A method, device, equipment, and medium for virtual skill interaction in games.

By providing skill interaction areas and indicator icons in the graphical user interface, the problems of cumbersome virtual skill operation and difficulty in controlling the timing of release in action games are solved, achieving precise control of complex virtual skills and improving the smoothness of operation.

CN116236786BActive Publication Date: 2025-12-02NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310269973.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-03-14
Publication Date
2025-12-02
Estimated Expiration
2043-03-14

AI Technical Summary

Technical Problem

In action games, complex virtual skills are cumbersome to operate, and the timing of skill release is difficult to control precisely.

Method used

By providing a first skill interaction area and location indicator in the graphical user interface, the target skill location is determined in response to swipe operations and pause actions, and the target skill direction is determined in the second skill interaction area, thereby controlling the controlled virtual character to release virtual skills.

Benefits of technology

It enables precise control of complex virtual skills, improves the smoothness of operation and the precision of release timing, and enhances the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application discloses a virtual skill interaction method, device, equipment, and medium in a game, applied in the field of game technology. Specifically, it includes: providing a first skill interaction area and a position indicator in a graphical user interface; responding to a first sliding operation applied to the first skill interaction area, controlling the position indicator to move in the game scene; responding to a pause action during the first sliding operation, determining the current position of the position indicator as the target skill position based on the touch information corresponding to the pause action; responding to the determination of the target skill position, displaying a second skill interaction area in the graphical user interface; responding to a first touch operation applied to the second skill interaction area, determining the target skill direction; and controlling the controlled virtual character to release the target virtual skill in the game scene according to the target skill position and target skill direction, thereby achieving precise control of the virtual skill without lifting the finger, and thus improving the smoothness of virtual skill operation.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to a method, device, equipment and medium for virtual skill interaction in games. Background Technology

[0002] Action games are games that use "action" as their main form of gameplay. They are characterized by tense plots and rich sound and visual effects. They mainly include shooting games, fighting games, action-adventure games, and action role-playing games. They are a diverse and popular genre among players.

[0003] Currently, in action games, especially mobile action games, complex virtual skills are usually implemented by combining at least two simplification mechanisms, which often requires players to perform segmented operations to release the virtual skills. Summary of the Invention

[0004] This application provides a method, device, equipment, and medium for virtual skill interaction in games, to solve the problems of cumbersome operation and difficulty in accurately controlling the timing of skill release in existing technologies. Specifically, the technical solution provided by this application is as follows:

[0005] On one hand, this application provides a method for virtual skill interaction in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a game scene and a controlled virtual character located in the game scene. The virtual skill interaction method in the game includes:

[0006] Provide a primary skill interaction area and location indicator in the graphical user interface;

[0007] In response to the first swipe operation applied to the first skill interaction area, the control position indicator moves within the game scene;

[0008] In response to the pause action during the first swipe operation, the current location of the location indicator is determined as the target skill location based on the touch information corresponding to the pause action;

[0009] In response to the determination of the target skill's location, the second skill's interaction area is displayed in the graphical user interface;

[0010] The direction of the target skill is determined in response to the first touch operation applied to the second skill interaction area.

[0011] Control the controlled virtual character to release the target virtual skill in the game scene according to the target skill's location and direction.

[0012] On the other hand, this application provides a virtual skill interaction device for games, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a game scene and a controlled virtual character located in the game scene. The virtual skill interaction device for games includes:

[0013] The display control unit is used to provide the first skill interaction area and location indication in the graphical user interface;

[0014] The first response unit is used to respond to the first sliding operation applied to the first skill interaction area and control the position indicator to move in the game scene.

[0015] The second response unit is used to respond to the pause action during the first swipe operation, and to determine the current location of the location indicator as the target skill location based on the touch information corresponding to the pause action.

[0016] The third response unit is used to respond to the determination of the target skill location and display the second skill interaction area in the graphical user interface;

[0017] The fourth response unit is used to respond to the first touch operation applied to the second skill interaction area and determine the direction of the target skill;

[0018] Release control unit, used to control the controlled virtual character to release the target virtual skill in the game scene according to the target skill location and target skill direction.

[0019] On the other hand, this application provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the virtual skill interaction method described above in the game.

[0020] On the other hand, this application also provides a computer-readable storage medium storing computer instructions that, when executed by a processor, implement the virtual skill interaction method described above in the game.

[0021] The beneficial effects of this application are as follows:

[0022] This application provides a first skill interaction area and a location indicator in the graphical user interface. Players can control the location indicator to move by performing a first swipe operation in the first skill interaction area. By observing the pause during the first swipe operation and the corresponding touch information, the current location of the location indicator is determined as the target skill location. This effectively avoids accidental operation while accurately determining the target virtual skill's location. Furthermore, by displaying a second skill interaction area in the graphical user interface, players can determine the target skill's direction by performing a first touch operation in the second skill interaction area. This allows players to control the controlled virtual character to release the target virtual skill in the game scene based on its location and direction. This enables players to achieve precise control of complex virtual skills without lifting their fingers, improving the smoothness of operation and the accuracy of timing, thus enhancing the player's gaming experience.

[0023] Other features and advantages of this application will be set forth in the following description, and will be apparent in part from the description, or may be learned by practicing the application. The objectives and other advantages of this application may be realized and obtained by means of the structures particularly pointed out in the written description, claims, and drawings. Attached Figure Description

[0024] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0025] Figure 1a This is a schematic diagram of a segmented operation interface for complex virtual machine capabilities in a related technology.

[0026] Figure 1b This is a schematic diagram of a segmented operation interface for complex virtual machine capabilities in another related technology;

[0027] Figure 1c This is a schematic diagram outlining the virtual skill interaction method in the game as described in the embodiments of this application;

[0028] Figure 2a This is a schematic diagram of a graphical user interface including a first skill interaction area and a location indicator in an embodiment of this application.

