Virtual object control method, apparatus, device, and medium

By determining the second virtual object based on the facing direction of the first virtual object in the online game and displaying a linear skill indicator, the problem of inaccurate skill release is solved, fast locking and aiming are achieved, and the accuracy of skill release is improved.

CN116688499BActive Publication Date: 2026-05-29TENCENT TECH (CHENGDU) CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
TENCENT TECH (CHENGDU) CO LTD
Filing Date
2022-02-28
Publication Date
2026-05-29

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Abstract

The application discloses a virtual object control method and device, equipment and medium, and relates to the field of virtual world. The method comprises the following steps: displaying a first virtual object and at least one candidate virtual object, the first virtual object having a target skill; displaying a skill indicator of the target skill between the first virtual object and a second virtual object in the case that the second virtual object is located in a skill release range of the target skill, the second virtual object being one of the at least one candidate virtual object, and the second virtual object being determined based on a facing direction of the first virtual object; updating at least one of a display length and a display position of the linear skill indicator in the case that the first virtual object and / or the second virtual object moves; and controlling the first virtual object to release the target skill to the second virtual object in response to a skill release operation.
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Description

Technical Field

[0001] This application relates to the field of virtual worlds, and in particular to a method, apparatus, device and medium for controlling virtual objects. Background Technology

[0002] In online games with virtual environments, such as massively multiplayer online role-playing games (MMORPGs), players can assume the role of one or more virtual objects and control the activities and behaviors of those virtual objects in the game's virtual world.

[0003] In online games, players control a first virtual object to unleash a skill that reduces the attribute values ​​of other virtual objects. In related technologies, when a player triggers a skill control, the second virtual object, either closest to the first or with the lowest attribute value, is typically chosen as the target for the skill.

[0004] The second virtual object, determined by distance or attribute value, may not be the target the player wants to release the skill, resulting in lower accuracy of skill release. Summary of the Invention

[0005] This application provides a virtual object control method, apparatus, device, and medium. Before releasing a target skill, a second virtual object is determined based on the facing direction of a first virtual object, enabling rapid locking and aiming at the target object before the skill release operation. The technical solution is as follows:

[0006] According to one aspect of this application, a virtual object control method is provided, the method comprising:

[0007] Display a first virtual object and at least one candidate virtual object, wherein the first virtual object has the target skill;

[0008] When the second virtual object is within the skill release range of the target skill, a linear skill indicator of the target skill is displayed between the first virtual object and the second virtual object. The second virtual object is one of at least one candidate virtual object. The second virtual object is determined based on the facing direction of the first virtual object. The first end of the linear skill indicator is located on the first virtual object, and the second end of the linear skill indicator is located on the second virtual object.

[0009] If the first virtual object and / or the second virtual object moves, update at least one of the display length and display position of the linear skill indicator;

[0010] In response to a skill release operation, control the first virtual object to release the target skill to the second virtual object.

[0011] According to one aspect of this application, a virtual object control device is provided, the device comprising:

[0012] A display module is used to display a first virtual object and at least one candidate virtual object, wherein the first virtual object has a target skill;

[0013] The display module is also used to display a linear skill indicator of the target skill between the first virtual object and the second virtual object when the second virtual object is within the skill release range of the target skill. The second virtual object is one of at least one candidate virtual object. The second virtual object is determined based on the facing direction of the first virtual object. The first end of the linear skill indicator is located on the first virtual object, and the second end of the linear skill indicator is located on the second virtual object.

[0014] The display module is also configured to update at least one of the display length and display position of the linear skill indicator when the first virtual object and / or the second virtual object moves.

[0015] The response module is used to respond to the skill release operation and control the first virtual object to release the target skill to the second virtual object.

[0016] According to one aspect of this application, a computer device is provided, the computer device including a processor;

[0017] A processor for displaying a first virtual object and at least one candidate virtual object, the first virtual object having a target skill;

[0018] When the second virtual object is within the skill release range of the target skill, a linear skill indicator of the target skill is displayed between the first virtual object and the second virtual object. The second virtual object is one of at least one candidate virtual object. The second virtual object is determined based on the facing direction of the first virtual object. The first end of the linear skill indicator is located on the first virtual object, and the second end of the linear skill indicator is located on the second virtual object.

[0019] If the first virtual object and / or the second virtual object moves, update at least one of the display length and display position of the linear skill indicator;

[0020] In response to a skill release operation, control the first virtual object to release the target skill to the second virtual object.

[0021] According to one aspect of this application, a computer-readable storage medium is provided, in which a computer program is stored, the computer program being executed by a processor to implement the virtual object control method as described above.

[0022] According to one aspect of this application, a chip is provided, the chip including programmable logic circuitry and / or program instructions, which, when the chip is running, are used to implement the virtual object control method as described above.

[0023] According to one aspect of this application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium, wherein a processor reads from and executes the computer instructions to implement the virtual object control method as described above.

[0024] The beneficial effects of the technical solutions provided in this application include at least the following:

[0025] Before releasing the target skill, a second virtual object is determined based on the facing direction of the first virtual object, and a linear skill indicator of the target skill is automatically displayed between the first and second virtual objects. This allows the player controlling the first virtual object to switch to the second virtual object by adjusting the facing direction of the first virtual object, enabling the target of the target skill to be quickly locked and aimed before the skill release operation, thereby improving the accuracy of the target skill release. Attached Figure Description

[0026] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0027] Figure 1 This is a schematic diagram of the structure of a terminal provided in an exemplary embodiment of this application;

[0028] Figure 2 This is a structural block diagram of a computer system provided in an exemplary embodiment of this application;

[0029] Figure 3 This is a schematic diagram of the interface of a virtual object control method provided in an exemplary embodiment of this application;

[0030] Figure 4 This is a flowchart of a virtual object control method provided in an exemplary embodiment of this application;

[0031] Figure 5 This is a flowchart of a virtual object control method provided in an exemplary embodiment of this application;

[0032] Figure 6 This is a schematic diagram of the interface of a virtual object control method provided in an exemplary embodiment of this application;

[0033] Figure 7 This is a schematic diagram of the interface of a virtual object control method provided in an exemplary embodiment of this application;

[0034] Figure 8 This is a schematic diagram of the interface of a virtual object control method provided in an exemplary embodiment of this application;

[0035] Figure 9 This is a flowchart of a virtual object control method provided in an exemplary embodiment of this application;

[0036] Figure 10 This is a schematic diagram illustrating the determination of the included position angle provided in an exemplary embodiment of this application;

[0037] Figure 11 This is a schematic diagram illustrating the determination of relative distances provided in an exemplary embodiment of this application;

[0038] Figure 12 This is a schematic diagram of the interface of a virtual object control method provided in an exemplary embodiment of this application;

[0039] Figure 13 This is a flowchart of determining a second virtual object provided in an exemplary embodiment of this application;

[0040] Figure 14 This is a flowchart of a virtual object control method provided in an exemplary embodiment of this application;

[0041] Figure 15 This is a schematic diagram of a virtual object control device provided in an exemplary embodiment of this application;

[0042] Figure 16 This is a structural block diagram of a terminal provided in an exemplary embodiment of this application. Detailed Implementation

[0043] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0044] The method provided in this application can be applied to applications with virtual environments and virtual objects. For example, an application that supports a virtual environment is one in which the user can control the movement of virtual objects within the virtual environment. For example, the method provided in this application can be applied to any of the following applications: Virtual Reality (VR) applications, Augmented Reality (AR) applications, 3D mapping applications, Virtual Reality games, Augmented Reality games, First-Person Shooter (FPS) games, Third-Person Shooter (TPS) games, Multiplayer Online Battle Arena Games (MOBA) games, and Simulation Games (SLG).

[0045] For example, a game in a virtual environment consists of maps of one or more game worlds. The virtual environment in the game simulates scenes in the real world. Users can control virtual objects in the game to perform actions such as walking, running, jumping, shooting, fighting, driving, using virtual weapons to attack other virtual characters, and charging up virtual weapons to attack other virtual characters. The game is highly interactive, and multiple users can team up online to play competitive games.

[0046] In some embodiments, the aforementioned application may be a shooting game, racing game, role-playing game, adventure game, sandbox game, tactical competitive game, etc. The client can support at least one of the following operating systems: Windows, macOS, Android, iOS, and Linux, and clients on different operating systems can interconnect. In some embodiments, the aforementioned client is a program suitable for mobile terminals with touchscreens.

[0047] In some embodiments, the client described above is an application developed based on a 3D engine, such as the Unity engine.

[0048] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. The terminal has a client installed and running that supports a virtual environment, such as a client for an application supporting a 3D virtual environment. This application can be any of the following: a Battle Royale (BR) game, a virtual reality application, an augmented reality application, a 3D map application, a third-person shooter game, a first-person shooter game, or a multiplayer online battle royale game. Optionally, the application can be a standalone application, such as a standalone 3D game application, or a network-based application.

[0049] Figure 1 This is a schematic diagram of the structure of a terminal provided in an exemplary embodiment of this application. The terminal includes a processor 101, a touch screen 102, and a memory 103.

[0050] The processor 101 may be at least one of a single-core processor, a multi-core processor, an embedded chip, and a processor with instruction execution capability.

[0051] The touchscreen 102 includes a regular touchscreen or a pressure-sensitive touchscreen. A regular touchscreen can measure pressing or sliding operations applied to the touchscreen 102; a pressure-sensitive touchscreen can measure the pressure applied to the touchscreen 102.

[0052] The memory 103 stores the executable program of the processor 101. Schematic, the memory 103 stores a virtual environment program A, an application program B, an application program C, a touch pressure sensing module 18, and the kernel layer 19 of the operating system. Virtual environment program A is an application program developed based on the 3D virtual environment module 17. Optionally, virtual environment program A includes, but is not limited to, at least one of the following developed by the 3D virtual environment module (also called the virtual environment module) 17: a game program, a virtual reality program, a 3D map program, and a 3D demonstration program. For example, when the terminal's operating system is Android, virtual environment program A is developed using Java and C# programming languages; or, when the terminal's operating system is iOS, virtual environment program A is developed using Objective-C and C# programming languages.

[0053] The 3D virtual environment module 17 is a module that supports multiple operating system platforms. It is illustrative and can be used in program development in multiple fields such as game development, virtual reality (VR) and 3D mapping. The specific type of the 3D virtual environment module 17 is not limited in this application embodiment. In the following embodiment, the 3D virtual environment module 17 is used as an example to illustrate the concept.

[0054] The touch (and pressure) sensing module 18 is used to receive touch events (and pressure touch events) reported by the touchscreen driver 191. Optionally, the touch sensing module may not have pressure sensing functionality and may not receive pressure touch events. Touch events include: the type of the touch event and coordinate values. The types of touch events include, but are not limited to: touch start events, touch movement events, and touch drop events. Pressure touch events include: the pressure value and coordinate values ​​of the pressure touch event. The coordinate values ​​are used to indicate the touch position of the pressure touch operation on the display screen. Optionally, a two-dimensional coordinate system is obtained by establishing a horizontal coordinate axis in the horizontal direction of the display screen and a vertical coordinate axis in the vertical direction of the display screen.

