WO2022068452A1 - 虚拟道具的交互处理方法、装置、电子设备及可读存储介质 - Google Patents
虚拟道具的交互处理方法、装置、电子设备及可读存储介质 Download PDFInfo
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Definitions
- the present application relates to computer human-computer interaction technology, and in particular, to a method, apparatus, electronic device, and computer-readable storage medium for interactive processing of virtual props.
- Display technology based on graphics processing hardware expands the channels for perceiving the environment and obtaining information, especially the display technology for virtual scenes, which can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application requirements. It has various typical application scenarios, for example, in the simulation of military exercises and virtual scenarios of games, etc., it can simulate the real battle process between virtual objects.
- the related art provides a function of picking up virtual props, and a virtual object controlled by a player can pick up idle virtual props in a virtual scene.
- Embodiments of the present application provide an interactive processing method, device, electronic device, and computer-readable storage medium for virtual props, which can realize accurate picking in accordance with physical laws in a virtual scene.
- An embodiment of the present application provides an interaction processing method for virtual props, including:
- controlling the first virtual object In response to a movement operation of controlling the first virtual object, controlling the first virtual object to move in the virtual scene;
- the first virtual object In response to controlling the picking operation of the first virtual object, the first virtual object is controlled to pick up the idle virtual prop.
- An embodiment of the present application provides an interactive processing device for virtual props, including:
- a presentation module configured to present at least one idle virtual prop in the virtual scene
- a response module configured to control the first virtual object to move in the virtual scene in response to a movement operation of controlling the first virtual object
- a processing module configured to present a pick-up of the idle virtual prop when the idle virtual prop is located in the direction of the used virtual prop of the first virtual object and there is no obstacle between the idle virtual prop and the used virtual prop hint;
- the response module is further configured to control the first virtual object to pick up the idle virtual prop in response to controlling the picking operation of the first virtual object.
- An embodiment of the present application provides an electronic device for interactive processing of virtual props, the electronic device includes:
- the processor is configured to implement the interactive processing method for virtual props provided by the embodiments of the present application when executing the executable instructions stored in the memory.
- the embodiments of the present application provide a computer-readable storage medium storing executable instructions for causing a processor to execute the interactive processing method for virtual props provided by the embodiments of the present application.
- the obstacle detection between the idle virtual props and the virtual objects can be realized, so that there is no obstacle between the idle virtual props and the virtual objects.
- the pickup function of virtual props realizes accurate pickup in line with physical laws, improves the accuracy of human-computer interaction in virtual scenes, and further improves the actual utilization of computing resources consumed in virtual scenes.
- FIGS. 1A-1B are schematic diagrams of application modes of a method for interactive processing of a virtual scene provided by an embodiment of the present application
- FIG. 2A is a schematic structural diagram of an electronic device for interactive processing of a virtual scene provided by an embodiment of the present application
- 2B is a schematic diagram of the principle of a human-computer interaction engine installed in an interaction processing device for virtual props provided by an embodiment of the present application;
- 3A-3C are schematic flowcharts of a method for interactive processing of virtual props provided by an embodiment of the present application.
- FIG. 4 is a schematic interface diagram of a method for interactive processing of virtual props provided by an embodiment of the present application
- 5A-5B are schematic interface diagrams of virtual reality provided by an embodiment of the present application.
- FIG. 6 is a schematic interface diagram of a plurality of idle virtual props provided by an embodiment of the present application.
- FIG. 7 is a schematic interface diagram of a dropped weapon provided by an embodiment of the present application.
- FIG. 8 is a schematic interface diagram of a dropped weapon provided by an embodiment of the present application.
- FIG. 9 is a schematic interface diagram of a dropped weapon provided by an embodiment of the present application.
- FIG. 10 is a schematic interface diagram of a dropped weapon provided by an embodiment of the present application.
- FIG. 11 is a schematic flowchart of interactive processing of virtual props provided by an embodiment of the present application.
- FIG. 13 is a schematic diagram of an interface for obstacle detection provided by an embodiment of the present application.
- first ⁇ second involved is only to distinguish similar objects, and does not represent a specific ordering of objects. It is understood that “first ⁇ second” can be used when permitted.
- the specific order or sequence is interchanged to enable the embodiments of the application described herein to be practiced in sequences other than those illustrated or described herein.
- Virtual scene Using the scene output by the device that is different from the real world, the visual perception of the virtual scene can be formed through the assistance of the naked eye or the device, such as the two-dimensional image output by the display screen, through stereo projection, virtual reality and augmented reality. 3D images output by stereoscopic display technologies such as technology; in addition, various real-world perceptions such as auditory perception, tactile perception, olfactory perception and motion perception can also be formed through various possible hardware.
- one or more of the executed operations may be real-time, or may have a set delay; Unless otherwise specified, there is no restriction on the order of execution of multiple operations to be executed.
- Client an application running in the terminal for providing various services, such as game client, military exercise simulation client.
- Virtual objects the images of various people and objects that can interact in the virtual scene, or the movable objects in the virtual scene.
- the movable objects may be virtual characters, virtual animals, cartoon characters, etc., for example, characters, animals, plants, oil barrels, walls, stones, etc. displayed in the virtual scene.
- the virtual object may be a virtual avatar representing the user in the virtual scene.
- the virtual scene may include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
- the virtual object may be a user character controlled by an operation on the client, or an artificial intelligence (AI, Artificial Intelligence) set in the virtual scene battle through training, or it may be set in the virtual scene interaction Non-user characters (NPC, Non-Player Character).
- AI Artificial Intelligence
- NPC Non-Player Character
- the virtual object may be a virtual character performing adversarial interactions in a virtual scene.
- the number of virtual objects participating in the interaction in the virtual scene may be preset or dynamically determined according to the number of clients participating in the interaction.
- users can control virtual objects to fall freely in the sky of the virtual scene, glide, or open a parachute to fall, and run, jump, crawl, bend forward, etc. on the land.
- Virtual objects swim, float or dive in the ocean.
- users can also control virtual objects to move in the virtual scene on a virtual vehicle.
- the virtual vehicle can be a virtual car, a virtual aircraft, a virtual yacht, etc. , only the above scenario is used as an example for illustration, which is not specifically limited in this embodiment of the present application.
- Users can also control virtual objects to interact with other virtual objects confrontationally through virtual props.
- the virtual props can be throwing virtual props such as grenades, cluster mines, sticky grenades, etc., or shooting types such as machine guns, pistols, and rifles.
- virtual props this application does not specifically limit the types of virtual props.
- Scene data represent various characteristics of the objects in the virtual scene during the interaction process, for example, may include the position of the objects in the virtual scene.
- scene data may include the waiting time for various functions configured in the virtual scene (depending on the ability to use the same Function times), and can also represent attribute values of various states of the game character, such as life value (also called red amount) and magic value (also called blue amount), etc.
- the user in a mobile shooting game, the user can control the virtual object to enter with two weapons before starting the game, and then kill the enemy during the game. The killed person will drop the currently used weapon.
- the controlled virtual object can pick up dropped weapons or other equipment.
- picking up weapons and equipment that is, picking up items (virtual props) through walls may occur, that is, picking up items across obstacles.
- the above-mentioned problems are caused mainly because the pickup of items is achieved by triggering the collision box. Since the collision box is bound to the dropped item, the dropped position may cause the collision box to pass through. Obstacles such as walls, allowing players to pick up items through walls.
- the embodiments of the present application provide an interactive processing method, device, electronic device, and computer-readable storage medium for virtual props, which can realize accurate picking in accordance with physical laws in a virtual scene.
