WO2024078225A1 - 虚拟对象的显示方法、装置、设备及存储介质 - Google Patents

虚拟对象的显示方法、装置、设备及存储介质 Download PDF

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Publication number
WO2024078225A1
WO2024078225A1 PCT/CN2023/118092 CN2023118092W WO2024078225A1 WO 2024078225 A1 WO2024078225 A1 WO 2024078225A1 CN 2023118092 W CN2023118092 W CN 2023118092W WO 2024078225 A1 WO2024078225 A1 WO 2024078225A1
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WIPO (PCT)
Prior art keywords
area
virtual object
virtual
displayed
user interface
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PCT/CN2023/118092
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English (en)
French (fr)
Inventor
陈腾
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腾讯科技(深圳)有限公司
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Publication of WO2024078225A1 publication Critical patent/WO2024078225A1/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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces

Definitions

  • the embodiments of the present application relate to the field of computer and Internet technology, and in particular to a method, device, equipment and storage medium for displaying a virtual object.
  • virtual social interaction has gradually become a popular social method.
  • virtual objects will correspond to social information. For example, after a first virtual object sends a message to a user's main virtual object, social information will be displayed above the first virtual object's head.
  • the user interface displays a virtual social scene within a certain area centered on the main virtual object.
  • the first virtual object and its social information may not be fully displayed in the user interface.
  • the embodiment of the present application provides a method, device, equipment and storage medium for displaying a virtual object.
  • the technical solution is as follows:
  • a method for displaying a virtual object is provided, the method being executed by a terminal device, the method comprising:
  • a first virtual object in the virtual social scene has social information to be displayed
  • the first virtual object is located outside a second area of the virtual social scene, the first virtual object is controlled to be displayed in the user interface, and the social information of the first virtual object is displayed; wherein the second area is all or part of the first area.
  • a device for displaying a virtual object comprising:
  • An area display module configured to display a first area of a virtual social scene and at least one virtual object located in the first area in a user interface
  • An object display module is used to control a first virtual object in the virtual social scene to be displayed in the user interface and display the social information of the first virtual object if the first virtual object is located outside a second area of the virtual social scene, when the first virtual object has social information to be displayed; wherein the second area is all or part of the first area.
  • a terminal device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above method.
  • a computer-readable storage medium in which a computer program is stored.
  • the computer program is loaded and executed by a processor to implement the above method.
  • a computer program product comprising a computer program, the computer program being stored in a computer-readable storage medium.
  • a processor of a terminal device reads from the computer-readable storage medium
  • the storage medium reads the computer program, and the processor executes the computer program, so that the terminal device executes the above method.
  • the user interface displays a first area of a virtual social scene, and when a first virtual object has social information to be displayed and the first virtual object is outside a second area of the virtual social scene, the first virtual object and its social information are controlled to be displayed in the user interface.
  • the present application displays the first virtual object outside the second area and having social information to be displayed in the user interface, and when the first virtual object is far away from the main control virtual object, the first virtual object and the social information of the first virtual object can be fully displayed on the user interface, so that the user can directly see the first virtual object and view the social information of the first virtual object, so that the display of the first virtual object and the social information is relatively complete.
  • FIG1 is a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application.
  • FIG2 is a schematic diagram of an application scenario of a solution provided by an embodiment of the present application.
  • FIG3 is a flow chart of a method for displaying a virtual object provided by an embodiment of the present application.
  • FIG4 is a schematic diagram of a virtual social scene of a virtual object provided by an embodiment of the present application.
  • FIG5 is a schematic diagram of a user interface of a virtual object provided by an embodiment of the present application.
  • FIG6 is a schematic diagram of an interactive range of a virtual object and a size of a user interface provided by an embodiment of the present application
  • FIG7 is a coordinate diagram of a user interface of a virtual object provided by an embodiment of the present application.
  • FIG8 is a flowchart of a method for displaying a virtual object provided by another embodiment of the present application.
  • FIG9 is a schematic diagram of a control display method of a virtual object provided by an embodiment of the present application.
  • FIG10 is a flowchart of a method for displaying a virtual object provided by another embodiment of the present application.
  • FIG11 is a schematic diagram of a posture of a virtual object provided by an embodiment of the present application.
  • FIG12 is a flowchart of a method for displaying a virtual object provided by another embodiment of the present application.
  • FIG13 is a schematic diagram of a user interface provided by another embodiment of the present application.
  • FIG14 is a block diagram of a method for displaying a virtual object provided by an embodiment of the present application.
  • FIG15 is a block diagram of a method for displaying a virtual object provided by another embodiment of the present application.
  • FIG16 is a block diagram of a display device for a virtual object provided by one embodiment of the present application.
  • FIG17 is a block diagram of a display device for a virtual object provided by another embodiment of the present application.
  • FIG. 18 is a structural block diagram of a terminal device provided in one embodiment of the present application.
  • FIG1 shows a schematic diagram of a solution implementation environment provided by an embodiment of the present application.
  • the solution implementation environment may include: a terminal device 10 and a server 20 .
  • the terminal device 10 includes, but is not limited to, mobile phones, tablet computers, intelligent voice interaction devices, game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), vehicle-mounted terminals, smart home appliances and other electronic devices.
  • the client of the target application (such as a game application) can be installed in the terminal device 10.
  • the target application can be an application that needs to be downloaded and installed, or it can be a click-to-use application, which is not limited in the embodiments of the present application.
  • the target application may be any one of a social application, a simulation program, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter game (FPS), a multiplayer gunfight survival game, a third-person shooter game (TPS), a multiplayer online tactical competitive game (MOBA), a strategy game (SLG), and an interactive entertainment application.
  • the layout of the virtual social scene supported by it is different, and the embodiment of the present application does not limit this.
  • the terminal device 10 runs a client of the above application program.
  • the above-mentioned virtual social scene is the scene displayed (or provided) when the client of the target application (such as a game application) is running on the terminal device.
  • the virtual social scene refers to a scene created for virtual objects to carry out activities (such as game competitions), such as virtual houses, virtual islands, virtual maps, etc.
  • the virtual social scene can be a simulation environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment.
  • the virtual social scene can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which is not limited in the embodiments of the present application.
  • the above-mentioned virtual objects refer to virtual characters, virtual vehicles, virtual items, etc. controlled by the user account in the target application, and this application does not limit this.
  • a virtual object refers to a game character controlled by the user account in the social application.
  • the virtual object can be a human form, an animal, a cartoon or other forms, and this embodiment of the application does not limit this.
  • the virtual object can be displayed in a three-dimensional form or in a two-dimensional form, and this embodiment of the application does not limit this.
  • the virtual object is a three-dimensional stereo model created based on animation skeleton technology.
  • Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment.
  • the activities of the virtual object include but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing at least one.
  • the virtual object is a virtual character, such as a simulated character or an anime character.
  • the server 20 is used to provide background services for the client of the target application in the terminal device 10.
  • the server 20 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but is not limited to these.
  • the terminal device 10 includes a first terminal device 11 (not shown in the figure) and a second terminal device 12 (not shown in the figure), wherein a first client of a target application is installed on the first terminal device, a second client of a target application is installed on the second terminal device, a first virtual object controlled by a first user account in the first client of the target application, and a master virtual object controlled by a second user account in the second client of the target application.
  • the first virtual object and the master virtual object are in a virtual social scene.
  • the first virtual object and the master virtual object may belong to a friend relationship, the same camp, the same team, the same organization, or have temporary communication permissions.
  • the first virtual object and the master virtual object may not have a friend relationship, belong to different camps, different teams, or different organizations.
  • the client installed on the first terminal device and the second terminal device is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or IOS).
  • the first terminal device may refer to one of a plurality of terminal devices, and the second terminal device may refer to another of a plurality of terminal devices. This embodiment is only illustrated by the first terminal device and the second terminal device.
  • the terminal device 10 and the server 20 can communicate with each other via a network, which can be a wired network or a wireless network.
  • FIG. 2 shows a schematic diagram of an application scenario of a method for displaying a virtual object provided in an embodiment of the present application.
  • the first virtual object and its social information 201 cannot be fully displayed on the user interface 200. According to sub-picture a, it can be found that only a part of the first virtual object and its social information 201 is displayed on the user interface 200. As shown in sub-picture b of FIG. 2 , the first virtual object and its social information are not displayed on the user interface 210 either, but are displayed on the user interface 210 in the form of indicator icons 202 and 203.
  • the indicator icon can display the avatar of the user who sent the message and point to the direction where the first virtual object is located. The user can find the corresponding first virtual object by moving the screen along the direction.
  • the first virtual object when the first virtual object is far from the main virtual object, one method is to display it in the form of sub-image a, and the other method is to display it in the form of sub-image b.
  • these two display methods cannot completely display the first virtual object.
  • Objects and their social information In a virtual social scene, after a virtual object sends a message, a message bubble will generally be displayed above the virtual object's head, and the user can click on the bubble to read the unread message. Since the screen size is limited, there will inevitably be a situation where the virtual object that happens to be partially exposed on the screen has incomplete information displayed, especially if the message bubble is not displayed, the user will not know that the virtual object has sent a message.
  • the user does not know that the virtual object in the upper left corner has sent a message.
  • the direction of the virtual object is indicated, the specific location is still what the user wants to find, which may be very far away.
  • the unread content increases, there will be many user avatars densely packed on the edge of the entire screen, interfering with normal use.
  • the front end needs to calculate the direction in real time, which consumes a lot of performance. Therefore, the technical solutions provided in the related art are not conducive to users obtaining messages in a timely manner, and the human-computer interaction is poor.
  • the technical solution provided in the embodiment of the present application can control the first virtual object to be displayed in the user interface and display social information.
  • the first virtual object and its social information 204 are displayed on the user interface 220. It can be seen that the first virtual object and its social information 204 are completely displayed on the user interface 220.
  • the technical solution provided in the embodiment of the present application allows the user to see the full picture of the virtual object at a glance by completely displaying the first virtual object on the user interface, which is conducive to the user's technical acquisition of social information and improves the user's social experience.
  • FIG. 3 shows a flow chart of a method for displaying a virtual object provided by an embodiment of the present application.
  • the execution subject of each step of the method may be a terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step may be a client of the target application.
  • the execution subject of each step is introduced as a "client”.
  • the method may include at least one of the following steps (320-340):
  • Step 320 Display a first area of a virtual social scene and at least one virtual object located in the first area in a user interface.
  • Virtual social scene is a scene displayed (or provided) when the application is running on the terminal.
  • the virtual social scene can be a simulation of the real world, a semi-simulated and semi-fictitious three-dimensional world, or a purely fictitious three-dimensional world.
  • the virtual social scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment.
  • the virtual social scene is also used for a virtual environment battle between at least two virtual objects, and the virtual social scene has virtual resources that can be used by at least two virtual objects.
  • Virtual object refers to movable objects and inactive objects in a virtual social scene.
  • the movable object may be at least one of a virtual person, a virtual animal, and an animated character.
  • the inactive object may be at least one of a virtual building, a virtual plant, and a virtual terrain.
  • the virtual object when the virtual social scene is a three-dimensional virtual environment, the virtual object may be a three-dimensional virtual model, each virtual object having its own shape and volume in the three-dimensional virtual environment, and occupying a portion of the space in the three-dimensional virtual environment.
  • the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external images by wearing different skins.
  • the virtual object may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
  • the virtual object may be divided into a user-controlled virtual object and a server-controlled virtual object, wherein the user-controlled virtual object is an object that is movable in the virtual social scene controlled by the client.
  • the server-controlled virtual object is a virtual object controlled by an automatic control algorithm or an artificial intelligence program on the client or server.
  • the server-controlled virtual object includes movable objects and inactive objects in the virtual social scene.
  • the inactive object can respond to or affect the activity of the active object, for example, the active object can destroy the inactive object, or, when the active object enters the inactive object, the active object enters a stealth state.
  • the master virtual object in the present application is a virtual object controlled by a client.
  • the first virtual object in the present application can be a virtual object controlled by another client or a server.
  • the user interface can be considered as the display interface of the terminal device corresponding to the master virtual object, and the present application does not limit the size, brightness, etc. of the user interface.
  • the area in the virtual social scene displayed in the user interface is considered as the first area.
  • a first virtual object 401 in a virtual social scene 400, there is a first virtual object 401, and a first area of the virtual social scene 400 is displayed in a user interface 410.
  • the first area of the virtual social scene 400 has at least A virtual object (not shown in the figure).
  • the user interface 410 displays a first area determined from the virtual social scene 400 with the master virtual character as the center.
  • the user interface can display other areas of the virtual social scene 400 according to the user's first operation. This application does not limit the type of the first operation.
  • the first operation is a sliding operation. When the user slides the screen, the user interface 410 displays other areas of the virtual social scene 400, and the master virtual object will no longer be displayed in the center of the user interface 410.
  • Step 340 when the first virtual object in the virtual social scene has social information to be displayed, if the first virtual object is located outside the second area of the virtual social scene, control the first virtual object to be displayed in the user interface, and display the social information of the first virtual object; wherein the second area is all or part of the first area.
  • Social information In social application scenarios, all information related to virtual objects can be considered as social information.
  • the social information is at least one of the number of messages sent by the first virtual object to the master virtual object and the specific content of the messages.
  • the social information is at least one of the signatures, moments, and dynamics published by the first virtual object. This application does not limit the specific type and content of social information.
  • the social information to be displayed can be considered as social information that has not been viewed or browsed by the current user.
  • Second area is the whole or part of the first area. Similar to the first area, the second area is also a part of the virtual social scene. As shown in FIG4 , the second area 420 is a part of the first area, and the second area is inside the first area.
  • the first virtual object in the virtual social scene does not have social information to be displayed, the first virtual object is not controlled to be displayed in the user interface. If the first virtual object does not have social information to be displayed, taking the number of unread messages as an example, if the main control virtual object does not receive a message sent by the first virtual object, it means that it is not necessary for the current user to specifically view the first virtual object. Therefore, in order to save processing overhead, if the first virtual object in the virtual social scene does not have social information to be displayed, the first virtual object is not controlled to be displayed in the user interface.