[0029] Figure 2b This is a graphical user interface diagram illustrating how the location indicator moves within the skill release area following the first swipe operation, as shown in an embodiment of this application.

[0030] Figure 2cThis is a schematic diagram of a graphical user interface including a second skill interaction area in an embodiment of this application;

[0031] Figure 2d This is a schematic diagram of a graphical user interface including directional indicator marks in an embodiment of this application;

[0032] Figure 2e This is a schematic diagram of another graphical user interface including directional indicator symbols in an embodiment of this application;

[0033] Figure 2f This is a graphical user interface diagram illustrating the release of the target virtual skill in an embodiment of this application;

[0034] Figure 3 This is a schematic diagram illustrating the specific process of the virtual skill interaction method in the game as described in this application.

[0035] Figure 4 This is a functional structure diagram of the virtual skill interaction device in the game as described in the embodiments of this application;

[0036] Figure 5 This is a schematic diagram of the hardware structure of the electronic device in the embodiments of this application. Detailed Implementation

[0037] To make the objectives, technical solutions, and beneficial effects of this application clearer, the technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0038] To facilitate a better understanding of this application by those skilled in the art, the technical terms used in the embodiments of this application will be briefly introduced below.

[0039] A virtual character is a fictional character with personalized characteristics created based on the game's plot and gameplay. In this embodiment of the application, the controlled virtual character is a virtual character controlled by the player through a terminal device.

[0040] The skill interaction area is an area displayed to the player for controlling the skill position or skill direction of the target virtual skill. In this embodiment, the skill interaction area includes a first skill interaction area and a second skill interaction area. The first skill interaction area is the area for controlling the skill position of the target virtual skill, and the second skill interaction area is the area for controlling the skill direction of the target virtual skill.

[0041] It should be noted that the terms "first," "second," etc., mentioned in the embodiments of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments described herein can be implemented in a sequence other than that illustrated or described herein.

[0042] After introducing the technical terms used in the embodiments of this application, in order to facilitate the explanation of the beneficial effects of the embodiments of this application, the applicant will first introduce the existing related technologies.

[0043] When action games are ported from PC to mobile, complex virtual skills are often simplified by incorporating mechanics to segment the skill operations, thus enabling the porting of complex virtual skills. For example, in a related technology, see [link to relevant documentation]. Figure 1a As shown, a certain virtual skill requires the player to first click on the skill control B to display a halo 10 representing the skill's release area. Then, within halo 10, the player clicks on a location to select skill position a, and then drags and presses to select skill direction b. Releasing the finger completes the skill release. This entire operation requires the player to press and release their finger twice, increasing the amount of player input and affecting accuracy and timing. Similarly, in another related technology, see [reference needed]. Figure 1b As shown, a certain virtual skill requires first clicking the skill control B to bring up the joystick disk 11, then sliding within the joystick disk 11. When the slide reaches the edge of the joystick disk 11, a circular area 12 appears on the outer edge. The user continues to drag within the circular area 12 and then releases the hand to complete the release of the virtual skill. During the entire skill operation, the first segment of the sliding operation within the joystick disk 11 requires sliding to the edge of the joystick disk 11 to be achieved. However, the two-stage skill in the game requires that the skill release position can be determined at any point on the joystick disk 11. The design of sliding to the edge of the joystick disk 11 cannot accommodate the precise control of the two-stage skill.

[0044] To address the aforementioned technical problems in related technologies, in this embodiment, by providing a first skill interaction area and a location indicator in the graphical user interface, the location indicator can be controlled to move in the game scene in response to a first sliding operation applied to the first skill interaction area. Furthermore, in response to a pause during the first sliding operation, the current location of the location indicator is determined as the target skill location based on the touch information corresponding to the pause. In response to the determination of the target skill location, a second skill interaction area is displayed in the graphical user interface. In response to a first touch operation applied to the second skill interaction area, the direction of the target skill is determined, and the controlled virtual character is controlled to release the target virtual skill in the game scene according to the target skill location and direction. Thus, by providing a first skill interaction area and a location indicator in the graphical user interface, players can control the location indicator to move within the first skill interaction area by performing a first sliding operation, thereby enabling the player to... During the first swipe operation, the pause action, based on the touch information corresponding to the pause action, determines the current location of the position indicator as the target skill location. This effectively avoids accidental operation while determining the target skill location. Furthermore, when determining the target skill location, a second skill interaction area is displayed in the graphical user interface. Players can determine the target skill direction by performing the first touch operation in the second skill interaction area. This allows the controlled virtual character to release the target virtual skill in the game scene based on the target skill location and direction. This enables players to control complex virtual skills without lifting their fingers, and allows players to determine the skill location from any point in the first skill interaction area and the skill direction from any point in the second skill interaction area. This improves the smoothness of complex virtual skill operation and the precision of release timing, thereby enhancing the player's gaming experience.

[0045] The following section provides a detailed description of the virtual skill interaction method in games provided in this application embodiment, using several specific application examples.

[0046] The virtual skill interaction method in the game provided in this application embodiment can run on a local terminal device or a server. When the virtual skill interaction method in the game runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0047] In one alternative implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the virtual booth interaction methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, PDA, or game console; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0048] In one alternative implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. The local terminal device can include a touch screen and a processor. The touch screen is used to display the GUI and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touch screen, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, operation commands generated by the user interacting with the GUI may include commands to launch a game application, and the processor is configured to launch the game application after receiving such commands from the user. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touch screen. The touch screen is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously on multiple points on the screen. Users perform touch operations on the graphical user interface (GUI) using their fingers. Upon detecting the touch operation, the GUI controls different virtual objects within the game's GUI to perform actions corresponding to the touch operation. For example, the game can be any of the following: casual game, action game, role-playing game, strategy game, sports game, puzzle game, etc. The game may include a virtual scene drawn on the GUI. Furthermore, the virtual scene may include one or more virtual objects controlled by the user (or player), such as virtual characters. Additionally, the virtual scene may include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, limiting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene may also include one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the GUI may present one or more indicators to provide guidance information to the player. For example, the game may include virtual objects controlled by the player and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects can be controlled by a computer, such as robots using AI (Artificial Intelligence) algorithms, to achieve a human-computer interaction mode. For instance, virtual objects possess various skills or abilities that game players use to achieve their objectives.For example, virtual objects possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the player using one of several preset touch operations on the terminal's touchscreen display. The processor can be configured to respond to the operation commands generated by the user's touch operations to display the corresponding game screen.

