WO2023231629A1 - 虚拟对象的显示方法、装置、设备、介质及程序产品 - Google Patents

虚拟对象的显示方法、装置、设备、介质及程序产品 Download PDF

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Publication number
WO2023231629A1
WO2023231629A1 PCT/CN2023/089386 CN2023089386W WO2023231629A1 WO 2023231629 A1 WO2023231629 A1 WO 2023231629A1 CN 2023089386 W CN2023089386 W CN 2023089386W WO 2023231629 A1 WO2023231629 A1 WO 2023231629A1
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WIPO (PCT)
Prior art keywords
virtual
prop
attribute
influence
sub
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PCT/CN2023/089386
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English (en)
French (fr)
Inventor
李一舟
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腾讯科技(深圳)有限公司
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Priority to US18/244,181 priority Critical patent/US20230415042A1/en
Publication of WO2023231629A1 publication Critical patent/WO2023231629A1/zh

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Classifications

    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6638Methods for processing data by generating or executing the game program for rendering three dimensional images for simulating particle systems, e.g. explosion, fireworks
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6692Methods for processing data by generating or executing the game program for rendering three dimensional images using special effects, generally involving post-processing, e.g. blooming

Definitions

  • Embodiments of the present application relate to the field of animation generation, and in particular to a virtual object display method, device, equipment, medium and program product.
  • virtual props that can cause damage to virtual objects are provided, such as virtual grenade props.
  • the mechanism by which virtual grenade props cause damage to virtual objects is: when the virtual grenade prop explodes at a designated location in the virtual scene, there is a corresponding explosion range. When the virtual object is within the explosion range, the virtual object's health value will Reduce the corresponding value.
  • the damage mechanism of virtual grenade props in the above-mentioned related technologies is relatively simple.
  • a virtual object uses a virtual grenade prop to attack, it needs to be thrown at a designated throwing position before the virtual object within the explosion range can receive damage, so the player needs to find the right location to throw.
  • Virtual grenade props cause the game to take too long and increase computer overhead.
  • Embodiments of the present application provide a virtual object display method, device, equipment, medium and program product, which improves the hit rate of virtual props affecting virtual objects.
  • the technical solution is as follows:
  • a method for displaying a virtual object includes:
  • the specified function of the virtual prop is triggered within the functional scope of the virtual prop, and the specified function is used to modify the attributes of the virtual object within the functional scope. value has an impact;
  • the sub-attribute influence result is the influence result produced by the multiple object parts respectively under the specified function
  • the sub-attribute influence results respectively corresponding to the plurality of object parts are fused to obtain the attribute influence result of the second virtual object.
  • the attribute influence result refers to the influence of the designated function of the virtual prop on the second virtual object.
  • the overall impact produced by the virtual object results.
  • a method for displaying virtual objects includes:
  • the second virtual object includes a plurality of object parts, and the second virtual object is a virtual object controlled by the current terminal;
  • the virtual props that are thrown in the virtual scene.
  • the virtual props are used to trigger designated functions within the functional scope after being thrown in the virtual scene.
  • the designated functions are used to control virtual objects within the functional scope.
  • the attribute value has an impact;
  • the sub-attribute influence result is the influence result produced by the plurality of object parts respectively under the specified function.
  • a virtual object display device includes:
  • a triggering module configured to trigger a designated function of the virtual prop within the functional scope of the virtual prop when the first virtual object throws the virtual prop in the virtual scene, and the designated function is used to trigger the virtual prop within the functional scope.
  • the attribute values of virtual objects are affected;
  • An acquisition module configured to obtain the corresponding corresponding parts of the plurality of object parts based on the positional relationship between the plurality of object parts of the second virtual object and the virtual prop in response to the second virtual object being within the functional scope.
  • the sub-attribute influence result is the influence result produced by the plurality of object parts under the specified function;
  • a fusion module configured to fuse the sub-attribute influence results corresponding to the plurality of object parts to obtain the attribute influence result of the second virtual object, where the attribute influence result refers to the specified function of the virtual prop. The overall impact on the second virtual object.
  • a virtual object display device includes:
  • a display module configured to display a second virtual object, where the second virtual object includes a plurality of object parts, and the second virtual object is a virtual object controlled by the current terminal;
  • the display module is also used to display virtual props that are thrown in the virtual scene.
  • the virtual props are used to trigger designated functions within the functional scope after being thrown in the virtual scene.
  • the designated functions are used to The attribute values of virtual objects within the functional scope are affected;
  • the display module is also used to display that the virtual prop triggers the designated function within the functional scope
  • the display module is also configured to display the attribute influence result of the second virtual object in response to the second virtual object being within the functional scope, wherein the attribute influence result is a result of a plurality of object parts respectively corresponding to The result obtained by synthesizing the sub-attribute influence results, which are the influence results produced by the multiple object parts respectively under the specified function.
  • a computer device includes a processor and a memory.
  • the memory stores at least one instruction, at least a program, a code set or an instruction set.
  • the at least one instruction, the at least A program, the code set or the instruction set is loaded and executed by the processor to implement the virtual object display method described in any of the embodiments of the present application.
  • a computer-readable storage medium is provided. At least one program code is stored in the computer-readable storage medium. The at least one program code is loaded and executed by a processor to implement any of the embodiments of the present application. 1. The display method of virtual objects.
  • a computer program product or computer program including 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 object display method described in any one of the embodiments of the present application.
  • the second virtual object includes a plurality of object parts.
  • a virtual prop thrown into the virtual scene triggers a specified function within the functional scope
  • the virtual prop will affect the multiple objects of the second virtual object.
  • the parts have an impact respectively, thereby obtaining multiple sub-attribute impact results.
  • the multiple sub-attribute impact results are combined to determine the attribute impact result of the virtual prop on the second virtual object.
  • Figure 1 is a schematic process diagram of a virtual object display method provided by an exemplary embodiment of the present application
  • Figure 2 is a schematic diagram of the implementation environment provided by an exemplary embodiment of the present application.
  • Figure 3 is a flow chart of a virtual object display method provided by an exemplary embodiment of the present application.
  • Figure 4 is a schematic diagram of a designated range provided by an exemplary embodiment of the present application.
  • Figure 5 is a schematic diagram of a designated range provided by another exemplary embodiment of the present application.
  • Figure 6 is a schematic diagram of a specified range provided by another exemplary embodiment of the present application.
  • Figure 7 is a schematic diagram of an attribute value box provided by an exemplary embodiment of the present application.
  • Figure 8 is a schematic diagram of a virtual character identification provided by an exemplary embodiment of the present application.
  • Figure 9 is a flow chart of a virtual object display method provided by another exemplary embodiment of the present application.
  • Figure 10 is a schematic diagram of the interface provided by an exemplary embodiment of the present application when there is an obstacle between the first object part and the virtual prop;
  • Figure 11 is a flow chart of a virtual object display method provided by another exemplary embodiment of the present application.
  • Figure 12 is a schematic interface diagram of a bone point connection provided by an exemplary embodiment of the present application.
  • Figure 13 is a schematic diagram of the projection of the second virtual object within the functional scope provided by an exemplary embodiment of the present application.
  • Figure 14 is a schematic diagram of the projection of the second virtual object within the functional scope provided by another exemplary embodiment of the present application.
  • Figure 15 is a schematic diagram of the projection of the second virtual object within the functional scope provided by another exemplary embodiment of the present application.
  • Figure 16 is a flow chart of a virtual object display method provided by another exemplary embodiment of the present application.
  • Figure 17 is a schematic projection diagram of different postures provided by an exemplary embodiment of the present application.
  • Figure 18 is a flow chart of a virtual object display method provided by another exemplary embodiment of the present application.
  • Figure 19 is a schematic diagram of the first aid effect identification and first aid range identification provided by an exemplary embodiment of the present application.
  • Figure 20 is a complete flow chart of a virtual object display method provided by an exemplary embodiment of the present application.
  • Figure 21 is a schematic interface diagram of a virtual object display method provided by an exemplary embodiment of the present application.
  • Figure 22 is a schematic interface diagram of a virtual object display method provided by another exemplary embodiment of the present application.
  • Figure 23 is a schematic projection plan view provided by another exemplary embodiment of the present application.
  • Figure 24 is a structural block diagram of a display device for virtual objects provided by an exemplary embodiment of the present application.
  • Figure 25 is a structural block diagram of a display device for virtual objects provided by another exemplary embodiment of the present application.
  • Figure 26 is a structural block diagram of a display device for virtual objects provided by another exemplary embodiment of the present application.
  • Figure 27 is a structural block diagram of a computer device provided by an exemplary embodiment of the present application.
  • virtual character B uses a virtual grenade
  • the prop is thrown next to virtual character A, it will trigger the explosion damage of the virtual grenade.
  • the game interface of virtual character A will display the explosion animation of the virtual grenade.
  • the server will calculate the specific details of virtual character A based on the position of virtual character A in the virtual scene and the position of the virtual grenade prop in the virtual scene when it explodes. Explosion damage received.
  • the second virtual object is a virtual character 101.
  • the virtual character 101 includes multiple body parts, such as hands, feet, head, waist, abdomen, chest, etc.
  • the explosion animation of the virtual grenade 111 is displayed in the game interface 110.
  • the virtual character 112 (the same virtual character as the virtual character 101) is in the virtual grenade 111 Within the explosion range, the virtual grenade 111 will cause damage to the virtual character 112.
  • the mechanism for generating damage is: determining the total damage value to the virtual character 112 by integrating the sub-damage values of the virtual grenade 111 to each body part of the virtual character 112, and the damage value of the virtual grenade 111 to each body part is calculated separately.
  • the total damage value 113 of the virtual grenade 111 to the virtual character 112 is finally displayed in the game interface 110 .
  • Figure 2 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application.
  • the implementation environment includes a first terminal 201, a second terminal 202 and a server 210.
  • the first terminal 201 and the server 210 are connected by
  • the communication network 220 is connected; the second terminal 202 and the server 210 are connected through the communication network 220.
  • the first application program 203 that supports virtual scenes is installed and run in the first terminal 201.
  • the first account corresponding to the second virtual object is logged in the first terminal 201.
  • the first terminal 201 runs the first application program At 203
  • the virtual scene of the first application program 203 is displayed on the screen of the first terminal 201, and the first terminal 201 can control the second virtual object.
  • the second application 204 supporting virtual scenes is installed and run in the second terminal 202.
  • a second account corresponding to the first virtual object is logged in to the second terminal 202.
  • the second terminal 202 runs the second application At 204
  • the virtual scene of the second application program 204 is displayed on the screen of the second terminal 202, and the second terminal 202 can control the first virtual object.
  • the first application program 203 running in the first terminal 201 and the second application program 204 running in the second terminal 202 are the same application program, then the second virtual object and the first application program can be combined. Virtual objects are displayed in the same virtual scene.
  • the first application 203 and the second application 204 may be virtual reality applications.
  • Applications First-Person Shooting (FPS) games, Third-Personal Shooting (TPS) games, Multiplayer Online Battle Arena Games (MOBA), Massively Multiplayer Online Characters Any one of the role-playing games (Massive Multiplayer Online Role-Playing Game, MMORPG), etc., the embodiment of the present application is not limited to this.
  • the first application program 203 and the second application program 204 are provided with a control function of virtual props and a display function of virtual objects.
  • the first application 203 and the second application 204 are in the same game battle, and the first The account and the second account are in a hostile relationship, as shown in Figure 2:
  • the virtual scene 205 of the first-person shooter game currently running in the second terminal 202 is provided with virtual grenade props.
  • the second terminal 202 receives the throwing operation of the virtual grenade props and sends the throwing operation to the server 210.
  • the server 210 receives When the virtual grenade prop is thrown, the first throwing interface rendering data will be fed back to the first terminal 201, and the second throwing interface rendering data will be fed back to the second terminal 202.
  • the second terminal 202 receives the second throwing interface rendering data, then A virtual scene 206 is displayed on the interface of the second terminal 202.
  • the virtual scene 206 displays an animation of a grenade being thrown and an animation of an explosion triggered by the grenade.
  • Attributes affect the result display request.
  • the first terminal 201 After receiving the first throwing interface rendering data, the first terminal 201 displays a virtual scene 207 on the interface of the first terminal 201, and an explosion animation triggered by the grenade is displayed in the virtual scene 207.
  • the first terminal 201 sends an attribute influence result display request to the server 210, where the attribute influence result display request includes the position data of the second virtual object and the virtual grenade prop at this time.
  • the server 210 When the server 210 receives the attribute impact result display request, it will obtain the functional range corresponding to the virtual grenade prop, and determine whether the second virtual object is within the explosion range of the virtual grenade prop based on the position data of the second virtual object and the virtual grenade prop at this time.
  • the second virtual object is within the explosion range of the virtual grenade prop, obtain the damage data of the multiple object parts of the second virtual object that are affected by the virtual grenade prop respectively; finally, comprehensively, the multiple object parts of the second virtual object that are affected by the virtual grenade prop are The damage data of the second virtual object is obtained, and the total damage data of the virtual grenade prop is obtained, and based on the total damage data, the attribute impact result display data of the second virtual object is obtained; the attribute impact result display data is sent to the first terminal 201.
  • the first terminal 201 receives the attribute influence result display data and displays the screen 208 of the second virtual object's life value decreasing.
  • the first terminal 201 and the second terminal 202 are smartphones, tablet computers, desktop computers, portable notebook computers, smart home appliances, vehicle-mounted terminals, aircraft, etc., but are not limited thereto.
  • the server 210 is used to provide background services for applications installed in the first terminal 201 and the second terminal 202 . It is worth noting that the server 210 can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or it can provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, and networks. Services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network, content distribution network) and cloud servers for basic cloud computing services such as big data and artificial intelligence platforms.
  • the communication network 220 may be a wired network or a wireless network, which is not limited in the embodiments of the present application.
  • the information including but not limited to user equipment information, user personal information, etc.
  • data including but not limited to data used for analysis, stored data, displayed data, etc.
  • signals involved in this application All are authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data need to comply with the relevant laws, regulations and standards of the relevant regions.
  • the attribute data involved in this application were obtained with full authorization.
  • Figure 3 is a flow chart of a virtual object display method provided by an embodiment of the present application. This method is applied to, for example, Taking the terminal shown in Figure 2 as an example, the method includes:
  • Step 301 Display the second virtual object.
  • the second virtual object includes a plurality of object parts, and the second virtual object is a virtual object controlled by the current terminal.
  • an application is installed and running in the current terminal, the first account is logged in to the application, and the application is an application that supports virtual scenes.
  • the virtual scene is the scene displayed when the target application is running on the terminal.
  • the virtual scene also includes at least one of virtual sky, virtual land, virtual ocean, etc., where the virtual land includes environments such as deserts and cities. environment elements.
  • the application is implemented as a first-person shooter game as an example for explanation.
  • the second virtual object can be a virtual character in the virtual scene controlled by the first account, or can also be controlled by the first account. Virtual vehicles in virtual scenes.
  • the object part refers to a partial structure of the second virtual object, and the second virtual object includes a plurality of object parts.
  • the plurality of object parts include at least one of the virtual character's left arm, right arm, left leg, right leg, head, chest, abdomen, etc.; if the second virtual object If the virtual object is a virtual vehicle, the plurality of object parts include at least one of the body, wheels, engine, fuel tank, etc. of the virtual vehicle.
  • the number of multiple object parts included in a second virtual object is greater than or equal to 2, that is to say, the second virtual object is composed of at least two object parts.
  • the second virtual object is For an avatar, the avatar consists of at least an upper body part and a lower body part.
  • the first account can control the second virtual object to move in the virtual scene, such as walking, running, jumping, squatting, standing up, flying, gliding, etc.; the first account can also control the second virtual object to move in the virtual scene. Release skills, such as: boxing, shooting, throwing, switching props, reloading, etc.
  • Step 302 Display the virtual props thrown in the virtual scene.
  • Virtual props are used to trigger specified functions within the functional scope after being thrown in the virtual scene, and the specified functions are used to affect the attribute values of virtual objects within the functional scope.
  • the attribute value includes: at least one of health value, energy value, attack power, attack speed, movement speed, etc., which is not limited in the embodiment of the present application.
  • the virtual scene also includes a first virtual object controlled by a second account, and the second account is an account logged in in the application program of the second terminal.
  • the second account may be an account that has an antagonistic relationship with the first account, and the second account may also be an account that has a cooperative relationship with the first account.
  • the application implemented as a first-person shooter game as an example.
  • the first account and the second account are in the same team and fight cooperatively; or the first account and the second account belong to different teams and are hostile. relation.
  • the virtual props are props thrown in the virtual scene by the second virtual object, or the virtual props are props thrown in the virtual scene by the first virtual object, which is not limited in the embodiments of the present application.
  • the virtual prop is thrown on the ground in the virtual scene; or is thrown in the air in the virtual scene; or is thrown on the virtual object.
  • the designated function refers to the functional effect exerted when the virtual prop is triggered.
  • the designated function includes at least one of the following functions:
  • the specified function is used to produce debuff effects on the attribute values of virtual objects within the scope of the function.
  • virtual props can be implemented as virtual grenade props.
  • the virtual grenade prop triggers an explosion effect, that is, when a specified function is used, the attribute values of virtual objects within the explosion range of the virtual grenade prop will be debuffed, for example: the health value is reduced. , blocked vision, reduced hearing, reduced movement speed, slower attack speed, reduced critical hit rate, etc., which can speed up the game progress, shorten the game time, and thus save computer expenses.
  • the specified function is used to produce a gain effect on the attribute values of virtual objects within the function range.
  • virtual props can be implemented as virtual first aid props.
  • the virtual first aid props trigger the first aid effect, that is, when the specified function is used, the attribute values of the virtual objects within the first aid range of the virtual first aid props will be enhanced, which can improve the combat effectiveness of the virtual objects. capabilities, thereby speeding up the pace of the game and improving the efficiency of human-computer interaction.
  • virtual props can be implemented as virtual anesthesia props.
  • the virtual anesthesia prop triggers an anesthesia effect, that is, a specified function
  • virtual objects within the anesthesia range of the virtual anesthesia prop cannot move in the virtual scene, nor can they issue any skills.
  • the virtual anesthesia prop corresponds to an anesthesia time
  • the anesthesia effect includes at least one of the following situations: Situation 1: The timing starts when the virtual anesthesia prop is triggered. During the anesthesia time, the impact of the anesthesia effect on the virtual object is fixed. changing.
  • Scenario 2 The timer starts when the virtual anesthesia prop is triggered. During the anesthesia time, the effect of the anesthesia effect on the virtual prop gradually weakens.
  • the virtual anesthesia prop when the virtual anesthesia prop is triggered, it is 0 seconds, and the anesthesia time lasts for 2 seconds, 0 seconds -1 Seconds, the virtual object is completely unable to move and cannot issue any skills; between 1 and 2 seconds, the virtual object regains the ability to walk and can issue simple skills (such as boxing); after 2 seconds, the virtual object returns to the state before anesthesia status.
  • Situation 3 The timing starts when the virtual anesthesia prop is triggered. During the anesthesia time, the impact of the anesthesia effect on the virtual prop is gradually enhanced. For example: when the virtual anesthesia prop is triggered, it is 0 seconds, and the anesthesia time lasts for 2 seconds, 0 seconds -1 seconds, the virtual object cannot run or move.
  • Prop skills cannot be used (for example: using virtual medicine to restore health); between 1 and 2 seconds, the virtual object cannot move at all and cannot issue any skills; after 2 seconds, the virtual object returns to the state before anesthesia. This allows the computer to render the picture only for the location of the virtual object during this time period, with a smaller rendering amount, thus improving the accuracy of rendering.
  • Specified functions are also used to change the representation of virtual objects within the scope of the function.
  • virtual props can be implemented as virtual transformation props.
  • the virtual transformation prop triggers the transformation effect, that is, when the specified function is specified, the virtual object within the transformation range of the virtual transformation prop will be expressed in the virtual scene. changes happened. That is to say, using virtual props for transformation can allow the computer to directly render the transformation screen for the virtual object holding the virtual props, improving the pertinence of the rendering.
  • the function range refers to the range that the specified function triggered by the virtual prop can affect in the virtual scene.
  • the function range includes at least one of the following ranges: 1. Taking the position where the virtual prop triggers as the center of the circle, and taking the preset distance The circular range divided by the radius is the functional range of the virtual prop. Schematically, as shown in Figure 4, in the virtual scene 400, the position where the virtual prop 401 is triggered is point A on the ground, then the functional range of the virtual prop 401 is the circle 402, and the virtual object 403 is in the circle 402, then the virtual The object 403 is within the functional scope of the virtual prop 401. 2. The interior of the cylinder with the trigger position of the virtual prop as the center of the circle, the first preset distance as the radius, and the second preset distance as the height is the functional range of the virtual prop.
  • the position where the virtual prop 501 is triggered is point B in the air, then the functional scope of the virtual prop 501 is inside the cylinder 502, then the second virtual object on the ground 503 and the first virtual object 504 in the air are both within the functional scope of the virtual prop 501.
  • the fan-shaped range divided by the trigger position of the virtual prop as the center of the circle, the preset angle as the central angle, and the preset distance as the radius is the functional range of the virtual prop.
  • the virtual scene 600 also displays sub-attributes corresponding to multiple object parts of the second virtual object. That is to say, each object part of the second virtual object has its corresponding attributes respectively. For example: health value.
  • Step 303 Display the virtual props to trigger the specified function within the function scope.
  • the specified animation is displayed within the function range, and the specified animation matches the specified function.
  • an explosion animation is displayed within the functional scope.
  • the position where the virtual prop is triggered is the position where the virtual prop is thrown; or, the position where the virtual prop is triggered is not the position where the virtual prop is thrown.
  • the position where the virtual prop is triggered may not be the position where the virtual prop is thrown.
  • the virtual object throws the virtual prop on the ground in the virtual scene, it can be considered to be thrown to the landing point.
  • the point is the position where the virtual prop is thrown.
  • the virtual prop is not a prop that is triggered immediately after landing, the virtual prop may move forward for a certain distance before being triggered. In this case, the triggering position of the virtual prop is not the same position as the position where the virtual prop was thrown.