[0055] Schematic, kernel layer 19 includes touchscreen driver 191 and other drivers 192. Touchscreen driver 191 is a module for detecting pressure touch events. When touchscreen driver 191 detects a pressure touch event, it transmits the pressure touch event to pressure sensing module 18.

[0056] Other drivers 192 may be drivers related to processor 101, drivers related to memory 103, drivers related to network components, drivers related to sound components, etc.

[0057] Those skilled in the art will understand that the above is merely a general illustration of the terminal's structure. In different embodiments, the terminal may have more or fewer components. For example, the terminal may also include a gravity acceleration sensor, a gyroscope sensor, a power supply, etc.

[0058] Figure 2 The diagram shows a structural block diagram of a computer system 200 provided in an exemplary embodiment of this application. The computer system 200 includes: a terminal 210 and a server cluster 220.

[0059] Terminal 210 has a client 211 installed and running that supports a virtual environment. This client 211 can be an application that supports a virtual environment. When the terminal runs the client 211, the user interface of the client 211 is displayed on the screen of terminal 210. This client can be any of the following: FPS game, TPS game, MOBA game, tactical competitive game, or SLG game. In this embodiment, an FPS game is used as an example. Terminal 210 is the terminal used by a first user 212. The first user 212 uses terminal 210 to control a first virtual character located in the virtual environment to perform activities. The first virtual character can be referred to as a first virtual object controlled by the first user 212. The activities of the first virtual character include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. For illustrative purposes, the first virtual character is a virtual character, such as a realistic character or an anime character.

[0060] The device type of terminal 210 includes at least one of the following: smartphone, tablet computer, e-book reader, MP3 player, MP4 player, laptop computer, and desktop computer.

[0061] Figure 2 Only one terminal is shown, but multiple other terminals 240 exist in different embodiments. In some embodiments, at least one other terminal 240 is a terminal corresponding to the developer, on which a virtual environment client development and editing platform is installed. The developer can edit and update the client on the other terminal 240 and transmit the updated client installation package to the server cluster 220 via wired or wireless network. The terminal 210 can download the client installation package from the server cluster 220 to update the client.

[0062] Terminal 210 and other terminals 240 are connected to server cluster 220 via wireless or wired networks.

[0063] Server cluster 220 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server cluster 220 provides backend services to clients supporting a 3D virtual environment. Optionally, server cluster 220 undertakes the primary computing task, and the terminal undertakes the secondary computing task; or, server cluster 220 undertakes the secondary computing task, and the terminal undertakes the primary computing task; or, server cluster 220 and the terminal collaborate on computing using a distributed computing architecture.

[0064] Optionally, both the aforementioned terminals and servers are computer devices.

[0065] In an illustrative example, server cluster 220 includes servers 221 and 226. Server 221 includes a processor 222, a user account database 223, a battle service module 224, and a user-facing input / output interface (I / O interface) 225. The processor 222 loads instructions stored in server 221 and processes data in the user account database 223 and the battle service module 224. The user account database 223 stores data about user accounts used by terminal 210 and other terminals 240, such as user avatars, nicknames, combat power indices, and the service area where the user accounts are located. The battle service module 224 provides multiple battle rooms for users to play against each other. The user-facing I / O interface 225 establishes communication and exchanges data with terminal 210 via a wireless or wired network.

[0066] Based on the above introduction to the virtual environment and the description of the implementation environment, the virtual object control method provided in the embodiments of this application will be described below.

[0067] Figure 3 A schematic diagram of the interface of a virtual object control method provided in an exemplary embodiment of this application is shown.

[0068] The display interface 310 displays a first virtual object 311 and at least one candidate virtual object, the first virtual object 311 having the target skill.

[0069] The candidate virtual object can be a virtual character or a virtual object in the display interface 310. If there are multiple candidate virtual objects, the second virtual object is one of them. Figure 3 In the example of virtual bushes (312) and a movement skill, the second virtual object is used.

[0070] When the second virtual object is within the skill release range of the target skill, a linear skill indicator 313 for the displacement skill is displayed between the first virtual object 311 and the virtual bush 312. The first end of the linear skill indicator 313 is located on the first virtual object 311, and the second end of the linear skill indicator 313 is located on the virtual bush 312.

[0071] Players can rotate the first virtual object 311 to adjust its facing direction, so that the first virtual object 311 faces the virtual bushes 312. Optionally, as the facing direction of the first virtual object 311 changes, the virtual object pointed to by the linear skill indicator 313 also changes. For example, if the first virtual object 311 is adjusted to face the virtual wall, the linear skill indicator 313 between the first virtual object 311 and the virtual bushes 312 will be canceled, and the linear skill indicator 313 for the movement skill will be displayed between the first virtual object 311 and the virtual wall.

[0072] If the first virtual object 311 and the virtual grass 312 move, update at least one of the display length and display position of the displayed linear skill indicator 313.

[0073] Yes, the display length of the linear skill indicator 313 can be updated based on the straight-line distance between the first virtual object 311 and the virtual grass 312. Assuming the virtual grass 312 is located in the facing direction of the first virtual object 311, the player controls the first virtual object 311 to move towards the virtual grass 312 along the extending direction of its facing direction, thus shortening the straight-line distance between them. At this time, the display length of the linear skill indicator 313 also shortens. Conversely, if the player controls the first virtual object 311 to move backward relative to the virtual grass 312, thus increasing the straight-line distance between them, the display length of the linear skill indicator 313 also increases.

[0074] Optionally, the display position of the linear skill indicator 313 can be updated based on the tilt angle of the virtual bush 312 relative to the facing direction of the first virtual object 311. For example, if the virtual bush 312 is located northwest of the facing direction of the first virtual object 311, and the player still controls the first virtual object to move forward along the extended direction of its facing direction, the tilt angle of the virtual bush 312 relative to the facing direction of the first virtual object 311 gradually increases, and the tilt angle of the display position of the linear skill indicator 313 relative to the facing direction of the first virtual object 311 also gradually increases. Simultaneously, the straight-line distance between the first virtual object 311 and the virtual bush 312 shortens, thus shortening the display length of the linear skill indicator 313. Similarly, when the player controls the first virtual object 311 to move backward relative to the virtual bush 312, the tilt angle of the display position of the linear skill indicator 313 relative to the facing direction of the first virtual object 311 gradually decreases, and the display length of the linear skill indicator 313 increases.

[0075] In response to a skill release operation, the first virtual object 311 is controlled to release a displacement skill towards the virtual bushes 312. The skill release effect of the displacement skill is displayed on the display interface 310, such as... Figure 3 The first virtual object 311 flies towards the virtual grass 312.

[0076] The skill release operation can be implemented based on the trigger operation of the skill control 314 corresponding to the displacement skill. Optionally, the skill control 314 can be displayed in the display interface 310 or not; or, the skill control 314 can be displayed in a semi-transparent state in the display interface 310. When the skill control 314 is not displayed in the display interface 310, the player can lightly touch the display interface 310 to display the skill control 314 in the display interface 310.

[0077] Optionally, before controlling the first virtual object 311 to release the target skill onto the virtual bush 312, a prompt effect can be displayed on the virtual bush 312. The prompt effect is used to indicate that the target skill is applied to the virtual bush 312.

[0078] The notification effects include at least one of the following: highlighting effect, blinking effect, halo effect, and color effect. For example, after the player triggers skill control 314, the virtual bushes 312 will be highlighted.

[0079] Figure 4 A flowchart of a virtual object control method provided in an exemplary embodiment of this application is shown. The method is applied in a terminal and includes the following steps:

[0080] Step 402: Display the first virtual object and at least one candidate virtual object.

[0081] Indicatively, the first virtual object possesses the target skill.

[0082] The first virtual object is a virtual character controlled by the first player. The first player can control the first virtual object to perform actions such as walking, running, jumping, shooting, fighting, driving, using virtual weapons to attack other virtual characters, and using virtual weapons to charge up attacks on other virtual characters in the virtual environment.

[0083] Candidate virtual objects can be virtual characters controlled by the second player, or virtual objects not controlled by any player. For example, the display interface may show: a virtual character controlled by the first player, a virtual character controlled by the second player, virtual bushes, virtual walls, virtual houses, and virtual vehicles. The first virtual object can be the virtual character controlled by the first player, while the virtual character controlled by the second player, virtual bushes, virtual walls, virtual houses, and virtual vehicles are all candidate virtual objects.

[0084] Meanwhile, in a virtual environment, there are dynamic virtual objects and static virtual objects. To illustrate, dynamic virtual objects can be controlled by the player or the server, such as virtual characters controlled by the player or virtual monsters controlled by the server; static virtual objects can be virtual objects that constitute the virtual environment, or virtual objects set up in the virtual environment by the server or the player, such as virtual walls or virtual defensive structures set up by the player.

[0085] Both dynamic and static virtual objects may have health values. For example, server-controlled virtual monsters have health values, and player-controlled virtual characters can use skills on virtual monsters to reduce their health values. Similarly, virtual defensive structures set up by players can also have health values. Other virtual characters not belonging to the same faction as the player can use skills on virtual defensive structures to reduce their health values. When the health value drops to zero, the virtual defensive structure can be removed from display to indicate that it has been breached.

[0086] Based on the above, candidate virtual objects can be dynamic or static; they can be virtual objects with health values ​​or without health values; they can be virtual objects set by players in the virtual environment or virtual objects set by the server in the virtual environment.

[0087] Optionally, candidate virtual objects include at least one of the following: player-controlled virtual objects, server-controlled virtual objects, virtual objects constituting the virtual environment, virtual objects set by the player in the virtual environment, and virtual objects set by the server in the virtual environment. Each of the aforementioned virtual objects and virtual objects includes both those with health values ​​and those without health values.

[0088] In illustrative terms, the target skill is one of the skills possessed by the first virtual object, and the target skill can be determined according to actual needs. For example, the target skill could be a movement skill, a healing skill, a teleportation skill, a virtual attack skill, etc.

[0089] Step 404: If the second virtual object is within the skill release range of the target skill, display a linear skill indicator of the target skill between the first virtual object and the second virtual object.

[0090] Schematic, the second virtual object is one of at least one candidate virtual object, the second virtual object is determined based on the facing direction of the first virtual object, the first end of the linear skill indicator is located on the first virtual object, and the second end of the linear skill indicator is located on the second virtual object.

[0091] The skill release range of the target skill can be determined according to actual needs. For example, the skill release range is a circular area with a radius of n centered on the first virtual object, where n can be set according to actual needs.

[0092] Optionally, if multiple candidate virtual objects are displayed in the display interface, the distance between the first virtual object and each candidate virtual object is obtained; the candidate virtual objects within the skill release range are identified as pending virtual objects; and then, the second virtual object is identified from the pending virtual objects.

[0093] The second virtual object is determined based on the orientation of the first virtual object.

[0094] For example, a second virtual object is a virtual object located in the direction facing the first virtual object. If multiple second virtual objects are displayed in the direction facing the first virtual object, the virtual object with the closest straight-line distance to the first virtual object is identified as the second virtual object.

