WO2024082552A1 - 虚拟枪械交互方法、装置、存储介质及电子设备 - Google Patents

虚拟枪械交互方法、装置、存储介质及电子设备 Download PDF

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Publication number
WO2024082552A1
WO2024082552A1 PCT/CN2023/083854 CN2023083854W WO2024082552A1 WO 2024082552 A1 WO2024082552 A1 WO 2024082552A1 CN 2023083854 W CN2023083854 W CN 2023083854W WO 2024082552 A1 WO2024082552 A1 WO 2024082552A1
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WIPO (PCT)
Prior art keywords
bullet
control
props
response
initial
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PCT/CN2023/083854
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English (en)
French (fr)
Inventor
江阳晨
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网易(杭州)网络有限公司
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Publication of WO2024082552A1 publication Critical patent/WO2024082552A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Definitions

  • the present disclosure relates to the field of virtual interaction technology, and in particular to a virtual firearm interaction method, a virtual firearm interaction device, a computer-readable storage medium, and an electronic device.
  • the virtual scene may include a virtual character, and the user may control the virtual character to shoot with a virtual gun to interact with other virtual objects in the virtual scene.
  • the result of the interaction may include a change in attributes, such as a health value attribute.
  • the current shooting interaction solution is to use virtual firearms to shoot virtual objects based on existing bullets, and the effect achieved each time is exactly the same.
  • the purpose of the embodiments of the present disclosure is to provide a virtual gun interaction method, a virtual gun interaction device, a computer-readable storage medium, and an electronic device.
  • the embodiments of the present disclosure improve the interaction efficiency and fault tolerance of virtual gun interaction.
  • a first aspect of an embodiment of the present disclosure provides a virtual firearm interaction method, which provides a graphical user interface through a terminal device, and the graphical user interface at least partially displays a virtual scene and a bullet-changing control, wherein the virtual scene includes a virtual object, and the method includes: obtaining the number of initial bullet props of the virtual firearm; when the number of initial bullet props is greater than a first preset value, in response to a first touch operation acting on the bullet-changing control, merging the first number of initial bullet props into a first bullet prop; wherein the first number is less than or equal to the number of initial bullet props, and the attack power of the first bullet prop is higher than the attack power of the initial bullet prop; in response to a use operation on the first bullet prop, controlling the virtual firearm to interact with the virtual object in the virtual scene through the first bullet prop.
  • a virtual firearm interaction device which provides a graphical user interface through a terminal device, the graphical user interface at least partially displays a virtual scene and a bullet-changing control, and the virtual scene includes a virtual object.
  • the device includes: an initial quantity acquisition module, configured to obtain the number of initial bullet props of the virtual firearm; a prop synthesis module, configured to respond to a first touch operation on the bullet-changing control so that the first number of initial bullet props is greater than a first preset value, and to merge the first number of initial bullet props into a first bullet prop; wherein the first number is less than or equal to the number of initial bullet props, and the attack power of the first bullet prop is higher than the attack power of the initial bullet prop; and a shooting interaction module, configured to respond to a use operation on the first bullet prop and control the virtual firearm to interact with the virtual object in the virtual scene through the first bullet prop.
  • an initial quantity acquisition module configured to obtain the number of initial bullet props of the virtual firearm
  • a prop synthesis module configured to respond to a first touch operation on the bullet-changing control so that the first number of initial bullet props is greater than a first preset value, and to merge the first number of initial bullet props into a first bullet prop; wherein the first number is
  • a computer-readable storage medium on which a computer program is stored.
  • the program is executed by a processor, the virtual firearm interaction method of the first aspect of the above embodiment is implemented.
  • an electronic device comprising: one or more processors; a storage device, configured to store one or more programs, which, when the one or more programs are executed by the one or more processors, enables the one or more processors to implement a virtual firearm interaction method as in the first aspect of the above-mentioned embodiment.
  • the number of initial bullet props of a virtual firearm can be obtained, and the number of initial bullet props is greater than a first preset value.
  • the first number of initial bullet props are merged to generate a first bullet prop.
  • the virtual firearm is controlled to interact with a virtual object in a virtual scene through the first bullet prop.
  • the bullet props can be merged to enhance the preset shooting properties of the virtual firearm, thereby achieving a better interaction effect without a large number of interactive operations, thereby improving the interaction efficiency;
  • the user can define the interaction mode of the virtual firearm, avoiding the interaction in a single fixed mode, thereby improving the flexibility and freedom of the interaction process.
  • FIG1 schematically shows a schematic diagram of an exemplary terminal device to which a virtual gun interaction method and a virtual gun interaction device according to an embodiment of the present disclosure can be applied;
  • FIG2 schematically shows a flow chart of a virtual firearm interaction method according to an embodiment of the present disclosure
  • FIG3 schematically shows an interface diagram of a first quantity selection control including a plurality of quantity nodes according to an embodiment of the present disclosure
  • FIG4 schematically shows an interface diagram for highlighting an adjustable area in a preset manner according to an embodiment of the present disclosure
  • FIG5 schematically shows an interface diagram of displaying a synthesis control and switching a bullet reload control to a cancel control according to an embodiment of the present disclosure
  • FIG6 schematically shows an interface diagram of displaying a split control and switching a bullet reload control to a cancel control according to an embodiment of the present disclosure
  • FIG7 schematically shows an interface diagram for visually displaying a numerical value of a duration according to an embodiment of the present disclosure
  • FIG8 schematically shows a schematic diagram of an application scenario in an exemplary embodiment of the present disclosure
  • FIG9 schematically shows a structural block diagram of a virtual firearm interaction device according to an embodiment of the present disclosure
  • FIG10 schematically shows a schematic diagram of the structure of a computer system of a terminal device suitable for implementing an embodiment of the present disclosure.
  • FIG1 shows a schematic diagram of an exemplary terminal device to which a virtual gun interaction method and a virtual gun interaction apparatus according to an embodiment of the present disclosure can be applied.
  • the terminal device may include one or more of terminal devices 101, 102, and 103.
  • Devices 101, 102, and 103 may be various electronic devices with display screens, including but not limited to desktop computers, portable computers, smart phones, and tablet computers, etc.
  • the virtual firearm interaction method in the embodiment of the present disclosure can be run on a local terminal device or a server.
  • the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
  • cloud games refer to a game mode based on cloud computing.
  • the operation mode of cloud games the operating body of the game program and the main body of the game screen presentation are separated.
  • the storage and operation of the virtual gun interaction method are completed on the cloud game server.
  • the client device is used for receiving and sending data and presenting the game screen.
  • the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing.
  • the player operates the client device to send an operation instruction to the cloud game server.
  • the cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network.
  • the client device decodes and outputs the game screen.
  • a local terminal device stores a game program and is used to present a game screen.
  • the local terminal device is used to interact with the player through a graphical user interface, that is, the game program is conventionally downloaded and installed through the terminal device and run.
  • the local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection.
  • the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
  • the computer-readable storage medium shown in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium or any combination of the above two.
  • a computer-readable signal medium may include a data signal propagated in a baseband or as part of a carrier wave, which carries a computer-readable program code.
  • the computer-readable storage medium may be included in the terminal device described in the above embodiments; or it may exist alone without being assembled into the terminal device.
  • the above-mentioned computer-readable storage medium carries one or more programs, and when the above-mentioned one or more programs are executed by a terminal device, the terminal device implements the method in the following embodiments. For example, the terminal device can implement the various steps shown in Figure 2, etc.
  • the virtual scene can be a digital scene outlined by a computer, mobile phone, tablet computer or other intelligent terminal device through digital communication technology.
  • the digital scene can be on the display screen of the intelligent terminal device or projected onto other display devices.
  • the virtual scene can include buildings or structures such as houses, buildings, gardens, bridges, pools, etc. It can also include natural landscapes such as mountains, rivers, lakes, and any virtual items such as weapons, tools, and creatures. This exemplary embodiment does not specifically limit this.
  • the virtual character is a three-dimensional stereo model created based on animation skeleton technology. Each virtual character has its own shape and volume in the three-dimensional virtual environment, occupying a certain area of space. A portion of space within a three-dimensional virtual environment.
  • the virtual scene screen presented by the graphical user interface may be, for example, a game screen, which is taken by a virtual camera set in the virtual scene.
  • the virtual camera may obtain the virtual scene screen based on the first perspective, the second perspective, or other perspectives, such as a bird's-eye view, which is a perspective of observing the virtual environment from an aerial perspective.
  • a bird's-eye view is used, the virtual camera may be located above the virtual scene.
  • the obtained picture may only be a part of the virtual scene, such as a multiplayer online tactical competitive game (Multiplayer Online Battle Arena, MOBA for short); when the height of the virtual camera is high, the obtained picture may be the whole picture of the virtual scene.
  • a multiplayer online tactical competitive game Multiplayer Online Battle Arena, MOBA for short
  • This example embodiment provides a virtual firearm interaction method.
  • a graphical user interface is provided by a terminal device.
  • the graphical user interface at least partially displays a virtual scene and a bullet-changing control.
  • the virtual scene includes virtual objects.
  • the method includes:
  • Step S210 obtaining the number of initial bullet props of the virtual firearm
  • Step S220 the number of initial bullet props is greater than a first preset value, and in response to a first touch operation on the bullet changing control, the first number of initial bullet props are merged to generate a first bullet prop; wherein the first number is less than or equal to the number of initial bullet props, and the attack power of the first bullet prop is greater than the attack power of the initial bullet prop;
  • Step S230 In response to the use operation of the first bullet prop, the virtual firearm is controlled to interact with the virtual object in the virtual scene through the first bullet prop.
  • the number of initial bullet props of the virtual firearm can be obtained.
  • the number of initial bullet props is greater than a first preset value.
  • the first number of initial bullet props are merged to generate a first bullet prop.
  • the virtual firearm is controlled to interact with a virtual object in a virtual scene through the first bullet prop.
  • the bullet props can be merged to enhance the preset shooting properties of the virtual firearm, thereby achieving a better interaction effect without a large number of interactive operations, thereby improving the interaction efficiency.
  • the user can define the interaction mode of the virtual firearm, avoiding the need to interact in a single fixed mode, thereby improving the flexibility and freedom of the interaction process.
  • step S210 the number of initial bullet props of the virtual firearm is obtained
  • a virtual gun is a virtual prop
  • a user can control a virtual character in a virtual scene to use the virtual prop through a terminal device.
  • Bullet props are props associated with virtual guns, for example, the number of bullet props limits the number of times a virtual gun can shoot, and a type of bullet prop matches a specific virtual gun.
  • the initial number of bullet props of a virtual gun can refer to the number of bullet props that have been installed in the virtual gun or
  • the number of bullet props in the clip may also be the number of bullet props in the virtual warehouse or virtual backpack. The disclosed embodiment does not limit this.
  • step S220 the number of initial bullet props is greater than a first preset value, and in response to a first touch operation on the bullet changing control, the first number of initial bullet props are merged to generate a first bullet prop;
  • the first preset value may be a value configured according to actual needs. For example, it may be 1 or 4. When the first preset value is 1, when the number of bullet props is 2 or greater than 2, they can be synthesized.
  • the bullet reload control may be configured to respond to a single-touch operation, update the number of bullets in the virtual firearm to the maximum capacity value, and correspondingly reduce the number of bullet props in the virtual warehouse or virtual backpack.
  • the first number of initial bullet props is merged to generate a first bullet prop.
  • the first number is less than or equal to the number of initial bullet props, and the attack power of the first bullet prop is higher than the attack power of the initial bullet prop.
  • the first touch operation acting on the bullet reload control is a response to a long-press touch operation acting on the bullet reload control.
  • the first quantity may be determined according to the duration of the long-press touch operation; when the duration is 1 second, the first quantity may be 1, and when the duration is 2 seconds, the first quantity may be 2. After the merge is completed, the first quantity of initial bullet props is reduced, and the first bullet prop is increased.
  • a first number of initial bullet props are merged to generate a first bullet prop.
  • the attack power of the first bullet prop is higher than the attack power of the initial bullet prop.
  • two initial bullet props are combined into one first bullet prop.
  • the life value attribute of the virtual object can be reduced by 20; when the virtual firearm interacts with the virtual object based on the first bullet prop, the life value attribute of the virtual object can be reduced by 40.
  • step S230 in response to the use operation of the first bullet prop, the virtual firearm is controlled to interact with the virtual object in the virtual scene through the first bullet prop.
  • the virtual firearm in response to the use operation of the first bullet prop, is controlled to interact with the virtual object in the virtual scene through the first bullet prop.
  • a hit judgment algorithm can be used to generate a ray according to the shooting angle and orientation of the virtual firearm, calculate the intersection of the ray and the virtual object of the virtual scene, and judge the hit virtual object according to the intersection.
  • other hit algorithms are used to determine the virtual object that is hit, and interact with the virtual object in the virtual scene through the first bullet prop in the virtual firearm. For example, it may cause the virtual object's moving speed attribute value to decrease or the life attribute value to decrease. It can be configured according to actual needs.
  • the embodiment of the present disclosure does not limit the interaction effect here.
  • the number of initial bullet props is greater than a first preset value, and in response to a first touch operation on a bullet changing control, a first quantity selection control is displayed on a graphical user interface, and in response to a user operation, a target node is determined from a plurality of quantity nodes, and the first quantity of initial bullet props is changed according to the first quantity corresponding to the target node.
  • the bullet props are combined to generate the first bullet props.
  • the first number of initial bullet props are combined to generate the first bullet props, which may include the following steps S310-S330:
  • Step S310 if the number of the initial bullet props is greater than a first preset value, in response to a first touch operation on the bullet changing control, a first quantity selection control is displayed on the graphical user interface; wherein the first quantity selection control includes a plurality of quantity nodes;
  • Step S320 in response to a user operation, determining a target node from a plurality of nodes
  • Step S330 According to the first number corresponding to the target node, the first number of initial bullet props are merged to generate a first bullet prop.
  • a first quantity selection control when the number of initial bullet props is greater than a first preset value, in response to a first touch operation acting on a bullet changing control, a first quantity selection control is displayed in a graphical user interface.
  • the first quantity selection control may be a bar control, and the first quantity selection control may be arranged with quantity nodes in sequence.
  • the quantity node may correspond to a positive integer 1, 2, 3..., and the largest positive integer of the quantity node may be used to indicate the number of initial bullet props. For example, if the number of initial bullet props is 4, then the first quantity selection control includes 4 nodes.
  • the first touch operation acting on the bullet changing control may be a continuous left-right swiping touch operation after pressing the bullet changing control, so as to move left-right on the first quantity selection control to select different quantity nodes.
  • a movable cursor may also be displayed on the graphical user interface, and the cursor may be controlled to move on the first quantity selection control to select different quantity nodes in response to the left-right swiping touch operation.
  • the graphical user interface includes a bullet reload control 310 , a first quantity node 321 , a second quantity node 322 , a third quantity node 323 , and a fourth quantity node 324 , and the four quantity nodes are sequentially arranged on the first quantity selection control.
  • the number of initial bullet props is greater than the first preset value.
  • a first quantity selection control is displayed in the graphical user interface.
  • a target node is determined from multiple quantity nodes. According to the first quantity corresponding to the target node, the first number of initial bullet props are merged to generate a first bullet prop.
  • a composite control in response to a first touch operation on a bullet reload control, a composite control may be displayed, and in response to a touch operation on the composite control, a first quantity selection control may be displayed on a graphical user interface.
  • displaying the first quantity selection control on a graphical user interface may include the following steps S410-S420:
  • Step S410 in response to a first touch operation on a bullet changing control, displaying a synthesis control
  • Step S420 in response to the touch operation on the composite control, display a first quantity selection control on the graphical user interface.
  • a composite control may be displayed in response to a first touch operation on a bullet reload control. Specifically, after receiving the first touch operation on the bullet reload control, the composite control may be displayed in a graphical user interface. The composite control may be used to receive a touch operation to display the composite control in a graphical user interface. First quantity selection control.
  • the synthetic control be displayed in response to the first touch operation acting on the bullet changing control.
  • a target node may be determined in a plurality of quantity nodes in response to a swiping operation on a composite control.
  • the composite control may include a plurality of quantity nodes, and the target node may be determined in the plurality of quantity nodes, thereby determining a specific value of the first quantity.
  • the present disclosure does not specifically limit the specific method of determining the target node among a plurality of nodes.
  • the composite control can be displayed in response to the first touch operation on the bullet changing control, and the first quantity selection control can be displayed in the graphical user interface in response to the touch operation on the composite control.
  • multiple quantity nodes corresponding to the maximum loading quantity of the bullet prop can be displayed in the first quantity selection control, and the adjustable area can be highlighted in a preset manner. Highlighting the adjustable area in a preset manner can include the following steps S510-S520:
  • Step S510 according to the maximum loading quantity of the bullet prop of the virtual firearm, a plurality of quantity nodes corresponding to the maximum loading quantity of the bullet prop are displayed in the first quantity selection control;
  • Step S520 highlighting the adjustable area in a preset manner.
