the part model of the second wearing part will be described with reference to the table.
Watch two
Figure BDA0002236229280000161
Figure BDA0002236229280000171
The second wearing component identifier 2019100912090001 is used to indicate the 0001 st wearing component that is 09 point on 09/12/10/2019, and the type of the component identifier of the wearing component is not limited in this embodiment.
As can be seen from table two, the black skirt does not conform to the attributes of the male virtual object, so the wearing parts obtained from the virtual shop do not include the part identifier corresponding to the black shorts; the blue overcoat is a wearing part owned by the virtual object, and therefore the wearing part obtained from the virtual shop does not include a part identification corresponding to the blue overcoat. And the application program corresponding to the game acquires the part identification corresponding to the black cricket cap from the virtual store.
And step 1206b, configuring a component model of the second wearing component according to the component identification of the second wearing component.
And step 1206c, superposing the component model of the second wearing component on the corresponding position of the virtual object.
Illustratively, a black peaked cap model is superimposed on the head of the virtual object.
Step 1207, whether the duration of the acceleration is less than the first duration.
Step 1207 is identical to step 1007 in fig. 10, and is not described here again.
And step 1208, when the virtual object wears the second wearing part for a time period longer than the fitting time period threshold value, controlling the virtual object to replace the second wearing part with the first wearing part.
The method also comprises the following steps:
in step 1208a, a fitting duration of the virtual object wearing the second wearing part is obtained.
And step 1208b, when the fitting time is longer than the fitting time threshold, controlling the virtual object to restore and replace the second wearing part with the first wearing part.
Illustratively, if the fitting time threshold is 5 minutes, the application program corresponding to the game controls the virtual object to overlay the first wearing model on the corresponding position of the virtual object when the fitting time of the virtual object is greater than 5 minutes.
The following describes triggering of a replacement collocation event. Fig. 13 is a flowchart illustrating a method for controlling virtual object replacement collocation according to an exemplary embodiment of the present application, which may be applied to the first terminal 120 or the second terminal 160 in the computer system shown in fig. 6 or other terminals in the computer system. The method comprises the following steps:
step 1301, the virtual object starts acceleration detection in a non-combat state.
Step 1302, determine whether an acceleration signal collected by the motion sensor is received.
And step 1303, judging whether the acceleration of the terminal in the three-dimensional direction is greater than an acceleration threshold.
Steps 1301 to 1303 are the same as steps 1001 to 1003 in fig. 10, and are not described herein again.
At step 1304, a change collocation event is triggered.
Illustratively, when the chip judges that the acceleration of the terminal in one direction is greater than the acceleration threshold, the application triggers a replacement collocation event. If the acceleration of the terminal in any direction in the three-dimensional direction is not larger than the acceleration threshold, the replacement matching event cannot be triggered. The replacement matching event refers to the fact that a user matches different wearing parts for the virtual object to form a set of wearing part matching scheme, the set of wearing part matching scheme comprises at least one wearing part, and the wearing part in the target wearing part matching scheme is selected from the stored wearing part matching scheme and determined as the second wearing part.
Step 1305, whether the virtual object has the stored wearing part collocation plan.
If the virtual object does not have the stored wearing part matching scheme, the application program corresponding to the game cannot control the virtual object to select the wearing part needing to be replaced from the wearing part matching scheme.
Step 1306, according to the sequence of the wearing part collocation schemes, selecting a target wearing part collocation scheme from the wearing part collocation schemes, determining the wearing part in the target wearing part collocation scheme as a second wearing part, and controlling the virtual object to wear the second wearing part.
Optionally, at least one wearing part is obtained from the target wearing part collocation plan according to the sequence of the wearing part collocation plans or the target wearing part collocation plan is obtained in a random mode.
The step of controlling the virtual object to replace the first wearing part with the second wearing part further comprises the steps of:
in step 1306a, a component identifier of the second wearing component is obtained from the target wearing component matching scheme.
The relationship among the second wearing part, the part identification of the second wearing part, and the part model of the second wearing part will be described with reference to table three.
Watch III
Figure BDA0002236229280000181
Figure BDA0002236229280000191
The second wearing component identifier 2019100912090001 is used to indicate the 0001 st wearing component that is 09 point on 09/11/10/2019, and the type of the component identifier of the wearing component is not limited in this embodiment.
Step 1306b, configuring a component model of the second wearable component according to the component identification of the second wearable component.
Step 1306c, superimposing the component model of the second wearing component on the corresponding position of the virtual object.