[0095] For example, a second virtual object can be determined based on the positional angle between a first virtual object and at least one candidate virtual object. The positional angle refers to the angle formed by a first ray and a second ray. The first ray is determined based on the first virtual object's first position and facing direction, and the second ray is determined based on the first position and the second position of each candidate virtual object. Assuming at least one candidate virtual object includes virtual object 1 and virtual object 2, according to the definitions of the first and second rays, the positional angle corresponding to virtual object 1 is 10°, and the positional angle corresponding to virtual object 2 is 20°. Based on this, the virtual object with the smallest positional angle can be determined as the second virtual object, i.e., virtual object 1 can be determined as the second virtual object. Optionally, if there are multiple virtual objects with the smallest positional angle, the virtual object with the closest straight-line distance to the first virtual object can be determined as the second virtual object.

[0096] Among them, the position angle corresponding to the virtual object located in the facing direction of the first virtual object can be regarded as 0°. The specific description of the position angle will be elaborated later.

[0097] For example, a second virtual object can be determined based on the relative distance between a first virtual object and at least one candidate virtual object. The relative distance refers to the perpendicular distance from the second position of each candidate virtual object to the first ray, the definition of which is as described above. Assuming at least one candidate virtual object includes virtual object 1 and virtual object 2, according to the aforementioned definition, the perpendicular distance from the position of virtual object 1 to the first ray is 1 meter, and the perpendicular distance from the position of virtual object 2 to the first ray is 1.3 meters. That is, the relative distances between virtual object 1 and virtual object 2 and the first virtual object are 1 meter and 1.3 meters, respectively. Based on this, the virtual object with the smallest relative distance can be determined as the second virtual object, i.e., virtual object 1 can be determined as the second virtual object. Optionally, if there are multiple virtual objects with the smallest relative distance, the virtual object with the smallest angle to its position can be determined as the second virtual object.

[0098] The specific description of relative distances will be elaborated later.

[0099] Schematic, the linear skill indicator for the target skill is displayed before the target skill is released, indicating the release direction or aiming direction of the target skill, so as to clearly indicate the target of the target skill to the player in the display interface. The linear skill indicator is one implementation of a skill indicator, displayed between the virtual object releasing the target skill and the virtual object receiving the target skill, to show the releaser, receiver, and release direction of the target skill. In this embodiment, the releaser of the target skill is a first virtual object, and the receiver of the target skill is a second virtual object; that is, the second virtual object is the target of the target skill, and the release direction of the target skill is from the first virtual object to the second virtual object. Therefore, the linear skill indicator can point from the first virtual object to the second virtual object.

[0100] It should be understood that the display of the linear skill indicator for the target skill does not require player intervention. After the second virtual object enters the target skill's range, and before the first player controls the first virtual object to release the target skill, a linear skill indicator automatically appears between the first and second virtual objects. This indicator serves to inform the first player that the target skill is being applied to the second virtual object, allowing the first player to promptly identify the target. If the target is not the one the first player needs, the first player can change the second virtual object by adjusting the orientation of the first virtual object.

[0101] The display style of the skill indicator can be determined according to actual needs. Optionally, the display style of the skill indicator can be one of the following: lines, arrows, branches, lightning bolts, chains, ropes, or other graphics with directional indication functions.

[0102] For example, the skill indicator might be displayed as multiple directional curves, with the curves pointing towards the second virtual object. Alternatively, the skill indicator could be displayed as a flashing one-way arrow, pointing in the direction of the second virtual object.

[0103] In this embodiment of the application, the display style of the linear skill indicator is at least one line, and the line can be a straight line or a curve; the first end of at least one line is located on a first virtual object, and the second end is located on a second virtual object.

[0104] For example, refer to Figure 3 Taking the second virtual object as virtual grass 312 as an example, the display style of the linear skill indicator 313 is the multiple curves shown in the box, and the extension direction of the multiple curves is from the first virtual object 311 to the virtual grass.

[0105] Optionally, the linear skill indicator may be displayed as at least one of the following styles: a straight line, multiple straight lines, a curve, multiple curves, a pattern formed by twisting multiple curves, a lightning bolt, a chain, a rope, or a tree-like line.

[0106] The line color variation, line thickness, and color intensity in the display style of the linear skill indicator can all be adjusted according to the relative positional relationship between the first virtual object and the second virtual object.

[0107] For example, the color of the line indicator varies depending on the target skill. The linear skill indicator for the first target skill is a red straight line, the linear skill indicator for the second target skill is a pattern formed by a red curve and a yellow curve intertwined, and the linear skill indicator for the third target skill is a colored lightning bolt.

[0108] For example, the thickness of the linear skill indicator line can be adjusted based on the straight-line distance between the first and second virtual objects. The closer the second virtual object is to the first, the thicker the line; the farther away, the thinner the line. Based on this, players can control the distance between the first and second virtual objects according to the line thickness, so that the target skill can be released precisely on the second virtual object. (Reference) Figure 3 As the first virtual object 311 gradually approaches the virtual bushes 312, the lines of the linear skill indicator 313 can gradually thicken to indicate to the player controlling the first virtual object 311 that the distance between them is decreasing. Alternatively, the thickness of the linear skill indicator lines can be reversed compared to the example above.

[0109] For example, the thickness of the linear skill indicator line can be adjusted based on the angle or relative distance between the second virtual object and the first virtual object. The descriptions of the angle and relative distance can be found above. As the angle or relative distance between the second virtual object and the first virtual object gradually increases, the linear skill indicator line gradually becomes thinner; as the angle or relative distance between the second virtual object and the first virtual object gradually decreases, the linear skill indicator line gradually becomes thicker. (See reference...) Figure 3 The player controls the first virtual object 311 to rotate, and the facing direction of the first virtual object 311 changes from facing the virtual grass 312 to the left. The lines of the linear skill indicator 313 can gradually become thinner to indicate to the player the change in the facing direction of the first virtual object 311. Alternatively, the thickness of the lines of the linear skill indicator can be reversed compared to the example above.

[0110] Optionally, if the angle or relative distance between the second virtual object and the first virtual object is the minimum among all candidate virtual objects relative to the first virtual object, the thickness of the linear skill indicator line is inversely proportional to the angle or relative distance between the second virtual object and the first virtual object. Specifically, the smaller the angle or relative distance, the thicker the line; the larger the angle or relative distance, the thinner the line.

[0111] Optionally, if the angle or relative distance between the second virtual object and the first virtual object exceeds a preset value, the linear skill indicator is disabled. In this case, if a third virtual object is displayed within the skill coverage area of ​​the target skill, and the angle or relative distance between the third virtual object and the first virtual object is smaller than the angle or relative distance between the second virtual object and the first virtual object, then a linear skill indicator is displayed between the first and third virtual objects. The thickness of the linear skill indicator line varies according to the relative positions of the first and third virtual objects.

[0112] Additionally, the color variations of the linear skill indicator, similar to the variations in line thickness, can be used as a reference. For example, the closer the second virtual object is to the first virtual object, the darker the color; the farther the second virtual object is from the first virtual object, the lighter the color. Conversely, as the angle or relative distance between the second virtual object and the first virtual object gradually increases, the line color of the linear skill indicator gradually becomes lighter; conversely, as the angle or relative distance between the second virtual object and the first virtual object gradually decreases, the line color of the linear skill indicator gradually becomes darker.

[0113] Optionally, the second virtual object includes one of the following: a virtual object with a health value; or a virtual object that does not have a health value and does not belong to any faction.

[0114] The virtual object with health value can belong to the same faction as the first virtual object, or it can not belong to the same faction. If they belong to the same faction, the target skill released by the first virtual object on the second virtual object is used to increase the health value of the second virtual object; if they do not belong to the same faction, the target skill released by the first virtual object on the second virtual object is used to decrease the health value of the second virtual object.

[0115] Virtual objects that do not have health values ​​and do not belong to any faction refer to virtual characters or virtual objects located in a virtual environment, such as virtual monsters, virtual grass, virtual houses, virtual vehicles, etc. displayed in a virtual environment.

[0116] Depending on the type of the second virtual object, the position of the second end of the linear skill indicator varies. For example, if the second virtual object is a virtual object with health values, the second end of the linear skill indicator is located at one of the following positions: on the body, at the feet, or on the head of the second virtual object. If the second virtual object is virtual grass in the virtual environment, the second end of the linear skill indicator is located at one of the following positions: at the base, at the waist, or at the top of the virtual grass.

[0117] Optionally, the linear skill indicator is a spatial linear skill indicator, and step 404 can be implemented as follows:

[0118] A spatial linear skill indicator for the target skill is displayed between the first and second virtual objects, with the display position of the spatial linear skill indicator higher than the virtual ground in the virtual environment.

[0119] Among them, the spatial linear skill indicator is suspended above the virtual ground to distinguish it from the objects displayed on the virtual ground.

[0120] refer to Figure 3 Taking the second virtual object, virtual grass 312, as an example, the linear skill indicator 313 is displayed as multiple curves shown in a box, with the extension direction of the multiple curves pointing from the first virtual object 311 to the virtual grass. The first ends of the multiple lines are located on the first virtual object 311, the second ends are located at the waist level of the virtual grass, and the display position of the multiple lines is higher than the virtual ground in the virtual environment.

[0121] The spatial linear skill indicator is displayed as at least one line above the virtual ground in the virtual environment. For a description of the at least one line, please refer to the foregoing.

[0122] Optionally, the height of at least one line relative to the virtual ground can be determined based on the relative position of the first virtual object and the second virtual object and / or its own height.

[0123] For example, the display height of the spatial linear skill indicator can be adjusted based on the straight-line distance between the first and second virtual objects. The closer the second virtual object is to the first virtual object, the higher the display height of the spatial linear skill indicator; the farther the second virtual object is from the first virtual object, the lower the display height of the spatial linear skill indicator. Alternatively, the display height can be reversed compared to the example above.

[0124] For example, the display height of the spatial linear skill indicator can be adjusted based on the angle or relative distance between the second virtual object and the first virtual object. As the angle or relative distance between the second virtual object and the first virtual object gradually increases, the display height of the spatial linear skill indicator gradually decreases; conversely, as the angle or relative distance between the second virtual object and the first virtual object gradually decreases, the display height of the spatial linear skill indicator gradually increases. Alternatively, the display height can be reversed compared to the example above.

[0125] For example, the display height of the spatial linear skill indicator can be adjusted based on the height of the first and second virtual objects. When the first and second virtual objects are the same height, the spatial linear skill indicator is displayed at the same horizontal level; when the first and second virtual objects are different heights, the spatial linear skill indicator is displayed at a position where either the first or second virtual object is halfway up the virtual ground. Alternatively, a line can be drawn connecting the positions where the first and second virtual objects are halfway up the virtual ground, and this line represents the display position of the spatial linear skill indicator.

[0126] Optionally, if the angle or relative distance between the second virtual object and the first virtual object is the minimum among all candidate virtual objects, the display height of the spatial linear skill indicator is inversely proportional to the angle or relative distance between the second virtual object and the first virtual object. Specifically, the smaller the angle or relative distance, the higher the display height of the spatial linear skill indicator; conversely, the larger the angle or relative distance, the lower the display height of the spatial linear skill indicator.