  • the first virtual object if the first virtual object is located within the second area of the virtual social scene, the first virtual object is not controlled to be displayed in the user interface. Considering that the second area is all or part of the first area, the user interface displays the first area, so when the first virtual object is located within the second area of the virtual social scene, the first virtual object is already displayed in the user interface.
  • the first virtual object in the virtual social scene has social information to be displayed
  • the first virtual object is controlled to be displayed in the user interface, and the social information of the first virtual object is displayed.
  • the user interface is controlled to display the first virtual object. That is, only when the first virtual object is necessary to be displayed (with social information to be displayed and not displayed on the user interface at the same time), the user interface is controlled to display the first virtual object. Therefore, the technical solution provided in the embodiment of the present application controls the display of the first virtual object and social information only when necessary, so that the processing overhead of the device can be saved, and the accuracy and efficiency of controlling the display of virtual objects can be improved.
  • the first virtual object is directly transmitted to the target position in the first area, and the user can directly see the first virtual object appear at the target position, where the target position refers to the final location of the first virtual object.
  • the technical solution provided in the embodiment of the present application controls the first virtual object to be displayed in the first area by direct transmission. After determining the target position, the virtual object can be directly displayed at the target position, which is conducive to reducing the cost of controlling the movement of the virtual object, reducing the processing overhead of the device, and improving the display efficiency of the first virtual object.
  • the first virtual object is controlled to move to a target position in the first area, for example, the first virtual object is controlled to reach the target position in a running, walking or other posture, and the user can observe the movement of the first virtual object.
  • the technical solution provided in the embodiment of the present application controls the first virtual object to move to the first area and displays the first virtual object in the user interface, which can give the user a more realistic social experience.
  • the display area of the user interface is adjusted so that the user interface displays the first
  • the area where a virtual object is located is also displayed in a slow-moving manner, and the display of the area is continuous.
  • the technical solution provided in the embodiment of the present application directly adjusts the display area of the user interface to display the area where the first virtual object is located in the user interface in a slow-moving manner, which also brings users a more realistic social experience, as if the user discovered the first virtual object by following the movement of the user interface.
  • the first virtual object is a fixed object, such as a house, this method is closer to reality and provides a better user experience.
  • the display area of the user interface is directly adjusted to control the user interface to directly change from displaying the first area to displaying the area where the first virtual object is located.
  • the technical solution provided in the embodiment of the present application can also reduce the processing overhead of the device and improve the display efficiency of the first virtual object by directly adjusting the display area of the user interface according to the area where the first virtual object is located.
  • the steps of controlling the first virtual object to be displayed in the user interface and displaying the social information of the first virtual object are performed; wherein the first area is a partial area of the fourth area.
  • the first virtual object is not controlled to be displayed in the user interface. Since the first area is a partial area of the fourth area, the fourth area is an area larger than the first area. Therefore, by defining the fourth area, when the first virtual object is far from the first area where the master virtual object is located, the first virtual object is not controlled to be displayed in the user interface.
  • the technical solution provided in the embodiment of the present application by not controlling the first virtual object to be displayed in the user interface when the first virtual object is far from the master virtual object, is based on the processing overhead of the device on the one hand, and on the other hand, it is also to control the number of virtual objects displayed on the user interface. If the area of the virtual object controlled to be displayed is not restricted, all first virtual objects will be displayed in the user interface, which is likely to result in too many virtual objects on the user interface, resulting in a decrease in the user experience.
  • controlling the first virtual object to be displayed in the user interface can control the number of virtual objects displayed on the user interface without wasting too much processing cost of the device and avoiding interfering with the user's normal use.
  • the fourth area is also the whole or part of the virtual social scene.
  • the range of the fourth area is larger than the range of the second area, and a ring area can be formed between the fourth area and the second area.
  • the first virtual object 501 is controlled to be displayed in the user interface 502 .
  • the priorities of the multiple first virtual objects are scored, and the order of the multiple first virtual objects to be controlled and displayed is determined according to the priority scores.
  • the priority score is related to at least one of the interaction frequency, intimacy relationship, acquaintance time, number of unread messages, etc. between the first virtual object and the master virtual object.
  • the influencing factors of the above-mentioned priority scores have different weights. Among them, the priority score can be determined based on a score determination model such as a neural network model.
  • multiple first virtual objects can be controlled to be displayed one by one in the user interface, that is, after controlling a first virtual object to be displayed in the user interface, the next first virtual object is controlled to be displayed in the user interface.
  • the technical solution provided in the embodiment of the present application controls the order of the displayed first virtual objects according to the priority score, so that the display of the first virtual object better meets the actual needs of the user and enhances the fun of the virtual social scene.
  • the second area is a partial area of the first area, and the size of the annular area outside the bounding box of the second area and within the bounding box of the fourth area is related to the size of the interactive range of the first virtual object; wherein the first virtual object and the social information of the first virtual object are displayed within the interactive range of the first virtual object.
  • the interactive range is a range that can include the first virtual object and the social information of the first virtual object.
  • the interactive range is a matrix interaction frame, and the first virtual object and the social information of the first virtual object are stored in the matrix interaction frame.
  • sub-figure a shows the interactive range of the first virtual object, wherein the length of the interactive range is m and the width is n, wherein m and n are positive numbers, and the interactive range includes the first virtual object 601 and the social information 600 of the first virtual object 601.
  • the size of the first area corresponds to the size of the user interface. As shown in sub-figure b of FIG. 6 , the length of the first area is W and the width is H, where W and H are positive numbers.
  • a two-dimensional coordinate system is established with the vertex in the upper left corner of the first area 701 as the origin (0,0), the horizontal right direction as the x-axis, and the vertical downward direction as the y-axis.
  • the center of the interactive range 700 of the first virtual object is the position of the first virtual object in the virtual social scene.
  • the size of the annular area formed between the second area 702 and the fourth area 703 is related to the interactive range 700 of the first virtual object.
  • the length of the interactive range 700 is m and the width is n
  • the length of the first area is W and the width is H.
  • the coordinates of the four vertices of the second area are (m/2, n/2), (W-m/2, n/2), (m/2, H-n/2), and (W-m/2, H-n/2).
  • the coordinates of the four vertices of the fourth region are (-m/2, -n/2), (W+m/2, -n/2), (-m/2, H+n/2), and (W+m/2, H+n/2), respectively.
  • the center position (x, y) of the interactive range 700 when the center position falls within the fourth area 703 but outside the second area 702, controls the first virtual object to be displayed in the user interface.
  • the area to which the first virtual object belongs is determined according to the position of the first virtual object or the position of the interactive range of the first virtual object.
  • the position of the first virtual object may be the position of the center point of the first virtual object or the position of a specific place of the first virtual object (such as the position of the foot).
  • the position of the interactive range of the first virtual object may be the position of the center point of the interactive range or other positions, wherein the center point may be the center of gravity or the orthocenter, which is not limited in the present application.
  • the first virtual object and its social information that are not displayed in the original display range of the second area can be displayed in the original display range of the second area through the above method. That is, the first virtual object and its social information are displayed in the display range where the second area on the user interface is located.
  • the method further includes step 330 (not shown in the figure).
  • Step 330 Determine the area range of at least one of the second area and the fourth area.
  • the area of the second area and/or the fourth area can be pre-set or readjusted according to the user's settings.
  • the area range of the corresponding second area and/or the fourth area also changes.
  • the size of the virtual object refers to the size of the model of the virtual object or the size of the interactive range of the virtual object.
  • the border line of the second region and/or the fourth region may be displayed on the user interface, wherein the displayed border line is editable, and the user may set the region range of the second region and/or the fourth region by dragging the border line.
  • the region adjustment operation may be a user's long press, click, or other operation on the control, or an operation such as sliding the screen. The specific operation type is not limited in this application, and all operations for the user to adjust the region may be included in the protection scope of this application.
  • step 330 includes steps 330 - 1 to 330 - 3 (not shown).
  • Step 330 - 1 Determine an optimal interaction distance of the master virtual object based on the size relationship between the first area and the master virtual object.
  • the first area is a W*H matrix area, and the size of the interactive range of the master virtual object is set to L*Z.
  • (W-L)/2 and (H-Z)/2 are determined as right-angled sides, and the length of the hypotenuse of the right triangle is used as the optimal interactive distance of the master virtual object, where L and Z are positive numbers, W is greater than L, and H is greater than Z.
  • Step 330 - 2 Taking the optimal interaction distance as the radius and the position of the master virtual object as the center of the circle, the determined circular area is used as the area range of the second area.
  • Step 330 - 3 Based on the first area and the optimal interaction distance, determine the area range of the fourth area, and the distance from the point in the fourth area to the bounding box of the first area is less than the optimal interaction distance.
  • the first area is a W*H matrix area
  • the size of the interactive range where the master virtual object is located is set to L*Z. In some embodiments, it is determined that (WL)/2 and (HZ)/2 are the length and width with the master virtual object as the center.
  • the fourth area is a rectangular area with the main virtual object as the center and W+L/2 and H+Z/2 as the length and width.
  • the first area is a W*H matrix area, and the size of the interactive range of the first virtual object is m*n.
  • the fourth area is a rectangular range with W+m and H+n as the length and width, centered on the master virtual object.
  • the virtual social scene is a three-dimensional scene
  • the area displayed on the user interface is converted to the three-dimensional scene by means of coordinate system conversion.
  • the three-dimensional scene corresponds to the first area, and the points of the first area in the three-dimensional scene can be completely mapped to the user interface.
  • the other second area and the fourth area are similar, and this application will not elaborate on them.
  • the technical solution provided in the embodiment of the present application does not limit the determination method of the area range of the second area and/or the fourth area.
  • the second area and the fourth area can be determined according to the size of the first virtual object or the size of the interactive range where the first virtual object is located, or the second area and the fourth area can be determined according to the size of the master virtual object or the size of the interactive range of the master virtual object.
  • the second area and the fourth area can also be centered on the center of the area of the virtual social scene displayed by the current user interface. After the size of the second area and the fourth area is determined, the specific center is not limited in this application.
  • the technical solution provided in the embodiment of the present application combines the determination of the second area and the fourth area with the interactive range of the first virtual object, so that the determined second area and the fourth area are more in line with the actual first virtual object, and it is also out of consideration of controlling processing costs, so that the cost of controlling the display of the first virtual object is minimized, but the efficiency is the highest.
  • the optimal interaction distance is determined in combination with the size of the main virtual object and the size of the first area, and the second area and/or the fourth area are further determined based on the optimal interaction distance. This can make the determined second area and/or the fourth area more adapted to the user interface. When the user is viewing, the determined second area and/or the fourth area is also a more comfortable display method for the user.
  • the technical solution provided in the embodiment of the present application provides multiple methods for determining the area range of the second area and/or the fourth area, enriching the area determination method.
  • the area can be manually adjusted by the user, thereby improving human-computer interactivity and enriching the application strategy of social application scenarios.
  • the technical solution provided in the embodiment of the present application has a user interface that displays a first area of a virtual social scene.
  • the first virtual object has social information to be displayed and the first virtual object is located outside the second area of the virtual social scene, the first virtual object and its social information are controlled to be displayed in the user interface.
  • the present application displays the first virtual object with social information to be displayed outside the second area in the user interface.
  • the first virtual object and the social information of the first virtual object can be fully displayed on the user interface, so that the user can directly see the first virtual object and view the social information to be displayed of the first virtual object, which facilitates the user's access to social information.
  • the user can also view the complete image of the first virtual object. Therefore, the display of the first virtual object and social information is relatively complete, which improves the fun of social applications and the interactivity between humans and computers.
  • FIG 8 shows a flowchart of a method for displaying a virtual object provided by another embodiment of the present application.
  • the execution subject of each step of the method may be the terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step may be the client of the target application.
  • the method may include at least one of the following steps (320-360):
  • Step 320 Display a first area of a virtual social scene and at least one virtual object located in the first area in a user interface.
  • Step 322 Determine whether the first virtual object is a first type object.
  • step 350 If yes, then execute step 350 , if no, then execute step 360 .
  • the first type of object movable objects, including but not limited to virtual characters, virtual vehicles, virtual toys, virtual props, etc.
  • the second type of object which is an immovable object, including but not limited to task NPCs (Non-Player Characters) that appear in fixed locations, immovable virtual buildings, immovable virtual landscapes, etc.
  • task NPCs Non-Player Characters
  • the first virtual object is displayed on the user interface by moving it to the second area. Because the first virtual object is a movable object, the movement of the first virtual object is controlled, that is, the virtual object can be controlled to walk or run to the second area, which is more in line with the image of the virtual object itself and is conducive to improving the user's experience of social scenes.
  • the user can clearly and intuitively see the first virtual object by displaying the third area where the first virtual object is located on the user interface.
  • the first type of object can also be an object within the threshold range of the main control virtual object, and the second type of object is an object outside the threshold range of the main control virtual object.
  • the first virtual object can be controlled to move to the second area.
  • the user interface is controlled to directly display the third area where the first virtual object is located.
  • Step 350 when the first virtual object in the virtual social scene has social information to be displayed, if the first virtual object is located outside the second area of the virtual social scene, control the first virtual object to move from outside the second area to the second area displayed in the user interface, and display the social information of the first virtual object; wherein the second area is all or part of the first area.
  • step 350 is performed.
  • the second area includes on the border line of the second area and inside the border line of the second area.
  • the first virtual object is controlled to move from outside the second area to the border line of the second area, or to the border line of the second area.
  • the present application does not limit the method of controlling the first virtual object to move from outside the second area to the second area.
  • the target position of the first virtual object can be determined in the second area, and the first virtual object can be directly displayed at the target position.
  • the first virtual object can also be controlled to walk or run to the target position by moving. See the above embodiment, which will not be repeated here.