Step 1306b and step 1306c are identical to step 1006b and step 1006c, respectively, and are not described herein again.
Step 1307, whether the duration of the acceleration is less than the first duration.
Step 1307 is identical to step 1007 in fig. 10, and is not described herein again.
Step 1308, end.
It can be understood that the random reloading event, the random try-on event and the replacement matching event can be implemented independently, or any two events can be implemented in combination, or three events can be implemented in combination.
In summary, by shaking the terminal to trigger an event corresponding to the control of the virtual object to replace the wearing part, the steps of controlling the virtual object to replace the wearing part are simplified, and meanwhile, various ways of controlling the virtual object to replace the wearing part are provided.
The above embodiments describe the above method based on the application scenario of the game, and the following describes the above method by way of example in the application scenario of military simulation.
The simulation technology is a model technology which reflects system behaviors or processes by applying software and hardware through an experiment of simulating a real environment.
The military simulation program is a program specially constructed for military application by using a simulation technology, and is used for carrying out quantitative analysis on sea, land, air and other operational elements, weapon equipment performance, operational actions and the like, further accurately simulating a battlefield environment, presenting a battlefield situation and realizing the evaluation of an operational system and the assistance of decision making.
In one example, soldiers establish a virtual battlefield at a terminal where military simulation programs are located and fight in a team. The soldier controls a virtual object in the virtual battlefield environment to walk, run, climb, drive, shoot, throw, reconnaissance, fight close to the body, replace a wearing part, buy the wearing part, try on the wearing part, save a wearing part matching scheme and the like under the virtual battlefield environment. The battlefield virtual environment comprises: at least one natural form of flat ground, mountains, plateaus, basins, deserts, rivers, lakes, oceans and vegetation, and site forms of buildings, vehicles, ruins, training fields and the like. The virtual object includes: virtual characters, virtual animals, cartoon characters, etc., each virtual object having its own shape and volume in the three-dimensional virtual environment occupies a part of the space in the three-dimensional virtual environment.
Optionally, each soldier controls a virtual object, each virtual object can replace a different wearing part, and the wearing parts worn by each virtual object are the same wearing part of the same type, or different wearing parts of different types.
Alternatively, soldiers carry out group fight training on military simulation programs, and a group of soldiers form one team. Soldiers in the same group can control the virtual object to replace the wearing parts with the same type or the wearing parts with the same type as the uniform in the same team. Optionally, the soldier can control the virtual object to replace different wearing parts in different scenes, for example, the virtual object replaces camouflage clothes in a virtual environment corresponding to a forest, so that the virtual object is better hidden in the forest and is not easy to be found by enemy soldiers.
The trigger condition includes that the acceleration is greater than the acceleration threshold and the duration is less than the first duration. Illustratively, a soldier A controls a virtual object a, the virtual object a wears a wearing part S, before battle fighting begins, the soldier A shakes a terminal provided with a military simulation program, a motion sensor arranged in the terminal acquires acceleration of the terminal in a three-dimensional direction, and when the acceleration is greater than an acceleration threshold value and the duration is less than a first duration, the soldier A controls the virtual object a to replace the wearing part S with a wearing part P. The wearing member P is a uniform of the team in which the soldier a is located.
Illustratively, the wearing part P is a wearing part sold by a virtual shop and not owned by the virtual object a, when the soldier A shakes the terminal, the wearing part randomly selected by the military simulation program from the virtual shop is the wearing part P, and when the acceleration is greater than the acceleration threshold value and the duration is less than the first duration, the soldier A controls the virtual object a to replace the wearing part S with the wearing part P. Alternatively, the wearing part P is a wearing part not owned by the virtual object a.
Illustratively, the wearing part P is a first scheme in the wearing part matching scheme stored in the virtual object, and the first scheme is determined to be the target wearing part matching scheme according to the sequence of the wearing part matching schemes. When the soldier A shakes the terminal, the military simulation program collocates the target wearing part with the wearing part in the scheme, and when the acceleration is greater than the acceleration threshold value and the duration is less than the first duration, the soldier A controls the virtual object a to replace the wearing part S with the wearing part P.
In summary, in the embodiment of the present application, the method for controlling a virtual object is applied to a military simulation program, and a wearing part of the virtual object can be replaced by using a rapid operation of a soldier shaking terminal, so that an operation step of controlling the virtual object to replace the wearing part is simplified.