[0127] Optionally, if the angle or relative distance between the second virtual object and the first virtual object exceeds a preset value, the spatial linear skill indicator is disabled. In this case, if a third virtual object is displayed within the skill coverage area of ​​the target skill, and the angle or relative distance between the third virtual object and the first virtual object is smaller than the angle or relative distance between the second virtual object and the first virtual object, then the spatial linear skill indicator is displayed between the first and third virtual objects. The display height of the spatial linear skill indicator varies according to the relative positions of the first and third virtual objects.

[0128] When the linear skill indicator is a spatial linear skill indicator, the spatial linear skill indicator is displayed above the virtual ground in the virtual environment to make the linear indicator appear more realistic in the display interface and enhance the player's experience.

[0129] Step 406: If the first virtual object and / or the second virtual object moves, update at least one of the display length and display position of the linear skill indicator.

[0130] The display length and position of the linear skill indicator change according to the relative positions of the first and second virtual objects. The change in relative position can be a change in linear distance, such as the first or second virtual object moving closer to or further away from each other; or, if the second virtual object is a static virtual object, the change in relative position is caused by movement of the first virtual object relative to the second virtual object.

[0131] To illustrate, the movement of the first virtual object is achieved by the first player controlling the first virtual object performing a movement operation on the first virtual object; the movement of the second virtual object is achieved by the second player controlling the second virtual object performing a movement operation on the second virtual object.

[0132] refer to Figure 3 The display length of the linear skill indicator 313 refers to the total length of the graphic composed of multiple curves. Optionally, the display length of the linear skill indicator 313 can be updated based on the straight-line distance between the first virtual object 311 and the virtual grass 312.

[0133] Take the virtual grass 312 located in the direction facing the first virtual object 311 as an example.

[0134] The player controls the first virtual object 311 to move towards the virtual bush 312 along the direction it faces. At this time, the straight-line distance between the first virtual object 311 and the virtual bush 312 shortens, and correspondingly, the display length of the linear skill indicator 313 also shortens. Alternatively, the player controls the first virtual object 311 to move backward relative to the virtual bush 312. At this time, the straight-line distance between the first virtual object 311 and the virtual bush 312 increases, and correspondingly, the display length of the linear skill indicator 313 also increases.

[0135] Optionally, the display position of the linear skill indicator 313 can be updated based on the tilt angle of the virtual grass 312 relative to the facing direction of the first virtual object 311.

[0136] Take the virtual grass 312 located in the northwest direction of the first virtual object 311 as an example.

[0137] The player continues to control the first virtual object to move forward along the direction it faces. At this time, the tilt angle of the virtual grass 312 relative to the facing direction of the first virtual object 311 gradually increases, and consequently, the tilt angle of the linear skill indicator 313 relative to the facing direction of the first virtual object 311 also gradually increases. Since the virtual grass 312 cannot move, in the display interface 310, the player can observe that the second end of the linear skill indicator 313 remains on the virtual grass 312, while the first end moves with the first virtual object 311. This allows the player to observe that the display position of the linear skill indicator 313 is gradually tilting, and the tilt angle of the linear skill indicator 313 relative to the facing direction of the first virtual object 311 is gradually increasing. Simultaneously, the straight-line distance between the first virtual object 311 and the virtual grass 312 shortens, thus shortening the display length of the linear skill indicator 313.

[0138] Similarly, when the player controls the first virtual object 311 to move backward relative to the virtual grass 312, the tilt angle of the display position of the linear skill indicator 313 relative to the facing direction of the first virtual object 311 gradually decreases, and the display length of the linear skill indicator 313 increases.

[0139] Similarly, since the virtual grass 312 is immovable, in the display interface 310, the player can observe that the second end of the linear skill indicator 313 remains on the virtual grass 312, while the first end moves with the first virtual object 311. This allows the player to observe that the display position of the linear skill indicator 313 is gradually tilted, and the tilt angle of the display position of the linear skill indicator 313 relative to the facing direction of the first virtual object 311 gradually decreases.

[0140] Step 408: In response to the skill release operation, control the first virtual object to release the target skill to the second virtual object.

[0141] Among them, skill release operation refers to the operation that triggers the target skill.

[0142] Indicatively, when controlling the first virtual object to release a target skill to the second virtual object, or after releasing the skill, the skill release effect of the target skill can be displayed.

[0143] Optionally, the skill release operation is implemented based on the trigger operation on the skill control corresponding to the target skill. The skill control can be displayed on the same interface as the first virtual object, or it can be not displayed on the display interface.

[0144] For example, the skill control is semi-transparent in the display interface, and the player clicks the skill control to release the skill. Alternatively, the skill control is transparent in the display interface; the player touches or clicks the display interface to display the skill control; then, in response to the trigger action on the skill control, the player controls a first virtual object to release the target skill to a second virtual object, and the skill's release effect is displayed in the display interface. Or, the player touches or clicks the area where the skill control is located to control the first virtual object to release the target skill to the second virtual object, and the target skill's release effect is displayed in the display interface.

[0145] Optionally, when the skill release operation is based on a trigger operation on the skill control corresponding to the target skill, step 404 can be implemented as follows: when the second virtual object is within the skill release range of the target skill, in response to the touch drop operation on the skill control corresponding to the target skill, a linear skill indicator of the target skill is displayed between the first virtual object and the second virtual object; step 408 can be implemented as follows: in response to the touch leave operation on the skill control, the first virtual object is controlled to release the target skill to the second virtual object.

[0146] refer to Figure 3 The skill control 314 is displayed in the display interface 310.

[0147] If a player touches and holds the skill control 314, a linear skill indicator 313 will be displayed between the first virtual object 311 and the virtual bush 312. If the virtual bush 312 is not the target of the skill the player wants, the player can adjust the orientation of the first virtual object 311 while holding the skill control 314 to change the target of the skill. After determining the target, the player can release the touch control 314 to perform a touch-off operation. At this time, the linear skill indicator 313 can be displayed or canceled, and the player can control the first virtual object 311 to release the target skill onto the virtual bush 312. The skill release effect of the target skill will be displayed in the display interface 310.

[0148] In summary, in the virtual object control method provided in this application embodiment, before releasing the target skill, a second virtual object is determined based on the facing direction of the first virtual object, and a linear skill indicator of the target skill is automatically displayed between the first and second virtual objects. This allows the player controlling the first virtual object to switch to the second virtual object by adjusting the facing direction of the first virtual object, enabling the target of the target skill to be quickly locked and aimed before the skill release operation, thereby improving the accuracy of the target skill release.

[0149] Taking the example of the first player controlling the first virtual object and the second player controlling the second virtual object, the movement of the first virtual object and / or the second virtual object will lead to a variety of situations.

[0150] For example, the first virtual object and the second virtual object are close to each other; or the first virtual object is far away from the second virtual object; or the second virtual object is outside the skill release range of the first virtual object's target skill.

[0151] The display of the linear skill indicator varies depending on the situation.

[0152] based on Figure 4 , Figure 5 A flowchart of a virtual object control method provided in an exemplary embodiment of this application is shown. Step 406 can be implemented as step 4061 and / or step 4062, as follows:

[0153] Step 4061: If the first virtual object and / or the second virtual object moves, update the display length of the linear skill indicator based on the straight-line distance between the first virtual object and the second virtual object.

[0154] The straight-line distance between the first virtual object and the second virtual object refers to the distance between the first position where the first virtual object is located and the second position where the second virtual object is located. Virtual obstacles between the first virtual object and the second virtual object do not affect the straight-line distance between them.

[0155] Optionally, step 4061 can be implemented as follows:

[0156] When the first or second virtual object moves closer to the other, the display length of the linear skill indicator is shortened.

[0157] Alternatively, if the first or second virtual object moves away from the other, the display length of the linear skill indicator increases.

[0158] Based on the foregoing, the first end of the linear skill indicator is located on the first virtual object, and the second end is located on the second virtual object. The second virtual object can be a dynamic virtual object or a static virtual object.

[0159] In the case where the second virtual object is a dynamic virtual object, both the first and second virtual objects can move within the virtual environment, which may cause a change in the straight-line distance between the first and second virtual objects. In this case, it is necessary to update the display length of the linear skill indicator. In the case where the second virtual object is a static virtual object, the first virtual object can move within the virtual environment, while the position of the second virtual object remains unchanged within the virtual environment. This may still cause a change in the straight-line distance between the first and second virtual objects, and in this case, it is also necessary to update the display length of the linear skill indicator.

[0160] For example, a second virtual object is displayed in the direction the first virtual object is facing. The first player controls the first virtual object to move towards the second virtual object, and the second player controls the second virtual object to move towards the first virtual object. At this time, the distance between the first and second virtual objects will rapidly decrease. Based on the linear skill indicator having its first end on the first virtual object and its second end on the second virtual object, the display length of the linear skill indicator is updated, and the display length also rapidly decreases.

[0161] For example, a second virtual object is displayed in the direction the first virtual object is facing. The first player controls the first virtual object to move towards the second virtual object, while the second virtual player cannot move. Similar to the previous example, the distance between the first and second virtual objects gradually decreases, and the display length of the linear skill indicator also gradually shortens.

[0162] The illustrative effect of the linear skill indicator's display length increasing is similar to the effect of its display length decreasing, and can be used as a reference without further explanation.

[0163] Step 6042: If the first virtual object and / or the second virtual object moves, update the display position of the linear skill indicator according to the tilt angle of the second virtual object relative to the facing direction of the first virtual object.

[0164] In particular, based on the description of the position angle in the aforementioned content, the tilt angle of the second virtual object relative to the facing direction of the first virtual object can also be determined based on the first ray and the second ray.

[0165] Taking the example of a first ray determined based on the first position and facing direction of a first virtual object, and a second ray determined based on the first position and the second position of a second virtual object, the first ray can be determined by extending the first position in the facing direction; the second ray can be determined by connecting the first and second positions. Subsequently, the angle formed by the first and second rays can be determined as the tilt angle of the second virtual object relative to the facing direction of the first virtual object.

[0166] Based on the above description, it should be understood that the tilt angle of the second virtual object relative to the facing direction of the first virtual object is the position angle of the second virtual object relative to the first virtual object.

[0167] Optionally, step 4061 can be implemented as follows:

[0168] As the tilt angle increases, the tilt angle of the display position of the linear skill indicator relative to the facing direction of the first virtual object also increases;

[0169] Alternatively, when the tilt angle is smaller, the tilt angle of the display position of the linear skill indicator relative to the facing direction of the first virtual object is smaller.

[0170] Based on the foregoing, the first end of the linear skill indicator is located on the first virtual object, and the second end is located on the second virtual object. The second virtual object can be a dynamic virtual object or a static virtual object.

[0171] In one alternative implementation scenario, the second virtual object is not facing the first virtual object. In this case, the tilt angle of the second virtual object relative to the facing direction of the first virtual object also changes depending on the movement of the first and / or second virtual objects.

[0172] In the case where the second virtual object is a dynamic virtual object, both the first and second virtual objects can move in the virtual environment, which may cause the tilt angle of the second virtual object to change. In this case, it is necessary to update the display position of the linear skill indicator. In the case where the second virtual object is a static virtual object, the first virtual object can move in the virtual environment, while the position of the second virtual object in the virtual environment remains unchanged. In this case, it is still possible for the tilt angle of the second virtual object to change, and it is also necessary to update the display position of the linear skill indicator.