- the following describes the methods provided by the embodiments of the present application.
- Exemplary applications of electronic devices the electronic devices provided by the embodiments of the present application may be implemented as notebook computers, tablet computers, desktop computers, set-top boxes, mobile devices (eg, mobile phones, portable music players, personal digital assistants, dedicated messaging devices, Various types of user terminals such as portable game equipment, vehicle-mounted terminals, and smart TVs can also be implemented as servers.
- exemplary applications when the device is implemented as a terminal will be described.
- the virtual scene can be completely based on terminal output, or based on terminal and Server collaboration to output.
- the virtual scene may be a picture presented in a military exercise simulation.
- the user can simulate a battle situation, strategy or tactics through virtual objects belonging to different teams, which has a great impact on the command of military operations. guiding role.
- the virtual scene may be an environment for game characters to interact, for example, it may be for game characters to play against each other in the virtual scene.
- the two sides can interact in the virtual scene, so that the user can play in the virtual scene. Relieve the stress of life during the game.
- FIG. 1A is a schematic diagram of the application mode of the interactive processing method for virtual props provided by the embodiment of the present application, which is suitable for some data calculations of the virtual scene 100 that can be completed completely relying on the computing power of the terminal 400
- the game in the stand-alone version/offline mode the output of the virtual scene is completed through terminals 400 such as smart phones, tablet computers, and virtual reality/augmented reality devices.
- the terminal 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs a video frame capable of forming a visual perception of the virtual scene on the graphics output hardware,
- a video frame capable of forming a visual perception of the virtual scene on the graphics output hardware
- two-dimensional video frames can be presented on the display screen of a smartphone, or three-dimensional video frames can be projected on the lenses of augmented reality/virtual reality glasses; in addition, in order to enrich the perception effect, the device can also use different hardware to form one or more of auditory perception, tactile perception, motor perception and taste perception.
- the terminal 400 runs the client 410 (eg, a stand-alone game application), and outputs a virtual scene including role-playing during the running of the client 410.
- the virtual scene is an environment for game characters to interact, such as for Plains, streets, valleys, etc.
- the virtual scene includes a first virtual object 110 and a virtual prop 120, and the first virtual object 110 may be a game character controlled by a user (or a player), that is, the first virtual object 110
- the virtual object 110 is controlled by the real user, and will move in the virtual scene in response to the real user's manipulation of the controller (including touch screen, voice-activated switch, keyboard, mouse, joystick, etc.), for example, when the real user moves to the left
- the joystick is used, the first virtual object will move to the left in the virtual scene, and can also remain stationary, jump and use various functions (such as skills and props); the virtual prop 120 may be the first virtual object in the virtual scene.
- the battle tool used by the virtual object 110 for example, the first virtual object 110 can pick up the virtual prop 120 in the virtual scene, so as to use the function of the virtual prop 120 to perform game battle.
- the user controls the first virtual object 110 to move to the virtual prop 120 (ie, the idle virtual prop) in the virtual scene through the client 410
- the virtual prop 120 is located in the direction of the first virtual object 110 that uses the virtual prop , and when there is no obstacle between using the virtual prop, the user controls the first virtual object 110 to pick up the virtual prop 120 in the virtual scene through the client 410 .
- FIG. 1B is a schematic diagram of the application mode of the interactive processing method for virtual props provided by the embodiment of the present application, which is applied to the terminal 400 and the server 200 , and is suitable for relying on the computing power of the server 200 to complete the virtual scene Calculate and output the application mode of the virtual scene at the terminal 400 .
- the server 200 calculates the relevant display data of the virtual scene and sends it to the terminal 400.
- the terminal 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the calculation display data, and depends on the graphics output hardware.
- Output virtual scenes to form visual perception for example, two-dimensional video frames can be presented on the display screen of a smartphone, or video frames can be projected on the lenses of augmented reality/virtual reality glasses to achieve a three-dimensional display effect; for virtual scenes in the form of
- the corresponding hardware output of the terminal can be used, for example, an auditory perception can be formed using a microphone output, a tactile perception can be formed using a vibrator output, and so on.
- the terminal 400 runs the client 410 (eg, a game application of the online version), and interacts with other users by connecting to the game server (ie, the server 200 ), and the terminal 400 outputs the virtual scene 100 of the client 410 , which includes the first virtual scene
- the object 110 and the virtual prop 120, the first virtual object 110 may be a game character controlled by the user, that is, the first virtual object 110 is controlled by a real user, and will respond to the real user for the controller (including the touch screen, voice-activated switch, (keyboard, mouse and joystick, etc.) to move in the virtual scene, for example, when the real user moves the joystick to the left, the first virtual object will move to the left in the virtual scene, and can also remain stationary and jump in place and use various functions (such as skills and props);
- the virtual prop 120 may be a battle tool used by the first virtual object 110 in the virtual scene, for example, the first virtual object 110 may pick up the virtual prop 120 in the virtual scene, thereby The game battle is performed using the function of
- the client 410 when the user controls the first virtual object 110 to move to the virtual prop 120 (ie, the idle virtual prop) in the virtual scene through the client 410 , the client 410 sends the location information of the first virtual object 110 to the The server 200, the server 200 performs obstacle detection on the virtual prop 120 and the first virtual object 110 according to the pickup logic. When there is an obstacle, the pickup prompt of the virtual prop 120 is sent to the client 410 . After receiving the pickup prompt of the virtual prop 120 , the client 410 presents the pickup prompt of the virtual prop 120 , and the user is based on the pickup of the virtual prop 120 . Prompt, control the first virtual object 110 to pick up the virtual prop 120 in the virtual scene.
- the terminal 400 may implement the method for interactive processing of virtual items provided by the embodiments of the present application by running a computer program.
- the computer program may be a native program or software module in an operating system; it may be a native (Native) An application program (APP, Application), that is, a program that needs to be installed in the operating system to run, such as a game APP (that is, the above-mentioned client 410); it can also be a small program, that is, it only needs to be downloaded to the browser environment to run It can also be a game applet that can be embedded into any APP.
- APP Native
- the above-mentioned computer programs may be any form of application, module or plug-in.
- Cloud technology refers to a kind of hosting that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to realize data computing, storage, processing, and sharing. technology.
- Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on cloud computing business models. Cloud computing technology will become an important support. Background services of technical network systems require a lot of computing and storage resources.
- the server 200 may be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or may provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, Cloud servers for basic cloud computing services such as cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
- the terminal 400 and the server 200 may be directly or indirectly connected through wired or wireless communication, which is not limited in this embodiment of the present application.
- FIG. 2A is a schematic structural diagram of an electronic device for interactive processing of virtual props provided by an embodiment of the present application.
- the electronic device shown in FIG. 2A includes: at least one processor 410 , memory 450 , at least one network interface 420 and user interface 430 .
- the various components in electronic device 400 are coupled together by bus system 440 .
- the bus system 440 is used to implement the connection communication between these components.
- the bus system 440 also includes a power bus, a control bus, and a status signal bus.
- the various buses are labeled as bus system 440 in FIG. 2A.
- the processor 410 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP, Digital Signal Processor), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where a general-purpose processor may be a microprocessor or any conventional processor or the like.
- DSP Digital Signal Processor
- User interface 430 includes one or more output devices 431 that enable presentation of media content, including one or more speakers and/or one or more visual display screens.
- User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, and other input buttons and controls.
- Memory 450 may be removable, non-removable, or a combination thereof.
- Exemplary hardware devices include solid state memory, hard drives, optical drives, and the like.
