WO2023165191A1 - 基于虚拟环境的交互方法、装置、设备、介质及程序产品 - Google Patents

基于虚拟环境的交互方法、装置、设备、介质及程序产品 Download PDF

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Publication number
WO2023165191A1
WO2023165191A1 PCT/CN2022/135238 CN2022135238W WO2023165191A1 WO 2023165191 A1 WO2023165191 A1 WO 2023165191A1 CN 2022135238 W CN2022135238 W CN 2022135238W WO 2023165191 A1 WO2023165191 A1 WO 2023165191A1
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WIPO (PCT)
Prior art keywords
skin
virtual object
environment
virtual
target
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PCT/CN2022/135238
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English (en)
French (fr)
Inventor
王帅
李建全
陈孝峰
郑棋文
郝爽
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腾讯科技(深圳)有限公司
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Priority to US18/215,222 priority Critical patent/US20230343054A1/en
Publication of WO2023165191A1 publication Critical patent/WO2023165191A1/zh

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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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/14Digital output to display device ; Cooperation and interconnection of the display device with other functional units
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5553Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2219/00Indexing scheme for manipulating 3D models or images for computer graphics
    • G06T2219/20Indexing scheme for editing of 3D models
    • G06T2219/2024Style variation

Definitions

  • the embodiments of the present application relate to the field of virtual environment, and in particular to an interaction method, device, equipment, medium and program product based on virtual environment.
  • the interaction between the game character controlled by the player and the scene elements is very simple.
  • the player controls the game character to approach the tree and click the picking button to successfully obtain the fruit on the tree;
  • the player controls the game
  • the character provides raw materials such as rare metals to the forging furnace, and clicks the forging button to obtain successfully forged weapons.
  • the present application provides an interactive method, device, equipment, medium and program product based on a virtual environment, and provides a new interaction mode between an environmental virtual object and a first virtual object, thereby helping to improve the interaction between the player and the environmental virtual object. interaction rate. Described technical scheme is as follows:
  • an interaction method based on a virtual environment is provided, the method is executed by a first client, and the first client is a client for controlling a first virtual object, and the method includes :
  • the environment virtual object In response to the interactive operation of the first virtual object on the environment virtual object, the environment virtual object is controlled to display a target form, and the target form corresponds to the target skin worn by the first virtual object.
  • an interaction method based on a virtual environment is provided, the method is executed by a server, and the method includes:
  • the first client is a client for controlling the first virtual object
  • the environment virtual object is a scene element of the virtual environment.
  • an interaction method based on a virtual environment is provided, the method is executed by a second client, and the method includes:
  • the control environment virtual object displays a target form corresponding to the target skin worn by the first virtual object
  • the second client is a client for controlling the second virtual object
  • the second virtual object is any virtual object in the virtual environment except the first virtual object.
  • an interactive device based on a virtual environment comprising:
  • a display module configured to display the first virtual object and the environment virtual object in the virtual environment, where the environment virtual object is a scene element of the virtual environment;
  • the control module is configured to control the environment virtual object to display a target form in response to the interactive operation of the first virtual object on the environment virtual object, and the target form corresponds to the target skin worn by the first virtual object.
  • an interactive device based on a virtual environment comprising:
  • the receiving module is configured to receive an interaction request between the first virtual object and the environment virtual object sent by the first client, where the interaction request carries skin information of the target skin worn by the first virtual object;
  • a determining module configured to determine the target form corresponding to the skin information based on the skin information of the target skin
  • a sending module configured to send an instruction to display the target form to the first client
  • the first client is a client for controlling the first virtual object
  • the environment virtual object is a scene element of the virtual environment.
  • an interactive device based on a virtual environment comprising:
  • a display module configured to display the first virtual object and the environment virtual object in the virtual environment, where the environment virtual object is a scene element of the virtual environment;
  • the control module is used to control the environment virtual object to display a target form, and the target form corresponds to the target skin worn by the first virtual object.
  • a computer device includes: a processor and a memory, the memory stores a computer program, the computer program is loaded and executed by the processor, so that the The computer device implements the interactive method based on the virtual environment as described above.
  • a non-volatile computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to The computer is made to implement the interactive method based on the virtual environment as described above.
  • a computer program product comprising computer instructions stored in a non-transitory computer readable storage medium.
  • the processor of the computer device reads the computer instructions from the non-volatile computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual environment-based interaction method provided by the above aspect.
  • a new interaction mode between the environmental virtual object and the first virtual object is provided, thereby enriching the interaction between the environmental virtual object and the first virtual object Interaction mode:
  • the display form of the virtual object in the environment has a high correlation with the skin worn by the first virtual object, which can improve the interactive experience of the player, thereby increasing the interaction rate between the player and the virtual object in the environment.
  • the interaction between the environment virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree, the first virtual object forges a weapon through a forge,
  • the related technology only completes the interaction according to the behavior actively performed by the first virtual object on the environment virtual object.
  • the interaction between the first virtual object and the environment virtual object is provided in a way similar to "easter eggs".
  • the environment virtual object actively shows the target form to the first virtual object according to the target skin worn by the first virtual object.
  • this application provides a new interactive way that is different from related technologies.
  • Fig. 1 shows a structural block diagram of a computer system provided by an exemplary embodiment
  • Fig. 2 shows a flowchart of an interactive method based on a virtual environment provided by an exemplary embodiment
  • Fig. 3 shows a schematic diagram of a virtual environment provided by an exemplary embodiment
  • FIG. 4 shows a schematic diagram of a virtual environment provided by another exemplary embodiment
  • Fig. 5 shows a schematic diagram of an interactive control provided by an exemplary embodiment for controlling the interaction between a first virtual object and an environment virtual object;
  • Fig. 6 shows a schematic diagram of three different grades of skin of the same skin series provided by an exemplary embodiment
  • Fig. 7 shows a schematic diagram of three different grades of skin of the same skin series provided by another exemplary embodiment
  • Fig. 8 shows a schematic diagram of an environment virtual object displaying a first form corresponding to a first skin provided by an exemplary embodiment
  • Fig. 9 shows a schematic diagram of an environment virtual object displaying a second form corresponding to a second skin provided by an exemplary embodiment
  • Fig. 10 shows a schematic diagram of an interaction process of a computer system provided by an exemplary embodiment
  • Fig. 11 shows a schematic diagram of an interaction process of a computer system provided by an exemplary embodiment
  • Fig. 12 shows a flowchart of an interaction method based on a virtual environment provided by another exemplary embodiment
  • Fig. 13 shows a schematic diagram of an interaction process of a computer system provided by an exemplary embodiment
  • Fig. 14 shows a schematic diagram of an interaction process of a computer system provided by an exemplary embodiment
  • Fig. 15 shows a structural block diagram of an interactive device based on a virtual environment provided by an exemplary embodiment
  • Fig. 16 shows a structural block diagram of an interactive device based on a virtual environment provided by another exemplary embodiment
  • Fig. 17 shows a structural block diagram of an interactive device based on a virtual environment provided by another exemplary embodiment
  • Fig. 18 shows a structural block diagram of a computer device provided by an exemplary embodiment.
  • Virtual environment It is the virtual environment displayed (or provided) when the client is running on the terminal.
  • the virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictitious 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 described with an example that the virtual environment is a three-dimensional virtual environment.
  • the virtual environment may provide a fighting environment for virtual objects.
  • a battle royale game at least one virtual object conducts a single game in a virtual environment, and the virtual object avoids attacks launched by enemy units and dangers in the virtual environment (such as poisonous gas circles, swamps, etc.) etc.) to achieve the purpose of surviving 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 ends, and the last surviving virtual object is the winner.
  • Fig. 1 shows a structural block diagram of a computer system provided by 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 installs and runs a first client supporting a virtual environment.
  • a control account of the first virtual object is logged on the first client, and the first client can be a 3D map program, a horizontal shooting, a horizontal adventure, a horizontal pass, a horizontal strategy, or a virtual reality (Virtual Reality, VR) application Any of programs and augmented reality (Augmented Reality, AR) programs.
  • the first terminal 120 is the terminal used by the first user.
  • the first user uses the first terminal 120 to control the first virtual object located in the virtual environment to perform activities.
  • the activities include but are not limited to: adjusting body posture, walking, running, jumping, At least one of riding, driving, aiming, picking up and using throwing props.
  • the first virtual object is a virtual character, such as a simulated character object or an anime character object.
  • the first user controls the first virtual object to perform activities through a UI (User Interface, user interface) control on the virtual environment screen.
  • UI User Interface
  • the second terminal 160 is installed and runs a second client supporting a virtual environment.
  • the control account of the second virtual object is logged on the second client, and the second client can be a 3D map program, a horizontal shooting, a horizontal adventure, a horizontal pass, a horizontal strategy, or a virtual reality (Virtual Reality, VR) application Any of programs and augmented reality (Augmented Reality, AR) programs.
  • the second terminal 160 is a terminal used by the second user, and the second user uses the second terminal 160 to control the second virtual object located in the virtual environment to perform activities.
  • the first terminal 120 is connected to the server 140 through a wireless network or a wired network
  • the second terminal 160 is connected to the server 140 through a wireless network or a wired network.
  • the server 140 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center.
  • the server 140 includes a processor 144 and a memory 142, and the memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423, and the receiving module 1421 is configured to receive a request sent by a client, such as a request for controlling the movement of a virtual object;
  • the control module 1422 is used to control the rendering of the virtual environment picture;
  • the sending module 1423 is used to send a response to the client, such as sending a response that the position of the virtual object has changed to the client.
  • the server 140 is used to provide background services for applications supporting virtual environments.
  • the server 140 undertakes the main calculation work, and the first terminal 120 and the second terminal 160 undertake the secondary calculation work; or, the server 140 undertakes the secondary calculation work, and the first terminal 120 and the second terminal 160 undertake the main calculation work; Alternatively, the server 140, the first terminal 120, and the second terminal 160 undertake computing work in a coordinated manner.
  • the application program supporting the virtual environment may also be referred to as a client supporting the virtual environment, such as the first client and the second client mentioned above.
  • the above-mentioned clients can run on different operating system platforms (Android or IOS).
  • the device type of the terminal includes: smart phone, smart watch, vehicle terminal, wearable device, smart TV, tablet computer, e-book reader, MP3 (Moving Picture Experts Group Audio Layer III, moving picture experts compress standard audio At least one of layer 3) player, MP4 (Moving Picture Experts Group Audio Layer IV, moving picture experts compressed standard audio layer 4) player, laptop computer and desktop computer.
  • MP3 Moving Picture Experts Group Audio Layer III, moving picture experts compress standard audio At least one of layer 3
  • MP4 Motion Picture Experts Group Audio Layer IV, moving picture experts compressed standard audio layer 4
  • the following embodiments are described by taking a terminal including a smart phone as an example.
  • the number of the foregoing terminals may be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or more.
  • the embodiment of the present application does not limit the number of terminals and device types.
  • Fig. 2 shows a flowchart of an interaction method based on a virtual environment provided by an exemplary embodiment of the present application, so as to provide a new interaction mode between an environment virtual object and a first virtual object.
  • the method is executed by the first terminal 120 (or the first client running on the first terminal 120) shown in FIG. A client for virtual objects.
  • the method includes:
  • Step 220 displaying the first virtual object and the environment virtual object in the virtual environment.
  • the first virtual object refers to an movable object controlled by the first client in the virtual environment.
  • the movable object may be a virtual character, a virtual animal, an animation character, etc., for example: a character or an animal displayed in a three-dimensional virtual environment.
  • the virtual object is a three-dimensional model created based on animation skeleton technology.
  • Each virtual object has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.
  • the target skin refers to the skin worn by the first virtual object.
  • the skin can be simply understood as the appearance of the first virtual object.
  • the skin can be understood as the texture of the model of the first virtual object.
  • the target skin can be the first layer of skin on the original model, or the second layer of skin improved on the basis of the first layer of skin, for example, the first layer of skin is rendered with the first texture So, the second layer of skin is obtained by rendering the second texture by changing some parts of the first texture.
  • the skin information of the target skin includes at least one of the following: the skin level of the target skin in the target skin series to which the target skin belongs, and the skins in the target skin series have the same basic skin style; the rarity of the target skin The skin quality of the target skin; the skin theme of the target skin; the body parts of the first virtual object covered by the target skin; the skin accessories of the target skin; the skin attributes of the target skin; the number of skin accessories of the target skin.
  • the degree of rarity may also be referred to as the degree of rarity.
  • the first client displays the first virtual object wearing the target skin.
  • the target skin displayed by the first virtual object may be the skin owned by the first virtual object, or the skin experienced by the first virtual object through the skin.
  • Permission to temporarily wear the skin the duration of the skin experience can be three days, five days, seven days or longer or shorter.
  • the target skin worn by the first virtual object can be replaced in the current game or selected before the start of the game.
  • the first client can control the first virtual object to pick up and wear the fashion discarded by other virtual objects, and display the A picture of a virtual object wearing the fashion.
  • MOBA Multiplayer Online Battle Arena, multiplayer online tactical arena
  • the first client can select the target skin worn by the first virtual object before the start of the game, and control the first virtual object's subsequent opponent skin. Wear this skin at all times during the round.
  • the environment virtual object refers to the scene elements of the virtual environment.
  • scene elements include dynamic virtual objects and static virtual objects.
  • Dynamic virtual objects refer to movable objects that are not controlled by players in the virtual environment. The game guide and so on; Static virtual objects refer to scene elements that cannot be moved in the virtual environment, such as calligraphy and painting pendants in the study, ponds in the yard, trees that can be seen everywhere, etc.
  • the dynamic virtual object may have a blood bar setting, and the static virtual object may have a wear level setting.
  • the dynamic virtual object may be created by simulating living animals in the real world, and the static virtual object may be created by simulating non-living objects in the real world.
  • both the dynamic virtual object and the static virtual environment are used to construct a scene of the virtual environment.
  • FIG. 3 it shows the virtual environment observed from the perspective of the first virtual object 301.
  • the virtual environment is observed from a third-person perspective.
  • the camera model in the virtual environment is located at the first virtual object 301 to the rear.
  • the virtual environment shown in Figure 3 is the screen of the birth island before the start of the game.
  • the function of the birth island is to gather all the players participating in the game. , start the game.
  • FIG. 4 it shows a virtual environment observed from the perspective of the first virtual object 401 .
  • the virtual environment shown in FIG. 4 is a picture during a game.
  • the virtual environment shown in Fig. 4 is constructed by a house (scene element) and a hillside (scene element).
  • the scene element can display at least two forms, for example, the scene element is "tree", and the two forms of “tree” are divided according to the number of leaves; for example, the scene element is "fish tank”, The two forms of "fish tank” are divided according to the number of goldfish in the fish tank; for example, the scene element is "flower cluster”, and the two forms of "flower cluster” are divided according to the number of blooming flowers in the flower cluster.
  • the first client displays scene elements in native form, that is, displays environment virtual objects in native form.
  • the native shape is the basic shape of the environment virtual object.
  • the native form can be set according to the type of the virtual object in the environment, and can also be flexibly adjusted according to the running condition of the first client, which is not limited in this embodiment of the present application.
  • the scene element is "tree”
  • the original form is "dead tree", that is, no leaves grow on the tree
  • the scene element is "fish tank”
  • the original form is that there is no goldfish in the fish tank
  • the scene element is "flowers "
  • the original form is that the flowers in the flower bush are all closed.
  • Step 240 in response to the interactive operation of the first virtual object on the environment virtual object, control the environment virtual object to display a target form, the target form corresponding to the target skin worn by the first virtual object.
  • the interaction operation refers to an operation in which the first client controls the first virtual object to interact with the environment virtual object.
  • the interactive operation is a user's trigger operation received by the first client.
  • an interactive control is displayed on the interface of the first client, and in response to the trigger operation of the interactive control by the user, the first client obtains the interactive operation of the first virtual object on the virtual object of the environment, and then in response to the interactive operation, the first client
  • the terminal control environment virtual object shows the target form.
  • the trigger operation may be any one of a click operation, a drag operation, a double-click operation, a continuous touch operation, and a pressure touch operation.
  • the interactive operation is that the first virtual object hits the virtual object in the environment by releasing a skill.
  • the first client controls the first virtual object to release a skill towards the virtual object in the environment, and the skill hits the virtual object in the environment.
  • the first client obtains the interactive operation of the first virtual object on the virtual object in the environment, and then responds to the interactive operation.
  • a client controls the environment virtual object to display the target form.
  • the interactive operation may also be automatically performed by satisfying a certain relationship between the first virtual object and the environment virtual object. For example, if the distance between the first virtual object and the environment virtual object is less than the distance threshold, the first client obtains the interactive operation of the first virtual object on the environment virtual object, and then in response to the interaction operation, the first client controls the environment virtual object Displays the target form.
  • FIG. 5 shows an interactive control for controlling the interaction between the first virtual object and the environment virtual object.
  • the first client controlling the first virtual object to move towards the virtual object (tree) in the environment
  • an interactive control 501 is displayed on the first client, and in response to the interactive control 501 A trigger operation is received, and the first client controls the environment virtual object to display a target form.
  • the target form refers to the form displayed by the environment virtual object and corresponding to the target skin worn by the first virtual object.
  • the first client controls the environment virtual object to display the first form corresponding to the first skin; when the first virtual object wears the second skin
  • the first client controls the virtual object of the environment to display a second form corresponding to the second skin; wherein, the first skin and the second skin are different skins, and the first form and the second form are of the virtual object of the environment different forms.
  • the forms displayed by the environment virtual object are different, so that the effect that the form displayed by the environment virtual object changes in real time with the change of the skin worn by the first virtual object can be realized , improving the correlation between the shape of the virtual object in the environment and the skin worn by the first virtual object is beneficial to improving the interaction experience of the player, and further increasing the interaction rate between the player and the virtual object in the environment.
  • the virtual object of the environment is a cloud
  • the cloud when the first virtual object wears the first skin, the cloud is displayed through a map with white color and high transparency; when the first virtual object wears the second skin Below, the clouds are shown with a golden-yellow texture with less opacity.
  • the first skin and the second skin are different skins, and the relevant discussion about the first skin corresponding to the first form and the second skin corresponding to the second form will be described in detail in the following embodiments.
  • the first client displays the process of changing the form of the environmental virtual object from the original form to the target form by playing the first dynamic special effect, and then the target form switches to the original form.