The following are embodiments of the apparatus of the present application, and for details that are not described in detail in the embodiments of the apparatus, reference may be made to corresponding descriptions in the above method embodiments, and details are not described herein again.
Fig. 14 shows a schematic structural diagram of an apparatus for controlling a virtual object replacement wearing part according to an exemplary embodiment of the present application. The apparatus can be implemented as all or a part of a terminal by software, hardware or a combination of both, and includes: a display module 1410, a receiving module 1420, a control module 1430, and an acquisition module 1440, wherein the display module 1410 and the receiving module 1420 are optional modules.
The display module 1410 is configured to display a virtual object in a virtual environment, where the virtual environment is an environment corresponding to the virtual object when the virtual object is in a non-combat scene, the virtual object is worn with a first wearing part, and the virtual object has at least one wearing part;
a receiving module 1420, configured to receive a motion signal acquired by the motion sensor;
and a control module 1430, configured to control the virtual object to replace the first wearing part with the second wearing part when the motion signal satisfies the trigger condition.
In an alternative embodiment, the control module 1430 is configured to trigger a random reloading event when the motion signal satisfies a first trigger condition; controlling the virtual object to replace the first wearing part with the second wearing part according to the random replacement event; or, when the motion signal meets a second trigger condition, triggering a random fitting event; controlling the virtual object to replace the first wearing part with the second wearing part according to the random trying-on event; or, when the motion signal meets a third trigger condition, triggering a replacement collocation event; and controlling the virtual object to replace the first wearing part with the second wearing part according to the replacement collocation event.
In an optional embodiment, the obtaining module 1440 is configured to obtain, when the motion signal satisfies the first trigger condition, a remaining wearing component possessed by the virtual object, where the remaining wearing component is a wearing component different from the first wearing component; randomly selecting one wearing part from the rest wearing parts to determine the wearing part as a second wearing part; the control module 1430 is configured to control the virtual object to replace the first wearing part with the second wearing part.
In an optional embodiment, the obtaining module 1440 is configured to obtain the component identifier of the second wearable component from a repository, where the repository is configured to store the component identifiers of the remaining wearable components owned by the virtual object; configuring a component model of the second wearing component according to the component identification of the second wearing component; the control module 1430 is configured to overlay the component model of the second wearable component on the corresponding position of the virtual object.
In an optional embodiment, the acquiring module 1440 is configured to acquire the wearing part sold by the virtual store when the motion signal satisfies the second trigger condition; randomly selecting one wearing part from wearing parts sold by a virtual store to determine as a second wearing part; the control module 1430 is configured to control the virtual object to replace the first wearing part with the second wearing part.
In an optional embodiment, the obtaining module 1440 is configured to obtain the component identifier of the second wearable component from the virtual store; configuring a component model of the second wearing component according to the component identification of the second wearing component; the control module 1430 is configured to overlay the component model of the second wearable component on the corresponding position of the virtual object.
In an optional embodiment, the obtaining module 1440 obtains a fitting time period of the virtual object wearing the second wearing component; the control module 1430 is configured to control the virtual object to replace the second wearing part with the first wearing part when the fitting duration is greater than the fitting duration threshold.
In an optional embodiment, the obtaining module 1440 is configured to, when the motion signal satisfies the third trigger condition, obtain the wearing component matching scheme saved by the virtual object; acquiring a target wearing part collocation scheme from the wearing part collocation scheme according to the sequence of the wearing part collocation scheme, wherein the target wearing part collocation scheme comprises at least one wearing part; determining a wearing part in the target wearing part matching scheme as a second wearing part; the control module 1430 is configured to control the virtual object to replace the first wearing part with the second wearing part.
In an optional embodiment, the obtaining module 1440 is configured to obtain the component identifier of the second wearing component from the target wearing component matching scheme; configuring a component model of the second wearing component according to the component identification of the second wearing component; the control module 1430 is configured to overlay the component model of the second wearable component on the corresponding position of the virtual object.
In an optional embodiment, the first trigger condition, the second trigger condition, or the third trigger condition includes any one of the following conditions:
the acceleration collected by the motion sensor is greater than an acceleration threshold;
the acceleration collected by the motion sensor is greater than an acceleration threshold value, and the duration is less than a first duration;
the turnover angle collected by the motion sensor is larger than a threshold value of the turnover angle;
the turnover angle acquired by the motion sensor is larger than the turnover angle threshold value, and the duration is smaller than a second duration;
the acceleration collected by the motion sensor is greater than an acceleration threshold and the turnover angle is greater than a turnover angle threshold;
the acceleration collected by the motion sensor is greater than the acceleration threshold and the turning angle is greater than the turning angle threshold, and the duration exceeds the second duration and is less than the first duration.