- Memory 450 includes, for example, one or more storage devices that are physically remote from processor 410 .
- Memory 450 includes volatile memory or non-volatile memory, and may also include both volatile and non-volatile memory.
- the non-volatile memory may be a read-only memory (ROM, Read Only Memory), and the volatile memory may be a random access memory (RAM, Random Access Memory).
- ROM read-only memory
- RAM random access memory
- the memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
- memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof, as exemplified below.
- the operating system 451 includes system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
- a presentation module 453 for enabling presentation of information (eg, a user interface for operating peripherals and displaying content and information) via one or more output devices 431 (eg, a display screen, speakers, etc.) associated with the user interface 430 );
- An input processing module 454 for detecting one or more user inputs or interactions from one of the one or more input devices 432 and translating the detected inputs or interactions.
- the interactive processing apparatus for virtual props provided by the embodiments of the present application may be implemented in software.
- FIG. 2A shows the interactive processing apparatus 455 for virtual props stored in the memory 450, which may be programs, plug-ins, etc.
- Form software including the following software modules: presentation module 4551, response module 4552, processing module 4553, detection module 4554 and timing module 4555, these modules are logical, so any combination or further disassembly can be carried out according to the realized functions. The function of each module will be explained below.
- FIG. 2B is a schematic diagram of the principle of a human-computer interaction engine installed in an interaction processing device for virtual props provided by an embodiment of the present application.
- a game engine refers to some The core components of written editable computer game systems or some interactive real-time graphics applications, these systems provide game designers with various tools needed to write games, the purpose is to allow game designers to easily and quickly Make game programs without starting from scratch.
- Game engines include: rendering engine (ie "renderer", including 2D graphics engine and 3D graphics engine), physics engine, obstacle detection system, sound effects, scripting engine, computer animation, Artificial intelligence, network engine and scene management.
- a game engine is a set of codes (instructions) that can be recognized by a machine designed for a machine running a certain type of game. It is like an engine and controls the operation of the game.
- a game program can be divided into It is divided into two parts: game engine and game resources.
- the interaction processing method for virtual props provided by the embodiment of the present application is implemented by each module in the interactive processing device for virtual props shown in FIG. 2A by calling the relevant components of the human-computer interaction engine shown in FIG. 2B .
- the presentation module 4551 is used to present at least one idle virtual prop in the virtual scene, and the presentation module 4551 invokes the user interface part in the game engine shown in FIG. 2B to realize the interaction between the user and the game, by calling the model part in the game engine Make a two-dimensional or three-dimensional model, and after the model is made, assign material maps to the model according to different faces through the skeletal animation part, which is equivalent to covering the bones with skin, and finally through the rendering part, the model, animation, light and shadow, special effects All the effects are calculated in real time and displayed on the human-computer interface.
- the response module 4552 is configured to present the movement process of the first virtual object in the virtual scene in response to controlling the movement operation of the first virtual object, and the response module 4552 invokes the rendering module of FIG. 2B to perform a real-time image based on the calculated movement trajectory. Calculated and displayed on the human-computer interface.
- the processing module 4553 presents a pick-up prompt for the idle virtual prop when the idle virtual prop is located in the direction of the first virtual object in which the virtual prop is used and there is no obstacle between the virtual prop and the used virtual prop, and the processing module 4553 calls FIG. 2B
- the rendering module in the shown game engine when there is no obstacle between the idle virtual props and the used virtual props, renders the idle virtual props through the rendering module and displays them on the human-computer interaction interface.
- the detection module 4554 is used to detect the distance between the first virtual object and the idle virtual prop during the moving process; when the distance is less than the distance threshold, the first virtual object is used to perform an obstacle between the virtual prop and the idle virtual prop. detection.
- the detection module 4554 invokes the camera part of the game engine shown in FIG. 2B to implement obstacle detection, and specifically performs obstacle detection through the detection rays emitted by the camera bound on the first virtual object using the virtual props, wherein the bound in the Using the camera on the virtual prop is configured through the camera section.
- the timing module 4555 is used to bind a timer on an idle virtual item.
- the timing module 4555 calls the rendering module in the game engine shown in FIG. 2B, through the rendering module Render idle virtual props to cancel rendering of idle virtual props in the virtual scene.
- FIG. 3A is a schematic flowchart of a method for interactive processing of virtual props provided by an embodiment of the present application, which is described in conjunction with the steps shown in FIG. 3A .
- idle virtual props refer to idle and unused virtual props, including virtual props initialized in the virtual scene (that is, virtual props that have not been used by any virtual objects) and dropped virtual props (for example, a virtual prop If the object is killed, the virtual props held by the virtual object will drop at the killed position for other virtual objects to pick up).
- step 101 at least one idle virtual prop is presented in the virtual scene.
- the virtual props in the virtual scene are initialized, and the virtual props can be randomly set in various positions of the virtual scene, and the positions of the virtual props initialized in each game can be set to be the same.
- the positions of the virtual props initialized in each game can be set to be different (in order to increase the difficulty of the game, the user cannot predict the position of the virtual props).
- the initialized virtual props (idle virtual props) can be presented in the virtual scene, and the virtual objects controlled by the user can pick up the initialized virtual props to attack or defend through the picked-up virtual props.
- presenting at least one idle virtual prop in the virtual scene includes: when the second virtual object is attacked in the virtual scene and loses the ability to hold the virtual prop, using the held virtual prop as the idle virtual prop; At the position where the second virtual object is attacked, at least one virtual prop dropped by the second virtual object is presented.
- the idle virtual props include virtual props dropped by virtual objects.
- a second virtual object a virtual object other than the first virtual object, such as an enemy or teammate of the first virtual object
- a third virtual object a virtual object other than the second virtual object
- kills the second virtual object the second virtual object is killed by the third virtual object; If the three virtual objects hit the second virtual object hard, the second virtual object is injured, and the virtual prop held by the second virtual object will drop at the position where the second virtual object is attacked.
- At the position where the second virtual object is attacked at least one virtual prop dropped by the second virtual object is presented for pickup by virtual objects other than the second virtual object, especially a third virtual object that attacks the second virtual object,
- the dropped virtual item serves as a reward for the third virtual object.
- presenting at least one idle virtual prop in the virtual scene includes: when the second virtual object actively discards the at least one held virtual prop in the virtual scene, using the held virtual prop as an idle virtual prop; The virtual object discards at least one virtual prop that is actively discarded at the position holding the virtual prop.
- the idle virtual props include the virtual props discarded by the virtual object.
- the virtual object can choose Actively discard the held virtual props.
- the second virtual object a virtual object other than the first virtual object, such as the enemy or teammate of the first virtual object
- the second virtual object a virtual object other than the first virtual object, such as the enemy or teammate of the first virtual object
- the second virtual object a virtual object other than the first virtual object, such as the enemy or teammate of the first virtual object
- the second virtual object a virtual object other than the first virtual object, such as the enemy or teammate of the first virtual object
- you can choose to take the initiative If at least one held virtual prop is discarded, the virtual prop held by the second virtual object will be dropped at the discarded position, and the discarded held virtual prop will be regarded as an idle virtual prop. Therefore, at the position where the second virtual object discards and holds virtual props, at least one virtual prop that is actively discarded is presented, so
- presenting at least one idle virtual prop in the virtual scene includes: when a teammate of the first virtual object places at least one holding virtual prop at a placement position of the virtual scene, using the holding virtual prop as an idle virtual prop ; wherein, the idle virtual prop is used for picking up by the first virtual object; the placement position in the map of the virtual scene presents at least one idle virtual prop placed by a teammate.