  • the visual effect of such dynamic special effects is more prominent, which is conducive to further attracting the player's attention, improving the player's interactive experience, and further increasing the interaction rate between the player and the virtual objects in the environment.
  • the scene element is "tree"
  • the original form is “dead tree”
  • the target form is a tree with leaves of the first dense degree.
  • the first client will The "dead tree” is switched to be displayed as a tree with leaves of the first dense degree, and then the tree with the leaves of the first dense degree is switched to be displayed as a "dead tree”.
  • the first dense degree is set according to experience, or flexibly adjusted according to application scenarios. For the same tree, the greater the first denseness, the greater the number of leaves on the tree.
  • the environmental virtual objects include all or part of the environmental virtual objects located within the reference distance range of the first virtual object.
  • the reference distance range corresponds to the target skin worn by the first virtual object.
  • the reference distance range can be flexibly set according to the target skin. When the target skin changes, the reference distance range can be changed or not.
  • the environment virtual object includes n environment virtual objects among all environment virtual objects within the reference distance range of the first virtual object, where n is an integer not less than 1.
  • n is an integer not less than 1.
  • the value of n is fixed or corresponds to the target skin worn by the first virtual object. For example, all environmental virtual objects are "stone 1, stone 2, tree 1, tree 2, fence, house", then n environmental virtual objects are 4 environmental virtual objects "stone 1, stone 2, tree 1, tree 2" .
  • the environmental virtual objects include n types of environmental virtual objects among all environmental virtual objects located within the reference distance range of the first virtual object, where n is an integer not less than 1.
  • n is fixed or corresponds to the target skin worn by the first virtual object.
  • all environmental virtual objects are "stone 1, stone 2, tree 1, tree 2, wall, house”
  • n types of environmental virtual objects include 4 types of environmental virtual objects "stone, tree, wall, and house”.
  • All environmental virtual objects (6 environmental virtual objects) showed the target form.
  • the first client randomly determines that n of all environmental virtual objects belong to the environmental virtual objects.
  • n is an integer not less than 1.
  • the interactive operation acts on at least one environmental virtual object among all or part of the environmental virtual objects, and in response to the interactive operation, all or part of the environmental virtual objects display a target form.
  • a new interaction method between the environmental virtual object and the first virtual object is provided, thereby enriching the interaction between the environmental virtual object and the first virtual object.
  • the interaction method of the first virtual object under this new interaction method, the display form of the virtual object in the environment has a high correlation with the skin worn by the first virtual object, which can improve the interactive experience of the player, thereby improving the interaction between the player and the virtual environment.
  • the object's interaction rate is provided.
  • the interaction between the environment virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree, the first virtual object forges a weapon through a forge,
  • the related technology only completes the interaction according to the behavior actively performed by the first virtual object on the environment virtual object.
  • the interaction between the first virtual object and the environment virtual object is provided in a way similar to "easter eggs".
  • the environment virtual object actively shows the target form to the first virtual object according to the target skin worn by the first virtual object.
  • this application provides a new interactive way that is different from related technologies.
  • the virtual objects in the environment By setting the virtual objects in the environment to show the original form when not interacting with the virtual objects controlled by the player, and to show the target form when interacting with the virtual objects wearing the target skin, it is ensured that the virtual objects controlled by different players display different forms.
  • the virtual objects controlled by multiple players interact with the virtual objects in the environment in turn, the virtual objects in the environment always use the original form as the transition form, and any player's client will display the original form-target form-native form
  • the visual effect of the shape of the environmental virtual object is more prominent, which is conducive to further attracting the player's attention, improving the player's interactive experience, and further increasing the interaction rate between the player and the environmental virtual object.
  • the forms displayed by the environment virtual object are different, so that the form displayed by the environment virtual object can change in real time with the change of the skin worn by the first virtual object
  • the effect of improving the relationship between the shape of the environmental virtual object and the skin worn by the first virtual object is beneficial to improving the interactive experience of the player, thereby increasing the interaction rate between the player and the environmental virtual object.
  • the first skin corresponds to the first form, and the second skin corresponds to the second form" involved in step 240 includes at least one of the following eight situations.
  • the first skin and the second skin are skins of different levels belonging to the same skin series, and the skins in the same skin series have the same basic skin style; the level of the first skin is lower than that of the second skin, and the level of the first form The degree of refinement is lower than that of the second form.
  • FIG. 6 shows three different grades of skin of the same skin series.
  • the grade of skin 61 is lower than that of skin 62, and the grade of skin 62 is lower than that of skin 63.
  • skin 61, skin 62 and skin 63 have the same base skin style.
  • Fig. 7 shows the skin of three different grades of another skin series
  • part (A) of Fig. 7 shows the skin of grade 1
  • part (B) of Fig. 7 shows the skin of grade 3 Skin
  • part (C) of Fig. 7 shows the skin of level 6, it can be seen from Fig. 7 that the series of skins have the same basic skin style.
  • the environment virtual object is a "tree"
  • the shape of the "tree” corresponding to the level 1 skin is the leaves of the first dense degree
  • the shape of the "tree” corresponding to the level 3 skin is the second dense degree
  • the shape of the "tree” corresponding to the level 6 skin is the leaf with the third dense degree
  • the first dense degree is smaller than the second dense degree
  • the second dense degree is smaller than the third dense degree
  • the dense degree of leaves can be regarded as “tree” ", that is, the fineness of the form of the "tree” corresponding to the level 1 skin is smaller than the refinement of the form of the "tree” corresponding to the level 3 skin
  • the refinement of the form of the "tree” corresponding to the level 3 skin The refinement degree of the form of " is smaller than the refinement degree of the form of " tree " corresponding to the level 6 skin.
  • the degree of refinement can be understood as the richness of details on the map of the virtual environment object.
  • the virtual environment object is a tree, and the more leaves the tree has, the higher the degree of refinement;
  • the virtual environment object is NPC (Non-Player Character, non-player character), the more textures on the clothing worn by NPC, the higher the degree of refinement.
  • the degree of refinement can also be understood as the beautifulness of the virtual object in the environment.
  • the virtual object in the environment is a cloud
  • the gorgeousness of the cloud texture is obtained by coordinating the saturation, contrast and clarity of the texture.
  • the beautifulness of the cloud texture can also be obtained by The chromaticity and brightness of the pixels of the map are adjusted, and the higher the degree of gorgeousness, the more beautiful and intuitive the player will feel.
  • the degree of splendor can also be measured by the special effects of the form of the virtual object in the environment. The more special effects the form has, the higher the degree of splendor.
  • the rarity of the first skin and the second skin is different; the rarity of the first skin is lower than that of the second skin; the refinement degree of the first form is lower than that of the second form.
  • Rarity can be understood as the difficulty of obtaining skins.
  • colors are used to correspond to the rarity.
  • the rarity of white, blue, yellow, purple, orange, and red equipment gradually increases.
  • White outfits and blue outfits can be free skins provided by the game server for players. Yellow and purple outfits need players to collect materials to upgrade their skins. Orange and red outfits can also be obtained through upgrades, but correspondingly have higher upgrade failures. Rate. Skins of any rarity can also be purchased directly by recharging.
  • the rarity can also be N (Normal, normal), R (Rare, rare), SR (Super Rare, super rare), SSR (Superior Super Rare, higher super rare), UR&UTR (Ultra Rare) , extremely rare) to represent.
  • Figure 8 shows that the virtual object of the environment shows a first form corresponding to the first skin
  • Figure 9 shows that the virtual object of the environment shows a second form corresponding to the second skin
  • Figure 8 The rarity of the first skin 801 worn by the first virtual object is lower than that of the second skin 901 worn by the first virtual object in FIG. 9
  • the degree of refinement of the second form 902 of the tree that is, the number of leaves of the "tree" in the first form 802 is less than the number of leaves of the "tree” in the second form 902 .
  • the skin quality of the first skin and the second skin are different; the skin quality of the first skin is lower than that of the second skin; the refinement degree of the first form is lower than that of the second form.
  • Skin quality can be understood as the beauty of the skin. In some games, free skins, companion skins, hero skins, epic skins, legendary skins, and collection skins are used to classify the skin quality. The higher the skin quality, the higher the beauty of the skin . On this basis, there may also be skin qualities such as limited skins and seasonal skins.
  • the higher the quality of the skin the higher the refinement of the shape of the virtual object of the environment.
  • the virtual object of the environment is "pond"
  • the quality of the skin of the hero is lower than that of the legendary skin
  • the quality of the "pond” is lower than that of the legendary skin.
  • the refinement of the shape can be reflected by the number of lotus leaves and lotus flowers in the pond.
  • the number of lotus leaves and lotus flowers in the pond corresponding to the brave skin is less than the number of lotus leaves and lotus flowers in the pond corresponding to the legendary skin.
  • the first skin and the second skin belong to different skin themes; the first skin belongs to the first skin theme, and the second skin belongs to the second skin theme; the style of the first form corresponds to the first skin theme, and the style of the second form The style corresponds to the second skin theme.
  • all skins under the same skin theme have the same story background, for example, all skins under the theme of "Three Kingdoms” have elements of “Three Kingdoms", for example, the skin of "Guan Yu” has elements of red face and beautiful beard, " Zhang Fei” skin has elements of stubble. All skins under the "Christmas” theme have elements of "Christmas”, where one skin has elements of a Christmas tree and another skin has elements of Santa Claus.
  • the first skin belongs to the theme of "Three Kingdoms” and the second skin belongs to the theme of "Christmas”.
  • the virtual object of the environment is "non-player character”.
  • Form as Santa Claus That is, the style of the first form corresponds to the first skin theme, and the style of the second form corresponds to the second skin theme.
  • the body parts of the first virtual object covered by the first skin and the second skin are different; the body part of the first virtual object covered by the first skin is the first body part, and the body part of the first virtual object covered by the second skin is the second body part; the first form includes the refinement of the first body part of the environment virtual object is higher than other body parts except the first body part; the second form includes the refinement of the second body part of the environment virtual object The degree of hypertrophy is higher than that of other body parts except the second body part.
  • the environment virtual object and the first virtual object have similar body parts, for example, both the first virtual object and the environment virtual object are simulated character objects, and both body parts include head, torso and limbs.
  • the first skin and the second skin do not completely cover the body of the first virtual object.
  • the first skin is used to cover the head of the first virtual object
  • the second skin is used to cover the torso of the second virtual object.
  • the first shape indicates that the head of the environment virtual object has a higher level of refinement than other body parts
  • the second shape indicates that the body of the environment virtual object has a higher level of refinement than other body parts.
  • skins are assembled from skin accessories.
  • a full skin includes a hat, top, pants, and accessories.
  • the first skin only includes tops
  • the second skin only includes pants, that is, the first skin and the second skin are sub-skins of the complete skin.
  • the first skin and the second skin are called "star skins".
  • the first skin and the second skin have changed part of the original skin, such as replacing the original skin Hat accessories, top accessories with original skins replaced, and more.
  • the first skin and the second skin have different skin accessories; the first skin has the first skin accessory, and the second skin has the second skin accessory; the first form includes the first skin accessory displayed on the environment virtual object, and the second skin accessory.
  • the modality includes a second skin accessory displayed on the environmental dummy.
  • the first skin has first skin accessories that the second skin does not have, and the second skin has second skin accessories that the first skin does not have.
  • Controlling the environment virtual environment object to display the first form refers to displaying the first skin accessory on the environment virtual object
  • controlling the environment virtual environment object to display the second form refers to displaying the second skin accessory on the environment virtual object.
  • the first skin has a skin accessory "hat” that the second skin does not have, and the second skin has a skin accessory "decoration ⁇ ” that the first skin does not have, then the first form is indicated on the environment virtual object "Hat” is displayed, and the second form indicates that "decoration ⁇ ” is displayed on the environmental dummy.
  • the skin attributes of the first skin and the second skin are different; the first form includes that the virtual object of the environment has the display elements corresponding to the skin attributes of the first skin; the second form includes that the virtual object of the environment has the skin attributes of the second skin The corresponding display element.
  • the skin attribute includes any one of metal, wood, water, fire, earth, wind, thunder, and electricity.
  • the first skin has a water attribute
  • the second skin has a fire attribute
  • the environmental virtual object is a "tree”
  • the first form can be a tree full of mist
  • the second form can be a burning tree.
  • the skin attribute includes any one of Qinglong, Baihu, Suzaku and Xuanwu.
  • the skin attribute of the first skin is Qinglong
  • the skin attribute of the second skin is Suzaku
  • the virtual object of the environment is "tree”
  • the first form can be a tree showing the totem of Qinglong
  • the second form can be a tree showing The tree of the Suzaku totem.
  • the number of skin accessories of the first skin and the second skin is different; the number of skin accessories of the first skin is less than that of the second skin; the degree of refinement of the first form is lower than that of the second form and/or, the display duration of the first form is shorter than the display duration of the second form.
  • the number of skin accessories that the first skin and the second skin have are different means that the first skin and the second skin have the same skin accessories but different numbers of skin accessories.
  • the first skin shows a long skirt inlaid with 5 gems
  • the second skin shows a long skirt inlaid with 8 gems
  • the virtual object of the environment is the "marriage tree" in the game
  • the first form shows The Marriage Tree is less lush than the second form
  • the first skin corresponds to displaying the first form of the Marriage Tree for less time than the second skin corresponds to the second form of the Marriage Tree duration.
  • the above eight possible implementations of "the first skin corresponds to the first form, and the second skin corresponds to the second form” set the corresponding relationship between different skins and different forms, providing A new interaction mode between an environment virtual object and a first virtual object.
  • the above eight possible implementations of "the first skin corresponds to the first form, and the second skin corresponds to the second form” are merely illustrative examples, and the embodiments of the present application are not limited thereto.
  • first skin and second skin can be interchanged in some embodiments.
  • “Second Form” is also swapped. For example, for case 1 of the above eight cases, if the "first skin” and “second skin” are interchanged, the grade of the first skin is higher than that of the second skin, and the degree of refinement of the first form is higher than that of the second skin. The degree of refinement of the second form; for case 2 of the above eight cases, if the "first skin” and “second skin” are interchanged, the rarity of the first skin is higher than that of the second skin, and the rarity of the second skin is higher than that of the second skin.
  • the degree of refinement of one form is higher than that of the second form; for case 3 of the above eight cases, if the "first skin” and "second skin” are interchanged, the skin quality of the first skin is higher than For the skin quality of the second skin, the degree of refinement of the first form is higher than that of the second form; for case 8 of the above eight cases, if the "first skin” and "second skin” are interchanged, then The first skin has more skin accessories than the second skin; the refinement degree of the first form is higher than that of the second form, and/or, the display duration of the first form is longer than that of the second form The display duration of the second form.
  • the possibilities of the first skin and the second skin are various, so that the possibilities of the first form and the second form are also various.
  • Different forms can be realized by setting the virtual objects of the environment, so that the virtual environment has rich and colorful scenes elements, thereby improving the overall aesthetics of the virtual environment, and indirectly improving the overall sense of fun and playability of the game.
  • Fig. 10 shows a schematic diagram of an interaction process of a computer system provided by an exemplary embodiment of the present application, and the interaction process includes:
  • Step 1001 the first client sends an interaction request between the first virtual object and the environment virtual object to the server, and the interaction request carries the skin information of the target skin worn by the first virtual object.
  • the first client In response to the interactive operation of the first virtual object on the environment virtual object, the first client sends an interaction request between the first virtual object and the environment virtual object to the server.
  • the environmental virtual object at the initial moment shows a native form
  • the environmental virtual object in response to the interactive operation of the first virtual object on the environmental virtual object, the environmental virtual object displays a target form, and then, the display duration in response to the target form reaches a threshold , the environment virtual object is displayed in its native form again until the next virtual object interacts with it.
  • the environmental virtual object at the initial moment displays the first form, and in response to the interactive operation of the first virtual object wearing the second skin on the environmental virtual object, the environmental virtual object displays the second form until the wearing of the second skin Another virtual object of the third skin interacts with it, and the environmental virtual object shows a third form.
  • Step 1002 the server receives a request for interaction between the first virtual object and the environment virtual object sent by the first client.
  • the interaction request is generated based on the interactive operation of the first virtual object on the environment virtual object and the skin information of the target skin worn by the first virtual object.
  • Step 1003 based on the skin information of the target skin, the server determines the target form corresponding to the skin information.
  • the server obtains the skin information of the target skin worn by the first virtual object in the interaction request, and determines the target form corresponding to the skin information based on the skin information of the target skin.
  • the skin information includes at least one of the following: the skin level of the target skin in the target skin series to which it belongs, and the skins in the target skin series have the same basic skin style; the rarity of the target skin; the target skin The skin quality of the target skin; the skin theme of the target skin; the body parts of the first virtual object covered by the target skin; the skin accessories of the target skin; the skin attributes of the target skin; the number of skin accessories of the target skin.
  • the target form refers to the form displayed by the environment virtual object and corresponding to the target skin worn by the first virtual object.
  • the server stores the correspondence between skin information and form, and then can search for the form corresponding to the skin information of the target skin in the correspondence, and use the found form as the target form.
  • the target skin includes the first skin or the second skin, the first skin and the second skin are skins of different levels in the same skin series, the server determines the skin series to which the target skin belongs and the level of the target skin in the skin series, and The target form corresponding to that skin family and tier.
  • the target skin includes a first skin or a second skin, and the rarity of the first skin and the second skin is different, and the server determines the rarity of the target skin and the target form corresponding to the rarity.
  • the target skin includes a first skin or a second skin, and the first skin and the second skin have different skin qualities, and the server determines the skin quality of the target skin and the target form corresponding to the skin quality.
  • the target skin includes a first skin or a second skin
  • the first skin and the second skin have different skin themes
  • the server determines the skin theme of the target skin and the target form corresponding to the skin theme.
  • the target skin includes the first skin or the second skin, and the body parts of the first virtual object covered by the first skin and the second skin are different, and the server determines the body part of the first virtual object covered by the target skin, and the The target form corresponding to the body part.
  • the target skin includes a first skin or a second skin, and the first skin and the second skin have different skin accessories, and the server determines the skin accessories of the target skin and the target form corresponding to the skin accessories.
  • the target skin includes a first skin or a second skin, and the first skin and the second skin have different skin attributes, and the server determines the skin attributes of the target skin and the target form corresponding to the skin attributes.
  • the target skin includes a first skin or a second skin, and the first skin and the second skin have different numbers of skin accessories, and the server determines the number of skin accessories that the target skin has, and the target form corresponding to the number.