[0173] For example, a second virtual object is displayed to the northwest of the first virtual object. The first player controls the first virtual object to move towards the second virtual object, while the second virtual object cannot be moved. At this time, the second virtual object gradually approaches the first virtual object, and the tilt angle of the second virtual object relative to the facing direction of the first virtual object gradually increases.

[0174] At this point, with the first end of the linear skill indicator positioned on the first virtual object and the second end on the second virtual object, the player can observe the changes in the linear skill indicator on the display interface. Taking the display style of the linear skill indicator as a straight line as an example, the first end of the linear skill indicator moves synchronously with the first virtual object, while the second end remains on the second virtual object. Furthermore, the length of the linear skill indicator line gradually tilts, and the tilting amplitude changes with the movement of the first virtual object.

[0175] Similarly, the change in the tilt angle of the display position of the linear skill indicator relative to the facing direction of the first virtual object is similar to the change in the tilt angle of the display position of the linear skill indicator relative to the facing direction of the first virtual object, and can be used as a reference, so it will not be described again.

[0176] It should be understood that steps 4061 and 4062 can be performed selectively or simultaneously. For example, if the first virtual object and / or the second virtual object moves, the display length of the linear skill indicator is updated based on the straight-line distance between the first and second virtual objects; and the display position of the linear skill indicator is updated based on the tilt angle of the second virtual object relative to the facing direction of the first virtual object.

[0177] There are other possibilities when the first virtual object and / or the second virtual object are moved.

[0178] For example, the facing direction of the first virtual object changes significantly; or the second virtual object moves so that it is outside the skill release range of the first virtual object's target skill.

[0179] Optionally, the virtual object control method provided in this application embodiment further includes:

[0180] If the change in the orientation of the first virtual object is greater than the change condition, the display of the linear skill indicator will be canceled; or, if the second virtual object is outside the skill release range of the target skill, the display of the linear skill indicator will be canceled.

[0181] The conditions for changing these conditions can be set according to actual needs. For example, the condition could be the magnitude of the change in the orientation of the first virtual object; or the condition could be that the orientation of the first virtual object changes.

[0182] refer to Figure 3 Taking the change condition of the first virtual object 311 changing its facing direction by no less than 90° as an example, the player controls the first virtual object 311 to rotate, changing its facing direction from southeast to northwest. Since the change in the facing direction of the first virtual object 311 is 180°, the change condition is met, and the display of the linear skill indicator 313 is canceled.

[0183] Optionally, the virtual object control method provided in this application embodiment further includes:

[0184] When the facing direction of the first virtual object changes from facing the second virtual object to facing the third virtual object, the display of the linear skill indicator between the first and second virtual objects is canceled, and the linear skill indicator is displayed between the first and third virtual objects.

[0185] The third virtual object is another of at least one candidate virtual object, and the third virtual object is within the skill release range of the target skill.

[0186] Taking the example of the second virtual object being virtual grass and the third virtual object being virtual city wall.

[0187] Initially, the first virtual object faces the virtual grass; subsequently, the player controls the first virtual object to move, thus changing the direction the first virtual object faces from facing the virtual grass to facing the virtual city wall.

[0188] Based on this change, the linear skill indicator between the first virtual object and the virtual bushes is removed, and a new linear skill indicator is displayed between the first virtual object and the virtual wall. Players will observe that the linear skill indicator between the first virtual object and the virtual bushes disappears from the display interface, while a new linear skill indicator appears between the first virtual object and the virtual wall.

[0189] In summary, the virtual object control method provided in this application embodiment introduces changes in the display length and / or display position of a linear skill indicator. Specifically, the display length of the linear skill indicator is updated based on the straight-line distance between the first and second virtual objects; and the display position of the linear skill indicator is updated based on the tilt angle of the second virtual object relative to the facing direction of the first virtual object.

[0190] Optionally, embodiments of this application also provide methods for canceling the display of the linear skill indicator and displaying the linear skill indicator when the orientation of the first virtual object changes.

[0191] Based on the changes in the display of the linear skill indicator given above, the virtual object control method provided in this application embodiment can make the display of the linear skill indicator more realistic and can provide the player controlling the first virtual object with timely information on the changes in the target skill's application object, thereby further improving the accuracy of the target skill's release.

[0192] based on Figure 4 , Figure 6 The flowchart illustrates a virtual object control method provided in an exemplary embodiment of this application. The method further includes step 403. Step 408 can be implemented as steps 4081 and 4082, as detailed below:

[0193] Step 403: Determine a second virtual object from at least one candidate virtual object based on the first position and facing direction of the first virtual object.

[0194] Here, the facing direction of the first virtual object refers to the direction corresponding to the face of the first virtual object. For example, if the face of the first virtual object is facing southeast, then the facing direction of the first virtual object is southeast.

[0195] Optionally, the second virtual object can be determined from the pending virtual objects among at least one candidate virtual object. The pending virtual object is located within the skill release range of the target skill, and its determination can be achieved as follows:

[0196] Obtain the distance between the first virtual object and each candidate virtual object;

[0197] Candidate virtual objects within the skill release range are identified as pending virtual objects.

[0198] Schematic, the skill release range of the target skill can be determined based on the first position of the first virtual object. Subsequently, if the number of pending virtual objects is 1, the pending virtual object can be determined as the second virtual object; if the number of pending virtual objects exceeds 1, the second virtual object can be determined based on the first position and facing direction of the first virtual object.

[0199] The orientation of the first virtual object changes according to its movement in the virtual environment.

[0200] Optionally, the virtual object control method provided in this application embodiment further includes:

[0201] In response to a rotation operation on the first virtual object, the facing direction of the first virtual object is adjusted so that the facing direction of the first virtual object can be towards the second virtual object.

[0202] Taking the first player controlling the first virtual object as an example, if the first player rotates the first virtual object 15° to the left, the facing direction of the first virtual object will be adjusted 15° to the left. Assume that virtual object 1 was displayed in the original facing direction of the first virtual object, and virtual object 2 is displayed in the adjusted facing direction. Before adjusting the facing direction of the first virtual object, the linear skill indicator is displayed between the first virtual object and virtual object 1; after adjusting the facing direction of the first virtual object, the linear skill indicator is displayed between the first virtual object and virtual object 2.

[0203] Figure 7 A schematic diagram of the interface of a virtual object control method provided in an exemplary embodiment of this application is shown. The interface 710 displays a first virtual object 711 and a candidate virtual object 712. The first virtual object 711 has a target skill.

[0204] Taking the first virtual bush pointed to by candidate virtual object 712 as an example, before the orientation of the first virtual object was adjusted, the second virtual object is the first virtual bush pointed to by the second virtual object.

[0205] refer to Figure 3 A linear skill indicator 713 is displayed between the first virtual object 711 and the first virtual bush. Subsequently, the first player controls the first virtual object 711 to rotate, causing it to face the second virtual bush pointed to by the third virtual object 714. Accordingly, the linear skill indicator 713 is de-displayed between the first virtual object 711 and the first virtual bush, and is instead displayed between the first virtual object 711 and the second virtual bush.

[0206] The specific determination of the second virtual object can be referred to the aforementioned content and will not be repeated here.

[0207] Step 4081: In response to the skill release operation, display a prompt effect on the second virtual object.

[0208] The illustrative, cue effect is used to indicate that the target skill is applied to a second virtual object.

[0209] It should be understood that the notification effect is displayed after the skill release operation.

[0210] Taking the skill release operation as an example, which is implemented through the trigger operation on the skill control, the display order of the linear skill indicator and the prompt effect is as follows:

[0211] After the second virtual object enters the skill release range of the first virtual object's target skill, a linear skill indicator of the target skill is displayed between the first and second virtual objects. At this time, the first player controlling the first virtual object can determine from the linear skill indicator that the current target of the skill is the second virtual object. Subsequently, if the first player wants to change the target, the first player can adjust the facing direction of the first virtual object by rotating it, thereby changing the second virtual object. At this time, the linear skill indicator will also change its display accordingly.

[0212] After the first player identifies the target of the skill, i.e., after identifying the second virtual object, the player triggers the skill control. Subsequently, in response to the triggering operation on the skill control, a prompt effect is displayed on the second virtual object, again reminding the first player of the target of the skill.

[0213] Optionally, the prompt effects include at least one of the following effects: highlight effect, blinking effect, aperture effect, and color effect.

[0214] Figure 8 A schematic diagram of the interface of a virtual object control method provided in an exemplary embodiment of this application is shown. The interface 810 displays a first virtual object 811 and a candidate virtual object 812.

[0215] Taking the virtual bush pointed to by candidate virtual object 812 as an example, in response to the trigger operation on skill control 813, a tooltip effect is displayed on the virtual bush to indicate that the virtual bush is the target of the displacement skill.

[0216] For example, the prompt effect is a highlight effect, which appears on the virtual grass after the player triggers skill control 813; another example is a blinking effect, which makes the virtual grass blink after the player triggers skill control 813, and the blinking time can be set according to actual needs; yet another example is an aura effect, which makes an aura appear around the virtual grass after the player triggers skill control 813.

[0217] Step 4082: Control the first virtual object to release the target skill to the second virtual object.

[0218] This is illustrative of the scenario where, when controlling the first virtual object to release a target skill, or after releasing the target skill, the skill release effect can be displayed. The skill release effect and the prompt effect can be displayed simultaneously; alternatively, the prompt effect can be displayed first, followed by the skill release effect. The duration of the prompt effect can be set according to actual needs.

[0219] refer to Figure 8 Taking a movement skill as an example, after the player triggers skill control 813, a highlight appears on the virtual bush. After the highlight lasts for 2 seconds, while controlling the first virtual object to release the movement skill, the skill release effect can be displayed. The skill release effect is that the first virtual object 811 flies towards the location of the virtual bush along the arrow pointing to it.

[0220] In summary, in the virtual object control method provided in this application embodiment, the second virtual object is determined by the first position and facing direction of the first virtual object, so as to facilitate the display of the linear skill indicator.

[0221] Optionally, the facing direction of the first virtual object can be adjusted by rotating the first virtual object, allowing players to select the target of the skill they want to release by adjusting the facing direction of the first virtual object, thus further improving the accuracy of the skill release.

[0222] Optionally, in response to a skill release action, a cue effect can also be displayed on the second virtual object to further inform the player that the target of the skill is the second virtual object.

[0223] Based on the foregoing, the second virtual object can be determined by two methods: positional angle and relative distance.

[0224] refer to Figure 6 , Figure 9 A flowchart of a virtual object control method provided in an exemplary embodiment of this application is shown. Wherein, when the second virtual object is determined by the included angle of its position, step 403 can be implemented as steps 4031 and 409; when the second virtual object is determined by a relative distance, step 403 can be implemented as steps 4032 and 410.

[0225] Optionally, the determination of the second virtual object can be implemented in the following two ways:

[0226] Implementation method 1: The second virtual object is determined by the angle between its position and position.

[0227] Step 4031: Determine the position angle between the undetermined virtual object and the first virtual object in at least one candidate virtual object.