  • the triggering method of the above specified function includes at least one of the following methods:
  • the first avatar throws the virtual grenade prop into the virtual scene, and when the virtual grenade prop comes into contact with the ground in the virtual scene, explosion damage is immediately triggered; or, the first avatar positions the virtual grenade prop and throws it to On the second avatar, when the virtual grenade prop comes into contact with the second avatar, explosion damage will be triggered immediately.
  • Virtual props have corresponding trigger times. When the virtual props are thrown out, the timing starts. When the trigger time is reached, the specified function is triggered.
  • the triggering time of the virtual grenade prop is 3 seconds. At 0 seconds, the first virtual character throws the virtual grenade prop. At 3 seconds, the virtual grenade prop triggers explosion damage.
  • the virtual object chooses whether to trigger it.
  • the first virtual character throws the virtual grenade prop onto the ground in the virtual scene.
  • the first virtual character clicks the explosion button the virtual grenade prop triggers explosion damage; or, the first virtual object steps on the virtual grenade prop, Then the virtual grenade prop triggers explosion damage.
  • a function scope identifier is also displayed in the virtual scene.
  • the functional range of the virtual prop 401 is a circle 402, and the functional range is marked as a circumferential line 404. If virtual prop 401 is thrown at On the ground but not yet triggered, the circular line 404 can be highlighted to remind the virtual object 403 of the functional scope of the virtual prop 401.
  • Step 304 In response to the second virtual object being within the functional scope, display the attribute influence result of the second virtual object.
  • the attribute impact result is the result obtained by combining the sub-attribute impact results corresponding to multiple object parts, and the sub-attribute impact result is the impact result produced by multiple object parts under specified functions.
  • the second virtual object corresponds to an object identification point, and the object identification point represents the second virtual object.
  • the object identification point is within the functional scope, it means that the second virtual object is within the functional scope.
  • the above object identification point is the center bone point of the second virtual object, when the center bone point of the second virtual object is within the functional range.
  • the second virtual object includes multiple object parts, and the multiple object parts respectively correspond to object part bone points. When at least one object part bone point is within the functional range, it represents the second virtual object. within functional limits.
  • the head skeleton point of the second virtual object is within the functional range, which means that the second virtual object is within the functional range.
  • the fusion result of the sub-attribute influence results corresponding to multiple object parts is displayed as the attribute influence result of the second virtual object; or, the sub-attribute influence results corresponding to the multiple object parts are displayed respectively, As properties of the second virtual object affect the result.
  • the above-mentioned display of the attribute influence results of the second virtual object also includes: first, in response to the second The virtual object is within the functional scope, and when the first object part of the second virtual object and the virtual prop are in the first positional relationship, the first sub-attribute influence result of the first object part is displayed.
  • the first object part of the second virtual object in response to the second virtual object being within the functional range, if there is an obstacle between the first object part of the second virtual object and the virtual prop, display the first object part to avoid the influence of the sub-attribute of the specified function result.
  • the virtual grenade prop explodes, the avatar is within the explosion range, and there is an obstacle between the avatar's left arm and the virtual prop, then a picture of the avatar's left arm not being attacked is displayed, such as: The left arm remains motionless, that is, the virtual character's left arm avoids the impact of the explosion of the virtual grenade prop.
  • the second object part of the second virtual object and the virtual prop are in the second positional relationship, display the second sub-attribute influence result of the second object part.
  • the second positional relationship means that there are no obstacles between the object part and the virtual prop.
  • the sub-attribute influence results of the second object part under the influence of the attribute influence function are displayed.
  • the display situation of the attribute affecting the result includes at least one of the following situations:
  • the display method of the attribute value change results includes at least one of the following methods: Method 1. Directly display the attribute value change numbers. Schematically, when the avatar is within the explosion range of the virtual grenade prop, the virtual grenade prop causes 20 points of health damage to the avatar's left arm, 10 points of health damage to the right arm, and 30 points of life damage to the head. If the avatar's left leg, right leg, abdomen and chest are not caused health damage, then the health damage caused by the virtual grenade prop to the avatar (that is, the attribute impact result) is 60 points. A digital prompt of "HP -60" is displayed around it. Method 2: Display the changed attribute value box.
  • the black filled area in the health bar 701 corresponding to the virtual character is 100%, indicating that the virtual character's health value is 100 points; when The avatar was within the explosion range of the virtual grenade prop.
  • the virtual grenade prop caused 20 points of health damage to the avatar's left arm, 10 points of health damage to the right arm, and 30 points of health damage to the head. No damage was done to the avatar. If the avatar's left leg, right leg, abdomen and chest cause health damage, the health damage caused by the virtual grenade prop to the avatar (that is, the result of attribute influence) is 60 points. At this time, the corresponding health volume of the avatar is displayed.
  • the black filled area in bar 702 is 40%, indicating that the virtual character's health value is 40 points at this time. It is worth noting that when the second virtual object is within the functional scope, only the attribute value change numbers can be displayed; only the attribute value change boxes can be displayed; or the attribute value change numbers and the attribute value change boxes can be displayed at the same time.
  • the display method of the appearance change result includes at least one of the following methods: Method 1. Directly display the appearance change result of the second virtual object.
  • the appearance of the second virtual object is displayed based on attribute values of the second virtual object.
  • the head is displayed normally, and when the health value of the avatar's head is 50 points, the head injury is displayed.
  • the above injury display corresponds to an injury level, and the injury display for different injury levels is different.
  • the first injury level corresponds to the health value of the second virtual object being [0, 10); the second injury level corresponds to the health value of the second virtual object being [10, 50); the third injury level corresponds to the health value of the second virtual object is [50, 100).
  • Method 2 Display the change result of the appearance identifier of the second virtual object.
  • the display of the appearance identifier of the second virtual object corresponds to the appearance of the second virtual object.
  • the avatar logo 801 when the avatar is not harmed by the explosion of the virtual grenade prop and the health points of each part of the avatar are 100 points, the avatar logo 801 only displays the outline of the avatar. There is no color filling inside, which means that the avatar has not received any health damage yet; when the avatar is in the explosion range of the virtual grenade prop, if 20 points of health damage are caused to the avatar's head, the avatar's head will be marked with 802.
  • a red logo flashes on the head to indicate that the head of the avatar logo 802 has been injured; if 91 points of health damage is caused to the avatar's head, a red logo will be displayed directly on the head of the avatar logo 802. The head injury is severe at this point, optionally indicating that the avatar will die within 10 seconds.
  • the second virtual object includes a plurality of object parts.
  • a virtual prop thrown into the virtual scene triggers a specified function within the functional scope
  • the virtual prop will affect the multiple objects of the second virtual object.
  • the parts have an impact respectively, thereby obtaining multiple sub-attribute impact results.
  • the multiple sub-attribute impact results are combined to determine the attribute impact result of the virtual prop on the second virtual object.
  • Figure 9 is a flow chart of a virtual object display method provided by an embodiment of the present application. This method can be applied to the terminal as shown in Figure 2, and can also be applied to the server as shown in Figure 2. With this method Taking the server shown in Figure 2 as an example for illustration, the method includes:
  • Step 901 When the first virtual object throws a virtual prop in the virtual scene, the specified function of the virtual prop is triggered within the functional scope of the virtual prop.
  • the specified function is an instantaneous function, that is to say, the specified function will have an impact on the virtual object in the functional scope at the moment of triggering, but will not have any impact after the triggering ends.
  • the designated function is a continuous function, that is to say, the designated function can affect the virtual object in the functional scope for a sustained period of time, and the designated function will not become invalid until a period of time.
  • the designated function when the designated function is a continuous function, the designated function includes a first-stage function and a second-stage function, and the impacts of the first-stage function and the second-stage function are different. Schematically, take the implementation of virtual props as virtual grenade props as an example.
  • the virtual grenade props produce first-stage damage when they explode, that is, the first-stage function.
  • the duration of the first-stage damage is 1 second.
  • first-stage damage usually health damage
  • 1 second after the virtual grenade prop explodes it will produce second-stage damage.
  • the duration is 2 seconds. If the virtual object does not leave the explosion range at the 2nd second, it will suffer second-stage damage, which is the second-stage function.
  • the second-stage damage can be smaller health damage, or It can reduce the speed of virtual objects, invalidate skills, drop equipment (in this state, virtual objects cannot pick up passively dropped equipment), etc. It is worth noting that the explosion effect of virtual grenade props is continuous. If other virtual objects enter the explosion range 2 seconds after the explosion, the virtual object will suffer the second stage of damage.
  • Step 902 In response to the second virtual object being within the functional scope, based on the positional relationship between the multiple object parts of the second virtual object and the virtual prop, obtain the sub-attribute influence results corresponding to the multiple object parts respectively.
  • the sub-attribute impact results are the impact results produced by multiple object parts under specified functions.
  • the above-mentioned second virtual object is a virtual object within the functional scope of the virtual prop.
  • the virtual grenade prop triggers the explosion effect
  • the virtual character is within the explosion range, at this time, it is necessary to analyze the positional relationship between the various parts of the virtual character's body and the virtual prop to obtain the multiple bodies of the virtual character. Injuries to the site.
  • the above positional relationship includes a first positional relationship and a second positional relationship, where the first positional relationship refers to the existence of obstacles between the virtual props and the object parts; the second positional relationship refers to the virtual props and the object parts. There are no obstacles between the prop and the object part.
  • Step 903 Fusion of sub-attribute influence results corresponding to multiple object parts to obtain attribute influence results of the second virtual object.
  • the above-mentioned method of obtaining the attribute influence results of the second virtual object includes at least one of the following methods: 1. Summing the sub-attribute influence results corresponding to multiple object parts to obtain the first The properties of the two virtual objects affect the results. 2. Perform a weighted summation of the sub-attribute influence results corresponding to multiple object parts to obtain the attribute influence results of the second virtual object.
  • the sub-attribute influence result corresponds to a weight coefficient.
  • the value range of the weight coefficient is [0,1), and the value range of the sum of the weight coefficients of multiple object parts is (0,1]. That is, , calculate the sub-attribute impact results corresponding to multiple object parts through different calculation methods to obtain the overall attribute impact result of the second virtual object, which improves the reality of the overall attribute impact result.
  • Figure 11 is a flow chart of a virtual object display method provided by an embodiment of the present application. This method can be applied to the terminal as shown in Figure 2, and can also be applied to the server as shown in Figure 2. With this method Taking the server shown in Figure 2 as an example for illustration, the method includes:
  • Step 1101 When the first virtual object throws a virtual prop in the virtual scene, the specified function of the virtual prop is triggered within the functional scope of the virtual prop.
  • Step 1102 In response to the second virtual object being within the functional range, when there is an obstacle between the first object part among the plurality of object parts and the virtual prop, determine whether the first object part avoids the sub-object generated by the attribute influence function. attribute influence.
  • the above-mentioned avoidance of the influence of the specified function of the virtual prop on its sub-attributes means that the influence of the specified function of the virtual prop on the sub-attribute value thereof is 0.
  • the above-mentioned method for determining the presence of obstacles between an object part and a virtual prop includes: creating bone point connections corresponding to multiple object parts from the position where the virtual prop is thrown; responding to the first The connection line between the bone points corresponding to an object part is blocked, and it is determined that there is an obstacle between the first object part and the virtual prop.
  • the virtual character 1201 includes 7 key body parts. The position where the virtual grenade prop is thrown is point A.
  • Lines 1202 connecting point A and the left arm bone point, and point A and the right arm bone are respectively created.
  • the obstacle between the first object part and the virtual prop corresponds to an obstacle attribute
  • the process of determining the influence of the sub-attribute of the first object part further includes:
  • the obstacle includes a virtual wall that blocks the first object part, and the obstacle attribute of the virtual wall includes the wall damage occlusion upper line.
  • the wall damage occlusion is implemented as the current solid value of the virtual wall. The solid value is used to indicate the solidity of the virtual wall. The higher the solid value, the less likely the virtual wall is to be penetrated or damaged. .
  • the distance between obstacles determines the effect of the specified function of the virtual prop on the attributes of the obstacles.
  • the obstacle as a virtual wall and the upper limit of wall damage occlusion as the current solid value of the virtual wall as an example, first determine whether the distance between the virtual prop and the virtual wall is greater than the preset distance threshold.
  • the virtual prop will not affect the solid value; if the distance between the virtual prop and the virtual wall is less than or equal to the preset distance threshold, the distance between the virtual prop and the virtual wall will be Multiply the corresponding distance coefficient and the baseline influence value of the virtual prop on the virtual wall to calculate the impact of the specified function of the virtual prop on the solid value of the virtual wall.
  • the distance coefficient is determined based on the distance between the virtual prop and the virtual wall and the specified distance base.
  • the specified distance base is greater than 0 and less than 1.
  • the baseline impact value of virtual props on the virtual wall is the impact of the virtual props on the solid value of the virtual wall at a very close distance
  • the obstacle in response to the attribute influence of the specified function on the obstacle's attributes meeting the penetration requirements, determine the sub-attribute influence of the obstacle on the first object part under the influence of the specified function. That is, when the attribute influence of the specified function on the obstacle attribute reaches the penetration requirement, the obstacle will have sub-attribute influence on the object part, enriching the diversity of attribute influence.
  • the attack value on the wall in response to the specified function reaches the upper limit of wall damage occlusion, and the sub-attribute impact of the wall on the first object part during the process of damage and explosion is determined. .
  • the attack value of the specified function on the wall is the impact result represented by E in Formula 2, and the upper limit of wall damage shielding is the current solid value of the virtual wall. If E is greater than or equal to the current solid value of the virtual wall, the virtual wall will explode, and the exploded virtual wall will have an impact on the first object part.
  • the initial damage value of the virtual wall to the first object part and the virtual The distance between the wall and the first object part determines the influence of the virtual wall on the first object part.
  • the virtual wall corresponds to a wall level. The higher the level, the higher the initial damage value of the virtual wall to the first object part.
  • T is the adjusted initial damage value
  • C is Initial damage value
  • O P is the distance coefficient between the virtual wall and the first object part
  • O is the adjustment base, O ⁇ (0,1)
  • P is the distance between the virtual wall and the first object part.
  • T in Formula 3 is the influence of the virtual wall on the first object part, that is, the sub-attribute influence of the obstacle on the first object part. That is to say, when the obstacle is a virtual wall that blocks the object part, when the virtual wall is attacked by a virtual prop, it can also have sub-attribute effects on the object part during the process of destruction and explosion, enriching the diversity of attribute influence methods.
  • Step 1103 in response to the second virtual object being within the functional scope and in the case of a through-connection between the second object part and the virtual prop among the plurality of object parts, based on the influencing factors between the second object part and the virtual prop, Determine whether the sub-attribute corresponding to the second object part affects the result.
  • the influencing factors include at least one of distance factors, armor factors, projection relationship factors, posture factors of the main control virtual object, resistance factors and duration factors.
  • a bone point connection line corresponding to multiple object parts is created from the position where the virtual prop is thrown; in response to the bone point connection line corresponding to the second object part, the second object part and the virtual object part are connected through The prop is used to determine that there are no obstacles between the second object part and the virtual prop.
  • the virtual character 1201 includes 7 key body parts. The position where the virtual grenade prop is thrown is point A. Lines 1202 connecting point A and the left arm bone point, and point A and the right arm bone are respectively created.
  • connection line 1208 to the abdominal bone point, and the connection lines 1206 and 1207 are not blocked by obstacles, indicating that there are no obstacles between the left leg, right leg of the virtual character 1201 and the virtual grenade prop. That is to say, according to the throwing position of the virtual prop, a method of creating multiple bone point connections corresponding to the object parts is used to determine whether there are obstacles between the object part and the virtual prop through the connection of the bone point connections, which can improve the judgment of the virtual prop. and the accuracy of obstacle conditions between object parts.
  • the above process of determining the influence result of the sub-attribute corresponding to the second object part also includes:
  • the base attribute value is The properties of pre-set virtual props on the target part under ideal conditions influence the results.
  • the ideal state means that there are no obstacles between the virtual prop and the object part, and the distance between them is infinitely close to 0.
  • the virtual prop as a virtual grenade prop as an example to illustrate, when the virtual grenade prop is triggered, When it is on a certain target part of the virtual object, the damage value of the virtual grenade prop to the target part at this time is the base damage value.
  • the reference attribute values of different object parts of the second virtual object are different.
  • the base damage value of a virtual grenade prop to the virtual character's head and chest can be increased, and the base damage value to the virtual character's hands and feet can be lowered.
  • the influencing factors include distance factors
  • the distance between the second object part and the virtual prop is used as the exponential coefficient
  • the product of the adjustment base under the exponential coefficient is used as the first adjustment coefficient, where the adjustment base is greater than 0. and less than 1; the first adjustment coefficient is used to adjust the base attribute value through the product result obtained by multiplying the base attribute value.
  • the influencing factors include distance factors
  • the virtual prop is implemented as a virtual grenade prop
  • the second virtual object is implemented as a virtual character
  • the second object part is implemented as the head of the virtual character as an example.
  • the distance of the connection is obtained; if the distance is greater than the distance threshold, then the sub-attribute impact value of the virtual grenade prop on the virtual character's head is determined to be 0. If the distance is less than or equal to the distance threshold, it means that the virtual grenade prop will cause damage to the head of the virtual character.
  • the adjustment base is greater than 0 and less than 1.
  • the adjustment base is used as the base coefficient.
  • the distance is an exponential coefficient. The first adjustment coefficient is calculated.
  • L is the distance.
  • L in the above formula 4 can also be implemented as a distance level.
  • the distance threshold of virtual grenade props is 12 meters.
  • Distance level 1 means that the distance is within the interval of (0 meters, 1 meter].
  • L in the above formula 1 is 1; distance level 2 means the distance Within the interval of (1 meter, 5 meters], L in the above formula 1 is 2; distance level 3 means that the distance is within the interval of (5 meters, 10 meters], L in the above formula 1 is 3 ; Distance level 4 means that the distance is within the range of (10 meters, 12 meters), and L in the above formula 1 is 4. That is, the distance between the object part and the virtual prop is used as an exponential coefficient to adjust the base After the product result under the exponential coefficient is used as the first adjustment coefficient, the base attribute value is adjusted by the first adjustment coefficient, so that the adjustment range of the base attribute value becomes exponential as the distance changes.
  • the second adjustment coefficient is determined based on the product of the armor level corresponding to the armor factor and the adjustment coefficient, where the adjustment coefficient is greater than 0 and less than 1; the second adjustment coefficient is The base attribute value is adjusted by multiplying it with the base attribute value.
  • multiple object parts of the second virtual object are also equipped with armor, and the armor corresponds to an armor level.
  • virtual characters can obtain helmets, bulletproof vests and other props in the game when playing the game, and helmets and bulletproof vests have corresponding level numbers. The higher the level number, the helmet or bulletproof vest. The protective ability is stronger.
  • the influencing factors include armor factors
  • the virtual prop is implemented as a virtual grenade prop
  • the second object part is implemented as the head of the virtual character.
  • Let’s take an example to illustrate.
  • the virtual grenade prop is triggered, if the virtual character’s head is not equipped with protective props such as a helmet, the impact factor does not include the armor factor.
  • the head of the avatar is equipped with a helmet, obtain the level of the helmet and obtain the preset coefficient at the same time.
  • the preset coefficient is greater than 0 and less than 1.
  • the level of the helmet is the armor level and the preset coefficient is the adjustment coefficient.
  • the above-mentioned armor level will decrease with the number of uses. For example, if the level of the above-mentioned helmet is level 4 without being attacked, then the armor level will be level 4. If it is attacked once, the helmet's level will drop to level 3, and the armor level will be level 3. Optionally, the helmet's level decline is not fixed. In an attack, the higher the damage sustained, the greater the decline.
  • the above-mentioned armor level will not decrease with the number of uses, but the number of times the armor can be used is limited. For example, without being attacked, 4 A level helmet can be used 4 times. After receiving 4 attacks, the helmet loses its protective ability, and the armor level of the helmet is level 4 for each attack. That is, by determining the second adjustment coefficient through the product of the armor level and the adjustment coefficient, and then multiplying the base attribute value with the base attribute value to adjust the base attribute value, it is possible to achieve different adjustment effects when the armor level is different.
  • the influencing factors include projection relationship factors
  • obtain the projection of the second virtual object within the functional range use the proportional coefficient of the projected area of the second virtual object within the functional range and the base projected area of the second virtual object as The third adjustment coefficient, where the proportional coefficient is greater than 0 and less than 1; the third adjustment coefficient is used to adjust the base attribute value through the product result obtained by multiplying the base attribute value.
  • the virtual prop triggers the attribute influencing function
  • the current posture of the second virtual object is different. For schematic illustration, taking the virtual prop as a virtual grenade prop as an example, the virtual grenade prop is When an explosion is triggered, the fragments emitted from the explosion point cause damage to the virtual character.
  • the third adjustment coefficient is determined by obtaining the projection of the virtual character within the explosion range.
  • obtaining the third adjustment coefficient requires obtaining the projected area of the second virtual object within the functional range and the base projected area of the second virtual object. The process of obtaining the above two projected areas is explained below:
  • the method for obtaining the projection of the second virtual object within the functional range includes: creating a line connecting the center bone point of the second virtual object from the position where the virtual prop is thrown, and determining the line connecting the center bone point with the second virtual object.
  • the projection plane perpendicular to the line; the projection of the second object part among the plurality of object parts on the projection plane is determined as the projection of the second virtual object within the functional range.
  • the above-mentioned central bone point of the second virtual object can be implemented as a middle position bone point of the second virtual object.
  • calculate the projected area of the second object part in the second virtual object on the projection plane which is the projected area of the second virtual object within the functional range.
  • the explosion point of the virtual grenade prop is point A
  • the central bone point of the virtual character 1301 is point B.
  • the plane 1302 is the projection plane; create connections from point A to the bone points of each body part of the virtual character 1301 (it is worth noting that you need to create as many points as possible from point A to
  • the lines connecting the bone points of each body part of the virtual character 1301 are extended to the plane 1302.
  • the closed image formed is the projection of the virtual character 1301.