  • Step 1004 the server sends an instruction to display the target form to the first client.
  • the server sends an instruction to control the environment virtual object to display the target form to the first client.
  • Step 1005 the first client receives an instruction to display the target form sent by the server.
  • Step 1006 the first client controls the environment virtual object to display the target form.
  • the first client selects the target form from the preloaded form library of the environment virtual object, and displays the target form on the environment virtual object.
  • the shape library can be preloaded from the server before the current game starts, or can be downloaded from the server and stored locally when the first client is installed.
  • the target form can only be displayed on the first client without synchronously updating to other clients, and can also be synchronously updated to all virtual objects corresponding to the current virtual environment. All clients.
  • a way for the first client to display the target form is provided, and the corresponding process of the target skin and the target form is placed on the server side to achieve , preventing the player from exploiting the loophole to allow the first client to display the target form even when the first virtual object is not wearing the target skin, improving the fairness of player interaction, thereby improving the player's interactive experience, and improving the interaction between the player and the virtual object in the environment. interaction rate.
  • Fig. 11 shows a schematic diagram of an interaction process of a computer system provided by another exemplary embodiment of the present application, and the interaction process includes:
  • Step 1101 the first client determines that the environment virtual object is in a state to be interacted with.
  • the pending interaction state indicates that the environmental virtual object is not currently interacting with the virtual object.
  • the pending interaction state may also be referred to as an unused state. Every time the first client refreshes the state of the environment virtual object, it needs to synchronously update the refreshed state to the server.
  • the first client determines that the environment virtual object is currently in a state to be interacted with.
  • Step 1102 the first client sends an interaction request between the first virtual object and the environment virtual object to the server, and the interaction request carries the skin information of the target skin worn by the first virtual object.
  • the first client In response to the first client determining that the environment virtual object is currently in a state to be interacted with, the first client sends an interaction request between the first virtual object and the environment virtual object to the server.
  • Step 1103 the server receives an interaction request between the first virtual object and the environment virtual object sent by the first client.
  • Step 1104 the server determines that the environment virtual object is in a state to be interacted with.
  • the server checks again that the virtual environment object is in the state to be interacted with, and if the virtual environment object is in the state to be interacted with, the server executes step 1105 .
  • Step 1105 based on the skin information of the target skin, the server determines the target form corresponding to the skin information.
  • the server obtains the skin information of the target skin worn by the first virtual object in the interaction request, and determines the target form corresponding to the skin information based on the skin information of the target skin.
  • step 1003 For details, please refer to step 1003 above.
  • Step 1106 the server sends an instruction to display the target form to the first client.
  • the server sends an instruction to control the environment virtual object to display the target form to the first client.
  • Step 1107 the first client receives an instruction to display the target form sent by the server.
  • Step 1108 the first client controls the environment virtual object to display the target form.
  • the first client controls the virtual object of the environment to display a target form, and updates the virtual object of the environment to be in an interactive state.
  • Step 1109 the first client refreshes the virtual object of the environment to a state to be interacted with.
  • the first client displays the process of changing the form of the environmental virtual object from the original form to the target form by playing the first dynamic special effect, and then the target form switches to the original form. After the first dynamic special effect is played, the first client refreshes the virtual object of the environment to a state to be interacted with.
  • Step 1110 the first client sends a request to the server to refresh the environment virtual object to a state to be interacted with.
  • Step 1111 the server receives a request sent by the first client to refresh the environment virtual object to a state to be interacted with.
  • Step 1112 the server refreshes the environment virtual object to a state to be interacted with.
  • the first client and the server to synchronously update the interaction state of the virtual environment object, it is ensured that only one virtual object controlled by a player can interact with the virtual object of the environment at the same time, further ensuring that multiple clients
  • the terminal can display the target shape synchronously, which can avoid display errors caused by the interaction between multiple players controlling the virtual object and the same environment virtual object at the same time, improve the display accuracy of the shape of the environment virtual object, and improve the player's interactive experience. Increases the rate of player interaction with virtual objects in the environment.
  • FIG. 12 shows a flowchart of an interactive method based on a virtual environment provided by an exemplary embodiment of the present application, and this method is applied to the second terminal 160 shown in FIG. 1 (or the second terminal 160
  • a second client that supports a virtual environment running on the virtual environment) is used as an example, wherein the second client is a client for controlling a second virtual object, and the second virtual object is a virtual object in the virtual environment other than the first virtual object any virtual object of .
  • the method includes:
  • Step 1220 displaying the first virtual object and the environment virtual object in the virtual environment.
  • the first virtual object refers to an movable object controlled by the first client in the virtual environment.
  • Environmental virtual objects refer to the scene elements of the virtual environment.
  • Scene elements are used to build the scene of the virtual environment.
  • the scene elements include plants, animals, clouds, ponds, fish tanks, calligraphy and paintings, clothing, non-player characters, etc. in the virtual environment.
  • the scene element can display at least two forms, for example, the scene element is "tree", and the two forms of “tree” are divided according to the number of leaves; for example, the scene element is "fish tank", The two forms of "fish tank” are divided according to the number of goldfish in the fish tank; for example, the two forms of scene elements “flower cluster” and “flower cluster” are divided according to the number of blooming flowers in the flower cluster.
  • the second client displays scene elements in native form, that is, displays environment virtual objects in native form.
  • the native shape is the basic shape of the environment virtual object.
  • the scene element is "tree”
  • the original form is "dead tree”, that is, no leaves grow on the tree; for example, the scene element is "fish tank”, and the original form is that there is no goldfish in the fish tank; for example, the scene element is "flowers ", the original form is that the flowers in the flower bush are kept closed.
  • the second client may also display a picture of the first virtual object moving toward the environment virtual object.
  • the server synchronizes the movement operation to the second client, and the second client displays a picture of the first virtual object moving toward the environment virtual object.
  • Step 1240 control the virtual object in the environment to display a target form, and the target form corresponds to the target skin worn by the first virtual object.
  • the target form refers to the form displayed by the environment virtual object and corresponding to the target skin worn by the first virtual object.
  • the second client controls the environment virtual object to display the first form corresponding to the first skin; when the first virtual object wears the second skin
  • the second client controls the virtual object of the environment to display a second form corresponding to the second skin; wherein, the first skin and the second skin are different skins, and the first form and the second form are of the virtual object of the environment. different forms.
  • the virtual object of the environment is a cloud.
  • the cloud is displayed through a map with a white color and high transparency; in the case of the second virtual object wearing the second skin Below, the clouds are shown with a golden-yellow texture with less opacity.
  • the first skin and the second skin are different skins, and the relevant discussion about the first skin corresponding to the first form and the second skin corresponding to the second form has been described in detail in the above-mentioned embodiments.
  • the second client plays the first dynamic special effect to display the change process of the environment virtual object from its original form to the target form, and then the target form switches to the original form.
  • the scene element is "tree”
  • the original form is "dead tree” that is, there are no leaves on the tree
  • the second client switches the display of "dead tree” to a tree with leaves of the first dense degree, and then , and then toggle the display of trees with the first level of dense foliage as "dead trees”.
  • a new interaction method between the environmental virtual object and the first virtual object is provided, thereby enriching the interaction between the environmental virtual object and the first virtual object.
  • the interaction method of the first virtual object under this new interaction method, the display form of the virtual object in the environment has a high correlation with the skin worn by the first virtual object, which can improve the interactive experience of the player, thereby improving the interaction between the player and the virtual environment.
  • the object's interaction rate is provided.
  • the interaction between the environment virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree, the first virtual object forges a weapon through a forge,
  • the related technology only completes the interaction according to the behavior actively performed by the first virtual object on the environment virtual object.
  • the interaction between the first virtual object and the environment virtual object is provided in a way similar to "easter eggs".
  • the environment virtual object actively shows the target form to the first virtual object according to the target skin worn by the first virtual object.
  • this application provides a new interactive way that is different from related technologies.
  • Fig. 13 shows a schematic diagram of an interaction process of a computer system provided by another exemplary embodiment of the present application, and the interaction process includes:
  • Step 1301 the first client sends an interaction request between the first virtual object and the environment virtual object to the server, and the interaction request carries the skin information of the target skin worn by the first virtual object.
  • the first client In response to the interactive operation of the first virtual object on the environment virtual object, the first client sends an interaction request between the first virtual object and the environment virtual object to the server.
  • the virtual objects of the environment on the first client and the second client are displayed in a native form, and in response to the interactive operation of the first virtual object on the virtual object of the environment, the first client and the second client
  • the environmental virtual object on the terminal displays the target form, and then, in response to the display duration of the target form reaching a threshold value, the environmental virtual objects on the first client and the second client are displayed in the original form again until the next virtual object expands with it. interactive.
  • the environmental virtual objects on the first client and the second client are in the first form, and in response to the interactive operation of the first virtual object wearing the second skin on the environmental virtual object, the first The environmental virtual objects on the client and the second client display the second form until another virtual object wearing the third skin interacts with it, and the environmental virtual objects on the first client and the second client display the second form.
  • Three forms are possible.
  • Step 1302 the server receives an interaction request between the first virtual object and the environment virtual object sent by the first client.
  • the interaction request is generated based on the interactive operation of the first virtual object on the environment virtual object and the skin information of the target skin worn by the first virtual object.
  • Step 1303 based on the skin information of the target skin, the server determines the target form corresponding to the skin information.
  • the server obtains the skin information of the target skin worn by the first virtual object in the interaction request, and determines the target form corresponding to the skin information based on the skin information of the target skin.
  • step 1003 in the method embodiment shown in FIG. 10 above.
  • Step 1304 the server sends an instruction to display the target form to the first client.
  • Step 1305 the server sends an instruction to display the target form to the second client.
  • step 1304 and step 1305 may be that step 1304 and step 1305 are executed simultaneously, or that step 1304 is executed first and then step 1305 is executed, or that step 1305 is executed first and then step 1304 is executed.
  • Step 1306-1 the first client receives an instruction to display the target form sent by the server.
  • Step 1307-1 the first client controls the environment virtual object to display the target form.
  • Step 1306-2 the second client receives the instruction to display the target form sent by the server.
  • Step 1307-2 the second client controls the environment virtual object to display the target form.
  • a way for the first client and the second client to display the target form is provided, and the target skin and the target form
  • the corresponding process is implemented on the server side, which prevents the player from using the loophole to allow the first client to display the target form when the first virtual object is not wearing the target skin, or the player to use the loophole to reject the second client.
  • a virtual object wears the target skin, it displays the target form, which improves the fairness of player interaction, thereby improving the player's interactive experience and increasing the interaction rate between the player and the virtual object in the environment.
  • Fig. 14 shows a schematic diagram of the interaction process of the computer system provided by another exemplary embodiment of the present application, the interaction process includes:
  • Step 1401 the first client determines that the environment virtual object is in a state to be interacted with.
  • the pending interaction state indicates that the environmental virtual object is not currently interacting with the virtual object.
  • the pending interaction state may also be referred to as an unused state. Every time the state of the environment virtual object is refreshed, the refreshed state needs to be synchronously updated to the first client, the server and the second client.
  • the first client determines that the environment virtual object is currently in a state to be interacted with.
  • Step 1402 the first client sends an interaction request between the first virtual object and the second virtual object to the server, and the interaction request carries the skin information of the target skin worn by the first virtual object.
  • the interaction request is generated based on the interactive operation of the first virtual object on the environment virtual object and the skin information of the target skin worn by the first virtual object.
  • Step 1403 the server receives the interaction request between the first virtual object and the environment virtual object sent by the first client.
  • the interaction request is generated based on the interactive operation of the first virtual object on the environment virtual object and the skin information of the target skin worn by the first virtual object.
  • Step 1404 the server determines that the environment virtual object is in a state to be interacted with.
  • the server checks again that the virtual environment object is in the state to be interacted with, and if the virtual environment object is in the state to be interacted with, the server executes step 1405 again.
  • Step 1405 based on the skin information of the target skin, the server determines the target form corresponding to the skin information.
  • the server obtains the skin information of the target skin worn by the first virtual object in the interaction request, and determines the target form corresponding to the skin information based on the skin information of the target skin.
  • step 1003 in the method embodiment shown in FIG. 10 above.
  • Step 1406 the server sends an instruction to display the target form to the first client.
  • the server sends an instruction to control the environment virtual object to display the target form to the first client.
  • Step 1407 the server sends an instruction to display the target form to the second client.
  • the server sends an instruction to control the environment virtual object to display the target form to the second client.
  • step 1406 and step 1407 may be that step 1406 and step 1407 are executed simultaneously, or that step 1406 is executed first and then step 1407 is executed, or that step 1407 is executed first and then step 1406 is executed.
  • Step 1408-1 the first client receives an instruction to display the target form sent by the server.
  • Step 1409-1 the first client controls the environment virtual object to display the target form.
  • Step 1408-2 the second client receives the instruction to display the target form sent by the server.
  • Step 1409-2 the second client controls the environment virtual object to display the target form.
  • the first client displays the process of changing the form of the environmental virtual object from the original form to the target form by playing the first dynamic special effect, and then the target form switches to the original form. After the first dynamic special effect is played, the first client refreshes the virtual object of the environment to a state to be interacted with.
  • Step 1410 the first client refreshes the virtual object of the environment to a state to be interacted with.
  • Step 1411 the first client sends a request to the server to refresh the environment virtual object to a state to be interacted with.
  • Step 1412 the server receives the request sent by the first client to refresh the environment virtual object to a state to be interacted with.
  • Step 1413 the server refreshes the environment virtual object to a state to be interacted with.
  • Step 1414 the server sends to the second client an instruction to refresh the environment virtual object to a state to be interacted with.
  • step 1415 the second client receives an instruction from the server to refresh the environment virtual object to a state to be interacted with.
  • Step 1416 the second client refreshes the environment virtual object to a state to be interacted with.
  • the virtual object of the environment can only allow the virtual object controlled by one player to interact with it at the same time, and then It ensures that multiple clients display the target form synchronously, avoids display errors caused by multiple players controlling the virtual object to interact with the same environment virtual object at the same time, improves the display accuracy of the form of the environment virtual object, and improves the player's Interactive experience, thereby improving the interaction rate between players and virtual objects in the environment.
  • Fig. 15 shows a structural block diagram of an interactive device based on a virtual environment provided by an exemplary embodiment of the present application, the device includes:
  • a display module 1501 configured to display the first virtual object and the environment virtual object in the virtual environment, where the environment virtual object is a scene element of the virtual environment;
  • the control module 1502 is configured to control the environment virtual object to display a target form in response to the first virtual object's interactive operation on the environment virtual object, and the target form corresponds to the target skin worn by the first virtual object.
  • control module 1502 is further configured to control the environment virtual object to display the first form corresponding to the first skin when the first virtual object wears the first skin.
  • control module 1502 is further configured to control the environment virtual object to display a second form corresponding to the second skin when the first virtual object wears a second skin.
  • first skin and the second skin are different skins
  • first form and the second form are different forms of the environment virtual object.
  • the first skin and the second skin are skins of different grades belonging to the same skin series, and the skins in the same skin series have the same basic skin style; the grade of the first skin is lower than that of the second skin The degree of refinement of the first form is lower than the degree of refinement of the second form.
  • the rarities of the first skin and the second skin are different; the rarity of the first skin is lower than that of the second skin; the refinement of the first form is lower than the refinement of the second form degree of transformation.
  • the skin quality of the first skin and the second skin are different; the skin quality of the first skin is lower than that of the second skin; the refinement degree of the first form is lower than that of the second form degree of transformation.
  • the first skin and the second skin belong to different skin themes; the first skin belongs to the first skin theme, and the second skin belongs to the second skin theme; the style of the first form and the first skin theme Correspondingly, the style of the second form corresponds to the theme of the second skin.
  • the body parts of the first virtual object covered by the first skin and the second skin are different; the body part of the first virtual object covered by the first skin is the first body part, and the body part covered by the second skin is the first body part.
  • the body part of the first virtual object is the second body part; the first form includes the first body part of the environment virtual object, and the refinement degree of the first body part is higher than other body parts except the first body part; the second form includes the environment virtual object The second body part of is more refined than the other body parts except the second body part.
  • the first skin and the second skin have different skin accessories; the first skin has the first skin accessory, and the second skin has the second skin accessory; the first form includes The first skin accessory and the second form include a second skin accessory displayed on the environment virtual object.
  • the skin attributes of the first skin and the second skin are different; the first form includes that the environment virtual object has display elements corresponding to the skin attributes of the first skin; the second form includes that the environment virtual object has The display element corresponding to the skin attribute of the second skin.
  • the number of skin accessories of the first skin and the second skin is different; the number of skin accessories of the first skin is less than the number of skin accessories of the second skin; the fineness of the first form The degree of refinement is lower than that of the second form, and/or, the display duration of the first form is shorter than that of the second form.
  • the environment virtual objects include all or part of the environment virtual objects located within the reference distance range of the first virtual object, and the interactive operation acts on at least one environment virtual object among all or part of the environment virtual objects; wherein , the reference distance range corresponds to the target skin worn by the first virtual object.
  • the display module 1501 is also used to display the environment virtual object in a native form, where the original form is a basic form of the environment virtual object.
  • control module 1502 is further configured to play the first dynamic special effect to display a process of changing the form of the environmental virtual object from its original form to the target form, and then the target form switches to the original form.
  • control module 1502 is further configured to send an interaction request between the first virtual object and the environment virtual object to the server, the interaction request carrying skin information of the target skin worn by the first virtual object.
  • control module 1502 is also configured to receive an instruction to display the target form sent by the server.
  • control module 1502 is also used to control the virtual object in the environment to display the target form.
  • control module 1502 is further configured to determine that the environmental virtual object is in a pending interaction state, and the pending interaction status indicates that the environmental virtual object is not currently interacting with the virtual object.
  • control module 1502 is further configured to refresh the environment virtual object to a state of waiting for interaction, and the state of waiting for interaction indicates that the environment virtual object does not currently interact with the virtual object.
  • control module 1502 is further configured to send a request to the server to refresh the environment virtual object to a state to be interacted with.
  • a new interaction method between the environmental virtual object and the first virtual object is provided, thereby enriching the relationship between the environmental virtual object and the first virtual object.
  • the interactive mode of virtual objects In this new interactive mode, the display form of the virtual object in the environment has a high correlation with the skin worn by the first virtual object, which can improve the interactive experience of the player, thereby improving the interaction between the player and the virtual object in the environment. Interaction rate.