- the idle virtual props include virtual props placed by virtual objects.
- the virtual object in order to achieve teamwork, when the virtual object wants to give the virtual object held by the teammates, the virtual object can choose to place the virtual props in the Somewhere in the virtual scene for teammates to pick up.
- the fourth virtual object (the teammate of the first virtual object) is placed at the placement position 401 of the virtual scene with at least one holding There are virtual props, the holding virtual props are used as idle virtual props, and the idle virtual props are used to be picked up by the first virtual object 402 and any virtual object of the same team, and are displayed on the map 403 of the virtual scene (the entire virtual scene of the game will be played.
- the placement position 401 in the formed guide map presents the idle virtual prop, so that the first virtual object and any virtual object of the same team can check where the fourth virtual object is placed through the map 403 of the virtual scene virtual props to quickly reach the placement location to pick up virtual props.
- step 102 in response to a movement operation of controlling the first virtual object, the first virtual object is controlled to move in the virtual scene.
- the first virtual object may be an object controlled by a user in a game or military simulation.
- the virtual scene may also include other virtual objects, which may be controlled by other users or by a robot program.
- the virtual objects can be divided into multiple teams, the teams can be in an adversarial relationship or a cooperative relationship, and the team in the virtual scene can include one or all of the above relationships.
- the user controls the movement operation of the first virtual object to control the first virtual object to move, flip, jump, etc. in the virtual scene, and receive the movement operation of the first virtual object through the human-computer interaction interface, thereby controlling the first virtual object to move in the virtual scene.
- the content presented in the human-computer interaction interface changes with the movement of the first virtual object.
- the viewing position and field of view of the viewing user in the complete virtual scene are determined to determine the field of view area of the viewing object, and the virtual scene is presented in the virtual scene.
- the partial virtual scene located in the field of view area ie the displayed virtual scene, may be a partial virtual scene relative to the panoramic virtual scene.
- FIG. 5A is a schematic diagram of a virtual reality interface provided by an embodiment of the present application, and a user (ie, a real user) can perceive a virtual scene through a lens in the virtual reality device.
- a user ie, a real user
- the virtual reality device is provided with a sensor (such as a nine-axis sensor) for posture detection, which is used to detect the posture change of the virtual reality device in real time.
- the real-time posture of the head will be transmitted to the processor to calculate the gaze point of the user's line of sight in the virtual scene. That is, the image of the field of view), and display it on the display screen, making it an immersive experience as if watching in a real environment.
- virtual reality equipment such as mobile virtual reality equipment (PCVR)
- PCVR mobile virtual reality equipment
- the principle of realizing visual perception is similar to the above, the difference is that PCVR, mobile virtual reality equipment, etc. do not have integrated processors for related computing, and do not have independent Virtual reality input and output capabilities.
- FIG. 5B is a schematic diagram of the virtual reality interface provided by the embodiment of the present application.
- the viewing position and field of view of the object 503 in the complete virtual scene 501 control the first virtual object 503 to perform movement operations, such as running, squatting, etc., and present the moving process of the first virtual object 503 in the virtual scene.
- step 103 when the idle virtual prop is located in the direction of the first virtual object to use the virtual prop, and there is no obstacle between the idle virtual prop and the used virtual prop, a pick-up prompt of the idle virtual prop is presented.
- the embodiment of the present application found that due to a loophole in the pickup logic, the virtual object can automatically pick up virtual props that should not be picked up across obstacles. For example, when an idle virtual prop is separated from the first virtual object by a wall, the first The virtual object can still automatically pick up the idle virtual prop.
- a non-pickup prompt of the idle virtual prop is displayed in the virtual scene to remind that the obstacle needs to be bypassed before the idle virtual object can be picked up.
- a pick-up prompt of the idle virtual prop is presented in the virtual scene to prompt that the idle virtual prop can be picked up.
- FIG. 3B is an optional schematic flowchart of a method for interactive processing of virtual props provided by an embodiment of the present invention
- FIG. 3B shows that FIG. 3A further includes steps 105 to 106: in step 105, a first virtual item is detected The distance between the object and the idle virtual prop during the moving process; in step 106, when the distance is less than the distance threshold, the obstacle detection is performed between the used virtual prop and the idle virtual prop of the first virtual object.
- the distance between the first virtual object and the idle virtual props during the movement process can be detected first, for example, the first coordinates of the first virtual object in the virtual scene and the idle virtual props in the virtual scene can be determined.
- the second coordinate in the scene so as to determine the distance between the first virtual object and the idle virtual prop during the moving process according to the first coordinate and the distance between the second coordinates.
- the distance is less than the distance threshold, it means that the first virtual object is relatively close to the idle virtual prop, and is capable of picking up the idle virtual prop.
- the obstacle between the used virtual prop and the idle virtual prop of the first virtual object is detected, and when an obstacle is detected between the idle virtual prop and the used virtual prop, it means that the first virtual object faces the obstacle, even if Get close enough to idle virtual props to also not pick up obstacles.
- an obstacle detection is performed between the used virtual prop of the first virtual object and the idle virtual prop based on each real-time position of the first virtual object during movement before presenting the pickup prompt of the idle virtual prop .
- obstacle detection can be performed between the used virtual prop and the idle virtual prop of the first virtual object at each real-time position of the first virtual object during the movement process.
- it means that there is an obstacle in front of the first virtual object, and the obstacle cannot be picked up.
- the obstacle detection between the used virtual prop and the idle virtual prop of the first virtual object includes: emitting a detection ray at the position of the used virtual prop through a camera component bound to the used virtual prop , wherein the direction of the detection ray is consistent with the direction of the used virtual prop; based on the detection ray, it is determined whether there is an obstacle between the used virtual prop and the idle virtual prop.
- a detection ray consistent with the direction of the used virtual prop is emitted from the position of the used virtual prop, and whether there is a gap between the used virtual prop and the idle virtual prop is determined by the detection ray Obstacle, that is, whether there is an obstacle between the first virtual object and the idle virtual prop, when the detection ray is bound to the collider component (such as a wall, oil barrel, etc.)
- the collider component such as a wall, oil barrel, etc.
- a detection ray is emitted from the position where the virtual prop is used, the end point of the detection ray is the position of the idle virtual prop, and the used virtual prop and the idle virtual prop are determined based on the detection ray Whether there is an obstacle in between, for example, if the detection ray transmits an obstacle, it means that there is an obstacle between the first virtual object and the idle virtual prop; if the detection ray does not transmit the obstacle, it means that the first virtual object is connected to the idle virtual prop. There are no obstacles between props.
- presenting a pick-up prompt for the idle virtual prop including: when multiple When the idle virtual prop is located in the direction of the first virtual object to use the virtual prop, and there is no obstacle between the idle virtual prop and the used virtual prop, a pick-up prompt of some idle virtual props of the plurality of idle virtual props is presented.
- FIG. 6 is a schematic interface diagram of multiple idle virtual props provided by an embodiment of the present application.
- idle virtual props 601 , idle virtual props 602 , and idle virtual props 603 are all located in the virtual scene of the first virtual object.
- the props 604 are oriented upwards, and there is no obstacle between the virtual props 604 and the virtual props 604 being used, and a pick-up prompt of some idle virtual props is presented in the virtual scene, for example, a pick-up control of the idle virtual prop 601 is presented.