Referring to FIG. 15, a block diagram of a computer device 1500 provided in an exemplary embodiment of the present application is shown. The computer device 1500 may be a portable mobile terminal, such as: smart phones, tablet computers, MP3 players (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), MP4 players (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4). Computer device 1500 may also be referred to by other names such as user equipment, portable terminals, etc.
Generally, computer device 1500 includes: a processor 1501 and memory 1502.
Processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 1501 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). Processor 1501 may also include a main processor and a coprocessor, where the main processor is a processor for processing data in an awake state, and is also called a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1501 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the display screen. In some embodiments, processor 1501 may also include an AI (Artificial Intelligence) processor for processing computational operations related to machine learning.
The memory 1502 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1502 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1502 is used to store at least one instruction for execution by processor 1501 to implement the methods of controlling a virtual object changing wearing component provided herein.
In some embodiments, computer device 1500 may also optionally include: a peripheral interface 1503 and at least one peripheral. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1504, touch screen display 1505, camera 1506, audio circuitry 1507, positioning assembly 1508, and power supply 1509.
The peripheral interface 1503 may be used to connect at least one peripheral related to I/O (Input/Output) to the processor 1501 and the memory 1502. In some embodiments, the processor 1501, memory 1502, and peripheral interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1501, the memory 1502, and the peripheral interface 1503 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The Radio Frequency circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuitry 1504 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1504 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1504 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuit 1504 can communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1504 may also include NFC (Near Field Communication) related circuits, which are not limited in this application.
The touch display 1505 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. Touch display 1505 also has the ability to capture touch signals on or over the surface of touch display 1505. The touch signal may be input to the processor 1501 as a control signal for processing. The touch screen display 1505 is used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the touch display 1505 may be one, providing the front panel of the computer device 1500; in other embodiments, the touch screen display 1505 may be at least two, each disposed on a different surface of the computer device 1500 or in a folded design; in still other embodiments, the touch display 1505 may be a flexible display disposed on a curved surface or a folded surface of the computer device 1500. Even more, the touch screen display 1505 may be configured in a non-rectangular irregular pattern, i.e., a shaped screen. The touch screen 1505 can be made of LCD (Liquid Crystal Display), OLED (organic light-Emitting Diode), and other materials.
The camera assembly 1506 is used to capture images or video. Optionally, the camera assembly 1506 includes a front camera and a rear camera. Generally, a front camera is used for realizing video call or self-shooting, and a rear camera is used for realizing shooting of pictures or videos. In some embodiments, the number of the rear cameras is at least two, and each of the rear cameras is any one of a main camera, a depth-of-field camera and a wide-angle camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting function and a VR (Virtual Reality) shooting function. In some embodiments, camera assembly 1506 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuit 1507 serves to provide an audio interface between a user and the computer device 1500. The audio circuitry 1507 may include a microphone and speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1501 for processing or inputting the electric signals to the radio frequency circuit 1504 to realize voice communication. For stereo capture or noise reduction purposes, the microphones may be multiple and located at different locations on the computing device 1500. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1501 or the radio frequency circuit 1504 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuitry 1507 may also include a headphone jack.
A Location component 1508 is used to locate the current geographic Location of the computer device 1500 for navigation or LBS (Location Based Service). The Positioning component 1508 may be a Positioning component based on the united states GPS (Global Positioning System), the chinese beidou System, or the russian galileo System.
The power supply 1509 is used to supply power to the various components in the computer device 1500. The power supply 1509 may be alternating current, direct current, disposable or rechargeable. When the power supply 1509 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, the computer device 1500 also includes one or more sensors 1510. The one or more sensors 1510 include, but are not limited to: acceleration sensor 1511 gyro sensor 1512, pressure sensor 1513, fingerprint sensor 1514, optical sensor 1515, and proximity sensor 1516.
The acceleration sensor 1511 detects the magnitude of acceleration on three coordinate axes of the coordinate system established with the computer apparatus 1500. For example, the acceleration sensor 1511 is used to detect the components of the gravitational acceleration in three coordinate axes. The processor 1501 may control the touch screen display 1505 to display the user interface in a landscape view or a portrait view based on the gravitational acceleration signal from the set of acceleration sensors 1511. The acceleration sensor 1511 may be used for acquisition of motion data of a game or a user.