  • the interaction between the environment virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree, the first virtual object forges a weapon through a forge,
  • the related technology only completes the interaction according to the behavior actively performed by the first virtual object on the environment virtual object.
  • the interaction between the first virtual object and the environment virtual object is provided in a way similar to "easter eggs".
  • the environment virtual object actively shows the target form to the first virtual object according to the target skin worn by the first virtual object.
  • this application provides a new interactive way that is different from related technologies.
  • Fig. 16 shows a structural block diagram of an interactive device based on a virtual environment provided by an exemplary embodiment of the present application, the device includes:
  • the receiving module 1601 is configured to receive an interaction request between the first virtual object and the environment virtual object sent by the first client, where the interaction request carries the skin information of the target skin worn by the first virtual object;
  • a determining module 1602 configured to determine the target form corresponding to the skin information based on the skin information of the target skin;
  • a sending module 1603, configured to send an instruction to display the target form to the first client
  • the first client is a client for controlling the first virtual object
  • the environment virtual object is a scene element of the virtual environment.
  • the skin information includes at least one of the following: the skin level of the target skin in the target skin series to which it belongs, and the skins in the target skin series have the same basic skin style; the rarity of the target skin The skin quality of the target skin; the skin theme of the target skin; the body parts of the first virtual object covered by the target skin; the skin accessories of the target skin; the skin attributes of the target skin; the number of skin accessories of the target skin.
  • the determining module 1602 is further configured to determine that the environmental virtual object is in a pending interaction state, and the pending interaction status indicates that the environmental virtual object is not currently interacting with the virtual object.
  • the receiving module 1601 is further configured to receive a request sent by the first client to refresh the environment virtual object to a pending interaction state, where the pending interaction status indicates that the environment virtual object is not currently interacting with the virtual object.
  • the device further includes a refresh module 1604, which is configured to refresh the environment virtual object to a state to be interacted with.
  • the sending module 1603 is further configured to send an instruction to display the target form to the second client; wherein, the second client is a client for controlling the second virtual object, and the second virtual object is Any virtual object other than the first virtual object in the virtual environment.
  • the sending module 1603 is further configured to send an instruction to refresh the virtual object of the environment to a state to be interacted with to the second client; wherein, the second client is a client for controlling the second virtual object , the second virtual object is any virtual object in the virtual environment except the first virtual object, and the state to be interacted with indicates that the environment virtual object is not currently interacting with the virtual object.
  • a new interaction method between the environmental virtual object and the first virtual object is provided, thereby enriching the relationship between the environmental virtual object and the first virtual object.
  • the interactive mode of virtual objects In this new interactive mode, the display form of the virtual object in the environment has a high correlation with the skin worn by the first virtual object, which can improve the interactive experience of the player, thereby improving the interaction between the player and the virtual object in the environment. Interaction rate.
  • the interaction between the environment virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree, the first virtual object forges a weapon through a forge,
  • the related technology only completes the interaction according to the behavior actively performed by the first virtual object on the environment virtual object.
  • the interaction between the first virtual object and the environment virtual object is provided in a way similar to "easter eggs".
  • the environment virtual object actively shows the target form to the first virtual object according to the target skin worn by the first virtual object.
  • this application provides a new interactive way that is different from related technologies.
  • Fig. 17 shows a structural block diagram of an interactive device based on a virtual environment provided by an exemplary embodiment of the present application, and the device includes:
  • a display module 1701 configured to display the first virtual object and the environment virtual object in the virtual environment, where the environment virtual object is a scene element of the virtual environment;
  • the control module 1702 is configured to control the environment virtual object to display a target form, and the target form corresponds to the target skin worn by the first virtual object.
  • the display module 1701 is further configured to display a picture of the first virtual object moving towards the environment virtual object.
  • control module 1702 is further configured to control the environment virtual object to display the first form corresponding to the first skin when the first virtual object wears the first skin.
  • control module 1702 is further configured to control the environment virtual object to display a second form corresponding to the second skin when the first virtual object wears a second skin.
  • first skin and the second skin are different skins
  • first form and the second form are different forms of the environment virtual object.
  • the display module 1701 is also used to display the environment virtual object in a native form, where the original form is the basic form of the environment virtual object.
  • control module 1702 is further configured to play the first dynamic special effect to display a process of changing the form of the environmental virtual object from its original form to the target form, and then the target form switches to the original form.
  • control module 1702 is also configured to receive an instruction to display the target form sent by the server.
  • control module 1702 is also used to control the virtual object in the environment to display the target shape.
  • control module 1702 is also configured to receive an instruction sent by the server to refresh the environment virtual object into a state to be interacted with.
  • control module 1702 is further configured to refresh the environment virtual object to a state of waiting for interaction, and the state of waiting for interaction indicates that the environment virtual object does not currently interact with the virtual object.
  • a new interaction method between the environmental virtual object and the first virtual object is provided, thereby enriching the relationship between the environmental virtual object and the first virtual object.
  • the interactive mode of virtual objects In this new interactive mode, the display form of the virtual object in the environment has a high correlation with the skin worn by the first virtual object, which can improve the interactive experience of the player, thereby improving the interaction between the player and the virtual object in the environment. Interaction rate.
  • the interaction between the environment virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree, the first virtual object forges a weapon through a forge,
  • the related technology only completes the interaction according to the behavior actively performed by the first virtual object on the environment virtual object.
  • the interaction between the first virtual object and the environment virtual object is provided in a way similar to "easter eggs".
  • the environment virtual object actively shows the target form to the first virtual object according to the target skin worn by the first virtual object.
  • this application provides a new interactive way that is different from related technologies.
  • Fig. 18 shows a structural block diagram of a computer device 1800 provided by an exemplary embodiment of the present application.
  • the computer device 1800 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player, an MP4 player, a notebook computer or a desktop computer.