  • the first virtual object 900 has social information to be displayed. If the first virtual object 900 is outside the second area 920 of the virtual social scene, the first virtual object is controlled to move from outside the second area 920 to the second area 920 displayed in the user interface, as shown in sub-figure b of FIG9 , and the first virtual object and the social information 902 of the first virtual object are displayed in the user interface. At this time, the first virtual object 900 is considered to be a first type object.
  • Step 360 when the first virtual object in the virtual social scene has social information to be displayed, if the first virtual object is located outside the second area of the virtual social scene, a third area of the virtual social scene is displayed in the user interface, the third area includes the first virtual object, and the social information of the first virtual object is displayed; wherein the second area is all or part of the first area.
  • step 360 is performed.
  • the first virtual object 950 has social information to be displayed. If the first virtual object 950 is located outside the second area 960 of the virtual social scene, as shown in sub-figure d, the third area 930 of the virtual social scene is displayed in the user interface, and the first virtual object and the social information 940 of the first virtual object are also displayed in the user interface. At this time, the first virtual object 950 is considered to be a second type object.
  • the third area is another area in the virtual social scene that is different from the first area.
  • the first virtual object exists in the third area.
  • the third area is an area centered on the first virtual object and with a target size as the area range. This application does not limit the size of the target size.
  • the technical solution provided in the embodiment of the present application controls the first virtual object to move to the second area when the first virtual object is a first type of object, so that the first virtual object can be completely displayed in the user interface by moving the virtual object; when the first virtual object is not a first type of object, the third area of the virtual social scene is displayed in the user interface. It is convenient for users to view the social information of the first virtual object and can intuitively see the image of the first virtual object.
  • different control display methods are used for different types of virtual objects, which can fit the characteristics of different virtual objects and conform to the images of different virtual objects, and further improve the display efficiency of virtual objects.
  • FIG. 10 shows a flowchart of a method for displaying a virtual object provided by another embodiment of the present application.
  • the execution subject of each step of the method may be a terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step may be a client of the target application.
  • the execution subject of each step is introduced as a "client”.
  • the method may include at least one of the following steps (320-352):
  • Step 320 Display a first area of a virtual social scene and at least one virtual object located in the first area in a user interface.
  • Step 351 when a first virtual object in a virtual social scene has social information to be displayed, if the first virtual object is located outside a second area of the virtual social scene, a movement parameter of the first virtual object is determined according to a first position where the first virtual object is currently located and a second position to which the first virtual object needs to move, and the social information of the first virtual object is displayed; wherein the second position is located in a second area, and the second area is all or part of the first area.
  • the second position is any position in the second area.
  • the second position is any position within a first threshold range around the master virtual object.
  • the area within the first threshold range around the master virtual object is smaller than the second area.
  • the movement parameters include but are not limited to the direction, path, speed, etc. of the virtual object.
  • the distance that the virtual object needs to move is determined based on the second position and the first position.
  • the second position and the first position both have coordinates, and the distance that the first virtual object needs to move in the horizontal direction and the vertical direction can be known based on the first position and the second position.
  • the coordinates of the first position are (1,1) and the coordinates of the second position are (3,5), which means that the first virtual object needs to move 2 units in the horizontal direction and 4 units in the vertical direction.
  • directly based on the principle of the shortest straight line between two points the first virtual object is directly controlled to move in the straight line direction from the first position to the second position.
  • the moving path is adaptively adjusted according to the position of the obstacle.
  • the movement of the first virtual object has specific rules, for example, the first virtual object can only move in the horizontal or vertical direction, then it moves 2 units horizontally toward the second position, and moves 4 units vertically toward the second position.
  • the movement speed of the first virtual object can be preset or controlled by the user, and the movement speed of the first virtual object is adjusted in response to the user's speed adjustment operation.
  • the speed adjustment operation can be an operation such as a long press or click of the control by the user, or an operation such as sliding the screen.
  • the specific operation type is not limited in this application, and any operation used by the user to adjust the speed of the virtual object can be included in the protection scope of this application.
  • the time for the first virtual object to move from the start to the second position may be preset, and the moving speed of the first virtual object may be determined based on the time and the determined moving path.
  • step 351 also includes step 351 - 1 (not shown in the figure) before step 351 .
  • the second position is on a border line of the second area.
  • Step 351 - 1 Determine the point on the boundary box of the second region that is closest to the first position as the second position.
  • the position of the center point of the first virtual object is considered to be the first position of the first virtual object.
  • the point w1 at which the center point of the first virtual object is located is considered to be the first position of the first virtual object.
  • the point w1 of the first position of the first virtual object is outside the second area 702, and a point w2 is determined on the border line of the second area 702, so that the point w2 is the point closest to the second area 702 from the point w1.
  • the line connecting the point w1 and the point w2 is perpendicular to the x-axis.
  • the technical solution provided by the embodiment of the present application determines the position point on the boundary box of the second area that is closest to the first position as the second position, obtains the direction and position offset of the first virtual object according to the first position and the second position, and determines the offset parameter of the first area according to the second position and the first position, so as to achieve full display with minimal movement cost.
  • the first virtual object and the social information of the first virtual object can thus reduce the processing overhead of the device and speed up the display efficiency of the virtual object.
  • Step 352 Control the first virtual object to move from the first position to the second position according to the movement parameter.
  • the movement parameter is the displacement of the first virtual object in the horizontal direction and the vertical direction.
  • the position of the first virtual object be (x, y), and the displacement that the first virtual object needs to move on the x-axis be X'.
  • the center point position (first position) of the first virtual object is -m/2 ⁇ x ⁇ m/2
  • X' m/2-x
  • the center point position (first position) of the first virtual object is m/2 ⁇ x ⁇ W-m/2
  • X' 0.
  • the center point position (first position) of the first virtual object is W-m/2 ⁇ x ⁇ W+m/2
  • X' W-m/2–x.
  • the displacement X' can be negative, indicating movement in the opposite direction of the x-axis.
  • vector a (X’, Y’), where vector a represents the displacement vector of the first virtual object.
  • the first virtual object is controlled to move vector a within a certain period of time.
  • step 353 (not shown in the figure) is also included.
  • the first virtual object is displayed in a first form during movement, and the first virtual object is displayed in a second form during non-movement, and the first form is different from the second form.
  • the first form is a mobile form
  • the second form is a regular form.
  • the mobile form includes a running form, a slow walking form, a fast walking form, a driving form, etc.
  • the regular form includes a standing form, a sitting form, a lying form, etc. The present application does not limit the specific form types of the first form and the second form.
  • the first form 111 of the first virtual object is a moving form, that is, the first virtual object is displayed in the user interface as a moving image.
  • the second form 112 of the first virtual object is a normal form.
  • the technical solution provided in the embodiment of the present application distinguishes the first virtual object into a first form and a second form, thereby facilitating the distinction between whether the first virtual object is in a moving process or a non-moving process, and conveniently giving reminders to the user.
  • the first virtual object is displayed in a realistic form, thereby increasing the fun of the social scene.
  • Step 353 When the first virtual object satisfies the first condition, control the first virtual object to move from the second position back to the first position.
  • the first virtual object when the first virtual object satisfies the first condition, the first virtual object is controlled to move back to the first position.
  • the position of the first virtual object stored in the server is not changed, and only the position of the displayed first virtual object is changed in the terminal device, that is, for different users, the positions of different virtual objects displayed on their user interfaces are different, but the position of each virtual object on the server is not actually changed.
  • the position of each virtual object in the server can also be synchronized, which is not limited in this application.
  • the first virtual object When the first virtual object satisfies the first condition, the first virtual object is controlled to move back to the first position, so that the user interface can be cleaned up without causing more and more virtual objects on the user interface, affecting the user's use and viewing. Similarly, controlling the first virtual object to move back to the first position can enrich social methods and enhance social interest.
  • the first condition includes at least one of the following: the time duration during which the first virtual object is fully displayed in the user interface is greater than or equal to a threshold; the social information of the first virtual object has been viewed; and the related task of the first virtual object has been completed.
  • the first virtual object when the time length for controlling the first virtual object to move and be displayed on the user interface is greater than or equal to a threshold, the first virtual object is controlled to move back to the first position.
  • the threshold is 5 minutes.
  • the first virtual object is immediately controlled to move back to the first position. This is to prevent the user from being busy with other things and not checking the user interface. In order to avoid wasting resources, the first virtual object is controlled to move back to the first position, which helps reduce the processing overhead of the device.
  • the first virtual object when the social information of the first virtual object has been viewed by the user, the first virtual object is controlled to move back to the first position.
  • the social information is an unread message sent by the first virtual object to the user, if the user views the social information, it is considered that the social information of the first virtual object has been viewed, and the first virtual object is controlled to move back to the first position.
  • the technical solution provided in the embodiment of the present application can save the movement time of the virtual object, reduce the waste of resources, and clean up the user's user interface more quickly to prepare for the display of the next first virtual object by controlling the first virtual object to move back to the first position when the social information is viewed by the user.
  • the first virtual object when the task corresponding to the first virtual object has been completed by the user, the first virtual object is controlled to move back to the first position. For example, if the task of the first virtual object is to "collect 100 life points", when the task is completed, the first virtual object is controlled to move back to the first position. This is also for the purpose of saving processing overhead and cleaning up the user interface, further enhancing the user's social experience.
  • the movement of the virtual object can be made more purposeful, so it is possible to determine more quickly how to move the first virtual object and improve the display speed of the virtual object.
  • FIG 12 shows a flowchart of a method for displaying a virtual object provided by another embodiment of the present application.
  • the execution subject of each step of the method may be the terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step may be the client of the target application.
  • the method may include at least one of the following steps (320-363):
  • Step 320 Display a first area of a virtual social scene and at least one virtual object located in the first area in a user interface.
  • Step 361 when a first virtual object in a virtual social scene has social information to be displayed, if the first virtual object is located outside a second area of the virtual social scene, an offset parameter of the first area is determined according to the first position currently located by the first virtual object, and the social information of the first virtual object is displayed; wherein the second area is all or part of the first area.
  • step 361 includes at least one of the following steps (steps 361 - 1 to 361 - 2 , not shown in the figure).
  • Step 361-1 determining the point on the boundary box of the second region that is closest to the first position as the third position
  • Step 361 - 2 determining an offset parameter of the first area according to the first position of the first virtual object and the third position of the second area.
  • point w3 the center point of the first virtual object 1300, is the first position
  • point w4 on the second area 1320 is the position point closest to point w3 on the second area
  • point w4 is the third position.
  • the offset parameter is determined based on the first position and the third position.
  • the line connecting point w3 and point w4 as shown in the figure is perpendicular to the horizontal direction. Therefore, the offset parameter shown in FIG13 is only an offset in the vertical direction.
  • the distance from point w3 to point w4 is 5, then the offset parameter of the first area is determined to be 5, and the first area 1310 is moved vertically upward by 5 units to obtain the changed first area, that is, the third area 1330.
  • the offset parameter of the first area is also the offset parameter of the screen, but when corresponding to a specific virtual social scene, it is scaled differently from the offset value of the screen.
  • Step 362 adjust the position of the first area in the virtual social scene according to the offset parameter, and determine the adjusted first area as the third area, wherein the third area includes the first virtual object.
  • Step 363 display the third area in the user interface.
  • step 363 step 364 (not shown in the figure) is also included.
  • Step 364 When the first virtual object satisfies the first condition, the area displayed in the user interface is switched from the third area back to the first area.
  • the first condition includes at least one of the following: the time duration during which the first virtual object is fully displayed in the user interface is greater than or equal to a threshold; the social information of the first virtual object has been viewed; and the related task of the first virtual object has been completed.
  • the technical solution provided in the embodiment of the present application directly displays the first virtual object by displaying the third area through the user interface, which enriches the social method and enhances the social interest.
  • the technical solution provided in the embodiment of the present application determines the point on the boundary box of the second area that is closest to the first position as the third position, obtains the direction and position offset of the first virtual object according to the first position and the third position, and determines the offset parameters of the first area according to the third position and the first position. This can achieve full display of the first virtual object and the social information of the first virtual object with minimal movement cost, thereby reducing the processing overhead of the device and speeding up the display efficiency of the virtual object.
  • the area displayed in the user interface is switched from the third area back to the first area.
  • the threshold is 5 minutes.
  • the area displayed in the user interface is immediately switched from the third area back to the first area. This is to prevent the user from being busy with other things and not checking the user interface.
  • the area displayed in the user interface is switched from the third area back to the first area, which helps reduce the processing overhead of the device.
  • the area displayed in the user interface is switched from the third area back to the first area.
  • the social information is an unread message sent by the first virtual object to the user
  • the area displayed in the user interface is switched from the third area back to the first area.
  • the area displayed in the user interface is switched from the third area back to the first area.
  • the task of the first virtual object is to "collect 100 life points"
  • the area displayed in the user interface is switched from the third area back to the first area. This is also for the purpose of saving processing overhead and cleaning up the user interface, further enhancing the user's social experience.
  • the display of the user interface can be made more purposeful, so the area to be displayed on the user interface can be determined more quickly, thereby improving the display speed of the virtual object.
  • FIG 14 shows a block diagram of a method for displaying a virtual object provided by an embodiment of the present application.
  • the execution subject of each step of the method may be a terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step may be a client of the target application.
  • the execution subject of each step may be introduced as a "client”.
  • the method may include at least one of the following steps (P1 to P5):
  • Step P1 stop moving the screen.
  • Step P2 detecting whether the character at the edge of the screen has unread messages.
  • Step P3 calculate the distance the character needs to move.
  • Step P4 the character switches to walking mode and moves a specified distance.
  • the character After calculating the distance and direction the character needs to move, the character moves the specified distance in a walking posture.
  • Step P5 the movement is completed and the gesture is restored to the message gesture.
  • FIG. 15 shows a block diagram of a method for displaying a virtual object provided by another embodiment of the present application.
  • the method may include at least one of the following steps (S1-S6):
  • Step S1 the client presentation layer receives a message sent by a role in the background logic layer.