[0049] It should be noted that the above application scenario is merely an example. The image processing system and scenario described in the embodiments of this application are for the purpose of more clearly illustrating the technical solutions of the embodiments of this application, and do not constitute a limitation on the technical solutions provided in the embodiments of this application. As those skilled in the art will know, with the evolution of virtual scene processing systems and the emergence of new business scenarios, the technical solutions provided in the embodiments of this application are also applicable to similar technical problems.

[0050] In one possible implementation, the virtual skill interaction method in games provided in this application provides a graphical user interface (GUI) through a terminal device. The GUI includes a game screen displaying at least a game scene and a controlled virtual character located within the game scene. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Specifically, see [link to relevant documentation]. Figure 1c As shown in the embodiments of this application, the general flow of the virtual skill interaction method in the game is as follows:

[0051] Step 101: Provide the first skill interaction area and location indicator in the graphical user interface.

[0052] In a specific implementation, in one embodiment, the first skill interaction area and location indicator can be predicted and triggered by AI algorithms. That is, when the next game action of the controlled virtual character is predicted to be the release of a target virtual skill by a pre-trained action prediction model based on the current observation state of the controlled virtual character, the first skill interaction area and location indicator are provided on the graphical user interface. The current observation state includes, but is not limited to, at least one of the following: the current number and current game action of enemy virtual characters near the controlled virtual character, the current number and current game action of friendly virtual characters, and the current number and current game action of NPCs. In another embodiment, the first skill interaction area and location indicator can also be triggered by player operation. That is, the player can trigger the display of the first skill interaction area and location indicator by performing a second touch operation on the skill control of the target virtual skill. For example, performing a long press or other second touch operation on the skill control of the target virtual skill can trigger the display of the first skill interaction area and location indicator. At this time, in response to the second touch operation applied to the skill control of the target virtual skill, the first skill interaction area and location indicator are provided on the graphical user interface. Specifically, an outer ring area can be generated around the skill control with the position of the skill control as the center, and the skill control and the outer ring area can form the first skill interaction area. At the same time, a skill release area is displayed in the game scene with the position of the controlled virtual character as the center, and a location indicator is displayed within the skill release area. For example, see [reference]. Figure 2a As shown, in response to a long press operation on skill control B, an outer ring area 20 is generated around the skill control B, centered on its location. Skill control B and this outer ring area 20 together form a first skill interaction area 21 with joystick functionality. That is, skill control B is no longer associated with its original skill release function, but instead, together with the outer ring area 20, forms the first skill interaction area 21 with joystick functionality. Simultaneously, a skill release area 22 is displayed centered on the location of the controlled virtual character 11, and a location indicator 23 is displayed within the skill release area 22. In another optional embodiment, the first skill interaction area can also be permanently displayed in the graphical user interface, with the location indicator triggered by player interaction.

[0053] Of course, in practical applications, players can cancel the display of the first skill interaction area and location indicator by performing specific operations. For example, players can trigger the cancellation of the first skill interaction area and location indicator by performing specific touch operations such as clicking, double-clicking, or long-pressing on any location in the graphical user interface. In this case, the first skill interaction area and location indicator will be canceled in response to the specific touch operation applied to any location in the graphical user interface. Similarly, if a cancel control is provided in the graphical user interface, players can also trigger the cancellation of the first skill interaction area and location indicator by performing specific touch operations such as clicking, double-clicking, or long-pressing on the cancel control. In this case, the first skill interaction area and location indicator will be canceled in response to the specific touch operation applied to the cancel control.

[0054] Step 102: In response to the first sliding operation applied to the first skill interaction area, control the position indicator to move within the game scene.

[0055] In practical applications, after players trigger the display of the first skill interaction area and position indicator by performing a second touch operation, such as a long press, on the skill control of the target virtual skill, they can perform a first swipe operation in the first skill interaction area without lifting their finger (i.e., the second touch operation is the starting operation of the first swipe operation) to control the position indicator representing the skill's location to move within the game scene. At this time, in response to the first swipe operation acting on the first skill interaction area, based on the positional mapping relationship between the first skill interaction area and the skill release area of ​​the target virtual skill in the game scene, the position indicator is controlled to move within the game scene according to the swipe trajectory of the first swipe operation. For example, see... Figure 2b As shown, when the player performs the first sliding operation from point a1 to point a2 in the first skill interaction area 21, the position indicator 23 moves from point a1' to point a2' in the skill release area 22 following the first sliding operation.

[0056] Step 103: Respond to the pause action during the first swipe operation, and determine the current location of the location indicator as the target skill location based on the touch information corresponding to the pause action.

[0057] In practical applications, when a player selects the target skill location of a virtual skill, they can trigger the determination of the target skill location by performing a pause action during the first swipe operation. For example, the player can trigger the determination of the target skill location by pausing for a set duration (e.g., 3 seconds) and / or pressing for a set duration (e.g., 3 seconds) during the first swipe operation. In response to the pause action during the first swipe operation, the current location of the location indicator is determined as the target skill location based on the touch information corresponding to the pause action. The touch information may include the touch area, touch pressure value, or touch time. Based on this, when determining the current location of the location indicator as the target skill location based on the touch information corresponding to the pause action during the first swipe operation, there may be, but is not limited to, the following three situations:

[0058] The first scenario: Touch information includes the touch area.