  • the computer device 1800 may also be called user equipment, portable terminal, laptop terminal, desktop terminal, or other names.
  • a computer device 1800 includes: a processor 1801 and a memory 1802 .
  • the processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • Processor 1801 can adopt at least one hardware form in DSP (Digital Signal Processing, digital signal processing), FPGA (Field-Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array, programmable logic array) accomplish.
  • the processor 1801 can also include a main processor and a coprocessor, the main processor is a processor for processing data in the wake-up state, also called CPU (Central Processing Unit, central processing unit); the coprocessor is Low-power processor for processing data in standby state.
  • the processor 1801 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1801 may also include an AI (Artificial Intelligence, artificial intelligence) processor, where the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 1802 may include one or more computer-readable storage media, which may be non-transitory.
  • the memory 1802 may also include high-speed random access memory, and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
  • the non-transitory computer-readable storage medium in the memory 1802 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1801 to implement the virtual-based How to interact with the environment.
  • the computer device 1800 may optionally further include: a display screen 1805 .
  • the display screen 1805 is used to display the UI.
  • the UI can include graphics, text, icons, video, and any combination thereof.
  • the display screen 1805 is a touch display screen, the display screen 1805 also has the ability to collect touch signals on or above the surface of the display screen 1805 .
  • the touch signal can be input to the processor 1801 as a control signal for processing.
  • the display screen 1805 can also be used to provide virtual buttons and/or virtual keyboards, also called soft buttons and/or soft keyboards.
  • display screen 1805 may be a flexible display screen disposed on a curved or folded surface of computing device 1800 . Even, the display screen 1805 can also be set as a non-rectangular irregular figure, that is, a special-shaped screen.
  • the display screen 1805 can be made of LCD (Liquid Crystal Display, liquid crystal display), OLED (Organic Light-Emitting Diode, organic light-emitting diode) and other materials. Exemplarily, the first virtual object and the environment virtual object are displayed through the display screen 1805 .
  • FIG. 18 does not constitute a limitation to the computer device 1800, and may include more or less components than shown in the figure, or combine some components, or adopt a different arrangement of components.
  • the present application also provides a computer-readable storage medium, wherein at least one instruction, at least one program, code set or instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or The instruction set is loaded and executed by the processor to realize the interaction method based on the virtual environment provided by the above method embodiments.
  • the present application provides a computer program product or computer program, the computer program product or computer program comprising computer instructions stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual environment-based interaction method provided by the above method embodiments.
  • the program can be stored in a computer-readable storage medium.
  • the above-mentioned The storage medium mentioned may be a read-only memory, a magnetic disk or an optical disk, and the like.

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Abstract

基于虚拟环境的交互方法、装置、设备、介质及程序产品,属于虚拟环境领域。所述方法由第一客户端执行,所述方法包括:在虚拟环境中显示第一虚拟对象和环境虚拟对象,环境虚拟对象是虚拟环境具有的场景元素(220);响应于第一虚拟对象对环境虚拟对象的互动操作,控制环境虚拟对象显示出目标形态,目标形态与第一虚拟对象穿戴的目标皮肤相对应(240)。上述方法、装置、设备及存储介质,提供了一种环境虚拟对象和第一虚拟对象之间新的互动方式。

Description

基于虚拟环境的交互方法、装置、设备、介质及程序产品
本申请要求于2022年03月01日提交的申请号为202210193345.8、发明名称为“基于虚拟环境的交互方法、装置、设备、介质及程序产品”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及虚拟环境领域,特别涉及一种基于虚拟环境的交互方法、装置、设备、介质及程序产品。
背景技术
在游戏领域中,虚拟环境往往由多个场景元素构建而成,场景元素包括石头、树木、房屋、非玩家角色等等。
相关技术中,玩家控制的游戏角色与场景元素进行互动的方式十分单一,比如,采集任务中,玩家控制游戏角色靠近树,并点击采摘按钮成功获取树上的果实;锻造任务中,玩家控制游戏角色向锻造炉提供稀有金属等原材料,并通过点击锻造按钮获取锻造成功的兵器。
显然,相关技术中的场景元素(树、锻造炉)与游戏角色之间的互动方式十分单一,如何增加场景元素与游戏角色之间的互动方式,成为亟需解决的技术问题。
发明内容
本申请提供了一种基于虚拟环境的交互方法、装置、设备、介质及程序产品,提供了一种环境虚拟对象和第一虚拟对象之间新的互动方式,从而有利于提高玩家与环境虚拟对象的交互率。所述技术方案如下:
根据本申请的一方面,提供了一种基于虚拟环境的交互方法,所述方法由第一客户端执行,所述第一客户端是用于控制第一虚拟对象的客户端,所述方法包括:
在虚拟环境中显示所述第一虚拟对象和环境虚拟对象,环境虚拟对象是虚拟环境具有的场景元素;
响应于第一虚拟对象对环境虚拟对象的互动操作,控制环境虚拟对象显示出目标形态,目标形态与第一虚拟对象穿戴的目标皮肤相对应。
根据本申请的另一方面,提供了一种基于虚拟环境的交互方法,所述方法由服务器执行,所述方法包括:
接收第一客户端发送的第一虚拟对象和环境虚拟对象的互动请求,互动请求携带有第一虚拟对象穿戴的目标皮肤的皮肤信息;
基于目标皮肤的皮肤信息,确定与皮肤信息对应的目标形态;
向第一客户端发送显示目标形态的指令;
其中,第一客户端是用于控制第一虚拟对象的客户端,环境虚拟对象是虚拟环境具有的场景元素。
根据本申请的另一方面,提供了一种基于虚拟环境的交互方法,所述方法由第二客户端执行,所述方法包括:
在虚拟环境中显示第一虚拟对象和环境虚拟对象,环境虚拟对象是虚拟环境具有的场景元素;
控制环境虚拟对象显示出目标形态,目标形态与第一虚拟对象穿戴的目标皮肤相对应;
其中,第二客户端是用于控制第二虚拟对象的客户端,第二虚拟对象是在虚拟环境中除第一虚拟对象之外的任一虚拟对象。
根据本申请的另一方面,提供了一种基于虚拟环境的交互装置,所述装置包括:
显示模块,用于在虚拟环境中显示第一虚拟对象和环境虚拟对象,环境虚拟对象是虚拟环境具有的场景元素;
控制模块,用于响应于第一虚拟对象对环境虚拟对象的互动操作,控制环境虚拟对象显示出目标形态,目标形态与第一虚拟对象穿戴的目标皮肤相对应。
根据本申请的另一方面,提供了一种基于虚拟环境的交互装置,所述装置包括:
接收模块,用于接收第一客户端发送的第一虚拟对象和环境虚拟对象的互动请求,互动请求携带有第一虚拟对象穿戴的目标皮肤的皮肤信息;
确定模块,用于基于目标皮肤的皮肤信息,确定与皮肤信息对应的目标形态;
发送模块,用于向第一客户端发送显示目标形态的指令;
其中,第一客户端是用于控制第一虚拟对象的客户端,环境虚拟对象是虚拟环境具有的场景元素。
根据本申请的另一方面,提供了一种基于虚拟环境的交互装置,所述装置包括:
显示模块,用于在虚拟环境中显示第一虚拟对象和环境虚拟对象,环境虚拟对象是虚拟环境具有的场景元素;
控制模块,用于控制环境虚拟对象显示出目标形态,目标形态与第一虚拟对象穿戴的目标皮肤相对应。
根据本申请的一个方面,提供了一种计算机设备,所述计算机设备包括:处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行,以使所述计算机设备实现如上所述的基于虚拟环境的交互方法。
根据本申请的另一方面,提供了一种非易失性计算机可读存储介质,所述非易失性计算机可读存储介质存储有计算机程序,所述计算机程序由处理器加载并执行,以使计算机实现如上所述的基于虚拟环境的交互方法。
根据本申请的另一方面,提供了一种计算机程序产品,所述计算机程序产品包括计算机指令,该计算机指令存储在非易失性计算机可读存储介质中。计算机设备的处理器从非易失性计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述方面提供的基于虚拟环境的交互方法。
通过在环境虚拟对象上显示与第一虚拟对象穿戴的目标皮肤相对应的目标形态,提供了一种环境虚拟对象与第一虚拟对象新的互动方式,从而丰富环境虚拟对象与第一虚拟对象的互动方式,此种新的互动方式下,环境虚拟对象的显示形态与第一虚拟对象穿戴的皮肤有较高的关联性,能够提高玩家的交互体验,从而提高玩家与环境虚拟对象的交互率。
在相关技术中,环境虚拟对象与第一虚拟对象之间的互动是基于第一虚拟对象的行为确定的,比如,第一虚拟对象从树上采摘果实、第一虚拟对象通过锻造炉锻造兵器,相关技术仅根据第一虚拟对象对环境虚拟对象主动实施的行为来完成互动。而本申请中,通过类似“彩蛋”的方式提供了第一虚拟对象和环境虚拟对象之间的互动,环境虚拟对象根据第一虚拟对象穿戴的目标皮肤主动向第一虚拟对象展示目标形态,显然,本申请提供了一种与相关技术不同的新的互动方式。
附图说明
图1示出了一个示例性实施例提供的计算机系统的结构框图;
图2示出了一个示例性实施例提供的基于虚拟环境的交互方法的流程图;
图3示出了一个示例性实施例提供的虚拟环境的示意图;
图4示出了另一个示例性实施例提供的虚拟环境的示意图;
图5示出了一个示例性实施例提供的用于控制第一虚拟对象和环境虚拟对象进行互动的互动控件的示意图;
图6示出了一个示例性实施例提供的同一皮肤系列的三个不同等级的皮肤的示意图;
图7示出了另一个示例性实施例提供的同一皮肤系列的三个不同等级的皮肤的示意图;
图8示出了一个示例性实施例提供的环境虚拟对象显示出与第一皮肤对应的第一形态的示意图;
图9示出了一个示例性实施例提供的环境虚拟对象显示出与第二皮肤对应的第二形态的示意图;
图10示出了一个示例性实施例提供的计算机系统的交互过程的示意图;
图11示出了一个示例性实施例提供的计算机系统的交互过程的示意图;
图12示出了另一个示例性实施例提供的基于虚拟环境的交互方法的流程图;
图13示出了一个示例性实施例提供的计算机系统的交互过程的示意图;
图14示出了一个示例性实施例提供的计算机系统的交互过程的示意图;
图15示出了一个示例性实施例提供的基于虚拟环境的交互装置的结构框图;
图16示出了另一个示例性实施例提供的基于虚拟环境的交互装置的结构框图;
图17示出了另一个示例性实施例提供的基于虚拟环境的交互装置的结构框图;
图18示出了一个示例性实施例提供的计算机设备的结构框图。
具体实施方式
这里将详细地对示例性实施例进行说明,其示例表示在附图中。下面的描述涉及附图时,除非另有表示,不同附图中的相同数字表示相同或相似的要素。以下示例性实施例中所描述的实施方式并不代表与本申请相一致的所有实施方式。相反,它们仅是与如所附权利要求书中所详述的、本申请的一些方面相一致的装置和方法的例子。
应当理解的是,在本文中提及的“若干个”是指一个或者多个,“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。
首先,对本申请实施例中涉及的名词进行简单介绍:
虚拟环境:是客户端在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,本申请对此不加以限定。下述实施例以虚拟环境是三维虚拟环境来举例说明。
可选的,该虚拟环境可以提供虚拟对象的对战环境。示例性的,在大逃杀类型游戏中,至少一个虚拟对象在虚拟环境中进行单局对战,虚拟对象通过躲避敌方单位发起的攻击和虚拟环境中存在的危险(比如,毒气圈、沼泽地等)来达到在虚拟环境中存活的目的,当虚拟对象在虚拟环境中的生命值为零时,虚拟对象在虚拟环境中的生命结束,最后存活的虚拟对象是获胜方。
图1示出了本申请一个示例性实施例提供的计算机系统的结构框图。该计算机系统100包括:第一终端120、服务器140和第二终端160。
第一终端120安装和运行有支持虚拟环境的第一客户端。第一客户端上登录有第一虚拟对象的控制帐号,第一客户端可以是三维地图程序、横版射击、横版冒险、横版过关、横版策略、虚拟现实(Virtual Reality,VR)应用程序、增强现实(Augmented Reality,AR)程序中的任意一种。第一终端120是第一用户使用的终端,第一用户使用第一终端120控制位于虚拟环境中的第一虚拟对象进行活动,该活动包括但不限于:调整身体姿态、行走、奔跑、跳跃、骑行、驾驶、瞄准、拾取和使用投掷类道具中的至少一种。示例性的,第一虚拟对象是虚拟人物,比如仿真人物对象或动漫人物对象。示例性的,第一用户通过虚拟环境画面上的UI(User Interface,用户界面)控件来控制第一虚拟对象进行活动。
第二终端160安装和运行有支持虚拟环境的第二客户端。第二客户端上登录有第二虚拟对象的控制帐号,第二客户端可以是三维地图程序、横版射击、横版冒险、横版过关、横版策略、虚拟现实(Virtual Reality,VR)应用程序、增强现实(Augmented Reality,AR)程序中的任意一种。第二终端160是第二用户使用的终端,第二用户使用第二终端160控制位于虚拟环境中的第二虚拟对象进行活动。
第一终端120通过无线网络或有线网络与服务器140相连,第二终端160通过无线网络或有线网络与服务器140相连。
服务器140包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。示例性的,服务器140包括处理器144和存储器142,存储器142又包括接收模块1421、控制模块1422和发送模块1423,接收模块1421用于接收客户端发送的请求,如控制虚拟对象移动的请求;控制模块1422用于控制虚拟环境画面的渲染;发送模块1423用于向客户端发送响应,如向客户端发送虚拟对象的位置已变更的响应。服务器140用于为支持虚拟环境的应用程序提供后台服务。可选地,服务器140承担主要计算工作,第一终端120和第二终端160承担次要计算工作;或者,服务器140承担次要计算工作,第一终端120和第二终端160承担主要计算工作;或者,服务器140、第一终端120和第二终端160通过协同的方式承担计算工作。示例性地,支持虚拟环境的应用程序还可以称为支持虚拟环境的客户端,如上文所述的第一客户端和第二客户端。
可选地,上述客户端可以运行在不同操作系统平台(安卓或IOS)上。可选的,终端的设备类型包括:智能手机、智能手表、车载终端、可穿戴设备、智能电视、平板电脑、电子书阅读器、MP3(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)播放器、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、膝上型便携计算机和台式计算机中的至少一种。以下实施例以终端包括智能手机来举例说明。
本领域技术人员可以知晓,上述终端的数量可以更多或更少。比如上述终端可以仅为一个,或者上述终端为几十个或几百个,或者更多数量。本申请实施例对终端的数量和设备类型不加以限定。
图2示出了本申请一个示例性实施例提供的基于虚拟环境的交互方法的流程图,以提供一种环境虚拟对象和第一虚拟对象之间新的互动方式。本实施例以该方法由图1所示的第一终端120(或第一终端120上运行的支持虚拟环境的第一客户端)来执行进行举例说明,第一客户端是用于控制第一虚拟对象的客户端。该方法包括:
步骤220,在虚拟环境中显示第一虚拟对象和环境虚拟对象。
第一虚拟对象指虚拟环境中由第一客户端控制的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,比如:在三维虚拟环境中显示的人物、动物。可选地,虚拟对象是基于动画骨骼技术创建的三维立体模型。每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。
目标皮肤在本申请中指第一虚拟对象穿戴的皮肤,在界面层次上,皮肤可以简单理解为第一虚拟对象的外观,在后台技术层面上皮肤可以理解为第一虚拟对象的模型具有的贴图。在本申请中,目标皮肤可以是在原始模型上的第一层皮肤,也可以是在第一层皮肤的基础上改进得到的第二层皮肤,比如,第一层皮肤采用第一张贴图渲染得到,第二层皮肤是通过改变第一张贴图的某些部位得到的第二张贴图渲染得到的。在本申请中,目标皮肤具有的皮肤信息包括以下中的至少一种:目标皮肤在所属的目标皮肤系列中的皮肤等级,目标皮肤系列中的皮肤具有相同的基础皮肤样式;目标皮肤的稀有程度;目标皮肤的皮肤品质;目标皮肤的皮肤主题;目标皮肤覆盖的第一虚拟对象的躯体部位;目标皮肤具有的皮肤配件;目标皮肤具有的皮肤属性;目标皮肤具有的皮肤配件的数量。在一些实施例中,稀有程度还可以称为稀有化程度。
在一个实施例中,第一客户端显示出穿戴有目标皮肤的第一虚拟对象,第一虚拟对象显示的目标皮肤可以是第一虚拟对象拥有的皮肤,也可以是第一虚拟对象通过皮肤体验权限暂时穿戴的皮肤,皮肤体验的时长可以是三天、五天、七天或更长或更短的时长。
第一虚拟对象穿戴的目标皮肤可以在当前对局中更换或在对局开始前进行选择,比如,第一客户端可控制第一虚拟对象拾取并穿戴其他虚拟对象丢弃的时装,并显示出第一虚拟对象穿戴该时装的画面。比如,在MOBA(Multiplayer Online Battle Arena,多人在线战术竞技)类型游戏中,第一客户端在对局开始前可选择第一虚拟对象穿戴的目标皮肤,并控制第一虚拟对象在之后的对局过程中始终穿戴该皮肤。
环境虚拟对象是指虚拟环境具有的场景元素。可选的,场景元素包括动态虚拟对象和静态虚拟对象,动态虚拟对象指在虚拟环境中非玩家控制的可活动对象,比如,虚拟商铺正在招呼客人的老板、街道上自由行走的行人、发布任务的游戏引导者等等;静态虚拟对象指在虚拟环境中不可移动的场景元素,比如,书房中的字画挂件、院子中的池塘、随处可见的树木等等。可选的,动态虚拟对象可能具有血量条的设置,静态虚拟对象可能具有磨损程度的设置。可选的,动态虚拟对象可能是通过模仿真实世界中具有生命的动物创建得到的,静态虚拟对象可能是通过模仿真实世界中不具有生命的物品创建得到的。可选的,动态虚拟对象和静态虚拟环境均用于搭建虚拟环境的场景。
结合参考图3,其示出了通过第一虚拟对象301的视角观察到的虚拟环境,显然,该虚拟环境是以第三人称视角观察得到的,此时虚拟环境中的摄像机模型位于第一虚拟对象301的后方。在开放世界类型的游戏中,图3示出的虚拟环境为对局开始前的出生岛画面,出生岛的作用在于聚集参与对局的所有玩家,当聚集时长达到时长阈值或玩家人数达到人数阈值时,开始对局。
结合参考图4,其示出了以第一虚拟对象401的视角观察到的虚拟环境,在开放世界类型的游戏中,图4示出的虚拟环境为对局过程中的画面。图4所示的虚拟环境由房子(场景元素)和山坡(场景元素)搭建而成。
在一个实施例中,场景元素可表现出至少两种形态,比如,场景元素为“树”,“树”的两种形态是根据叶子的数量来划分的;比如,场景元素为“鱼缸”,“鱼缸”的两种形态是根据鱼缸内的金鱼数量来划分的;比如,场景元素为“花丛”,“花丛”的两种形态是根据花丛中呈现绽放状态的花朵的数量来划分的。
在一个实施例中,第一客户端显示出原生形态的场景元素,也即显示原生形态的环境虚拟对象。原生形态是环境虚拟对象具有的基础形态。原生形态可以根据环境虚拟对象的类型设置,也可以根据第一客户端的运行情况灵活调整,本申请实施例对此不加以限定。比如,场景元素为“树”,原生形态是“枯树”,即树上未长有树叶;比如,场景元素为“鱼缸”,原生形态是鱼缸内不存在金鱼;比如,场景元素为“花丛”,原生形态是花丛中的花朵均为闭合状态。
步骤240,响应于第一虚拟对象对环境虚拟对象的互动操作,控制环境虚拟对象显示出目标形态,目标形态与第一虚拟对象穿戴的目标皮肤相对应。
互动操作指第一客户端控制第一虚拟对象与环境虚拟对象进行互动的操作。可选的,该互动操作是第一客户端接收到的用户的触发操作。比如,第一客户端的界面上显示出互动控件,响应于用户对互动控件的触发操作,第一客户端获取第一虚拟对象对环境虚拟对象的互动操作,然后响应于该互动操作,第一客户端控制环境虚拟对象显示出目标形态。触发操作可以是点击操作、拖动操作、双击操作、持续触摸操作、压力触控操作中的任意一种。可选的,该互动操作是第一虚拟对象通过释放技能命中环境虚拟对象。比如,第一客户端控制第一虚拟对象朝环境虚拟对象释放技能,该技能命中环境虚拟对象,第一客户端获取第一虚拟对象对环境虚拟对象的互动操作,然后响应于该互动操作,第一客户端控制环境虚拟对象显示出目标形态。
可选的,互动操作也可以是通过第一虚拟对象与环境虚拟对象之间满足某种关系自动进行的。比如,第一虚拟对象与环境虚拟对象之间的距离小于距离阈值,第一客户端获取第一 虚拟对象对环境虚拟对象的互动操作,然后响应于该互动操作,第一客户端控制环境虚拟对象显示出目标形态。
示意性的,结合参考图5,其示出了用于控制第一虚拟对象和环境虚拟对象进行互动的互动控件。响应于第一客户端控制第一虚拟对象朝环境虚拟对象(树)移动,当第一虚拟对象进入“树”的参考距离范围时,在第一客户端上显示互动控件501,响应于互动控件501接收到触发操作,第一客户端控制环境虚拟对象显示出目标形态。
目标形态在本申请中指环境虚拟对象显示出的与第一虚拟对象穿戴的目标皮肤相对应的形态。示意性的,在第一虚拟对象穿戴有第一皮肤的情况下,第一客户端控制环境虚拟对象显示出与第一皮肤相对应的第一形态;在第一虚拟对象穿戴有第二皮肤的情况下,第一客户端控制环境虚拟对象显示出与第二皮肤相对应的第二形态;其中,第一皮肤和第二皮肤是不同的皮肤,第一形态和第二形态是环境虚拟对象的不同形态。在第一虚拟对象穿戴的皮肤不同的情况下,环境虚拟对象显示出的形态是不同的,从而能够实现环境虚拟对象显示出的形态随着第一虚拟对象穿戴的皮肤的变化而实时变化的效果,提高环境虚拟对象的形态与第一虚拟对象穿戴的皮肤的关联性,有利于提高玩家的交互体验,进而提高玩家与环境虚拟对象的交互率。
在一个实施例中,环境虚拟对象为云朵,在第一虚拟对象穿戴有第一皮肤的情况下,云朵通过颜色洁白透明度较高的贴图进行显示;在第一虚拟对象穿戴有第二皮肤的情况下,云朵通过颜色金黄透明度较低的贴图进行显示。其中,第一皮肤与第二皮肤是不同的皮肤,具体关于第一皮肤与第一形态相对应,第二皮肤与第二形态相对应的相关论述将在下述实施例详细说明。
在一个实施例中,第一客户端通过播放第一动态特效,显示出环境虚拟对象的原生形态切换为目标形态,之后目标形态切换为原生形态的形态变化过程。此种动态特效的视觉效果更加突出,有利于进一步吸引玩家的注意力,提高玩家的交互体验,进而提高玩家与环境虚拟对象的交互率。
示意性的,场景元素为“树”,原生形态是“枯树”,即树上未长有树叶,目标形态是具有第一茂密程度的树叶的树,此种情况下,第一客户端将“枯树”切换显示为具有第一茂密程度的树叶的树,之后,再将具有第一茂密程度的树叶的树切换显示为“枯树”。其中,第一茂密程度根据经验设置,或者根据应用场景灵活调整。对于同一颗树,第一茂密程度越大,该树上具有的树叶的数量越多。
在一个实施例中,环境虚拟对象包括位于第一虚拟对象的参考距离范围内的全部或部分环境虚拟对象。其中,参考距离范围与第一虚拟对象穿戴的目标皮肤相对应。参考距离范围可以根据目标皮肤灵活设置,在目标皮肤发生变化的情况下,参考距离范围可以变化,也可以不变。
示意性的,环境虚拟对象包括位于第一虚拟对象的参考距离范围内全部环境虚拟对象中的n个环境虚拟对象,n为不小于1的整数。可选的,n的数值是固定的或n的数值与第一虚拟对象穿戴的目标皮肤相对应。比如,全部环境虚拟对象为“石头1、石头2、树1、树2、围墙、房屋”,则n个环境虚拟对象为4个环境虚拟对象“石头1、石头2、树1、树2”。
示意性的,环境虚拟对象包括位于第一虚拟对象的参考距离范围内全部环境虚拟对象中的n种环境虚拟对象,n为不小于1的整数。可选的,n的数值是固定的或n的数值与第一虚拟对象穿戴的目标皮肤相对应。比如,全部环境虚拟对象为“石头1、石头2、树1、树2、围墙、房屋”,则n种环境虚拟对象包括4种环境虚拟对象“石头、树、围墙和房屋”,相应的,全部环境虚拟对象(6个环境虚拟对象)均显示出目标形态。
可选的,第一客户端随机确定全部环境虚拟对象中的n个属于环境虚拟对象。n为不小于1的整数。
可选的,互动操作作用于全部或部分环境虚拟对象中的至少一个环境虚拟对象,响应于互动操作,全部或部分环境虚拟对象显示出目标形态。
综上所述,通过在环境虚拟对象上显示与第一虚拟对象穿戴的目标皮肤相对应的目标形态,提供了一种环境虚拟对象与第一虚拟对象新的互动方式,从而丰富环境虚拟对象与第一虚拟对象的互动方式,此种新的互动方式下,环境虚拟对象的显示形态与第一虚拟对象穿戴的皮肤有较高的关联性,能够提高玩家的交互体验,从而提高玩家与环境虚拟对象的交互率。
在相关技术中,环境虚拟对象与第一虚拟对象之间的互动是基于第一虚拟对象的行为确定的,比如,第一虚拟对象从树上采摘果实、第一虚拟对象通过锻造炉锻造兵器,相关技术仅根据第一虚拟对象对环境虚拟对象主动实施的行为来完成互动。而本申请中,通过类似“彩蛋”的方式提供了第一虚拟对象和环境虚拟对象之间的互动,环境虚拟对象根据第一虚拟对象穿戴的目标皮肤主动向第一虚拟对象展示目标形态,显然,本申请提供了一种与相关技术不同的新的互动方式。
通过设置环境虚拟对象在未与玩家控制的虚拟对象互动时表现为原生形态,在与穿戴有目标皮肤的虚拟对象互动时表现为目标形态,保证了不同玩家控制的虚拟对象显示出不同的形态的独立性,即在多个玩家控制的虚拟对象轮流与环境虚拟对象展开互动的情况下,环境虚拟对象始终以原生形态作为过渡形态,任意玩家的客户端均显示出原生形态-目标形态-原生形态的变化过程,环境虚拟对象的形态的视觉效果较为突出,有利于进一步吸引玩家的注意力,提高玩家的交互体验,进而提高玩家与环境虚拟对象的交互率。
此外,在第一虚拟对象穿戴的皮肤不同的情况下,环境虚拟对象显示出的形态是不同的,从而能够实现环境虚拟对象显示出的形态随着第一虚拟对象穿戴的皮肤的变化而实时变化的效果,提高环境虚拟对象的形态与第一虚拟对象穿戴的皮肤的关联性,有利于提高玩家的交互体验,进而提高玩家与环境虚拟对象的交互率。
基于图2所示的可选实施例中,步骤240中涉及的“第一皮肤与第一形态相对应,第二皮肤与第二形态相对应”包括下述八种情况中的至少一种。
1、第一皮肤和第二皮肤是属于同一皮肤系列的不同等级的皮肤,同一皮肤系列中的皮肤具有相同的基础皮肤样式;第一皮肤的等级低于第二皮肤的等级,第一形态的精细化程度低于第二形态的精细化程度。
示意性的,结合参考图6,其示出了同一皮肤系列的三个不同等级的皮肤,皮肤61的等级低于皮肤62的等级、皮肤62的等级低于皮肤63的等级,结合参考图6,皮肤61、皮肤62和皮肤63具有相同的基础皮肤样式。
再结合参考图7,其示出了另一皮肤系列的三个不同等级的皮肤,图7的(A)部分示出了等级1的皮肤,图7的(B)部分示出了等级3的皮肤,图7的(C)部分示出了等级6的皮肤,由图7可看出该系列皮肤具有相同的基础皮肤样式。
在一个实施例中,环境虚拟对象为“树”,等级1的皮肤对应的“树”的形态为第一茂密程度的树叶,等级3的皮肤对应的“树”的形态为第二茂密程度的树叶,等级6的皮肤对应的“树”的形态为第三茂密程度的树叶,第一茂密程度小于第二茂密程度、第二茂密程度小于第三茂密程度,树叶的茂密程度可视为“树”的形态的精细化程度,即,等级1的皮肤对应的“树”的形态的精细化程度小于等级3的皮肤对应的“树”的形态的精细化程度,等级3的皮肤对应的“树”的形态的精细化程度小于等级6的皮肤对应的“树”的形态的精细化程度。
值得说明的一点是,精细化程度可以理解为环境虚拟对象的贴图上细节的丰富程度,比如,环境虚拟对象为树,树的叶子数量越多,精细化程度越高;比如,环境虚拟对象为NPC(Non-Player Character,非玩家角色),NPC穿着的服饰上的纹路越多,精细化程度越高。
精细化程度也可以理解为环境虚拟对象的华丽程度,比如,环境虚拟对象为云朵,云朵贴图的华丽程度是通过协调贴图的饱和度、对比度和清晰度得到的,云朵贴图的华丽程度也可以通过贴图的像素点的色度和亮度进行调节,华丽程度越高给予玩家越美观的直观感受。华丽程度也可以用环境虚拟对象的形态具有的特效来衡量,形态具有的特效越多,华丽程度越高。
2、第一皮肤和第二皮肤的稀有程度不同;第一皮肤的稀有程度低于第二皮肤的稀有程度;第一形态的精细化程度低于第二形态的精细化程度。
稀有程度可以理解为获取皮肤的难易程度,比如,在部分游戏中,采用颜色来对应稀有程度,比如白装、蓝装、黄装、紫装、橙装、红装的稀有程度逐渐升高,白装和蓝装可以是游戏服务器为玩家免费提供的皮肤,黄装和紫装需要玩家通过收集材料对皮肤进行升级得到,橙装和红装也可通过升级得到但相应的具有更高的升级失败率。任何稀有程度的皮肤也可直接充值购买得到。
在部分游戏中,稀有程度也可采用N(Normal,正常)、R(Rare,稀有)、SR(Super Rare,超级稀有)、SSR(Superior Super Rare,较高级的超级稀有)、UR&UTR(Ultra Rare,极度稀有)来表示。
结合参考图8和图9,图8示出了环境虚拟对象显示出与第一皮肤对应的第一形态,图9示出了环境虚拟对象显示出与第二皮肤对应的第二形态,图8中第一虚拟对象穿戴的第一皮肤801的稀有程度低于图9中第一虚拟对象穿戴的第二皮肤901的稀有程度,图8中树的第一形态802的精细化程度低于图9中树的第二形态902的精细化程度,即第一形态802中“树”的叶子数量少于第二形态902中“树”的叶子数量。
3、第一皮肤和第二皮肤的皮肤品质不同;第一皮肤的皮肤品质低于第二皮肤的皮肤品质;第一形态的精细化程度低于第二形态的精细化程度。
皮肤品质可以理解为皮肤的美观程度,在部分游戏中,采用免费皮肤、伴生皮肤、勇者皮肤、史诗皮肤、传说皮肤、典藏皮肤对皮肤品质进行分类,皮肤品质越高,皮肤的美观程度越高。在此基础上还可能存在限定皮肤、赛季皮肤等皮肤品质。
在一个实施例中,皮肤的品质越高,环境虚拟对象的形态的精细化程度越高,比如,环境虚拟对象为“池塘”,勇者皮肤的品质低于传说皮肤的品质,且“池塘”的形态的精细化程度可以利用池塘的荷叶和荷花的数量体现,则勇者皮肤对应的池塘的荷叶和荷花的数量少于传说皮肤对应的池塘的荷叶和荷花的数量。
4、第一皮肤和第二皮肤属于不同的皮肤主题;第一皮肤属于第一皮肤主题,第二皮肤属于第二皮肤主题;第一形态的风格与第一皮肤主题相对应,第二形态的风格与第二皮肤主题相对应。
在一个实施例中,同一皮肤主题下的所有皮肤具有相同的故事背景,比如,“三国”主题下的所有皮肤均具有“三国”的元素,比如,“关羽”皮肤具有红脸美髯的元素,“张飞”皮肤具有满脸胡茬的元素。“圣诞”主题下的所有皮肤均具有“圣诞”的元素,其中,某个皮肤具有圣诞树的元素,另一个皮肤具有圣诞老人的元素。
以第一皮肤属于“三国”主题、第二皮肤属于“圣诞”主题为例,环境虚拟对象为“非玩家角色”,非玩家角色的第一形态为古风装扮的将士,非玩家角色的第二形态为圣诞老人。即第一形态的风格与第一皮肤主题相对应,第二形态的风格与第二皮肤主题相对应。
5、第一皮肤和第二皮肤覆盖的第一虚拟对象的躯体部位不同;第一皮肤覆盖的第一虚拟对象的躯体部位为第一躯体部位,第二皮肤覆盖的第一虚拟对象的躯体部位为第二躯体部位;第一形态包括环境虚拟对象的第一躯体部位的精细化程度高于除第一躯体部位之外的其他躯体部位;第二形态包括环境虚拟对象的第二躯体部位的精细化程度高于除第二躯体部位之外的其他躯体部位。
在一个实施例中,环境虚拟对象与第一虚拟对象具有类似的躯体部位,比如,第一虚拟对象和环境虚拟对象均为仿真人物对象,二者的躯体部位均包括头部、躯干和四肢。第一皮肤和第二皮肤并未完全覆盖第一虚拟对象的躯体,比如,第一皮肤用于覆盖第一虚拟对象的头部,第二皮肤用于覆盖第二虚拟对象的躯干,则,第一形态指示环境虚拟对象的头部的精细化程度高于其他躯体部位,第二形态指示环境虚拟对象的躯干的精细化程度高于其他躯体部位。
在一些游戏中,皮肤是由皮肤配件组装得到的。比如,一件完整皮肤包括帽子、上衣、 裤子和装饰品。第一皮肤仅包括上衣、第二皮肤仅包括裤子,即第一皮肤和第二皮肤是完整皮肤的子皮肤。
在一些游戏中,第一皮肤和第二皮肤称为“星元皮肤”,在原有皮肤的基础上,第一皮肤和第二皮肤改变了原有皮肤的部分形态,比如更换了原有皮肤的帽子配件、更换了原有皮肤的上衣配件等等。
6、第一皮肤和第二皮肤具有的皮肤配件不同;第一皮肤具有第一皮肤配件,第二皮肤具有第二皮肤配件;第一形态包括环境虚拟对象上显示有第一皮肤配件,第二形态包括环境虚拟对象上显示有第二皮肤配件。
示例性地,第一皮肤具有第二皮肤不具有的第一皮肤配件,第二皮肤具有第一皮肤不具有的第二皮肤配件。控制环境虚拟环境对象显示出第一形态是指在环境虚拟对象上显示出第一皮肤配件,控制环境虚拟环境对象显示出第二形态是指在环境虚拟对象上显示出第二皮肤配件。
在一个实施例中,第一皮肤具有第二皮肤不具有的皮肤配件“帽子”,第二皮肤具有第一皮肤不具有的皮肤配件“装饰品☆”,则第一形态指示在环境虚拟对象上显示出“帽子”,第二形态指示在环境虚拟对象上显示出“装饰品☆”。
7、第一皮肤和第二皮肤具有的皮肤属性不同;第一形态包括环境虚拟对象具有与第一皮肤的皮肤属性对应的显示元素;第二形态包括环境虚拟对象具有与第二皮肤的皮肤属性对应的显示元素。
在一个实施例中,皮肤属性包括金、木、水、火、土、风、雷、电中的任意一种。示意性的,第一皮肤具有水属性,第二皮肤具有火属性,环境虚拟对象是“树”,则第一形态可以是充满水雾的树,第二形态可以是燃烧的树。
在一个实施例中,皮肤属性包括青龙、白虎、朱雀和玄武中的任意一个。示意性的,第一皮肤的皮肤属性为青龙,第二皮肤的皮肤属性为朱雀,环境虚拟对象是“树”,则第一形态可以是显示出青龙图腾的树,第二形态可以是显示出朱雀图腾的树。
8、第一皮肤和第二皮肤具有的皮肤配件的数量不同;第一皮肤具有的皮肤配件的数量少于第二皮肤具有的皮肤配件的数量;第一形态的精细化程度低于第二形态的精细化程度,和/或,第一形态的显示时长小于第二形态的显示时长。
示例性地,第一皮肤和第二皮肤具有的皮肤配件的数量不同是指第一皮肤和第二皮肤具有的皮肤配件相同,但具有的皮肤配件的数量不同。
示意性的,第一皮肤显示出镶嵌有5颗宝石的长裙,第二皮肤显示出镶嵌有8颗宝石的长裙,环境虚拟对象为游戏中的“姻缘树”,第一形态显示出的姻缘树相比于第二形态显示出的姻缘树的茂盛程度低,和/或,第一皮肤对应显示出姻缘树的第一形态的时长小于第二皮肤对应显示出姻缘树的第二形态的时长。
综上所述,上述八种“第一皮肤与第一形态相对应,第二皮肤与第二形态相对应”的可能实现方式设置了不同的皮肤与不同的形态之间的对应关系,提供了一种环境虚拟对象与第一虚拟对象新的互动方式。上述八种“第一皮肤与第一形态相对应,第二皮肤与第二形态相对应”的可能实现方式仅为示例性举例,本申请实施例并不局限于此。
需要说明的是,上述“第一皮肤”和“第二皮肤”在一些实施例下可以互换,在“第一皮肤”和“第二皮肤”互换的情况下,“第一形态”和“第二形态”也进行互换。例如,对于上述八种情况中的情况1,若“第一皮肤”和“第二皮肤”互换,则第一皮肤的等级高于第二皮肤的等级,第一形态的精细化程度高于第二形态的精细化程度;对于上述八种情况中的情况2,若“第一皮肤”和“第二皮肤”互换,则第一皮肤的稀有程度高于第二皮肤的稀有程度,第一形态的精细化程度高于第二形态的精细化程度;对于上述八种情况中的情况3,若“第一皮肤”和“第二皮肤”互换,则第一皮肤的皮肤品质高于第二皮肤的皮肤品质,第一形态的精细化程度高于第二形态的精细化程度;对于上述八种情况中的情况8,若“第一皮肤”和“第二皮肤”互换,则第一皮肤具有的皮肤配件的数量多于第二皮肤具有的皮肤配件的数量;第一形态的精细化程度高于第二形 态的精细化程度,和/或,第一形态的显示时长大于第二形态的显示时长。
第一皮肤和第二皮肤的可能性是多样的,从而使得第一形态和第二形态的可能性也是多样的,通过设置环境虚拟对象可实现出不同的形态,使得虚拟环境具有丰富多彩的场景元素,进而提高了虚拟环境的整体美观程度,间接提高了游戏整体的趣味感和可玩性。
接下来将介绍后台技术的内容,用于说明计算机系统实现“控制环境虚拟对象显示出目标形态”的过程。
图10示出了本申请一个示例性实施例提供的计算机系统的交互过程的示意图,该交互过程包括:
步骤1001,第一客户端向服务器发送第一虚拟对象和环境虚拟对象的互动请求,互动请求携带有第一虚拟对象穿戴的目标皮肤的皮肤信息。
响应于第一虚拟对象对环境虚拟对象的互动操作,第一客户端向服务器发送第一虚拟对象和环境虚拟对象的互动请求。