  • the area of the closed image on the plane 1302 is the projected area of the virtual character within the explosion range, that is, the projected area of the second virtual object within the functional range.
  • the explosion point of the virtual grenade prop is Point a
  • the central bone point of the virtual character 1401 is point b
  • connect ab and draw a plane 1402 perpendicular to the line segment ab
  • the plane 1402 is the projection plane
  • the area of the image is the projected area of the virtual character within the explosion range, which is also the projected area of the second virtual object within the functional range. That is, the projection plane is determined based on the connection line between the throwing position of the virtual prop and the central bone of the second virtual object, so that the projection area of the object part on the projection plane is determined as the projection area within the functional range, which can improve the accuracy of obtaining the projection area. Spend.
  • the method for obtaining the reference projection area of the second virtual object includes at least one of the following methods: Method 1.
  • the reference projection area is a preset area, which is the second virtual object in the virtual scene.
  • the front surface area in , schematically, the reference projected area of the virtual character is the area enclosed by the external contour of the virtual character in a standard stance; the reference projected area of the virtual vehicle is the area of the virtual vehicle's body exposed to the outside.
  • Method 2 The reference projection area is the projection area of the second virtual object on the target projection plane.
  • the virtual character is standing in the virtual scene.
  • the explosion point of the virtual grenade prop is point c.
  • the central bone point of the virtual character 1501 is point d.
  • the plane 1502 is the projection plane; connect point c and the bone points of each body part respectively, and extend each of the above line segments to the plane 1502 respectively.
  • the area of the closed image calculated on the plane 1502 is the base projection area of the virtual character, that is The base projected area of the second virtual object. Get the second virtual object within the scope of the function After the projection area of the second virtual object and the base projection area of the second virtual object, the third adjustment coefficient can be determined. Schematically, the proportion coefficient of the projection area of the second virtual object within the functional range and the base projection area of the second virtual object is calculated. That is the third adjustment coefficient, where the proportional coefficient is greater than 0 and less than 1.
  • X3 M/N, where X3 represents the third adjustment coefficient, X3 ⁇ (0,1); M is the The projected area of the second virtual object within the functional range; N is the base projected area of the second virtual object. That is, when the posture of the second virtual object within the functional range is different, the corresponding projected area within the functional range is also different, so that the reference attribute value can be adjusted differently according to the different postures of the second virtual object.
  • the influencing factors include the posture factor of the second virtual object
  • obtain the current posture of the second virtual object use the posture coefficient corresponding to the posture as the fourth adjustment coefficient, where the posture coefficient is greater than 0 and less than 1; fourth The adjustment coefficient is used to adjust the base attribute value by multiplying it with the base attribute value.
  • the current posture of the second virtual object is different, and different postures correspond to different posture coefficients.
  • the relationship between the posture coefficients corresponding to different postures is: standing > squatting > lying down.
  • the fourth adjustment coefficient can be determined, where the posture coefficient is greater than 0 and less than 1.
  • the influencing factors include resistance factors
  • the virtual scene includes virtual water flow
  • the resistance coefficient when the virtual prop triggers the specified function includes the resistance coefficient in the virtual water flow.
  • the resistance corresponds to a resistance coefficient, and the greater the resistance, the smaller the resistance coefficient. That is, by obtaining the resistance coefficient of the virtual prop when triggering the specified function, and multiplying the resistance coefficient with the base attribute value, the base attribute value can be adjusted, thereby improving the adjustment accuracy.
  • the influencing factors include the duration factor
  • obtain the duration for the virtual prop to trigger the specified function and determine the duration influence coefficient based on the duration, where the duration influence coefficient is greater than 0 and less than 1; the duration influence coefficient is used to compare with the baseline attribute value Multiply to adjust the base attribute value.
  • the designated function triggered by the virtual props corresponds to a function time.
  • the virtual props can continue to have an impact on the attribute value of the virtual object within the functional scope, but the above impact on the attribute value will change with time. Time gradually decays or gradually increases. That is, by obtaining the duration influence coefficient of the virtual prop when triggering the specified function, and multiplying the duration influence coefficient with the base attribute value, the base attribute value can be adjusted, thereby improving the adjustment accuracy.
  • the influencing factors also include remaining attribute value factors.
  • the influencing factors include the remaining attribute value factors of the second object part, obtain the number of levels corresponding to the remaining attribute values of the second object part.
  • the product with the adjustment coefficient is used as the fifth adjustment coefficient, where the adjustment coefficient is greater than 0 and less than 1; the fifth adjustment coefficient is used to adjust the base attribute value by multiplying with the base attribute value.
  • virtual props are implemented as virtual first aid props as an example. The fewer remaining attribute values and the more restored attribute values, the better the recovery effect of the virtual first aid props. Schematically, take the attribute value as health value as an example to illustrate. The health value in the full health state is 100.
  • the level number is 1, and the recovery effect Best; when the health value is (30, 60], it is level 2, and the number of levels is 2; when the health value is (60, 90], it is level 3, and the number of levels is 3; when the health value is ( 90, 100], it is level 4, the number of levels is 4, and the recovery effect is the worst. It should be noted that if the health value is 100 at full health, the health value can be restored to 100 at most.
  • X5 represents the fifth adjustment coefficient
  • Z is the adjustment coefficient, Z ⁇ (0,1)
  • H is the number of remaining attribute value levels of the second object part.
  • the sub-attribute influence results generated by the object part are different, and when there is a through-connection between the object part and the virtual prop, it can also be based on the object.
  • Different influencing factors between parts and virtual props lead to different impact results of sub-attributes, which can improve the realism of the functions of virtual objects affected by the attributes of virtual props.
  • S3 Adjust the reference attribute value through the adjustment coefficient to obtain the sub-attribute influence results corresponding to the second object part.
  • the second object part includes two or more object parts, the reference attribute value of each object part is adjusted respectively to obtain multiple adjusted reference attribute values.
  • the adjustment coefficient is determined through the influencing factors between the object part and the virtual prop, and finally the object is obtained after adjusting the base attribute value according to the adjustment coefficient.
  • the sub-attribute influence results of parts can make different object parts have different adjustment amplitudes when the reference attribute values are different, which improves the adaptability of the influence changes of attribute results to the object parts.
  • Step 1104 Fusion of sub-attribute influence results corresponding to multiple object parts to obtain attribute influence results of the second virtual object.
  • Figure 16 is a flow chart of a virtual object display method provided by an embodiment of the present application. This method can be applied to the terminal as shown in Figure 2, and can also Applied to the server shown in Figure 2, this method is applied to the server shown in Figure 2 as an example.
  • the method includes:
  • Step 1601 When the first virtual object throws a virtual grenade prop in the virtual scene, the explosion damage of the virtual grenade prop is triggered within the explosion range of the virtual grenade prop.
  • the above virtual scene is implemented as a game battle screen between the second virtual object and the first virtual object, and the virtual grenade prop is a prop thrown by the first virtual object to the second virtual object, wherein the first The relationship between the virtual object and the second virtual object can be an adversarial relationship or a cooperative relationship.
  • the virtual grenade prop has a corresponding injury-free effect.
  • the second virtual object when a teammate of the second virtual object throws the virtual grenade prop in the virtual scene , and the second virtual object is within the explosion range of the virtual grenade prop, the second virtual object will not be harmed.
  • the above virtual scene can also be implemented as a throwing practice scene for the second virtual object.
  • the second virtual object in a shooting game, can practice throwing virtual grenades in the throwing practice scene. Props; the second virtual object can also feel the explosion damage of the virtual grenade props in the throwing practice scene.
  • the virtual grenade props thrown by the second virtual object itself will cause harm to itself.
  • the attribute values include the health value, sight range and hearing of the virtual object.
  • the health of the virtual object will be reduced; the virtual object's sight range will be reduced by emitting smoke, dust, debris, etc.; at the same time, the explosion sound generated by the virtual grenade prop will The virtual object's hearing is reduced, making it impossible for the virtual object to hear the gunshots and footsteps of the first nearby virtual object.
  • the virtual grenade props are instant damage props. For example, the virtual grenade props will cause damage to virtual objects within the explosion range at the moment of explosion, but will not cause damage after the explosion.
  • the virtual grenade prop is a continuous damage prop, and the virtual grenade prop has a corresponding damage duration.
  • the damage intensity and explosion range of virtual grenade props will slowly decrease over the duration of the damage.
  • the damage duration of the virtual grenade prop is 3 seconds.
  • the virtual grenade prop triggers explosion damage; at 0 to 1 second, the damage level of the virtual grenade prop is level 3 (that is, the maximum damage level of the virtual grenade prop).
  • the explosion range is a circular range of 24 meters in diameter; when 1 second to 2 seconds, the damage level of the virtual grenade prop is level 2, and the explosion range is a circular range of 12 meters in diameter; when 2 seconds to 3 seconds, The damage level of the virtual grenade prop is level 1, and the explosion range is a circular area with a diameter of 6 meters; after 3 seconds, the explosion damage of the virtual grenade prop will expire.
  • Step 1602 In response to the second virtual object being within the explosion range, based on the positional relationship between the multiple object parts of the second virtual object and the virtual grenade prop, obtain the sub-attribute influence results corresponding to the multiple object parts respectively.
  • the sub-attribute influence results are the debuff results produced by multiple object parts under explosion damage.
  • a connection line from the explosion center to the bone points of multiple object parts is created. If there is at least one bone point connection line within the explosion range, it means that the second virtual object is within the explosion range; if all The lines connecting the bone points exceed the explosion range, indicating that the second virtual object is not within the explosion range.
  • the positional relationship between the multiple object parts and the virtual grenade props is determined, thereby obtaining the corresponding sub-sections of the multiple object parts. Properties affect the results.
  • the position where the virtual grenade prop is thrown in the virtual scene is the explosion center of the virtual grenade prop, and lines connecting the explosion center to the bone points of multiple object parts are respectively created.
  • Multiple object parts can be classified according to the connection between bone points: if the connection between the explosion center and the object part is blocked, it means that the object part belongs to the first object part, and the virtual grenade props will not cause damage to the first object part.
  • Damage that is, it will not reduce the attribute value of the first object part; if the connection between the explosion center and the object part is not blocked, it means that the object part belongs to the second object part, and the virtual grenade prop may damage the second object part
  • the distance threshold it means that the virtual grenade prop will not cause damage to the second object part, that is, it will not reduce the damage to the second object part. Attribute values of two object parts. Second, if the line connecting the bone point of the second object part and the explosion center does not exceed the distance threshold, it means that the virtual grenade prop will cause damage to the second object part.
  • the initial set base damage value of the virtual grenade prop is obtained to the left leg and head.
  • the base damage value of the left leg is 20, and the base damage value of the head is 50;
  • the first adjustment coefficient corresponding to the distance factor For example: the distance of the left leg is 4 meters, the distance of the head is 5 meters, and the preset base adjustment base is 0.9, then after adjustment by the first adjustment coefficient
  • the second adjustment coefficient corresponding to the armor factor.
  • Virtual object 1701 is in a standing posture
  • virtual object 1703 is in a crouching posture.
  • Virtual object 1701 and virtual object 1703 belong to the same virtual object, and they are at the same distance from the explosion center point A, as shown in Figure 17
  • the area of the projection 1702 of the virtual object 1701 is significantly larger than the area of the projection 1704 of the virtual object 1703.
  • Step 1603 Fusion of sub-attribute influence results corresponding to multiple object parts to obtain debuff attribute influence results of the second virtual object.
  • the impact of the above-mentioned virtual grenade props on the sub-attributes of the second virtual object is that the health value of the left leg is reduced by 5.2488; the health value of the head is reduced by 14.7625. Then add the damage value of the left leg and the damage value of the head to get the attribute impact result of the second virtual object, that is, the total health value of the virtual object is reduced by 20.0113. That is to say, depending on the type of virtual props, the resulting attribute influence results are also different, which increases the diversity of props affected by attributes.
  • the specified function of the virtual prop produces a gain attribute influence result on the second virtual object.
  • Figure 18 is a flow chart of a virtual object display method provided by an embodiment of the present application. This method can be applied to the terminal as shown in Figure 2, and can also Applied to the server shown in Figure 2, this method is applied to the server shown in Figure 2 as an example.
  • the method includes:
  • Step 1801 When the first virtual object throws the virtual first aid prop in the virtual scene, the first aid effect of the virtual first aid prop is triggered within the first aid range of the virtual first aid prop.
  • the first aid effect is used to produce a gain effect on the attribute values of virtual objects within the first aid range.
  • the recovery strength and first aid range of virtual first aid props will slowly decrease during the recovery duration.
  • the recovery duration of the virtual first aid props is 3 seconds.
  • the virtual first aid props trigger the first aid effect; at 0 to 1 second, the recovery level of the virtual first aid props is level 3 (that is, the highest level of the virtual first aid props).
  • the first aid range is a circular range with a diameter of 24 meters; when 1 second to 2 seconds, the recovery level of the virtual first aid props is level 2, and the first aid range is a circular range of 12 meters in diameter; when 2 seconds to 3 seconds, The recovery level of virtual first aid props is level 1, and the first aid range is a circular area with a diameter of 6 meters; after 3 seconds, the first aid effect of virtual first aid props will expire.
  • display of the first aid effect identifier and the first aid range identifier of the virtual first aid prop is also triggered within the first aid range.
  • the virtual first aid props correspond to the first aid duration.
  • the virtual first aid props trigger the first aid effect
  • the second virtual object if the second virtual object is not within the first aid range, it cannot receive treatment; however, the first aid effect of the virtual first aid props will last for a period of time. , as long as the second virtual object moves within the first aid range during this period, it can receive treatment.
  • the first aid effect identifier 1901 is displayed in the virtual scene.
  • the second virtual object can quickly locate the triggered virtual first aid prop based on the first aid effect identifier. And know the type of the virtual first aid prop; by highlighting the first aid range indicator 1902, the second virtual object can know the current first aid range of the virtual first aid prop.
  • Step 1802 In response to the second virtual object being within the first aid range, based on the positional relationship between the multiple object parts of the second virtual object and the virtual first aid props, obtain sub-attribute influence results corresponding to the multiple object parts respectively.
  • the sub-attribute influence results are the gain results produced by multiple target parts under the first aid effect.
  • a connection line is created between the trigger position of the virtual first aid prop and the bone points of multiple object parts. If at least one bone point connection line is within the first aid range, it means that the second virtual object is within the first aid range. ; If all the bone point connections exceed the first aid range, it means that the second virtual object is not within the first aid range.
  • the positional relationship between multiple object parts and virtual first aid props is determined by respectively creating trigger positions of virtual first aid props and connections between bone points of multiple object parts, thereby obtaining multiple object parts. The corresponding sub-attributes affect the results.
  • multiple object parts can be classified according to the connection between bone points: if the connection between the trigger position of the virtual first aid prop and the object part is blocked, it means that the object part belongs to the first object part, and the virtual first aid prop It will not affect the first object part, that is, it will not increase the attribute value of the first object part; if the connection between the trigger position of the virtual first aid prop and the object part is not blocked, it means that the object part belongs to the second object parts, virtual first aid props may have an impact on the second object part. It is necessary to determine whether it will have an impact on the second object part through the influencing factors between the second object part and the virtual first aid props, and determine the sub-section corresponding to the second object part. Properties affect the results.
  • the influence result of the sub-attribute corresponding to the first virtual object part is determined through at least one of a distance factor and a remaining attribute value factor of the second object part.
  • the baseline recovery value of the left leg and head initially set by the virtual first aid prop For example: the baseline recovery value of the left leg is 20, and the baseline recovery value of the head is 50;
  • the above-mentioned reference restoration value after adjustment by the first adjustment coefficient and the second adjustment coefficient is the reference restoration attenuation value
  • the restoration value for the second object part is the reference restoration value minus the reference restoration attenuation value
  • Step 1803 Fusion of sub-attribute influence results corresponding to multiple object parts to obtain gain attribute influence results of the second virtual object.
  • the sub-attribute influence results corresponding to multiple object parts are added together to obtain the gain attribute influence result of the second virtual object.
  • Figure 20 is a complete flow chart of a virtual object display method provided by an exemplary embodiment of the present application. As shown in Figure 20, the method includes:
  • Step 2001 the virtual grenade explodes.
  • FIG. 21 An animation of a virtual grenade explosion is displayed in the virtual scene 2100, in which the explosion center of the virtual grenade when it explodes is point A.
  • the virtual scene also includes a virtual character 2101.
  • the posture of the virtual character 2101 in the virtual scene 2100 is a prone position and faces the explosion center point A laterally.
  • the virtual grenade is thrown in the virtual scene 2100 by the virtual character 2101; or, the virtual grenade is thrown in the virtual scene 2100 by a virtual character controlled by another player or a non-player character.
  • Step 2002 Check whether there is a virtual character within the explosion range.
  • the explosion range of the virtual grenade includes at least one of the following ranges:
  • the sector-shaped range is the explosion range of the virtual grenade.
  • Step 2003 if there is no virtual character in the explosion center, the process ends.
  • Area 2102 is the explosion range of the virtual grenade.
  • Area 2102 is the explosion center.
  • the center of the circle is a circle with a radius of 12 meters. If the virtual character 2101 is in the area 2102, it means that the virtual character will be damaged by the explosion of the virtual grenade.
  • the explosion center is point A. From point A, lines connecting the left arm bone points, right arm bone points, head bone points, chest bone points, and abdomen of the virtual character 2101 are created. The line connecting the bone points, the line connecting the left leg bone points, and the line connecting the right leg bone points.
  • Step 2005 Check whether the connection is blocked.
  • Step 2006 if the connection is blocked, no harm will be caused.
  • the upper body of the virtual character 2101 is behind the wall 2103.
  • the black connection lines in the figure are the connections blocked by the wall 2103, indicating that the left arm, right arm, head and chest will not be harmed by the explosion.
  • Step 2007 If the connection is not blocked, calculate the theoretical maximum damage to the part based on distance damage attenuation.
  • the white connections are the connections that are not blocked by the wall 2103. Therefore, the left leg, right leg and abdomen of the virtual character will be damaged by the explosion.
  • the following is to calculate the impact of the virtual grenade on the left and right sides of the virtual character respectively.
  • the virtual grenade causes different damage multipliers to different body parts of the virtual character, and the damage ratio of each part can be set.
  • the distance between each body part of the virtual character and the explosion center is calculated separately.
  • the left leg is the closest, which is 4 meters.
  • the abdomen is next at 5 meters, and the right leg is next at 6 meters.
  • Step 2008 Check whether the part is covered by armor.
  • Step 2009 If the part is not covered by armor, the armor damage reduction coefficient will not be calculated and the damage will be calculated normally.
  • the left and right legs of virtual character 2101 are not covered by armor, so there is no armor damage reduction, so there is no need to calculate the armor damage reduction coefficient, and the damage can be settled normally, that is The damage taken by the left leg is 26.244 and the damage taken by the right leg is 21.25764; and continue with step 2011.
  • Step 2010 If the part is covered by armor, calculate the armor damage reduction coefficient according to the armor level of the part.
  • armor corresponds to an armor level.
  • the armor damage reduction coefficients corresponding to different armor levels are different.
  • the armor damage reduction coefficient is determined by the armor damage attenuation multiplier.
  • Y is the level of armor
  • the armor damage reduction coefficient is 1-O.
  • the abdomen of virtual character 2101 is covered by level 5 armor.
  • the durability of the armor after receiving damage reduction, the durability of the armor will be reduced to a certain extent.
  • the damage reduction coefficient will increase as the armor's durability decreases, that is, as the armor's durability decreases, the armor's damage reduction effect will become smaller and smaller.
  • Step 2011 Calculate the projection damage reduction coefficient based on the projected area exposed by the character's posture.
  • the explosion damage of the virtual grenade will be calculated based on the projection of the virtual character exposed in front of the virtual grenade; the smaller the exposed projection, the less damage the virtual character will receive from the grenade.
  • the ratio of the projected area of the virtual character exposed to the center of the explosion to the reference projected area of the virtual character is the projected damage reduction coefficient.
  • the projection plane must be determined. Schematically, as shown in Figure 23, in the virtual scene 2300, the explosion center of the virtual grenade is point B. Create a line connecting point B and the center bone point of the virtual character 2301, and draw a line perpendicular to the connection. The plane 2302 of the line is the projection plane. Secondly, connect a line from the explosion center point B to the head, feet and other skeletal points of the virtual character 2301.
  • the projection of the extension line on the plane is the third position corresponding to the posture of the virtual character 2301 at this time.
  • a projection area it can be seen from Figure 23 that half of the body parts of the virtual character 2301 are blocked by the wall 2303, then the final projection area exposed by the virtual character 2301 is one-half of the first projection area.
  • the reference projection area of the virtual character is the extension line connecting the virtual character from the explosion center point B to the virtual character's head, feet and other body parts' bone points when the virtual character is standing.
  • the projection on the plane is the reference projection area of the virtual character. Schematically, please refer to Figure 23. It can be seen that the virtual character 2301 is lying on the ground laterally facing the center of the explosion. At this time, the projected area of the lying position and the standing position of the virtual character 2301 is not much different, then the virtual character 2301
  • the reference projection area of is the first projection area. Therefore, the projected damage reduction coefficient is approximately 0.5.
  • Step 2012 output the final damage that combines distance damage reduction attenuation, armor damage reduction coefficient, and projection damage reduction coefficient to the player side.
  • the distance damage reduction coefficient and the armor damage reduction coefficient have been calculated.
  • the total damage received by the virtual character 2101 is displayed in the virtual scene 2101.
  • FIG. 24 shows a structural block diagram of a virtual object display device provided by an exemplary embodiment of the present application.
  • the device includes:
  • Trigger module 2410 configured to trigger the specified function of the virtual prop within the functional scope of the virtual prop when the first virtual object throws the virtual prop in the virtual scene, and the specified function is used to trigger the specified function of the virtual prop within the functional scope.
  • the attribute values of the virtual objects within the object are affected;
  • the acquisition module 2420 is configured to obtain, in response to the second virtual object being within the functional scope, the positional relationships between the plurality of object parts of the second virtual object and the virtual props, respectively.