[0228] Indicatively, the determination of the virtual object to be determined can be achieved through the following steps:

[0229] Obtain the distance between the first virtual object and each candidate virtual object;

[0230] Candidate virtual objects within the skill release range are identified as pending virtual objects.

[0231] The description of the undetermined virtual object can be found in the foregoing content and will not be repeated here.

[0232] Optionally, the position angle is determined based on the relative positions of the first virtual object and the virtual object to be determined. Step 4031 can be implemented as follows:

[0233] The angle formed by the first ray and the second ray is defined as the position angle. The first ray is determined based on the first position and the facing direction, and the second ray is determined based on the first position and the second position of the virtual object to be determined.

[0234] Figure 10 The illustration shows a schematic diagram of determining the included position angle according to an exemplary embodiment of this application, taking at least one candidate virtual object including virtual object 1, virtual object 2 and virtual object 3 as an example.

[0235] After determining the first position and facing direction of the first virtual object, the first ray can be determined. (Reference) Figure 10 The first position is the circle where the first virtual object is located, and the direction the arrow points is the facing direction. Therefore, the first ray is the ray that extends from the first position in the facing direction.

[0236] Subsequently, based on the second positions corresponding to virtual object 1, virtual object 2, and virtual object 3, three second rays can be determined. Taking the second ray corresponding to virtual object 1 as an example, the second ray is a ray extending from the first position towards the circle where virtual object 1 is located.

[0237] Assuming that virtual object 1 is a pending virtual object determined from at least one candidate virtual object, the angle 1 formed by the first ray and the second ray corresponding to virtual object 2 can be determined as the position angle of the pending virtual object relative to the first virtual object.

[0238] Step 409: If the position angle satisfies the first condition, determine the undetermined virtual object as the second virtual object.

[0239] Optionally, the first condition includes one of the following: the value of the position angle is the minimum value among the position angles corresponding to at least two undetermined virtual objects; the value of the position angle is less than a first preset value.

[0240] The first preset value can be determined according to actual needs.

[0241] If there are at least two undetermined virtual objects, and at least two position angles can be obtained, then the undetermined virtual object corresponding to the smallest position angle is determined as the second virtual object.

[0242] refer to Figure 10 For example, at least one candidate virtual object includes virtual object 1, virtual object 2 and virtual object 3.

[0243] Assuming all three virtual objects are undetermined virtual objects, based on the definitions of the first and second rays, the three included angles corresponding to virtual object 1, virtual object 2, and virtual object 3 can be determined. These three included angles are angle 1, angle 2, and angle 3. Under the first condition that the included angle is the minimum value among the included angles corresponding to at least two undetermined virtual objects, refer to... Figure 10 If the included angle 1 is the minimum among the included angles of the three positions, then the virtual object 1 corresponding to included angle 1 is determined as the second virtual object.

[0244] Method 2: The second virtual object is determined by relative distance.

[0245] Step 4032: Determine the relative distance between the pending virtual object and the first virtual object in at least one candidate virtual object.

[0246] Indicatively, the determination of the virtual object to be determined can be achieved through the following steps:

[0247] Obtain the distance between the first virtual object and each candidate virtual object;

[0248] Candidate virtual objects within the skill release range are identified as pending virtual objects.

[0249] The description of the undetermined virtual object can be found in the foregoing content and will not be repeated here.

[0250] Optionally, the relative distance is determined based on the relative positions of the first virtual object and the virtual object to be determined, and step 4032 can be implemented as follows:

[0251] The first ray is determined based on the first position and the facing direction;

[0252] The vertical distance from the second position of the virtual object to be determined to the first ray is defined as the relative distance.

[0253] Figure 11 The illustration shows a schematic diagram of determining relative distances provided by an exemplary embodiment of this application, taking at least one candidate virtual object including virtual object 1, virtual object 2 and virtual object 3 as an example.

[0254] After determining the first position and facing direction of the first virtual object, the first ray can be determined. (Reference) Figure 11 The first position is the circle where the first virtual object is located, and the direction the arrow points is the facing direction. Therefore, the first ray is the ray that extends from the first position in the facing direction.

[0255] Subsequently, based on the second positions corresponding to virtual object 1, virtual object 2, and virtual object 3, three relative distances can be determined. Taking the relative distance corresponding to virtual object 1 as an example, a perpendicular line is drawn from the circle position where virtual object 1 is located to the first ray. This perpendicular line is the vertical distance from the second position of virtual object 1 to the first ray. The length of this perpendicular line is determined as the relative distance corresponding to the virtual object.

[0256] Assuming that virtual object 1 is a pending virtual object determined from at least one candidate virtual object, the distance 1 obtained by drawing a perpendicular line from the circle position where virtual object 1 is located to the first ray can be determined as the relative distance between the pending virtual object and the first virtual object.

[0257] Step 410: If the relative distance satisfies the second condition, determine the undetermined virtual object as the second virtual object.

[0258] Optionally, the second condition includes one of the following: the relative distance is the minimum of the vertical distances between at least two undetermined virtual objects; or the relative distance is less than a second preset value.

[0259] The second preset value can be determined according to actual needs.

[0260] If there are at least two undetermined virtual objects, at least two relative distances can be obtained. Then, the undetermined virtual object corresponding to the smallest relative distance is determined as the second virtual object.

[0261] refer to Figure 11 For example, at least one candidate virtual object includes virtual object 1, virtual object 2 and virtual object 3.

[0262] Assuming the three virtual objects mentioned above are all undetermined virtual objects, based on the aforementioned definition of relative distance, we can determine the three relative distances corresponding to virtual object 1, virtual object 2, and virtual object 3, which are distance 1, distance 2, and distance 3, respectively. Under the second condition that the value of the relative distance is the minimum of the vertical distances corresponding to at least two undetermined virtual objects, refer to... Figure 11 If the angle at distance 1 is the minimum among the three relative distances, then the virtual object 1 corresponding to distance 1 is determined as the second virtual object.

[0263] Figure 12A schematic diagram of the interface of the virtual object control method provided in an exemplary embodiment of this application is shown. The interface 1210 displays a first virtual object 1211, which has a target skill. At least one candidate virtual object includes a first virtual bush 1212 and a second virtual bush 1213.

[0264] The first player, controlling the first virtual object 1211, adjusts the facing direction of the first virtual object 1211 from facing the second virtual bush 1213 to facing the first virtual bush 1212 by rotating the first virtual object 1211.

[0265] Subsequently, based on the first position and facing direction of the first virtual object 1211, the first virtual clump of grass 1212 is determined as the second virtual object. The method for determining the second virtual object can be referred to the foregoing content and will not be repeated here.

[0266] When the first virtual bush 1212 is within the skill release range of the target skill, a linear skill indicator 1214 of the target skill is displayed between the first virtual object 1211 and the first virtual bush 1212. The display style of the linear skill indicator 1214 is multiple curves.

[0267] In response to the skill release operation, control the first virtual object 1211 to release the target skill towards the first virtual bush 1212.

[0268] in, Figure 12 The arrows shown are for illustrative purposes only and are not displayed in the display interface 1210.

[0269] In summary, the virtual object control method provided in this application provides two methods for determining the second virtual object: when the second virtual object is determined by the position angle, the undetermined virtual object corresponding to the position angle that satisfies the first condition is determined as the second virtual object; when the second virtual object is determined by the relative distance, the undetermined virtual object corresponding to the relative distance that satisfies the second condition is determined as the second virtual object.

[0270] Figure 13 A flowchart illustrating the determination of a second virtual object provided in an exemplary embodiment of this application is shown. The method is applied to a terminal and includes the following steps:

[0271] Step 201: Determine whether there are any pending virtual objects within the skill release range of the target skill.

[0272] Indicatively, the target skill is released by the first virtual object, and the pending virtual object is one of at least one candidate virtual object.

[0273] The descriptions of the target skill, skill release range, and pending virtual object can be found in the foregoing content and will not be repeated here.

[0274] If there is a pending virtual object within the skill release range of the target skill, proceed to step 202; if there is no pending virtual object within the skill release range of the target skill, then the skill release operation is determined to be invalid, that is, the first virtual object is controlled not to release the target skill.

[0275] Step 202: Determine whether the pending virtual object is unique.

[0276] If the pending virtual object is unique, proceed to step 203; if the pending virtual object is not unique, proceed to step 204.

[0277] Step 203: If the pending virtual object is unique, determine the pending virtual object as the second virtual object.

[0278] Step 204: If the undetermined virtual objects are not unique, determine the position angle of each undetermined virtual object relative to the first virtual object.

[0279] The description of the position angle can be found in the previous content and will not be repeated here.

[0280] When the undetermined virtual objects are not unique, multiple position angles can be obtained based on the relative positions of the first virtual object and each undetermined virtual object.

[0281] Step 205: Sort all the included angles and determine the minimum value among all the included angles.

[0282] According to step 204, the position angle corresponding to each virtual object to be determined can be obtained. Then, the obtained position angles are sorted by size to determine the minimum value among all position angles.

[0283] Step 206: Determine the virtual object to be determined corresponding to the smallest position angle as the second virtual object.

[0284] According to step 205, by sorting all the position angles, the minimum value among all position angles can be determined; then, the virtual object corresponding to the minimum position angle is determined as the second virtual object.

[0285] Figure 14 A flowchart of a virtual object control method provided in an exemplary embodiment of this application is shown. The method includes the following steps:

[0286] Step 301: Determine the first position of the first virtual object and the second position corresponding to at least one candidate virtual object.

[0287] Indicatively, the first virtual object possesses the target skill.

[0288] The descriptions of the first virtual object and the candidate virtual objects can be found in the foregoing.

[0289] Step 302: If the virtual object to be determined is within the skill release range of the target skill of the first virtual object, determine the position angle between the virtual object to be determined and the first virtual object.

[0290] The descriptions of the undetermined virtual object, skill release range, and position angle can be found in the aforementioned content.

[0291] Step 303: Determine the virtual object to be determined corresponding to the smallest position angle as the second virtual object, and display the linear skill indicator of the target skill between the first virtual object and the second virtual object.

[0292] Indicatively, the second virtual object is determined based on the facing direction of the first virtual object. In this embodiment, the second virtual object is determined by the included angle of its position.

[0293] For details regarding position angle and linear skill indicators, please refer to the aforementioned content.

[0294] Step 304: In response to the skill release operation, control the first virtual object to release the target skill to the second virtual object.

[0295] For details on skill release operations, please refer to the aforementioned content.

[0296] In summary, in the virtual object control method provided in this application embodiment, before releasing the target skill, a second virtual object is determined based on the facing direction of the first virtual object, and a linear skill indicator of the target skill is automatically displayed between the first and second virtual objects. This allows the player controlling the first virtual object to switch to the second virtual object by adjusting the facing direction of the first virtual object, enabling the target of the target skill to be quickly locked and aimed before the skill release operation, thereby improving the accuracy of the target skill release.

[0297] The following are device embodiments of this application. For details not described in detail in the device embodiments, please refer to the corresponding descriptions in the above method embodiments. They will not be repeated here.