[0059] In this case, the touch area of ​​the touch point corresponding to the pause action is obtained. If the touch area is greater than a preset area threshold (e.g., 2cm), then... 2 If the location of the location indicator is determined, then the current location of the location indicator will be determined as the target skill location.

[0060] The second scenario: Touch information includes touch pressure values.

[0061] In this case, the touch pressure value corresponding to the pause action is obtained. If the touch pressure value is greater than the preset pressure threshold (e.g., 0.3N), the current location of the location indicator is determined as the target skill location.

[0062] The third scenario: Touch information includes touch time.

[0063] In this case, the touch time corresponding to the pause action is obtained. If the touch time is greater than a preset time threshold (e.g., 2 seconds), the current location of the location indicator is determined as the target skill location.

[0064] It is worth mentioning that, in this embodiment, the touch information may also include at least two of the following: touch area, touch pressure value, and touch time; for example, the touch information may include touch area and touch pressure value. In this case, the touch area and touch pressure value of the touch point corresponding to the pause action are obtained. If the touch area is greater than a preset area threshold (e.g., 2cm), the touch information is further analyzed. 2If the touch pressure value is greater than a preset pressure threshold (e.g., 0.3N), then the current location of the location indicator is determined as the target skill location. Alternatively, touch information may include touch time and touch pressure value. In this case, the touch pressure value and touch time corresponding to the pause action are obtained. If the touch pressure value is greater than a preset pressure threshold (e.g., 0.3N) and the touch time is greater than a preset time threshold (e.g., 2s), then the current location of the location indicator is determined as the target skill location. Another example is that touch information may include touch area and touch time. In this case, the touch area and touch time of the touch point corresponding to the pause action are obtained. If the touch area is greater than a preset area threshold (e.g., 2cm), then the current location of the location indicator is determined as the target skill location. 2 If the touch duration exceeds a preset time threshold (e.g., 2 seconds), the current location of the location indicator is determined as the target skill location. Alternatively, if the touch information includes touch area, touch pressure value, and touch time, in this case, the touch area, touch pressure value, and touch time of the touch point corresponding to the pause action are obtained. If the touch area exceeds a preset area threshold (e.g., 2 cm), the location is determined. 2 If the touch pressure value is greater than a preset pressure threshold (e.g., 0.3N) and the touch time is greater than a preset time threshold (e.g., 2s), then the current location of the location indicator is determined as the target skill location. In this way, determining the target skill location using at least two of the touch information—touch area, touch pressure value, and touch time—can effectively avoid accidental operations.

[0065] Step 104: In response to the determination of the target skill location, display the second skill interaction area in the graphical user interface.

[0066] In practical applications, determining the location of the target skill can be achieved by generating a second skill interaction area centered on the location corresponding to the pause action. For example, see [link to relevant documentation]. Figure 2c As shown, assuming the position corresponding to the pause action is point a2, a second skill interaction area 24 with joystick function is displayed with point a2 as the center.

[0067] Step 105: Respond to the first touch operation applied to the second skill interaction area and determine the direction of the target skill.

[0068] In practical applications, players can control the direction of a target virtual skill by performing a first touch operation in the second skill interaction area.

[0069] In one embodiment, the first touch operation can be a click operation, a double-click operation, a long-press operation, etc. That is, the player can control the skill direction of the target virtual skill by performing a first touch operation such as a click operation, a double-click operation, or a long-press operation in the second skill interaction area. At this time, in response to the first touch operation acting on the second skill interaction area, the target skill direction is determined based on the current touch position of the first touch operation and the center position of the second skill interaction area.

[0070] In another embodiment, the first touch operation can also be a second swipe operation. That is, the player can also control the skill direction of the target virtual skill by performing a second swipe operation in the second skill interaction area. In other words, the skill direction of the target virtual skill is adjusted according to the current touch position of the second swipe operation. In this case, in response to the second swipe operation acting on the second skill interaction area, the target skill direction is determined based on the termination touch position of the second swipe operation and the center position of the second skill interaction area. (See reference...) Figure 2d As shown, assuming that point b1 is the termination touch point of the second sliding operation, the target skill direction is the direction determined from the center of the second skill interaction area 24 (e.g., the initial position of the virtual joystick located in the center of the second skill interaction area) to the touch position point b1.

[0071] In practical applications, in order to make it easier for players to intuitively observe the skill direction of the target virtual skill corresponding to the first touch operation applied to the second skill interaction area, in the process of responding to the first touch operation applied to the second skill interaction area and determining the target skill direction, it is also possible to respond to the first touch operation applied to the second skill interaction area and provide a direction indicator on the graphical user interface based on the current touch position of the first touch operation and the center position of the second skill interaction area.

[0072] In one embodiment, if the first touch operation is a click, double-click, long-press, etc., then in response to the first touch operation applied to the second skill interaction area, a directional indicator is provided on the graphical user interface according to the current touch position of the first touch operation and the center position of the second skill interaction area. During the determination of the target skill direction, the skill direction is adjusted in real time based on the current touch position of the first touch operation and the center position of the second skill interaction area, and a directional indicator corresponding to that skill direction is determined. This directional indicator can be displayed at a designated location in the graphical user interface. Preferably, this designated location can be the target skill location, see [reference]. Figure 2dAs shown, assuming the target skill position is point a2', and the target mapping position of the current touch position b1 of the first touch operation is point b1' in the skill release area 22, then the direction indicator will be displayed in real time at the target skill position a2', that is, the direction indicator 25 from point a2' to point b1' will be displayed on the graphical user interface.