  • multiple quantity nodes corresponding to the maximum loading quantity of bullet props can be displayed in the first quantity selection control according to the maximum loading quantity of bullet props of the virtual firearm.
  • the multiple quantity nodes include the same number of adjustable nodes as the initial bullet props, and the adjustable nodes correspond to an adjustable area.
  • the adjustable area may be highlighted in a preset manner.
  • the maximum loading quantity of bullet props is 4, but the current quantity of initial bullet props that can be used for merging is 3.
  • the first quantity node 401, the second quantity node 402, and the third quantity node 403 are displayed in a light color, and the fourth quantity node 404 is displayed in a dark color, so as to highlight the adjustable area in a preset manner.
  • multiple quantity nodes corresponding to the maximum loading quantity of bullet props can be displayed in the first quantity selection control according to the maximum loading quantity of bullet props of the virtual firearm, and the adjustable area can be highlighted in a preset manner.
  • the quantity for merging and the maximum quantity can be graphically displayed in the first quantity selection control. This allows the user to intuitively understand the synthesis process and improves the interaction efficiency.
  • a candidate target node can be determined from a plurality of nodes in response to a swipe operation on a composite control, and the duration of the swipe operation in the graphical user interface after the candidate target node is determined is obtained. When the duration is greater than or equal to the value corresponding to the candidate target node, the candidate target node is determined as the target node.
  • the target node may include the following steps S610 to S630:
  • Step S610 in response to a swiping operation on the composite control, determining a candidate target node from a plurality of quantity nodes; wherein the plurality of quantity nodes include the candidate target node;
  • Step S620 obtaining the duration of the swiping operation in the graphical user interface after the candidate target node is determined
  • Step S630 When the duration is greater than or equal to the value corresponding to the candidate target node, the candidate target node is determined as the target node.
  • a candidate target node in the process of determining the target node, is first determined from a plurality of quantity nodes, and then the candidate target node is determined as the target node according to the duration of the swiping operation in the graphical user interface after the candidate target node is determined.
  • the second node from left to right in the first quantity selection control can be determined as the candidate target node, and the duration of the swiping operation in the graphical user interface after the candidate target node is determined is obtained.
  • the candidate target node is then determined as the target node.
  • a candidate target node can be determined from multiple nodes in response to a swiping operation on the synthetic control, and the duration of the swiping operation in the graphical user interface after the candidate target node is determined is obtained.
  • the duration is greater than or equal to the numerical value corresponding to the candidate target node, the candidate target node is determined as the target node.
  • the synthesis control in response to the duration of the first touch operation on the bullet reload control being greater than a preset duration, the synthesis control is displayed and the bullet reload control is switched to be displayed as a cancel control.
  • the cancel control is configured to cancel the merging process in response to the touch operation on the cancel control.
  • the composite control in response to the first touch operation on the bullet reload control being a long-press touch operation, after determining that the duration of the long-press touch operation is greater than a preset duration, such as 2 seconds, the composite control is displayed and the bullet reload control is switched to a cancel control.
  • the composite control may be displayed close to the cancel control.
  • the cancel control 501 is displayed in response to the first touch operation on the bullet reload control lasting longer than a preset duration, and a synthetic control 502 is generated and displayed at the same time, and can respond to the touch operation on the cancel control 501 again to cancel the merging process.
  • the initial bullet props in the virtual firearm when the number of initial bullet props in the virtual firearm is equal to the maximum loading number of bullet props in the virtual firearm, the initial bullet props in the virtual firearm can be merged to generate the first bullet prop.
  • the number of initial bullet props in the virtual firearm is the first number. Specifically, when the number of initial bullet props in the virtual firearm reaches the maximum loading number of bullet props in the virtual firearm, all initial bullet props in the virtual firearm can be merged to generate the first bullet prop.
  • the attack power of the first bullet prop is associated with the first quantity.
  • the attack power of the first bullet prop may be in direct proportion to the first quantity.
  • a first number of initial bullet props are combined into a plurality of first bullet props according to a preset combination method.
  • the preset combination method is used to indicate the number of initial bullet props required to combine and generate a first bullet prop. For example, Assume that the synthesis method is to combine every two initial bullet props into one first bullet prop. For example, if there are 12 initial bullet props in total, the 12 initial bullet props can be combined into 6 first bullet props.
  • a first number of initial bullet props may be merged to generate a plurality of first candidate bullet props
  • a plurality of first candidate bullet props may be merged to generate a first bullet prop.
  • merging a plurality of first candidate bullet props to generate a first bullet prop may include the following steps S710-S720:
  • Step S710 in response to a first touch operation on a bullet changing control, merging a first number of initial bullet props into a plurality of first candidate bullet props;
  • Step S720 in response to the third touch operation on the bullet changing control, a plurality of first candidate bullet props are merged to generate a first bullet prop.
  • a first number of initial bullet props in response to a first touch operation on a bullet reload control, may be merged to generate a plurality of first candidate bullet props, and in response to a third touch operation on the bullet reload control, a plurality of first candidate bullet props may be merged to generate a first bullet prop.
  • the first number of initial bullet props may be merged to generate a plurality of first candidate bullet props, and then a plurality of first candidate bullet props may be merged to generate a first bullet prop.
  • the 12 initial bullet props can be combined into 6 first candidate bullet props, and then the 6 first candidate bullet props can be generated into 3 first bullet props.
  • the present disclosure does not specifically limit the specific manner of merging the first number of initial bullet props into a plurality of first candidate bullet props and merging a plurality of first candidate bullet props into a first bullet prop.
  • the first number of initial bullet props can be merged into multiple first candidate bullet props
  • the multiple first candidate bullet props can be merged into the first bullet prop
  • a synthesis time corresponding to merging a first number of initial bullet props into a first bullet prop there is a synthesis time corresponding to merging a first number of initial bullet props into a first bullet prop, and the first number is proportional to the synthesis time. Specifically, the larger the value corresponding to the first number, the longer the synthesis time required to merge the first number of initial bullet props into the first bullet prop; the smaller the value corresponding to the first number, the shorter the synthesis time required to merge the first number of initial bullet props into the first bullet prop.
  • the number of initial bullet props is less than a second preset value, and in response to a second touch operation on the bullet change control, the initial bullet props are split into a second number of second bullet props, and in response to a use operation on the second bullet props, the virtual firearm is controlled to interact with the virtual object in the virtual scene through the second bullet props.
  • the following steps S810 to S820 may be included:
  • Step S810 the number of the initial bullet props is less than a second preset value, and in response to a second touch operation on the bullet changing control, the initial bullet props are split into a second number of second bullet props; wherein the second number is less than or equal to the maximum loading number of the bullet props of the virtual firearm, and the attack power of the second bullet props is lower than the attack power of the initial bullet props;
  • the second preset value may be a value configured according to actual needs.
  • the second preset value may be 2, that is, the number of initial bullet props is 1, and at this time, one initial bullet prop may be split.
  • the bullet reload control may be configured to respond to a single touch operation, update the number of bullets in the virtual firearm to the maximum capacity value, and correspondingly reduce the number of bullet props in the virtual warehouse or virtual backpack.
  • the initial bullet prop is split into a second bullet prop.
  • the second number is less than or equal to the maximum loading number of bullet props in the virtual firearm, and the attack power of the second bullet prop is lower than the attack power of the initial bullet prop.
  • the second touch operation acting on the bullet reload control is a response to the long-press touch operation acting on the bullet reload control.
  • the second number can be determined according to the duration of the long-press touch operation; when the duration is 1 second, the second number can be 1, and when the duration is 2 seconds, the second number can be 2. After the split is completed, the initial bullet prop is deleted and the second bullet prop is added.
  • the initial bullet prop is split to generate a preset number of second bullet props.
  • the attack power of the second bullet prop is lower than the attack power of the initial bullet prop.
  • the initial bullet prop is split to generate two second bullet props.
  • the life value attribute of the virtual object can be reduced by 40; when the virtual firearm interacts with the virtual object based on the second bullet prop, the life value attribute of the virtual object can be reduced by 20.
  • Step S820 in response to the use operation of the second bullet prop, the virtual firearm is controlled to interact with the virtual object in the virtual scene through the second bullet prop.
  • the virtual firearm in response to the use operation of the second bullet prop, is controlled to interact with the virtual object in the virtual scene through the second bullet prop.
  • a hit judgment algorithm can be used to generate a ray according to the shooting angle and orientation of the virtual firearm, calculate the intersection of the ray and the virtual object of the virtual scene, and judge the hit virtual object according to the intersection.
  • other hit algorithms are used to determine the virtual object that is hit, and interact with the virtual object in the virtual scene through the second bullet prop in the virtual firearm. For example, it may cause the virtual object's moving speed attribute value to decrease or the life attribute value to decrease. It can be configured according to actual needs.
  • the embodiment of the present disclosure does not limit the interaction effect here.
  • the number of the initial bullet props is less than the second preset value, and in response to the second touch operation on the bullet changing control, the initial bullet props are split into a second number of second bullet props, and in response to the use operation of the second bullet props, the virtual firearm is controlled to interact with the virtual objects in the virtual scene through the second bullet props. Line interaction.
  • the number of initial bullet props is less than a second preset value
  • a second quantity selection control is displayed in the graphical user interface, and in response to the user operation, a target node is determined from a plurality of quantity nodes, and the initial bullet prop is split into a second number of second bullet props according to the second number corresponding to the target node.
  • Splitting the initial bullet prop into a second number of second bullet props according to the second number corresponding to the target node may include the following steps S910 to S930:
  • Step S910 if the number of the initial bullet props is less than a second preset value, in response to a second touch operation on the bullet changing control, a second quantity selection control is displayed on the graphical user interface; wherein the second quantity selection control includes a plurality of quantity nodes;
  • Step S920 in response to a user operation, determining a target node from a plurality of nodes
  • Step S930 split the initial bullet prop into a second number of second bullet props according to the second number corresponding to the target node.
  • a second quantity selection control is displayed in the graphical user interface.
  • the second quantity selection control can be a bar control, and the second quantity selection control is sequentially arranged with quantity nodes.
  • the quantity node can correspond to a positive integer 1, 2, 3..., and the largest positive integer of the quantity node can be used to indicate the number of second bullet props to be split and generated.
  • the second touch operation acting on the bullet changing control may be a continuous left-right swiping touch operation after pressing the bullet changing control, so as to move left-right on the second quantity selection control to select different quantity nodes.
  • a movable cursor may also be displayed on the graphical user interface, and the cursor may be controlled to move on the second quantity selection control to select different quantity nodes in response to the left-right swiping touch operation.
  • the number of initial bullet props is less than the second preset value.
  • a second quantity selection control is displayed in the graphical user interface.
  • a target node is determined from multiple quantity nodes. According to the second quantity corresponding to the target node, the initial bullet prop is split and generated into a second quantity of second bullet props.
  • a split control in response to a second touch operation on a bullet reload control, a split control may be displayed, and in response to a touch operation on the split control, a second quantity selection control may be displayed on a graphical user interface.
  • displaying a second quantity selection control on a graphical user interface may include the following steps S1010 to S1020:
  • Step S1010 in response to a second touch operation on the bullet reload control, displaying a split control
  • Step S1020 in response to the touch operation on the split control, display a second quantity selection control on the graphical user interface.
  • the split control may be displayed in response to the second touch operation on the bullet reload control. Specifically, after receiving the second touch operation on the bullet reload control, the split control may be displayed in the graphical user interface. The split control can be used to receive a touch operation to display a second quantity selection control in the graphical user interface.
  • the split control be displayed in response to the second touch operation on the bullet reload control.
  • a second quantity selection control may be displayed in a graphical user interface in response to a touch operation on a split control.
  • the split control may include multiple quantity nodes, and a target node may be determined from the multiple quantity nodes to determine a specific value of the second quantity.
  • the present disclosure does not specifically limit the specific method of determining the target node among a plurality of nodes.
  • the split control can be displayed in response to the second touch operation on the bullet changing control, and the second quantity selection control can be displayed in the graphical user interface in response to the touch operation on the split control.
  • a candidate target node can be determined from a plurality of nodes in response to a swipe operation on a split control, and the duration of the swipe operation in a graphical user interface after the candidate target node is determined is obtained.
  • the duration is greater than or equal to the value corresponding to the candidate target node
  • the candidate target node is determined as the target node.
  • determining the candidate target node as the target node may include the following steps S1110 to S1130:
  • Step S1110 in response to a swiping operation on the split control, determining a candidate target node from a plurality of quantity nodes;
  • Step S1120 obtaining the duration of the swiping operation in the graphical user interface after the candidate target node is determined
  • Step S1130 When the duration is greater than or equal to the value corresponding to the candidate target node, the candidate target node is determined as the target node.
  • a candidate target node in the process of determining the target node, is first determined from a plurality of quantity nodes, and then the candidate target node is determined as the target node according to the duration of the swiping operation in the graphical user interface after the candidate target node is determined.
  • the second node from left to right in the second quantity selection control can be determined as the candidate target node, and the duration of the swiping operation in the graphical user interface after the candidate target node is determined is obtained.
  • the candidate target node is then determined as the target node.
  • a candidate target node can be determined from multiple nodes in response to the swiping operation on the split control, and the duration of the swiping operation in the graphical user interface after the candidate target node is determined is obtained.
  • the duration is greater than or equal to the numerical value corresponding to the candidate target node, the candidate target node is determined as the target node.
  • the split control in response to the duration of the second touch operation on the reload control being greater than a preset duration, the split control is displayed and the reload control is switched to a cancel control, wherein the cancel control is configured to cancel the split process in response to the touch operation on the cancel control.
  • the split control in response to the second touch operation on the reload control being a long-press touch operation, after determining that the duration of the long-press touch operation is greater than a preset duration, such as 2 seconds, the split control is displayed and the reload control is switched to a cancel control.
  • the split control can be displayed close to the cancel control.
  • the cancel control 601 is displayed in response to the second touch operation on the bullet reload control lasting longer than a preset duration, and a split control 602 is generated and displayed at the same time, and can respond to the touch operation on the cancel control 601 again to cancel the merging process.
  • a node schematic diagram may be displayed at a position corresponding to the candidate target node, and the value of the duration may be visualized in combination with the node schematic diagram according to the value of the duration and the value corresponding to the candidate target node.
  • Visualizing the value of the duration in combination with the node schematic diagram may include the following steps S1210 to S1220:
  • Step S1210 displaying a node schematic diagram at a position corresponding to the candidate target node
  • Step S1220 based on the value of the duration and the value corresponding to the candidate target node, combined with the node schematic diagram, the value of the duration is visualized and displayed.
  • a node schematic diagram may be displayed at a position corresponding to the candidate target node.
  • the node schematic diagram may be a circle or a ring.
  • the value of the duration can be visualized based on the value of the duration and the value corresponding to the candidate target node, combined with the node schematic diagram shown.
  • the filling speed of the circle or the display speed of the ring may be calculated according to the value of the duration and the value corresponding to the candidate target node.
  • the control 702 can be a composite control or a split control, and there is a circular progress bar in the third quantity node (candidate target node), and the progress of the progress bar is calculated by the value of the duration and the value corresponding to the candidate target node.
  • a completion symbol such as a check mark can be displayed at the position of the third skilled node.
  • the composite process or the split process can be canceled by canceling the control 701.
  • a node schematic diagram can be displayed at the position corresponding to the candidate target node, and the value of the duration can be visualized according to the value of the duration and the value corresponding to the candidate target node, combined with the node schematic diagram.
  • the time progress of the target node in the merging and splitting process can be visualized, and the progress information can be displayed intuitively, which improves the interaction efficiency and the intuitiveness of information transmission.
  • the attack power of the second bullet item is associated with the second quantity.
  • the attack power of the second bullet item may be in inverse proportion to the second quantity.
  • the larger the value corresponding to the second number the longer the splitting time required to split the initial bullet prop into the second bullet prop; the second number is proportional to the disassembly time. The smaller the corresponding value is, the shorter the time required to split the initial bullet prop into the second bullet prop.
  • FIG8 A schematic diagram of a graphical user interface is shown in FIG8.
  • the interface includes a game scene and virtual objects located in the game scene, and the game scene and virtual objects are not shown in FIG8.
  • the player controls the virtual object to move in the game scene.
  • the interface in FIG8 shows a variety of controls, and the controls are displayed on the game scene.
  • a backpack control By applying a touch operation to the control, a backpack interface is displayed in a graphical user interface, which is configured to view items in the backpack.
  • the items may include, but are not limited to, medicines, weapons, accessories, and protective gear.
  • an edge line is provided on the edge of the backpack control to indicate the amount of items in the backpack.
  • the touch operation applied to the backpack control may be a click, double-click, long press, or slide operation.
  • the mobile control 802 is a mobile control, and the circle filled with shadow is a rocker in the mobile control.