在一个实施例中,初始时刻的环境虚拟对象显示出原生形态,响应于第一虚拟对象对环境虚拟对象的互动操作,环境虚拟对象显示出目标形态,之后,响应于目标形态的显示时长达到阈值,环境虚拟对象再显示为原生形态,直至下一个虚拟对象与其展开互动。
在一个实施例中,初始时刻的环境虚拟对象显示出第一形态,响应于穿戴有第二皮肤的第一虚拟对象对环境虚拟对象的互动操作,环境虚拟对象显示出第二形态,直至穿戴有第三皮肤的另一虚拟对象与其展开互动,环境虚拟对象显示出第三形态。
步骤1002,服务器接收第一客户端发送的第一虚拟对象和环境虚拟对象的互动请求。
该互动请求是基于第一虚拟对象对环境虚拟对象的互动操作以及第一虚拟对象穿戴的目标皮肤的皮肤信息生成的。
步骤1003,服务器基于目标皮肤的皮肤信息,确定与皮肤信息对应的目标形态。
服务器获取互动请求中第一虚拟对象穿戴的目标皮肤的皮肤信息,并基于目标皮肤的皮肤信息,确定与皮肤信息对应的目标形态。
在一个实施例中,皮肤信息包括以下中的至少一种:目标皮肤在所属的目标皮肤系列中的皮肤等级,目标皮肤系列中的皮肤具有相同的基础皮肤样式;目标皮肤的稀有程度;目标皮肤的皮肤品质;目标皮肤的皮肤主题;目标皮肤覆盖的第一虚拟对象的躯体部位;目标皮肤具有的皮肤配件;目标皮肤具有的皮肤属性;目标皮肤具有的皮肤配件的数量。
目标形态在本申请中指环境虚拟对象显示出的与第一虚拟对象穿戴的目标皮肤相对应的形态。
示例性地,服务器存储有皮肤信息与形态的对应关系,然后可以在该对应关系中查找与目标皮肤的皮肤信息对应的形态,将查找到的形态作为目标形态。
示意性的,目标皮肤包括第一皮肤或第二皮肤,第一皮肤和第二皮肤是同一皮肤系列中不同等级的皮肤,服务器确定目标皮肤所属的皮肤系列和目标皮肤在皮肤系列的等级,以及与该皮肤系列和等级对应的目标形态。
示意性的,目标皮肤包括第一皮肤或第二皮肤,第一皮肤和第二皮肤的稀有程度不同,服务器确定目标皮肤的稀有程度,以及与该稀有程度对应的目标形态。
示意性的,目标皮肤包括第一皮肤或第二皮肤,第一皮肤和第二皮肤的皮肤品质不同,服务器确定目标皮肤的皮肤品质,以及与该皮肤品质对应的目标形态。
示意性的,目标皮肤包括第一皮肤或第二皮肤,第一皮肤和第二皮肤的皮肤主题不同,服务器确定目标皮肤的皮肤主题,以及与该皮肤主题对应的目标形态。
示意性的,目标皮肤包括第一皮肤或第二皮肤,第一皮肤和第二皮肤覆盖的第一虚拟对象的躯体部位不同,服务器确定目标皮肤覆盖的第一虚拟对象的躯体部位,以及与该躯体部位对应的目标形态。
示意性的,目标皮肤包括第一皮肤或第二皮肤,第一皮肤和第二皮肤具有的皮肤配件不 同,服务器确定目标皮肤具有的皮肤配件,以及与该皮肤配件对应的目标形态。
示意性的,目标皮肤包括第一皮肤或第二皮肤,第一皮肤和第二皮肤具有的皮肤属性不同,服务器确定目标皮肤具有的皮肤属性,以及与该皮肤属性对应的目标形态。
示意性的,目标皮肤包括第一皮肤或第二皮肤,第一皮肤和第二皮肤具有的皮肤配件的数量不同,服务器确定目标皮肤具有的皮肤配件的数量,以及与该数量对应的目标形态。
步骤1004,服务器向第一客户端发送显示目标形态的指令。
服务器向第一客户端发送控制环境虚拟对象显示目标形态的指令。
步骤1005,第一客户端接收服务器发送的显示目标形态的指令。
步骤1006,第一客户端控制环境虚拟对象显示出目标形态。
第一客户端在预先加载得到的环境虚拟对象的形态库中选取出目标形态,并在环境虚拟对象上显示出目标形态。该形态库可以是在当前对局开始前从服务器预先加载得到的,也可以是在安装第一客户端时从服务器下载并存储到本地得到的。
值得说明的一点是,图10所示的方法实施例中目标形态可仅显示在第一客户端上而不同步更新至其他客户端,也可同步更新至当前虚拟环境存在的全部虚拟对象对应的全部客户端。
综上所述,基于第一客户端和服务器之间的交互过程,提供了一种第一客户端显示出目标形态的方式,以及,将目标皮肤与目标形态的对应过程放置在服务器端来实现,避免了玩家利用漏洞允许第一客户端在第一虚拟对象未穿戴有目标皮肤的情况下仍显示出目标形态,提高玩家互动的公平性,进而提高玩家的交互体验,提高玩家与环境虚拟对象的交互率。
图11示出了本申请另一个示例性实施例提供的计算机系统的交互过程的示意图,该交互过程包括:
步骤1101,第一客户端确定环境虚拟对象处于待交互状态。
待交互状态指示环境虚拟对象当前未与虚拟对象发生互动。待交互状态也可称为未使用状态。第一客户端每刷新一次环境虚拟对象的状态,均需将刷新后的状态同步更新到服务器上。
响应于第一客户端接收到第一虚拟对象对环境虚拟对象的互动操作,第一客户端确定环境虚拟对象当前处于待交互状态。
步骤1102,第一客户端向服务器发送第一虚拟对象和环境虚拟对象的互动请求,互动请求携带有第一虚拟对象穿戴的目标皮肤的皮肤信息。
响应于第一客户端确定环境虚拟对象当前处于待交互状态,第一客户端向服务器发送第一虚拟对象和环境虚拟对象的互动请求。
步骤1103,服务器接收第一客户端发送的第一虚拟对象和环境虚拟对象的互动请求。
步骤1104,服务器确定环境虚拟对象处于待交互状态。
服务器再次复核环境虚拟对象处于待交互状态,若环境虚拟对象处于待交互状态,服务器则执行步骤1105。
步骤1105,服务器基于目标皮肤的皮肤信息,确定与皮肤信息对应的目标形态。
服务器获取互动请求中第一虚拟对象穿戴的目标皮肤的皮肤信息,并基于目标皮肤的皮肤信息,确定与皮肤信息对应的目标形态。
具体请参考上述步骤1003。
步骤1106,服务器向第一客户端发送显示目标形态的指令。
服务器向第一客户端发送控制环境虚拟对象显示目标形态的指令。
步骤1107,第一客户端接收服务器发送的显示目标形态的指令。
步骤1108,第一客户端控制环境虚拟对象显示出目标形态。
可选的,第一客户端控制环境虚拟对象显示出目标形态,并将环境虚拟对象更新为正在交互状态。
步骤1109,第一客户端将环境虚拟对象刷新为待交互状态。
在一个实施例中,第一客户端通过播放第一动态特效,显示出环境虚拟对象的原生形态切换为目标形态,之后目标形态切换为原生形态的形态变化过程。在第一动态特效播放完毕后,第一客户端将环境虚拟对象刷新为待交互状态。
步骤1110,第一客户端向服务器发送将环境虚拟对象刷新为待交互状态的请求。
步骤1111,服务器接收第一客户端发送的将环境虚拟对象刷新为待交互状态的请求。
步骤1112,服务器将环境虚拟对象刷新为待交互状态。
综上所述,通过设置第一客户端和服务器需同步更新环境虚拟对象的交互状态,保证了环境虚拟对象在同一时刻只允许一位玩家控制的虚拟对象与其进行互动,进一步保证了多个客户端能够同步显示出目标形态,能够避免因多位玩家在同一时刻控制虚拟对象与同一环境虚拟对象进行互动导致的显示错误,提高环境虚拟对象的形态的显示正确性,提高玩家的交互体验,进而提高玩家与环境虚拟对象的交互率。
在一个实施例中,图12示出了本申请一个示例性实施例提供的基于虚拟环境的交互方法的流程图,以该方法应用于图1所示的第二终端160(或第二终端160上运行的支持虚拟环境的第二客户端)进行举例说明,其中,第二客户端是用于控制第二虚拟对象的客户端,第二虚拟对象是在虚拟环境中除第一虚拟对象之外的任一虚拟对象。该方法包括:
步骤1220,在虚拟环境中显示第一虚拟对象和环境虚拟对象。
第一虚拟对象指虚拟环境中由第一客户端控制的可活动对象。
环境虚拟对象指虚拟环境具有的场景元素。场景元素用于搭建虚拟环境的场景,比如,场景元素包括虚拟环境中的植物、动物、云朵、池塘、鱼缸、字画、服装、非玩家角色等等。
在一个实施例中,场景元素可表现出至少两种形态,比如,场景元素为“树”,“树”的两种形态是根据叶子的数量来划分的;比如,场景元素为“鱼缸”,“鱼缸”的两种形态是根据鱼缸内的金鱼数量来划分的;比如,场景元素为“花丛”、“花丛”的两种形态是根据花丛中呈现绽放状态的花朵的数量来划分的。
在一个实施例中,第二客户端显示出原生形态的场景元素,也即显示原生形态的环境虚拟对象。原生形态是环境虚拟对象具有的基础形态。比如,场景元素为“树”,原生形态是“枯树”,即树上未长有树叶;比如,场景元素为“鱼缸”,原生形态是鱼缸内不存在金鱼;比如,场景元素为“花丛”,原生形态是花丛中的花朵均保持闭合状态。
示例性地,除了在虚拟环境中显示第一虚拟对象和环境虚拟对象外,第二客户端还可以显示第一虚拟对象朝环境虚拟对象移动的画面。响应于第一客户端控制第一虚拟对象朝环境虚拟对象的移动操作,服务器将该移动操作同步至第二客户端,第二客户端显示第一虚拟对象朝环境虚拟对象移动的画面。
步骤1240,控制环境虚拟对象显示出目标形态,目标形态与第一虚拟对象穿戴的目标皮肤相对应。
目标形态在本申请中指环境虚拟对象显示出的与第一虚拟对象穿戴的目标皮肤相对应的形态。示意性的,在第一虚拟对象穿戴有第一皮肤的情况下,第二客户端控制环境虚拟对象显示出与第一皮肤相对应的第一形态;在第一虚拟对象穿戴有第二皮肤的情况下,第二客户端控制环境虚拟对象显示出与第二皮肤相对应的第二形态;其中,第一皮肤和第二皮肤是不同的皮肤,第一形态和第二形态是环境虚拟对象的不同形态。
在一个实施例中,环境虚拟对象为云朵,在第一虚拟对象穿戴有第一皮肤的情况下,云朵通过颜色洁白透明度较高的贴图进行显示;在第二虚拟对象穿戴有第二皮肤的情况下,云朵通过颜色金黄透明度较低的贴图进行显示。其中,第一皮肤与第二皮肤是不同的皮肤,具体关于第一皮肤与第一形态相对应,第二皮肤与第二形态相对应的相关论述已在上述实施例详细说明。
在一个实施例中,第二客户端通过播放第一动态特效,显示出环境虚拟对象的原生形态切换为目标形态,之后目标形态切换为原生形态的形态变化过程。示意性的,场景元素为“树”, 原生形态是“枯树”,即树上未长有树叶,第二客户端将“枯树”切换显示为具有第一茂密程度的树叶的树,之后,再将具有第一茂密程度的树叶的树切换显示为“枯树”。
综上所述,通过在环境虚拟对象上显示与第一虚拟对象穿戴的目标皮肤相对应的目标形态,提供了一种环境虚拟对象与第一虚拟对象新的互动方式,从而丰富环境虚拟对象与第一虚拟对象的互动方式,此种新的互动方式下,环境虚拟对象的显示形态与第一虚拟对象穿戴的皮肤有较高的关联性,能够提高玩家的交互体验,从而提高玩家与环境虚拟对象的交互率。
在相关技术中,环境虚拟对象与第一虚拟对象之间的互动是基于第一虚拟对象的行为确定的,比如,第一虚拟对象从树上采摘果实、第一虚拟对象通过锻造炉锻造兵器,相关技术仅根据第一虚拟对象对环境虚拟对象主动实施的行为来完成互动。而本申请中,通过类似“彩蛋”的方式提供了第一虚拟对象和环境虚拟对象之间的互动,环境虚拟对象根据第一虚拟对象穿戴的目标皮肤主动向第一虚拟对象展示目标形态,显然,本申请提供了一种与相关技术不同的新的互动方式。
图13示出了本申请另一个示例性实施例提供的计算机系统的交互过程的示意图,该交互过程包括:
步骤1301,第一客户端向服务器发送第一虚拟对象和环境虚拟对象的互动请求,互动请求携带有第一虚拟对象穿戴的目标皮肤的皮肤信息。
响应于第一虚拟对象对环境虚拟对象的互动操作,第一客户端向服务器发送第一虚拟对象和环境虚拟对象的互动请求。
在一个实施例中,初始时刻,第一客户端和第二客户端上的环境虚拟对象显示为原生形态,响应于第一虚拟对象对环境虚拟对象的互动操作,第一客户端和第二客户端上的环境虚拟对象显示出目标形态,之后,响应于目标形态的显示时长达到阈值,第一客户端和第二客户端上的环境虚拟对象再显示为原生形态,直至下一个虚拟对象与其展开互动。
在一个实施例中,初始时刻,第一客户端和第二客户端上的环境虚拟对象为第一形态,响应于穿戴有第二皮肤的第一虚拟对象对环境虚拟对象的互动操作,第一客户端和第二客户端上的环境虚拟对象显示出第二形态,直至穿戴有第三皮肤的另一虚拟对象与其展开互动,第一客户端和第二客户端上的环境虚拟对象显示出第三形态。
步骤1302,服务器接收第一客户端发送的第一虚拟对象和环境虚拟对象的互动请求。
该互动请求是基于第一虚拟对象对环境虚拟对象的互动操作以及第一虚拟对象穿戴的目标皮肤的皮肤信息生成的。
步骤1303,服务器基于目标皮肤的皮肤信息,确定与皮肤信息对应的目标形态。
服务器获取互动请求中第一虚拟对象穿戴的目标皮肤的皮肤信息,并基于目标皮肤的皮肤信息,确定与皮肤信息对应的目标形态。
具体请参考上述图10所示的方法实施例中步骤1003的详细说明。
步骤1304,服务器向第一客户端发送显示目标形态的指令。
步骤1305,服务器向第二客户端发送显示目标形态的指令。
值得说明的一点是,步骤1304和步骤1305的执行顺序可能是同时执行步骤1304和步骤1305,也可能是先执行步骤1304后执行步骤1305,还可能是先执行步骤1305后执行步骤1304。
步骤1306-1,第一客户端接收服务器发送的显示目标形态的指令。
步骤1307-1,第一客户端控制环境虚拟对象显示出目标形态。
步骤1306-2,第二客户端接收服务器发送的显示目标形态的指令。
步骤1307-2,第二客户端控制环境虚拟对象显示出目标形态。
综上所述,通过第一客户端、第二客户端和服务器之间的交互,提供了一种第一客户端和第二客户端显示出目标形态的方式,以及,将目标皮肤与目标形态的对应过程放置在服务器端来实现,避免了玩家利用漏洞允许第一客户端在第一虚拟对象未穿戴有目标皮肤的情况 下仍显示出目标形态,或玩家利用漏洞拒绝第二客户端在第一虚拟对象穿戴有目标皮肤的情况下显示出目标形态,提高玩家互动的公平性,进而提高玩家的交互体验,提高玩家与环境虚拟对象的交互率。
图14出了本申请另一个示例性实施例提供的计算机系统的交互过程的示意图,该交互过程包括:
步骤1401,第一客户端确定环境虚拟对象处于待交互状态。
待交互状态指示环境虚拟对象当前未与虚拟对象发生互动。待交互状态也可称为未使用状态。每刷新一次环境虚拟对象的状态,均需将刷新后的状态同步更新到第一客户端、服务器和第二客户端上。
响应于第一客户端接收到第一虚拟对象和环境虚拟对象的互动操作,第一客户端确定环境虚拟对象当前处于待交互状态。
步骤1402,第一客户端向服务器发送第一虚拟对象和第二虚拟对象的互动请求,互动请求携带有第一虚拟对象穿戴的目标皮肤的皮肤信息。
该互动请求是基于第一虚拟对象对环境虚拟对象的互动操作以及第一虚拟对象穿戴的目标皮肤的皮肤信息生成的。
步骤1403,服务器接收第一客户端发送的第一虚拟对象和环境虚拟对象的互动请求。
该互动请求是基于第一虚拟对象对环境虚拟对象的互动操作以及第一虚拟对象穿戴的目标皮肤的皮肤信息生成的。
步骤1404,服务器确定环境虚拟对象处于待交互状态。
服务器再次复核环境虚拟对象处于待交互状态,若环境虚拟对象处于待交互状态服务器再执行步骤1405。
步骤1405,服务器基于目标皮肤的皮肤信息,确定与皮肤信息对应的目标形态。
服务器获取互动请求中第一虚拟对象穿戴的目标皮肤的皮肤信息,并基于目标皮肤的皮肤信息,确定与皮肤信息对应的目标形态。
具体请参考上述图10所示方法实施例中步骤1003的详细说明。
步骤1406,服务器向第一客户端发送显示目标形态的指令。
服务器向第一客户端发送控制环境虚拟对象显示目标形态的指令。
步骤1407,服务器向第二客户端发送显示目标形态的指令。
服务器向第二客户端发送控制环境虚拟对象显示目标形态的指令。
值得说明的一点是,步骤1406和步骤1407的执行顺序,可能是同时执行步骤1406和步骤1407,也可能是先执行步骤1406后执行步骤1407,还可能是先执行步骤1407后执行步骤1406。
步骤1408-1,第一客户端接收服务器发送的显示目标形态的指令。
步骤1409-1,第一客户端控制环境虚拟对象显示出目标形态。
步骤1408-2,第二客户端接收服务器发送的显示目标形态的指令。
步骤1409-2,第二客户端控制环境虚拟对象显示出目标形态。
在一个实施例中,第一客户端通过播放第一动态特效,显示出环境虚拟对象的原生形态切换为目标形态,之后目标形态切换为原生形态的形态变化过程。在第一动态特效播放完毕后,第一客户端将环境虚拟对象刷新为待交互状态。
步骤1410,第一客户端将环境虚拟对象刷新为待交互状态。
步骤1411,第一客户端向服务器发送将环境虚拟对象刷新为待交互状态的请求。
步骤1412,服务器接收第一客户端发送的将环境虚拟对象刷新为待交互状态的请求。
步骤1413,服务器将环境虚拟对象刷新为待交互状态。
步骤1414,服务器向第二客户端发送将环境虚拟对象刷新为待交互状态的指令。
步骤1415,第二客户端接收服务器发送的将环境虚拟对象刷新为待交互状态的指令。
步骤1416,第二客户端将环境虚拟对象刷新为待交互状态。
综上所述,通过设置第一客户端、第二客户端和服务器需同步更新环境虚拟对象的交互状态,保证了环境虚拟对象在同一时刻只允许一位玩家控制的虚拟对象与其进行互动,进而保证了多个客户端同步显示出目标形态,能够避免因多位玩家在同一时刻控制虚拟对象与同一环境虚拟对象进行互动导致的显示错误,提高环境虚拟对象的形态的显示正确性,提高玩家的交互体验,进而提高玩家与环境虚拟对象的交互率。
图15示出了本申请一个示例性实施例提供的基于虚拟环境的交互装置的结构框图,该装置包括:
显示模块1501,用于在虚拟环境中显示第一虚拟对象和环境虚拟对象,环境虚拟对象是虚拟环境具有的场景元素;
控制模块1502,用于响应于第一虚拟对象对环境虚拟对象的互动操作,控制环境虚拟对象显示出目标形态,目标形态与第一虚拟对象穿戴的目标皮肤相对应。
在一个可选的实施例中,控制模块1502还用于在第一虚拟对象穿戴有第一皮肤的情况下,控制环境虚拟对象显示出与第一皮肤相对应的第一形态。
在一个可选的实施例中,控制模块1502还用于在第一虚拟对象穿戴有第二皮肤的情况下,控制环境虚拟对象显示出与第二皮肤相对应的第二形态。
在一个可选的实施例中,第一皮肤和第二皮肤是不同的皮肤,第一形态和第二形态是环境虚拟对象的不同形态。
在一个可选的实施例中,第一皮肤和第二皮肤是属于同一皮肤系列的不同等级的皮肤,同一皮肤系列中的皮肤具有相同的基础皮肤样式;第一皮肤的等级低于第二皮肤的等级;第一形态的精细化程度低于第二形态的精细化程度。
在一个可选的实施例中,第一皮肤和第二皮肤的稀有程度不同;第一皮肤的稀有程度低于第二皮肤的稀有程度;第一形态的精细化程度低于第二形态的精细化程度。
在一个可选的实施例中,第一皮肤和第二皮肤的皮肤品质不同;第一皮肤的皮肤品质低于第二皮肤的皮肤品质;第一形态的精细化程度低于第二形态的精细化程度。
在一个可选的实施例中,第一皮肤和第二皮肤属于不同的皮肤主题;第一皮肤属于第一皮肤主题,第二皮肤属于第二皮肤主题;第一形态的风格与第一皮肤主题相对应,第二形态的风格与第二皮肤主题相对应。
在一个可选的实施例中,第一皮肤和第二皮肤覆盖的第一虚拟对象的躯体部位不同;第一皮肤覆盖的第一虚拟对象的躯体部位为第一躯体部位,第二皮肤覆盖的第一虚拟对象的躯体部位为第二躯体部位;第一形态包括环境虚拟对象的第一躯体部位的精细化程度高于除第一躯体部位之外的其他躯体部位;第二形态包括环境虚拟对象的第二躯体部位的精细化程度高于除第二躯体部位之外的其他躯体部位。
在一个可选的实施例中,第一皮肤和第二皮肤具有的皮肤配件不同;第一皮肤具有第一皮肤配件,第二皮肤具有第二皮肤配件;第一形态包括环境虚拟对象上显示有第一皮肤配件,第二形态包括环境虚拟对象上显示有第二皮肤配件。
在一个可选的实施例中,第一皮肤和第二皮肤具有的皮肤属性不同;第一形态包括环境虚拟对象具有与第一皮肤的皮肤属性对应的显示元素;第二形态包括环境虚拟对象具有与第二皮肤的皮肤属性对应的显示元素。
在一个可选的实施例中,第一皮肤和第二皮肤具有的皮肤配件的数量不同;第一皮肤具有的皮肤配件的数量少于第二皮肤具有的皮肤配件的数量;第一形态的精细化程度低于第二形态的精细化程度,和/或,第一形态的显示时长小于第二形态的显示时长。
在一个可选的实施例中,环境虚拟对象包括位于第一虚拟对象的参考距离范围内的全部或部分环境虚拟对象,互动操作作用于全部或部分环境虚拟对象中的至少一个环境虚拟对象;其中,参考距离范围与第一虚拟对象穿戴的目标皮肤相对应。
在一个可选的实施例中,显示模块1501还用于显示原生形态的环境虚拟对象,原生形态是环境虚拟对象具有的基础形态。
在一个可选的实施例中,控制模块1502还用于通过播放第一动态特效,显示出环境虚拟对象的原生形态切换为目标形态,之后目标形态切换为原生形态的形态变化过程。
在一个可选的实施例中,控制模块1502还用于向服务器发送第一虚拟对象和环境虚拟对象的互动请求,互动请求携带有第一虚拟对象穿戴的目标皮肤的皮肤信息。
在一个可选的实施例中,控制模块1502还用于接收服务器发送的显示目标形态的指令。
在一个可选的实施例中,控制模块1502还用于控制环境虚拟对象显示出目标形态。
在一个可选的实施例中,控制模块1502还用于确定环境虚拟对象处于待交互状态,待交互状态指示环境虚拟对象当前未与虚拟对象发生互动。
在一个可选的实施例中,控制模块1502还用于将环境虚拟对象刷新为待交互状态,待交互状态指示环境虚拟对象当前未与虚拟对象发生互动。
在一个可选的实施例中,控制模块1502还用于向服务器发送将环境虚拟对象刷新为待交互状态的请求。