  • Step S2 2 seconds after the user stops sliding, trigger the loop detection.
  • Step S3 The client presentation layer detects that the edge role has unread messages.
  • Step S4 The client presentation layer calculates the distance the character needs to move.
  • Step S5 the character switches the moving state and moves.
  • the moving state here is similar to the walking mode above, both of which are the states when the character is moving.
  • Step S6 after stopping moving, switch the message state.
  • the message status here is similar to the upper message posture, but it is only the status when the character stops.
  • Figure 16 shows a block diagram of a display device for a virtual object provided by an embodiment of the present application.
  • the device has the function of implementing the above method example, and the function can be implemented by hardware, or by hardware executing corresponding software.
  • the device can be the terminal device introduced above, or it can be set in the terminal device.
  • the device 1600 may include: an area display module 1610 and an object display module 1620.
  • the area display module 1610 is used to display a first area of a virtual social scene and at least one virtual object located in the first area in a user interface.
  • the object display module 1620 is used to control the first virtual object in the virtual social scene to be displayed in the user interface and display the social information of the first virtual object if the first virtual object is located outside the second area of the virtual social scene, when the first virtual object has social information to be displayed; wherein the second area is all or part of the first area.
  • the object display module 1620 includes an object movement submodule 1622 .
  • the object movement submodule 1622 is used to control the first virtual object to move from outside the second area to the second area displayed on the user interface.
  • the object movement submodule 1622 includes a parameter determination unit 1622 a and a movement control unit 1622 b .
  • the parameter determination unit 1622a is used to determine the movement parameters of the first virtual object according to the first position where the first virtual object is currently located and the second position to which the first virtual object needs to move; wherein the second position is located in the second area.
  • the movement control unit 1622b is used to control the first virtual object to move from the first position to the second position according to the movement parameter.
  • the object movement submodule 1622 further includes a position determination unit 1622c.
  • the position determination unit 1622c is used to determine the position point on the boundary box of the second area that is closest to the first position as the second position.
  • the movement control unit 1622b is further configured to control the first virtual object to move from the second position back to the first position when the first virtual object satisfies a first condition.
  • the first virtual object is displayed in a first form during movement, and the first virtual object is displayed in a second form during non-movement, and the first form is different from the second form.
  • the object display module 1620 further includes a scene display submodule 1624 .
  • the scene display submodule 1624 is configured to display a third area of the virtual social scene in the user interface, wherein the third area includes the first virtual object.
  • the scene display submodule 1624 includes a parameter determination unit 1624a, an area adjustment unit 1624b, and an area display unit 1624c.
  • the parameter determination unit 1624a is used to determine the offset parameter of the first area according to the first position where the first virtual object is currently located.
  • the region adjustment unit 1624b is configured to adjust the position of the first region in the virtual social scene according to the offset parameter, and determine the adjusted first region as the third region.
  • the area display unit 1624c is used to display the third area in the user interface.
  • the parameter determination unit 1624a is used to determine the point on the boundary box of the second area that is closest to the first position as the third position.
  • the parameter determination unit 1624a is further configured to determine the offset parameter of the first area according to the first position where the first virtual object is currently located and the third position of the second area.
  • the area display unit 1624c is further used to switch the area displayed in the user interface from the third area back to the first area when the first virtual object satisfies a first condition.
  • the first condition includes at least one of the following: the time duration during which the first virtual object is fully displayed in the user interface is greater than or equal to a threshold; the social information of the first virtual object has been viewed; and the related task of the first virtual object has been completed.
  • the object display module 1620 is used to execute the steps of controlling the first virtual object to be displayed in the user interface and displaying the social information of the first virtual object if the first virtual object is located outside the second area of the virtual social scene and the first virtual object is located in the fourth area of the virtual social scene; wherein the first area is a partial area of the fourth area.
  • the second area is a partial area of the first area, and the size of the annular area outside the bounding box of the second area and within the bounding box of the fourth area is related to the size of the interactive range of the first virtual object; wherein the first virtual object and the social information of the first virtual object are displayed within the interactive range of the first virtual object.
  • the apparatus further includes a region determination module 1630 .
  • the area determination module 1630 is used to determine the area range of at least one of the second area and the fourth area.
  • the region determination module 1630 is used to determine the optimal interaction distance of the master virtual object based on the size relationship between the first region and the master virtual object.
  • the area determination module 1630 is further configured to use the optimal interaction distance as a radius and the position of the master virtual object as a center of a circle, and determine a circular area as an area range of the second area.
  • the region determination module 1630 is further configured to determine a region range of the fourth region based on the first region and the optimal interaction distance, wherein a distance from a point in the fourth region to a boundary box of the first region is less than the optimal interaction distance.
  • the device provided in the above embodiment when implementing its functions, only uses the division of the above functional modules as an example.
  • the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
  • the device and method embodiments provided in the above embodiment belong to the same concept, and their specific implementation process is detailed in the method embodiment, which will not be repeated here.