- FIG. 3C is an optional schematic flowchart of a method for interactive processing of virtual props provided by an embodiment of the present invention
- FIG. 3C shows that step 103 in FIG. 3A can be implemented through steps 1031 to 1032 : in step 1031 , perform the following processing for any idle virtual prop among the plurality of idle virtual props: obtain the distance between the first virtual object and the idle virtual prop during the moving process; in step 1032, compare the plurality of idle virtual props with the first The distances between virtual objects are sorted, and the idle virtual props corresponding to the smallest distances are selected for pickup prompts.
- the distance between the idle virtual prop 601 and the used virtual prop is the smallest, that is, the distance between the idle virtual prop 601 and the first virtual object is the smallest. If the distance between them is the smallest, a pick-up prompt of the idle virtual prop 601 is presented in the virtual scene, that is, the control can be picked up, indicating that the idle virtual prop 601 can be picked up.
- the idle virtual prop closest to the first virtual object is selected from the plurality of idle virtual props for pickup prompt, so that the first virtual object can be at the fastest speed Pick up idle virtual props to avoid idle virtual props being picked up by other virtual objects.
- presenting a pick-up prompt for a part of the idle virtual props of the plurality of idle virtual props includes: performing the following processing for any idle virtual prop in the plurality of idle virtual props: based on the first virtual object for the virtual prop Use preference, obtain the matching degree of idle virtual items and use preferences; sort the matching degree of multiple idle virtual items and use preferences, and select the idle virtual item corresponding to the highest matching degree for pickup prompts.
- the neural network model combines the virtual props used in the history of the first virtual object to predict The usage preference of the first virtual object, that is, the preference of the first virtual object for virtual props is obtained. Based on the usage preference of the first virtual object, the matching degree of the idle virtual item 601 and the usage preference is determined, the matching degree of the idle virtual item 602 and the usage preference is determined, and the matching degree of the idle virtual item 603 and the usage preference is determined.
- the idle virtual item 601 with the highest matching degree is selected from among the idle virtual items 601 to be picked up, so that the idle virtual item that the first virtual object likes the most is selected from the multiple idle virtual items.
- presenting a pick-up prompt for part of the idle virtual props in the plurality of idle virtual props includes: performing the following processing for any idle virtual prop in the plurality of idle virtual props: obtaining the idle virtual props being replaced by other virtual objects Frequency of use; sort the frequencies of multiple idle virtual props used by other virtual objects, and select the idle virtual prop corresponding to the maximum frequency for pickup prompts.
- the idle virtual prop 601 is most frequently used by other virtual objects (virtual objects other than the first virtual object), that is, The idle virtual prop 601 is often used by other virtual objects and has a high degree of use, and a pick-up prompt of the idle virtual prop 601 is presented in the virtual scene, that is, a pick-up control, indicating that the idle virtual prop 601 can be picked up.
- the idle virtual prop with the highest usage is selected from multiple idle virtual props for pickup prompt, indicating that the idle virtual prop is easy to use and has a certain use value, so the first virtual object picks up Valuable idle virtual props are beneficial for the first virtual object to play a battle game.
- presenting a pick-up prompt for some idle virtual props in the plurality of idle virtual props includes: performing the following processing for any idle virtual prop in the plurality of idle virtual props: obtaining the idle virtual prop in the virtual scene performance parameters; sort the performance parameters of multiple idle virtual props in the virtual scene, and select the idle virtual prop corresponding to the maximum performance parameter for pickup prompts.
- the idle virtual prop 601 has the highest performance parameters (for example, parameters such as combat value, defense value, etc.) in the virtual scene, then In the virtual scene, a pickable prompt of the idle virtual prop 601 , that is, a pick-up control, is presented, indicating that the idle virtual prop 601 can be picked up.
- a pickable prompt of the idle virtual prop 601 that is, a pick-up control
- the idle virtual prop with the highest performance parameter is selected from the multiple idle virtual props for pickup prompt, indicating that the idle virtual prop is easy to use and has a certain use value, so the first virtual object picks up the Valuable idle virtual props are beneficial for the first virtual object to play a battle game.
- the following processing can also be performed for any idle virtual prop among the plurality of idle virtual props: obtaining the virtual coins occupied by the idle virtual prop in the virtual scene; The coins are sorted, and the idle virtual props corresponding to the largest virtual coins are selected for pickup prompts, so that the first virtual object picks up the idle virtual props of the largest virtual coins, so as to obtain the maximum benefits in the virtual scene.
- presenting a pick-up prompt for a part of the idle virtual props in the plurality of idle virtual props includes: performing the following processing for any idle virtual prop in the plurality of idle virtual props: acquiring the possession of the first virtual object The type of virtual prop; when the type of the idle virtual prop is different from the type of the holding virtual prop, a pick-up prompt is given to the idle virtual prop.
- the types of virtual props are various, for example, the types of virtual props include shooting, throwing, defense, and attack. etc., the idle virtual item 601 is a defensive virtual item, the idle virtual item 602 is a shooting virtual item, the idle virtual item 603 is a throwing virtual item, and the type of the virtual item held by the first virtual object includes a shooting type.
- a pick-up prompt of the idle virtual item 601 is presented in the virtual scene, and the control can be picked up, indicating that the idle virtual item 601 can be picked up. pick up.
- the virtual props missing from the first virtual object are screened out from the plurality of idle virtual props, so that the first virtual object picks up the missing idle virtual props, so that the first virtual object has all types of virtual props. props for more versatile game battles.
- presenting a pick-up prompt for some idle virtual props in the plurality of idle virtual props includes: performing the following processing for any idle virtual prop in the plurality of idle virtual props: obtaining the information of the team where the first virtual object is located. The type of the virtual item held; when the type of the idle virtual item is different from the type of the virtual item held, a pick-up prompt is given to the idle virtual item.
- the types of virtual props are various, for example, the types of virtual props include shooting, throwing, defense, and attack.
- the idle virtual item 601 is a defensive virtual item
- the idle virtual item 602 is a shooting virtual item
- the idle virtual item 603 is a throwing virtual item
- the types of virtual items held by the team where the first virtual object is located include Shooting, throwing, and attacking, then the type of the idle virtual item 601 is different from the type of the holding virtual item, then a pick-up prompt of the idle virtual item 601 is presented in the virtual scene, and the control can be picked up, indicating the idle virtual item 601 can be picked up.
- the virtual props that the team lacks are screened from multiple idle virtual props, so that the first virtual object picks up the missing idle virtual props, so that the team where the first virtual object belongs has all types of virtual props , which is conducive to teamwork.
- presenting a pick-up prompt for part of the idle virtual props in the plurality of idle virtual props includes: performing the following processing for any idle virtual prop in the plurality of idle virtual props: obtaining the first virtual object in the team The assigned character; when the type of the idle virtual item matches the character, a pick-up prompt will be given to the idle virtual item.
- the types of virtual props are various, for example, the types of virtual props include shooting, throwing, defense, and attack.
- the idle virtual item 601 is a defensive virtual item
- the idle virtual item 602 is a shooting virtual item
- the idle virtual item 603 is a throwing virtual item
- the role assigned to the first virtual object in the team is a shooter
- the type of the idle virtual prop 601 matches the role of the first virtual object
- a pick-up prompt of the idle virtual prop 601 is presented in the virtual scene, that is, a pick-up control, indicating that the idle virtual prop 601 can be picked up.
- the virtual props matching the role of the first virtual object are selected from the plurality of idle virtual props, so that the first virtual object picks up the matching idle virtual props, so that the A virtual object has enough virtual props for game battles.
- presenting the pickup prompt of the idle virtual prop includes: presenting the pickup prompt of the idle virtual prop through a target display style; wherein the target display style indicates that the idle virtual prop is in a pickup state.