  • Corresponding sub-attribute influence results the sub-attribute influence results are the influence results produced by the plurality of object parts respectively under the specified function;
  • the fusion module 2430 is used to fuse the sub-attribute influence results corresponding to the plurality of object parts to obtain the attribute influence result of the second virtual object, where the attribute influence result refers to the specified attribute of the virtual prop.
  • the fusion module 2430 is also used to sum the sub-attribute impact results corresponding to the multiple object parts to obtain the attribute impact result of the second virtual object; or, Used to perform a weighted sum of the sub-attribute influence results corresponding to the plurality of object parts to obtain the attribute influence result of the second virtual object.
  • the acquisition module 2420 includes: a determining sub-module 2421 for determining whether there is an object between the first object part among the plurality of object parts and the virtual prop. In the case of obstacles, determine that the first object part avoids the influence of the sub-attributes generated by the specified function; the determination sub-module 2421 is also used to compare the second object part among the plurality of object parts with the In the case of through-connections between the virtual props, based on the second pair The influencing factors between the object part and the virtual prop are determined to determine the influence results of the sub-attributes corresponding to the second object part; wherein the influencing factors include distance factors, armor factors, projection relationship factors, the second virtual At least one of the object's posture factor, resistance factor and duration factor.
  • the device further includes: a creation module 2440, configured to create bone point connections corresponding to the multiple object parts from the position where the virtual prop is thrown; a determination module 2450, In response to the bone point connection corresponding to the first object part among the plurality of object parts being blocked, determine that there is an obstacle between the first object part and the virtual prop; the determination module 2450 also For determining the distance between the second object part and the virtual prop in response to the bone point connection line corresponding to the second object part among the plurality of object parts penetratingly connecting the second object part and the virtual prop. There are no obstacles.
  • the determination sub-module 2421 includes: an obtaining unit 2422, configured to obtain a reference attribute value corresponding to the second object part, where the reference attribute value refers to the relationship between the virtual prop and the The attribute influence result on the second object part when there is no obstacle between the second object part; the determination unit 2423 is used to determine based on the influencing factors between the second object part and the virtual prop, Determine the adjustment coefficient for adjusting the reference attribute value; the adjustment unit 2424 is used to adjust the reference attribute value through the adjustment coefficient to obtain the sub-attribute influence result corresponding to the second object part.
  • the determining unit 2423 is configured to use the distance between the second object part and the virtual prop as an exponential coefficient when the influencing factor includes a distance factor, so as to The product of the adjustment base under the exponential coefficient is used as the first adjustment coefficient, where the adjustment base is greater than 0 and less than 1; the first adjustment coefficient is used for the product obtained by multiplying the base attribute value As a result, the baseline attribute value is adjusted; the determination unit 2423 is also configured to, when the influencing factor includes an armor factor, based on the product of the armor level corresponding to the armor factor and the adjustment coefficient Determine a second adjustment coefficient, where the adjustment coefficient is greater than 0 and less than 1; the second adjustment coefficient is used to adjust the base attribute value through a product result obtained by multiplying the base attribute value.
  • the determining unit 2423 is configured to obtain the projected area of the second virtual object within the functional range when the influencing factors include projection relationship factors;
  • the proportion coefficient of the projected area of the second virtual object within the functional range and the reference projected area of the second virtual object is used as the third adjustment coefficient, wherein the proportion coefficient is greater than 0 and less than 1; the third adjustment The coefficient is used to adjust the base attribute value through the product result obtained by multiplying the base attribute value.
  • the determining unit 2423 is configured to create a line connecting the center bone point of the second virtual object from the position where the virtual prop is thrown, and determine the line connecting the center bone point.
  • Vertical projection plane; the determination unit 2423 is also used to determine the projection area of the second object part among the plurality of object parts on the projection plane as the second virtual object within the functional range. the projected area within.
  • the determining unit 2423 is configured to obtain the current posture of the second virtual object when the influencing factors include posture factors of the second virtual object;
  • the posture coefficient corresponding to the posture is used as the fourth adjustment coefficient, wherein the posture coefficient is greater than 0 and less than 1; the fourth adjustment coefficient is used to adjust the base attribute by the product result obtained by multiplying the base attribute value value to adjust.
  • the determining unit 2423 is configured to obtain the resistance coefficient of the environment where the second object part of the second virtual object is located when the influencing factors include resistance factors, wherein, The resistance coefficient is greater than 0 and less than 1; the resistance coefficient is used to adjust the base attribute value by multiplying with the base attribute value; in the case where the influencing factors include duration factors, obtain all The duration for which the virtual prop triggers the specified function is determined based on the duration, wherein the duration influence coefficient is greater than 0 and less than 1; the duration influence coefficient is used to compare with the reference attribute value The base attribute value is adjusted by the product result obtained after the multiplication.
  • the obtaining unit 2422 is also configured to obtain the obstacle attribute of the obstacle when there is an obstacle between the first object part and the virtual prop;
  • the determination unit 2423 is also used to determine the influence of the specified function of the virtual prop on the attribute of the obstacle; the determination unit 2423 is also used to respond When the attribute influence of the specified function on the attribute of the obstacle reaches the penetration requirement, the sub-attribute influence of the obstacle on the first object part under the influence of the specified function is determined.
  • the obstacle includes a virtual wall that blocks the first object part, and the obstacle attributes of the virtual wall include an upper limit of wall damage blocking; the determining unit 2423, It is also used to determine the sub-attributes generated by the wall to the first object part during the destruction and explosion process of the wall in response to the specified function's attack value on the wall reaching the upper limit of damage blocking of the wall. Influence.
  • the specified function of the virtual prop when the virtual prop is a virtual attack prop, the specified function of the virtual prop produces a debuff attribute effect on the second virtual object; when the virtual prop In the case of a virtual medical prop, the designated function of the virtual prop produces a gain attribute influence result on the second virtual object.
  • Figure 26 shows a structural block diagram of a virtual object display device provided by another exemplary embodiment of the present application.
  • the device includes:
  • the display module 2610 is used to display a second virtual object, the second virtual object includes a plurality of object parts, and the second virtual object is a virtual object controlled by the current terminal;
  • the display module 2610 is also used to display virtual props that are thrown in the virtual scene.
  • the virtual props are used to trigger designated functions within the functional scope after being thrown in the virtual scene.
  • the designated functions are used to control the situation in the virtual scene. Affects the attribute values of virtual objects within the scope of the above functions;
  • the display module 2610 is also used to display that the virtual prop triggers the designated function within the functional scope
  • the display module 2610 is also configured to display the attribute influence result of the second virtual object in response to the second virtual object being within the functional scope, wherein the attribute influence result is composed of multiple object parts respectively.
  • the result obtained by synthesizing the corresponding sub-attribute influence results, and the sub-attribute influence results are the influence results produced by the plurality of object parts respectively under the specified function.
  • the display module 2610 is further configured to, in response to the second virtual object being within the functional range, display the first object part of the second virtual object and the virtual prop. If there are obstacles between them, display the sub-attribute influence results of the first object part avoiding the specified function; the display module 2610 is also used to display the second object part among the plurality of object parts. In the case of a through-connection with the virtual prop, the sub-attribute influence results of the second object part under the influence of the specified function are displayed.