  • FIG. 18 shows a block diagram of a terminal device 1800 provided in one embodiment of the present application.
  • the terminal device 1800 may be the terminal device 10 in the implementation environment shown in FIG. 1 , and is used to implement the display method of the virtual object provided in the above embodiment. Specifically:
  • the terminal device 1800 includes: a processor 1801 and a memory 1802 .
  • the processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • the processor 1801 may be implemented in at least one of the following hardware forms: DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array).
  • the processor 1801 may also include a main processor and a coprocessor.
  • the main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state.
  • the processor 1801 may be integrated with a GPU (Graphics Processing Unit), which is responsible for the display screen. Rendering and drawing of content to be displayed.
  • the processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
  • AI Artificial Intelligence
  • the memory 1802 may include one or more computer-readable storage media, which may be non-transitory.
  • the memory 1802 may also include a high-speed random access memory and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices.
  • the non-transitory computer-readable storage medium in the memory 1802 is used to store a computer program, which is configured to be executed by one or more processors to implement the above-mentioned virtual object display method.
  • the terminal device 1800 may further optionally include: a peripheral device interface 1803 and at least one peripheral device.
  • the processor 1801, the memory 1802 and the peripheral device interface 1803 may be connected via a bus or a signal line.
  • Each peripheral device may be connected to the peripheral device interface 1803 via a bus, a signal line or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 1804, a display screen 1805, an audio circuit 1807 and a power supply 1808.
  • FIG. 18 does not constitute a limitation on the terminal device 1800 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
  • a computer-readable storage medium is further provided, wherein a computer program is stored in the storage medium, and when the computer program is executed by a processor, the method for displaying a virtual object is implemented.
  • the computer readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives) or optical disk, etc.
  • the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
  • a computer program product comprising a computer program, the computer program being stored in a computer-readable storage medium.
  • a processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the terminal device executes the above-mentioned method for displaying a virtual object.

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Abstract

本申请公开了一种虚拟对象的显示方法、装置、设备及存储介质,涉及计算机和互联网技术领域。所述方法包括:在用户界面中显示虚拟社交场景的第一区域,以及位于第一区域中的至少一个虚拟对象(320);在虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若第一虚拟对象位于虚拟社交场景的第二区域之外,则控制第一虚拟对象显示在用户界面中,以及显示第一虚拟对象的社交信息;其中,第二区域为第一区域的全部或部分区域(340)。本申请方便了用户对社交信息的查阅,同时还能观看到第一虚拟对象的完整形象,因此,使得第一虚拟对象以及第一虚拟对象的社交信息的显示较为完整。

Description

虚拟对象的显示方法、装置、设备及存储介质
本申请要求于2022年10月13日提交的申请号为202211255861.5、发明名称为“虚拟对象的显示方法、装置、设备及存储介质”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
本申请实施例涉及计算机和互联网技术领域,特别涉及一种虚拟对象的显示方法、装置、设备及存储介质。
背景技术
随着互联网技术的发展,虚拟社交逐渐成为受到人们喜爱的一种社交方式。在虚拟社交场景中,虚拟对象会对应有社交信息,例如第一虚拟对象给用户的主控虚拟对象发送了消息之后,第一虚拟对象的头顶会显示社交信息。
在相关技术中,由于用户界面的尺寸限制,用户界面显示的是以主控虚拟对象为中心的一定区域范围的虚拟社交场景的画面。当第一虚拟对象与主控虚拟对象的距离较远时,第一虚拟对象及其社交信息不一定能够完全显示在用户界面中。
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、设备及存储介质。所述技术方案如下:
根据本申请实施例的一个方面,提供了一种虚拟对象的显示方法,所述方法由终端设备执行,所述方法包括:
在用户界面中显示虚拟社交场景的第一区域,以及位于所述第一区域中的至少一个虚拟对象;
在所述虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若所述第一虚拟对象位于所述虚拟社交场景的第二区域之外,则控制所述第一虚拟对象显示在所述用户界面中,以及显示所述第一虚拟对象的社交信息;其中,所述第二区域为所述第一区域的全部或部分区域。
根据本申请实施例的一个方面,提供了一种虚拟对象的显示装置,所述装置包括:
区域显示模块,用于在用户界面中显示虚拟社交场景的第一区域,以及位于所述第一区域中的至少一个虚拟对象;
对象显示模块,用于在所述虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若所述第一虚拟对象位于所述虚拟社交场景的第二区域之外,则控制所述第一虚拟对象显示在所述用户界面中,以及显示所述第一虚拟对象的社交信息;其中,所述第二区域为所述第一区域的全部或部分区域。
根据本申请实施例的一个方面,提供了一种终端设备,所述终端设备包括处理器和存储器,所述存储器中存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现上述方法。
根据本申请实施例的一个方面,提供了一种计算机可读存储介质,所述可读存储介质中存储有计算机程序,所述计算机程序由处理器加载并执行以实现上述方法。
根据本申请实施例的一个方面,提供了一种计算机程序产品,该计算机程序产品包括计算机程序,该计算机程序存储在计算机可读存储介质中。终端设备的处理器从计算机可读存 储介质读取该计算机程序,处理器执行该计算机程序,使得该终端设备执行上述方法。
本申请实施例提供的技术方案可以包括如下有益效果:
用户界面显示有虚拟社交场景的第一区域,在第一虚拟对象具有待展示的社交信息并且第一虚拟对象位于虚拟社交场景的第二区域之外,则控制第一虚拟对象以及其社交信息显示在用户界面。本申请通过将在第二区域外且具有待展示社交信息的第一虚拟对象显示在用户界面中,在第一虚拟对象距离主控虚拟对象较远时,可以在用户界面上完整显示第一虚拟对象以及第一虚拟对象的社交信息,使得用户可以直接看到第一虚拟对象,并且查看到第一虚拟对象的社交信息,使得第一虚拟对象以及社交信息的显示较为完整。
附图说明
图1是本申请一个实施例提供的方案实施环境的示意图;
图2是本申请一个实施例提供的方案应用场景的示意图;
图3是本申请一个实施例提供的虚拟对象的显示方法的流程图;
图4是本申请一个实施例提供的虚拟对象的虚拟社交场景的示意图;
图5是本申请一个实施例提供的虚拟对象的用户界面的示意图;
图6是本申请一个实施例提供的虚拟对象的可交互范围以及用户界面的尺寸的示意图;
图7是本申请一个实施例提供的虚拟对象的用户界面的坐标示意图;
图8是本申请另一个实施例提供的虚拟对象的显示方法的流程图;
图9是本申请一个实施例提供的虚拟对象的控制显示方式的示意图;
图10是本申请另一个实施例提供的虚拟对象的显示方法的流程图;
图11是本申请一个实施例提供的虚拟对象的姿态的示意图;
图12是本申请另一个实施例提供的虚拟对象的显示方法的流程图;
图13是本申请另一个实施例提供的用户界面的示意图;
图14是本申请一个实施例提供的虚拟对象的显示方法的框图;
图15是本申请另一个实施例提供的虚拟对象的显示方法的框图;
图16是本申请一个实施例提供的虚拟对象的显示装置的框图;
图17是本申请另一个实施例提供的虚拟对象的显示装置的框图;
图18是本申请一个实施例提供的终端设备的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
请参考图1,其示出了本申请一个实施例提供的方案实施环境的示意图。该方案实施环境可以包括:终端设备10和服务器20。
终端设备10包括但不限于手机、平板电脑、智能语音交互设备、游戏主机、可穿戴设备、多媒体播放设备、PC(Personal Computer,个人计算机)、车载终端、智能家电等电子设备。终端设备10中可以安装目标应用程序(如游戏应用程序)的客户端。可选地,该目标应用程序可以是需要下载安装的应用程序,也可以是即点即用的应用程序,本申请实施例对此不作限定。
在本申请实施例中,目标应用程序可以是社交类应用程序、仿真程序、大逃杀射击游戏、虚拟现实(Virtual Reality,简称VR)应用程序、增强现实(Augmented Reality,简称AR)程序、三维地图程序、虚拟现实游戏、增强现实游戏、第一人称射击游戏(First-Person Shooting Game,简称FPS)、多人枪战类生存游戏、第三人称射击游戏(Third-Person Shooting Game,简称TPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena,简称MOBA)、策略游戏(Simulation Game,简称SLG)、互动娱乐类应用程序中的任意一种。另外,对于不同 的应用程序来说,其所支持的虚拟社交场景的布局方式不同,本申请实施例对此不作限定。可选地,终端设备10中运行有上述应用程序的客户端。
其中,上述虚拟社交场景是目标应用程序(如游戏应用程序)的客户端在终端设备上运行时显示(或提供)的场景,该虚拟社交场景是指营造出的供虚拟对象进行活动(如游戏竞技)的场景,如虚拟房屋、虚拟岛屿、虚拟地图等。该虚拟社交场景可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟社交场景可以是二维虚拟环境,也可以是2.5维虚拟环境,或者是三维虚拟环境,本申请实施例对此不作限定。
上述虚拟对象是指用户帐号在目标应用程序中控制的虚拟角色、虚拟载具、虚拟物品等等,本申请对此不作限定。以目标应用程序为社交类应用程序为例,虚拟对象是指用户帐号在社交类应用程序中控制的游戏角色。虚拟对象可以是人物形态,可以是动物、卡通或者其它形态,本申请实施例对此不作限定。虚拟对象可以三维形式展示,也可以二维形式展示,本申请实施例对此不作限定。可选地,当虚拟社交场景为三维虚拟环境时,虚拟对象是基于动画骨骼技术创建的三维立体模型。每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。虚拟对象的活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、射击、攻击、投掷中的至少一种。示意性的,虚拟对象是虚拟人物,比如仿真人物角色或动漫人物角色。
服务器20用于为终端设备10中的目标应用程序的客户端提供后台服务。例如,服务器20可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、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,但并不局限于此。
在一些实施例中,终端设备10包括第一终端设备11(图中未示出)和第二终端设备12(图中未示出),其中第一终端设备上安装有目标应用程序的第一客户端,第二终端设备上安装有目标应用程序的第二客户端,第一用户的第一用户账号在目标应用程序的第一客户端中控制的第一虚拟对象,第二用户的第二用户账号在目标应用程序的第二客户端中控制的主控虚拟对象。可选地,第一虚拟对象和主控虚拟对象处于虚拟社交场景中。可选地,第一虚拟对象和主控虚拟对象可以属于具有好友关系、同一个阵营、同一个队伍、同一个组织或具有临时性的通讯权限。可选的,第一虚拟对象和主控虚拟对象可以不具备好友关系、属于不同的阵营、不同的队伍、不同的组织。可选地,第一终端设备和第二终端设备上安装的客户端是相同的,或两个终端上安装的客户端是不同操作系统平台(安卓或IOS)上的同一类型客户端。第一终端设备可以泛指多个终端设备中的一个,第二终端设备可以泛指多个终端设备中的另一个,本实施例仅以第一终端设备和第二终端设备来举例说明。
终端设备10和服务器20之间可通过网络进行互相通信。该网络可以是有线网络,也可以是无线网络。
请参考图2,其示出了本申请一个实施例提供的虚拟对象的显示方法的方案应用场景的示意图。
如图2的子图a所示,第一虚拟对象及其社交信息201不能完全显示在用户界面200上,根据子图a可以发现,第一虚拟对象及其社交信息201仅有一部分显示在用户界面200上。如图2的子图b中,第一虚拟对象及其社交信息也没有显示在用户界面210上,但是以指示图标202和指示图标203的方式显示在用户界面210上。指示图标可以显示发来信息的用户头像,并且指向第一虚拟对象所在的方位。用户沿着该方位移动屏幕,即可找到对应的第一虚拟对象。