- the pick-up prompt of the idle virtual prop can be displayed through the target display style, wherein the target display style includes highlight; flash; different colors (according to the function of the idle virtual prop, determine the corresponding Display color) and other different presentation styles to highlight that idle virtual props are in a pickable state.
- step 104 in response to controlling the picking operation of the first virtual object, the first virtual object is controlled to pick up the idle virtual prop.
- the user can control the first virtual object to perform a pickup operation, thereby presenting the process of picking up the idle virtual prop by the first virtual object in the virtual scene.
- the user controls the first virtual object to approach the Idle virtual props, and click the pick-up control, the first virtual object presents a crouching posture to pick up the idle virtual props, and replace the currently used virtual props with the idle virtual props.
- a timer is bound to the idle virtual prop, wherein the timer is used to start timing when the idle virtual prop is presented in the virtual scene; after the at least one idle virtual prop in the virtual scene is presented, the timer is used to determine When the idle virtual prop is not picked up within the set time period, cancel the rendering of the idle virtual prop in the virtual scene.
- the enemy when the enemy is killed by the first virtual object, the enemy will drop the virtual props it holds, and bind a timer to the dropped virtual props. Within a set period of time, the dropped virtual props will be dropped. If it is not picked up, the display of idle virtual props in the virtual scene will be canceled. For example, within an hour, if the falling bow and arrow are not picked up, the bow and arrow will be cancelled in the virtual scene, and all virtual objects in the virtual scene will not be able to pick up this item. bow and arrow.
- different virtual props can have different corresponding set time periods. For example, according to factors such as the type of idle virtual props, performance parameters, occupied virtual coins, etc., the corresponding set time period is determined, that is, the more valuable virtual props. Items, the longer the corresponding set time period, for example, the battle value of idle virtual item 1 is 2000, the set time period of idle virtual item 1 is 2 hours, and the idle virtual item 1 has not been picked up within 2 hours , then cancel the presentation of idle virtual item 1 in the virtual scene; the combat value of idle virtual item 2 is 1000, the set time period of idle virtual item 2 is 1 hour, and idle virtual item 2 has not been picked up within 1 hour , the presentation of the idle virtual prop 2 in the virtual scene is cancelled.
- the embodiment of the present application optimizes the function of picking up items, so that the virtual object cannot be picked up through the wall (that is, when the player cannot see it), the pick-up control will not be displayed.
- the pickup controls for item pickup are also very poor experience.
- the embodiment of the present application optimizes the function of picking up items in the following ways: 1) When passing through the wall, the pickable controls for items are not displayed; 2) The detection logic for judging whether the items can be picked up is optimized; The following describes how to optimize the function of item pickup:
- FIG. 7 is a schematic diagram of an interface for dropping weapons provided by an embodiment of the present application.
- the enemy 701 will drop at the position where it was killed. Drops its currently used weapon 702.
- FIG. 8 is a schematic diagram of the interface of the dropped weapon provided by the embodiment of the present application.
- FIG. 9 is a schematic diagram of an interface for dropping weapons provided by an embodiment of the present application.
- FIG. 9 is a schematic diagram of an interface for dropping weapons provided by an embodiment of the present application.
- the pick-up control cannot be displayed.
- the weapon 702 cannot be picked up, and the virtual object 902 controlled by the user must go around the left side of the wall to pick up the weapon 702.
- the dropped weapon can only be detected when entering the collision box and exiting the collision box. If the dropped weapon just falls on the position of the virtual object, since the virtual object is already falling Inside the collision box of the weapon, the virtual object needs to exit the collision box first, and then enter the collision box to trigger the logic of displaying the pickable controls;
- Dropped weapons on the top floor may pass through the floor and be picked up by virtual objects on the bottom layer.
- the collision box may not be bound to the dropped weapon, and the problem caused by the above collision box may be solved by detecting whether there is an obstacle between the virtual object and the dropped weapon. .
- FIG. 10 is a schematic diagram of an interface of a dropped weapon provided by an embodiment of the present application.
- a dropped weapon provided by an embodiment of the present application.
- weapon 1002 and weapon 1003 at the same location 1001, if the user-controlled virtual When the object is close to the position 1001 and the weapon can be picked up, the weapon 1002 which is closer to the virtual object is displayed first.
- FIG. 11 is a schematic flowchart of the interaction processing of virtual props provided by the embodiment of the present application, and the description is combined with the steps shown in FIG. 11 .
- Step 1101 After starting the game, the virtual object controlled by the user can find the target (enemy) to kill. During the game, the target must be killed before the weapon can be dropped. Of course, it is not necessarily the enemy who was killed. Killed, it can also be a teammate killed (if a teammate is killed, it shows that the dropped weapon is dropped by our teammate).
- Step 1102 When a target dies on the scene, the virtual object controlled by the user can move to approach the falling weapon. Since there is no collision box mounted on the falling weapon, the weapon is not picked up by triggering the response, but by Mathematical location distances are calculated.
- FIG. 12 is a schematic diagram of the interface for distance calculation provided by the embodiment of the present application.
- Point 1201 represents the position of the dropped weapon
- R represents the radius that can be picked up, and then the distance between point 1201 and virtual object 1202 is calculated, The distance D is obtained. If the distance D is less than R, the virtual object 1202 is within the pick-up range, that is, the virtual object 1202 is close to the dropped weapon; if the distance D is greater than R, the virtual object 1202 is not within the pick-up range, that is, the virtual object 1202 Subject 1202 moves away from the dropped weapon.
- Step 1103 determine whether there is an obstacle between the virtual object and the falling weapon.
- the detection method is to shoot a detection ray through the muzzle position of the weapon using the virtual object, and the end point is the falling weapon, as shown in Figure 13.
- 13 is a schematic diagram of an interface for obstacle detection provided by an embodiment of the present application.
- Line segment 1301 is a detection ray.
- an obstacle such as a wall 1302
- the dropped weapon cannot be picked up.
- Step 1104 If there are multiple dropped weapons within the same range, the distances between the positions of all dropped weapons and the virtual object are calculated at this time, and then a pick-up control of the dropped weapon with the closest distance to the virtual object is displayed.
- Step 1105 After the user clicks the pickup control, the pickup protocol will be sent to the server, and the server will verify whether the current weapon is picked up or has disappeared. Replace with the current weapon.
- Step 1106 If the dropped weapon is not picked up for a certain period of time, the dropped weapon will disappear in the game.
- the embodiment of the present application optimizes the function of picking up items, so that the virtual object cannot be picked up through the wall (ie, when the player cannot see it), the pick-up control will not be displayed, and the user experience will be improved.
- the presentation module 4551 is configured to present at least one idle virtual prop in the virtual scene; the response module 4552 is configured to control the first virtual object to move in the virtual scene in response to the movement operation of controlling the first virtual object; the processing module 4553, configured to present a pick-up prompt of the idle virtual prop when the idle virtual prop is located in the direction of the used virtual prop of the first virtual object and there is no obstacle between the idle virtual prop and the used virtual prop ; The response module 4552 is further configured to control the first virtual object to pick up the idle virtual prop in response to controlling the picking operation of the first virtual object.
- the interaction processing device 455 for the virtual prop further includes: a detection module 4554, configured to detect the distance between the first virtual object and the idle virtual prop during the moving process; when the distance is When the distance is less than the distance threshold, obstacle detection is performed between the used virtual prop of the first virtual object and the idle virtual prop.