  • Figure 27 shows a structural block diagram of a computer device 2700 provided by an exemplary embodiment of the present application.
  • the computer device 2700 may be: a smartphone, a tablet, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer III (MP3) player, or a Moving Picture Experts Group Audio Layer III (MP3) player. IV, MP4) player, laptop or desktop computer.
  • Computer device 2700 may also be referred to as user equipment, portable computer equipment, laptop computer equipment, desktop computer equipment, and other names.
  • the computer device 2700 includes: a processor 2701 and a memory 2702.
  • the processor 2701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • the processor 2701 can adopt at least one hardware form among digital signal processing (Digital Signal Processing, DSP), field-programmable gate array (Field-Programmable Gate Array, FPGA), and programmable logic array (Programmable Logic Array, PLA). accomplish.
  • the processor 2701 can also include a main processor and a co-processor.
  • the main processor is a processor used to process data in the wake-up state, also called a central processing unit (Central Processing Unit, CPU); the co-processor is A low-power processor used to process data in standby mode.
  • the processor 2701 may be integrated with a graphics processor (Graphics Processing Unit, GPU), and the GPU is responsible for rendering and drawing content that needs to be displayed on the display screen.
  • the processor 2701 may also include an artificial intelligence (Artificial Intelligence, AI) processor, which is used to process computing operations related to machine learning.
  • AI artificial intelligence
  • Memory 2702 may include one or more computer-readable storage media, which may be non-transitory. Memory 2702 may also include high-speed random access memory, and non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2702 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 2701 to implement the method in this application. The embodiment provides a method for displaying virtual objects.
  • the computer device 2700 also includes other components.
  • the structure shown in Figure 27 does not constitute a limitation on the computer device 2700, and may include more or less components than shown in the figure, or Combine certain components, or use different component arrangements.

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Abstract

一种虚拟对象的显示方法、装置、设备、介质及程序产品,涉及动画生成领域。该方法包括:当第一虚拟对象在虚拟场景中投掷虚拟道具时,在虚拟道具的功能范围内触发虚拟道具的指定功能(901);响应于第二虚拟对象处于功能范围内,基于第二虚拟对象的多个对象部位与虚拟道具之间的位置关系,获取多个对象部位分别对应的子属性影响结果(902);对多个对象部位分别对应的子属性影响结果进行融合,得到第二虚拟对象的属性影响结果(903)。

Description

虚拟对象的显示方法、装置、设备、介质及程序产品
本申请要求于2022年05月30日提交的申请号为202210614755.5、发明名称为“虚拟对象的显示方法、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
本申请实施例涉及动画生成领域,特别涉及一种虚拟对象的显示方法、装置、设备、介质及程序产品。
背景技术
在支持虚拟场景的应用程序中,提供可以对虚拟对象产生伤害的虚拟道具,例如:虚拟手雷道具。
相关技术中,虚拟手雷道具对虚拟对象产生伤害的机制是:虚拟手雷道具在虚拟场景中的指定位置爆炸时,对应有爆炸范围,当虚拟对象处于爆炸范围时,虚拟对象的血量值就会减少相应的数值。
上述相关技术中虚拟手雷道具的伤害机制较为简单,虚拟对象使用虚拟手雷道具进行攻击时需要在指定投掷位置进行投掷后,处于爆炸范围内的虚拟对象才能收到伤害,使得玩家需要找准位置投掷虚拟手雷道具,导致对局时间过长,增加计算机开销。
发明内容
本申请实施例提供了一种虚拟对象的显示方法、装置、设备、介质及程序产品,提高了虚拟道具对虚拟对象产生影响的命中率,所述技术方案如下:
一方面,提供了一种虚拟对象的显示方法,所述方法包括:
当第一虚拟对象在虚拟场景中投掷虚拟道具时,在所述虚拟道具的功能范围内触发所述虚拟道具的指定功能,所述指定功能用于对处于所述功能范围内的虚拟对象的属性值产生影响;
响应于第二虚拟对象处于所述功能范围内,基于所述第二虚拟对象的多个对象部位与所述虚拟道具之间的位置关系,获取所述多个对象部位分别对应的子属性影响结果,所述子属性影响结果是所述多个对象部位在所述指定功能下分别产生的影响结果;
对所述多个对象部位分别对应的子属性影响结果进行融合,得到所述第二虚拟对象的属性影响结果,所述属性影响结果是指所述虚拟道具的所述指定功能对所述第二虚拟对象产生的整体影响结果。
另一方面,提供了一种虚拟对象的显示方法,所述方法包括:
显示第二虚拟对象,所述第二虚拟对象包括多个对象部位,所述第二虚拟对象是当前终端主控的虚拟对象;
显示被投掷于虚拟场景中的虚拟道具,所述虚拟道具用于在所述虚拟场景中被投掷后在功能范围内触发指定功能,所述指定功能用于对处于所述功能范围内的虚拟对象的属性值产生影响;
显示所述虚拟道具在所述功能范围内触发所述指定功能;
响应于所述第二虚拟对象处于所述功能范围内,显示所述第二虚拟对象的属性影响结果,其中,所述属性影响结果是由多个对象部位分别对应的子属性影响结果综合得到的结果,所述子属性影响结果是所述多个对象部位在所述指定功能下分别产生的影响结果。
另一方面,提供了一种虚拟对象的显示装置,所述装置包括:
触发模块,用于当第一虚拟对象在虚拟场景中投掷虚拟道具时,在所述虚拟道具的功能范围内触发所述虚拟道具的指定功能,所述指定功能用于对处于所述功能范围内的虚拟对象的属性值产生影响;
获取模块,用于响应于第二虚拟对象处于所述功能范围内,基于所述第二虚拟对象的多个对象部位与所述虚拟道具之间的位置关系,获取所述多个对象部位分别对应的子属性影响结果,所述子属性影响结果是所述多个对象部位在所述指定功能下分别产生的影响结果;
融合模块,用于对所述多个对象部位分别对应的子属性影响结果进行融合,得到所述第二虚拟对象的属性影响结果,所述属性影响结果是指所述虚拟道具的所述指定功能对所述第二虚拟对象产生的整体影响结果。
另一方面,提供了一种虚拟对象的显示装置,所述装置包括:
显示模块,用于显示第二虚拟对象,所述第二虚拟对象包括多个对象部位,所述第二虚拟对象是当前终端主控的虚拟对象;
所述显示模块,还用于显示被投掷于虚拟场景中的虚拟道具,所述虚拟道具用于在所述虚拟场景中被投掷后在功能范围内触发指定功能,所述指定功能用于对处于所述功能范围内的虚拟对象的属性值产生影响;
所述显示模块,还用于显示所述虚拟道具在所述功能范围内触发所述指定功能;
所述显示模块,还用于响应于所述第二虚拟对象处于所述功能范围内,显示所述第二虚拟对象的属性影响结果,其中,所述属性影响结果是由多个对象部位分别对应的子属性影响结果综合得到的结果,所述子属性影响结果是所述多个对象部位在所述指定功能下分别产生的影响结果。
另一方面,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所述处理器加载并执行以实现本申请实施例中任一所述的虚拟对象的显示方法。
另一方面,提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条程序代码,所述至少一条程序代码由处理器加载并执行以实现如本申请实施例中任一所述的虚拟对象的显示方法。
另一方面,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本申请实施例中任一所述的虚拟对象的显示方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
第二虚拟对象包括多个对象部位,当被投掷于虚拟场景中的虚拟道具在功能范围内触发指定功能时,若第二虚拟对象在功能范围内,虚拟道具对第二虚拟对象的多个对象部位分别产生影响,从而得到多个子属性影响结果,最后,综合多个子属性影响结果确定虚拟道具对第二虚拟对象的属性影响结果。通过细分虚拟道具对第二虚拟对象的属性影响结果,提升了属性影响结果的细粒度,使得玩家可以在多种不同的位置投掷虚拟道具后对第二虚拟对象产生属性影响,避免玩家多次调整投掷位置,节省了计算机对于位置计算的开销。
附图说明
图1是本申请一个示例性实施例提供的虚拟对象的显示方法的过程示意图;
图2是本申请一个示例性实施例提供的实施环境示意图;
图3是本申请一个示例性实施例提供的虚拟对象的显示方法的流程图;
图4是本申请一个示例性实施例提供的指定范围的示意图;
图5是本申请另一个示例性实施例提供的指定范围的示意图;
图6是本申请另一个示例性实施例提供的指定范围的示意图;
图7是本申请一个示例性实施例提供的属性值框的示意图;
图8是本申请一个示例性实施例提供的虚拟人物标识的示意图;
图9是本申请另一个示例性实施例提供的虚拟对象的显示方法的流程图;
图10是本申请一个示例性实施例提供的第一对象部位与虚拟道具之间存在障碍物的界面示意图;
图11是本申请另一个示例性实施例提供的虚拟对象的显示方法的流程图;
图12是本申请一个示例性实施例提供的骨骼点连线的界面示意图;
图13是本申请一个示例性实施例提供的第二虚拟对象在功能范围内的投影的示意图;
图14是本申请另一个示例性实施例提供的第二虚拟对象在功能范围内的投影的示意图;
图15是本申请另一个示例性实施例提供的第二虚拟对象在功能范围内的投影的示意图;
图16是本申请另一个示例性实施例提供的虚拟对象的显示方法的流程图;
图17是本申请一个示例性实施例提供的不同姿势的投影示意图;
图18是本申请另一个示例性实施例提供的虚拟对象的显示方法的流程图;
图19是本申请一个示例性实施例提供的急救效果标识和急救范围标识的示意图;
图20是本申请一个示例性实施例提供的虚拟对象的显示方法的完整流程图;
图21是本申请一个示例性实施例提供的虚拟对象的显示方法的界面示意图;
图22是本申请另一个示例性实施例提供的虚拟对象的显示方法的界面示意图;
图23是本申请另一个示例性实施例提供的投影平面示意图;
图24是本申请一个示例性实施例提供的虚拟对象的显示装置结构框图;
图25是本申请另一个示例性实施例提供的虚拟对象的显示装置结构框图;
图26是本申请另一个示例性实施例提供的虚拟对象的显示装置结构框图;
图27是本申请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
下面以本申请实施例提供的虚拟对象的显示方法应用于游戏场景中进行说明:以射击类游戏为例,在游戏中,虚拟人物A和虚拟人物B为对抗关系,当虚拟人物B将虚拟手雷道具投掷至虚拟人物A的身边时,会触发虚拟手雷的爆炸伤害。此时,虚拟人物A的游戏界面会显示虚拟手雷的爆炸动画,同时,服务器会根据虚拟人物A在虚拟场景中的位置,以及虚拟手雷道具爆炸时在虚拟场景中的位置,计算虚拟人物A具体受到的爆炸伤害。
示意性的,请参考图1,游戏界面100中,第二虚拟对象为虚拟人物101,虚拟人物101包括多个身体部位,例如:双手、双脚、头部、腰部、腹部、胸部等。当有虚拟手雷道具被投掷在虚拟人物101的附近时,在游戏界面110中,显示虚拟手雷111的爆炸动画,此时,由于虚拟人物112(与虚拟人物101为同一虚拟人物)在虚拟手雷111的爆炸范围内,故虚拟手雷111会对虚拟人物112产生伤害。其中,产生伤害的机制为:通过综合虚拟手雷111对虚拟人物112的各个身体部位的子伤害值来确定对虚拟人物112的总伤害值,且虚拟手雷111对每个身体部位的伤害值都是分开单独计算的。可选地,最后将虚拟手雷111对虚拟人物112的总伤害值113显示在游戏界面110中。
图2是本申请一个示例性实施例提供的实施环境示意图,如图2所示,该实施环境中包括第一终端201、第二终端202和服务器210,第一终端201和服务器210之间通过通信网络220连接;第二终端202和服务器210之间通过通信网络220连接。
第一终端201中安装和运行有支持虚拟场景的第一应用程序203,可选地,第一终端201中登录有第二虚拟对象对应的第一账号,当第一终端201运行第一应用程序203时,在第一终端201的屏幕上显示第一应用程序203的虚拟场景,第一终端201可以对第二虚拟对象进行控制。第二终端202中安装和运行有支持虚拟场景的第二应用程序204,可选地,第二终端202中登录有第一虚拟对象对应的第二账号,当第二终端202运行第二应用程序204时,在第二终端202的屏幕上显示第二应用程序204的虚拟场景,第二终端202可以对第一虚拟对象进行控制。在一些可选的实施例中,第一终端201中运行的第一应用程序203和第二终端202中运行的第二应用程序204是相同的应用程序,则可以将第二虚拟对象和第一虚拟对象显示在同一虚拟场景中。其中,第一应用程序203和第二应用程序204可以是虚拟现实应 用程序、第一人称射击(First-Person Shooting,FPS)游戏、第三人称射击(Third-Personal Shooting,TPS)游戏、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)、大型多人在线角色扮演游戏(Massive Multiplayer Online Role-Playing Game,MMORPG)等中的任意一种,本申请实施例对此不加以限定。
可选地,第一应用程序203和第二应用程序204提供有虚拟道具的控制功能和虚拟对象的显示功能。以第一应用程序203和第二应用程序204实现为相同的第一人称射击游戏、虚拟道具实现为虚拟手雷道具为例进行说明,第一账号和第二账号在同一场游戏对战中,且第一账号和第二账号属于敌对关系,如图2所示:
(1)虚拟手雷道具的投掷操作。当前第二终端202中运行的第一人称射击游戏的虚拟场景205中提供有虚拟手雷道具,第二终端202接收到对虚拟手雷道具的投掷操作,并将该投掷操作发送至服务器210,服务器210接收到对虚拟手雷道具的投掷操作,会反馈第一投掷界面渲染数据给第一终端201,反馈第二投掷界面渲染数据给第二终端202,第二终端202接收到第二投掷界面渲染数据,则在第二终端202的界面上显示虚拟场景206,在虚拟场景206中显示有手雷被投掷出去的动画和手雷触发的爆炸动画。
(2)属性影响结果显示请求。第一终端201接收到第一投掷界面渲染数据,则在第一终端201的界面上显示虚拟场景207,在虚拟场景207中显示有手雷触发的爆炸动画。同时,第一终端201向服务器210发送属性影响结果显示请求,其中,属性影响结果显示请求中包括第二虚拟对象和虚拟手雷道具此时的位置数据。
服务器210接收到属性影响结果显示请求,会获取虚拟手雷道具对应的功能范围,并根据第二虚拟对象和虚拟手雷道具此时的位置数据,判断第二虚拟对象是否在虚拟手雷道具的爆炸范围内;若第二虚拟对象在虚拟手雷道具的爆炸范围内,分别获取第二虚拟对象的多个对象部位受到虚拟手雷道具的伤害数据;最后,综合第二虚拟对象的多个对象部位受到虚拟手雷道具的伤害数据,获取第二虚拟对象受到虚拟手雷道具的伤害总数据,并基于伤害总数据得到第二虚拟对象的属性影响结果显示数据;将该属性影响结果显示数据发送给第一终端201。第一终端201收到属性影响结果显示数据,显示第二虚拟对象生命值减少的画面208。
可选地,第一终端201和第二终端202是智能手机、平板电脑、台式电脑、便携式笔记本电脑、智能家电、车载终端、飞行器等,但并不局限于此。在一些可选的实施例中,服务器210用于为第一终端201和第二终端202中安装的应用程序提供后台服务。值得注意的是,服务器210能够是独立的物理服务器,也能够是多个物理服务器构成的服务器集群或者分布式系统,还能够是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、CDN(Content Delivery Network,内容分发网络)以及大数据和人工智能平台等基础云计算服务的云服务器。在一些可选的实施例中,通信网络220可以是有线网络,也可以是无线网络,本申请实施例对此不加以限定。
需要说明的是,本申请所涉及的信息(包括但不限于用户设备信息、用户个人信息等)、数据(包括但不限于用于分析的数据、存储的数据、展示的数据等)以及信号,均为经用户授权或者经过各方充分授权的,且相关数据的收集、使用和处理需要遵守相关地区的相关法律法规和标准。例如,本申请中涉及到的属性数据都是在充分授权的情况下获取的。
结合上述介绍和实施环境,以第一虚拟对象在虚拟场景中进行虚拟道具的投掷为例,图3是本申请实施例提供的一种虚拟对象的显示方法的流程图,以该方法应用于如图2所示的终端中为例进行说明,该方法包括:
步骤301,显示第二虚拟对象。
第二虚拟对象包括多个对象部位,第二虚拟对象是当前终端主控的虚拟对象。可选地,当前终端中安装和运行有应用程序,应用程序中登录有第一账号,应用程序为支持虚拟场景的应用程序。虚拟场景是目标应用程序在终端上运行时显示的场景。可选地,虚拟场景中还包括虚拟天空、虚拟陆地、虚拟海洋等中的至少一种,其中,虚拟陆地包括沙漠、城市等环 境元素。可选地,以应用程序实现为第一人称射击游戏为例进行说明,示意性的,第二虚拟对象可以是被第一账号控制的虚拟场景中的虚拟人物,还可以是被第一账号控制的虚拟场景中的虚拟载具。对象部位是指第二虚拟对象的部分结构,第二虚拟对象包括多个对象部位。示意性的,若第二虚拟对象为虚拟人物,则多个对象部位包括虚拟人物的左手臂、右手臂、左腿、右腿、头部、胸部、腹部等中的至少一种;若第二虚拟对象为虚拟载具,则多个对象部位包括虚拟载具的车身、车轮、发动机、油箱等中的至少一种。
可选地,在一个第二虚拟对象中包括的多个对象部位的数量大于或者等于2,也就是说,第二虚拟对象至少由两个对象部位构成,示意性的,若第二虚拟对象为虚拟人物,则虚拟人物至少由上半身部位和下半身部位构成。可选地,第一账号可以控制第二虚拟对象在虚拟场景中移动,例如:走路、跑步、跳跃、蹲下、站起、飞行、滑行等;第一账号还可以控制第二虚拟对象在虚拟场景中释放技能,例如:拳击、射击、投掷、切换道具、装弹等。
步骤302,显示被投掷于虚拟场景中的虚拟道具。
虚拟道具用于在虚拟场景中被投掷后在功能范围内触发指定功能,指定功能用于对处于功能范围内的虚拟对象的属性值产生影响。
其中,属性值包括:生命值、能量值、攻击力、攻击速度、移动速度等中的至少一种,本申请实施例对此不加以限定。可选地,虚拟场景中还包括第二账号控制的第一虚拟对象,第二账号是在第二终端的应用程序中登录的账号。其中,第二账号可以是与第一账号存在对立关系的账号,第二账号也可以是与第一账号存在合作关系的账号。示意性的,以应用程序实现为第一人称射击游戏为例进行说明,第一账号和第二账号在同一个队伍中,合作战斗;或者,第一账号和第二账号属于不同的队伍,是敌对关系。可选地,虚拟道具是被第二虚拟对象投掷在虚拟场景中的道具,或者,虚拟道具是被第一虚拟对象投掷在虚拟场景中的道具,本申请实施例对此不加以限定。可选地,虚拟道具被投掷在虚拟场景中的地面上;或者,被投掷在虚拟场景中的空中;或者,被投掷在虚拟对象的身上。
指定功能是指虚拟道具触发时发挥的功能效果,可选地,指定功能包括以下功能中的至少一种:
1、指定功能用于对处于功能范围内的虚拟对象的属性值产生减益效果。
示意性的,虚拟道具可以实现为虚拟手雷道具,当虚拟手雷道具触发爆炸效果,也即指定功能时,在虚拟手雷道具爆炸范围内的虚拟对象的属性值会受到减益,例如:生命值减少、视线被阻挡、听力下降、移动速度下降、攻击速度减慢、暴击率减小等,能够加快对局进度,缩短对局时长,进而节省计算机开销。
2、指定功能用于对处于功能范围内的虚拟对象的属性值产生增益效果。
示意性的,虚拟道具可以实现为虚拟急救道具,当虚拟急救道具触发急救效果,也即指定功能时,在虚拟急救道具急救范围内的虚拟对象的属性值会受到增益,能够提高虚拟对象的作战能力,从而加快对局节奏,提高人机交互效率。
3、指定功能还用于限制处于功能范围内的虚拟对象的行动。
示意性的,虚拟道具可以实现为虚拟麻醉道具,当虚拟麻醉道具触发麻醉效果,也即指定功能时,在虚拟麻醉道具麻醉范围内的虚拟对象无法在虚拟场景中移动,也无法发出任何技能。可选地,虚拟麻醉道具对应有麻醉时间,则麻醉效果包括以下情况中的至少一种:情况一、虚拟麻醉道具触发时开始计时,在麻醉时间内,麻醉效果对虚拟对象的影响是固定不变的。情况二、虚拟麻醉道具触发时开始计时,在麻醉时间内,麻醉效果对虚拟道具的影响是逐渐减弱的,例如:虚拟麻醉道具触发时为0秒,麻醉时间持续为2秒,0秒-1秒时,虚拟对象完全无法移动,也无法发出任何技能;1秒-2秒时,虚拟对象恢复步行移动能力,可以发出简单的技能(例如:拳击);2秒后,虚拟对象恢复到麻醉前的状态。情况三、虚拟麻醉道具触发时开始计时,在麻醉时间内,麻醉效果对虚拟道具的影响是逐渐增强的,例如:虚拟麻醉道具触发时为0秒,麻醉时间持续为2秒,0秒-1秒时,虚拟对象无法跑步移动, 无法使用道具技能(例如:使用虚拟药品恢复生命值);1秒-2秒时,虚拟对象完全无法移动,也无法发出任何技能;2秒后,虚拟对象恢复到麻醉前的状态。使得计算机在该时间段内能够仅针对虚拟对象所处位置进行画面渲染,渲染量较小,从而提高渲染的准确度。
4、指定功能还用于改变处于功能范围内的虚拟对象的表现形态。