[0073] In another embodiment, if the first touch operation is a second swipe operation, then in response to the second swipe operation applied to the second skill interaction area, a direction indicator is provided on the graphical user interface according to the current touch position of the second swipe operation and the center position of the second skill interaction area. During the process of determining the target skill direction, the skill direction is adjusted in real time based on the current touch position of the second swipe operation and the center position of the second skill interaction area, and a direction indicator corresponding to the skill direction is determined. This direction indicator can be displayed at a designated location in the graphical user interface. Preferably, the designated location can be the target skill location, see [reference]. Figure 2e As shown, the directional indicator is displayed at the target skill location a2'. During the execution of the second swipe operation, the directional indicator adjusts according to the second swipe trajectory of the second swipe operation; that is, the display direction of the directional indicator is adjusted based on the current mapped position corresponding to the current touch position of the second swipe operation.

[0074] Step 106: Control the controlled virtual character to release the target virtual skill in the game scene according to the target skill's location and direction.

[0075] In practical applications, upon the end of the first touch operation, the controlled virtual character can be instructed to release the target virtual skill in the game scene based on the target skill's location and direction. For example, if the first touch operation is a second swipe operation, the controllable virtual character can be instructed to release the target virtual skill in the game scene based on the target skill's location and direction upon the end of the second swipe operation, as detailed in the following section. Figure 2f As shown, assuming the target skill location is point a2' and the target skill direction is from point a2' to point b2', then point a2' is used as the skill release starting point, and the direction from point a2' to point b2' is used as the skill release direction. The controlled virtual character 26 is controlled to release the target virtual skill towards target virtual objects 27 such as enemy virtual characters, NPCs, and teammate virtual characters. For example, an attack skill can be released towards an enemy virtual character / enemy NPC, or a healing skill can be released towards a teammate virtual character. Furthermore, when controlling the controlled virtual character to release the target virtual skill in the game scene according to the target skill location and direction, the skill release area 22, the first skill interaction area 21, the second skill interaction area 24, the position indicator 23, and the direction indicator 25 of the target virtual skill can be hidden in the graphical user interface.

[0076] The following section uses "touch information including touch area" as an example to further explain the virtual skill interaction method in games provided in this application embodiment. See reference [link to relevant documentation]. Figure 3 As shown in the embodiments of this application, the specific process of the virtual skill interaction method in the game is as follows:

[0077] Step 301: In response to the second touch operation of the skill control applied to the target virtual skill, generate an outer ring area around the skill control with the position of the skill control as the center, and combine the skill control and the outer ring area to form the first skill interaction area. At the same time, display a skill release area in the game scene with the position of the controlled virtual character as the center, and display a position indicator within the skill release area.

[0078] Step 302: In response to the first sliding operation applied to the first skill interaction area, control the position indicator to move in the game scene; wherein, the second touch operation is the starting operation of the first sliding operation.

[0079] Step 303: Respond to the pause action during the first swipe operation, obtain the touch area of ​​the touch point corresponding to the pause action, and if the touch area is greater than the preset area threshold, determine the current location of the location indicator as the target skill location.

[0080] Step 304: In response to the determination of the target skill location, generate a second skill interaction area centered on the location corresponding to the pause action.

[0081] Step 305: In response to the second sliding operation applied to the second skill interaction area, determine the target skill direction based on the termination touch position of the second sliding operation and the center position of the second skill interaction area. In the process of determining the target skill direction, provide a direction indicator on the graphical user interface according to the current touch position of the second sliding operation and the center position of the second skill interaction area. The direction indicator is adjusted following the second sliding trajectory of the second sliding operation.

[0082] Step 306: In response to the end of the second sliding operation, control the controlled virtual character to release the target virtual skill in the game scene according to the target skill position and target skill direction.

[0083] Based on the above embodiments, this application provides a virtual skill interaction device for games, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a game scene and a controlled virtual character located in the game scene. (See reference...) Figure 4 As shown, the virtual skill interaction device 400 in the game provided in this application embodiment includes at least:

[0084] Display control unit 401 is used to provide a first skill interaction area and location indication in a graphical user interface;

[0085] The first response unit 402 is used to respond to the first sliding operation applied to the first skill interaction area and control the position indicator to move in the game scene.

[0086] The second response unit 403 is used to respond to the pause action during the first swipe operation, and determine the current location of the location indicator as the target skill location based on the touch information corresponding to the pause action.

[0087] The third response unit 404 is used to respond to the determination of the target skill location and display the second skill interaction area in the graphical user interface;

[0088] The fourth response unit 405 is used to respond to the first touch operation applied to the second skill interaction area and determine the direction of the target skill.

[0089] Release control unit 406 is used to control the controlled virtual character to release the target virtual skill in the game scene according to the target skill location and target skill direction.

[0090] In one possible implementation, the touch information includes touch area, touch pressure value, or touch time; when the current location of the location indicator is determined as the target skill location based on the touch information corresponding to the pause action, the second response unit 403 is specifically used for:

[0091] Get the touch area of ​​the touch point corresponding to the pause action;

[0092] If the touch area is larger than the preset area threshold, the current location of the location indicator will be determined as the target skill location.

[0093] or;

[0094] Obtain the touch pressure value corresponding to the pause action;

[0095] If the touch pressure value is greater than the preset pressure threshold, the current location of the location indicator will be determined as the target skill location.

[0096] or;

[0097] Get the touch time corresponding to the pause action;

[0098] If the touch time exceeds a preset time threshold, the current location of the location indicator will be determined as the target skill location.

[0099] In one possible implementation, the first touch operation is a second swipe operation;

[0100] When controlling the controlled virtual character to release the target virtual skill in the game scene according to the target skill's location and direction, the control unit 406 is specifically used for:

[0101] Upon completion of the second swipe operation, control the controlled virtual character to release the target virtual skill in the game scene based on the target skill's location and direction.

[0102] In one possible implementation, when the second skill interaction area is displayed in the graphical user interface, the third response unit 404 is specifically used for:

[0103] A second skill interaction area is generated, centered on the position corresponding to the pause action.