- a detection module 4554 configured to detect the distance between the first virtual object and the idle virtual prop during the moving process; when the distance is When the distance is less than the distance threshold, obstacle detection is performed between the used virtual prop of the first virtual object and the idle virtual prop.
- the detection module 4554 is further configured to, based on each real-time position of the first virtual object in the moving process, use virtual props and the idle virtual props for the first virtual object Obstacle detection in between.
- the detection module 4554 is further configured to emit a detection ray at the position of the virtual prop through the camera component bound on the virtual prop, wherein the detection ray and the virtual prop are used.
- the orientations of the used virtual props are consistent; and based on the detection ray, it is determined whether there is an obstacle between the used virtual prop and the idle virtual prop.
- the detection module 4554 is further configured to, when the detection ray intersects with the collider component bound on the obstacle, determine that there is a difference between the used virtual prop and the idle virtual prop the obstacle; when the detection ray does not intersect with the collider component bound to the obstacle, it is determined that the obstacle does not exist between the used virtual prop and the idle virtual prop.
- the processing module 4553 is further configured to present the idle virtual prop when the idle virtual prop is located in the direction of the used virtual prop of the first virtual object and there is an obstacle between the virtual prop and the used virtual prop.
- the unpickable hint of the idle virtual item is further configured to present the idle virtual prop when the idle virtual prop is located in the direction of the used virtual prop of the first virtual object and there is an obstacle between the virtual prop and the used virtual prop. The unpickable hint of the idle virtual item.
- the processing module 4553 is further configured to: when a plurality of the idle virtual props are located in the direction of the used virtual props of the first virtual object, and there is no obstacle between them and the used virtual props When the object is selected, a pick-up prompt of a part of the idle virtual props of the plurality of idle virtual props is presented.
- the processing module 4553 is further configured to perform the following processing for any idle virtual prop among the plurality of idle virtual props: acquiring the relationship between the first virtual object and the idle virtual prop during the moving process The distance between the plurality of idle virtual props and the first virtual object is sorted, and the idle virtual prop corresponding to the smallest distance is selected for pickup prompt.
- the processing module 4553 is further configured to perform the following processing for any idle virtual prop among the plurality of idle virtual props: obtain the Matching degree between the idle virtual items and the usage preference; sort the matching degrees of a plurality of the idle virtual items and the usage preferences, and select the idle virtual item corresponding to the highest matching degree for pickup prompt.
- the processing module 4553 is further configured to perform the following processing for any idle virtual prop among the plurality of idle virtual props: obtain the frequency of the idle virtual prop being used by other virtual objects; The frequencies of the idle virtual props being used by other virtual objects are sorted, and the idle virtual props corresponding to the maximum frequency are selected for pickup prompts.
- the processing module 4553 is further configured to perform the following processing for any idle virtual prop among the plurality of idle virtual props: obtain performance parameters of the idle virtual prop in the virtual scene; The performance parameters of the plurality of idle virtual props in the virtual scene are sorted, and the idle virtual prop corresponding to the maximum performance parameter is selected for pickup prompt.
- the processing module 4553 is further configured to perform the following processing for any idle virtual prop among the plurality of idle virtual props: obtain the type of the held virtual prop of the first virtual object; When the type of the idle virtual item is different from the type of the held virtual item, a pick-up prompt is given to the idle virtual item.
- the processing module 4553 is further configured to perform the following processing for any idle virtual prop among the plurality of idle virtual props: obtain the assigned role of the first virtual object in the team; When the type of the idle virtual item matches the character, a pick-up prompt is given to the idle virtual item.
- the processing module 4553 is further configured to present a pick-up prompt of the idle virtual prop through a target display style; wherein the target display style indicates that the idle virtual prop is in a pick-up state.
- the interaction processing apparatus 455 of the virtual prop further includes: a timing module 4555, configured to bind a timer on the idle virtual prop; wherein the timer is used for presenting in the virtual scene Start timing when the idle virtual item is available; when it is determined by the timer that the idle virtual item has not been picked up within a set period of time, stop presenting the idle virtual item in the virtual scene.
- a timing module 4555 configured to bind a timer on the idle virtual prop; wherein the timer is used for presenting in the virtual scene Start timing when the idle virtual item is available; when it is determined by the timer that the idle virtual item has not been picked up within a set period of time, stop presenting the idle virtual item in the virtual scene.
- the presentation module 4551 is further configured to, when the second virtual object is attacked in the virtual scene and loses the ability to hold the virtual prop, present the second virtual object at the position where the second virtual object is attacked. At least one virtual prop dropped by the second virtual object.
- the presentation module 4551 is further configured to use the held virtual prop as an idle virtual prop when the second virtual object actively discards at least one held virtual prop in the virtual scene; The object discarding the position holding the virtual prop presents at least one virtual prop that is actively discarded.
- the presenting module 4551 is further configured to use the holding virtual prop as an idle virtual prop when the teammate of the first virtual object places at least one holding virtual prop at the placement position of the virtual scene; Wherein, the idle virtual prop is used for picking up by the first virtual object; at least one idle virtual prop placed by the teammate is presented at the placement position in the map of the virtual scene.
- Embodiments of the present application provide a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
- the processor of the electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the above-mentioned method for interactive processing of virtual items in the embodiments of the present application.
- the embodiments of the present application provide a computer-readable storage medium storing executable instructions, wherein the executable instructions are stored, and when the executable instructions are executed by a processor, the processor will cause the processor to execute the virtual props provided by the embodiments of the present application.
- the interaction processing method for example, the interaction processing method of virtual props as shown in FIGS. 3A-3C .
- the computer-readable storage medium may be memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; it may also include one or any combination of the foregoing memories Various equipment.
- executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language, including compiled or interpreted languages, or declarative or procedural languages, and which Deployment may be in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
- executable instructions may, but do not necessarily correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, a Hyper Text Markup Language (HTML, Hyper Text Markup Language) document
- HTML Hyper Text Markup Language
- One or more scripts in stored in a single file dedicated to the program in question, or in multiple cooperating files (eg, files that store one or more modules, subroutines, or code sections).
- executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one site, or alternatively, multiple electronic devices distributed across multiple sites and interconnected by a communication network execute on.