示意性的,虚拟道具可以实现为虚拟变身道具,当虚拟变身道具触发变身效果,也即指定功能时,在虚拟变身道具变身范围内的虚拟对象在虚拟场景中的表现形态会发生改变。也即,使用虚拟道具进行变身能够使得计算机直接针对持有虚拟道具的虚拟对象进行变身画面的渲染,提高渲染的针对性。
可选地,功能范围是指虚拟道具触发的指定功能在虚拟场景中可影响的范围,则功能范围包括以下范围中的至少一种:1、以虚拟道具触发的位置为圆心,以预设距离为半径划分的圆形范围即为虚拟道具的功能范围。示意性的,如图4所示,在虚拟场景400中,虚拟道具401触发的位置为地面上的A点,则虚拟道具401的功能范围为圆402,虚拟对象403在圆402中,则虚拟对象403在虚拟道具401的功能范围内。2、以虚拟道具触发的位置为圆心,以第一预设距离为半径,以第二预设距离为高的圆柱体的内部即为虚拟道具的功能范围。
示意性的,如图5所示,在虚拟场景500中,虚拟道具501触发的位置为空中的B点,则虚拟道具501的功能范围为圆柱体502的内部,则在地面的第二虚拟对象503和在空中的第一虚拟对象504都在虚拟道具501的功能范围内。3、以虚拟道具触发的位置为圆心,以预设角度为圆心角,以预设距离为半径划分的扇形范围即为虚拟道具的功能范围。示意性的,如图6所示,在虚拟场景600中,虚拟道具601触发的位置为地面上的C点,则虚拟道具601的功能范围为扇形602,虚拟对象603在扇形602中,则虚拟对象603在虚拟道具601的功能范围内。在一些可选的实施例中,虚拟场景中还显示有第二虚拟对象的多个对象部位对应的子属性,也就是说,第二虚拟对象的每个对象部位都有其分别对应的属性,例如:生命值。
步骤303,显示虚拟道具在功能范围内触发指定功能。
可选地,当虚拟道具触发指定功能,则在功能范围内显示指定动画,指定动画与指定功能匹配。示意性的,当虚拟手雷道具触发爆炸伤害时,在功能范围内显示爆炸动画。
可选地,虚拟道具触发的位置是虚拟道具被投掷的位置;或者,虚拟道具触发的位置不是虚拟道具被投掷的位置。示意性的,虚拟道具触发的位置可能不是虚拟道具被投掷的位置,具体来说,当虚拟对象将虚拟道具投掷在虚拟场景中的地面上时,可以被认为投掷到了落地点的位置,该落地点即为虚拟道具被投掷的位置。然而,若虚拟道具不是落地后立即触发的道具,则虚拟道具可能会向前移动一段距离后才会触发,这种情况下,虚拟道具的触发位置与虚拟道具被投掷的位置不是同一个位置。
可选地,上述指定功能的触发方式包括以下方式中的至少一种:
1、当虚拟道具被投掷到指定位置时,触发指定功能。
示意性的,第一虚拟人物将虚拟手雷道具投掷到虚拟场景中,当虚拟手雷道具和虚拟场景中的地面有接触时,立即触发爆炸伤害;或者,第一虚拟人物将虚拟手雷道具定位投掷至第二虚拟人物的身上,当虚拟手雷道具接触到第二虚拟人物,立即触发爆炸伤害。
2、虚拟道具对应有触发时间,当虚拟道具被投掷出去后,开始计时,达到触发时间,则触发指定功能。
示意性的,虚拟手雷道具的触发时间为3秒,0秒时,第一虚拟人物将虚拟手雷道具投掷出去,3秒时,虚拟手雷道具触发爆炸伤害。
3、当虚拟道具被投掷到虚拟场景后,由虚拟对象选择是否触发。示意性的,第一虚拟人物将虚拟手雷道具投掷到虚拟场景中的地面上,当第一虚拟人物点击爆炸按钮,则虚拟手雷道具触发爆炸伤害;或者,第一虚拟对象踩到虚拟手雷道具,则虚拟手雷道具触发爆炸伤害。
在一些可选的实施例中,在虚拟场景中还显示有功能范围标识。示意性的,如图4所示,虚拟道具401的功能范围为圆402,则功能范围标识为圆周线404。若虚拟道具401被投掷在 地面上但还未触发时,可高亮显示圆周线404,用于提醒虚拟对象403虚拟道具401的功能范围。
步骤304,响应于第二虚拟对象处于功能范围内,显示第二虚拟对象的属性影响结果。
其中,属性影响结果是由多个对象部位分别对应的子属性影响结果综合得到的结果,子属性影响结果是多个对象部位在指定功能下分别产生的影响结果。
在一些可选的实施例中,第二虚拟对象对应有对象标识点,该对象标识点代表第二虚拟对象,当对象标识点在功能范围内时,即代表第二虚拟对象处于功能范围内,示意性的,上述对象标识点为第二虚拟对象的中心骨骼点,当第二虚拟对象的中心骨骼点在功能范围内。在一些可选的实施例中,第二虚拟对象包括多个对象部位,多个对象部位分别对应有对象部位骨骼点,存在至少一个对象部位骨骼点在功能范围内时,即代表第二虚拟对象处于功能范围内。示意性的,第二虚拟对象的头部骨骼点在功能范围内,即代表第二虚拟对象处于功能范围内。
在一些可选的实施例中,显示多个对象部位分别对应的子属性影响结果的融合结果,作为第二虚拟对象的属性影响结果;或者,分别显示多个对象部位对应的子属性影响结果,作为第二虚拟对象的属性影响结果。可选地,若分别显示多个对象部位对应的子属性影响结果,作为第二虚拟对象的属性影响结果,则上述显示第二虚拟对象的属性影响结果,还包括:第一、响应于第二虚拟对象处于功能范围内,在第二虚拟对象的第一对象部位与虚拟道具处于第一位置关系的情况下,显示第一对象部位的第一子属性影响结果。可选地,响应于第二虚拟对象处于功能范围内,在第二虚拟对象的第一对象部位与虚拟道具之间存在障碍物的情况下,显示第一对象部位避开指定功能的子属性影响结果。示意性的,当虚拟手雷道具爆炸时,虚拟人物在爆炸范围内,虚拟人物的左手臂和虚拟道具之间存在障碍物,则显示虚拟人物的左手臂未受到攻击的画面,如:虚拟人物的左手臂保持不动的画面,即虚拟人物的左手臂避开虚拟手雷道具爆炸产生的影响。第二、响应于第二虚拟对象处于功能范围内,在第二虚拟对象的第二对象部位与虚拟道具处于第二位置关系的情况下,显示第二对象部位的第二子属性影响结果。其中,第二位置关系是指对象部位和虚拟道具之间不存在障碍物。可选地,在多个对象部位中的第二对象部位与虚拟道具之间贯通连接的情况下,显示第二对象部位在属性影响功能影响下的子属性影响结果。
其中,属性影响结果的显示情况包括以下情况中的至少一种:
1、显示第二虚拟对象的属性值变化结果,作为属性影响结果。
属性值变化结果的显示方式包括以下方式中的至少一种:方式一、直接显示属性值变化数字。示意性的,当虚拟人物处于虚拟手雷道具的爆炸范围内,虚拟手雷道具对虚拟人物的左手臂造成了20点生命值伤害、右手臂造成了10点生命值伤害、头部造成了30点生命值伤害,未对虚拟人物的左腿、右腿、腹部和胸部造成生命值伤害,则虚拟手雷道具对虚拟人物造成的生命值伤害(也即属性影响结果)为60点,则在虚拟人物的周围显示“血量-60”的数字提示。方式二、显示变化的属性值框。
示意性的,如图7所示,虚拟人物在未受到虚拟手雷道具的爆炸伤害时,虚拟人物对应的血量条701中黑色填充区域为100%,表示虚拟人物的生命值是100点;当虚拟人物处于虚拟手雷道具的爆炸范围内,虚拟手雷道具对虚拟人物的左手臂造成了20点生命值伤害、右手臂造成了10点生命值伤害、头部造成了30点生命值伤害,未对虚拟人物的左腿、右腿、腹部和胸部造成生命值伤害,则虚拟手雷道具对虚拟人物造成的生命值伤害(也即属性影响结果)为60点,此时,显示虚拟人物对应的血量条702中黑色填充区域为40%,表示此时虚拟人物的生命值为40点。值得注意的是,当第二虚拟对象处于功能范围内,可以只显示属性值变化数字;也可以只显示变化的属性值框;还可以同时显示属性值变化数字和变化的属性值框。
2、显示第二虚拟对象的外观变化结果,作为属性影响结果。
外观变化结果的显示方式包括以下方式中的至少一种:方式一、直接显示第二虚拟对象的外观变化结果。可选地,其中第二虚拟对象的外观是基于第二虚拟对象的属性值显示的。示意性的,当虚拟人物的头部的生命值为100点,则头部正常显示,当虚拟人物的头部生命值为50点时,则头部负伤显示。可选地,上述负伤显示对应有负伤级别,不同负伤级别的负伤显示是不同的。第一负伤级别对应第二虚拟对象的生命值为[0,10);第二负伤级别对应第二虚拟对象的生命值为[10,50);第三负伤级别对应第二虚拟对象的生命值为[50,100)。示意性的,虚拟人物在未受到虚拟手雷道具的爆炸伤害时,虚拟人物的各部位都是正常显示的,也即各部位的生命值都是100点。当虚拟人物处于虚拟手雷道具的爆炸范围内,虚拟手雷道具对虚拟人物的左手臂造成了20点生命值伤害,则显示第三负伤级别的左手臂;对右手臂造成了10点生命值伤害,则显示第三负伤级别的右手臂;对头部造成了60点生命值伤害,则显示第二负伤级别的头部;未对虚拟人物的左腿、右腿、腹部和胸部造成生命值伤害,则仍然正常显示虚拟人物的左腿、右腿和胸部。方式二、显示第二虚拟对象外观标识的变化结果。可选地,第二虚拟对象的外观标识的显示和第二虚拟对象的外观对应。示意性的,如图8所示,当虚拟人物在未受到虚拟手雷道具的爆炸伤害时,且虚拟人物的各部位的生命值都是100点时,虚拟人物标识801只显示虚拟人物的轮廓,内部无任何颜色填充,表示虚拟人物暂未受到生命值伤害;当虚拟人物在虚拟手雷道具的爆炸范围时,若对虚拟人物的头部造成了20点生命值伤害,则在虚拟人物标识802的头部闪烁红色标识,用于指示虚拟人物标识802的头部受到了伤害;若对虚拟人物的头部造成了91点生命值伤害,则直接在虚拟人物标识802的头部显示红色标识,用于指示此时头部受伤严重,可选地,此时虚拟人物将在10秒内死亡。
第二虚拟对象包括多个对象部位,当被投掷于虚拟场景中的虚拟道具在功能范围内触发指定功能时,若第二虚拟对象在功能范围内,虚拟道具对第二虚拟对象的多个对象部位分别产生影响,从而得到多个子属性影响结果,最后,综合多个子属性影响结果确定虚拟道具对第二虚拟对象的属性影响结果。通过细分虚拟道具对第二虚拟对象的属性影响结果,提升了属性影响结果的细粒度,从而提高了虚拟道具对虚拟对象产生影响的准确度。
图9是本申请实施例提供的一种虚拟对象的显示方法的流程图,该方法可以应用于如图2所示的终端中,还可以应用于如图2所示的服务器中,以该方法应用于如图2所示的服务器中为例进行说明,该方法包括:
步骤901,当第一虚拟对象在虚拟场景中投掷虚拟道具时,在虚拟道具的功能范围内触发虚拟道具的指定功能。
在一些可选的实施例中,指定功能为瞬间功能,也就是说,指定功能在触发的一瞬间会对功能范围的虚拟对象产生影响,在触发结束后就不会产生影响。在一些可选的实施例中,指定功能为持续功能,也就是说,指定功能可以在持续的一段时间内对功能范围的虚拟对象产生影响,一段时间后,指定功能才会失效。可选地,当指定功能为持续功能时,指定功能包括第一阶段功能和第二阶段功能,第一阶段功能和第二阶段功能产生的影响是不一样的。示意性的,以虚拟道具实现为虚拟手雷道具为例进行说明,虚拟手雷道具在爆炸的时候产生第一阶段伤害,也即第一阶段功能,第一阶段伤害持续时间为1秒,在虚拟手雷道具爆炸的0秒-1秒内,爆炸范围内的虚拟对象会受到第一阶段伤害,一般为生命值伤害;虚拟手雷道具在爆炸的1秒后,会产生第二阶段伤害,第二阶段伤害持续时间为2秒,若在第2秒时,虚拟对象未离开爆炸范围,则会受到第二阶段伤害,也即第二阶段功能,第二阶段伤害可以是幅度较小的生命值伤害,也可以使得虚拟对象的速度降低、技能失效、装备掉落(此状态下,虚拟对象无法重新拾起被动掉落的装备)等。值得注意的是,虚拟手雷道具的爆炸效果是持续的,若在爆炸后的第2秒,有其他的虚拟对象进入了爆炸范围,则该虚拟对象将会受到第二阶段伤害。
步骤902,响应于第二虚拟对象处于功能范围内,基于第二虚拟对象的多个对象部位与虚拟道具之间的位置关系,获取多个对象部位分别对应的子属性影响结果。
其中,子属性影响结果是多个对象部位在指定功能下分别产生的影响结果。
可选地,上述第二虚拟对象为在虚拟道具的功能范围内的虚拟对象。示意性的,当虚拟手雷道具在触发爆炸效果时,若虚拟人物在爆炸范围内,此时,需要分析虚拟人物的身体各部分与虚拟道具之间的位置关系,来获取虚拟人物的多个身体部位的受伤情况。在一些可选的的实施例中,上述位置关系包括第一位置关系和第二位置关系,其中,第一位置关系是指虚拟道具和对象部位之间存在障碍物;第二位置关系是指虚拟道具和对象部位之间不存在障碍物。
示意性的,如图10所示,当前虚拟手雷道具1001在地面上爆炸时,虚拟人物1002在爆炸范围1003中,则判断虚拟人物1002中的多个身体部位与虚拟手雷道具之间是否存在障碍物,若存在障碍物,则身体部位和虚拟手雷道具为第一位置关系;若不存在障碍物,则身体部位和虚拟手雷道具为第二位置关系。
步骤903,对多个对象部位分别对应的子属性影响结果进行融合,得到第二虚拟对象的属性影响结果。
在一些可选的实施例中,上述得到第二虚拟对象的属性影响结果的方式包括以下方式中的至少一种:1、对多个对象部位分别对应的子属性影响结果进行求和,得到第二虚拟对象的属性影响结果。2、对多个对象部位分别对应的子属性影响结果进行加权求和,得到第二虚拟对象的属性影响结果。可选地,子属性影响结果对应有权重系数,该权重系数的取值区间为[0,1),且多个对象部位的权重系数的和的取值区间为(0,1]。也即,通过不同的计算方式计算多个对象部位分别对应的子属性影响结果从而得到第二虚拟对象的整体属性影响结果,提高了整体属性影响结果的真实度。
图11是本申请实施例提供的一种虚拟对象的显示方法的流程图,该方法可以应用于如图2所示的终端中,还可以应用于如图2所示的服务器中,以该方法应用于如图2所示的服务器中为例进行说明,该方法包括:
步骤1101,当第一虚拟对象在虚拟场景中投掷虚拟道具时,在虚拟道具的功能范围内触发虚拟道具的指定功能。
步骤1102,响应于第二虚拟对象处于功能范围内,在多个对象部位中的第一对象部位与虚拟道具之间存在障碍物的情况下,确定第一对象部位避开属性影响功能产生的子属性影响。
可选地,上述避开虚拟道具的指定功能对其产生的子属性影响是指虚拟道具的指定功能对其产生的子属性值的影响为0。在一些可选的实施例中,上述判断对象部位和虚拟道具之间存在障碍物的方法,包括:从虚拟道具被投掷的位置创建与多个对象部位分别对应的骨骼点连线;响应于第一对象部位对应的骨骼点连线被阻隔,确定第一对象部位与虚拟道具之间存在障碍物。示意性的,如图12所示,虚拟人物1201包括7个关键身体部位,虚拟手雷道具被投掷的位置为A点,分别创建A点与左手臂骨骼点连线1202、A点与右手臂骨骼点连线1203、A点与头部骨骼点连线1204、A点与胸部骨骼点连线1205、A点与左腿骨骼点连线1206、A点与右腿骨骼点连线1207、A点与腹部骨骼点连线1208,其中连线1202、1203、1204、1205、1208被障碍物阻隔,说明虚拟人物1201的左手臂、右手臂、头部、胸部、腹部和虚拟手雷道具之间存在障碍物。
在一些可选的实施例中,第一对象部位与虚拟道具之间的障碍物对应有障碍物属性,则确定第一对象部位的子属性影响的过程还包括:
第一、在第一对象部位与虚拟道具之间存在障碍物的情况下,获取障碍物的障碍物属性。
在一些可选的实施例中,障碍物包括对第一对象部位进行遮挡的虚拟墙体,虚拟墙体的障碍物属性包括墙体伤害遮挡上线。示意性的,以墙体伤害遮挡上线实现为虚拟墙体当前的坚固值进行说明,坚固值用于指示虚拟墙体的坚固程度,坚固值越高则虚拟墙体越不容易被穿透或者损毁。
第二、确定虚拟道具的指定功能对障碍物属性的属性影响。可选地,根据虚拟道具与障 碍物之间的距离,确定虚拟道具的指定功能对障碍物属性的属性影响。示意性的,以障碍物实现为虚拟墙体,墙体伤害遮挡上限实现为虚拟墙体当前的坚固值为例进行说明,首先确定虚拟道具与虚拟墙体之间的距离是否大于预设距离阈值,若大于预设距离阈值,则虚拟道具不会对坚固值产生影响;若虚拟道具与虚拟墙体之间的距离小于或者等于预设距离阈值,则将虚拟道具与虚拟墙体之间的距离对应的距离系数和虚拟道具对虚拟墙体的基准影响值相乘,计算得到虚拟道具的指定功能对虚拟墙体坚固值的影响结果。根据虚拟道具与虚拟墙体之间的距离和指定距离底数确定距离系数,指定距离底数大于0而小于1,距离系数的计算公式如下:公式一:Y=WD其中,Y代表距离系数;W为预设距离底数,W∈(0,1);D为距离。可选地,虚拟道具对虚拟墙体的基准影响值,即为虚拟道具在极近的距离下对虚拟墙体坚固值产生的影响,则虚拟道具的指定功能对虚拟墙体坚固值的影响结果的计算公式为:公式二:E=Y*Z,其中,E代表影响结果;Y代表距离系数;Z为基准影响值。
第三、响应于指定功能对障碍物属性的属性影响达到穿透要求,确定障碍物在指定功能的影响下,对第一对象部位产生的子属性影响。也即,当指定功能对障碍物属性的属性影响达到穿透要求后该障碍物对对象部位产生子属性影响,丰富了属性影响的多样性。可选地,当障碍物实现为虚拟墙体,则响应于指定功能对墙体的攻击值达到墙体伤害遮挡上限,确定墙体在损毁炸裂过程中,对第一对象部位产生的子属性影响。其中,指定功能对墙体的攻击值即为公式二中E代表的影响结果,墙体伤害遮挡上限为虚拟墙体当前的坚固值。若E大于或者等于虚拟墙体当前的坚固值,则虚拟墙体将会炸裂,炸裂的虚拟墙体会对第一对象部位产生影响,根据虚拟墙体对第一对象部位的初始伤害值以及虚拟墙体与第一对象部位之间的距离确定虚拟墙体对第一对象部位的影响。示意性的,虚拟墙体对应有墙体等级,等级越高,则虚拟墙体对第一对象部位的初始伤害值越高。基于虚拟墙体与第一对象部位之间的距离系数,对初始伤害值进行调整,则计算公式如下:公式三:T=C*OP,其中,T为调整过的初始伤害值;C为初始伤害值;OP为虚拟墙体与第一对象部位之间的距离系数,其中O为调整底数,O∈(0,1),P为虚拟墙体与第一对象部位之间的距离。则公式三中的T即为虚拟墙体对第一对象部位的影响,也即障碍物对第一对象部位产生的子属性影响。也即,当障碍物为对象部位进行遮挡的虚拟墙体时,当虚拟墙体被虚拟道具攻击后在摧毁炸裂过程中也能对对象部位产生子属性影响,丰富了属性影响方式的多样性。
步骤1103,响应于第二虚拟对象处于功能范围内,在多个对象部位中的第二对象部位与虚拟道具之间贯通连接的情况下,基于第二对象部位与虚拟道具之间的影响因素,确定第二对象部位对应的子属性影响结果。
其中,影响因素包括距离因素、护甲因素、投影关系因素、主控虚拟对象的姿态因素、阻力因素以及持续时间因素中的至少一种。在一些可选的实施例中,从虚拟道具被投掷的位置创建与多个对象部位分别对应的骨骼点连线;响应于第二对象部位对应的骨骼点连线贯通连接第二对象部位与虚拟道具,确定第二对象部位与虚拟道具之间不存在障碍物。示意性的,如图12所示,虚拟人物1201包括7个关键身体部位,虚拟手雷道具被投掷的位置为A点,分别创建A点与左手臂骨骼点连线1202、A点与右手臂骨骼点连线1203、A点与头部骨骼点连线1204、A点与胸部骨骼点连线1205、A点与左腿骨骼点连线1206、A点与右腿骨骼点连线1207、A点与腹部骨骼点连线1208,连线1206、1207未被障碍物阻隔,说明虚拟人物1201的左腿、右腿和虚拟手雷道具之间不存在障碍物。也即,根据虚拟道具的投掷位置创建多个对象部位分别对应的骨骼点连线的方式从而通过骨骼点连线的连接情况判断对象部位和虚拟道具之间是否存在障碍物,能够提高判断虚拟道具和对象部位之间障碍物情况的准确度。
在一些可选的实施例,上述确定第二对象部位对应的子属性影响结果的过程还包括:
S1:响应于第二虚拟对象处于功能范围内,在多个对象部位中的第二对象部位与虚拟道具之间贯通连接的情况下,获取第二对象部位对应的基准属性值。可选地,基准属性值是指 预先设定的虚拟道具在理想状态下对对象部位产生的属性影响结果。示意性的,理想状态是指虚拟道具和对象部位之间没有障碍物,且它们之间的距离为无限接近0,以虚拟道具实现为虚拟手雷道具为例进行说明,当虚拟手雷道具触发的位置是在虚拟对象的某一对象部位上时,此时虚拟手雷道具对该对象部位的伤害值就是基准伤害值。在一些可选的实施例中,第二虚拟对象的不同对象部位的基准属性值是不同的。示意性的,在射击类游戏中,可以将虚拟手雷道具对虚拟人物的头部和胸部的基准伤害值调高,对虚拟人物的手部和脚部的基准伤害值调低。
S2:基于第二对象部位与虚拟道具之间的影响因素,确定对基准属性值进行调整的调整系数。
下面,分别说明基于上述影响因素,确定对基准属性值进行调整的调整系数的过程:
1、在影响因素包括距离因素的情况下,将第二对象部位与虚拟道具之间的距离作为指数系数,以调整底数在指数系数下的乘积结果作为第一调整系数,其中,调整底数大于0且小于1;第一调整系数用于通过与基准属性值相乘后得到的乘积结果对基准属性值进行调整。若影响因素包括距离因素,示意性的,以虚拟道具实现为虚拟手雷道具、第二虚拟对象实现为虚拟人物,以第二对象部位实现为虚拟人物的头部为例进行说明,在创建虚拟手雷道具爆炸的坐标点到虚拟人物的头部骨骼点连线的同时,获取该连线的距离;若该距离大于距离阈值,那么确定虚拟手雷道具对虚拟人物的头部产生的子属性影响值为0。若该距离小于或者等于距离阈值,那么说明虚拟手雷道具会对虚拟人物的头部造成伤害。获取该距离,同时获取调整底数,其中,调整底数大于0且小于1,以调整底数为底数系数,该距离为指数系数,计算得到第一调整系数,具体公式如下:公式四:X1=KL,其中,X1代表第一调整系数;K为调整底数,K∈(0,1);L为距离。在一些可选的实施例中,上述公式四中的L还可以实现为距离等级。示意性的,虚拟手雷道具的距离阈值为12米,距离等级1级是指距离在(0米,1米]的区间范围内,上述公式一中的L为1;距离等级2级是指距离在(1米,5米]的区间范围内,上述公式一中的L为2;距离等级3级是指距离在(5米,10米]的区间范围内,上述公式一中的L为3;距离等级4级是指距离在(10米,12米)的区间范围内,上述公式一中的L为4。也即,根据对象部位和虚拟道具之间的距离作为指数系数,以调整底数在指数系数下的乘积结果作为第一调整系数后通过第一调整系数对基准属性值进行调整的方式,能够使得基准属性值的调整幅度随着距离的变化呈指数幅度。
2、在影响因素包括护甲因素的情况下,基于护甲因素对应的护甲等级与调整系数之间的乘积确定第二调整系数,其中,调整系数大于0且小于1;第二调整系数用于通过与基准属性值相乘后得到的乘积结果对基准属性值进行调整。在一些可选的实施例中,第二虚拟对象的多个对象部位还装备有护甲,且护甲对应有护甲等级。示意性的,第一人称射击游戏中,虚拟人物在进行游戏时,可以在游戏中获取头盔,防弹背心等道具,且头盔和防弹背心对应有等级数,等级数越高,说明该头盔或者防弹背心的防护能力更强。若影响因素包括护甲因素,首先需要判断第二虚拟对象的第二对象部位上是否装备有护甲,示意性的,以虚拟道具实现为虚拟手雷道具、第二对象部位实现为虚拟人物的头部为例进行说明,当虚拟手雷道具触发时,若虚拟人物的头部未装备头盔等防护道具,则影响因素不计护甲因素。若虚拟人物的头部装备有头盔,则获取该头盔的等级,同时获取预设系数,其中,预设系数大于0且小于1,以头盔的等级为护甲等级,预设系数为调整系数,计算得到第二调整系数,具体公式如下:公式五:X2=1-G*Q其中,X2代表第二调整系数;Q为预设系数,Q∈(0,1);G为护甲等级。在一些可选的实施例中,上述护甲等级会随着使用次数而下降,示意性的,在未受到任何攻击的情况下,上述头盔的等级为4级,则护甲等级为4级,若受到了一次攻击,则头盔的等级下降为3级,则护甲等级为3级。可选地,头盔的等级下降幅度不是固定的,在一次攻击中,承伤越高,则下降的幅度越大。在一些可选的实施例中,上述护甲等级不会随着使用次数而下降,但是护甲使用次数有限制,示意性的,在未受到任何攻击的情况下,4 级头盔的使用次数为4次,受到4次攻击后,则头盔失去防护能力,且每次攻击头盔的护甲等级都是4级。也即,通过护甲等级和调整系数之间的乘积结果确定第二调整系数从而与基准属性值相乘对基准属性值进行调整的方式,能够实现当护甲等级不同时,调整效果也不同。
3、在影响因素包括投影关系因素的情况下,获取第二虚拟对象在功能范围内的投影;将第二虚拟对象在功能范围内的投影面积和第二虚拟对象的基准投影面积的比例系数作为第三调整系数,其中,比例系数大于0且小于1;第三调整系数用于通过与基准属性值相乘后得到的乘积结果对基准属性值进行调整。在一些可选的实施例中,虚拟道具在触发属性影响功能时,第二虚拟对象当前的姿势是不同的,示意性的,以虚拟道具实现为虚拟手雷道具为例进行说明,虚拟手雷道具在触发爆炸时,是通过其爆炸点发出的碎片对虚拟人物产生伤害,那么,当虚拟人物的姿势不同时,虚拟人物所承受的碎片数量也是不一样的。则通过获取虚拟人物在爆炸范围内的投影,确定第三调整系数。可选地,获取第三调整系数需要获取第二虚拟对象在功能范围内的投影面积和第二虚拟对象的基准投影面积,下面对获取上述两种投影面积的过程进行说明:
第一、获取第二虚拟对象在功能范围内的投影面积。