The gyro sensor 1512 may detect a body direction and a rotation angle of the computer device 1500, and the gyro sensor 1512 may collect a 3D motion of the user on the computer device 1500 together with the acceleration sensor 1511. The processor 1501 may implement the following functions according to the data collected by the gyro sensor 1512: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
The pressure sensor 1513 may be disposed on a side bezel of the computer device 1500 and/or underneath the touch screen display 1505. When the pressure sensor 1513 is disposed on the side frame of the computer apparatus 1500, a holding signal of the user to the computer apparatus 1500 may be detected, and left-right hand recognition or shortcut operation may be performed according to the holding signal. When the pressure sensor 1513 is disposed at a lower layer of the touch display 1505, it is possible to control the operability control on the UI interface according to the pressure operation of the user on the touch display 1505. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1514 is configured to capture a fingerprint of the user to identify the identity of the user based on the captured fingerprint. Upon recognizing that the user's identity is a trusted identity, the processor 1501 authorizes the user to perform relevant sensitive operations including unlocking the screen, viewing encrypted information, downloading software, paying, and changing settings, etc. The fingerprint sensor 1514 may be disposed on the front, back, or side of the computer device 1500. When a physical key or vendor Logo is provided on the computer device 1500, the fingerprint sensor 1514 may be integrated with the physical key or vendor Logo.
The optical sensor 1515 is used to collect ambient light intensity. In one embodiment, processor 1501 may control the brightness of the display on touch screen 1505 based on the intensity of ambient light collected by optical sensor 1515. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1505 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1505 is turned down. In another embodiment, the processor 1501 may also dynamically adjust the shooting parameters of the camera assembly 1506 based on the ambient light intensity collected by the optical sensor 1515.
A proximity sensor 1516, also known as a distance sensor, is typically disposed on the front side of the computer device 1500. The proximity sensor 1516 is used to capture the distance between the user and the front of the computer device 1500. In one embodiment, the touch display 1505 is controlled by the processor 1501 to switch from a bright screen state to a dark screen state when the proximity sensor 1516 detects that the distance between the user and the front face of the computer device 1500 is gradually decreasing; when the proximity sensor 1516 detects that the distance between the user and the front of the computer device 1500 is gradually increasing, the processor 1501 controls the touch display 1505 to switch from a breath screen state to a bright screen state.
Those skilled in the art will appreciate that the architecture shown in FIG. 15 is not intended to be limiting of the computer device 1500, and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be used.
The present application further provides a computer device, comprising: a processor and a memory, the storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by the processor to implement the method of controlling a virtual object exchange wearing component provided by the above method embodiments.
The present application further provides a computer-readable storage medium having at least one instruction, at least one program, a set of codes, or a set of instructions stored therein, which is loaded and executed by a processor to implement the method for controlling a virtual object to replace a wearing part provided by the above method embodiments.
The present application also provides a computer program product, which when run on a computer causes the computer to execute the method of controlling a virtual object to replace a wearing part as provided in the above method embodiments.
It should be understood that reference to "a plurality" herein means two or more. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (13)

1. A method of controlling a virtual object to replace a wearing component, the method comprising:
displaying the virtual object in a virtual environment, wherein the virtual environment is an environment corresponding to the virtual object when the virtual object is in a non-combat scene, the virtual object is worn with a first wearing part, and the virtual object is provided with at least one wearing part;
receiving a motion signal acquired by a motion sensor;
when the motion signal meets a trigger condition, controlling the virtual object to replace the first wearing part with a second wearing part.
2. The method of claim 1, wherein controlling the virtual object to change the first wearing component to a second wearing component when the motion signal satisfies a trigger condition comprises:
when the motion signal meets a first trigger condition, triggering a random reloading event; controlling the virtual object to replace the first wearing part with the second wearing part according to the random reloading event;
or the like, or, alternatively,
when the motion signal meets a second trigger condition, triggering a random fitting event; controlling the virtual object to replace the first wearing part with the second wearing part according to the random fitting event;
or the like, or, alternatively,
when the motion signal meets a third trigger condition, triggering a replacement collocation event; and controlling the virtual object to replace the first wearing part with the second wearing part according to the replacement collocation event.
3. The method of claim 2, wherein a random reloading event is triggered when the motion signal satisfies a first trigger condition; controlling the virtual object to replace the first wearing part with the second wearing part according to the random replacement event, comprising:
when the motion signal meets a first trigger condition, acquiring a residual wearing part owned by the virtual object, wherein the residual wearing part is a wearing part different from the first wearing part;
randomly selecting one wearing part from the rest wearing parts to determine as the second wearing part;
controlling the virtual object to replace the first wearing part with the second wearing part.