[0104] In one possible implementation, the virtual skill interaction device 400 in the game provided in this application embodiment further includes:

[0105] The hidden control unit 407 is used to hide the first skill interaction area, the second skill interaction area, and the location indicator in the graphical user interface.

[0106] In one possible implementation, when responding to a first sliding operation applied to the first skill interaction area, and controlling the position indicator to move within the game scene, the first response unit 402 is specifically used for:

[0107] In response to the first sliding operation applied to the first skill interaction area, based on the positional mapping relationship between the first skill interaction area and the skill release area of ​​the target virtual skill in the game scene, the position indicator is controlled to move in the game scene according to the sliding trajectory of the first sliding operation.

[0108] In one possible implementation, the first touch operation is a second swipe operation. In response to the first touch operation applied to the second skill interaction area, when determining the target skill direction, the fourth response unit 405 is specifically used for:

[0109] The direction of the target skill is determined based on the termination touch position of the second swipe operation and the center position of the second skill interaction area.

[0110] In one possible implementation, the virtual skill interaction device 400 in the game provided in this application embodiment further includes:

[0111] The fifth response unit 408 is used to respond to the first touch operation applied to the second skill interaction area, and provides a directional indicator on the graphical user interface based on the current touch position of the first touch operation and the center position of the second skill interaction area.

[0112] In one possible implementation, the graphical user interface also provides skill controls for the target virtual skill. When the first skill interaction area and location indicator are provided on the graphical user interface, the display control unit 401 is specifically used for:

[0113] In response to a second touch operation applied to the skill control, a first skill interaction area and a location indicator are provided on the graphical user interface; wherein the second touch operation is the initiation operation of the first swipe operation.

[0114] It should be noted that the principle of the virtual skill interaction device 400 in the game provided in this application embodiment to solve the technical problem is similar to the virtual skill interaction method in the game provided in this application embodiment. Therefore, the implementation of the virtual skill interaction device 400 in the game provided in this application embodiment can refer to the implementation of the virtual skill interaction method in the game provided in this application embodiment, and the repeated parts will not be described again.

[0115] After introducing the virtual skill interaction method and device in games provided in the embodiments of this application, the electronic device provided in the embodiments of this application will be briefly introduced next.

[0116] See Figure 5 As shown, the electronic device 500 provided in this application embodiment includes at least: a processor 501, a memory 502, and a computer program stored in the memory 502 and executable on the processor 501. When the processor 501 executes the computer program, it implements the virtual skill interaction method in the game provided in this application embodiment. For example, when the processor 501 executes the computer program, it can provide a graphical user interface through a terminal device. The graphical user interface displays at least a game scene and a controlled virtual character located in the game scene. When the processor 501 executes the computer program, it can implement the following steps:

[0117] Provide a primary skill interaction area and location indicator in the graphical user interface;

[0118] In response to the first swipe operation applied to the first skill interaction area, the control position indicator moves within the game scene;

[0119] In response to the pause action during the first swipe operation, the current location of the location indicator is determined as the target skill location based on the touch information corresponding to the pause action;

[0120] In response to the determination of the target skill's location, the second skill's interaction area is displayed in the graphical user interface;

[0121] The direction of the target skill is determined in response to the first touch operation applied to the second skill interaction area.

[0122] Control the controlled virtual character to release the target virtual skill in the game scene according to the target skill's location and direction.

[0123] In one possible implementation, the touch information includes the touch area, touch pressure value, or touch time. When the processor 501 executes the computer program, it can specifically implement the following steps:

[0124] Get the touch area of ​​the touch point corresponding to the pause action;

[0125] If the touch area is larger than the preset area threshold, the current location of the location indicator will be determined as the target skill location.

[0126] or;

[0127] Obtain the touch pressure value corresponding to the pause action;

[0128] If the touch pressure value is greater than the preset pressure threshold, the current location of the location indicator will be determined as the target skill location.

[0129] or;

[0130] Get the touch time corresponding to the pause action;

[0131] If the touch time exceeds a preset time threshold, the current location of the location indicator will be determined as the target skill location.

[0132] In one possible implementation, the first touch operation is a second swipe operation, and the processor 501 may specifically implement the following steps when executing the computer program:

[0133] Upon completion of the second swipe operation, control the controlled virtual character to release the target virtual skill in the game scene based on the target skill's location and direction.

[0134] In one possible implementation, the processor 501 may specifically perform the following steps when executing a computer program:

[0135] A second skill interaction area is generated, centered on the position corresponding to the pause action.

[0136] In one possible implementation, the processor 501 may also perform the following steps when executing a computer program:

[0137] Hide the first skill interaction area, the second skill interaction area, and the location indicator in the graphical user interface.

[0138] In one possible implementation, the processor 501 may specifically perform the following steps when executing a computer program:

[0139] In response to the first sliding operation applied to the first skill interaction area, based on the positional mapping relationship between the first skill interaction area and the skill release area of ​​the target virtual skill in the game scene, the position indicator is controlled to move in the game scene according to the sliding trajectory of the first sliding operation.

[0140] In one possible implementation, the first touch operation is a second swipe operation, and the processor 501 may specifically implement the following steps when executing the computer program:

[0141] The direction of the target skill is determined based on the termination touch position of the second swipe operation and the center position of the second skill interaction area.

[0142] In one possible implementation, the processor 501 may also perform the following steps when executing a computer program:

[0143] In response to a first touch operation applied to the second skill interaction area, a directional indicator is provided on the graphical user interface based on the current touch position of the first touch operation and the center position of the second skill interaction area.

[0144] In one possible implementation, the graphical user interface also provides skill controls for the target virtual skill, and the processor 501 may specifically implement the following steps when executing the computer program:

[0145] In response to a second touch operation applied to the skill control, a first skill interaction area and a location indicator are provided on the graphical user interface; wherein the second touch operation is the initiation operation of the first swipe operation.