综上,通过在环境虚拟对象上显示与第一虚拟对象穿戴的目标皮肤相对应的目标形态,提供了一种环境虚拟对象与第一虚拟对象新的互动方式,从而丰富环境虚拟对象与第一虚拟对象的互动方式,此种新的互动方式下,环境虚拟对象的显示形态与第一虚拟对象穿戴的皮肤有较高的关联性,能够提高玩家的交互体验,从而提高玩家与环境虚拟对象的交互率。
在相关技术中,环境虚拟对象与第一虚拟对象之间的互动是基于第一虚拟对象的行为确定的,比如,第一虚拟对象从树上采摘果实、第一虚拟对象通过锻造炉锻造兵器,相关技术仅根据第一虚拟对象对环境虚拟对象主动实施的行为来完成互动。而本申请中,通过类似“彩蛋”的方式提供了第一虚拟对象和环境虚拟对象之间的互动,环境虚拟对象根据第一虚拟对象穿戴的目标皮肤主动向第一虚拟对象展示目标形态,显然,本申请提供了一种与相关技术不同的新的互动方式。
图16示出了本申请一个示例性实施例提供的基于虚拟环境的交互装置的结构框图,该装置包括:
接收模块1601,用于接收第一客户端发送的第一虚拟对象和环境虚拟对象的互动请求,互动请求携带有第一虚拟对象穿戴的目标皮肤的皮肤信息;
确定模块1602,用于基于目标皮肤的皮肤信息,确定与皮肤信息对应的目标形态;
发送模块1603,用于向第一客户端发送显示目标形态的指令;
其中,第一客户端是用于控制第一虚拟对象的客户端,环境虚拟对象是虚拟环境具有的场景元素。
在一个可选的实施例中,皮肤信息包括以下中的至少一种;目标皮肤在所属的目标皮肤系列中的皮肤等级,目标皮肤系列中的皮肤具有相同的基础皮肤样式;目标皮肤的稀有程度;目标皮肤的皮肤品质;目标皮肤的皮肤主题;目标皮肤覆盖的第一虚拟对象的躯体部位;目标皮肤具有的皮肤配件;目标皮肤具有的皮肤属性;目标皮肤具有的皮肤配件的数量。
在一个可选的实施例中,确定模块1602还用于确定环境虚拟对象处于待交互状态,待交互状态指示环境虚拟对象当前未与虚拟对象发生互动。
在一个可选的实施例中,接收模块1601还用于接收第一客户端发送的将环境虚拟对象刷新为待交互状态的请求,待交互状态指示环境虚拟对象当前未与虚拟对象发生互动。
在一个可选的实施例中,该装置还包括刷新模块1604,刷新模块1604用于将环境虚拟对象刷新为待交互状态。
在一个可选的实施例中,发送模块1603还用于向第二客户端发送显示目标形态的指令;其中,第二客户端是用于控制第二虚拟对象的客户端,第二虚拟对象是在虚拟环境中除第一虚拟对象之外的任一虚拟对象。
在一个可选的实施例中,发送模块1603还用于向第二客户端发送将环境虚拟对象刷新为待交互状态的指令;其中,第二客户端是用于控制第二虚拟对象的客户端,第二虚拟对象是在虚拟环境中除第一虚拟对象之外的任一虚拟对象,待交互状态指示环境虚拟对象当前未与虚拟对象发生互动。
综上,通过在环境虚拟对象上显示与第一虚拟对象穿戴的目标皮肤相对应的目标形态,提供了一种环境虚拟对象与第一虚拟对象新的互动方式,从而丰富环境虚拟对象与第一虚拟对象的互动方式,此种新的互动方式下,环境虚拟对象的显示形态与第一虚拟对象穿戴的皮肤有较高的关联性,能够提高玩家的交互体验,从而提高玩家与环境虚拟对象的交互率。
在相关技术中,环境虚拟对象与第一虚拟对象之间的互动是基于第一虚拟对象的行为确定的,比如,第一虚拟对象从树上采摘果实、第一虚拟对象通过锻造炉锻造兵器,相关技术仅根据第一虚拟对象对环境虚拟对象主动实施的行为来完成互动。而本申请中,通过类似“彩蛋”的方式提供了第一虚拟对象和环境虚拟对象之间的互动,环境虚拟对象根据第一虚拟对象穿戴的目标皮肤主动向第一虚拟对象展示目标形态,显然,本申请提供了一种与相关技术不同的新的互动方式。
图17示出了本申请一个示例性实施例提供的基于虚拟环境的交互装置的结构框图,该装置包括:
显示模块1701,用于在虚拟环境中显示第一虚拟对象和环境虚拟对象,环境虚拟对象是虚拟环境具有的场景元素;
控制模块1702,用于控制环境虚拟对象显示出目标形态,目标形态与第一虚拟对象穿戴的目标皮肤相对应。
在一个可选的实施例中,显示模块1701,还用于显示第一虚拟对象朝环境虚拟对象移动的画面。
在一个可选的实施例中,控制模块1702还用于在第一虚拟对象穿戴有第一皮肤的情况下,控制环境虚拟对象显示出与第一皮肤相对应的第一形态。
在一个可选的实施例中,控制模块1702还用于在第一虚拟对象穿戴有第二皮肤的情况下,控制环境虚拟对象显示出与第二皮肤相对应的第二形态。
其中,第一皮肤和第二皮肤是不同的皮肤,第一形态和第二形态是环境虚拟对象的不同形态。
在一个可选的实施例中,显示模块1701还用于显示原生形态的环境虚拟对象,原生形态是环境虚拟对象具有的基础形态。
在一个可选的实施例中,控制模块1702还用于通过播放第一动态特效,显示出环境虚拟对象的原生形态切换为目标形态,之后目标形态切换为原生形态的形态变化过程。
在一个可选的实施例中,控制模块1702还用于接收服务器发送的显示目标形态的指令。
在一个可选的实施例中,控制模块1702还用于控制环境虚拟对象显示出目标形态。
在一个可选的实施例中,控制模块1702还用于接收服务器发送的将环境虚拟对象刷新为待交互状态的指令。
在一个可选的实施例中,控制模块1702还用于将环境虚拟对象刷新为待交互状态,待交互状态指示环境虚拟对象当前未与虚拟对象发生互动。
综上,通过在环境虚拟对象上显示与第一虚拟对象穿戴的目标皮肤相对应的目标形态,提供了一种环境虚拟对象与第一虚拟对象新的互动方式,从而丰富环境虚拟对象与第一虚拟对象的互动方式,此种新的互动方式下,环境虚拟对象的显示形态与第一虚拟对象穿戴的皮肤有较高的关联性,能够提高玩家的交互体验,从而提高玩家与环境虚拟对象的交互率。
在相关技术中,环境虚拟对象与第一虚拟对象之间的互动是基于第一虚拟对象的行为确定的,比如,第一虚拟对象从树上采摘果实、第一虚拟对象通过锻造炉锻造兵器,相关技术仅根据第一虚拟对象对环境虚拟对象主动实施的行为来完成互动。而本申请中,通过类似“彩 蛋”的方式提供了第一虚拟对象和环境虚拟对象之间的互动,环境虚拟对象根据第一虚拟对象穿戴的目标皮肤主动向第一虚拟对象展示目标形态,显然,本申请提供了一种与相关技术不同的新的互动方式。
图18示出了本申请一个示例性实施例提供的计算机设备1800的结构框图。该计算机设备1800可以是便携式移动终端,比如:智能手机、平板电脑、MP3播放器、MP4播放器、笔记本电脑或台式电脑。计算机设备1800还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。
通常,计算机设备1800包括有:处理器1801和存储器1802。
处理器1801可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1801可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1801也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1801可以集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1801还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1802可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1802还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1802中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1801所执行以实现本申请中方法实施例提供的基于虚拟环境的交互方法。
在一些实施例中,计算机设备1800还可选包括有:显示屏1805。
显示屏1805用于显示UI。该UI可以包括图形、文本、图标、视频及其它们的任意组合。当显示屏1805是触摸显示屏时,显示屏1805还具有采集在显示屏1805的表面或表面上方的触摸信号的能力。该触摸信号可以作为控制信号输入至处理器1801进行处理。此时,显示屏1805还可以用于提供虚拟按钮和/或虚拟键盘,也称软按钮和/或软键盘。在一些实施例中,显示屏1805可以是柔性显示屏,设置在计算机设备1800的弯曲表面上或折叠面上。甚至,显示屏1805还可以设置成非矩形的不规则图形,也即异形屏。显示屏1805可以采用LCD(Liquid Crystal Display,液晶显示屏)、OLED(Organic Light-Emitting Diode,有机发光二极管)等材质制备。示例性地,第一虚拟对象和环境虚拟对象等通过显示屏1805显示。
本领域技术人员可以理解,图18中示出的结构并不构成对计算机设备1800的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请还提供一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现上述方法实施例提供的基于虚拟环境的交互方法。
本申请提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述方法实施例提供的基于虚拟环境的交互方法。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (35)

  1. 一种基于虚拟环境的交互方法,其中,所述方法由第一客户端执行,所述第一客户端是用于控制第一虚拟对象的客户端,所述方法包括:
    在所述虚拟环境中显示所述第一虚拟对象和环境虚拟对象,所述环境虚拟对象是所述虚拟环境具有的场景元素;
    响应于所述第一虚拟对象对所述环境虚拟对象的互动操作,控制所述环境虚拟对象显示出目标形态,所述目标形态与所述第一虚拟对象穿戴的目标皮肤相对应。
  2. 根据权利要求1所述的方法,其中,所述控制所述环境虚拟对象显示出目标形态,包括:
    在所述第一虚拟对象穿戴有第一皮肤的情况下,控制所述环境虚拟对象显示出与所述第一皮肤相对应的第一形态;
    在所述第一虚拟对象穿戴有第二皮肤的情况下,控制所述环境虚拟对象显示出与所述第二皮肤相对应的第二形态;
    其中,所述第一皮肤和所述第二皮肤是不同的皮肤,所述第一形态和所述第二形态是所述环境虚拟对象的不同形态。
  3. 根据权利要求2所述的方法,其中,所述第一皮肤和所述第二皮肤是属于同一皮肤系列的不同等级的皮肤,所述同一皮肤系列中的皮肤具有相同的基础皮肤样式;
    所述第一皮肤的等级低于所述第二皮肤的等级;
    所述第一形态的精细化程度低于所述第二形态的精细化程度。
  4. 根据权利要求2所述的方法,其中,所述第一皮肤和所述第二皮肤的稀有程度不同;
    所述第一皮肤的稀有程度低于所述第二皮肤的稀有程度;
    所述第一形态的精细化程度低于所述第二形态的精细化程度。
  5. 根据权利要求2所述的方法,其中,所述第一皮肤和所述第二皮肤的皮肤品质不同;
    所述第一皮肤的皮肤品质低于所述第二皮肤的皮肤品质;
    所述第一形态的精细化程度低于所述第二形态的精细化程度。
  6. 根据权利要求2所述的方法,其中,所述第一皮肤和所述第二皮肤属于不同的皮肤主题;所述第一皮肤属于第一皮肤主题,所述第二皮肤属于第二皮肤主题;所述第一形态的风格与所述第一皮肤主题相对应,所述第二形态的风格与所述第二皮肤主题相对应。
  7. 根据权利要求2所述的方法,其中,所述第一皮肤和所述第二皮肤覆盖的所述第一虚拟对象的躯体部位不同;所述第一皮肤覆盖的所述第一虚拟对象的躯体部位为第一躯体部位,所述第二皮肤覆盖的所述第一虚拟对象的躯体部位为第二躯体部位;
    所述第一形态包括所述环境虚拟对象的第一躯体部位的精细化程度高于除所述第一躯体部位之外的其他躯体部位;所述第二形态包括所述环境虚拟对象的第二躯体部位的精细化程度高于除所述第二躯体部位之外的其他躯体部位。
  8. 根据权利要求2所述的方法,其中,所述第一皮肤和所述第二皮肤具有的皮肤配件不同;所述第一皮肤具有第一皮肤配件,所述第二皮肤具有第二皮肤配件;
    所述第一形态包括所述环境虚拟对象上显示有所述第一皮肤配件,所述第二形态包括所述环境虚拟对象上显示有所述第二皮肤配件。
  9. 根据权利要求2所述的方法,其中,所述第一皮肤和所述第二皮肤具有的皮肤属性不同;所述第一形态包括所述环境虚拟对象具有与所述第一皮肤的皮肤属性对应的显示元素;所述第二形态包括所述环境虚拟对象具有与所述第二皮肤的皮肤属性对应的显示元素。
  10. 根据权利要求2所述的方法,其中,所述第一皮肤和所述第二皮肤具有的皮肤配件的数量不同;
    所述第一皮肤具有的皮肤配件的数量少于所述第二皮肤具有的皮肤配件的数量;
    所述第一形态的精细化程度低于所述第二形态的精细化程度,和/或,所述第一形态的显 示时长小于所述第二形态的显示时长。
  11. 根据权利要求1至10任一所述的方法,其中,
    所述环境虚拟对象包括位于所述第一虚拟对象的参考距离范围内的全部或部分环境虚拟对象,所述互动操作作用于所述全部或部分环境虚拟对象中的至少一个环境虚拟对象;
    其中,所述参考距离范围与所述第一虚拟对象穿戴的目标皮肤相对应。
  12. 根据权利要求1至10任一所述的方法,其中,所述环境虚拟对象的显示方法,包括:
    显示原生形态的环境虚拟对象,所述原生形态是所述环境虚拟对象具有的基础形态。
  13. 根据权利要求1所述的方法,其中,所述控制所述环境虚拟对象显示出目标形态,包括:
    通过播放第一动态特效,显示出所述环境虚拟对象的原生形态切换为所述目标形态,所述目标形态再切换为所述原生形态的形态变化过程。
  14. 根据权利要求1所述的方法,其中,所述控制所述环境虚拟对象显示出目标形态,包括:
    向服务器发送所述第一虚拟对象和所述环境虚拟对象的互动请求,所述互动请求携带有所述第一虚拟对象穿戴的所述目标皮肤的皮肤信息;
    接收所述服务器发送的显示所述目标形态的指令;
    控制所述环境虚拟对象显示出所述目标形态。
  15. 根据权利要求14所述的方法,其中,所述方法还包括:
    确定所述环境虚拟对象处于待交互状态,所述待交互状态指示所述环境虚拟对象当前未与虚拟对象发生互动。
  16. 根据权利要求14所述的方法,其中,所述方法还包括:
    将所述环境虚拟对象刷新为待交互状态,所述待交互状态指示所述环境虚拟对象当前未与虚拟对象发生互动;
    向所述服务器发送将所述环境虚拟对象刷新为所述待交互状态的请求。
  17. 一种基于虚拟环境的交互方法,其中,所述方法由服务器执行,所述方法包括:
    接收第一客户端发送的第一虚拟对象和环境虚拟对象的互动请求,所述互动请求携带有所述第一虚拟对象穿戴的目标皮肤的皮肤信息;
    基于所述目标皮肤的皮肤信息,确定与所述皮肤信息对应的目标形态;
    向所述第一客户端发送显示所述目标形态的指令;
    其中,所述第一客户端是用于控制所述第一虚拟对象的客户端,所述环境虚拟对象是所述虚拟环境具有的场景元素。
  18. 根据权利要求17所述的方法,其中,所述皮肤信息包括以下至少一种;
    所述目标皮肤在所属的目标皮肤系列中的皮肤等级,所述目标皮肤系列中的皮肤具有相同的基础皮肤样式;
    所述目标皮肤的稀有程度;
    所述目标皮肤的皮肤品质;
    所述目标皮肤的皮肤主题;
    所述目标皮肤覆盖的所述第一虚拟对象的躯体部位;
    所述目标皮肤具有的皮肤配件;
    所述目标皮肤具有的皮肤属性;
    所述目标皮肤具有的皮肤配件的数量。
  19. 根据权利要求17或18所述的方法,其中,所述方法还包括:
    确定所述环境虚拟对象处于待交互状态,所述待交互状态指示所述环境虚拟对象当前未与虚拟对象发生互动。
  20. 根据权利要求17或18所述的方法,其中,所述方法还包括:
    接收所述第一客户端发送的将所述环境虚拟对象刷新为待交互状态的请求,所述待交互 状态指示所述环境虚拟对象当前未与虚拟对象发生互动;
    将所述环境虚拟对象刷新为所述待交互状态。
  21. 根据权利要求17或18所述的方法,其中,所述方法还包括:
    向第二客户端发送显示所述目标形态的指令;
    其中,所述第二客户端是用于控制第二虚拟对象的客户端,所述第二虚拟对象是在所述虚拟环境中除所述第一虚拟对象之外的任一虚拟对象。
  22. 根据权利要求17或18所述的方法,其中,所述方法还包括:
    向第二客户端发送将所述环境虚拟对象刷新为待交互状态的指令;
    其中,所述第二客户端是用于控制第二虚拟对象的客户端,所述第二虚拟对象是在所述虚拟环境中除所述第一虚拟对象之外的任一虚拟对象,所述待交互状态指示所述环境虚拟对象当前未与虚拟对象发生互动。
  23. 一种基于虚拟环境的交互方法,其中,所述方法由第二客户端执行,所述方法包括:
    在所述虚拟环境中显示第一虚拟对象和环境虚拟对象,所述环境虚拟对象是所述虚拟环境具有的场景元素;
    控制所述环境虚拟对象显示出目标形态,所述目标形态与所述第一虚拟对象穿戴的目标皮肤相对应;
    其中,所述第二客户端是用于控制第二虚拟对象的客户端,所述第二虚拟对象是在所述虚拟环境中除所述第一虚拟对象之外的任一虚拟对象。
  24. 根据权利要求23所述的方法,其中,所述控制所述环境虚拟对象显示出目标形态,包括:
    在所述第一虚拟对象穿戴有第一皮肤的情况下,控制所述环境虚拟对象显示出与所述第一皮肤相对应的第一形态;
    在所述第一虚拟对象穿戴有第二皮肤的情况下,控制所述环境虚拟对象显示出与所述第二皮肤相对应的第二形态;
    其中,所述第一皮肤和所述第二皮肤是不同的皮肤,所述第一形态和所述第二形态是所述环境虚拟对象的不同形态。
  25. 根据权利要求23所述的方法,其中,所述环境虚拟对象的显示方法,包括:
    显示原生形态的环境虚拟对象,所述原生形态是所述环境虚拟对象具有的基础形态。
  26. 根据权利要求23所述的方法,其中,所述控制所述环境虚拟对象显示出目标形态,包括:
    通过播放第一动态特效,显示出所述环境虚拟对象的原生形态切换为所述目标形态,所述目标形态再切换为所述原生形态的形态变化过程。
  27. 根据权利要求23所述的方法,其中,所述控制所述环境虚拟对象显示出目标形态,包括:
    接收服务器发送的显示所述目标形态的指令;
    控制所述环境虚拟对象显示出所述目标形态。
  28. 根据权利要求23所述的方法,其中,所述方法还包括:
    接收服务器发送的将所述环境虚拟对象刷新为待交互状态的指令,所述待交互状态指示所述环境虚拟对象当前未与虚拟对象发生互动;
    将所述环境虚拟对象刷新为所述待交互状态。
  29. 根据权利要求23-28任一所述的方法,其中,所述方法还包括:
    显示所述第一虚拟对象朝所述环境虚拟对象移动的画面。
  30. 一种基于虚拟环境的交互装置,其中,所述装置包括:
    显示模块,用于在所述虚拟环境中显示第一虚拟对象和环境虚拟对象,所述环境虚拟对象是所述虚拟环境具有的场景元素;
    控制模块,用于响应于所述第一虚拟对象对所述环境虚拟对象的互动操作,控制所述环 境虚拟对象显示出目标形态,所述目标形态与所述第一虚拟对象穿戴的目标皮肤相对应。
  31. 一种基于虚拟环境的交互装置,其中,所述装置包括:
    接收模块,用于接收第一客户端发送的第一虚拟对象和环境虚拟对象的互动请求,所述互动请求携带有所述第一虚拟对象穿戴的目标皮肤的皮肤信息;
    确定模块,用于基于所述目标皮肤的皮肤信息,确定与所述皮肤信息对应的目标形态;
    发送模块,用于向所述第一客户端发送显示所述目标形态的指令;
    其中,所述第一客户端是用于控制所述第一虚拟对象的客户端,所述环境虚拟对象是所述虚拟环境具有的场景元素。
  32. 一种基于虚拟环境的交互装置,其中,所述装置包括:
    显示模块,用于在所述虚拟环境中显示第一虚拟对象和环境虚拟对象,所述环境虚拟对象是所述虚拟环境具有的场景元素;
    控制模块,用于控制所述环境虚拟对象显示出目标形态,所述目标形态与所述第一虚拟对象穿戴的目标皮肤相对应。
  33. 一种计算机设备,其中,所述计算机设备包括:处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行,以使所述计算机设备实现如权利要求1至29任一所述的基于虚拟环境的交互方法。
  34. 一种非易失性计算机可读存储介质,其中,所述非易失性计算机可读存储介质存储有计算机程序,所述计算机程序由处理器加载并执行,以计算机实现如权利要求1至29任一所述的基于虚拟环境的交互方法。
  35. 一种计算机程序产品,其中,所述计算机程序产品包括计算机指令,所述计算机指令存储在非易失性计算机可读存储介质中,计算机设备的处理器从所述非易失性计算机可读存储介质读取所述计算机指令,所述处理器执行所述计算机指令,使得所述计算机设备实现如权利要求1至29任一所述的基于虚拟环境的交互方法。
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