  • the mobile control is configured with a mobile response area, wherein the mobile response area may be the same size as the mobile control, that is, the area in the graphical user interface corresponding to the mobile control is the mobile response area.
  • the size of the mobile response area may be larger than the size of the mobile control, that is, the mobile control is set in the mobile response area, and in terms of distance, the graphical user interface is divided into left and right areas from the middle, wherein the left area is the mobile response area of the mobile control.
  • the mobile control instruction is triggered by the touch operation acting on the mobile response area of the mobile control, and the moving direction of the virtual object is controlled according to the mobile control instruction.
  • the touch operation acting on the mobile response area of the mobile control can be operations such as clicking, double-clicking, long pressing, and sliding.
  • the "sprint" instruction is triggered to control the virtual object to automatically run continuously in the game scene.
  • the touch operation that triggers the mobile control instruction meets the preset conditions
  • the touch operation acting on the joystick area slides along a preset direction to a preset distance or a preset area (such as the position indicated by the arrow above the joystick).
  • the sprint control 806 appears.
  • the virtual object enters the fast running mode.
  • the 830 control is also a sprint control.
  • the 830 control is clicked, the virtual object enters the fast running mode.
  • the touch operation that triggers the mobile control instruction meets the preset conditions
  • the touch operation acting on the joystick area meets the preset duration, or meets the preset pressure, etc.
  • attack instructions are triggered by touch operations acting on the attack response area of the attack control, and the virtual character is controlled to perform attack operations in the game scene according to the attack instructions.
  • the attack behavior triggered by the attack control corresponds to the current assembly state of the virtual object. For example, when the virtual object is equipped with a ranged weapon, the attack control triggers a shooting behavior as the attack behavior. That is, the left hand can perform a shooting operation by triggering the 804 control, and the right hand can perform a shooting operation by triggering the 814 control. When the virtual character is equipped with a melee weapon, the attack control triggers a slashing behavior as the attack behavior, etc. In an optional embodiment, only one of the attack controls 804 and 814 is displayed.
  • the display position of the attack control can be adjusted according to the position setting instruction, and the position setting instruction can be triggered in the setting interface or during the game. Its In the game, the touch operation acting on the attack control can be click, double-click, long press, slide, etc.
  • triggering the 808 control can control the weapon to be located at the left arm position of the virtual object, and control the virtual object to stand with its head turned to the left;
  • triggering the 810 control can control the weapon to be located at the right arm position of the virtual object, and control the virtual object to stand with its head turned to the right.
  • 808 and 810 are mostly set to control the posture of the virtual object when the virtual object is hiding behind obstacles such as walls and trees.
  • the touch operations acting on the posture controls can be click, double-click, long press, slide and other operations.
  • the 812 is the weapon slot. Triggering the weapon slot can switch the weapon used by the player.
  • the "continuous shooting" on the left is set to indicate the current shooting mode. In the “continuous shooting” mode, multiple bullets are fired continuously. In addition to the “continuous shooting” mode, it can also be switched to the "single shooting” mode. In the “single shooting” mode, a single bullet is fired. The lower shadow bar is set to show the amount of bullets in the weapon. When shooting, the amount of bullets continues to decrease. When the amount of bullets becomes zero, the bullets can be automatically replaced. At this time, the amount of bullets is the maximum.
  • the 816 control is a bullet replacement control. Triggering the bullet replacement control can add bullets to the currently used weapon. After the bullet is replaced, the amount of bullets is the maximum. Among them, the touch operations acting on the weapon slot can be click, double-click, long press, slide and other operations.
  • Controls 818 and 820 are action controls, and the touch operations acting on the action controls control the virtual object to perform corresponding actions in the game scene.
  • triggering 818 can control the virtual object to squat
  • triggering 820 can control the virtual object to lie on the ground.
  • Control 822 can control the virtual object to perform a jumping action.
  • the touch operations acting on the action controls can be click, double-click, long press, slide, etc.
  • the 824 control is set to control the current game scene to enter the open-scope mode.
  • the control enters the open-scope mode.
  • the aiming lens is displayed in the game scene, and the game scene seen by the virtual object through the aiming lens is also displayed.
  • the shooting accuracy can be improved.
  • the control exits the open-scope mode.
  • the first touch operation and the second touch operation are independent touch operations. For example, click the 824 control to control the current game scene to enter the open-scope mode, click the 824 control again, exit the open-scope mode, and display the game scene shot by the virtual camera following the virtual object again.
  • the first touch operation and the second touch operation can be the starting operation and the ending operation of a touch operation.
  • the touch 824 control is detected, the game scene is controlled to enter the open-scope mode. During the continuous pressing process, the game scene is controlled to continue to be in the open-scope mode. When it is detected that the touch that triggers the touch operation leaves the touch detection area, the control exits the open-scope mode.
  • the 826 control is configured to control the shooting parameters of the virtual camera presenting the game screen, thereby adjusting the field of view of the game scene displayed in the graphical user interface.
  • the touch operation acting on the 826 control may be a click, double-click, long press, slide, or other operation.
  • the 828 control is a marker control.
  • the virtual objects in the game scene are controlled by touch operations on the marker control.
  • the 832 control is a setting control. Click the 832 control to display the setting menu, which is used to set the basic functions of the current game.
  • the touch operations acting on the 828 control can be click, double-click, long press, slide, etc.
  • Controls 834 and 836 are message controls, where 834 can be set to view system notifications, and 836 can be set to view messages sent by teammates, or send messages to teammates.
  • 838 is a small map, which is set to display the location of the virtual object controlled by the player, and can also display the location of some virtual objects of other players.
  • the number of initial bullet props of the virtual firearm can be obtained, and the number of initial bullet props is greater than a first preset value.
  • the first number of initial bullet props are merged to generate a first bullet prop.
  • the virtual firearm is controlled to interact with a virtual object in a virtual scene through the first bullet prop to execute the virtual firearm interaction method disclosed herein.
  • the player can trigger the execution of the virtual firearm interaction method in this embodiment through the bullet changing control 816.
  • the number of initial bullet props of a virtual firearm can be obtained, and the number of initial bullet props is greater than a first preset value.
  • the first number of initial bullet props are merged to generate a first bullet prop.
  • the virtual firearm is controlled to interact with a virtual object in a virtual scene through the first bullet prop.
  • the bullet props can be merged to enhance the preset shooting properties of the virtual firearm, thereby achieving a better interaction effect without a large number of interactive operations, thereby improving the interaction efficiency;
  • the user can define the interaction mode of the virtual firearm, avoiding the interaction in a single fixed mode, thereby improving the flexibility and freedom of the interaction process.
  • a virtual firearm interaction device 900 is also provided.
  • a graphical user interface is provided through a terminal device, and the graphical user interface at least partially displays a virtual scene and a bullet-changing control, and the virtual scene includes virtual objects.
  • the virtual firearm interaction device 900 may include:
  • An initial quantity acquisition module 910 is configured to acquire the initial quantity of bullet props of a virtual firearm
  • the prop synthesis module 920 is configured such that the number of initial bullet props is greater than a first preset value, and in response to a first touch operation on a bullet changing control, the first number of initial bullet props are merged to generate a first bullet prop; wherein the first number is less than or equal to the number of initial bullet props, and the attack power of the first bullet prop is higher than the attack power of the initial bullet prop; the shooting interaction module 930 is configured to respond to a use operation on the first bullet prop, and control the virtual firearm to interact with a virtual object in a virtual scene through the first bullet prop.
  • the device further includes: a second preset value comparison unit, which is configured to respond to a second touch operation on the bullet change control when the number of the initial bullet props is less than a second preset value, and to split the initial bullet props into a second number of second bullet props; wherein the second number is less than or equal to the maximum loading number of the bullet props of the virtual firearm, and the attack power of the second bullet prop is lower than the attack power of the initial bullet prop; and a second use operation response unit, which is configured to respond to a use operation on the second bullet prop, and to control the virtual firearm to use the second bullet prop Interact with virtual objects in the virtual scene.
  • a second preset value comparison unit which is configured to respond to a second touch operation on the bullet change control when the number of the initial bullet props is less than a second preset value, and to split the initial bullet props into a second number of second bullet props; wherein the second number is less than or equal to the maximum loading number of the bullet props of the virtual firearm, and the attack power
  • the number of initial bullet props is greater than a first preset value, and in response to a first touch operation on a bullet reload control, the first number of initial bullet props are merged into a first bullet prop.
  • the device also includes: a first preset value comparison unit, which is configured to display a first quantity selection control in a graphical user interface when the number of initial bullet props is greater than the first preset value and in response to the first touch operation on the bullet reload control; wherein the first quantity selection control includes multiple quantity nodes; a first user operation response unit, which is configured to determine a target node from multiple quantity nodes in response to a user operation; and a first quantity reference unit, which is configured to merge the first number of initial bullet props into a first bullet prop based on the first quantity corresponding to the target node.
  • a first quantity selection control in response to a first touch operation applied to a bullet reload control, is displayed in a graphical user interface.
  • the device further includes: a synthetic control display unit, configured to display a synthetic control in response to the first touch operation applied to the bullet reload control; and a synthetic touch response unit, configured to display the first quantity selection control in the graphical user interface in response to the touch operation applied to the synthetic control.
  • the device in response to a user operation, the step of determining a target node among a plurality of nodes, the device further includes: a first swiping operation response unit, configured to respond to a swiping operation acting on a synthetic control and determine a target node among a plurality of nodes.
  • the device in the step of displaying a first quantity selection control in a graphical user interface, also includes: a loading quantity reference unit, configured to display a plurality of quantity nodes corresponding to the maximum loading quantity of bullet props in the first quantity selection control according to the maximum loading quantity of bullet props of the virtual firearm; wherein the plurality of quantity nodes include the same number of adjustable nodes as the initial bullet props, and the adjustable nodes correspond to an adjustable area; and a highlighting unit, configured to highlight the adjustable area in a preset manner.
  • the device in response to a swiping operation acting on a synthetic control, the step of determining a target node among a plurality of number nodes, the device also includes: a first candidate target node determination unit, configured to determine a candidate target node among a plurality of number nodes in response to the swiping operation acting on the synthetic control; wherein the plurality of number nodes include the candidate target node; a first duration acquisition unit, configured to acquire the duration of the swiping operation in the graphical user interface after the candidate target node is determined; and a first duration comparison unit, configured to determine the candidate target node as the target node when the duration is greater than or equal to the numerical value corresponding to the candidate target node.
  • a step of displaying a composite control in response to a first touch operation on a bullet reload control, a step of displaying a composite control is performed, and the device also includes: a first duration comparison unit, configured to display the composite control and switch the bullet reload control to a cancel control in response to the duration of the first touch operation on the bullet reload control being greater than a preset duration; wherein the cancel control is configured to cancel the merging process in response to the touch operation on the cancel control.
  • a first number of initial bullet props are merged to generate a first bullet prop
  • the device further includes: a maximum loading number synthesis unit, configured to merge the initial bullet props in the virtual firearm into the first bullet prop when the number of initial bullet props in the virtual firearm is equal to the maximum loading number of bullet props of the virtual firearm; wherein the initial bullet props in the virtual firearm are The number of tools is the first number.
  • the attack power of the first bullet item is associated with the first quantity.
  • the device in response to a first touch operation on a bullet reload control, a first number of initial bullet props are merged to generate a first bullet prop, and the device also includes: a preset merging unit, configured to respond to the first touch operation on the bullet reload control and merge the first number of initial bullet props into multiple first bullet props according to a preset merging method; wherein the preset merging method is configured to indicate the number of initial bullet props required to merge and generate a first bullet prop.
  • a first number of initial bullet props are merged to generate a first bullet prop, including: a first candidate bullet prop merging unit, configured to respond to the first touch operation applied to the bullet reload control, to merge the first number of initial bullet props to generate a plurality of first candidate bullet props; a first bullet prop resynthesis unit, configured to respond to a third touch operation applied to the bullet reload control, to merge a plurality of first candidate bullet props to generate a first bullet prop.
  • a synthesis time corresponding to merging a first number of initial bullet props into a first bullet prop, and the first number is directly proportional to the synthesis time.
  • the number of initial bullet props is less than a second preset value, and in response to a second touch operation on the bullet reload control, the initial bullet props are split into a second number of second bullet props.
  • the device also includes: a second preset value comparison unit, which is configured to display a second quantity selection control on a graphical user interface when the number of initial bullet props is less than the second preset value and in response to the second touch operation on the bullet reload control; wherein the second quantity selection control includes multiple quantity nodes; a user operation response unit, which is configured to determine a target node from multiple quantity nodes in response to a user operation; and an initial bullet prop splitting unit, which is configured to split the initial bullet props into a second number of second bullet props according to the second quantity corresponding to the target node.
  • a second quantity selection control in response to the second touch operation applied to the bullet reload control, is displayed in the graphical user interface.
  • the device also includes: a split control display unit, configured to display the split control in response to the second touch operation applied to the bullet reload control; and a split control touch unit, configured to display the second quantity selection control in the graphical user interface in response to the touch operation applied to the split control.
  • the device in response to a user operation, the step of determining a target node among a plurality of nodes, the device further includes: a second swiping operation response unit, configured to act on a swiping operation of a split control to determine a target node among a plurality of nodes.
  • the device in response to a swiping operation on a split control, the step of determining a target node from a plurality of nodes, the device also includes: a second candidate target node determination unit, configured to determine a candidate target node from a plurality of nodes in response to a swiping operation on the split control; a second duration acquisition unit, configured to acquire the duration of the swiping operation in the graphical user interface after the candidate target node is determined; and a second duration comparison unit, configured to determine the candidate target node as the target node when the duration is greater than or equal to the numerical value corresponding to the candidate target node.
  • the step of splitting the control in response to the second touch operation on the bullet reload control, the step of splitting the control is displayed, and the device also includes: a second duration comparison unit, configured to display the split control and switch the bullet reload control to a cancel control in response to the duration of the second touch operation on the bullet reload control being greater than a preset duration; wherein the cancel control is configured to cancel the splitting process in response to the touch operation on the cancel control.
  • the device also includes: a node schematic diagram display unit, configured to display a node schematic diagram at a position corresponding to the candidate target node; a visualization display unit, configured to visualize the value of the duration based on the value of the duration and the value corresponding to the candidate target node, in combination with the displayed node schematic diagram.
  • the attack power of the second bullet item is associated with the second amount.
  • an electronic device capable of implementing the above-mentioned virtual gun interaction method is also provided.
  • the electronic device 1000 according to this embodiment of the present disclosure is described below with reference to Fig. 10.
  • the electronic device 1000 shown in Fig. 10 is only an example and should not bring any limitation to the functions and scope of use of the embodiment of the present disclosure.
  • the electronic device 1000 is presented in the form of a general-purpose computing device.
  • the components of the electronic device 1000 may include, but are not limited to: the at least one processing unit 1010, the at least one storage unit 1020, a bus 1030 connecting different system components (including the storage unit 1020 and the processing unit 1010), and a display unit 1040.
  • the storage unit stores a program code, and the program code can be executed by the processing unit 1010, so that the processing unit 1010 executes the steps described in the "Exemplary Method" section of the present specification according to various exemplary embodiments of the present disclosure.
  • the processing unit 1010 can execute step S210 as shown in Figure 2 to obtain the number of initial bullet props of the virtual firearm; step S220, the number of initial bullet props is greater than the first preset value, and in response to the first touch operation acting on the bullet change control, the first number of initial bullet props are merged to generate a first bullet prop; wherein the first number is less than or equal to the number of initial bullet props, and the attack power of the first bullet prop is higher than the attack power of the initial bullet prop; step S230, in response to the use operation of the first bullet prop, the virtual firearm is controlled to interact with the virtual object in the virtual scene through the first bullet prop.
  • the number of initial bullet props is less than a second preset value, and in response to a second touch operation acting on the bullet change control, the initial bullet props are split and generated into a second number of second bullet props; wherein the second number is less than or equal to the maximum loading number of bullet props of the virtual firearm, and the attack power of the second bullet prop is lower than the attack power of the initial bullet prop; in response to the use operation of the second bullet prop, the virtual firearm is controlled to interact with the virtual object in the virtual scene through the second bullet prop.
  • the number of initial bullet props is greater than a first preset value
  • the step of merging the first number of initial bullet props into a first bullet prop includes: the number of initial bullet props is greater than a first preset value, and in response to the first touch operation on the bullet reload control, a first quantity selection control is displayed on a graphical user interface; wherein the first quantity selection control includes multiple quantity nodes; in response to a user operation, a target node is determined among the multiple quantity nodes; and according to the first quantity corresponding to the target node, the first number of initial bullet props is merged into a first bullet prop.
  • the step of displaying a first quantity selection control in a graphical user interface in response to a first touch operation applied to a bullet reload control includes: displaying a composite control in response to the first touch operation applied to the bullet reload control; displaying a first quantity selection control in the graphical user interface in response to a touch operation applied to the composite control.
  • the step of determining a target node among multiple number nodes in response to a user operation includes: determining a target node among multiple number nodes in response to a swiping operation acting on a synthetic control.