相关技术中,针对第一虚拟对象距离主控虚拟对象较远的情况,一种是以子图a这种方式展示,一种是以子图b这种方式展示,但是这两种显示方式无疑都无法完全显示第一虚拟 对象及其社交信息。在虚拟社交场景中,虚拟对象发来消息后一般会在虚拟对象的头顶显示消息气泡,用户可以点击该气泡来阅读未读消息。由于屏幕尺寸是有限的,所以必定会出现一种情况,即恰好部分露出屏幕的虚拟对象,他的信息是显示不完整的,特别是如果消息气泡没有显示,用户就不知道该虚拟对象发来了消息。例如,图2的子图a所示,用户并不知道左上角的虚拟对象发来了消息。在相关技术中,虽然指明了虚拟对象所在的方向,但是具体在哪个位置,仍然是用户要找的,有可能是很远。当未读的内容多起来之后,整个屏幕边缘都会密密麻麻存在很多用户头像,干扰正常使用。在移动屏幕的时候,前端需要实时计算方向,对性能消耗比较大。因此,相关技术中提供的技术方案不利于用户及时获取消息,人机交互性较差。
不同的是,本申请实施例提供的技术方案,可以控制第一虚拟对象显示在用户界面中,并显示社交信息,如图2的子图c所示,在用户界面220上,显示第一虚拟对象及其社交信息204,可以看出在用户界面220上完整显示了第一虚拟对象及其社交信息204。本申请实施例提供的技术方案,通过将第一虚拟对象完全显示在用户界面上,可以使用用户一眼就看到该虚拟对象的全貌,有利于用户技术获取社交信息,提高用户的社交体验感。
请参考图3,其示出了本申请一个实施例提供的虚拟对象的显示方法的流程图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(320~340)中的至少一个步骤:
步骤320,在用户界面中显示虚拟社交场景的第一区域,以及位于第一区域中的至少一个虚拟对象。
虚拟社交场景:是应用程序在终端上运行时显示(或提供)的场景。该虚拟社交场景可以是对真实世界的仿真世界,也可以是半仿真半虚构的三维世界,还可以是纯虚构的三维世界。虚拟社交场景可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种。可选地,该虚拟社交场景还用于至少两个虚拟对象之间的虚拟环境对战,在该虚拟社交场景中具有可供至少两个虚拟对象使用的虚拟资源。
虚拟对象:是指在虚拟社交场景中的可活动对象和不可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物中的至少一种。该不可活动对象可以是虚拟建筑、虚拟植物、虚拟地形中的至少一种。可选地,当虚拟社交场景为三维虚拟环境时,虚拟对象可以是三维虚拟模型,每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。可选地,虚拟对象是基于三维人体骨骼技术构建的三维角色,该虚拟对象通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟对象也可以采用2.5维或2维模型来实现,本申请实施例对此不加以限定。示例性的,根据控制虚拟对象的方式不同,可以将虚拟对象分为用户控制的虚拟对象和服务器控制的虚拟对象,其中,用户控制的虚拟对象是由客户端控制的在虚拟社交场景中可活动的对象。服务器控制的虚拟对象是由客户端或服务器上的自动控制算法或人工智能程序控制的虚拟对象。服务器控制的虚拟对象包括虚拟社交场景中可活动对象和不可活动对象。示例性的,不可活动对象可以响应或影响可活动对象的活动,例如,可活动对象可以摧毁不可活动对象,或,当可活动对象进入不可活动对象时,可活动对象进入隐身状态。示例性的,本申请中的主控虚拟对象是由客户端控制的虚拟对象。示例性的,本申请中的第一虚拟对象可以是由其他客户端或服务器控制的虚拟对象。
本申请实施例中可以将用户界面认为是主控虚拟对象对应的终端设备的显示界面,对于用户界面的尺寸、亮度等等,本申请不作限定。本申请实施例中将用户界面中显示的虚拟社交场景中的区域认为是第一区域。
在一些实施例中,如图4所示,在虚拟社交场景400中,存在第一虚拟对象401,在用户界面410中显示虚拟社交场景400的第一区域。显示虚拟社交场景400的第一区域上有至少 一个虚拟对象(图中未示出)。在一些实施例中,用户界面410显示的是以主控虚拟角色为中心而从虚拟社交场景400中确定出来的第一区域。在另一些实施例中,用户界面可以根据用户的第一操作,显示虚拟社交场景400的其他区域。本申请对于第一操作的类型不作限定。可选地,第一操作是滑动操作,当用户滑动屏幕时,用户界面410显示虚拟社交场景400的其他区域,主控虚拟对象将不再显示在用户界面410的中心位置。
步骤340,在虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若第一虚拟对象位于虚拟社交场景的第二区域之外,则控制第一虚拟对象显示在用户界面中,以及显示第一虚拟对象的社交信息;其中,第二区域为第一区域的全部或部分区域。
社交信息:在社交应用场景中,与虚拟对象有关的信息均可以认为是社交信息。可选地,社交信息是第一虚拟对象发送给主控虚拟对象的消息的数量、消息的具体内容中的至少一种。可选地,社交信息是第一虚拟对象发布的个签、瞬间、动态中的至少一种。本申请对于社交信息的具体类型和具体内容不作限定。待展示的社交信息可以认为是还没有被当前用户查看或者翻阅的社交信息。
第二区域:是第一区域的全部或者部分区域。与第一区域类似,第二区域也是虚拟社交场景的部分区域。如图4所示,第二区域420是第一区域的部分区域,第二区域在第一区域内部。
在一些实施例中,在虚拟社交场景中的第一虚拟对象不具有待展示的社交信息的情况下,则不控制第一虚拟对象显示在用户界面中。在第一虚拟对象不具有待展示的社交信息的情况下,以社交信息为未读消息的数量为例,若对于主控虚拟对象来说,没有收到第一虚拟对象发送的消息,则说明对于当前用户来说,没有必要特地观看到第一虚拟对象,因此为了节约处理开销,对于在虚拟社交场景中的第一虚拟对象不具有待展示的社交信息的情况下,则不控制第一虚拟对象显示在用户界面中。
在一些实施例中,若第一虚拟对象位于虚拟社交场景的第二区域之内,则不控制第一虚拟对象显示在用户界面中。考虑到第二区域是第一区域的全部或者部分区域,用户界面显示的是第一区域,因此当第一虚拟对象位于虚拟社交场景的第二区域之内时,第一虚拟对象已经显示在用户界面中。
在一些实施例中,在虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若第一虚拟对象位于虚拟社交场景的第二区域之外,则控制第一虚拟对象显示在用户界面中,以及显示第一虚拟对象的社交信息。本申请实施例中,只有在虚拟社交场景中的第一虚拟对象具有待展示的社交信息并且第一虚拟对象位于虚拟社交场景的第二区域之外的情况下,才控制用户界面显示第一虚拟对象。也即,只有在第一虚拟对象有显示的必要(具有待展示的社交信息同时没有显示在用户界面上)的情况下,才控制用户界面显示第一虚拟对象。因此,本申请实施例提供的技术方案,在必要的情况下才控制显示第一虚拟对象及社交信息,因此可以节约设备的处理开销,提高控制虚拟对象显示的准确度和效率。
在一些实施例中,控制第一虚拟对象显示在用户界面中的方式有多种。可选地,将第一虚拟对象直接传送到第一区域内的目标位置,用户可以直接看到第一虚拟对象出现在目标位置,其中,目标位置是指第一虚拟对象最终所在的位置。本申请实施例提供的技术方案通过直接传送的方式,控制第一虚拟对象显示在第一区域内,在确定了目标位置之后,可以直接将虚拟对象在目标位置显示,有利于减少控制虚拟对象移动的成本,减少设备的处理开销,并且提高第一虚拟对象的显示效率。
可选地,控制第一虚拟对象移动到第一区域内的目标位置,例如控制第一虚拟对象以跑步、行走等姿势来到目标位置,用户可以观察到第一虚拟对象的移动。本申请实施例提供的技术方案,以控制第一虚拟对象移动到第一区域内的方式在用户界面显示第一虚拟对象,可以给用户较为真实的社交体验感。
可选地,和用户滑动屏幕的方式相似,调整用户界面的显示区域,使得用户界面显示第 一虚拟对象所在的区域,此种显示同样是缓慢移动的方式,区域的显示存在连续性。本申请实施例提供的技术方案,直接通过调整用户界面的显示区域的方式,以缓慢移动的方式在用户界面显示第一虚拟对象所在的区域,同样带给用户较为真实的社交体验,仿佛用户是跟着用户界面的移动而发现第一虚拟对象的,在第一虚拟对象是固定的物体的情况下,例如第一虚拟对象是房屋,此种方式较为贴近现实,用户体验感更好。
可选地,直接调整用户界面的显示区域,控制用户界面直接从显示第一区域到显示第一虚拟对象所在区域。本申请实施例提供的技术方案,通过根据第一虚拟对象所在的区域,直接调整用户界面的显示区域,同样可以减少设备的处理开销,并且提高第一虚拟对象的显示效率。
在一些实施例中,若第一虚拟对象位于虚拟社交场景的第二区域之外,且第一虚拟对象位于虚拟社交场景的第四区域中,则执行控制第一虚拟对象显示在用户界面中,以及显示第一虚拟对象的社交信息的步骤;其中,第一区域为第四区域的部分区域。在一些实施例中,若第一虚拟对象处于虚拟社交场景的第四区域之外,则不控制第一虚拟对象显示在用户界面中。由于第一区域是第四区域的部分区域,则第四区域是大于第一区域的区域,因此,通过划定第四区域,可以使得当第一虚拟对象距离主控虚拟对象所在的第一区域的位置较远时,不控制第一虚拟对象显示在用户界面中。本申请实施例提供的技术方案,通过在第一虚拟对象距离主控虚拟对象较远时,不控制第一虚拟对象显示在用户界面中,一方面是考虑到设备的处理开销问题,另一方面也是控制显示在用户界面上的虚拟对象的数量。倘若不对控制显示的虚拟对象的区域作限制,则所有的第一虚拟对象都将显示在用户界面中,很有可能导致用户界面上虚拟对象的数量过多,而造成用户的体验感下降。也即,当第一虚拟对象在第四区域中且不在第二区域内时,控制第一虚拟对象显示在用户界面中,可以控制显示在用户界面上的虚拟对象的数量,同时不过多浪费设备的处理成本,也避免干扰用户的正常使用。
第四区域:与第一区域类似,第四区域也是虚拟社交场景中的全部或者部分区域。在本申请实施例中,第四区域的范围大于第二区域的范围,第四区域和第二区域之间可以形成一个环形区域。
如图5所示,若第一虚拟对象501位于虚拟社交场景的第二区域503之外,且第一虚拟对象501位于虚拟社交场景的第四区域500中,则控制第一虚拟对象501显示在用户界面502中。
在一些实施例中,存在多个待控制显示的第一虚拟对象时,对多个第一虚拟对象的优先级进行打分,根据优先级分值的高低,确定控制显示的多个第一虚拟对象的顺序。在一些实施例中,优先级分值的高低与第一虚拟对象与主控虚拟对象的互动频率、亲密度关系、认识时长、未读消息的数量等等中的至少一个有关。在一些实施例中,上述几种优先级分值的影响因素具有不同的权重。其中,优先级分值可以基于神经网络模型等分值确定模型来进行确定。在一些实施例中,可以控制多个第一虚拟对象一个接一个地显示在用户界面中,即控制了一个第一虚拟对象显示在用户界面中之后,再控制下一个第一虚拟对象显示在用户界面中。本申请实施例提供的技术方案,通过根据优先级分值的高低来控制显示的第一虚拟对象的顺序,使得第一虚拟对象的显示更加满足用户的实际需求,提升了虚拟社交场景的趣味性。
在一些实施例中,第二区域为第一区域的部分区域,位于第二区域的边界框之外以及第四区域的边界框之内的环形区域的尺寸,与第一虚拟对象的可交互范围的尺寸有关;其中,第一虚拟对象的可交互范围内显示第一虚拟对象以及第一虚拟对象的社交信息。
在一些实施例中,可交互范围是能够包括第一虚拟对象以及第一虚拟对象的社交信息的范围。在一些实施例中,可交互范围为矩阵交互框,在矩阵交互框内存在第一虚拟对象以及第一虚拟对象的社交信息。如图6所示,子图a展示了第一虚拟对象的可交互范围,其中,该可交互范围的长为m,宽为n,其中,m、n为正数,该可交互范围中包括第一虚拟对象601以及第一虚拟对象601的社交信息600。
在一些实施例中,第一区域的尺寸和用户界面的尺寸对应,如图6的子图b所示,第一区域的长为W,宽为H,其中W和H为正数。
在一些实施例中,如图7所示,以第一区域701的左上角的顶点为原点(0,0),水平向右的方向为x轴,竖直向下的方向为y轴,建立二维坐标系。并且认为第一虚拟对象的可交互范围700的中心为第一虚拟对象在虚拟社交场景中的位置。其中,第二区域702和第四区域703之间构成的环形区域的尺寸与第一虚拟对象的可交互范围700有关。根据图6可知,可交互范围700的长为m,宽为n,第一区域的长为W,宽为H。根据构建的二维坐标系,可知,第二区域的四个顶点的坐标分别为(m/2,n/2)、(W-m/2,n/2)、(m/2,H-n/2)、(W-m/2,H-n/2)。第四区域的四个顶点的坐标分别为(-m/2,-n/2)、(W+m/2,-n/2)、(-m/2,H+n/2)、(W+m/2,H+n/2)。
在一些实施例中,可交互范围700的中心位置(x,y),当中心位置落在第四区域703内但是落在第二区域702外时,控制第一虚拟对象显示在用户界面中。
本申请实施例中,根据第一虚拟对象的位置或者第一虚拟对象的可交互范围的位置来判断第一虚拟对象属于的区域,第一虚拟对象的位置可以是第一虚拟对象的中心点的位置,也可以是第一虚拟对象的特定地方的位置(例如脚的位置)。第一虚拟对象的可交互范围的位置可以是可交互范围的中心点的位置或者其他位置,其中中心点可以是重心或者垂心,本申请不作限定。
本申请实施例中,通过上述方式,能够将未在第二区域的原显示范围中显示的第一虚拟对象及其社交信息,显示在第二区域的原显示范围中。也即,在用户界面上的第二区域所在的显示范围中显示第一虚拟对象及其社交信息。
在一些实施例中,方法还包括步骤330(图中未示出)。
步骤330,确定第二区域和第四区域中的至少之一的区域范围。
本申请实施例中,第二区域和/或第四区域的区域可以是预先设定好的,也可以根据用户的设置而重新调整。可选地,在用户选择了不同的虚拟社交场景、不同的第一虚拟对象的尺寸或者对于主控虚拟对象的尺寸进行了调节之后,相应的第二区域和/或第四区域的区域范围也发生改变。其中,虚拟对象的尺寸指虚拟对象的模型的尺寸或者虚拟对象所处可交互范围的尺寸。
在另一些实施例中,相应于用户的区域调整操作,可以在用户界面上显示第二区域和/或第四区域的边框线,其中,显示的边框线是可编辑的,用户可以通过拖动边框线的方式,设置第二区域和/或第四区域的区域范围。区域调整操作可以是用户对控件的长按、点击等操作,也可以是对于屏幕的滑动等操作,具体的操作类型本申请不作限定,凡是用于用户调整区域的操作均可以纳入本申请的保护范围之内。
在一些实施例中,步骤330包括步骤330-1~330-3(图中未示出)。
步骤330-1:基于第一区域和主控虚拟对象的尺寸关系,确定主控虚拟对象的最优交互距离。
在一些实施例中,第一区域为W*H的矩阵区域,主控虚拟对象所在的可交互范围的尺寸设为L*Z,在一些实施例中,确定出以(W-L)/2、(H-Z)/2为直角边,将该直角三角形的斜边的长度作为主控虚拟对象的最优可交互距离,其中,L和Z为正数,W大于L,H大于Z。
步骤330-2:以最优交互距离为半径,主控虚拟对象所在的位置为圆心,确定出来的圆形区域作为第二区域的区域范围。
步骤330-3:基于第一区域以及最优交互距离,确定出第四区域的区域范围,第四区域内的点到第一区域的边界框的距离小于最优交互距离。
在一些实施例中,第一区域为W*H的矩阵区域,主控虚拟对象所在的可交互范围的尺寸设为L*Z,在一些实施例中,确定出以主控虚拟对象为中心,(W-L)/2、(H-Z)/2为长宽 的矩形范围作为第二区域。第四区域是以主控虚拟对象为中心,W+L/2、H+Z/2为长宽的矩形范围。
在另一些实施例中,第一区域为W*H的矩阵区域,第一虚拟对象所在可交互范围的尺寸为m*n,在一些实施例中,确定出以主控虚拟对象为中心,W-m、H-n为长宽的矩形范围作为第二区域。第四区域是以主控虚拟对象为中心,W+m、H+n为长宽的矩形范围。
在另一些实施例中,虚拟社交场景是三维场景,则相应的将用户界面显示的区域以坐标系转换的方式,转换到三维场景中,在三维场景对应有第一区域,三维场景中第一区域的点可以被完全映射到用户界面上。其他第二区域、第四区域与之类似,本申请不作赘述。
本申请实施例提供的技术方案,对于第二区域和/或第四区域的区域范围的确定方式不作限定,可以根据第一虚拟对象的尺寸或者第一虚拟对象所在可交互范围的尺寸确定第二区域和第四区域,也可以根据主控虚拟对象的尺寸或者主控虚拟对象的可交互范围的尺寸确定第二区域和第四区域。另外,第二区域和第四区域除去以主控虚拟对象的位置或主控虚拟对象的可交互范围的位置为中心之外,还可以以当前用户界面所展示的虚拟社交场景的区域的中心为中心。在第二区域和第四区域的尺寸确定之后,具体的以谁中心本申请不作限定。因此,本申请实施例提供的技术方案,将第二区域与第四区域的确定与第一虚拟对象的可交互范围相结合,使得确定出来的第二区域和第四区域与实际上的第一虚拟对象较为贴合,同时也是出于控制处理成本的考量,使得控制第一虚拟对象的显示所花费的成本最小,但是效率最高。当然,结合主控虚拟对象的尺寸和第一区域的尺寸来确定最优交互距离,并进一步根据最优交互距离确定出来第二区域和/或第四区域,能够使得确定出来的第二区域和/或第四区域与用户界面更加适应,用户在观看时,确定出来的第二区域和/或第四区域也是对于用户来说比较舒服的一个展示方式。
本申请实施例提供的技术方案提供了多种第二区域和/或第四区域的区域范围的确定方式,丰富了区域确定方式,同时该区域可以被用户手动调节,因此,提高了人机交互性,也丰富了社交应用场景的应用策略。