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Abstract
Description
Claims (21)
- 一种虚拟道具的交互处理方法,包括:在虚拟场景中呈现至少一个空闲虚拟道具;响应于控制第一虚拟对象的移动操作,控制所述第一虚拟对象在所述虚拟场景中移动;当所述空闲虚拟道具位于所述第一虚拟对象的使用虚拟道具的朝向上、且与所述使用虚拟道具之间不存在障碍物时,呈现所述空闲虚拟道具的可拾取提示;响应于控制所述第一虚拟对象的拾取操作,控制所述第一虚拟对象拾取所述空闲虚拟道具。
- 根据权利要求1所述的方法,其中,所述呈现所述空闲虚拟道具的可拾取提示之前,所述方法还包括:检测所述第一虚拟对象在移动过程中与所述空闲虚拟道具之间的距离;当所述距离小于距离阈值时,对所述第一虚拟对象的使用虚拟道具与所述空闲虚拟道具之间进行障碍物检测。
- 根据权利要求1所述的方法,其中,所述呈现所述空闲虚拟道具的可拾取提示之前,所述方法还包括:基于所述第一虚拟对象在所述移动过程中的每个实时位置,对所述第一虚拟对象的使用虚拟道具与所述空闲虚拟道具之间进行障碍物检测。
- 根据权利要求2或3所述的方法,其中,所述对所述第一虚拟对象的使用虚拟道具与所述空闲虚拟道具之间进行障碍物检测,包括:通过绑定在所述使用虚拟道具上的相机组件,在所述使用虚拟道具的位置上发射检测射线,其中,所述检测射线与所述使用虚拟道具的朝向一致;基于所述检测射线确定所述使用虚拟道具与所述空闲虚拟道具之间是否存在障碍物。
- 根据权利要求4所述的方法,其中,所述基于所述检测射线确定所述使用虚拟道具与所述空闲虚拟道具之间是否存在障碍物,包括:当所述检测射线与绑定在障碍物上的碰撞器组件存在交叉时,确定所述使用虚拟道具与所述空闲虚拟道具之间存在所述障碍物;当所述检测射线与绑定在障碍物上的碰撞器组件不存在交叉时,确定所述使用虚拟道具与所述空闲虚拟道具之间不存在所述障碍物。
- 根据权利要求1所述的方法,其中,所述控制所述第一虚拟对象在所述虚拟场景中移动之后,所述方法还包括:当所述空闲虚拟道具位于所述第一虚拟对象的使用虚拟道具的朝向上、且与所述使用虚拟道具之间存在障碍物时,呈现所述空闲虚拟道具的不可拾取提示。
- 根据权利要求1所述的方法,其中,所述当所述空闲虚拟道具位于所述第一虚拟对象的使用虚拟道具的朝向上、且与所述使用虚拟道具之间不存在障碍物时,呈现所述空闲虚拟道具的可拾取提示,包括:当多个所述空闲虚拟道具位于所述第一虚拟对象的使用虚拟道具的朝向上、且均与所述使用虚拟道具之间不存在障碍物时,呈现多个所述空闲虚拟道具的部分空闲虚拟道具的可拾取提示。
- 根据权利要求7所述的方法,其中,所述呈现多个所述空闲虚拟道具的部分空闲虚拟道具的可拾取提示,包括:针对多个所述空闲虚拟道具中的任一空闲虚拟道具执行以下处理:获取所述第一虚拟对象在移动过程中与所述空闲虚拟道具之间的距离;对多个所述空闲虚拟道具与所述第一虚拟对象之间的距离进行排序,选取最小距离所对应的空闲虚拟道具进行可拾取提示。
- 根据权利要求7所述的方法,其中,所述呈现多个所述空闲虚拟道具的部分空闲虚拟道具的可拾取提示,包括:针对多个所述空闲虚拟道具中的任一空闲虚拟道具执行以下处理:基于所述第一虚拟对象针对虚拟道具的使用偏好,获取所述空闲虚拟道具与所述使用偏好的匹配程度;对多个所述空闲虚拟道具与所述使用偏好的匹配程度进行排序,选取最高匹配程度所对应的空闲虚拟道具进行可拾取提示。
- 根据权利要求7所述的方法,其中,所述呈现多个所述空闲虚拟道具中的部分空闲虚拟道具的可拾取提示,包括:针对多个所述空闲虚拟道具中的任一空闲虚拟道具执行以下处理:获取所述空闲虚拟道具被其他虚拟对象使用的频率;对多个所述空闲虚拟道具被其他虚拟对象使用的频率进行排序,选取最大频率所对应的空闲虚拟道具进行可拾取提示。
- 根据权利要求7所述的方法,其中,所述呈现多个所述空闲虚拟道具中的部分空闲虚拟道具的可拾取提示,包括:针对多个所述空闲虚拟道具中的任一空闲虚拟道具执行以下处理:获取所述空闲虚拟道具在所述虚拟场景中的性能参数;对多个所述空闲虚拟道具在所述虚拟场景中的性能参数进行排序,选取最大性能参数所对应的空闲虚拟道具进行可拾取提示。
- 根据权利要求7所述的方法,其中,所述呈现多个所述空闲虚拟道具中的部分空闲虚拟道具的可拾取提示,包括:针对多个所述空闲虚拟道具中的任一空闲虚拟道具执行以下处理:获取所述第一虚拟对象的持有虚拟道具的类型;当所述空闲虚拟道具的类型与所述持有虚拟道具的类型不同时,对所述空闲虚拟道具进行可拾取提示。
- 根据权利要求7所述的方法,其中,所述呈现多个所述空闲虚拟道具中的部分空闲虚拟道具的可拾取提示,包括:针对多个所述空闲虚拟道具中的任一空闲虚拟道具执行以下处理:获取所述第一虚拟对象在团队中被分配的角色;当所述空闲虚拟道具的类型与所述角色匹配时,对所述空闲虚拟道具进行可拾取提示。
- 根据权利要求1所述的方法,其中,所述呈现所述空闲虚拟道具的可拾取提示,包括:通过目标显示样式呈现所述空闲虚拟道具的可拾取提示;其中,所述目标显示样式表征所述空闲虚拟道具处于可拾取状态。
- 根据权利要求1所述的方法,其中,所述在虚拟场景中呈现至少一个空闲虚拟道具之前,所述方法还包括:在所述空闲虚拟道具上绑定定时器;其中,所述定时器用于在所述虚拟场景中呈现所述空闲虚拟道具时开始计时;所述在虚拟场景中呈现至少一个空闲虚拟道具之后,所述方法还包括:通过所述定时器确定所述空闲虚拟道具在设定时间段内未被拾取时,停止在所述虚拟场景中呈现所述空闲虚拟道具。
- 根据权利要求1所述的方法,其中,所述在虚拟场景中呈现至少一个空闲虚拟道具,包括:当第二虚拟对象在虚拟场景中遭受攻击、且丧失持有虚拟道具的能力时,将所述持有虚拟道具作为空闲虚拟道具;在所述第二虚拟对象遭受攻击的位置,呈现所述第二虚拟对象掉落的至少一个虚拟道具。
- 根据权利要求1所述的方法,其中,所述在虚拟场景中呈现至少一个空闲虚拟道具,包括:当第二虚拟对象在虚拟场景主动丢弃至少一个持有虚拟道具时,将所述持有虚拟道具作为空闲虚拟道具;在所述第二虚拟对象丢弃所述持有虚拟道具的位置呈现主动丢弃的至少一个虚拟道具。
- 根据权利要求1所述的方法,其中,所述在虚拟场景中呈现至少一个空闲虚拟道具,包括:当所述第一虚拟对象的队友在虚拟场景的放置位置放置至少一个持有虚拟道具时,将所述持有虚拟道具作为空闲虚拟道具;其中,所述空闲虚拟道具用于供所述第一虚拟对象拾取;在所述虚拟场景的地图中的所述放置位置呈现所述队友放置的至少一个空闲虚拟道具。
- 一种虚拟道具的交互处理装置,所述装置包括:呈现模块,配置为在虚拟场景中呈现至少一个空闲虚拟道具;响应模块,配置为响应于控制第一虚拟对象的移动操作,控制所述第一虚拟对象在所述虚拟场景中移动;处理模块,配置为当所述空闲虚拟道具位于所述第一虚拟对象的使用虚拟道具的朝向上、且与所述使用虚拟道具之间不存在障碍物时,呈现所述空闲虚拟道具的可拾取提示;所述响应模块还配置为响应于控制所述第一虚拟对象的拾取操作,控制所述第一虚拟对象拾取所述空闲虚拟道具。
- 一种电子设备,所述电子设备包括:存储器,用于存储可执行指令;处理器,用于执行所述存储器中存储的可执行指令时,实现权利要求1至18任一项所述的虚拟道具的交互处理方法。
- 一种计算机可读存储介质,存储有可执行指令,用于被处理器执行时,实现权利要求1至18任一项所述的虚拟道具的交互处理方法。
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