[0146] In one possible implementation, the electronic device 500 provided in this application embodiment may further include a bus 503 connecting different components (including processor 501 and memory 502). The bus 503 represents one or more types of bus structures, including memory bus, peripheral bus, local area bus, etc.

[0147] In one possible implementation, memory 502 may include a readable medium in the form of volatile memory, such as RAM (Random Access Memory) 5021 and / or cache memory 5022, and may further include ROM (Read Only Memory) 5023. Memory 502 may also include a program tool 5025 having a set (at least one) of program modules 5024, including but not limited to: an operating subsystem, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment.

[0148] In one possible implementation, the electronic device 500 can also communicate with one or more external devices 504 (e.g., keyboard, remote control, etc.), and with one or more devices that enable a user to interact with the electronic device 500 (e.g., mobile phone, computer, etc.), and / or with any device that enables the electronic device 500 to communicate with one or more other electronic devices 500 (e.g., router, modem, etc.). This communication can be performed via I / O (Input / Output) interface 505. Furthermore, the electronic device 500 can also communicate with one or more networks (e.g., LAN (Local Area Network), WAN (Wide Area Network), and / or public networks, such as the Internet) via network adapter 506. Figure 5 As shown, network adapter 506 communicates with other modules of electronic device 500 via bus 503. It should be understood that, although... Figure 5 As not shown, other hardware and / or software modules may be used in conjunction with electronic device 500, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) subsystems, tape drives, and data backup storage subsystems.

[0149] It should be noted that, Figure 5 The electronic device 500 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.

[0150] The following describes the computer-readable storage medium provided in the embodiments of this application. The computer-readable storage medium provided in the embodiments of this application stores computer instructions. When these computer instructions are executed by a processor, they implement the virtual skill interaction method in a game provided in the embodiments of this application. For example, when these computer instructions are executed by a processor, a graphical user interface can be provided through a terminal device. The graphical user interface displays at least a game scene and a controlled virtual character located in the game scene. When these computer instructions are executed by a processor, they can implement the following steps:

[0151] Provide a primary skill interaction area and location indicator in the graphical user interface;

[0152] In response to the first swipe operation applied to the first skill interaction area, the control position indicator moves within the game scene;

[0153] In response to the pause action during the first swipe operation, the current location of the location indicator is determined as the target skill location based on the touch information corresponding to the pause action;

[0154] In response to the determination of the target skill's location, the second skill's interaction area is displayed in the graphical user interface;

[0155] The direction of the target skill is determined in response to the first touch operation applied to the second skill interaction area.

[0156] Control the controlled virtual character to release the target virtual skill in the game scene according to the target skill's location and direction.

[0157] In one possible implementation, the touch information includes the touch area, touch pressure value, or touch time. When the computer instruction is executed by the processor, it can specifically achieve the following steps:

[0158] Get the touch area of ​​the touch point corresponding to the pause action;

[0159] If the touch area is larger than the preset area threshold, the current location of the location indicator will be determined as the target skill location.

[0160] or;

[0161] Obtain the touch pressure value corresponding to the pause action;

[0162] If the touch pressure value is greater than the preset pressure threshold, the current location of the location indicator will be determined as the target skill location.

[0163] or;

[0164] Get the touch time corresponding to the pause action;

[0165] If the touch time exceeds a preset time threshold, the current location of the location indicator will be determined as the target skill location.

[0166] In one possible implementation, the first touch operation is a second swipe operation, and the computer instruction executed by the processor can specifically achieve the following steps:

[0167] Upon completion of the second swipe operation, control the controlled virtual character to release the target virtual skill in the game scene based on the target skill's location and direction.

[0168] In one possible implementation, the computer instruction, when executed by the processor, can specifically perform the following steps:

[0169] A second skill interaction area is generated, centered on the position corresponding to the pause action.

[0170] In one possible implementation, the computer instructions, when executed by the processor, may also perform the following steps:

[0171] Hide the first skill interaction area, the second skill interaction area, and the location indicator in the graphical user interface.

[0172] In one possible implementation, the computer instruction, when executed by the processor, can specifically perform the following steps:

[0173] In response to the first sliding operation applied to the first skill interaction area, based on the positional mapping relationship between the first skill interaction area and the skill release area of ​​the target virtual skill in the game scene, the position indicator is controlled to move in the game scene according to the sliding trajectory of the first sliding operation.

[0174] In one possible implementation, the first touch operation is a second swipe operation, and the computer instruction executed by the processor can specifically achieve the following steps:

[0175] The direction of the target skill is determined based on the termination touch position of the second swipe operation and the center position of the second skill interaction area.

[0176] In one possible implementation, the computer instructions, when executed by the processor, may also perform the following steps:

[0177] In response to a first touch operation applied to the second skill interaction area, a directional indicator is provided on the graphical user interface based on the current touch position of the first touch operation and the center position of the second skill interaction area.

[0178] In one possible implementation, the graphical user interface also provides skill controls for the target virtual skill, which, when executed by the processor, can specifically achieve the following steps:

[0179] In response to a second touch operation applied to the skill control, a first skill interaction area and a location indicator are provided on the graphical user interface; wherein the second touch operation is the initiation operation of the first swipe operation.

[0180] Furthermore, the virtual skill interaction method in games provided in this application embodiment can also be implemented as a computer program product, which includes program code. The program code implements the virtual skill interaction method in games provided in this application embodiment when it runs on a processor.

[0181] The computer program product provided in this application embodiment can be any combination of one or more readable storage media, wherein the readable storage media can be, but is not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or any combination thereof. Specifically, more specific examples of readable storage media (a non-exhaustive list) include: electrical connections with one or more wires, portable disks, hard disks, RAM, ROM, EPROM (Erasable Programmable Read Only Memory), optical fibers, CD-ROM (Compact Disc Read-Only Memory), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0182] The computer program product provided in this application embodiment can be a CD-ROM and include program code, and can also run on electronic devices such as local terminal devices and servers mentioned above. However, the computer program product provided in this application embodiment is not limited thereto. In this application embodiment, the readable storage medium can be any tangible medium that contains or stores program code, which can be used by or in conjunction with an instruction execution system, device, or apparatus.