  • the step of displaying a first quantity selection control in a graphical user interface includes: according to the maximum loading quantity of bullet props of a virtual firearm, displaying multiple quantity nodes corresponding to the maximum loading quantity of bullet props in the first quantity selection control; wherein the multiple quantity nodes include the same number of adjustable nodes as the initial bullet props, and the adjustable nodes correspond to an adjustable area; and the adjustable area is highlighted in a preset manner.
  • the step of determining a target node among multiple number nodes includes: in response to a swiping operation acting on the synthetic control, determining a candidate target node among multiple number nodes; wherein the multiple number nodes include the candidate target node; obtaining the duration of the swiping operation in the graphical user interface after the candidate target node is determined; when the duration is greater than or equal to the numerical value corresponding to the candidate target node, determining the candidate target node as the target node.
  • the step of displaying a composite control in response to the first touch operation acting on the bullet reload control, includes: in response to the duration of the first touch operation acting on the bullet reload control being greater than a preset duration, displaying the composite control and switching the bullet reload control to be displayed as a cancel control; wherein the cancel control is configured to cancel the merging process in response to the touch operation acting on the cancel control.
  • a first number of initial bullet props are merged to generate a first bullet prop, including: When the number of initial bullet props is equal to the maximum loading number of bullet props of the virtual firearm, the initial bullet props in the virtual firearm are merged to generate the first bullet prop; wherein the number of initial bullet props in the virtual firearm is the first number.
  • the attack power of the first bullet item is associated with the first quantity.
  • a first number of initial bullet props are merged to generate a first bullet prop, including: in response to the first touch operation applied to the bullet reload control, a first number of initial bullet props are merged to generate multiple first bullet props according to a preset merging method; wherein the preset merging method is set to indicate the number of initial bullet props required to merge and generate a first bullet prop.
  • a first number of initial bullet props are merged to generate a first bullet prop, including: in response to the first touch operation applied to the bullet reload control, a first number of initial bullet props are merged to generate a plurality of first candidate bullet props; in response to a third touch operation applied to the bullet reload control, a plurality of first candidate bullet props are merged to generate a first bullet prop.
  • the step of splitting the initial bullet props into a second number of second bullet props includes: the number of initial bullet props is less than the second preset value, and in response to the second touch operation on the bullet reload control, a second quantity selection control is displayed on the graphical user interface; wherein the second quantity selection control includes multiple quantity nodes; in response to the user operation, a target node is determined among the multiple quantity nodes; and according to the second quantity corresponding to the target node, the initial bullet props are split into a second number of second bullet props.
  • the step of displaying a second quantity selection control in a graphical user interface in response to a second touch operation applied to a bullet reload control includes: displaying a split control in response to the second touch operation applied to the bullet reload control; displaying a second quantity selection control in the graphical user interface in response to the touch operation applied to the split control.
  • the step of determining a target node among multiple number nodes includes: determining a target node among multiple number nodes in response to a swiping operation acting on a split control.
  • the step of determining a target node among a plurality of nodes includes: in response to a swiping operation on a split control, determining a candidate target node among a plurality of nodes; obtaining the duration of the swiping operation in the graphical user interface after the candidate target node is determined; when the duration is greater than or equal to the numerical value corresponding to the candidate target node, determining the candidate target node as the target node.
  • the step of displaying a split control in response to the second touch control acting on the bullet changing control Operation, includes: in response to the duration of a second touch operation on a bullet reload control being greater than a preset duration, displaying the split control and switching the bullet reload control to display as a cancel control; wherein the cancel control is configured to cancel the split process in response to the touch operation on the cancel control.
  • a node schematic diagram is displayed at the position corresponding to the candidate target node; according to the numerical value of the duration and the numerical value corresponding to the candidate target node, combined with the shown node schematic diagram, the numerical value of the duration is visualized.
  • the attack power of the second bullet item is associated with the second number.
  • the electronic device can obtain the number of initial bullet props of a virtual firearm, the number of initial bullet props is greater than a first preset value, respond to a first touch operation acting on a bullet change control, merge the first number of initial bullet props to generate a first bullet prop, respond to a use operation on the first bullet prop, and control the virtual firearm to interact with a virtual object in a virtual scene through the first bullet prop.
  • the bullet props can be merged to enhance the preset shooting properties of the virtual firearm, thereby achieving a better interaction effect without a large number of interactive operations, thereby improving the interaction efficiency;
  • the user can define the interaction mode of the virtual firearm, avoiding the need to interact in a single fixed mode, thereby improving the flexibility and freedom of the interaction process.
  • the storage unit 1020 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 1021 and/or a cache memory unit 1022 , and may further include a read-only memory unit (ROM) 1023 .
  • RAM random access memory
  • ROM read-only memory
  • the storage unit 1020 may also include a program/utility 1024 having a set (at least one) of program modules 1025, such program modules 1025 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.
  • program modules 1025 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.
  • Bus 1030 may represent one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.
  • the electronic device 1000 may also communicate with one or more external devices 1070 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), one or more devices that enable a user to interact with the electronic device 1000, and/or any device that enables the electronic device 1000 to communicate with one or more other computing devices (e.g., routers, modems, etc.). Such communication may be performed through an input/output (I/O) interface 1050.
  • the electronic device 1000 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and/or a public network, such as the Internet) through a network adapter 1060. As shown, the network adapter 1060 communicates with other modules of the electronic device 1000 via the bus 1030.
  • LAN local area network
  • WAN wide area network
  • public network such as the Internet
  • the electronic device 1000 may be combined with the network adapter 1060 to communicate with the other modules of the electronic device 1000.
  • Sub-device 1000 uses other hardware and/or software modules, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
  • the technical solution according to the embodiment of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiment of the present disclosure.
  • a non-volatile storage medium which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.
  • a computing device which can be a personal computer, a server, a terminal device, or a network device, etc.
  • a computer-readable storage medium is also provided, on which a program product capable of implementing the above method of the present specification is stored.
  • various aspects of the present disclosure may also be implemented in the form of a program product, which includes a program code, and when the program product is run on a terminal device, the program code is configured to enable the terminal device to execute the steps according to various exemplary embodiments of the present disclosure described in the above "Exemplary Method" section of the present specification.
  • a graphical user interface is provided through a terminal device, the graphical user interface at least partially displays a virtual scene and a bullet reload control, and the virtual scene includes a virtual object.
  • the method includes: obtaining the number of initial bullet props of a virtual firearm; the number of initial bullet props is greater than a first preset value, and in response to a first touch operation acting on the bullet reload control, the first number of initial bullet props are merged to generate a first bullet prop; wherein the first number is less than or equal to the number of initial bullet props, and the attack power of the first bullet prop is higher than the attack power of the initial bullet prop; in response to a use operation of the first bullet prop, the virtual firearm is controlled to interact with the virtual object in the virtual scene through the first bullet prop.
  • the number of initial bullet props is less than a second preset value, and in response to a second touch operation acting on the bullet change control, the initial bullet props are split and generated into a second number of second bullet props; wherein the second number is less than or equal to the maximum loading number of bullet props of the virtual firearm, and the attack power of the second bullet prop is lower than the attack power of the initial bullet prop; in response to the use operation of the second bullet prop, the virtual firearm is controlled to interact with the virtual object in the virtual scene through the second bullet prop.
  • the number of initial bullet props is greater than a first preset value
  • the step of merging the first number of initial bullet props into a first bullet prop includes: the number of initial bullet props is greater than a first preset value, and in response to the first touch operation on the bullet reload control, a first quantity selection control is displayed on a graphical user interface; wherein the first quantity selection control includes multiple quantity nodes; in response to a user operation, a target node is determined among the multiple quantity nodes; and according to the first quantity corresponding to the target node, the first number of initial bullet props is merged into a first bullet prop.
  • the step of displaying a first quantity selection control on a graphical user interface includes: in response to the first touch operation on the bullet reload control, displaying a composite control; in response to the touch operation on the composite control, displaying a first quantity selection control on a graphical user interface; A quantity selection control.
  • the step of determining a target node among multiple number nodes in response to a user operation includes: determining a target node among multiple number nodes in response to a swiping operation acting on a synthetic control.
  • the step of displaying a first quantity selection control in a graphical user interface includes: according to the maximum loading quantity of bullet props of a virtual firearm, displaying multiple quantity nodes corresponding to the maximum loading quantity of bullet props in the first quantity selection control; wherein the multiple quantity nodes include the same number of adjustable nodes as the initial bullet props, and the adjustable nodes correspond to an adjustable area; and the adjustable area is highlighted in a preset manner.
  • the step of determining a target node among multiple number nodes includes: in response to a swiping operation acting on the synthetic control, determining a candidate target node among multiple number nodes; wherein the multiple number nodes include the candidate target node; obtaining the duration of the swiping operation in the graphical user interface after the candidate target node is determined; when the duration is greater than or equal to the numerical value corresponding to the candidate target node, determining the candidate target node as the target node.
  • the step of displaying a composite control in response to the first touch operation acting on the bullet reload control, includes: in response to the duration of the first touch operation acting on the bullet reload control being greater than a preset duration, displaying the composite control and switching the bullet reload control to be displayed as a cancel control; wherein the cancel control is configured to cancel the merging process in response to the touch operation acting on the cancel control.
  • a first number of initial bullet props are merged to generate a first bullet prop, including: when the number of initial bullet props in a virtual firearm is equal to the maximum loading number of bullet props of the virtual firearm, the initial bullet props in the virtual firearm are merged to generate the first bullet prop; wherein the number of initial bullet props in the virtual firearm is the first number.
  • the attack power of the first bullet item is associated with the first quantity.
  • a first number of initial bullet props are merged to generate a first bullet prop, including: in response to the first touch operation applied to the bullet reload control, a first number of initial bullet props are merged to generate multiple first bullet props according to a preset merging method; wherein the preset merging method is set to indicate the number of initial bullet props required to merge and generate a first bullet prop.
  • a first number of initial bullet props are merged to generate a first bullet prop, including: in response to the first touch operation applied to the bullet reload control, a first number of initial bullet props are merged to generate a plurality of first candidate bullet props; in response to a third touch operation applied to the bullet reload control, a plurality of first candidate bullet props are merged to generate a first bullet prop.
  • the first number of initial bullet props are merged
  • the first quantity is directly proportional to the synthesis time.
  • the step of splitting the initial bullet props into a second number of second bullet props includes: the number of initial bullet props is less than the second preset value, and in response to the second touch operation on the bullet reload control, a second quantity selection control is displayed on the graphical user interface; wherein the second quantity selection control includes multiple quantity nodes; in response to the user operation, a target node is determined among the multiple quantity nodes; and according to the second quantity corresponding to the target node, the initial bullet props are split into a second number of second bullet props.
  • the step of displaying a second quantity selection control in a graphical user interface in response to a second touch operation applied to a bullet reload control includes: displaying a split control in response to the second touch operation applied to the bullet reload control; displaying a second quantity selection control in the graphical user interface in response to the touch operation applied to the split control.
  • the step of determining a target node among multiple number nodes includes: determining a target node among multiple number nodes in response to a swiping operation acting on a split control.
  • the step of determining a target node among a plurality of nodes includes: in response to a swiping operation on a split control, determining a candidate target node among a plurality of nodes; obtaining the duration of the swiping operation in the graphical user interface after the candidate target node is determined; when the duration is greater than or equal to the numerical value corresponding to the candidate target node, determining the candidate target node as the target node.
  • the step of displaying the split control in response to the second touch operation acting on the bullet reload control, includes: in response to the duration of the second touch operation acting on the bullet reload control being greater than a preset duration, displaying the split control and switching the bullet reload control to be displayed as a cancel control; wherein the cancel control is configured to cancel the splitting process in response to the touch operation acting on the cancel control.
  • a node schematic diagram is displayed at the position corresponding to the candidate target node; according to the numerical value of the duration and the numerical value corresponding to the candidate target node, combined with the shown node schematic diagram, the numerical value of the duration is visualized.
  • the attack power of the second bullet item is associated with the second number.
  • Some embodiments of the present disclosure provide a computer-readable signal medium that can obtain the number of initial bullet props of a virtual firearm, the number of initial bullet props being greater than a first preset value, responding to a first touch operation on a bullet-changing control, merging the first number of initial bullet props into a first bullet prop, and responding to a use operation on the first bullet prop to control the virtual firearm to interact with a virtual object in a virtual scene through the first bullet prop.
  • the bullet props when the number of bullet props is greater than a first preset value, the bullet props can be merged to enhance the preset shooting properties of the virtual firearm, thereby achieving a better interaction effect without performing a large number of interactive operations, thereby improving the interaction efficiency;
  • the interaction mode of the virtual firearm can be defined by the user, avoiding the interaction in a single fixed mode, thereby improving the flexibility and freedom of the interaction process.
  • Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable medium other than a readable storage medium, which may send, propagate, or transmit a program configured to be used by or in conjunction with an instruction execution system, apparatus, or device.
  • the program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.
  • Program code configured to perform the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, and the like, as well as conventional procedural programming languages such as "C" or similar programming languages.
  • the program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server.
  • the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).