本申请实施例提供的技术方案用户界面显示有虚拟社交场景的第一区域,在第一虚拟对象具有待展示的社交信息并且第一虚拟对象位于虚拟社交场景的第二区域之外,则控制第一虚拟对象以及其社交信息显示在用户界面。本申请通过将在第二区域外切具有待展示社交信息的第一虚拟对象显示在用户界面中,在第一虚拟对象距离主控虚拟对象较远时,可以在用户界面上完整显示第一虚拟对象以及第一虚拟对象的社交信息,使得用户可以直接看到第一虚拟对象,并且查看到第一虚拟对象的待展示的社交信息,方便了用户对社交信息的查阅,同时还能观看到第一虚拟对象的完整形象,因此,使得第一虚拟对象以及社交信息的显示较为完整,提高了社交应用的趣味性,也提高了人机的交互性。
请参考图8,其示出了本申请另一个实施例提供的虚拟对象的显示方法的流程图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(320~360)中的至少一个步骤:
步骤320,在用户界面中显示虚拟社交场景的第一区域,以及位于第一区域中的至少一个虚拟对象。
步骤322,判断第一虚拟对象是否是第一类型对象。
若是,则执行步骤350,若不是,则执行步骤360。
第一类型对象:可以移动的对象,包括但不限于虚拟人物、虚拟载具、虚拟玩具、虚拟道具等等。而与第一类型相对应的,是第二类型对象,第二类型对象是不可移动的对象,包括但不限于在固定位置出现的任务NPC(Non-Player Character,非玩家角色)、不可移动的虚拟建筑、不可移动的虚拟景观等等,具体的第一类型对象和第二类型的对象,本申请不作 限定。
本申请实施例中,之所以根据虚拟对象的类型不同,作不同的划分,是出于用户适应性的考量,对于可以移动的第一类型对象,通过将第一虚拟对象移动至第二区域内的方式,使得用户界面上显示第一虚拟对象,而正是由于第一虚拟对象是可以移动的对象,因此控制第一虚拟对象移动,也即可以控制虚拟对象以行走或者奔跑的方式来到第二区域内,而这比较贴合虚拟对象本身的形象,有利于提升用户的社交场景的体验感。对于不可移动的第二类型对象,通过让用户界面显示第一虚拟对象所在的第三区域的方式,使得用户可以清晰直观地看到第一虚拟对象。
当然,本申请对于第一类型对象并不作上述限制,第一类型对象还可以是距离主控虚拟对象阈值范围以内的对象,第二类型对象是距离主控虚拟对象阈值范围以外的对象。在第一虚拟对象距离主控虚拟对象较近时,可以控制第一虚拟对象移动至第二区域内,在第一虚拟对象距离主控虚拟对象较远时,则控制用户界面直接显示第一虚拟对象所在的第三区域。
步骤350,在虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若第一虚拟对象位于虚拟社交场景的第二区域之外,则控制第一虚拟对象从第二区域之外,移动至用户界面显示的第二区域中,以及显示第一虚拟对象的社交信息;其中,第二区域为第一区域的全部或部分区域。
在第一虚拟对象是第一类型对象的情况下,执行步骤350。
第二区域中包括第二区域的边框线上以及第二区域的边框线以内。在一些实施例中,控制第一虚拟对象从第二区域之外,移动到第二区域的边框线上,或者移动到第二区域边框线以内。
本申请对于控制第一虚拟对象从第二区域以外,移动至第二区域中的方式不作限定,可以是在第二区域中确定出第一虚拟对象的目标位置,直接在目标位置展示第一虚拟对象,也可以通过移动的方式,控制第一虚拟对象行走或者奔跑到目标位置。参见上述实施例,此处不再赘述。
如图9的子图a所示,在虚拟社交场景中第一虚拟对象900具有待展示的社交信息,若第一虚拟对象900位于虚拟社交场景的第二区域920之外,则控制第一虚拟对象从第二区域920之外,移动至用户界面显示的第二区域920中,如图9的子图b所示,在用户界面中显示第一虚拟对象以及第一虚拟对象的社交信息902。此时,认为第一虚拟对象900是第一类型对象。
步骤360,在虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若第一虚拟对象位于虚拟社交场景的第二区域之外,则在用户界面中显示虚拟社交场景的第三区域,第三区域中包括第一虚拟对象,以及显示第一虚拟对象的社交信息;其中,第二区域为第一区域的全部或部分区域。
在第一虚拟对象不是第一类型对象的情况下,可选地,第一虚拟对象是第二类型对象的情况下,执行步骤360。
如图9的子图c所示,在虚拟社交场景中第一虚拟对象950具有待展示的社交信息,若第一虚拟对象950位于虚拟社交场景的第二区域960之外,则如子图d所示,在用户界面中显示虚拟社交场景的第三区域930,用户界面中同样显示第一虚拟对象及第一虚拟对象的社交信息940。此时,认为第一虚拟对象950是第二类型对象。
第三区域:是虚拟社交场景中不同于第一区域的又一区域,第三区域中存在第一虚拟对象,可选地,第三区域是以第一虚拟对象为中心,目标尺寸为区域范围的区域,本申请对于目标尺寸的大小不作限定。
本申请实施例提供的技术方案,通过在第一虚拟对象是第一类型对象时,控制第一虚拟对象移动至第二区域中,可以通过移动虚拟对象的方式,将第一虚拟对象完整显示在用户界面中;在第一虚拟对象不是第一类型对象时,则在用户界面中显示虚拟社交场景的第三区域, 便于用户查看第一虚拟对象的社交信息,同时可以直观的看到第一虚拟对象的形象。通过划分第一虚拟对象的对象类型,对于不同类型的虚拟对象,采用不同的控制显示的方式,可以贴合不同的虚拟对象的特征,符合不同虚拟对象的形象,进一步提高虚拟对象的显示效率。
请参考图10,其示出了本申请另一个实施例提供的虚拟对象的显示方法的流程图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(320~352)中的至少一个步骤:
步骤320,在用户界面中显示虚拟社交场景的第一区域,以及位于第一区域中的至少一个虚拟对象。
步骤351,在虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若第一虚拟对象位于虚拟社交场景的第二区域之外,则根据第一虚拟对象当前所处的第一位置,以及第一虚拟对象需要移动至的第二位置,确定第一虚拟对象的移动参数,以及显示第一虚拟对象的社交信息;其中,第二位置位于第二区域中,第二区域为第一区域的全部或部分区域。
在一些实施例中,第二位置是第二区域中的任意一个位置,可选地,第二位置是主控虚拟对象周边第一阈值范围以内的任意一个位置,可选地,主控虚拟对象周边第一阈值范围以内的区域小于第二区域。
移动参数包括但不限于虚拟对象所要移动的方向、移动的路径、移动的速度等等。
在一些实施例中,根据第二位置与第一位置,确定虚拟对象需要移动的距离。在一些实施例中,第二位置和第一位置均存在坐标,则根据第一位置以及第二位置可以得知第一虚拟对象需要在水平方向以及竖直方向上移动的距离。在一些实施例中,第一位置的坐标是(1,1),第二位置的坐标是(3,5),则说明第一虚拟对象在水平方向上需要移动2个单位的距离,在竖直方向上需要移动4个单位的距离。在一些实施例中,直接根据两点之间直线最短的原则,直接控制第一虚拟对象按照第一位置指向第二位置的直线方向移动。在另一些实施例中,第一位置和第二位置之间存在障碍物,第一虚拟对象无法直接按照第一位置指向第二位置的直线方向移动,则根据障碍物位置,适应性调整移动路径。在另一些实施例中,第一虚拟对象的移动是有特定规则的,例如第一虚拟对象只能按照水平或者竖直方向进行移动,则在水平上朝第二位置移动2个单元的距离,在竖直方向上朝第二位置移动4个单元的距离。
在一些实施例中,第一虚拟对象的移动速度可以预设设定好,也可以由用户控制,响应于用户的速度调整操作,调整第一虚拟对象的移动速度。速度调整操作可以是用户对控件的长按、点击等操作,也可以是对于屏幕的滑动等操作,具体的操作类型本申请不作限定,凡是用于用户调整虚拟对象的速度操作均可以纳入本申请的保护范围之内。
在另一些实施例中,还可以预先设定好第一虚拟对象从开始移动到移动到第二位置的时间,根据时间,以及已经确定好的移动路径,确定第一虚拟对象的移动速度。
在一些实施例中,步骤351之前还包括步骤351-1(图中未示出)。
在一些实施例中,第二位置在第二区域的边框线上。
步骤351-1:将第二区域的边界框上距离第一位置最近的位置点,确定为第二位置。
在一些实施例中,将第一虚拟对象的中心点所在位置认为是第一虚拟对象的第一位置。
如图7所示,第一虚拟对象的中心点所在位置点w1,认为是第一虚拟对象的第一位置。此时第一虚拟对象的第一位置的点w1在第二区域702外,在第二区域702的边框线上确定一点w2,使得点w2是第二区域702到点w1的距离最近的点。在如图7所示的图中,点w1和点w2的连线垂直于x轴。
本申请实施例提供的技术方案,通过将第二区域的边界框上距离第一位置最近的位置点,确定为第二位置,根据第一位置和第二位置,得到了第一虚拟对象的方向和位置偏移量,根据第二位置和第一位置来确定第一区域的偏移参数,可以实现以最小地移动成本来完全显示 第一虚拟对象和第一虚拟对象的社交信息,因此可以降低设备的处理开销,加快虚拟对象的显示效率。
步骤352,根据移动参数,控制第一虚拟对象从第一位置移动至第二位置。
在一些实施例中,移动参数是第一虚拟对象在水平方向和竖直方向上的位移。
在一些实施例中,设第一虚拟对象的位置为(x,y),第一虚拟对象在x轴上需要移动的位移为X’。当第一虚拟对象的中心点位置(第一位置)在-m/2<x<m/2时,X’=m/2-x;当第一虚拟对象的中心点位置(第一位置)在m/2≤x≤W-m/2时,X’=0。当第一虚拟对象的中心点位置(第一位置)在W-m/2<x<W+m/2时,X’=W-m/2–x。其中,位移X’可以为负,表示朝x轴反方向移动。
在一些实施例中,设第一虚拟对象在y轴上需要移动的位移为Y’,当第一虚拟对象的中心点位置(第一位置)在-n/2<y<n/2时,Y’=n/2-x;当第一虚拟对象的中心点位置(第一位置)在n/2≤x≤H-n/2时,Y’=0;当第一虚拟对象的中心点位置(第一位置)在H-n/2<x<H+n/2时,Y’=H-n/2–Y。
在一些实施例中,记向量a=(X’,Y’),向量a表示第一虚拟对象的位移向量。
在一些实施例中,在一定时间内控制第一虚拟对象移动向量a。
在一些实施例中,步骤352之后,还包括步骤353(图中未示出)。
在一些实施例中,第一虚拟对象在移动过程中以第一形态显示,第一虚拟对象在非移动过程中以第二形态显示,第一形态与第二形态不同。
在一些实施例中,第一形态是移动形态,第二形态是常规形态。在一些实施例中,移动形态包括奔跑形态、慢走形态、快走形态、驾驶形态等等。常规形态包括站立形态、坐卧形态、平躺形态等等。本申请对于第一形态和第二形态的具体形态类型不作限定。
如图11的子图a所示,第一虚拟对象的第一形态111是移动形态,也即第一虚拟对象是移动的形象显示在用户界面中的。如图11的子图b所示,第一虚拟对象的第二形态112是常规形态。
本申请实施例提供的技术方案通过将第一虚拟对象区分为第一形态和第二形态,便于区分第一虚拟对象是处于移动过程还是非移动过程,方便给予用户以提醒,同时以逼真的形态展示第一虚拟对象,增加了社交场景的趣味性。
步骤353,在第一虚拟对象满足第一条件的情况下,控制第一虚拟对象从第二位置移动回第一位置。
在一些实施例中,当第一虚拟对象满足第一条件时,控制第一虚拟对象移动回第一位置。在一些实施例中,不改变服务器中储存的第一虚拟对象的位置,而仅在终端设备中改变显示的第一虚拟对象的位置,也即对于不同的用户来说,其用户界面上显示的不同的虚拟对象的位置不同,但是实际上并不更改服务器上每个虚拟对象的位置。在另一些实施例中,也可以同步服务器中每个虚拟对象的位置,本申请不作限定。在第一虚拟对象满足第一条件的情况下,控制第一虚拟对象移动回第一位置,可以清理用户界面,而不至于使得用户界面上的虚拟对象越来越多,影响用户的使用和观看。同样的,控制第一虚拟对象移动回第一位置,可以丰富社交方式,提升社交趣味性。
在一些实施例中,第一条件包括以下至少之一:第一虚拟对象在用户界面中完全显示的时长大于或等于阈值;第一虚拟对象的社交信息已被查阅;第一虚拟对象的相关任务已被完成。
可选地,当控制第一虚拟对象移动并显示在用户界面上的时长大于或等于阈值时,控制第一虚拟对象移动回第一位置,例如,阈值是5分钟,显示的时间一旦满足5分钟则立刻控制第一虚拟对象移动回第一位置,这是为了防止用户在忙于其他事情而没有查看用户界面时,为避免资源的浪费,控制第一虚拟对象移动回第一位置,有利于减少设备的处理开销。
可选地,当第一虚拟对象的社交信息已被用户查阅,则控制第一虚拟对象移动回第一位 置。当社交信息是第一虚拟对象发送给用户的未读消息时,则倘若用户查看了社交信息,则认为第一虚拟对象的社交信息已被查阅,则控制第一虚拟对象移动回第一位置。本申请实施例提供的技术方案,通过在社交信息被用户查阅的情况下,控制第一虚拟对象移动回第一位置,可以节约虚拟对象的移动时间,减少资源的浪费,更快的清理用户的用户界面,为下一个第一个虚拟对象的展示作准备。
可选地,当第一虚拟对象对应的任务已被用户完成时,则控制第一虚拟对象移动回第一位置,例如,第一虚拟对象的任务是“采集100点生活值”,则当任务完成时,控制第一虚拟对象移动回第一位置。同样是出于节约处理开销以及清理用户界面的考量,进一步提升用户的社交体验感。
本申请实施例中,通过确定第一位置和第二位置并根据移动参数来控制第一虚拟对象移动,可以使得虚拟对象的移动更具有目的性,因此可以更快地确定出如何对第一虚拟对象进行移动,提升虚拟对象的显示速度。
请参考图12,其示出了本申请另一个实施例提供的虚拟对象的显示方法的流程图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(320~363)中的至少一个步骤:
步骤320,在用户界面中显示虚拟社交场景的第一区域,以及位于第一区域中的至少一个虚拟对象。
步骤361,在虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若第一虚拟对象位于虚拟社交场景的第二区域之外,则根据第一虚拟对象当前所处的第一位置,确定第一区域的偏移参数,以及显示第一虚拟对象的社交信息;其中,第二区域为第一区域的全部或部分区域。
在一些实施例中,步骤361包括以下几个步骤(步骤361-1~361-2,图中未示出)中的至少一个步骤。
步骤361-1,将第二区域的边界框上距离第一位置最近的位置点,确定为第三位置;
步骤361-2,根据第一虚拟对象当前所处的第一位置,以及第二区域的第三位置,确定第一区域的偏移参数。
在一些实施例中,如图13所示,在虚拟社交场景中,第一虚拟对象1300的中心点位置点w3为第一位置,第二区域1320上的点w4是第二区域上距离点w3最近的位置点,因此点w4是第三位置,根据第一位置和第三位置,确定偏移参数,如图所示的点w3和点w4的连线是垂直于水平方向的,因此,如图13所示的偏移参数仅为在竖直方向的偏移,可选地,点w3到点w4的距离为5,则将第一区域的偏移参数确定为5,将第一区域1310竖直向上移动5个单元,得到变更后的第一区域也即第三区域1330。
在一些实施例中,第一区域的偏移参数也是屏幕的偏移参数,只不过对应到具体的虚拟社交场景中,和屏幕的偏移数值有缩放的区别。
步骤362,根据偏移参数对第一区域在虚拟社交场景中的位置进行调整,将调整后的第一区域确定为第三区域,第三区域中包括第一虚拟对象。
步骤363,在用户界面中显示第三区域。
在一些实施例中,步骤363之后,还包括步骤364(图中未示出)。
步骤364,在第一虚拟对象满足第一条件的情况下,将用户界面中显示的区域由第三区域切换回第一区域。
在一些实施例中,第一条件包括以下至少之一:第一虚拟对象在用户界面中完全显示的时长大于或等于阈值;第一虚拟对象的社交信息已被查阅;第一虚拟对象的相关任务已被完成。
本申请实施例提供的技术方案,通过用户界面显示第三区域的方式直接展示第一虚拟对象,丰富了社交方式,提升了社交趣味性。
本申请实施例提供的技术方案,通过将第二区域的边界框上距离第一位置最近的位置点,确定为第三位置,根据第一位置和第三位置,得到了第一虚拟对象的方向和位置偏移量,根据第三位置和第一位置来确定第一区域的偏移参数,可以实现以最小地移动成本来完全显示第一虚拟对象和第一虚拟对象的社交信息,因此可以降低设备的处理开销,加快虚拟对象的显示效率。
可选地,当控制第一虚拟对象移动并显示在用户界面上的时长大于或等于阈值时,将用户界面中显示的区域由第三区域切换回第一区域,例如,阈值是5分钟,显示的时间一旦满足5分钟则立刻将用户界面中显示的区域由第三区域切换回第一区域,这是为了防止用户在忙于其他事情而没有查看用户界面时,为避免资源的浪费,将用户界面中显示的区域由第三区域切换回第一区域,有利于减少设备的处理开销。
可选地,当第一虚拟对象的社交信息已被用户查阅,则将用户界面中显示的区域由第三区域切换回第一区域。当社交信息是第一虚拟对象发送给用户的未读消息时,则倘若用户查看了社交信息,则认为第一虚拟对象的社交信息已被查阅,则将用户界面中显示的区域由第三区域切换回第一区域。本申请实施例提供的技术方案,通过在社交信息被用户查阅的情况下,将用户界面中显示的区域由第三区域切换回第一区域,可以节约切换区域的时间,减少资源的浪费,为下一个第一个虚拟对象的展示作准备。
可选地,当第一虚拟对象对应的任务已被用户完成时,则将用户界面中显示的区域由第三区域切换回第一区域,例如,第一虚拟对象的任务是“采集100点生活值”,则当任务完成时或者说当用户拿到任务后,将用户界面中显示的区域由第三区域切换回第一区域。同样是出于节约处理开销以及清理用户界面的考量,进一步提升用户的社交体验感。