[0183] It should be noted that although several units or sub-units of the device have been mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of this application, the features and functions of two or more units described above can be embodied in one unit. Conversely, the features and functions of one unit described above can be further divided and embodied by multiple units.

[0184] Furthermore, although the operations of the method of this application are described in a specific order in the accompanying drawings, this does not require or imply that these operations must be performed in that specific order, or that all the operations shown must be performed to achieve the desired result. Additionally or alternatively, certain steps may be omitted, multiple steps may be combined into one step, and / or one step may be broken down into multiple steps.

[0185] Although preferred embodiments of this application have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of this application.

[0186] Obviously, those skilled in the art can make various modifications and variations to the embodiments of this application without departing from the spirit and scope of the embodiments of this application. Therefore, if these modifications and variations to the embodiments of this application fall within the scope of the claims of this application and their equivalents, this application also intends to include these modifications and variations.

Claims

1. A method for virtual skill interaction in a game, characterized in that, A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a game scene and a controlled virtual character located in the game scene, and the virtual skill interaction method in the game includes: The graphical user interface provides a first skill interaction area and a location indicator. In response to a first sliding operation applied to the first skill interaction area, the position indicator is controlled to move within the game scene; In response to a pause during the first swipe operation, the current location of the location indicator is determined as the target skill location based on the touch information corresponding to the pause; the touch information includes touch area, touch pressure value, or touch time. In response to the determination of the target skill location, a second skill interaction area is displayed in the graphical user interface; In response to a first touch operation applied to the second skill interaction area, the direction of the target skill is determined; The controlled virtual character releases the target virtual skill in the game scene according to the target skill's location and direction.

2. The virtual skill interaction method in a game as described in claim 1, characterized in that, The step of determining the current location of the location indicator as the target skill location based on the touch information corresponding to the pause action includes: Obtain the touch area of ​​the touch point corresponding to the pause action; If the touch area is greater than a preset area threshold, the current location of the location indicator is determined as the target skill location; or; Obtain the touch pressure value corresponding to the pause action; If the touch pressure value is greater than the preset pressure threshold, the current location of the location indicator is determined as the target skill location; or; Obtain the touch time corresponding to the pause action; If the touch time is greater than a preset time threshold, the current location of the location indicator is determined as the target skill location.

3. The virtual skill interaction method in a game as described in claim 1, characterized in that, The first touch operation is the second swipe operation; The control of the controlled virtual character to release the target virtual skill in the game scene according to the target skill location and the target skill direction includes: In response to the end of the second sliding operation, the controlled virtual character is controlled to release the target virtual skill in the game scene according to the target skill position and the target skill direction.

4. The virtual skill interaction method in a game as described in claim 1, characterized in that, The display of the second skill interaction area in the graphical user interface includes: The second skill interaction area is generated with the position corresponding to the pause action as the center.

5. The virtual skill interaction method in a game as described in any one of claims 1-4, characterized in that, When controlling the controlled virtual character to release a target virtual skill in the game scene according to the target skill location and the target skill direction, the method further includes: The first skill interaction area, the second skill interaction area, and the location indicator are hidden in the graphical user interface.

6. The virtual skill interaction method in a game as described in claim 1, characterized in that, In response to a first sliding operation applied to the first skill interaction area, controlling the position indicator to move within the game scene includes: In response to a first sliding operation applied to the first skill interaction area, based on the positional mapping relationship between the first skill interaction area and the skill release area of ​​the target virtual skill in the game scene, the position indicator is controlled to move in the game scene according to the sliding trajectory of the first sliding operation.

7. The virtual skill interaction method in a game as described in claim 1, characterized in that, The first touch operation is a second swipe operation. The response to the first touch operation applied to the second skill interaction area determines the target skill direction, including: The direction of the target skill is determined based on the termination touch position of the second swipe operation and the center position of the second skill interaction area.

8. The virtual skill interaction method in a game as described in claim 1, characterized in that, When responding to a first touch operation applied to the second skill interaction area to determine the target skill direction, the response further includes: In response to a first touch operation applied to the second skill interaction area, a directional indicator is provided on the graphical user interface based on the current touch position of the first touch operation and the center position of the second skill interaction area.

9. The virtual skill interaction method in a game as described in claim 1, characterized in that, The graphical user interface also provides skill controls for the target virtual skill; the provision of a first skill interaction area and location indicator on the graphical user interface includes: In response to a second touch operation applied to the skill control, the first skill interaction area and the location indicator are provided on the graphical user interface; wherein the second touch operation is the initiation operation of the first swipe operation.

10. A virtual skill interaction device in a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying at least a game scene and a controlled virtual character located in the game scene, and the virtual skill interaction device in the game includes: The display control unit is used to provide a first skill interaction area and location indication in the graphical user interface; The first response unit is used to respond to the first sliding operation applied to the first skill interaction area and control the position indicator to move in the game scene. The second response unit is used to respond to a pause action during the first sliding operation, and to determine the current location of the location indicator as the target skill location based on the touch information corresponding to the pause action; the touch information includes touch area, touch pressure value or touch time; The third response unit is used to respond to the determination of the target skill location and display the second skill interaction area in the graphical user interface; The fourth response unit is used to respond to touch operations applied to the second skill interaction area and determine the direction of the target skill. Release control unit, used to control the controlled virtual character to release the target virtual skill in the game scene according to the target skill location and the target skill direction.

11. An electronic device, characterized in that, include: A memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the computer program, implements the virtual skill interaction method in a game as described in any one of claims 1-9.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions that, when executed by a processor, implement the virtual skill interaction method in a game as described in any one of claims 1-9.

Citation Information

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