在一些可选的实施例中,获取第二虚拟对象在功能范围内的投影的方法包括:从虚拟道具被投掷的位置创建与第二虚拟对象的中心骨骼点连线,确定与中心骨骼点连线垂直的投影平面;将多个对象部位中的第二对象部位在投影平面上的投影,确定为第二虚拟对象在功能范围内的投影。可选地,上述第二虚拟对象的中心骨骼点可以实现为第二虚拟对象的中间位置骨骼点。可选地,计算第二虚拟对象中第二对象部位在投影平面上的投影面积,即为第二虚拟对象在功能范围内的投影面积。示意性的,若第二虚拟对象的各个对象部位与虚拟道具之间都没有障碍物,如图13所示,虚拟手雷道具的爆炸点为A点,虚拟人物1301的中心骨骼点为B点,连接AB,作垂直于线段AB的平面1302,则平面1302为投影平面;分别创建A点到虚拟人物1301各个身体部位骨骼点的连线(值得注意的是,需要尽可能多的创建A点到虚拟人物1301各个身体部位骨骼点连线,图13中仅展示了部分连线),分别延长上述各个身体部位骨骼点连线至平面1302上,组成的封闭图像即为虚拟人物1301的投影,计算在平面1302上的封闭图像的面积即为虚拟人物在爆炸范围内的投影面积,也即第二虚拟对象在功能范围内的投影面积。示意性的,若第二虚拟对象中一部分的对象部位与虚拟道具之间没有障碍物,另外一部分的对象部位与虚拟道具之间有障碍物,如图14所示,虚拟手雷道具的爆炸点为a点,虚拟人物1401的中心骨骼点为b点,连接ab,作垂直于线段ab的平面1402,则平面1402为投影平面;虚拟人物1401下半身的身体部位骨骼点与a点之间的连线有阻隔;虚拟人物1401上半身的身体部位骨骼点与a点之间的连线无阻隔,则将上半身的身体部位骨骼点与a的连线分别延长至平面1402上,计算在平面1402上的封闭图像的面积即为虚拟人物在爆炸范围内的投影面积,也即第二虚拟对象在功能范围内的投影面积。也即,根据虚拟道具的投掷位置和第二虚拟对象的中心骨骼连线确定投影平面,从而将对象部位在投影平面上的投影面积确定为功能范围内的投影面积,能够提高投影面积获取的准确度。
第二、获取第二虚拟对象的基准投影面积。
在一些可选的实施例中,获取第二虚拟对象的基准投影面积的方法包括以下方法中的至少一种:方法一、基准投影面积为预先设定的面积,为第二虚拟对象在虚拟场景中的前表面积,示意性的,虚拟人物的基准投影面积为虚拟人物的在标准站姿的情况下的外部轮廓围起的面积;虚拟车辆的基准投影面积为虚拟车辆暴露在外侧的车身的面积。方法二、基准投影面积为第二虚拟对象在目标投影平面上的投影面积。示意性的,请参考图15,虚拟人物站立在虚拟场景中,虚拟手雷道具的爆炸点为c点,虚拟人物1501的中心骨骼点为d点,连接cd,作垂直于线段cd的平面1502,则平面1502为投影平面;分别连接c点和各个身体部位骨骼点,并分别延长上述各线段至平面1502上,计算在平面1502上的封闭图像的面积即为虚拟人物的基准投影面积,也即第二虚拟对象的基准投影面积。获取第二虚拟对象在功能范围内 的投影面积和第二虚拟对象的基准投影面积后,则可确定第三调整系数,示意性的,计算第二虚拟对象在功能范围内的投影面积和第二虚拟对象的基准投影面积的比例系数即为第三调整系数,其中,比例系数大于0且小于1,具体公式如下:公式六:X3=M/N,其中,X3代表第三调整系数,X3∈(0,1);M为第二虚拟对象在功能范围内的投影面积;N为第二虚拟对象的基准投影面积。也即,当第二虚拟对象在功能范围内的姿势不同时,对应在功能范围内的投影面积也不同,使得能够根据第二虚拟对象姿态不同对基准属性值进行不同的调整。
4、在影响因素包括第二虚拟对象的姿态因素的情况下,获取第二虚拟对象当前的姿势;将姿势对应的姿势系数作为第四调整系数,其中,姿势系数大于0且小于1;第四调整系数用于通过与基准属性值相乘后得到的乘积结果对基准属性值进行调整。在一些可选的实施例中,虚拟道具在触发属性影响功能时,第二虚拟对象当前的姿势是不同的,不同的姿势对应有不同的姿势系数,示意性的,当虚拟道具实现为虚拟手雷道具时,不同姿势对应的姿势系数的大小关系为:站姿>蹲姿>趴态。获取第二虚拟对象在虚拟道具触发属性影响功能时的姿势对应的姿势系数,则可确定第四调整系数,其中,姿势系数大于0且小于1,具体公式如下:公式七:X4=Z,其中,X4代表第四调整系数,X4∈(0,1);Z为第二虚拟对象的姿势系数。通过上述步骤,计算得到第四调整系数,将第四调整系数与基准属性值相乘,即可对基准属性值进行调整。也即,根据虚拟对象的姿态不同,基准属性值的调整效果也不同。
5、在影响因素包括阻力因素的情况下,在影响因素包括阻力因素的情况下,获取第二虚拟对象的第二对象部位所处环境的阻力系数,其中,阻力系数大于0且小于1;阻力系数用于通过与基准属性值相乘,对基准属性值进行调整。在一些可选的实施例中,虚拟场景中包括虚拟水流,则虚拟道具触发指定功能时的阻力系数包括在虚拟水流中的阻力系数。示意性的,当虚拟手雷道具的爆炸点在虚拟水流中,且可以对虚拟人物造成伤害时,则还需要计算水流对虚拟手雷道具的阻力,因为虚拟手雷的爆炸碎片在空气中的阻力和在水中的阻力是不一样的。其中,阻力对应有阻力系数,阻力越大对应的阻力系数就越小。也即,获取虚拟道具在触发指定功能时的阻力系数,将阻力系数与基准属性值相乘,即可对基准属性值进行调整,提高了调整准确度。
6、在影响因素包括持续时长因素的情况下,获取虚拟道具触发指定功能的时长,基于时长确定时长影响系数,其中,时长影响系数大于0且小于1;时长影响系数用于通过与基准属性值相乘,对基准属性值进行调整。在一些可选的实施例中,虚拟道具触发的指定功能对应有功能时间,在功能时间内,虚拟道具可以持续对处于功能范围内的虚拟对象产生属性值影响,但上述属性值影响会随着时间逐渐衰减或者逐渐增加。也即,通过获取虚拟道具在触发指定功能时的时长影响系数,将时长影响系数与基准属性值相乘,即可对基准属性值进行调整,提高了调整准确度。
7、在一些可选的实施例中,影响因素还包括剩余属性值因素,在影响因素包括第二对象部位的剩余属性值因素的情况下,获取第二对象部位的剩余属性值对应的级别数与调整系数之间的乘积作为第五调整系数,其中,调整系数大于0且小于1;第五调整系数用于通过与基准属性值相乘,对基准属性值进行调整。在一些可选的实施例中,以虚拟道具实现为虚拟急救道具为例进行说明,剩余属性值越少,恢复的属性值越多,则虚拟急救道具的恢复效果越好。示意性的,以属性值实现为生命值为例进行说明,满血状态下的生命值为100,则当生命值为(0,30]时,为第1级别,级别数为1,恢复效果最好;当生命值为(30,60]时,为第2级别,级别数为2;当生命值为(60,90]时,为第3级别,级别数为3;当生命值为(90,100]时,为第4级别,级别数为4,恢复效果最差。需要说明的是,若满血状态下,生命值为100,则最多将生命值恢复到100。获取虚拟道具在触发属性影响功能时,第二对象部位的剩余属性值,同时获取调整系数,则可确定第五调整系数,其中,调整系数大于0且小于1,具体公式如下:公式八:X5=H*Z,其中,X5代表第五调整系数;Z为调整系数,Z∈(0,1);H为第二对象部位的剩余属性值级别数。通过上述步骤,计算得到第五调整系数,将 第五调整系数与基准属性值相乘,即可对基准属性值进行调整。也即,当对象部位和虚拟道具之间障碍物的存在情况不同时,对象部位所产生的子属性影响结果不同,并且,当对象部位和虚拟道具之间贯通连接的情况下,还能根据对象部位和虚拟道具之间的影响因素不同导致子属性影响结果也不同,能够提高虚拟对象受虚拟道具的属性影响功能的真实度。
S3:通过调整系数对基准属性值进行调整,得到第二对象部位对应的子属性影响结果。可选的,选择上述一种或者多种调整系数对基准属性值进行调整,得到第二对象部位对应的子属性影响结果。若选择第一调整系数、第二调整系数、第四调整系数对基准属性值进行调整,则计算公式为:公式九:S’=S*X1*X2*X4,其中,S为基准属性值,S’为调整后的基准属性值。可选地,其中第二对象部位中包括两个及以上的对象部位,则分别对每个对象部位的基准属性值进行调整,得到多个调整后的基准属性值。也即,通过设置对象部位在理想状态下由虚拟道具产生的基准属性值,从而通过对象部位和虚拟道具之间的影响因素确定调整系数,最终根据调整系数对基准属性值进行调整后得到该对象部位的子属性影响结果,能够使得不同对象部位在基准属性值不同的情况下调整幅度也不同,提高了属性结果影响变化对对象部位的适配度。
步骤1104,对多个对象部位分别对应的子属性影响结果进行融合,得到第二虚拟对象的属性影响结果。
在一些可选的实施例中,在虚拟道具是虚拟攻击道具的情况下,虚拟道具的属性影响功能对第二虚拟对象产生减益属性影响结果。以虚拟攻击道具实现为虚拟手雷道具为例进行说明,图16是本申请实施例提供的一种虚拟对象的显示方法的流程图,该方法可以应用于如图2所示的终端中,还可以应用于如图2所示的服务器中,以该方法应用于如图2所示的服务器中为例进行说明,该方法包括:
步骤1601,当第一虚拟对象在虚拟场景中投掷虚拟手雷道具时,在虚拟手雷道具的爆炸范围内触发虚拟手雷道具的爆炸伤害。
其中,爆炸伤害用于对处于爆炸范围内的虚拟对象的属性值产生减益效果。在一些可选的实施例中,上述虚拟场景实现为第二虚拟对象和第一虚拟对象的游戏对战画面,则虚拟手雷道具为第一虚拟对象向第二虚拟对象投掷的道具,其中,第一虚拟对象和第二虚拟对象的关系可以对抗关系,也可以是合作关系。可选地,当第一虚拟对象和第二虚拟对象为合作关系时,虚拟手雷道具对应有免伤效果,示意性的,当第二虚拟对象的同队队友在虚拟场景中投掷了虚拟手雷道具,且第二虚拟对象在虚拟手雷道具的爆炸范围内,第二虚拟对象不会受到伤害。在一些可选的实施例中,上述虚拟场景还可以实现为第二虚拟对象的投掷练习场景,示意性的,在射击类游戏中,第二虚拟对象可以在投掷练习场景中,练习投掷虚拟手雷道具;第二虚拟对象还可以在投掷练习场景中感受虚拟手雷道具的爆炸伤害,可选地,第二虚拟对象自己投掷出去的虚拟手雷道具会对自己产生伤害。其中,属性值包括虚拟对象的生命值、视线范围和听力等。示意性的,当虚拟手雷道具在虚拟对象附近爆炸时,会减少虚拟对象的生命值;通过散发出烟雾、灰尘、碎片等使得虚拟对象的视线范围缩小;同时,虚拟手雷道具产生的爆炸声会使得虚拟对象的听力下降,使得虚拟对象无法听到附近第一虚拟对象的枪声和脚步声。在一些可选的实施例中,虚拟手雷道具为瞬时伤害道具,示意性的,虚拟手雷道具在爆炸的一瞬间会对爆炸范围的虚拟对象产生伤害,爆炸过后,则无法产生伤害。在一些可选的实施例中,虚拟手雷道具为持续伤害道具,且虚拟手雷道具对应有伤害持续时间。可选地,虚拟手雷道具的伤害力度和爆炸范围在伤害持续时间内会慢慢减小。示意性的,虚拟手雷道具的伤害持续时间为3秒,在0秒时,虚拟手雷道具触发爆炸伤害;0秒-1秒时,虚拟手雷道具的伤害级别为3级(即虚拟手雷道具的最高伤害级别),爆炸范围为直径24米的圆形范围;1秒-2秒时,虚拟手雷道具的伤害级别为2级,爆炸范围为直径12米的圆形范围;2秒-3秒时,虚拟手雷道具的伤害级别为1级,爆炸范围为直径6米的圆形范围;在3秒后,则虚拟手雷道具的爆炸伤害失效。
步骤1602,响应于第二虚拟对象处于爆炸范围内,基于第二虚拟对象的多个对象部位与虚拟手雷道具之间的位置关系,获取多个对象部位分别对应的子属性影响结果。
其中,子属性影响结果是多个对象部位在爆炸伤害下分别产生的减益结果。
示意性的,首先判断第二虚拟对象是否处于爆炸范围内,若第二虚拟对象处于爆炸范围内,说明虚拟手雷道具会对主控虚拟道具产生伤害,则获取多个对象部位分别对应的子属性影响结果。在一些可选的实施例中,创建爆炸中心到多个对象部位骨骼点的连线,若存在至少一个骨骼点连线在爆炸范围内,则说明第二虚拟对象处于爆炸范围内;若所有的骨骼点连线都超过爆炸范围,说明第二虚拟对象不处于爆炸范围内。在一些可选的实施例中,通过分别创建爆炸中心和多个对象部位骨骼点的连线,判断多个对象部位和虚拟手雷道具之间的位置关系,从而获取多个对象部位分别对应的子属性影响结果。可选地,虚拟手雷道具被投掷在虚拟场景中的位置即为虚拟手雷道具的爆炸中心,分别创建爆炸中心到多个对象部位骨骼点的连线。根据骨骼点连线的情况可对多个对象部位进行分类:若爆炸中心与对象部位的连线被阻隔,则说明该对象部位属于第一对象部位,虚拟手雷道具不会对第一对象部位产生伤害,也即,不会减少第一对象部位的属性值;若爆炸中心与对象部位的连线未被阻隔,则说明该对象部位属于第二对象部位,虚拟手雷道具可能会对第二对象部位产生伤害,需要通过第二对象部位与虚拟手雷道具之间的影响因素,确定是否会对第二对象部位产生伤害,以及确定第二对象部位对应的子属性影响结果。第一、通过距离因素,判断虚拟手雷道具是否会对第二对象部位产生伤害。可选地,判断第二对象部位骨骼点与爆炸中心的连线是否超过距离阈值,若超过距离阈值,则说明虚拟手雷道具不会对该第二对象部位产生伤害,也即不会减少该第二对象部位的属性值。第二、若第二对象部位骨骼点与爆炸中心的连线未超过距离阈值,则说明虚拟手雷道具会对该第二对象部位产生伤害。
示意性的,若未超过距离阈值的第二对象部位为左腿和头部:
1、首先,获取虚拟手雷道具初始设置的对左腿和头部的基准伤害值,例如:左腿的基准伤害值为20,头部的基准伤害值50;
2、其次,获取距离因素对应的第一调整系数,例如:左腿的距离为4米,头部的距离为5米,且预设底数调整底数为0.9,则经过第一调整系数调整过后的基准伤害值为:左腿=40*0.9^4=13.122;头部=50*0.9^5=29.525。
3、接着,获取护甲因素对应的第二调整系数,获取第二调整系数之前,首先需要判断第二虚拟对象的左腿和头部是否装备有护甲道具,例如:左腿装备有2级护甲道具,头部未装备护甲道具,且指定系数调整系数为0.1,则经过第一调整系数和第二调整系数调整过后的基准伤害值为:左腿=13.122*0.8=10.4976;头部=29.525(未装备护甲道具,则头部不需要调整)。
4、最后,获取投影关系因素对应的第三调整系数,则需要获取基准投影面积和第二虚拟对象在爆炸范围内的投影面积,获取基准投影面积和第二虚拟对象在爆炸范围内的投影面积的方法在步骤1103中已经进行了具体说明,此处不再赘述。例如:基准投影面积为10,第二虚拟对象在爆炸范围内的投影面积为5,可知第三调整系数为0.5,则经过第一调整系数、第二调整系数和第三调整系数调整过后的基准伤害值为:左腿=10.4976*0.5=5.2488;头部=29.525*0.5=14.7625。
在一些可选的实施例中,还可以直接检测即将被爆炸伤害到的第二虚拟对象的姿势,根据姿势来减伤,例如:同样的虚拟手雷道具爆炸,蹲姿受到的伤害就是比站姿要低。示意性的,请参考图17,虚拟对象1701为站姿,虚拟对象1703为蹲姿,虚拟对象1701和虚拟对象1703属于同一个虚拟对象,且他们与爆炸中心A点的距离相同,如图17所示,虚拟对象1701的投影1702的面积明显大于虚拟对象1703的投影1704的面积。则代表在面对爆炸中心时,显然虚拟对象1701暴露面积更大,那么受到的伤害也就越大。则上述第三调整系数还可以实现为在虚拟手雷道具爆炸时,第二虚拟对象的姿势对应的姿势系数,例如:第二虚拟对象在虚拟手雷爆炸时的姿势为蹲姿,则姿势系数为0.5,则经过第一调整系数、第二调整系 数和第三调整系数调整过后的基准伤害值为:左腿=10.4976*0.5=5.2488;头部=29.525*0.5=14.7625。
步骤1603,对多个对象部位分别对应的子属性影响结果进行融合,得到第二虚拟对象的减益属性影响结果。
示意性的,上述虚拟手雷道具对第二虚拟对象的子属性影响结果为左腿生命值减少5.2488;头部生命值减少14.7625。则将左腿的伤害值和头部的伤害值相加,即可得到第二虚拟对象的属性影响结果,也即虚拟对象的总生命值减少20.0113。也即,根据虚拟道具的种类不同,所产生的属性影响结果也不同,提高了属性影响的道具多样性。在一些可选的实施例中,在虚拟道具是虚拟医疗道具的情况下,虚拟道具的指定功能对第二虚拟对象产生增益属性影响结果。以虚拟医疗道具实现为虚拟急救道具为例进行说明,图18是本申请实施例提供的一种虚拟对象的显示方法的流程图,该方法可以应用于如图2所示的终端中,还可以应用于如图2所示的服务器中,以该方法应用于如图2所示的服务器中为例进行说明,该方法包括:
步骤1801,当第一虚拟对象在虚拟场景中投掷虚拟急救道具时,在虚拟急救道具的急救范围内触发虚拟急救道具的急救效果。
其中,急救效果用于对处于急救范围内的虚拟对象的属性值产生增益效果。可选地,虚拟急救道具的恢复力度和急救范围在恢复持续时间内会慢慢减小。示意性的,虚拟急救道具的恢复持续时间为3秒,在0秒时,虚拟急救道具触发急救效果;0秒-1秒时,虚拟急救道具的恢复级别为3级(即虚拟急救道具的最高恢复级别),急救范围为直径24米的圆形范围;1秒-2秒时,虚拟急救道具的恢复级别为2级,急救范围为直径12米的圆形范围;2秒-3秒时,虚拟急救道具的恢复级别为1级,急救范围为直径6米的圆形范围;在3秒后,则虚拟急救道具的急救效果失效。在一些可选的实施例中,在急救范围内还会触发虚拟急救道具的急救效果标识和急救范围标识的显示。示意性的,虚拟急救道具对应有急救持续时间,当虚拟急救道具触发了急救效果后,若第二虚拟对象不在急救范围内,则无法获得救治;但是,虚拟急救道具的急救效果会持续一段时间,只要第二虚拟对象在这段时间内移动到急救范围内,即可获得救治。请参考图19,触发虚拟急救道具的急救效果标识和急救范围标识的显示,则在虚拟场景中显示急救效果标识1901,第二虚拟对象可根据急救效果标识快速定位找到已经触发的虚拟急救道具,并知道虚拟急救道具的种类;高亮显示急救范围标识1902,第二虚拟对象可以知道虚拟急救道具当前的急救范围。
步骤1802,响应于第二虚拟对象处于急救范围内,基于第二虚拟对象的多个对象部位与虚拟急救道具之间的位置关系,获取多个对象部位分别对应的子属性影响结果。
其中,子属性影响结果是多个对象部位在急救效果下分别产生的增益结果。示意性的,首先判断第二虚拟对象是否处于急救范围内,若第二虚拟对象处于急救范围内,说明虚拟急救道具会对第二虚拟对象进行急救,则获取多个对象部位分别对应的子属性影响结果。在一些可选的实施例中,创建虚拟急救道具的触发位置到多个对象部位骨骼点的连线,若存在至少一个骨骼点连线在急救范围内,则说明第二虚拟对象处于急救范围内;若所有的骨骼点连线都超过急救范围,说明第二虚拟对象不处于急救范围内。在一些可选的实施例中,通过分别创建虚拟急救道具的触发位置和多个对象部位骨骼点的连线,判断多个对象部位和虚拟急救道具之间的位置关系,从而获取多个对象部位分别对应的子属性影响结果。
可选地,根据骨骼点连线的情况可对多个对象部位进行分类:若虚拟急救道具的触发位置与对象部位的连线被阻隔,则说明该对象部位属于第一对象部位,虚拟急救道具不会对第一对象部位产生影响,也即,不会增加第一对象部位的属性值;若虚拟急救道具的触发位置与对象部位的连线未被阻隔,则说明该对象部位属于第二对象部位,虚拟急救道具可能会对第二对象部位产生影响,需要通过第二对象部位与虚拟急救道具之间的影响因素确定是否会对第二对象部位产生影响,以及确定第二对象部位对应的子属性影响结果。
第一、通过距离因素,判断虚拟急救道具是否会对第二对象部位产生伤害。可选地,判断第二对象部位骨骼点与虚拟急救道具的触发位置的连线是否超过距离阈值,若超过距离阈值,则说明虚拟急救道具不会对该第二对象部位产生影响,也即不会增加该第二对象部位的属性值。
第二、若第二对象部位骨骼点与虚拟急救道具的触发位置的连线未超过距离阈值,则说明虚拟急救道具会对该第二对象部位产生影响。在一些可选的实施例中,通过距离因素、第二对象部位的剩余属性值因素中的至少一种,确定第一虚拟对象部位对应的子属性影响结果。
示意性的,若未超过距离阈值的第二对象部位为左腿和头部:
1、首先,获取虚拟急救道具初始设置的对左腿和头部的基准恢复值,例如:左腿的基准恢复值为20,头部的基准恢复值50;
2、其次,获取距离因素对应的第一调整系数,例如:左腿的距离为4米,头部的距离为5米,且预设底数为0.9,则经过第一调整系数调整过后的基准恢复值为:左腿=40*0.9^4=13.122;头部=50*0.9^5=29.525。
3、接着,获取第二对象部位的剩余属性值因素对应的第二调整系数,例如:左腿剩余38点生命值,则对应的级别数为2,头部剩余85,则对应的级别数为3,且指定系数为0.1,则经过第一调整系数和第二调整系数调整过后的基准恢复值为:左腿=13.122*0.2=2.6244;头部=29.525*0.1=2.9525。
可选地,上述经过第一调整系数和第二调整系数调整过后的基准恢复值为基准恢复衰减值,则对第二对象部位的恢复值为基准恢复值减去基准恢复衰减值,可得,对象部位的最终恢复值为:左腿=20-2.6244=17.3756;头部=50-2.9525=47.0475。即为子属性影响结果。
步骤1803,对多个对象部位分别对应的子属性影响结果进行融合,得到第二虚拟对象的增益属性影响结果。
在一些可选的实施例中,将多个对象部位分别对应的子属性影响结果相加,得到第二虚拟对象的增益属性影响结果。
在一些可选的实施例中,上述虚拟道具实现为虚拟手雷,图20是本申请一个示例性实施例提供的虚拟对象的显示方法的完整流程图,如图20所示,该方法包括:
步骤2001,虚拟手雷爆炸。
示意性的,请参考图21,在虚拟场景2100中显示虚拟手雷爆炸的动画,其中,虚拟手雷爆炸时的爆炸中心为A点。
虚拟场景中还包括虚拟角色2101,虚拟角色2101在虚拟场景2100中的姿势为趴姿,且横向面对爆炸中心A点。
可选地,该虚拟手雷为虚拟角色2101投掷在虚拟场景2100中;或者,该虚拟手雷为其他玩家控制的虚拟角色或者非玩家角色投掷在虚拟场景2100中。
步骤2002,爆炸范围内是否有虚拟角色。
也即,检测虚拟手雷的爆炸范围内是否存在虚拟角色。
可选地,虚拟手雷的爆炸范围包括以下范围中的至少一种:
1、以虚拟手雷的爆炸中心为圆心,以预设距离为半径划分的圆形范围即为虚拟手雷的爆炸范围;
2、以虚拟手雷的爆炸中心为圆心,以预设角度为圆心角,以预设距离为半径划分的扇形范围即为虚拟手雷的爆炸范围。
步骤2003,若爆炸中心没有虚拟角色,则流程结束。
示意的,请参考图22,虚拟场景2200中,当虚拟手雷爆炸时,图中的虚拟角色2201离爆炸中心2202距离过远,则虚拟手雷对虚拟角色2201的伤害计算结束,也即流程结束。
步骤2004,若爆炸中心有虚拟角色,则从爆炸中心对7个关键部位骨骼点连线。
示意性的,请参考图21,区域2102为虚拟手雷的爆炸范围,区域2102为以爆炸中心为 圆心,以12米为半径的圆。虚拟角色2101在区域2102中,则表示虚拟角色会受到虚拟手雷的爆炸伤害。
响应于虚拟手雷的爆炸范围内存在虚拟角色,则从爆炸中心向虚拟角色的7个关键骨骼点进行连线。如图21所示,爆炸中心为A点,分别从A点创建与虚拟角色2101的左手臂骨骼点连线、右手臂骨骼点连线、头部骨骼点连线、胸部骨骼点连线、腹部骨骼点连线,左腿骨骼点连线、右腿骨骼点连线。
步骤2005,连线是否被阻隔。
也即,分别判断爆炸中心和7个关键部位骨骼点的连线是否被阻隔。
示意性的,判断上述从爆炸中心A点创建的与虚拟角色2101的各个身体部位的骨骼点连线是否被障碍物阻隔。
步骤2006,若连线被阻隔,不造成伤害。
若爆炸中心和头部骨骼点的连线被阻隔,则代表爆炸不会对虚拟角色的头部造成伤害。
如图21所示,虚拟角色2101的上半身在围墙2103后面,图中黑色的连线为受到围墙2103阻隔的连线,说明左手臂、右手臂、头部以及胸部不会受到爆炸伤害。
步骤2007,若连线不被阻隔,结合距离伤害衰减,计算对该部位的理论最高伤害。
示意性的,如图21所示,白色的连线为未被围墙2103阻隔的连线,因此虚拟角色的左腿、右腿和腹部会受到爆炸伤害,下面分别计算虚拟手雷对虚拟角色的左腿、右腿和腹部的理论最高伤害,其中理论最高伤害由初始爆炸伤害值和距离伤害衰减共同决定。首先,确定虚拟手雷对虚拟角色各个身体部位的初始伤害值。可选地,虚拟手雷对虚拟角色的不同身体部位造成伤害的倍率是不同的,可以设置各个部位的伤害比例。例如:想要强调“保护头部”,就可以将头部受到爆炸伤害的比例调高,反之亦然。示意性的,对虚拟手雷的初始爆炸伤害值进行配置:虚拟手雷的爆炸伤害在极近距离下,对头部造成60点伤害,对左/右手臂造成40点伤害,对胸/腹部造成50点伤害,对左腿/右腿造成40点伤害。其次,确定虚拟手雷对虚拟角色各个身体部位的距离伤害衰减。可选地,距离伤害衰减的公式如下:公式十:F(X)=0.9^X,X∈(0,12],F(X)=0,X∈(12,+∞),即,12米内,伤害以0.9^X(X为距离)的倍率衰减,12米外,伤害为0。
结合上述说明,示意性的,虚拟角色的各个身体部位与爆炸中心的距离是分部位单独计算的,在图21中,根据双腿与腹部距离爆炸中心的位置,左腿最近,为4米,腹部次之,为5米,右腿再次之,为6米,计算各部位距离衰减之后受到的伤害如下:左腿=40*0.9^4=26.244;腹部=50*0.9^5=29.525;右腿=40*0.9^6=21.25764。即为各部位的理论最高伤害。