  • LAN local area network
  • WAN wide area network
  • Internet service provider e.g., via the Internet using an Internet service provider

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Abstract

本公开的实施例提供了一种虚拟枪械交互方法、虚拟枪械交互装置、介质及设备;方法包括:获取虚拟枪械的初始子弹道具的数量(S210);初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具(S220);响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互(S230)。通过本公开实施例的技术方案,可以提高虚拟枪械交互的交互效率和灵活度。 (图2)

Description

虚拟枪械交互方法、装置、存储介质及电子设备
相关申请的交叉引用
本公开要求于2022年10月18日提交的申请号为202211274167.8、名称为“虚拟枪械交互方法、装置、存储介质及电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
技术领域
本公开涉及虚拟交互技术领域,具体而言,涉及一种虚拟枪械交互方法、虚拟枪械交互装置、计算机可读存储介质及电子设备。
背景技术
虚拟场景中可以包括虚拟角色,用户可以控制虚拟角色持虚拟枪械进行射击,来与虚拟场景中的其他虚拟对象进行交互。交互的结果包括属性的改变,如生命值属性。
目前的射击交互方案是,基于现有的子弹使用虚拟枪械来对虚拟对象进行射击交互,每次交互达到的效果完全相同。
以上方案,用户只有基于固定的子弹使用虚拟枪械进行交互。对于射击技术熟练的用户,会造成需要进行多次交互才能累计达到较好的效果;或是对于射击技术生疏的用户,容易浪费子弹,无法实现更多次数的交互以进行练习或是其他目的。
需要说明的是,在上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。
发明内容
本公开实施例的目的在于提供一种虚拟枪械交互方法、虚拟枪械交互装置、计算机可读存储介质及电子设备。本公开的实施例,提高了虚拟枪械交互的交互效率和容错率。
本公开实施例的第一方面提供了一种虚拟枪械交互方法,通过终端设备提供一图形用户界面,图形用户界面至少部分的显示虚拟场景和换弹控件,虚拟场景中包括虚拟对象,方法包括:获取虚拟枪械的初始子弹道具的数量;初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具;其中,第一数量小于或者等于初始子弹道具的数量,第一子弹道具的攻击力高于初始子弹道具的攻击力;响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。
根据本公开实施例的第二方面,提供一种虚拟枪械交互装置,通过终端设备提供一图形用户界面,图形用户界面至少部分的显示虚拟场景和换弹控件,虚拟场景中包括虚拟对象,装置包括:初始数量获取模块,设置为获取虚拟枪械的初始子弹道具的数量;道具合成模块,设置为初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具;其中,第一数量小于或者等于初始子弹道具的数量,第一子弹道具的攻击力高于初始子弹道具的攻击力;射击交互模块,设置为响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。
根据本公开实施例的第三方面,提供了一种计算机可读存储介质,其上存储有计算机程序,程序被处理器执行时实现如上述实施例中第一方面的虚拟枪械交互方法。
根据本公开实施例的第四方面,提供了一种电子设备,包括:一个或多个处理器;存储装置,设置为存储一个或多个程序,当一个或多个程序被一个或多个处理器执行时,使得一个或多个处理器实现如上述实施例中第一方面的虚拟枪械交互方法。
本公开实施例提供的技术方案可以包括以下有益效果:
在本公开的一些实施例所提供的技术方案中,可以获取虚拟枪械的初始子弹道具的数量,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。实施本公开的实施例,一方面,在子弹道具的数量大于第一预设值时,可以将子弹道具进行合并,增强虚拟枪械的预设射击属性,进而使得不需要进行大量的交互操作就能达到较好的交互效果,提高了交互效率;另一方面,能够由用户定义虚拟枪械的交互模式,避免了仅能以单一的固定模式进行交互,提高了交互过程的灵活性和自由度。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
附图说明
此处的附图被并入说明书中并构成本说明书的一部分,示出了符合本公开的实施例,并与说明书一起用于解释本公开的原理。显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1示意性示出了可以应用本公开实施例的一种虚拟枪械交互方法及虚拟枪械交互装置的示例性终端设备的示意图;
图2示意性示出了根据本公开的一个实施例的虚拟枪械交互方法流程图;
图3示意性示出了根据本公开的一个实施例的包括多个数量节点的第一数量选择控件的界面示意图;
图4示意性示出了根据本公开的一个实施例的对可调整区域以预设方式突出显示的界面示意图;
图5示意性示出了根据本公开的一个实施例的显示合成控件并将换弹控件切换显示为取消控件的界面示意图;
图6示意性示出了根据本公开的一个实施例的显示拆分控件并将换弹控件切换显示为取消控件的界面示意图;
图7示意性示出了根据本公开的一个实施例的将持续时长的数值可视化显示的界面示意图;
图8示意性示出本公开示例性实施例中一种应用场景的示意图;
图9示意性示出了根据本公开的一个实施例中虚拟枪械交互装置的结构框图;
图10示意性示出了适于用来实现本公开实施例的终端设备的计算机系统的结构示意图。
具体实施方式
现在将参考附图更全面地描述示例实施方式。然而,示例实施方式能够以多种形式实施,且不应被理解为限于在此阐述的范例;相反,提供这些实施方式使得本公开将更加全面和完整,并将示例实施方式的构思全面地传达给本领域的技术人员。在下面的描述中,提供许多具体细节从而给出对本公开的实施方式的充分理解。然而,本领域技术人员将意识到,可以实践本公开的技术方案而省略特定细节中的一个或更多,或者可以采用其它的方法、组元、装置、步骤等。在其它情况下,不详细示出或描述公知技术方案以避免喧宾夺主而使得本公开的各方面变得模糊。
此外,附图仅为本公开的示意性图解,并非一定是按比例绘制。图中相同的附图标记表示相同或类似的部分,因而将省略对它们的重复描述。附图中所示的一些方框图是功能实体,不一定必须与物理或逻辑上独立的实体相对应。可以采用软件形式来实现这些功能实体,或在一个或多个硬件模块或集成电路中实现这些功能实体,或在不同网络和/或处理器装置和/或微控制器装置中实现这些功能实体。
图1示出了可以应用本公开实施例的一种虚拟枪械交互方法及虚拟枪械交互装置的示例性终端设备的示意图。
如图1所示,终端设备可以包括终端设备101、102、103中的一个或多个。终端设 备101、102、103可以是具有显示屏的各种电子设备,包括但不限于台式计算机、便携式计算机、智能手机和平板电脑等等。
在本公开的实施例中的虚拟枪械交互方法可以运行于本地终端设备或者是服务器。当虚拟枪械交互方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,虚拟枪械交互方法的储存与运行是在云游戏服务器上完成的,客户端设备用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过终端设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
需要说明的是,本公开所示的计算机可读存储介质可以是计算机可读信号介质或者计算机可读存储介质或者是上述两者的任意组合。而在本公开中,计算机可读的信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了计算机可读的程序代码。该计算机可读存储介质可以是上述实施例中描述的终端设备中所包含的;也可以是单独存在,而未装配入该终端设备中。上述计算机可读存储介质承载有一个或者多个程序,当上述一个或者多个程序被一个该终端设备执行时,使得该终端设备实现如下述实施例中的方法。例如,的终端设备可以实现如图2所示的各个步骤等。
本公开的示例性实施例中虚拟场景可以是计算机、手机、平板电脑等智能终端设备通过数字化通讯技术勾勒出的数字化场景,数字化场景可以是在智能终端设备的显示屏上,也可以是投射到其它显示设备上。该虚拟场景可以包括房屋、楼宇、园林、桥梁、水池等建筑物或构筑物,还可以包括山地、河流、湖泊等自然景观以及武器、工具、生物等任意的虚拟物品,本示例性实施例对此不做特殊限定。虚拟角色是基于动画骨骼技术创建的三维立体模型。每个虚拟角色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。
图形用户界面所呈现的虚拟场景画面例如可以是游戏画面,是通过设置在虚拟场景中的虚拟相机所拍摄的。虚拟相机可以基于第一视角、第二视角或是其他视角来获取虚拟场景画面,例如还可以是俯视视角,俯视视角是以从空中俯视的角度进行观察虚拟环境的视角。当采用俯视视角时,该虚拟相机可以位于虚拟场景的上空。根据虚拟相机的高度不同,当虚拟相机的高度较低时,获取的画面可以只是虚拟场景的局部,例如多人在线战术竞技游戏(Multiplayer Online Battle Arena,简称MOBA);当虚拟相机的高度较高时,获取的画面可以是虚拟场景的全貌。
本示例实施方式提供了一种虚拟枪械交互方法,参考图2所示,通过终端设备提供一图形用户界面,图形用户界面至少部分的显示虚拟场景和换弹控件,虚拟场景中包括虚拟对象,方法包括:
步骤S210、获取虚拟枪械的初始子弹道具的数量;
步骤S220、初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具;其中,第一数量小于或者等于初始子弹道具的数量,第一子弹道具的攻击力高于初始子弹道具的攻击力;
步骤S230、响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。
实施图2所示的虚拟枪械交互方法,可以获取虚拟枪械的初始子弹道具的数量,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。实施本公开的实施例,一方面,在子弹道具的数量大于第一预设值时,可以将子弹道具进行合并,增强虚拟枪械的预设射击属性,进而使得不需要进行大量的交互操作就能达到较好的交互效果,提高了交互效率;另一方面,能够由用户定义虚拟枪械的交互模式,避免了仅能以单一的固定模式进行交互,提高了交互过程的灵活性和自由度。
下面,对于本示例实施方式的上述步骤进行更加详细的说明。
在步骤S210中,获取虚拟枪械的初始子弹道具的数量;
在本公开的一种示例性实施例中,虚拟枪械是虚拟道具,可以由用户通过终端设备控制虚拟场景中的虚拟角色使用虚拟道具。子弹道具是与虚拟枪械存在关联关系的道具,例如子弹道具的数量限制虚拟枪械能够射击的次数,一类子弹道具与特定的虚拟枪械匹配。
可以理解的是,与虚拟枪械和子弹相类似的,虚拟长弓和箭矢也当然可以应用于本公开的实施例,以及其他相似使用方式的虚拟道具组合。本公开实施例在此不做限制。
需要注意的是,虚拟枪械的初始子弹道具的数量可以是指已经装配到虚拟枪械中或 其弹夹中的子弹道具数量,也可以是存在于虚拟仓库或虚拟背包中的子弹道具数量。本公开实施例在此不做限制。
在步骤S220中,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具;
在本公开的一种示例性实施例中,第一预设值可以是根据实际需要配置的数值。举例而言,可以是1,也可以是4。当第一预设值为1,则当子弹道具的数量为2或大于2时,可以合成。
换弹控件可以被配置为响应单击触控操作,则将虚拟枪械装配的子弹数量更新到最大容量数值,并相应的减少虚拟仓库或虚拟背包中的子弹道具的数量。响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具。其中,第一数量小于或者等于初始子弹道具的数量,第一子弹道具的攻击力高于初始子弹道具的攻击力。
举例而言,作用于换弹控件的第一触控操作为响应作用于换弹控件的长按触控操作。例如,可以是根据长按触控操作的持续时长,确定第一数量;当持续时长为1秒,则第一数量可以是1,当持续时长为2秒,则第一数量可以是2。合并完成后,减少第一数量的初始子弹道具,增加第一子弹道具。
在本公开的一种示例性实施例中,在持续时长达到预设时长时,将第一数量的初始子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,第一子弹道具的攻击力高于初始子弹道具的攻击力。举例而言,两个初始子弹道具合成为一个第一子弹道具。当虚拟枪械基于初始子弹道具与虚拟对象交互时,能够造成虚拟对象的生命值属性降低20;则当虚拟枪械基于第一子弹道具与虚拟对象交互时,能够造成虚拟对象的生命值属性降低40。
在步骤S230中,响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。
在本公开的一种示例性实施例中,响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。在交互中,可以采用命中判断算法,根据虚拟枪械的射击角度和方位,生成一条射线,计算该射线与虚拟场景的虚拟对象的交点,根据交点判断击中的虚拟对象。或是其他命中算法,确定被击中的虚拟对象,并通过虚拟枪械中的第一子弹道具与虚拟场景中的虚拟对象进行交互。例如可以是导致虚拟对象的移动速度属性数值降低或生命属性数值降低,具体可以根据实际需要配置,本公开实施例在此不限制交互效果。
在本公开的一种示例性实施例中,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,在图形用户界面显示第一数量选择控件,响应于用户操作,在多个数量节点中确定目标节点,根据目标节点对应的第一数量,将第一数量的初始子 弹道具合并生成为第一子弹道具。根据目标节点对应的第一数量,将第一数量的初始子弹道具合并生成为第一子弹道具,可以包括以下步骤S310~S330:
步骤S310,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,在图形用户界面显示第一数量选择控件;其中,第一数量选择控件包括多个数量节点;
步骤S320,响应于用户操作,在多个数量节点中确定目标节点;
步骤S330,根据目标节点对应的第一数量,将第一数量的初始子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,当初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,在图形用户界面显示第一数量选择控件。第一数量选择控件可以是一条形控件,第一数量选择控件依次排列有数量节点。例如,数量节点可以对应正整数1、2、3……,数量节点最大的正整数可以用于指示初始子弹道具的数量。例如,初始子弹道具的数量为4,那第一数量选择控件就包括4个节点。
作用于换弹控件的第一触控操作可以是按压换弹控件后连续的左右划动触控操作,以在第一数量选择控件上左右移动选择不同的数量节点。还可以在图形用户界面显示一可移动光标,通过响应左右划动触控操作控制光标在第一数量选择控件上移动以选择不同的数量节点。
举例而言,如图3所示,图形用户界面中包括换弹控件310,第一个数量节点321,第二个数量节点322,第三个数量节点323,第四个数量节点324,四个数量节点依次排列在第一数量选择控件上。
通过上述步骤S310~S330,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,在图形用户界面显示第一数量选择控件,响应于用户操作,在多个数量节点中确定目标节点,根据目标节点对应的第一数量,将第一数量的初始子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,可以响应作用于换弹控件的第一触控操作,显示合成控件,响应作用于合成控件的触控操作,在图形用户界面显示第一数量选择控件。响应作用于合成控件的触控操作,在图形用户界面显示第一数量选择控件,可以包括以下步骤S410~S420:
步骤S410,响应作用于换弹控件的第一触控操作,显示合成控件;
步骤S420,响应作用于合成控件的触控操作,在图形用户界面显示第一数量选择控件。
在本公开的一种示例性实施例中,可以响应作用于换弹控件的第一触控操作,显示合成控件。具体的,在接收到作用于换弹控件的第一触控操作之后,可以在图形用户界面中显示合成控件。其中,合成控件可以用于接收触控操作,以在图形用户界面中显示 第一数量选择控件。
需要说明的是,本公开对于合成控件的具体形式并不做特殊限定。
进一步的,仅在初始子弹道具为目标子弹类型,或者,仅在虚拟枪械为目标枪械类型时,才可以响应作用于换弹控件的第一触控操作,显示合成控件。
在本公开的一种示例性实施例中,可以响应作用于合成控件的划动操作,在多个数量节点中确定目标节点。具体的,合成控件中可以包括多个数量节点,可以在多个数量节点中确定目标节点,从而确定第一数量的具体数值。
需要说明的是,本公开对于在多个数量节点中确定目标节点的具体方式并不做特殊限定。
通过上述步骤S410~S420,可以响应作用于换弹控件的第一触控操作,显示合成控件,响应作用于合成控件的触控操作,在图形用户界面显示第一数量选择控件。
在本公开的一种示例性实施例中,可以根据虚拟枪械的子弹道具最大装载数量,在第一数量选择控件中显示与子弹道具最大装载数量对应的多个数量节点,将可调整区域以预设方式突出显示。将可调整区域以预设方式突出显示,可以包括以下步骤S510~S520:
步骤S510,根据虚拟枪械的子弹道具最大装载数量,在第一数量选择控件中显示与子弹道具最大装载数量对应的多个数量节点;
步骤S520,将可调整区域以预设方式突出显示。
在本公开的一种示例性实施例中,可以根据虚拟枪械的子弹道具最大装载数量,在第一数量选择控件中显示与子弹道具最大装载数量对应的多个数量节点。其中,多个数量节点中包括与初始子弹道具相同数量的可调整节点,可调整节点对应有一可调整区域。
具体而言,在上述第一数量选择控件的显示基础上,可以将可调整区域以预设方式突出显示。
举例而言,如图4所示,子弹道具最大装载数量为4,但是当前可以用于合并的初始子弹道具的数量为3。则将第一个数量节点401、第二个数量节点402和第三个数量节点403以浅色方式显示,第四个数量节点404以深色方式显示,以对可调整区域以预设方式突出显示。
通过上述步骤S510~S520,可以根据虚拟枪械的子弹道具最大装载数量,在第一数量选择控件中显示与子弹道具最大装载数量对应的多个数量节点,将可调整区域以预设方式突出显示。通过本公开的实施例,可以将用于合并的数量与最大的数量图形化显示在第一数量选择控件。使得用户可以直观的了解到合成过程,提高了交互效率。
在本公开的一种示例性实施例中,可以响应作用于合成控件的划动操作,在多个数量节点中确定一候选目标节点,获取划动操作在确定候选目标节点后在图形用户界面的持续时长,在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为 目标节点,可以包括以下步骤S610~S630:
步骤S610,响应作用于合成控件的划动操作,在多个数量节点中确定一候选目标节点;其中,多个数量节点中包括候选目标节点;
步骤S620,获取划动操作在确定候选目标节点后在图形用户界面的持续时长;