本申请实施例中,通过确定第一位置和第三位置并根据偏移参数来确定第三区域的位置,可以使得用户界面的显示更具有目的性,因此可以更快的确定出在用户界面上待显示的区域,提升虚拟对象的显示速度。
请参考图14,其示出了本申请一个实施例提供的虚拟对象的显示方法的框图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(P1~P5)中的至少一个步骤:
步骤P1,停止移动屏幕。
用户滑动屏幕停止2秒后,开启未读消息侦测。
步骤P2,检测屏幕边缘的角色有未读消息。
当检测到边缘有未读消息角色,其中心点落在指定区域内,即判定该角色需要移动位置。
步骤P3,计算角色需要移动的距离。
步骤P4,角色切换到行走模式,移动指定距离。
计算角色需要移动的距离和方向后,角色以行走姿态进行移动指定距离。
步骤P5,移动完毕,还原为消息姿态。
移动完毕后,角色恢复未读消息的站立姿态。
请参考图15,其示出了本申请另一个实施例提供的虚拟对象的显示方法的框图。该方法可以包括如下几个步骤(S1~S6)中的至少一个步骤:
步骤S1,客户端表现层接收后台逻辑层的角色发来的消息。
步骤S2,用户的滑动停止后2s,触发循环检测。
步骤S3,客户端表现层检测到边缘角色有未读消息。
步骤S4,客户端表现层计算角色需要移动的距离。
步骤S5,角色切换移动状态,进行移动。
此处移动状态和上文行走模式类似,均为角色移动时的状态。
步骤S6,停止移动后,切换消息状态。
此处消息状态和上位消息姿态类似,仅为角色停下来的时候的状态。
下述为本申请装置实施例,可以用于执行本申请方法实施例。对于本申请装置实施例中未披露的细节,请参照本申请方法实施例。
请参考图16,其示出了本申请一个实施例提供的虚拟对象的显示装置的框图。该装置具有实现上述方法示例的功能,所述功能可以由硬件实现,也可以由硬件执行相应的软件实现。该装置可以是上文介绍的终端设备,也可以设置在终端设备中。如图16所示,该装置1600可以包括:区域显示模块1610和对象显示模块1620。
所述区域显示模块1610,用于在用户界面中显示虚拟社交场景的第一区域,以及位于所述第一区域中的至少一个虚拟对象。
所述对象显示模块1620,用于在所述虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若所述第一虚拟对象位于所述虚拟社交场景的第二区域之外,则控制所述第一虚拟对象显示在所述用户界面中,以及显示所述第一虚拟对象的社交信息;其中,所述第二区域为所述第一区域的全部或部分区域。
在一些实施例中,如图17所示,所述对象显示模块1620包括对象移动子模块1622。
所述对象移动子模块1622,用于控制所述第一虚拟对象从所述第二区域之外,移动至所述用户界面显示的所述第二区域中。
在一些实施例中,如图17所示,所述对象移动子模块1622包括参数确定单元1622a和移动控制单元1622b。
所述参数确定单元1622a,用于根据所述第一虚拟对象当前所处的第一位置,以及所述第一虚拟对象需要移动至的第二位置,确定所述第一虚拟对象的移动参数;其中,所述第二位置位于所述第二区域中。
所述移动控制单元1622b,用于根据所述移动参数,控制所述第一虚拟对象从所述第一位置移动至所述第二位置。
在一些实施例中,如图17所示,所述对象移动子模块1622还包括位置确定单元1622c。
所述位置确定单元1622c,用于将所述第二区域的边界框上距离所述第一位置最近的位置点,确定为所述第二位置。
在一些实施例中,所述移动控制单元1622b,还用于在所述第一虚拟对象满足第一条件的情况下,控制所述第一虚拟对象从所述第二位置移动回所述第一位置。
在一些实施例中,所述第一虚拟对象在移动过程中以第一形态显示,所述第一虚拟对象在非移动过程中以第二形态显示,所述第一形态与所述第二形态不同。
在一些实施例中,如图17所示,所述对象显示模块1620还包括场景显示子模块1624。
所述场景显示子模块1624,用于在所述用户界面中显示所述虚拟社交场景的第三区域,所述第三区域中包括所述第一虚拟对象。
在一些实施例中,如图17所示,所述场景显示子模块1624包括参数确定单元1624a、区域调整单元1624b和区域显示单元1624c。
所述参数确定单元1624a,用于根据所述第一虚拟对象当前所处的第一位置,确定所述第一区域的偏移参数。
所述区域调整单元1624b,用于根据所述偏移参数对所述第一区域在所述虚拟社交场景中的位置进行调整,将调整后的第一区域确定为所述第三区域。
所述区域显示单元1624c,用于在所述用户界面中显示所述第三区域。
在一些实施例中,所述参数确定单元1624a,用于将所述第二区域的边界框上距离所述第一位置最近的位置点,确定为第三位置。
所述参数确定单元1624a,还用于根据所述第一虚拟对象当前所处的所述第一位置,以及所述第二区域的所述第三位置,确定所述第一区域的所述偏移参数。
在一些实施例中,所述区域显示单元1624c,还用于在所述第一虚拟对象满足第一条件的情况下,将所述用户界面中显示的区域由所述第三区域切换回所述第一区域。
在一些实施例中,所述第一条件包括以下至少之一:所述第一虚拟对象在所述用户界面中完全显示的时长大于或等于阈值;所述第一虚拟对象的社交信息已被查阅;所述第一虚拟对象的相关任务已被完成。
在一些实施例中,所述对象显示模块1620,用于若所述第一虚拟对象位于所述虚拟社交场景的第二区域之外,且所述第一虚拟对象位于所述虚拟社交场景的第四区域中,则执行所述控制所述第一虚拟对象显示在所述用户界面中,以及显示所述第一虚拟对象的社交信息的步骤;其中,所述第一区域为所述第四区域的部分区域。
在一些实施例中,所述第二区域为所述第一区域的部分区域,位于所述第二区域的边界框之外以及所述第四区域的边界框之内的环形区域的尺寸,与所述第一虚拟对象的可交互范围的尺寸有关;其中,所述第一虚拟对象的可交互范围内显示所述第一虚拟对象以及所述第一虚拟对象的社交信息。
在一些实施例中,如图17所示,所述装置还包括区域确定模块1630。
所述区域确定模块1630,用于确定所述第二区域和所述第四区域中的至少之一的区域范围。
在一些实施例中,所述区域确定模块1630,用于基于所述第一区域和主控虚拟对象的尺寸关系,确定所述主控虚拟对象的最优交互距离。
所述区域确定模块1630,还用于以所述最优交互距离为半径,所述主控虚拟对象所在的位置为圆心,确定出来的圆形区域作为所述第二区域的区域范围。
所述区域确定模块1630,还用于基于所述第一区域以及所述最优交互距离,确定出所述第四区域的区域范围,所述第四区域内的点到所述第一区域的边界框的距离小于所述最优交互距离。
需要说明的是,上述实施例提供的装置,在实现其功能时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的装置与方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
请参考图18,其示出了本申请一个实施例提供的终端设备1800的结构框图。该终端设备1800可以是图1所示实施环境中的终端设备10,用于实施上述实施例中提供的虚拟对象的显示方法。具体来讲:
通常,终端设备1800包括有:处理器1801和存储器1802。
处理器1801可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1801可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1801也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1801可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所 需要显示的内容的渲染和绘制。一些实施例中,处理器1801还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1802可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1802还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1802中的非暂态的计算机可读存储介质用于存储计算机程序,所述计算机程序经配置以由一个或者一个以上处理器执行,以实现上述虚拟对象的显示方法。
在一些实施例中,终端设备1800还可选包括有:外围设备接口1803和至少一个外围设备。处理器1801、存储器1802和外围设备接口1803之间可以通过总线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口1803相连。具体地,外围设备包括:射频电路1804、显示屏1805、音频电路1807和电源1808中的至少一种。
本领域技术人员可以理解,图18中示出的结构并不构成对终端设备1800的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
在示例性实施例中,还提供了一种计算机可读存储介质,所述存储介质中存储有计算机程序,所述计算机程序在被处理器执行时以实现上虚拟对象的显示方法。
可选地,该计算机可读存储介质可以包括:ROM(Read-Only Memory,只读存储器)、RAM(Random Access Memory,随机存取存储器)、SSD(Solid State Drives,固态硬盘)或光盘等。其中,随机存取存储器可以包括ReRAM(Resistance Random Access Memory,电阻式随机存取存储器)和DRAM(Dynamic Random Access Memory,动态随机存取存储器)。
在示例性实施例中,还提供了一种计算机程序产品,所述计算机程序产品包括计算机程序,所述计算机程序存储在计算机可读存储介质中。终端设备的处理器从所述计算机可读存储介质中读取所述计算机程序,所述处理器执行所述计算机程序,使得所述终端设备执行上述虚拟对象的显示方法。
应当理解的是,在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。另外,本文中描述的步骤编号,仅示例性示出了步骤间的一种可能的执行先后顺序,在一些其它实施例中,上述步骤也可以不按照编号顺序来执行,如两个不同编号的步骤同时执行,或者两个不同编号的步骤按照与图示相反的顺序执行,本申请实施例对此不作限定。
以上所述仅为本申请的示例性实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (19)

  1. 一种虚拟对象的显示方法,所述方法由终端设备执行,所述方法包括:
    在用户界面中显示虚拟社交场景的第一区域,以及位于所述第一区域中的至少一个虚拟对象;
    在所述虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若所述第一虚拟对象位于所述虚拟社交场景的第二区域之外,则控制所述第一虚拟对象显示在所述用户界面中,以及显示所述第一虚拟对象的社交信息;其中,所述第二区域为所述第一区域的全部或部分区域。
  2. 根据权利要求1所述的方法,其中,所述控制所述第一虚拟对象显示在所述用户界面中,包括:
    控制所述第一虚拟对象从所述第二区域之外,移动至所述用户界面显示的所述第二区域中。
  3. 根据权利要求2所述的方法,其中,所述控制所述第一虚拟对象从所述第二区域之外,移动至所述用户界面显示的所述第二区域中,包括:
    根据所述第一虚拟对象当前所处的第一位置,以及所述第一虚拟对象需要移动至的第二位置,确定所述第一虚拟对象的移动参数;其中,所述第二位置位于所述第二区域中;
    根据所述移动参数,控制所述第一虚拟对象从所述第一位置移动至所述第二位置。
  4. 根据权利要求3所述的方法,其中,所述根据所述第一虚拟对象当前所处的第一位置,以及所述第一虚拟对象需要移动至的第二位置,确定所述第一虚拟对象的移动参数之前,还包括:
    将所述第二区域的边界框上距离所述第一位置最近的位置点,确定为所述第二位置。
  5. 根据权利要求3或4所述的方法,其中,所述根据所述移动参数,控制所述第一虚拟对象从所述第一位置移动至所述第二位置之后,所述方法还包括:
    在所述第一虚拟对象满足第一条件的情况下,控制所述第一虚拟对象从所述第二位置移动回所述第一位置。
  6. 根据权利要求2至5任一项所述的方法,其中,所述第一虚拟对象在移动过程中以第一形态显示,所述第一虚拟对象在非移动过程中以第二形态显示,所述第一形态与所述第二形态不同。
  7. 根据权利要求1所述的方法,其中,所述控制所述第一虚拟对象显示在所述用户界面中,包括:
    在所述用户界面中显示所述虚拟社交场景的第三区域,所述第三区域中包括所述第一虚拟对象。
  8. 根据权利要求7所述的方法,其中,所述在所述用户界面中显示所述虚拟社交场景的第三区域,包括:
    根据所述第一虚拟对象当前所处的第一位置,确定所述第一区域的偏移参数;
    根据所述偏移参数对所述第一区域在所述虚拟社交场景中的位置进行调整,将调整后的第一区域确定为所述第三区域;
    在所述用户界面中显示所述第三区域。
  9. 根据权利要求8所述的方法,其中,所述根据所述第一虚拟对象当前所处的第一位置,确定所述第一区域的偏移参数,包括:
    将所述第二区域的边界框上距离所述第一位置最近的位置点,确定为第三位置;
    根据所述第一虚拟对象当前所处的所述第一位置,以及所述第二区域的所述第三位置,确定所述第一区域的所述偏移参数。
  10. 根据权利要求7至9任一项所述的方法,其中,所述在所述用户界面中显示所述虚拟 社交场景的第三区域之后,还包括:
    在所述第一虚拟对象满足第一条件的情况下,将所述用户界面中显示的区域由所述第三区域切换回所述第一区域。
  11. 根据权利要求5或10所述的方法,其中,所述第一条件包括以下至少之一:
    所述第一虚拟对象在所述用户界面中完全显示的时长大于或等于阈值;
    所述第一虚拟对象的社交信息已被查阅;
    所述第一虚拟对象的相关任务已被完成。
  12. 根据权利要求1至11任一项所述的方法,其中,所述方法还包括:
    若所述第一虚拟对象位于所述虚拟社交场景的第二区域之外,且所述第一虚拟对象位于所述虚拟社交场景的第四区域中,则执行所述控制所述第一虚拟对象显示在所述用户界面中,以及显示所述第一虚拟对象的社交信息的步骤;其中,所述第一区域为所述第四区域的部分区域。
  13. 根据权利要求12所述的方法,其中,所述第二区域为所述第一区域的部分区域,位于所述第二区域的边界框之外以及所述第四区域的边界框之内的环形区域的尺寸,与所述第一虚拟对象的可交互范围的尺寸有关;其中,所述第一虚拟对象的可交互范围内显示所述第一虚拟对象以及所述第一虚拟对象的社交信息。
  14. 根据权利要求12或13所述的方法,其中,所述方法还包括:
    确定所述第二区域和所述第四区域中的至少之一的区域范围。
  15. 根据权利要求14所述的方法,其中,所述确定所述第二区域和所述第四区域中的至少之一的区域范围,包括:
    基于所述第一区域和主控虚拟对象的尺寸关系,确定所述主控虚拟对象的最优交互距离;
    以所述最优交互距离为半径,所述主控虚拟对象所在的位置为圆心,确定出来的圆形区域作为所述第二区域的区域范围;
    基于所述第一区域以及所述最优交互距离,确定出所述第四区域的区域范围,所述第四区域内的点到所述第一区域的边界框的距离小于所述最优交互距离。
  16. 一种虚拟对象的显示装置,所述装置包括:
    区域显示模块,用于在用户界面中显示虚拟社交场景的第一区域,以及位于所述第一区域中的至少一个虚拟对象;
    对象显示模块,用于在所述虚拟社交场景中的第一虚拟对象具有待展示的社交信息的情况下,若所述第一虚拟对象位于所述虚拟社交场景的第二区域之外,则控制所述第一虚拟对象显示在所述用户界面中,以及显示所述第一虚拟对象的社交信息;其中,所述第二区域为所述第一区域的全部或部分区域。
  17. 一种终端设备,所述终端设备包括处理器和存储器,所述存储器中存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如上述权利要求1至15任一项所述的方法。
  18. 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计算机程序,所述计算机程序由处理器加载并执行以实现如上述权利要求1至15任一项所述的方法。
  19. 一种计算机程序产品,所述计算机程序产品包括计算机程序,所述计算机程序存储在计算机可读存储介质中,处理器从所述计算机可读存储介质读取并执行所述计算机程序,以实现如权利要求1至15任一项所述的方法。
PCT/CN2023/118092 2022-10-13 2023-09-11 虚拟对象的显示方法、装置、设备及存储介质 WO2024078225A1 (zh)

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WO2018099990A1 (en) * 2016-12-02 2018-06-07 Thomson Licensing Method and device for setting up a virtual meeting scene
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