步骤2008,部位是否有护甲覆盖。
也即,判断虚拟角色的身体部位是否有护甲覆盖。
可选地,依次检测虚拟角色的头部,胸部,腹部,双手,双腿是否受到护甲覆盖,只有受到护甲覆盖的部位,才会受到减伤。
步骤2009,若部位没有护甲覆盖,不计算护甲减伤系数,正常结算伤害。
示意性的,如图21所示,虚拟角色2101的左腿和右腿是没有护甲覆盖的,则没有护甲减伤,也就不需要计算护甲减伤系数,可正常结算伤害,即左腿受到的伤害为26.244,右腿受到的伤害为21.25764;并继续执行步骤2011。
步骤2010,若部位有护甲覆盖,根据该部位的护甲等级,计算护甲减伤系数。
可选地,护甲对应有护甲等级,不同护甲等级对应的护甲减伤系数是不一样的,护甲减伤系数由护甲伤害衰减倍率决定,护甲伤害衰减倍率的公式如下:公式十一:O=0.1*Y,Y为护甲的等级,则护甲减伤系数为1-O,示意性的,如图21所示,虚拟角色2101的腹部被5级护甲覆盖,则5级护甲的护甲减伤系数为1-0.1*5=0.5,因此,计算了护甲减伤后,虚拟手雷对腹部伤害为29.525*0.5=14.7625。
在一些可选的实施例中,当承受减伤后,会对护甲的耐久度进行一定程度的扣减,护甲 的减伤系数会随着护甲的耐久度的降低而增加,也即,随着护甲耐久度的降低,护甲减伤的效果会越来越小。
步骤2011,结合角色姿势所暴露的投影面积,计算投影减伤系数。
虚拟手雷的爆炸伤害,会根据虚拟角色暴露在虚拟手雷面前的投影,进行计算;暴露的投影越小,虚拟角色受到手雷的伤害越小。
可选地,虚拟角色暴露在爆炸中心的投影面积和虚拟角色参考投影面积的比,即为投影减伤系数。第一、获取虚拟角色暴露在爆炸中心的投影面积。首先要确定投影平面,示意性的,如图23所示,在虚拟场景2300中,虚拟手雷的爆炸中心为B点,创建B点和虚拟角色2301的中心骨骼点连线,作垂直于该连线的平面2302,即为投影平面。其次,从爆炸中心B点向虚拟角色2301的头部,脚部以及其他身体部位骨骼点做连线,连线的延长线在平面上的投影,即为虚拟角色2301此时的姿势对应的第一投影面积;从图23中可看到虚拟角色2301有一半的身体部位被围墙2303挡住,则最后得到虚拟角色2301所暴露的投影面积为第一投影面积的二分之一。第二、获取虚拟角色的参考投影面积。可选地,虚拟角色的参考投影面积即为虚拟角色在站姿的状态下,从爆炸中心B点向虚拟角色的头部,脚部以及其他身体部位骨骼点做连线,连线的延长线在平面上的投影,即为虚拟角色的参考投影面积。示意性的,请参考图23,可以看到虚拟角色2301是面对爆炸中心横向趴在地面上的,则此时虚拟角色2301的趴姿和站姿的投影面积区别不大,则虚拟角色2301的参考投影面积即为第一投影面积。故投影减伤系数约为0.5。
步骤2012,将结合了距离减伤衰减、护甲减伤系数、投影减伤系数的最终伤害,输出给玩家侧。
需要说明的是,图21和图23中的虚拟场景为同一个虚拟场景,故图23计算出的虚拟角色2301的投影减伤系数也就是图22中虚拟角色2201的投影减伤系数。
在步骤2007至2010中已经计算了距离减伤系数和护甲减伤系数,则最后结合减伤系数,可得到虚拟角色2101各部位受到的最终伤害为左腿:26.244*0.5=13.122;右腿:21.25764*0.5=13.122;腹部:14.7625*0.5=7.38125。则虚拟角色2101受到的总伤害为:13.122+13.122+7.38125=33.62525。可选地,将虚拟角色2101受到的总伤害显示在虚拟场景2101中。
请参考图24,其示出了本申请一个示例性的实施例提供的虚拟对象的显示装置结构框图,该装置包括:
触发模块2410,用于当第一虚拟对象在虚拟场景中投掷虚拟道具时,在所述虚拟道具的功能范围内触发所述虚拟道具的指定功能,所述指定功能用于对处于所述功能范围内的虚拟对象的属性值产生影响;
获取模块2420,用于响应于第二虚拟对象处于所述功能范围内,基于所述第二虚拟对象的多个对象部位与所述虚拟道具之间的位置关系,获取所述多个对象部位分别对应的子属性影响结果,所述子属性影响结果是所述多个对象部位在所述指定功能下分别产生的影响结果;
融合模块2430,用于对所述多个对象部位分别对应的子属性影响结果进行融合,得到所述第二虚拟对象的属性影响结果,所述属性影响结果是指所述虚拟道具的所述指定功能对所述第二虚拟对象产生的整体影响结果。
在一些可选的实施例中,所述融合模块2430,还用于对所述多个对象部位分别对应的子属性影响结果进行求和,得到所述第二虚拟对象的属性影响结果;或者,用于对所述多个对象部位分别对应的子属性影响结果进行加权求和,得到所述第二虚拟对象的属性影响结果。
请参考图25,在一些可选的实施例中,所述获取模块2420,包括:确定子模块2421,用于在所述多个对象部位中的第一对象部位与所述虚拟道具之间存在障碍物的情况下,确定所述第一对象部位避开所述指定功能产生的子属性影响;所述确定子模块2421,还用于在所述多个对象部位中的第二对象部位与所述虚拟道具之间贯通连接的情况下,基于所述第二对 象部位与所述虚拟道具之间的影响因素,确定所述第二对象部位对应的子属性影响结果;其中,所述影响因素包括距离因素、护甲因素、投影关系因素、所述第二虚拟对象的姿态因素、阻力因素以及持续时间因素中的至少一种。
在一些可选的实施例中,所述装置还包括:创建模块2440,用于从所述虚拟道具被投掷的位置创建与所述多个对象部位分别对应的骨骼点连线;确定模块2450,用于响应于所述多个对象部位中的第一对象部位对应的骨骼点连线被阻隔,确定所述第一对象部位与所述虚拟道具之间存在障碍物;所述确定模块2450,还用于响应于所述多个对象部位中的第二对象部位对应的骨骼点连线贯通连接所述第二对象部位与所述虚拟道具,确定所述第二对象部位与所述虚拟道具之间不存在障碍物。
在一些可选的实施例中,所述确定子模块2421,包括:获取单元2422,用于获取所述第二对象部位对应的基准属性值,所述基准属性值是指所述虚拟道具与所述第二对象部位之间没有障碍物的情况下对所述第二对象部位产生的属性影响结果;确定单元2423,用于基于所述第二对象部位与所述虚拟道具之间的影响因素,确定对所述基准属性值进行调整的调整系数;调整单元2424,用于通过所述调整系数对所述基准属性值进行调整,得到所述第二对象部位对应的子属性影响结果。
在一些可选的实施例中,所述确定单元2423,用于在所述影响因素包括距离因素的情况下,将所述第二对象部位与所述虚拟道具之间的距离作为指数系数,以调整底数在所述指数系数下的乘积结果作为第一调整系数,其中,所述调整底数大于0且小于1;所述第一调整系数用于通过与所述基准属性值相乘后得到的乘积结果对所述基准属性值进行调整;所述确定单元2423,还用于在所述影响因素包括护甲因素的情况下,基于所述护甲因素对应的护甲等级与调整系数之间的乘积确定第二调整系数,其中,所述调整系数大于0且小于1;所述第二调整系数用于通过与所述基准属性值相乘后得到的乘积结果对所述基准属性值进行调整。
在一些可选的实施例中,所述确定单元2423,用于在所述影响因素包括投影关系因素的情况下,获取所述第二虚拟对象在所述功能范围内的投影面积;将所述第二虚拟对象在所述功能范围内的投影面积和所述第二虚拟对象的基准投影面积的比例系数作为第三调整系数,其中,所述比例系数大于0且小于1;所述第三调整系数用于通过与所述基准属性值相乘后得到的乘积结果对所述基准属性值进行调整。
在一些可选的实施例中,所述确定单元2423,用于从所述虚拟道具被投掷的位置创建与所述第二虚拟对象的中心骨骼点连线,确定与所述中心骨骼点连线垂直的投影平面;所述确定单元2423,还用于将所述多个对象部位中的第二对象部位在所述投影平面上的投影面积,确定为所述第二虚拟对象在所述功能范围内的投影面积。
在一些可选的实施例中,所述确定单元2423,用于在所述影响因素包括所述第二虚拟对象的姿态因素的情况下,获取所述第二虚拟对象当前的姿势;将所述姿势对应的姿势系数作为第四调整系数,其中,所述姿势系数大于0且小于1;所述第四调整系数用于通过与所述基准属性值相乘后得到的乘积结果对所述基准属性值进行调整。
在一些可选的实施例中,所述确定单元2423,用于在所述影响因素包括阻力因素的情况下,获取所述第二虚拟对象的第二对象部位所处环境的阻力系数,其中,所述阻力系数大于0且小于1;所述阻力系数用于通过与所述基准属性值相乘,对所述基准属性值进行调整;在所述影响因素包括持续时长因素的情况下,获取所述虚拟道具触发所述指定功能的时长,基于所述时长确定所述时长影响系数,其中,所述时长影响系数大于0且小于1;所述时长影响系数用于通过与所述基准属性值相乘后得到的乘积结果对所述基准属性值进行调整。
在一些可选的实施例中,所述获取单元2422,还用于在所述第一对象部位与所述虚拟道具之间存在障碍物的情况下,获取所述障碍物的障碍物属性;所述确定单元2423,还用于确定所述虚拟道具的指定功能对所述障碍物属性的属性影响;所述确定单元2423,还用于响应 于所述指定功能对所述障碍物属性的属性影响达到穿透要求,确定所述障碍物在所述指定功能的影响下,对所述第一对象部位产生的所述子属性影响。
在一些可选的实施例中,所述障碍物包括对所述第一对象部位进行遮挡的虚拟墙体,所述虚拟墙体的障碍物属性包括墙体伤害遮挡上限;所述确定单元2423,还用于响应于所述指定功能对所述墙体的攻击值达到所述墙体伤害遮挡上限,确定所述墙体在损毁炸裂过程中,对所述第一对象部位产生的所述子属性影响。
在一些可选的实施例中,在所述虚拟道具是虚拟攻击道具的情况下,所述虚拟道具的所述指定功能对所述第二虚拟对象产生减益属性影响结果;在所述虚拟道具是虚拟医疗道具的情况下,所述虚拟道具的所述指定功能对所述第二虚拟对象产生增益属性影响结果。
请参考图26,其示出了本申请另一个示例性的实施例提供的虚拟对象的显示装置结构框图,该装置包括:
显示模块2610,用于显示第二虚拟对象,所述第二虚拟对象包括多个对象部位,所述第二虚拟对象是当前终端主控的虚拟对象;
显示模块2610,还用于显示被投掷于虚拟场景中的虚拟道具,所述虚拟道具用于在所述虚拟场景中被投掷后在功能范围内触发指定功能,所述指定功能用于对处于所述功能范围内的虚拟对象的属性值产生影响;
所述显示模块2610,还用于显示所述虚拟道具在所述功能范围内触发所述指定功能;
所述显示模块2610,还用于响应于所述第二虚拟对象处于所述功能范围内,显示所述第二虚拟对象的属性影响结果,其中,所述属性影响结果是由多个对象部位分别对应的子属性影响结果综合得到的结果,所述子属性影响结果是所述多个对象部位在所述指定功能下分别产生的影响结果。
在一些可选的实施例中,所述显示模块2610,还用于响应于所述第二虚拟对象处于所述功能范围内,在所述第二虚拟对象的第一对象部位与所述虚拟道具之间存在障碍物的情况下,显示所述第一对象部位避开所述指定功能的子属性影响结果;所述显示模块2610,还用于在所述多个对象部位中的第二对象部位与所述虚拟道具之间贯通连接的情况下,显示所述第二对象部位在所述指定功能影响下的子属性影响结果。
图27示出了本申请一个示例性实施例提供的计算机设备2700的结构框图。该计算机设备2700可以是:智能手机、平板电脑、动态影像专家压缩标准音频层面3播放器(Moving Picture Experts Group Audio Layer III,MP3)、动态影像专家压缩标准音频层面4(Moving Picture Experts Group Audio Layer IV,MP4)播放器、笔记本电脑或台式电脑。计算机设备2700还可能被称为用户设备、便携式计算机设备、膝上型计算机设备、台式计算机设备等其他名称。通常,计算机设备2700包括有:处理器2701和存储器2702。处理器2701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2701可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable Logic Array,PLA)中的至少一种硬件形式来实现。处理器2701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,也称中央处理器(Central Processing Unit,CPU);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2701可以在集成有图像处理器(Graphics Processing Unit,GPU),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2701还可以包括人工智能(Artificial Intelligence,AI)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2702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2702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2702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2701所执行以实现本申请中方法 实施例提供的虚拟对象的显示方法。
示意性的,计算机设备2700还包括其他组件,本领域技术人员可以理解,图27中示出的结构并不构成对计算机设备2700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。

Claims (20)

  1. 一种虚拟对象的显示方法,所述方法由计算机设备执行,所述方法包括:
    当第一虚拟对象在虚拟场景中投掷虚拟道具时,在所述虚拟道具的功能范围内触发所述虚拟道具的指定功能,所述指定功能用于对处于所述功能范围内的虚拟对象的属性值产生影响;
    响应于第二虚拟对象处于所述功能范围内,基于所述第二虚拟对象的多个对象部位与所述虚拟道具之间的位置关系,获取所述多个对象部位分别对应的子属性影响结果,所述子属性影响结果是所述多个对象部位在所述指定功能下分别产生的影响结果;
    对所述多个对象部位分别对应的子属性影响结果进行融合,得到所述第二虚拟对象的属性影响结果,所述属性影响结果是指所述虚拟道具的所述指定功能对所述第二虚拟对象产生的整体影响结果。
  2. 根据权利要求1所述的方法,其中,所述对所述多个对象部位分别对应的子属性影响结果进行融合,得到所述第二虚拟对象的属性影响结果,包括:
    对所述多个对象部位分别对应的子属性影响结果进行求和,得到所述第二虚拟对象的属性影响结果;或者,对所述多个对象部位分别对应的子属性影响结果进行加权求和,得到所述第二虚拟对象的属性影响结果。
  3. 根据权利要求1所述的方法,其中,所述基于所述第二虚拟对象的多个对象部位与所述虚拟道具之间的位置关系,获取所述多个对象部位分别对应的子属性影响结果,包括:
    在所述多个对象部位中的第一对象部位与所述虚拟道具之间存在障碍物的情况下,确定所述第一对象部位避开所述指定功能产生的子属性影响;
    在所述多个对象部位中的第二对象部位与所述虚拟道具之间贯通连接的情况下,基于所述第二对象部位与所述虚拟道具之间的影响因素,确定所述第二对象部位对应的子属性影响结果;其中,所述影响因素包括距离因素、护甲因素、投影关系因素、所述第二虚拟对象的姿态因素、阻力因素或持续时间因素中的至少一种。
  4. 根据权利要求1至3任一所述的方法,其中,所述方法还包括:
    从所述虚拟道具被投掷的位置创建与所述多个对象部位分别对应的骨骼点连线;
    响应于所述多个对象部位中的第一对象部位对应的骨骼点连线被阻隔,确定所述第一对象部位与所述虚拟道具之间存在障碍物;
    响应于所述多个对象部位中的第二对象部位对应的骨骼点连线贯通连接所述第二对象部位与所述虚拟道具,确定所述第二对象部位与所述虚拟道具之间不存在障碍物。
  5. 根据权利要求3所述的方法,其中,所述基于所述第二对象部位与所述虚拟道具之间的影响因素,确定所述第二对象部位对应的子属性影响结果,包括:
    获取所述第二对象部位对应的基准属性值,所述基准属性值是指所述虚拟道具与所述第二对象部位之间没有障碍物的情况下对所述第二对象部位产生的属性影响结果;
    基于所述第二对象部位与所述虚拟道具之间的影响因素,确定对所述基准属性值进行调整的调整系数;
    通过所述调整系数对所述基准属性值进行调整,得到所述第二对象部位对应的子属性影响结果。
  6. 根据权利要求5所述的方法,其中,所述基于所述第二对象部位与所述虚拟道具之间的影响因素,确定对所述基准属性值进行调整的调整系数,包括:
    在所述影响因素包括距离因素的情况下,将所述第二对象部位与所述虚拟道具之间的距离作为指数系数,以调整底数在所述指数系数下的乘积结果作为第一调整系数,其中,所述调整底数大于0且小于1;所述第一调整系数用于通过与所述基准属性值相乘后得到的乘积结果对所述基准属性值进行调整;
    在所述影响因素包括护甲因素的情况下,基于所述护甲因素对应的护甲等级与调整系数之间的乘积结果确定第二调整系数,其中,所述调整系数大于0且小于1;所述第二调整系数用于通过与所述基准属性值相乘后得到的乘积结果对所述基准属性值进行调整。
  7. 根据权利要求5所述的方法,其中,所述基于所述第二对象部位与所述虚拟道具之间的影响因素,确定对所述基准属性值进行调整的调整系数,包括:
    在所述影响因素包括投影关系因素的情况下,获取所述第二虚拟对象在所述功能范围内的投影面积;将所述第二虚拟对象在所述功能范围内的投影面积和所述第二虚拟对象的基准投影面积的比例系数作为第三调整系数,其中,所述比例系数大于0且小于1;所述第三调整系数用于通过与所述基准属性值相乘后得到的乘积结果对所述基准属性值进行调整。
  8. 根据权利要求7所述的方法,其中,所述获取所述第二虚拟对象在所述功能范围内的投影面积,包括:
    从所述虚拟道具被投掷的位置创建与所述第二虚拟对象的中心骨骼点连线,确定与所述中心骨骼点连线垂直的投影平面;
    将所述多个对象部位中的第二对象部位在所述投影平面上的投影面积,确定为所述第二虚拟对象在所述功能范围内的投影面积。
  9. 根据权利要求5所述的方法,其中,所述基于所述第二对象部位与所述虚拟道具之间的影响因素,确定对所述基准属性值进行调整的调整系数,包括:
    在所述影响因素包括所述第二虚拟对象的姿态因素的情况下,获取所述第二虚拟对象当前的姿势;将所述姿势对应的姿势系数作为第四调整系数,其中,所述姿势系数大于0且小于1;所述第四调整系数用于通过与所述基准属性值相乘后得到的乘积结果对所述基准属性值进行调整。
  10. 根据权利要求5所述的方法,其中,所述基于所述第二对象部位与所述虚拟道具之间的影响因素,确定对所述基准属性值进行调整的调整系数,包括:
    在所述影响因素包括阻力因素的情况下,获取所述第二虚拟对象的第二对象部位所处环境的阻力系数,其中,所述阻力系数大于0且小于1;所述阻力系数用于通过与所述基准属性值相乘后得到的乘积结果对所述基准属性值进行调整;
    在所述影响因素包括持续时长因素的情况下,获取所述虚拟道具触发所述指定功能的时长,基于所述时长确定所述时长影响系数,其中,所述时长影响系数大于0且小于1;所述时长影响系数用于通过与所述基准属性值相乘,对所述基准属性值进行调整。
  11. 根据权利要求3所述的方法,其中,所述在所述多个对象部位中的第一对象部位与所述虚拟道具之间存在障碍物的情况下,确定所述第一对象部位避开所述指定功能产生的子属性影响,包括:
    在所述第一对象部位与所述虚拟道具之间存在障碍物的情况下,获取所述障碍物的障碍物属性;
    确定所述虚拟道具的指定功能对所述障碍物属性的属性影响;
    响应于所述指定功能对所述障碍物属性的属性影响达到穿透要求,确定所述障碍物在所述指定功能的影响下,对所述第一对象部位产生的所述子属性影响。
  12. 根据权利要求11所述的方法,其中,所述障碍物包括对所述第一对象部位进行遮挡的虚拟墙体,所述虚拟墙体的障碍物属性包括墙体伤害遮挡上限;
    所述响应于所述指定功能对所述障碍物属性的属性影响达到穿透要求,确定所述障碍物在所述指定功能的影响下,对所述第一对象部位产生的所述子属性影响,包括:
    响应于所述指定功能对所述墙体的攻击值达到所述墙体伤害遮挡上限,确定所述墙体在损毁炸裂过程中,对所述第一对象部位产生的所述子属性影响。
  13. 根据权利要求1至3任一所述的方法,其中,
    在所述虚拟道具是虚拟攻击道具的情况下,所述虚拟道具的所述指定功能对所述第二虚 拟对象产生减益属性影响结果;
    在所述虚拟道具是虚拟医疗道具的情况下,所述虚拟道具的所述指定功能对所述第二虚拟对象产生增益属性影响结果。
  14. 一种虚拟对象的显示方法,所述方法由计算机设备执行,所述方法包括:
    显示第二虚拟对象,所述第二虚拟对象包括多个对象部位,所述第二虚拟对象是当前终端主控的虚拟对象;
    显示被投掷于虚拟场景中的虚拟道具,所述虚拟道具用于在所述虚拟场景中被投掷后在功能范围内触发指定功能,所述指定功能用于对处于所述功能范围内的虚拟对象的属性值产生影响;
    显示所述虚拟道具在所述功能范围内触发所述指定功能;
    响应于所述第二虚拟对象处于所述功能范围内,显示所述第二虚拟对象的属性影响结果,其中,所述属性影响结果是由多个对象部位分别对应的子属性影响结果综合得到的结果,所述子属性影响结果是所述多个对象部位在所述指定功能下分别产生的影响结果。
  15. 根据权利要求14所述的方法,其中,所述响应于所述第二虚拟对象处于所述功能范围内,显示所述第二虚拟对象的属性影响结果,包括:
    响应于所述第二虚拟对象处于所述功能范围内,在所述第二虚拟对象的第一对象部位与所述虚拟道具之间存在障碍物的情况下,显示所述第一对象部位避开所述指定功能的子属性影响结果;
    在所述多个对象部位中的第二对象部位与所述虚拟道具之间贯通连接的情况下,显示所述第二对象部位在所述指定功能影响下的子属性影响结果。
  16. 一种虚拟对象的显示装置,所述装置包括:
    触发模块,用于当第一虚拟对象在虚拟场景中投掷虚拟道具时,在所述虚拟道具的功能范围内触发所述虚拟道具的指定功能,所述指定功能用于对处于所述功能范围内的虚拟对象的属性值产生影响;
    获取模块,用于响应于第二虚拟对象处于所述功能范围内,基于所述第二虚拟对象的多个对象部位与所述虚拟道具之间的位置关系,获取所述多个对象部位分别对应的子属性影响结果,所述子属性影响结果是所述多个对象部位在所述指定功能下分别产生的影响结果;
    融合模块,用于对所述多个对象部位分别对应的子属性影响结果进行融合,得到所述第二虚拟对象的属性影响结果,所述属性影响结果是指所述虚拟道具的所述指定功能对所述第二虚拟对象产生的整体影响结果。
  17. 一种虚拟对象的显示装置,所述装置包括:
    显示模块,用于显示第二虚拟对象,所述第二虚拟对象包括多个对象部位,所述第二虚拟对象是当前终端主控的虚拟对象;
    所述显示模块,还用于显示被投掷于虚拟场景中的虚拟道具,所述虚拟道具用于在所述虚拟场景中被投掷后在功能范围内触发指定功能,所述指定功能用于对处于所述功能范围内的虚拟对象的属性值产生影响;
    所述显示模块,还用于显示所述虚拟道具在所述功能范围内触发所述指定功能;
    所述显示模块,还用于响应于所述第二虚拟对象处于所述功能范围内,显示所述第二虚拟对象的属性影响结果,其中,所述属性影响结果是由多个对象部位分别对应的子属性影响结果综合得到的结果,所述子属性影响结果是所述多个对象部位在所述指定功能下分别产生的影响结果。
  18. 一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一段程序,所述至少一段程序由所述处理器加载并执行以实现如权利要求1至15任一所述的虚拟对象的显示方法。
  19. 一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条程序代码,所 述至少一条程序代码由处理器加载并执行以实现如权利要求1至15任一所述的虚拟对象的显示方法。
  20. 一种计算机程序产品,包括计算机程序,所述计算机程序被处理器执行时实现如权利要求1至15任一所述的虚拟对象的显示方法。
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