步骤S630,在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。
在本公开的一种示例性实施例中,在确定目标节点的过程中,首先在多个数量节点中确定一候选目标节点,然后根据划动操作在确定候选目标节点后在图形用户界面的持续时长,来将候选目标节点确定为目标节点。举例而言,可以将第一数量选择控件中从左至右的第二个节点确定为候选目标节点,获取划动操作在确定候选目标节点后在图形用户界面的持续时长,当划动操作保持不变两秒,则进而候选目标节点确定为目标节点。
通过上述步骤S610~S630,可以响应作用于合成控件的划动操作,在多个数量节点中确定一候选目标节点,获取划动操作在确定候选目标节点后在图形用户界面的持续时长,在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。
在本公开的一种示例性实施例中,可以响应作用于换弹控件的第一触控操作的持续时长大于预设时长,显示合成控件并将换弹控件切换显示为取消控件。其中,取消控件设置为响应作用于取消控件的触控操作来取消合并过程。
举例而言,响应作用于换弹控件的第一触控操作为长按触控操作,确定长按触控操作的持续时长大于预设时长例如2秒后,显示合成控件并将换弹控件切换显示为取消控件。合成控件显示的位置可以靠近于取消控件。
举例而言,如图5所示,取消控件501是响应作用于换弹控件的第一触控操作的持续时长大于预设时长时显示的,同时生成显示合成控件502,并可以重新响应作用于取消控件501的触控操作,取消合并过程。
在本公开的一种示例性实施例中,可以在虚拟枪械中的初始子弹道具的数量等于虚拟枪械的子弹道具最大装载数量时,将虚拟枪械中的初始子弹道具合并生成为第一子弹道具。其中,虚拟枪械中的初始子弹道具的数量为第一数量。具体的,在虚拟枪械中的初始子弹道具的数量达到虚拟枪械的子弹道具最大装载数量时,可以将虚拟枪械中的所有初始子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,第一子弹道具的攻击力与第一数量相关联。具体的,第一子弹道具的攻击力可以与第一数量呈正比关系。
在本公开的一种示例性实施例中,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具按照预设合并方式合并生成为多个第一子弹道具。其中,预设合并方式用于指示合并生成得到一个第一子弹道具所需的初始子弹道具的数量。举例而言,预 设合成方式为将每两个初始子弹道具合并为一个第一子弹道具,例如,初始子弹道具共12发,可以将该12发初始子弹道具合并为6发第一子弹道具。
需要说明的是,本公开对于预设合并方式的具体形式并不做特殊限定。
在本公开的一种示例性实施例中,可以响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为多个第一候选子弹道具,响应作用于换弹控件的第三触控操作,将多个第一候选子弹道具合并生成为第一子弹道具。响应作用于换弹控件的第三触控操作,将多个第一候选子弹道具合并生成为第一子弹道具,可以包括以下步骤S710~S720:
步骤S710,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为多个第一候选子弹道具;
步骤S720,响应作用于换弹控件的第三触控操作,将多个第一候选子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,可以响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为多个第一候选子弹道具,响应作用于换弹控件的第三触控操作,将多个第一候选子弹道具合并生成为第一子弹道具。具体的,可以先将第一数量的初始子弹道具合并生成为多个第一候选子弹道具,再将多个第一候选子弹道具合并生成为第一子弹道具。
举例而言,初始子弹道具共12发,可以将该12发初始子弹道具合并为6发第一候选子弹道具,再将该6发第一候选子弹道具生成为3发第一子弹道具。
需要说明的是,本公开对于将第一数量的初始子弹道具合并生成为多个第一候选子弹道具以及将多个第一候选子弹道具合并生成为第一子弹道具的具体方式并不做特殊限定。
通过上述步骤S710~S720,可以响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为多个第一候选子弹道具,响应作用于换弹控件的第三触控操作,将多个第一候选子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,将第一数量的初始子弹道具合并生成为第一子弹道具对应有一合成时间,第一数量与合成时间呈正比关系。具体的,第一数量对应的数值越大,将第一数量的初始子弹道具合并生成为第一子弹道具所需要的合成时间越长;第一数量对应的数值越小,将第一数量的初始子弹道具合并生成为第一子弹道具所需要的合成时间越短。
在本公开的一种示例性实施例中,初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,将初始子弹道具拆分生成为第二数量的第二子弹道具,响应针对第二子弹道具的使用操作,控制虚拟枪械通过第二子弹道具与虚拟场景中的虚拟对象进行交互。可以包括以下步骤S810~S820:
步骤S810,初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,将初始子弹道具拆分生成为第二数量的第二子弹道具;其中,第二数量小于或者等于虚拟枪械的子弹道具最大装载数量,第二子弹道具的攻击力低于初始子弹道具的攻击力;
在本公开的一种示例性实施例中,第二预设值可以是根据实际需要配置的数值。举例而言,第二预设值可以是2,即初始子弹道具的数量为1,此时可以将一个初始子弹道具进行拆分。
换弹控件可以被配置为响应单击触控操作,则将虚拟枪械装配的子弹数量更新到最大容量数值,并相应的减少虚拟仓库或虚拟背包中的子弹道具的数量。响应作用于换弹控件的第二触控操作,将初始子弹道具拆分生成为第二子弹道具。其中,第二数量小于或者等于虚拟枪械的子弹道具最大装载数量,第二子弹道具的攻击力低于初始子弹道具的攻击力;
举例而言,作用于换弹控件的第二触控操作为响应作用于换弹控件的长按触控操作。例如,可以是根据长按触控操作的持续时长,确定第二数量;当持续时长为1秒,则第二数量可以是1,当持续时长为2秒,则第二数量可以是2。拆分完成后,删除初始子弹道具,增加第二子弹道具。
在本公开的一种示例性实施例中,在持续时长达到预设时长时,将初始子弹道具拆分生成预设数量的第二子弹道具。
在本公开的一种示例性实施例中,第二子弹道具的攻击力低于初始子弹道具的攻击力。举例而言,初始子弹道具拆分生成两个第二子弹道具。当虚拟枪械基于初始子弹道具与虚拟对象交互时,能够造成虚拟对象的生命值属性降低40;则当虚拟枪械基于第二子弹道具与虚拟对象交互时,能够造成虚拟对象的生命值属性降低20。
步骤S820,响应针对第二子弹道具的使用操作,控制虚拟枪械通过第二子弹道具与虚拟场景中的虚拟对象进行交互。
在本公开的一种示例性实施例中,响应针对第二子弹道具的使用操作,控制虚拟枪械通过第二子弹道具与虚拟场景中的虚拟对象进行交互。在交互中,可以采用命中判断算法,根据虚拟枪械的射击角度和方位,生成一条射线,计算该射线与虚拟场景的虚拟对象的交点,根据交点判断击中的虚拟对象。或是其他命中算法,确定被击中的虚拟对象,并通过虚拟枪械中的第二子弹道具与虚拟场景中的虚拟对象进行交互。例如可以是导致虚拟对象的移动速度属性数值降低或生命属性数值降低,具体可以根据实际需要配置,本公开实施例在此不限制交互效果。
通过上述步骤S810~S820,初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,将初始子弹道具拆分生成为第二数量的第二子弹道具,响应针对第二子弹道具的使用操作,控制虚拟枪械通过第二子弹道具与虚拟场景中的虚拟对象进 行交互。
在本公开的一种示例性实施例中,初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,在图形用户界面显示第二数量选择控件,响应于用户操作,在多个数量节点中确定目标节点,根据目标节点对应的第二数量,将初始子弹道具拆分生成为第二数量的第二子弹道具。根据目标节点对应的第二数量,将初始子弹道具拆分生成为第二数量的第二子弹道具,可以包括以下步骤S910~S930:
步骤S910,初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,在图形用户界面显示第二数量选择控件;其中,第二数量选择控件包括多个数量节点;
步骤S920,响应于用户操作,在多个数量节点中确定目标节点;
步骤S930,根据目标节点对应的第二数量,将初始子弹道具拆分生成为第二数量的第二子弹道具。
在本公开的一种示例性实施例中,当初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,在图形用户界面显示第二数量选择控件。第二数量选择控件可以是一条形控件,第二数量选择控件依次排列有数量节点。例如,数量节点可以对应正整数1、2、3……,数量节点最大的正整数可以用于指示所要拆分生成的第二子弹道具的数量。
作用于换弹控件的第二触控操作可以是按压换弹控件后连续的左右划动触控操作,以在第二数量选择控件上左右移动选择不同的数量节点。还可以在图形用户界面显示一可移动光标,通过响应左右划动触控操作控制光标在第二数量选择控件上移动以选择不同的数量节点。
通过上述步骤S910~S930,初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,在图形用户界面显示第二数量选择控件,响应于用户操作,在多个数量节点中确定目标节点,根据目标节点对应的第二数量,将初始子弹道具拆分生成为第二数量的第二子弹道具。
在本公开的一种示例性实施例中,可以响应作用于换弹控件的第二触控操作,显示拆分控件,响应作用于拆分控件的触控操作,在图形用户界面显示第二数量选择控件。响应作用于拆分控件的触控操作,在图形用户界面显示第二数量选择控件,可以包括以下步骤S1010~S1020:
步骤S1010,响应作用于换弹控件的第二触控操作,显示拆分控件;
步骤S1020,响应作用于拆分控件的触控操作,在图形用户界面显示第二数量选择控件。
在本公开的一种示例性实施例中,可以响应作用于换弹控件的第二触控操作,显示拆分控件。具体的,在接收到作用于换弹控件的第二触控操作之后,可以在图形用户界 面中显示拆分控件。其中,拆分控件可以用于接收触控操作,以在图形用户界面中显示第二数量选择控件。
需要说明的是,本公开对于拆分控件的具体形式并不做特殊限定。
进一步的,仅在初始子弹道具为目标子弹类型,或者,仅在虚拟枪械为目标枪械类型时,才可以响应作用于换弹控件的第二触控操作,显示拆分控件。
在本公开的一种示例性实施例中,可以响应作用于拆分控件的触控操作,在图形用户界面显示第二数量选择控件。具体的,拆分控件中可以包括多个数量节点,可以在多个数量节点中确定目标节点,从而确定第二数量的具体数值。
需要说明的是,本公开对于在多个数量节点中确定目标节点的具体方式并不做特殊限定。
通过上述步骤S1010~S1020,可以响应作用于换弹控件的第二触控操作,显示拆分控件,响应作用于拆分控件的触控操作,在图形用户界面显示第二数量选择控件。
在本公开的一种示例性实施例中,可以响应作用于拆分控件的划动操作,在多个数量节点中确定一候选目标节点,获取划动操作在确定候选目标节点后在图形用户界面的持续时长,在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点,可以包括以下步骤S1110~S1130:
步骤S1110,响应作用于拆分控件的划动操作,在多个数量节点中确定一候选目标节点;
步骤S1120,获取划动操作在确定候选目标节点后在图形用户界面的持续时长;
步骤S1130,在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。
在本公开的一种示例性实施例中,在确定目标节点的过程中,首先在多个数量节点中确定一候选目标节点,然后根据划动操作在确定候选目标节点后在图形用户界面的持续时长,来将候选目标节点确定为目标节点。举例而言,可以将第二数量选择控件中从左至右的第二个节点确定为候选目标节点,获取划动操作在确定候选目标节点后在图形用户界面的持续时长,当划动操作保持不变两秒,则进而候选目标节点确定为目标节点。
通过上述步骤S1110~S1130,可以响应作用于拆分控件的划动操作,在多个数量节点中确定一候选目标节点,获取划动操作在确定候选目标节点后在图形用户界面的持续时长,在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。
在本公开的一种示例性实施例中,响应作用于换弹控件的第二触控操作的持续时长大于预设时长,显示拆分控件并将换弹控件切换显示为取消控件。其中,取消控件设置为响应作用于取消控件的触控操作来取消拆分过程。
举例而言,响应作用于换弹控件的第二触控操作为长按触控操作,确定长按触控操作的持续时长大于预设时长例如2秒后,显示拆分控件并将换弹控件切换显示为取消控件。拆分控件显示的位置可以靠近于取消控件。
举例而言,如图6所示,取消控件601是响应作用于换弹控件的第二触控操作的持续时长大于预设时长时显示的,同时生成显示拆分控件602,并可以重新响应作用于取消控件601的触控操作,取消合并过程。
在本公开的一种示例性实施例中,可以在所在候选目标节点对应的位置显示一节点示意图形,根据持续时长的数值和候选目标节点对应的数值,结合所示节点示意图形,将持续时长的数值可视化显示。结合所示节点示意图形,将持续时长的数值可视化显示,可以包括以下步骤S1210~S1220:
步骤S1210,在所在候选目标节点对应的位置显示一节点示意图形;
步骤S1220,根据持续时长的数值和候选目标节点对应的数值,结合所示节点示意图形,将持续时长的数值可视化显示。
在本公开的一种示例性实施例中,可以在所在候选目标节点对应的位置显示一节点示意图形。举例而言,节点示意图形可以为圆形或是环形。
具体而言,可以根据持续时长的数值和候选目标节点对应的数值,结合所示节点示意图形,将持续时长的数值可视化显示。
举例而言,可以根据持续时长的数值和候选目标节点对应的数值计算圆形的填充速度或是环形的显示速度。
举例而言,如图7所示,控件702可以是合成控件也可以是拆分控件,在第三个数量节点(候选目标节点)中有一环形进度条,进度条的进度通过持续时长的数值和候选目标节点对应的数值计算得到。还可以在环形进度条的显示进度达到百分之百时,在第三个熟练节点的位置显示完成的符号例如勾状符号。在时间进度过程中,以及进度完成后都可以通过取消控件701取消合成过程或拆分过程。
通过上述步骤S1210~S1220,可以在所在候选目标节点对应的位置显示一节点示意图形,根据持续时长的数值和候选目标节点对应的数值,结合所示节点示意图形,将持续时长的数值可视化显示。本公开的实施例,可以将确定目标节点以合并和拆分过程中的时间进度可视化显示,能够直观的显示进度信息,提高了交互效率和信息传达的直观度。
在本公开的一种示例性实施例中,第二子弹道具的攻击力与第二数量相关联。具体的,第二子弹道具的攻击力可以与第二数量呈反比关系。
在本公开的一种示例性实施例中,将初始子弹道具拆分生成为第二数量的第二子弹道具对应有一拆解时间,第二数量与拆解时间呈正比关系。具体的,第二数量对应的数值越大,将初始子弹道具拆分生成为第二子弹道具所需要的拆分时间越长;第二数量对 应的数值越小,将初始子弹道具拆分生成为第二子弹道具所需要的拆分时间越短。
下面提供一种本实施例的应用场景。如图8所示的一种图形用户界面的示意图。该界面中包括游戏场景以及位于该游戏场景中的虚拟对象,游戏场景和虚拟对象没有在图8中示出。玩家控制虚拟对象在游戏场景中移动。图8中的界面示出了多种控件,控件显示在游戏场景之上。
其中,800为背包控件,通过作用于该控件的触控操作,触发在图形用户界面中显示背包界面,设置为查看背包的物品道具,物品道具可以包括但不限于:药品、武器、配件、防具等道具。在一可选的实施方式中,背包控件的边缘设置有边缘线条设置为指示背包内的物品量。其中,作用于背包控件的触控操作可以为点击、双击、长按、滑动等操作。
802为移动控件,阴影填充的圆形为移动控件中的摇杆。在一可选的实施方式中,移动控件配置有移动响应区域,其中,移动响应区域可以与移动控件的尺寸相同,即,移动控件所对应的图形用户界面中的区域即移动响应区域。在一可选的实施方式中,移动响应区域的尺寸可以大于移动控件的尺寸,即,移动控件设置于移动响应区域内,距离而言,图形用户界面从中间划分为左右两侧区域,其中,左侧区域即为移动控件的移动响应区域。通过作用于移动控件的移动响应区域的触控操作触发移动控制指令,根据移动控制指令控制虚拟对象的移动方向。其中,作用于移动控件的移动响应区域的触控操作可以为点击、双击、长按、滑动等操作。
当检测到触发移动控制指令的触控操作满足预设条件时,触发“疾跑”指令,控制虚拟对象在游戏场景中自动持续奔跑。如图8中,在一可选的实施方式中,触发移动控制指令的触控操作满足预设条件时为作用于摇杆区域的触控操作沿预设方向滑动至预设距离或是预设区域(如,摇杆的上方箭头指示的位置)。举例而言,当触控操作向上方拖动摇杆时,则出现疾跑控件806,当触发该疾跑控件时,虚拟对象进入快速跑动模式。同时,830控件也是疾跑控件,点击830控件时,虚拟对象进入快速跑动模式。在一可选的实施方式中,触发移动控制指令的触控操作满足预设条件时为作用于摇杆区域的触控操作满足预设时长,或是满足预设压力等。
804和814均为攻击控件,通过作用于攻击控件的攻击响应区域的触控操作触发攻击指令,根据攻击指令控制虚拟角色在游戏场景中执行攻击操作。其中,攻击控件触发的攻击行为与虚拟对象的当前装配状态相对应,举例而言,当虚拟对象装配有远战武器时,则攻击控件触发当攻击行为射击行为,即,左手可以通过触发804控件执行射击操作,右手可以通过触发814控件执行射击操作;当虚拟角色装配有近战武器时,则攻击控件触发当攻击行为挥砍行为等。在一可选的实施方式中,攻击控件804和攻击控件814只显示其中一个。其中,攻击控件的显示位置可以通过根据位置设置指令进行调整,其中,位置设置指令可以是在设置界面进行触发,也可以是在对局的过程中进行触发。其 中,作用于攻击控件的触控操作可以为点击、双击、长按、滑动等操作。
808和810为姿势控件,通过作用于姿势控件的触控操作触发姿势调整指令,以调整虚拟对象在游戏场景中的姿态。其中,触发808控件可以控制武器位于虚拟对象的左臂位置,并控制虚拟对象以左侧扭头的姿势站立;触发810控件可以控制武器位于虚拟对象的右臂位置,并控制虚拟对象以右侧扭头的姿势站立。808和810多设置为虚拟对象在躲避在墙体、大树等障碍物后时,对虚拟对象的姿势控制。其中,作用于姿势控件的触控操作可以为点击、双击、长按、滑动等操作。
812为武器槽,触发武器槽可以切换玩家使用的武器。左侧“连射”设置为指示当前的射击模式,在“连射”模式下,多发子弹连续发射。除“连射”模式外,还可以切换为“单射”模式,在“单射”模式下,单个子弹发射。下侧阴影条状设置为展示武器中的子弹量。在射击时,子弹量不断减少,当子弹量变为零时,可以自动换弹,此时子弹量为最大量。另外,816控件为换弹控件,触发换弹控件可以为当前使用的武器添加子弹,换弹后,子弹量为最大值。其中,作用于武器槽的触控操作可以为点击、双击、长按、滑动等操作。
818和820控件为动作控件,通过作用于动作控件的触控操作控制虚拟对象在游戏场景中执行对应的动作。举例而言,触发818可以控制虚拟对象进行下蹲,触发820可以控制虚拟对象采用伏地。822控件可以控制虚拟对象执行跳跃动作。其中,作用于动作控件的触控操作可以为点击、双击、长按、滑动等操作。