[0298] Figure 15 A schematic diagram of a virtual object control device provided in an exemplary embodiment of this application is shown. The device includes:

[0299] Display module 1520 is used to display a first virtual object and at least one candidate virtual object, wherein the first virtual object has a target skill;

[0300] The display module 1520 is further configured to display a linear skill indicator of the target skill between the first virtual object and the second virtual object when the second virtual object is within the skill release range of the target skill. The second virtual object is one of at least one candidate virtual object. The second virtual object is determined based on the facing direction of the first virtual object. The first end of the linear skill indicator is located on the first virtual object, and the second end of the linear skill indicator is located on the second virtual object.

[0301] The display module 1520 is further configured to update at least one of the display length and display position of the linear skill indicator when the first virtual object and / or the second virtual object moves;

[0302] The response module 1540 is used to respond to the skill release operation and control the first virtual object to release the target skill to the second virtual object.

[0303] Optionally, the display module 1520 is used to update the display length of the linear skill indicator based on the straight-line distance between the first virtual object and the second virtual object.

[0304] Optionally, the display module 1520 is configured to shorten the display length of the linear skill indicator when the first virtual object or the second virtual object moves closer to each other; or, to increase the display length of the linear skill indicator when the first virtual object or the second virtual object moves further away from each other.

[0305] Optionally, the display module 1520 is used to update the display position of the linear skill indicator based on the tilt angle of the second virtual object relative to the facing direction of the first virtual object.

[0306] Optionally, the display module 1520 is configured to increase the tilt angle of the display position of the linear skill indicator relative to the facing direction of the first virtual object when the tilt angle increases; or, when the tilt angle decreases, decrease the tilt angle of the display position of the linear skill indicator relative to the facing direction of the first virtual object.

[0307] Optionally, the display module 1520 is also configured to cancel the display of the linear skill indicator when the change in the facing direction of the first virtual object is greater than the change condition; or, when the second virtual object exceeds the skill release range of the target skill, cancel the display of the linear skill indicator.

[0308] Optionally, the display module 1520 is further configured to, when the facing direction of the first virtual object is changed from the second virtual object to the third virtual object, cancel the display of the linear skill indicator between the first virtual object and the second virtual object, and display the linear skill indicator between the first virtual object and the third virtual object, wherein the third virtual object is another of at least one candidate virtual object, and the third virtual object is located within the skill release range of the target skill.

[0309] Optionally, the response module 1540 is used to respond to a touch drop operation on the skill control corresponding to the target skill, display a linear skill indicator of the target skill between the first virtual object and the second virtual object; and to control the first virtual object to release the target skill to the second virtual object in response to a touch leave operation on the skill control.

[0310] Optionally, the linear skill indicator is a spatial linear skill indicator; the display module 1520 is used to display the spatial linear skill indicator of the target skill between the first virtual object and the second virtual object, wherein the display position of the spatial linear skill indicator is higher than the virtual ground in the virtual environment.

[0311] Optionally, the device further includes a determining module 1560, configured to determine a second virtual object from at least one candidate virtual object based on the first position and facing direction of the first virtual object.

[0312] Optionally, the determining module 1560 is used to determine the position angle between the undetermined virtual object and the first virtual object in at least one candidate virtual object; if the position angle satisfies the first condition, the undetermined virtual object is determined as the second virtual object.

[0313] Optionally, the determining module 1560 is used to determine the angle formed by the first ray and the second ray as the position angle, wherein the first ray is determined based on the first position and the facing direction, and the second ray is determined based on the first position and the second position of the virtual object to be determined.

[0314] Optionally, the first condition includes one of the following: the value of the position angle is the minimum value among the position angles corresponding to at least two undetermined virtual objects; the value of the position angle is less than a first preset value.

[0315] Optionally, the determining module 1560 is used to determine the relative distance between the undetermined virtual object and the first virtual object among at least one candidate virtual object; if the relative distance satisfies a second condition, the undetermined virtual object is determined as the second virtual object.

[0316] Optionally, the determining module 1560 is used to determine the first ray based on the first position and the facing direction; and to determine the vertical distance from the second position of the virtual object to be determined to the first ray as the relative distance.

[0317] Optionally, the second condition includes one of the following: the relative distance is the minimum of the vertical distances between at least two undetermined virtual objects; or the relative distance is less than a second preset value.

[0318] Optionally, the determining module 1560 is also used to obtain the distance between the first virtual object and each candidate virtual object; and to determine the candidate virtual objects located within the skill release range as pending virtual objects.

[0319] Optionally, the display module 1520 is used to display a prompt effect on the second virtual object in response to a skill release operation. The prompt effect is used to indicate that the target of the skill is applied to the second virtual object; and to control the first virtual object to release the target skill to the second virtual object.

[0320] Optionally, the response module 1540 is also configured to adjust the facing direction of the first virtual object in response to a rotation operation on the first virtual object.

[0321] Optionally, the second virtual object includes one of the following: a virtual object with a health value; or a virtual object that does not have a health value and does not belong to any faction.

[0322] Figure 16 A structural block diagram of a terminal 1600 provided in an exemplary embodiment of this application is shown. The terminal 1600 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The terminal 1600 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.

[0323] Typically, terminal 1600 includes a processor 1601 and a memory 1602.

[0324] Processor 1601 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1601 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1601 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1601 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1601 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0325] The memory 1602 may include one or more computer-readable storage media, which may be non-transitory. The memory 1602 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1602 are used to store at least one instruction, which is executed by the processor 1601 to implement the virtual object control method provided in the method embodiments of this application.

[0326] In some embodiments, the terminal 1600 may also optionally include a peripheral device interface 1603 and at least one peripheral device. The processor 1601, memory 1602, and peripheral device interface 1603 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1603 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1604, a touch display screen 1605, a camera assembly 1606, an audio circuit 1607, and a power supply 1608.

[0327] Peripheral interface 1603 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1601 and memory 1602. In some embodiments, processor 1601, memory 1602 and peripheral interface 1603 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1601, memory 1602 and peripheral interface 1603 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0328] The radio frequency (RF) circuit 1604 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1604 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1604 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1604 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1604 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1604 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0329] The touch display screen 1605 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1605 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 1601 for processing. In this case, the touch display screen 1605 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1605, which is located on the front panel of the terminal 1600; in other embodiments, there may be at least two touch display screens, respectively located on different surfaces of the terminal 1600 or in a folded design; in still other embodiments, the touch display screen 1605 may be a flexible display screen, located on a curved surface or a folded surface of the terminal 1600. Furthermore, the touch display screen 1605 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display 1605 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0330] The camera assembly 1606 is used to acquire images or videos. Optionally, the camera assembly 1606 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting for VR (Virtual Reality) shooting, or other fusion shooting functions by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 1606 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.

[0331] The audio circuit 1607 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting them into electrical signals that are input to the processor 1601 for processing, or to the radio frequency circuit 1604 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned at a different location on the terminal 1600. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1601 or the radio frequency circuit 1604 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1607 may also include a headphone jack.

[0332] Power supply 1608 is used to power the various components in terminal 1600. Power supply 1608 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1608 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0333] In some embodiments, the terminal 1600 further includes one or more sensors 1609. The one or more sensors 1609 include, but are not limited to: an accelerometer 1610, a gyroscope 1611, a pressure sensor 1612, an optical sensor 1613, and a proximity sensor 1614.

[0334] Accelerometer 1610 can detect the magnitude of acceleration along the three axes of a coordinate system established by terminal 1600. For example, accelerometer 1610 can be used to detect the components of gravitational acceleration along the three axes. Processor 1601 can control touchscreen 1605 to display the user interface in landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1610. Accelerometer 1610 can also be used for games or for acquiring user motion data.

[0335] The gyroscope sensor 1611 can detect the orientation and rotation angle of the terminal 1600. The gyroscope sensor 1611 can work in conjunction with the accelerometer sensor 1610 to collect the user's 3D movements on the terminal 1600. Based on the data collected by the gyroscope sensor 1611, the processor 1601 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0336] The pressure sensor 1612 can be disposed on the side bezel of the terminal 1600 and / or on the lower layer of the touch display screen 1605. When the pressure sensor 1612 is disposed on the side bezel of the terminal 1600, it can detect the user's grip signal on the terminal 1600, and the processor 1601 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1612. When the pressure sensor 1612 is disposed on the lower layer of the touch display screen 1605, the processor 1601 can control the operable controls on the UI interface based on the user's pressure operation on the touch display screen 1605. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0337] Optical sensor 1613 is used to collect ambient light intensity. In one embodiment, processor 1601 can control the display brightness of touch display screen 1605 based on the ambient light intensity collected by optical sensor 1613. Specifically, when the ambient light intensity is high, the display brightness of touch display screen 1605 is increased; when the ambient light intensity is low, the display brightness of touch display screen 1605 is decreased. In another embodiment, processor 1601 can also dynamically adjust the shooting parameters of camera assembly 1606 based on the ambient light intensity collected by optical sensor 1613.

[0338] The proximity sensor 1614, also known as a distance sensor, is typically located on the front panel of the terminal 1600. The proximity sensor 1614 is used to detect the distance between the user and the front of the terminal 1600. In one embodiment, when the proximity sensor 1614 detects that the distance between the user and the front of the terminal 1600 is gradually decreasing, the processor 1601 controls the touchscreen display 1605 to switch from a screen-on state to a screen-off state; when the proximity sensor 1614 detects that the distance between the user and the front of the terminal 1600 is gradually increasing, the processor 1601 controls the touchscreen display 1605 to switch from a screen-off state to a screen-on state.

[0339] Those skilled in the art will understand that Figure 16 The structure shown does not constitute a limitation on terminal 1600 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0340] This application also provides a computer device, the computer device including a processor; the processor is configured to display a first virtual object and at least one candidate virtual object, the first virtual object having a target skill; when a second virtual object is within the skill release range of the target skill, displaying a linear skill indicator of the target skill between the first virtual object and the second virtual object, the second virtual object being one of at least one candidate virtual object, the second virtual object being determined based on the facing direction of the first virtual object, a first end of the linear skill indicator being located on the first virtual object, and a second end of the linear skill indicator being located on the second virtual object; when the first virtual object and / or the second virtual object moves, updating at least one of the display length and display position of the displayed linear skill indicator; and in response to a skill release operation, controlling the first virtual object to release the target skill to the second virtual object.

[0341] This application also provides a computer-readable storage medium storing a computer program for execution by a processor to implement the virtual object control method described above.

[0342] This application also provides a chip, which includes programmable logic circuits and / or program instructions, for implementing the virtual object control method described above when the chip is running.

[0343] This application also provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. The processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual object control method described above.

[0344] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0345] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0346] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for controlling virtual objects, characterized in that, The method includes: Display a first virtual object and at least one candidate virtual object, wherein the first virtual object has the target skill; When the second virtual object is within the skill release range of the target skill, a linear skill indicator of the target skill is displayed between the first virtual object and the second virtual object. The second virtual object is one of the at least one candidate virtual object. The second virtual object is determined based on the facing direction of the first virtual object. The first end of the linear skill indicator is located on the first virtual object, and the second end of the linear skill indicator is located on the second virtual object. When the first virtual object or the second virtual object moves closer to each other, the display length of the linear skill indicator is shortened; or, when the first virtual object or the second virtual object moves away from each other, the display length of the linear skill indicator is increased. In response to a skill release operation, the first virtual object is controlled to release the target skill to the second virtual object.