4. The method of claim 3, wherein the controlling the virtual object to replace the first wearing component with the second wearing component comprises:
obtaining the component identification of the second wearable component from a warehouse, wherein the warehouse is used for storing the component identifications of the rest wearable components owned by the virtual object;
configuring a component model of the second wearing component according to the component identification of the second wearing component;
and superposing the component model of the second wearing component on the corresponding position of the virtual object.
5. The method according to claim 2, characterized in that when the motion signal satisfies a second trigger condition, a random fitting event is triggered; controlling the virtual object to replace the first wearing part with the second wearing part according to the random fitting event, comprising:
when the motion signal meets a second trigger condition, acquiring a wearing part sold by the virtual store;
randomly selecting one wearing part from wearing parts sold by the virtual store to be determined as the second wearing part;
controlling the virtual object to replace the first wearing part with the second wearing part.
6. The method of claim 5, wherein the controlling the virtual object to replace the first wearing component with the second wearing component comprises:
acquiring a component identification of the second wearable component from the virtual store;
configuring a component model of the second wearing component according to the component identification of the second wearing component;
and superposing the component model of the second wearing component on the corresponding position of the virtual object.
7. The method of claim 5, wherein after the controlling the virtual object to replace the first wearing component with the second wearing component, the method comprises:
acquiring the fitting time of the virtual object wearing the second wearing part;
and when the fitting time is longer than the fitting time threshold, controlling the virtual object to restore and replace the second wearing part with the first wearing part.
8. The method of claim 2, wherein when the motion signal satisfies a third trigger condition, a change collocation event is triggered; controlling the virtual object to replace the first wearing part with the second wearing part according to the replacement collocation event, comprising:
when the motion signal meets a third trigger condition, acquiring a wearing part collocation scheme stored by the virtual object;
acquiring a target wearing part collocation scheme from the wearing part collocation scheme according to the sequence of the wearing part collocation scheme, wherein the target wearing part collocation scheme comprises at least one wearing part;
determining a wearing component in the target wearing component collocation scheme as the second wearing component;
controlling the virtual object to replace the first wearing part with the second wearing part.
9. The method of claim 8, wherein the controlling the virtual object to replace the first wearing component with the second wearing component comprises:
acquiring a component identifier of the second wearing component from the target wearing component matching scheme;
configuring a component model of the second wearing component according to the component identification of the second wearing component;
and superposing the component model of the second wearing component on the corresponding position of the virtual object.
10. The method according to any one of claims 2 to 9, wherein the first trigger condition, the second trigger condition, or the third trigger condition comprises any one of the following conditions:
the acceleration collected by the motion sensor is greater than an acceleration threshold;
the acceleration collected by the motion sensor is greater than the acceleration threshold and the duration is less than a first duration;
the turnover angle acquired by the motion sensor is larger than a threshold value of the turnover angle;
the turnover angle acquired by the motion sensor is larger than the turnover angle threshold value, and the duration is smaller than a second duration;
the acceleration collected by the motion sensor is larger than the acceleration threshold and the turnover angle is larger than the turnover angle threshold;
the acceleration that motion sensor gathered is greater than the acceleration threshold value and the upset angle is greater than the upset angle threshold value, duration is in excess of the second is long and is less than first is long.
11. An apparatus for controlling a virtual object to replace a wearing part, the apparatus comprising:
the display module is used for displaying the virtual object in a virtual environment, the virtual environment is an environment corresponding to the virtual object when the virtual object is in a non-combat scene, the virtual object is worn with a first wearing part, and the virtual object is provided with at least one wearing part;
the receiving module is used for receiving the motion signals acquired by the motion sensor;
and the control module is used for controlling the virtual object to replace the first wearing part with the second wearing part when the motion signal meets a trigger condition.
12. A computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, the at least one instruction, the at least one end program, the set of codes, or the set of instructions being loaded and executed by the processor to implement the method of controlling a virtual object replacement wearing part according to any one of claims 1 to 10.
13. A computer readable storage medium, having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by a processor to implement the method of controlling a virtual object changing wearing part according to any one of claims 1 to 10.
CN201910984382.9A 2019-10-16 2019-10-16 Method, device, equipment and medium for controlling virtual object to replace wearing part Active CN110681157B (en)

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