824控件设置为控制当前游戏场景进入开镜模式,当检测到作用于控件824的第一触控操作时,控制进入开镜模式,在开镜模式下,游戏场景中显示瞄准镜头,还显示虚拟对象透过该瞄准镜头看到的游戏场景,在开镜模式下可以提高射击的准确率。当检测到作用于控件824的第二触控操作时,控制退出开镜模式。在一可选的实施方式中,第一触控操作和第二触控操作为独立的触控操作,举例而言,点击824控件,控制当前游戏场景进入开镜模式,再次点击824控件,退出开镜模式,再次显示为虚拟摄像头跟随虚拟对象拍摄的游戏场景。在一可选的实施方式中,第一触控操作和第二触控操作可以为一个触控操作的起始操作和结束操作,例如,检测到触控824控件中时,控制游戏场景进入开镜模式,在持续按压过程中,控制游戏场景持续处于开镜模式,当检测到触发触控操作的触控截止离开触控检测区域时,控制退出开镜模式。
826控件设置为控制呈现游戏画面的虚拟摄像机的拍摄参数,从而调整图形用户界面中显示的游戏场景的视野画面。在一可选的实施方式中,确定检测到作用于826控件的触控操作,根据触控操作的调整虚拟摄像机的拍摄参数,其中,拍摄参数包括但不限于虚拟摄像机的位置、朝向、视角等。其中,作用于826控件的触控操作可以为点击、双击、长按、滑动等操作。
828控件为标记控件,通过作用于标记控件的触控操作对游戏场景中的虚拟对象、 虚拟物体等进行标记。832控件为设置控件,点击832控件,显示设置菜单,设置为对当前游戏的基本功能进行设置。作用于828控件的触控操作可以为点击、双击、长按、滑动等操作。
834和836控件为消息控件,其中,834可以设置为查看系统通知,836可以设置为查看队友发送的消息,或者向队友发送消息。838为小地图,设置为显示玩家控制的虚拟对象的位置,也可以显示部分其他玩家的虚拟对象的位置。
在上述应用场景的基础上,可以获取虚拟枪械的初始子弹道具的数量,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互,以执行本公开的虚拟枪械交互方法。
在上述应用场景的基础上,玩家可以通过换弹控件816触发执行本实施例中的虚拟枪械交互方法。
在本公开的一些实施例所提供的技术方案中,可以获取虚拟枪械的初始子弹道具的数量,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。实施本公开的实施例,一方面,在子弹道具的数量大于第一预设值时,可以将子弹道具进行合并,增强虚拟枪械的预设射击属性,进而使得不需要进行大量的交互操作就能达到较好的交互效果,提高了交互效率;另一方面,能够由用户定义虚拟枪械的交互模式,避免了仅能以单一的固定模式进行交互,提高了交互过程的灵活性和自由度。
进一步的,本示例实施方式中,还提供了一种虚拟枪械交互装置900。通过终端设备提供一图形用户界面,图形用户界面至少部分的显示虚拟场景和换弹控件,虚拟场景中包括虚拟对象。参考图9所示,该虚拟枪械交互装置900可以包括:
初始数量获取模块910,设置为获取虚拟枪械的初始子弹道具的数量;
道具合成模块920,设置为初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具;其中,第一数量小于或者等于初始子弹道具的数量,第一子弹道具的攻击力高于初始子弹道具的攻击力;射击交互模块930,设置为响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。
在本公开的一种示例性实施例中,装置还包括:第二预设值比较单元,设置为初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,将初始子弹道具拆分生成为第二数量的第二子弹道具;其中,第二数量小于或者等于虚拟枪械的子弹道具最大装载数量,第二子弹道具的攻击力低于初始子弹道具的攻击力;第二使用操作响应单元,设置为响应针对第二子弹道具的使用操作,控制虚拟枪械通过第二子弹道具 与虚拟场景中的虚拟对象进行交互。
在本公开的一种示例性实施例中,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具的步骤,装置还包括:第一预设值比较单元,设置为初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,在图形用户界面显示第一数量选择控件;其中,第一数量选择控件包括多个数量节点;第一用户操作响应单元,设置为响应于用户操作,在多个数量节点中确定目标节点;第一数量参考单元,设置为根据目标节点对应的第一数量,将第一数量的初始子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,响应作用于换弹控件的第一触控操作,在图形用户界面显示第一数量选择控件的步骤,装置还包括:合成控件显示单元,设置为响应作用于换弹控件的第一触控操作,显示合成控件;合成触控响应单元,设置为响应作用于合成控件的触控操作,在图形用户界面显示第一数量选择控件。
在本公开的一种示例性实施例中,响应于用户操作,在多个数量节点中确定目标节点的步骤,装置还包括:第一划动操作响应单元,设置为响应作用于合成控件的划动操作,在多个数量节点中确定目标节点。
在本公开的一种示例性实施例中,在图形用户界面显示第一数量选择控件的步骤,装置还包括:装载数量参考单元,设置为根据虚拟枪械的子弹道具最大装载数量,在第一数量选择控件中显示与子弹道具最大装载数量对应的多个数量节点;其中,多个数量节点中包括与初始子弹道具相同数量的可调整节点,可调整节点对应有一可调整区域;突出显示单元,设置为将可调整区域以预设方式突出显示。
在本公开的一种示例性实施例中,响应作用于合成控件的划动操作,在多个数量节点中确定目标节点的步骤,装置还包括:第一候选目标节点确定单元,设置为响应作用于合成控件的划动操作,在多个数量节点中确定一候选目标节点;其中,多个数量节点中包括候选目标节点;第一持续时长获取单元,设置为获取划动操作在确定候选目标节点后在图形用户界面的持续时长;第一持续时长比较单元,设置为在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。
在本公开的一种示例性实施例中,响应作用于换弹控件的第一触控操作,显示合成控件的步骤,装置还包括:第一持续时长比较单元,设置为响应作用于换弹控件的第一触控操作的持续时长大于预设时长,显示合成控件并将换弹控件切换显示为取消控件;其中,取消控件设置为响应作用于取消控件的触控操作来取消合并过程。
在本公开的一种示例性实施例中,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,装置还包括:最大装载数量合成单元,设置为在虚拟枪械中的初始子弹道具的数量等于虚拟枪械的子弹道具最大装载数量时,将虚拟枪械中的初始子弹道具合并生成为第一子弹道具;其中,虚拟枪械中的初始子弹道 具的数量为第一数量。
在本公开的一种示例性实施例中,第一子弹道具的攻击力与第一数量相关联。
在本公开的一种示例性实施例中,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,装置还包括:预设合并单元,设置为响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具按照预设合并方式合并生成为多个第一子弹道具;其中,预设合并方式设置为指示合并生成得到一个第一子弹道具所需的初始子弹道具的数量。
在本公开的一种示例性实施例中,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,包括:第一候选子弹道具合并单元,设置为响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为多个第一候选子弹道具;第一子弹道具再合成单元,设置为响应作用于换弹控件的第三触控操作,将多个第一候选子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,将第一数量的初始子弹道具合并生成为第一子弹道具对应有一合成时间,第一数量与合成时间呈正比关系。
在本公开的一种示例性实施例中,初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,将初始子弹道具拆分生成为第二数量的第二子弹道具的步骤,装置还包括:第二预设值比较单元,设置为初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,在图形用户界面显示第二数量选择控件;其中,第二数量选择控件包括多个数量节点;用户操作响应单元,设置为响应于用户操作,在多个数量节点中确定目标节点;初始子弹道具拆分单元,设置为根据目标节点对应的第二数量,将初始子弹道具拆分生成为第二数量的第二子弹道具。
在本公开的一种示例性实施例中,响应作用于换弹控件的第二触控操作,在图形用户界面显示第二数量选择控件的步骤,装置还包括:拆分控件显示单元,设置为响应作用于换弹控件的第二触控操作,显示拆分控件;拆分控件触控单元,设置为响应作用于拆分控件的触控操作,在图形用户界面显示第二数量选择控件。
在本公开的一种示例性实施例中,响应于用户操作,在多个数量节点中确定目标节点的步骤,装置还包括:第二划动操作响应单元,设置为作用于拆分控件的划动操作,在多个数量节点中确定目标节点。
在本公开的一种示例性实施例中,响应作用于拆分控件的划动操作,在多个数量节点中确定目标节点的步骤,装置还包括:第二候选目标节点确定单元,设置为响应作用于拆分控件的划动操作,在多个数量节点中确定一候选目标节点;第二持续时长获取单元,设置为获取划动操作在确定候选目标节点后在图形用户界面的持续时长;第二持续时长比较单元,设置为在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。
在本公开的一种示例性实施例中,响应作用于换弹控件的第二触控操作,显示拆分控件的步骤,装置还包括:第二持续时长比较单元,设置为响应作用于换弹控件的第二触控操作的持续时长大于预设时长,显示拆分控件并将换弹控件切换显示为取消控件;其中,取消控件设置为响应作用于取消控件的触控操作来取消拆分过程。
在本公开的一种示例性实施例中,装置还包括:节点示意图形显示单元,设置为在所在候选目标节点对应的位置显示一节点示意图形;可视化显示单元,设置为根据持续时长的数值和候选目标节点对应的数值,结合所示节点示意图形,将持续时长的数值可视化显示。
在本公开的一种示例性实施例中,第二子弹道具的攻击力与第二数量相关联。
在本公开的一种示例性实施例中,将初始子弹道具拆分生成为第二数量的第二子弹道具对应有一拆解时间,第二数量与拆解时间呈正比关系。
应当注意,尽管在上文详细描述中提及了设置为动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。
此外,在本公开的示例性实施例中,还提供了一种能够实现上述虚拟枪械交互方法的电子设备。
所属技术领域的技术人员能够理解,本公开的各个方面可以实现为系统、方法或程序产品。因此,本公开的各个方面可以具体实现为以下形式,即:完全的硬件实施例、完全的软件实施例(包括固件、微代码等),或硬件和软件方面结合的实施例,这里可以统称为“电路”、“模块”或“系统”。
下面参照图10来描述根据本公开的这种实施例的电子设备1000。图10显示的电子设备1000仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。
如图10所示,电子设备1000以通用计算设备的形式表现。电子设备1000的组件可以包括但不限于:上述至少一个处理单元1010、上述至少一个存储单元1020、连接不同系统组件(包括存储单元1020和处理单元1010)的总线1030、显示单元1040。
其中,存储单元存储有程序代码,程序代码可以被处理单元1010执行,使得处理单元1010执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施例的步骤。例如,处理单元1010可以执行如图2中所示的步骤S210,获取虚拟枪械的初始子弹道具的数量;步骤S220,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具;其中,第一数量小于或者等于初始子弹道具的数量,第一子弹道具的攻击力高于初始子弹道具的攻击力;步骤S230,响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。
在本公开的一种示例性实施例中,基于前述方案,初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,将初始子弹道具拆分生成为第二数量的第二子弹道具;其中,第二数量小于或者等于虚拟枪械的子弹道具最大装载数量,第二子弹道具的攻击力低于初始子弹道具的攻击力;响应针对第二子弹道具的使用操作,控制虚拟枪械通过第二子弹道具与虚拟场景中的虚拟对象进行交互。
在本公开的一种示例性实施例中,基于前述方案,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具的步骤,包括:初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,在图形用户界面显示第一数量选择控件;其中,第一数量选择控件包括多个数量节点;响应于用户操作,在多个数量节点中确定目标节点;根据目标节点对应的第一数量,将第一数量的初始子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第一触控操作,在图形用户界面显示第一数量选择控件的步骤,包括:响应作用于换弹控件的第一触控操作,显示合成控件;响应作用于合成控件的触控操作,在图形用户界面显示第一数量选择控件。
在本公开的一种示例性实施例中,基于前述方案,响应于用户操作,在多个数量节点中确定目标节点的步骤,包括:响应作用于合成控件的划动操作,在多个数量节点中确定目标节点。
在本公开的一种示例性实施例中,基于前述方案,在图形用户界面显示第一数量选择控件的步骤,包括:根据虚拟枪械的子弹道具最大装载数量,在第一数量选择控件中显示与子弹道具最大装载数量对应的多个数量节点;其中,多个数量节点中包括与初始子弹道具相同数量的可调整节点,可调整节点对应有一可调整区域;将可调整区域以预设方式突出显示。
在本公开的一种示例性实施例中,基于前述方案,响应作用于合成控件的划动操作,在多个数量节点中确定目标节点的步骤,包括:响应作用于合成控件的划动操作,在多个数量节点中确定一候选目标节点;其中,多个数量节点中包括候选目标节点;获取划动操作在确定候选目标节点后在图形用户界面的持续时长;在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第一触控操作,显示合成控件的步骤,包括:响应作用于换弹控件的第一触控操作的持续时长大于预设时长,显示合成控件并将换弹控件切换显示为取消控件;其中,取消控件设置为响应作用于取消控件的触控操作来取消合并过程。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,包括:在虚拟枪械中的初 始子弹道具的数量等于虚拟枪械的子弹道具最大装载数量时,将虚拟枪械中的初始子弹道具合并生成为第一子弹道具;其中,虚拟枪械中的初始子弹道具的数量为第一数量。
在本公开的一种示例性实施例中,基于前述方案,第一子弹道具的攻击力与第一数量相关联。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,包括:响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具按照预设合并方式合并生成为多个第一子弹道具;其中,预设合并方式设置为指示合并生成得到一个第一子弹道具所需的初始子弹道具的数量。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,包括:响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为多个第一候选子弹道具;响应作用于换弹控件的第三触控操作,将多个第一候选子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,基于前述方案,将第一数量的初始子弹道具合并生成为第一子弹道具对应有一合成时间,第一数量与合成时间呈正比关系。
在本公开的一种示例性实施例中,基于前述方案,初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,将初始子弹道具拆分生成为第二数量的第二子弹道具的步骤,包括:初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,在图形用户界面显示第二数量选择控件;其中,第二数量选择控件包括多个数量节点;响应于用户操作,在多个数量节点中确定目标节点;根据目标节点对应的第二数量,将初始子弹道具拆分生成为第二数量的第二子弹道具。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第二触控操作,在图形用户界面显示第二数量选择控件的步骤,包括:响应作用于换弹控件的第二触控操作,显示拆分控件;响应作用于拆分控件的触控操作,在图形用户界面显示第二数量选择控件。
在本公开的一种示例性实施例中,基于前述方案,响应于用户操作,在多个数量节点中确定目标节点的步骤,包括:响应作用于拆分控件的划动操作,在多个数量节点中确定目标节点。
在本公开的一种示例性实施例中,基于前述方案,响应作用于拆分控件的划动操作,在多个数量节点中确定目标节点的步骤,包括:响应作用于拆分控件的划动操作,在多个数量节点中确定一候选目标节点;获取划动操作在确定候选目标节点后在图形用户界面的持续时长;在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第二触控 操作,显示拆分控件的步骤,包括:响应作用于换弹控件的第二触控操作的持续时长大于预设时长,显示拆分控件并将换弹控件切换显示为取消控件;其中,取消控件设置为响应作用于取消控件的触控操作来取消拆分过程。
在本公开的一种示例性实施例中,基于前述方案,在所在候选目标节点对应的位置显示一节点示意图形;根据持续时长的数值和候选目标节点对应的数值,结合所示节点示意图形,将持续时长的数值可视化显示。
在本公开的一种示例性实施例中,基于前述方案,第二子弹道具的攻击力与第二数量相关联。
在本公开的一种示例性实施例中,基于前述方案,将初始子弹道具拆分生成为第二数量的第二子弹道具对应有一拆解时间,第二数量与拆解时间呈正比关系。
本公开的一些实施例所提供的电子设备,可以获取虚拟枪械的初始子弹道具的数量,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。实施本公开的实施例,一方面,在子弹道具的数量大于第一预设值时,可以将子弹道具进行合并,增强虚拟枪械的预设射击属性,进而使得不需要进行大量的交互操作就能达到较好的交互效果,提高了交互效率;另一方面,能够由用户定义虚拟枪械的交互模式,避免了仅能以单一的固定模式进行交互,提高了交互过程的灵活性和自由度。
存储单元1020可以包括易失性存储单元形式的可读介质,例如随机存取存储单元(RAM)1021和/或高速缓存存储单元1022,还可以进一步包括只读存储单元(ROM)1023。
存储单元1020还可以包括具有一组(至少一个)程序模块1025的程序/实用工具1024,这样的程序模块1025包括但不限于:操作系统、一个或者多个应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。
总线1030可以为表示几类总线结构中的一种或多种,包括存储单元总线或者存储单元控制器、外围总线、图形加速端口、处理单元或者使用多种总线结构中的任意总线结构的局域总线。