2. The method according to claim 1, characterized in that, The method further includes: The display position of the linear skill indicator is updated based on the tilt angle of the second virtual object relative to the facing direction of the first virtual object.

3. The method according to claim 2, characterized in that, The step of updating the display position of the linear skill indicator based on the tilt angle of the second virtual object relative to the facing direction of the first virtual object includes: As the tilt angle increases, the tilt angle of the display position of the linear skill indicator relative to the facing direction of the first virtual object also increases; Alternatively, if the tilt angle becomes smaller, the tilt angle of the display position of the linear skill indicator relative to the facing direction of the first virtual object also becomes smaller.

4. The method according to any one of claims 1 to 3, characterized in that, The method further includes: If the change in the orientation of the first virtual object is greater than the change condition, the display of the linear skill indicator will be canceled. Alternatively, if the second virtual object is outside the skill release range of the target skill, the display of the linear skill indicator can be canceled.

5. The method according to any one of claims 1 to 3, characterized in that, The method further includes: When the facing direction of the first virtual object changes from facing the second virtual object to facing the third virtual object, the display of the linear skill indicator between the first virtual object and the second virtual object is canceled, and the linear skill indicator is displayed between the first virtual object and the third virtual object, wherein the third virtual object is another of the at least one candidate virtual object and the third virtual object is located within the skill release range of the target skill.

6. The method according to any one of claims 1 to 3, characterized in that, The linear skill indicator that displays the target skill between the first virtual object and the second virtual object includes: In response to a touch drop operation on the skill control corresponding to the target skill, a linear skill indicator of the target skill is displayed between the first virtual object and the second virtual object; The step of controlling the first virtual object to release the target skill to the second virtual object in response to a skill release operation includes: In response to a touch-out operation on the skill control, the first virtual object is controlled to release the target skill to the second virtual object.

7. The method according to any one of claims 1 to 3, characterized in that, The linear skill indicator is a spatial linear skill indicator; The linear skill indicator that displays the target skill between the first virtual object and the second virtual object includes: A spatial linear skill indicator for the target skill is displayed between the first virtual object and the second virtual object, the spatial linear skill indicator being displayed above the virtual ground in the virtual environment.

8. The method according to any one of claims 1 to 3, characterized in that, The method further includes: The second virtual object is determined from the at least one candidate virtual object based on the first position and facing direction of the first virtual object.

9. The method according to claim 8, characterized in that, The step of determining the second virtual object from the at least one candidate virtual object based on the first position and facing direction of the first virtual object includes: Determine the position angle between the undetermined virtual object and the first virtual object among the at least one candidate virtual objects; If the included angle of the positions satisfies the first condition, the virtual object to be determined is identified as the second virtual object.

10. The method according to claim 9, characterized in that, Determining the position angle between the undetermined virtual object and the first virtual object among the at least one candidate virtual objects includes: The angle formed by the first ray and the second ray is determined as the position angle. The first ray is determined based on the first position and the facing direction, and the second ray is determined based on the first position and the second position of the virtual object to be determined.

11. The method according to claim 9, characterized in that, The first condition includes one of the following conditions: The value of the included position angle is the minimum value among the included position angles of at least two undetermined virtual objects; The value of the included angle at the position is less than the first preset value.

12. The method according to claim 8, characterized in that, The step of determining the second virtual object from the at least one candidate virtual object based on the first position and facing direction of the first virtual object includes: Determine the relative distance between the undetermined virtual object and the first virtual object among the at least one candidate virtual objects; If the relative distance satisfies the second condition, the undetermined virtual object is determined as the second virtual object.

13. The method according to claim 12, characterized in that, Determining the relative distance between the undetermined virtual object and the first virtual object among the at least one candidate virtual objects includes: The first ray is determined based on the first position and the facing direction; The vertical distance from the second position of the virtual object to be determined to the first ray is defined as the relative distance.

14. The method according to claim 12, characterized in that, The second condition includes one of the following: The relative distance is the minimum value among the vertical distances between at least two undetermined virtual objects; The relative distance is less than the second preset value.

15. The method according to claim 9 or 12, characterized in that, The method further includes: Obtain the distance between the first virtual object and each candidate virtual object; Candidate virtual objects located within the skill release range are identified as the pending virtual objects.

16. The method according to any one of claims 1 to 3, characterized in that, The step of controlling the first virtual object to release the target skill to the second virtual object in response to a skill release operation includes: In response to the skill release operation, a prompt effect is displayed on the second virtual object, the prompt effect being used to indicate that the target skill is applied to the second virtual object; Control the first virtual object to release the target skill to the second virtual object.

17. The method according to any one of claims 1 to 3, characterized in that, The method further includes: In response to a rotation operation on the first virtual object, the orientation of the first virtual object is adjusted.

18. The method according to any one of claims 1 to 3, characterized in that, The second virtual object includes one of the following virtual objects: Virtual objects with health values; Virtual objects that do not have the aforementioned health value and do not belong to any faction.

19. A virtual object control device, characterized in that, The device includes: A display module is used to display a first virtual object and at least one candidate virtual object, wherein the first virtual object has a target skill; The display module is further configured to, when the second virtual object is located within the skill release range of the target skill, display a linear skill indicator of the target skill between the first virtual object and the second virtual object, wherein the second virtual object is one of the at least one candidate virtual object, the second virtual object is determined based on the facing direction of the first virtual object, the first end of the linear skill indicator is located on the first virtual object, and the second end of the linear skill indicator is located on the second virtual object; The display module is further configured to shorten the display length of the linear skill indicator when the first virtual object or the second virtual object moves closer to each other; or to increase the display length of the linear skill indicator when the first virtual object or the second virtual object moves further away from each other. A response module is used to control the first virtual object to release the target skill to the second virtual object in response to a skill release operation.

20. The apparatus according to claim 19, characterized in that, The display module is used to update the display position of the linear skill indicator based on the tilt angle of the second virtual object relative to the facing direction of the first virtual object.

21. The apparatus according to claim 20, characterized in that, The display module is further configured to, when the tilt angle increases, increase the tilt angle of the display position of the linear skill indicator relative to the facing direction of the first virtual object; or, when the tilt angle decreases, decrease the tilt angle of the display position of the linear skill indicator relative to the facing direction of the first virtual object.

22. The apparatus according to any one of claims 19 to 21, characterized in that, The display module is further configured to cancel the display of the linear skill indicator when the change in the facing direction of the first virtual object is greater than the change condition; or, when the second virtual object exceeds the skill release range of the target skill.

23. The apparatus according to any one of claims 19 to 21, characterized in that, The display module is further configured to, when the facing direction of the first virtual object changes from facing the second virtual object to facing the third virtual object, cancel the display of the linear skill indicator between the first virtual object and the second virtual object, and display the linear skill indicator between the first virtual object and the third virtual object, wherein the third virtual object is another of the at least one candidate virtual object, and the third virtual object is located within the skill release range of the target skill.

24. The apparatus according to any one of claims 19 to 21, characterized in that, The response module is used to respond to a touch drop operation on the skill control corresponding to the target skill and display a linear skill indicator of the target skill between the first virtual object and the second virtual object; In response to a touch-out operation on the skill control, the first virtual object is controlled to release the target skill to the second virtual object.

25. The apparatus according to any one of claims 19 to 21, characterized in that, The linear skill indicator is a spatial linear skill indicator; the display module is used to display the spatial linear skill indicator of the target skill between the first virtual object and the second virtual object, wherein the display position of the spatial linear skill indicator is higher than the virtual ground in the virtual environment.

26. The apparatus according to any one of claims 19 to 21, characterized in that, The device further includes a determining module for determining the second virtual object from the at least one candidate virtual object based on the first position and facing direction of the first virtual object.

27. The apparatus according to claim 26, characterized in that, The determining module is used to determine the position angle between the undetermined virtual object and the first virtual object among the at least one candidate virtual objects; and to determine the undetermined virtual object as the second virtual object if the position angle satisfies a first condition.

28. The apparatus according to claim 27, characterized in that, The determining module is used to determine the included angle formed by the first ray and the second ray as the position angle, wherein the first ray is determined based on the first position and the facing direction, and the second ray is determined based on the first position and the second position of the virtual object to be determined.

29. The apparatus according to claim 27, characterized in that, The first condition includes one of the following conditions: The value of the included position angle is the minimum value among the included position angles of at least two undetermined virtual objects; The value of the included angle at the position is less than the first preset value.

30. The apparatus according to claim 26, characterized in that, The determining module is used to determine the relative distance between the undetermined virtual object and the first virtual object among the at least one candidate virtual objects; and if the relative distance satisfies a second condition, the undetermined virtual object is determined as the second virtual object.

31. The apparatus according to claim 30, characterized in that, The determining module is used to determine a first ray based on the first position and the facing direction; and to determine the vertical distance from the second position of the virtual object to be determined to the first ray as the relative distance.

32. The apparatus according to claim 30, characterized in that, The second condition includes one of the following: The relative distance is the minimum value among the vertical distances between at least two undetermined virtual objects; The relative distance is less than the second preset value.

33. The apparatus according to claim 27 or 30, characterized in that, The determining module is used to obtain the distance between the first virtual object and each candidate virtual object; Candidate virtual objects located within the skill release range are identified as the pending virtual objects.

34. The apparatus according to any one of claims 19 to 21, characterized in that, The display module is configured to display a prompt effect on the second virtual object in response to the skill release operation. The prompt effect is used to indicate that the target skill is applied to the second virtual object. Control the first virtual object to release the target skill to the second virtual object.

35. The apparatus according to any one of claims 19 to 21, characterized in that, The response module is used to adjust the facing direction of the first virtual object in response to a rotation operation on the first virtual object.

36. The apparatus according to any one of claims 19 to 21, characterized in that, The second virtual object includes one of the following virtual objects: Virtual objects with health values; Virtual objects that do not have the aforementioned health value and do not belong to any faction.

37. A computer device, characterized in that, The computer device includes a processor; The processor is configured to display a first virtual object and at least one candidate virtual object, the first virtual object having a target skill; and, when a second virtual object is located within the skill release range of the target skill, to display a linear skill indicator of the target skill between the first virtual object and the second virtual object, the second virtual object being one of the at least one candidate virtual object, the second virtual object being determined based on the facing direction of the first virtual object, a first end of the linear skill indicator being located on the first virtual object, and a second end of the linear skill indicator being located on the second virtual object. When the first virtual object or the second virtual object moves closer to each other, the display length of the linear skill indicator is shortened. Alternatively, if the first virtual object or the second virtual object moves away from each other, the display length of the linear skill indicator increases; In response to a skill release operation, the first virtual object is controlled to release the target skill to the second virtual object.

38. A computer-readable storage medium, characterized in that, The storage medium stores a computer program that is executed by a processor to implement the virtual object control method as described in any one of claims 1 to 18.

39. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium, and a processor reads from and executes the computer instructions to implement the virtual object control method as described in any one of claims 1 to 18.