电子设备1000也可以与一个或多个外部设备1070(例如键盘、指向设备、蓝牙设备等)通信,还可与一个或者多个使得用户能与该电子设备1000交互的设备通信,和/或与使得该电子设备1000能与一个或多个其它计算设备进行通信的任何设备(例如路由器、调制解调器等等)通信。这种通信可以通过输入/输出(I/O)接口1050进行。并且,电子设备1000还可以通过网络适配器1060与一个或者多个网络(例如局域网(LAN),广域网(WAN)和/或公共网络,例如因特网)通信。如图所示,网络适配器1060通过总线1030与电子设备1000的其它模块通信。应当明白,尽管图中未示出,可以结合电 子设备1000使用其它硬件和/或软件模块,包括但不限于:微代码、设备驱动器、冗余处理单元、外部磁盘驱动阵列、RAID系统、磁带驱动器以及数据备份存储系统等。
通过以上的实施例的描述,本领域的技术人员易于理解,这里描述的示例实施例可以通过软件实现,也可以通过软件结合必要的硬件的方式来实现。因此,根据本公开实施例的技术方案可以以软件产品的形式体现出来,该软件产品可以存储在一个非易失性存储介质(可以是CD-ROM,U盘,移动硬盘等)中或网络上,包括若干指令以使得一台计算设备(可以是个人计算机、服务器、终端装置、或者网络设备等)执行根据本公开实施例的方法。
在本公开的示例性实施例中,还提供了一种计算机可读存储介质,其上存储有能够实现本说明书上述方法的程序产品。在一些可能的实施例中,本公开的各个方面还可以实现为一种程序产品的形式,其包括程序代码,当程序产品在终端设备上运行时,程序代码设置为使终端设备执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施例的步骤。
在本公开的一种示例性实施例中,通过终端设备提供一图形用户界面,图形用户界面至少部分的显示虚拟场景和换弹控件,虚拟场景中包括虚拟对象,方法包括:获取虚拟枪械的初始子弹道具的数量;初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具;其中,第一数量小于或者等于初始子弹道具的数量,第一子弹道具的攻击力高于初始子弹道具的攻击力;响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。
在本公开的一种示例性实施例中,基于前述方案,初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,将初始子弹道具拆分生成为第二数量的第二子弹道具;其中,第二数量小于或者等于虚拟枪械的子弹道具最大装载数量,第二子弹道具的攻击力低于初始子弹道具的攻击力;响应针对第二子弹道具的使用操作,控制虚拟枪械通过第二子弹道具与虚拟场景中的虚拟对象进行交互。
在本公开的一种示例性实施例中,基于前述方案,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具的步骤,包括:初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,在图形用户界面显示第一数量选择控件;其中,第一数量选择控件包括多个数量节点;响应于用户操作,在多个数量节点中确定目标节点;根据目标节点对应的第一数量,将第一数量的初始子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第一触控操作,在图形用户界面显示第一数量选择控件的步骤,包括:响应作用于换弹控件的第一触控操作,显示合成控件;响应作用于合成控件的触控操作,在图形用户界面显示第 一数量选择控件。
在本公开的一种示例性实施例中,基于前述方案,响应于用户操作,在多个数量节点中确定目标节点的步骤,包括:响应作用于合成控件的划动操作,在多个数量节点中确定目标节点。
在本公开的一种示例性实施例中,基于前述方案,在图形用户界面显示第一数量选择控件的步骤,包括:根据虚拟枪械的子弹道具最大装载数量,在第一数量选择控件中显示与子弹道具最大装载数量对应的多个数量节点;其中,多个数量节点中包括与初始子弹道具相同数量的可调整节点,可调整节点对应有一可调整区域;将可调整区域以预设方式突出显示。
在本公开的一种示例性实施例中,基于前述方案,响应作用于合成控件的划动操作,在多个数量节点中确定目标节点的步骤,包括:响应作用于合成控件的划动操作,在多个数量节点中确定一候选目标节点;其中,多个数量节点中包括候选目标节点;获取划动操作在确定候选目标节点后在图形用户界面的持续时长;在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第一触控操作,显示合成控件的步骤,包括:响应作用于换弹控件的第一触控操作的持续时长大于预设时长,显示合成控件并将换弹控件切换显示为取消控件;其中,取消控件设置为响应作用于取消控件的触控操作来取消合并过程。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,包括:在虚拟枪械中的初始子弹道具的数量等于虚拟枪械的子弹道具最大装载数量时,将虚拟枪械中的初始子弹道具合并生成为第一子弹道具;其中,虚拟枪械中的初始子弹道具的数量为第一数量。
在本公开的一种示例性实施例中,基于前述方案,第一子弹道具的攻击力与第一数量相关联。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,包括:响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具按照预设合并方式合并生成为多个第一子弹道具;其中,预设合并方式设置为指示合并生成得到一个第一子弹道具所需的初始子弹道具的数量。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,包括:响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为多个第一候选子弹道具;响应作用于换弹控件的第三触控操作,将多个第一候选子弹道具合并生成为第一子弹道具。
在本公开的一种示例性实施例中,基于前述方案,将第一数量的初始子弹道具合并 生成为第一子弹道具对应有一合成时间,第一数量与合成时间呈正比关系。
在本公开的一种示例性实施例中,基于前述方案,初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,将初始子弹道具拆分生成为第二数量的第二子弹道具的步骤,包括:初始子弹道具的数量小于第二预设值,响应作用于换弹控件的第二触控操作,在图形用户界面显示第二数量选择控件;其中,第二数量选择控件包括多个数量节点;响应于用户操作,在多个数量节点中确定目标节点;根据目标节点对应的第二数量,将初始子弹道具拆分生成为第二数量的第二子弹道具。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第二触控操作,在图形用户界面显示第二数量选择控件的步骤,包括:响应作用于换弹控件的第二触控操作,显示拆分控件;响应作用于拆分控件的触控操作,在图形用户界面显示第二数量选择控件。
在本公开的一种示例性实施例中,基于前述方案,响应于用户操作,在多个数量节点中确定目标节点的步骤,包括:响应作用于拆分控件的划动操作,在多个数量节点中确定目标节点。
在本公开的一种示例性实施例中,基于前述方案,响应作用于拆分控件的划动操作,在多个数量节点中确定目标节点的步骤,包括:响应作用于拆分控件的划动操作,在多个数量节点中确定一候选目标节点;获取划动操作在确定候选目标节点后在图形用户界面的持续时长;在持续时长大于或等于候选目标节点对应的数值时,将候选目标节点确定为目标节点。
在本公开的一种示例性实施例中,基于前述方案,响应作用于换弹控件的第二触控操作,显示拆分控件的步骤,包括:响应作用于换弹控件的第二触控操作的持续时长大于预设时长,显示拆分控件并将换弹控件切换显示为取消控件;其中,取消控件设置为响应作用于取消控件的触控操作来取消拆分过程。
在本公开的一种示例性实施例中,基于前述方案,在所在候选目标节点对应的位置显示一节点示意图形;根据持续时长的数值和候选目标节点对应的数值,结合所示节点示意图形,将持续时长的数值可视化显示。
在本公开的一种示例性实施例中,基于前述方案,第二子弹道具的攻击力与第二数量相关联。
在本公开的一种示例性实施例中,基于前述方案,将初始子弹道具拆分生成为第二数量的第二子弹道具对应有一拆解时间,第二数量与拆解时间呈正比关系。
本公开的一些实施例所提供的计算机可读信号介质,可以获取虚拟枪械的初始子弹道具的数量,初始子弹道具的数量大于第一预设值,响应作用于换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,响应针对第一子弹道具的使用操作,控制虚拟枪械通过第一子弹道具与虚拟场景中的虚拟对象进行交互。实施本公 开的实施例,一方面,在子弹道具的数量大于第一预设值时,可以将子弹道具进行合并,增强虚拟枪械的预设射击属性,进而使得不需要进行大量的交互操作就能达到较好的交互效果,提高了交互效率;另一方面,能够由用户定义虚拟枪械的交互模式,避免了仅能以单一的固定模式进行交互,提高了交互过程的灵活性和自由度。
计算机可读信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了可读程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。可读信号介质还可以是可读存储介质以外的任何可读介质,该可读介质可以发送、传播或者传输设置为由指令执行系统、装置或者器件使用或者与其结合使用的程序。
可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、RF等等,或者上述的任意合适的组合。
可以以一种或多种程序设计语言的任意组合来编写设置为执行本公开操作的程序代码,程序设计语言包括面向对象的程序设计语言—诸如Java、C++等,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算设备上执行、部分地在用户设备上执行、作为一个独立的软件包执行、部分在用户计算设备上部分在远程计算设备上执行、或者完全在远程计算设备或服务器上执行。在涉及远程计算设备的情形中,远程计算设备可以通过任意种类的网络,包括局域网(LAN)或广域网(WAN),连接到用户计算设备,或者,可以连接到外部计算设备(例如利用因特网服务提供商来通过因特网连接)。
此外,上述附图仅是根据本公开示例性实施例的方法所包括的处理的示意性说明,而不是限制目的。易于理解,上述附图所示的处理并不表明或限制这些处理的时间顺序。另外,也易于理解,这些处理可以是例如在多个模块中同步或异步执行的。
本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本公开的其他实施例。本公开旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施例仅被视为示例性的,本公开的真正范围和精神由权利要求指出。

Claims (24)

  1. 一种虚拟枪械交互方法,通过终端设备提供一图形用户界面,所述图形用户界面至少部分的显示虚拟场景和换弹控件,所述虚拟场景中包括虚拟对象,所述方法包括:
    获取虚拟枪械的初始子弹道具的数量;
    所述初始子弹道具的数量大于第一预设值,响应作用于所述换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具;其中,所述第一数量小于或者等于所述初始子弹道具的数量,所述第一子弹道具的攻击力高于所述初始子弹道具的攻击力;
    响应针对所述第一子弹道具的使用操作,控制所述虚拟枪械通过所述第一子弹道具与虚拟场景中的虚拟对象进行交互。
  2. 根据权利要求1所述的方法,其中,所述方法还包括:
    所述初始子弹道具的数量小于第二预设值,响应作用于所述换弹控件的第二触控操作,将初始子弹道具拆分生成为第二数量的第二子弹道具;其中,所述第二数量小于或者等于所述虚拟枪械的子弹道具最大装载数量,所述第二子弹道具的攻击力低于所述初始子弹道具的攻击力;
    响应针对所述第二子弹道具的使用操作,控制所述虚拟枪械通过所述第二子弹道具与虚拟场景中的虚拟对象进行交互。
  3. 根据权利要求1所述的方法,其中,所述初始子弹道具的数量大于第一预设值,响应作用于所述换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具的步骤,包括:
    所述初始子弹道具的数量大于第一预设值,响应作用于所述换弹控件的第一触控操作,在所述图形用户界面显示第一数量选择控件;其中,所述第一数量选择控件包括多个数量节点;
    响应于用户操作,在所述多个数量节点中确定目标节点;
    根据所述目标节点对应的第一数量,将所述第一数量的初始子弹道具合并生成为第一子弹道具。
  4. 根据权利要求3所述的方法,其中,所述响应作用于所述换弹控件的第一触控操作,在所述图形用户界面显示第一数量选择控件的步骤,包括:
    响应作用于所述换弹控件的第一触控操作,显示合成控件;
    响应作用于所述合成控件的触控操作,在所述图形用户界面显示第一数量选择控件。
  5. 根据权利要求3所述的方法,其中,所述响应于用户操作,在所述多个数量节点中确定目标节点的步骤,包括:
    响应作用于合成控件的划动操作,在所述多个数量节点中确定目标节点。
  6. 根据权利要求3所述的方法,其中,所述在所述图形用户界面显示第一数量选择控件的步骤,包括:
    根据所述虚拟枪械的子弹道具最大装载数量,在所述第一数量选择控件中显示与所述子弹道具最大装载数量对应的多个数量节点;其中,所述多个数量节点中包括与所述初始子弹道具相同数量的可调整节点,所述可调整节点对应有一可调整区域;
    将所述可调整区域以预设方式突出显示。
  7. 根据权利要求5所述的方法,其中,所述响应作用于所述合成控件的划动操作,在所述多个数量节点中确定目标节点的步骤,包括:
    响应作用于所述合成控件的划动操作,在所述多个数量节点中确定一候选目标节点;其中,所述多个数量节点中包括候选目标节点;
    获取所述划动操作在确定所述候选目标节点后在所述图形用户界面的持续时长;
    在所述持续时长大于或等于所述候选目标节点对应的数值时,将所述候选目标节点确定为目标节点。
  8. 根据权利要求4所述的方法,其中,所述响应作用于所述换弹控件的第一触控操作,显示合成控件的步骤,包括:
    响应作用于所述换弹控件的第一触控操作的持续时长大于预设时长,显示合成控件并将所述换弹控件切换显示为取消控件;
    其中,所述取消控件设置为响应作用于所述取消控件的触控操作来取消合并过程。
  9. 根据权利要求1所述的方法,其中,所述响应作用于所述换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,包括:
    在所述虚拟枪械中的初始子弹道具的数量等于所述虚拟枪械的子弹道具最大装载数量时,将所述虚拟枪械中的初始子弹道具合并生成为第一子弹道具;
    其中,所述虚拟枪械中的初始子弹道具的数量为第一数量。
  10. 根据权利要求1所述的方法,其中,所述第一子弹道具的攻击力与所述第一数量相关联。
  11. 根据权利要求1所述的方法,其中,所述响应作用于所述换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,包括:
    响应作用于所述换弹控件的第一触控操作,将第一数量的初始子弹道具按照预设合并方式合并生成为多个第一子弹道具;
    其中,所述预设合并方式设置为指示合并生成得到一个第一子弹道具所需的初始子弹道具的数量。
  12. 根据权利要求1所述的方法,其中,所述响应作用于所述换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具,包括:
    响应作用于所述换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为 多个第一候选子弹道具;
    响应作用于所述换弹控件的第三触控操作,将多个第一候选子弹道具合并生成为第一子弹道具。
  13. 根据权利要求1所述的方法,其中,所述将第一数量的初始子弹道具合并生成为第一子弹道具对应有一合成时间,所述第一数量与所述合成时间呈正比关系。
  14. 根据权利要求2所述的方法,其中,所述初始子弹道具的数量小于第二预设值,响应作用于所述换弹控件的第二触控操作,将初始子弹道具拆分生成为第二数量的第二子弹道具的步骤,包括:
    所述初始子弹道具的数量小于第二预设值,响应作用于所述换弹控件的第二触控操作,在所述图形用户界面显示第二数量选择控件;其中,所述第二数量选择控件包括多个数量节点;
    响应于用户操作,在所述多个数量节点中确定目标节点;
    根据所述目标节点对应的第二数量,将所述初始子弹道具拆分生成为第二数量的第二子弹道具。
  15. 根据权利要求14所述的方法,其中,所述响应作用于所述换弹控件的第二触控操作,在所述图形用户界面显示第二数量选择控件的步骤,包括:
    响应作用于所述换弹控件的第二触控操作,显示拆分控件;
    响应作用于所述拆分控件的触控操作,在所述图形用户界面显示第二数量选择控件。
  16. 根据权利要求14所述的方法,其中,所述响应于用户操作,在所述多个数量节点中确定目标节点的步骤,包括:
    响应作用于拆分控件的划动操作,在所述多个数量节点中确定目标节点。
  17. 根据权利要求16所述的方法,其中,所述响应作用于所述拆分控件的划动操作,在所述多个数量节点中确定目标节点的步骤,包括:
    响应作用于所述拆分控件的划动操作,在所述多个数量节点中确定一候选目标节点;
    获取所述划动操作在确定所述候选目标节点后在所述图形用户界面的持续时长;
    在所述持续时长大于或等于所述候选目标节点对应的数值时,将所述候选目标节点确定为目标节点。
  18. 根据权利要求15所述的方法,其中,所述响应作用于所述换弹控件的第二触控操作,显示拆分控件的步骤,包括:
    响应作用于所述换弹控件的第二触控操作的持续时长大于预设时长,显示拆分控件并将所述换弹控件切换显示为取消控件;
    其中,所述取消控件设置为响应作用于所述取消控件的触控操作来取消拆分过程。
  19. 根据权利要求12或17所述的方法,其中,所述方法还包括:
    在所在候选目标节点对应的位置显示一节点示意图形;
    根据所述持续时长的数值和所述候选目标节点对应的数值,结合所示节点示意图形,将所述持续时长的数值可视化显示。
  20. 根据权利要求2所述的方法,其中,所述第二子弹道具的攻击力与所述第二数量相关联。
  21. 根据权利要求2所述的方法,其中,所述将初始子弹道具拆分生成为第二数量的第二子弹道具对应有一拆解时间,所述第二数量与所述拆解时间呈正比关系。
  22. 一种虚拟枪械交互装置,通过终端设备提供一图形用户界面,所述图形用户界面至少部分的显示虚拟场景和换弹控件,所述虚拟场景中包括虚拟对象,所述装置包括:
    初始数量获取模块,设置为获取虚拟枪械的初始子弹道具的数量;
    道具合成模块,设置为所述初始子弹道具的数量大于第一预设值,响应作用于所述换弹控件的第一触控操作,将第一数量的初始子弹道具合并生成为第一子弹道具;其中,所述第一数量小于或者等于所述初始子弹道具的数量,所述第一子弹道具的攻击力高于所述初始子弹道具的攻击力;
    射击交互模块,设置为响应针对所述第一子弹道具的使用操作,控制所述虚拟枪械通过所述第一子弹道具与虚拟场景中的虚拟对象进行交互。
  23. 一种计算机可读存储介质,其上存储有计算机程序,所述程序被处理器执行时实现如权利要求1~21中任一项所述的虚拟枪械交互方法。
  24. 一种电子设备,包括:
    一个或多个处理器;
    存储装置,设置为存储一个或多个程序,当所述一个或多个程序被所述一个或多个处理器执行时,使得所述一个或多个处理器实现如权利要求1~21中任一项所述的虚拟枪械交互方法。
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