Virtual character control method and device and computer device

By controlling virtual characters to climb onto the side surfaces of objects and respond to touch operations in massively multiplayer online role-playing games, and adjusting the camera orientation and field of view, the problem of insufficient virtual character interactive control assistance is solved, enabling flexible virtual character operation and skill release, and improving the gaming experience.

CN117122906BActive Publication Date: 2026-08-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-05-19
Publication Date
2026-08-04

AI Technical Summary

Technical Problem

In existing massively multiplayer online role-playing games, there is a lack of effective control aids when players control virtual characters to interact with virtual objects, especially the wall-striking operation is relatively simple.

Method used

By controlling a virtual character to attach to the side surface of an object in a virtual scene, responding to touch operations to move and release skills, and adjusting the camera orientation and game field of view, the virtual character's actions and skill releases can be realized in the target state.

Benefits of technology

It provides effective control assistance, allowing players to flexibly operate virtual characters in virtual scenes, including climbing, moving, and releasing skills, improving human-computer interaction efficiency and gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a virtual character control method, device and computer equipment, and belongs to the technical field of network games. The virtual character control method comprises the following steps: controlling a virtual character to climb to the side surface of a virtual object in a virtual scene; in response to a first touch operation on a movement control response area, controlling the virtual character to move in the virtual scene; in response to a skill release instruction, determining a skill release direction according to the second camera orientation, adjusting the virtual character from a preset character orientation to a first character orientation according to the skill release direction, and controlling the virtual character to move a preset distance towards the first character orientation. The application can provide effective control assistance for players.
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Description

Technical Field

[0001] This application relates to the field of online game technology, and more specifically, to a virtual character control method, device, and computer equipment. Background Technology

[0002] In massively multiplayer online role-playing games (MMOs), players can control virtual characters in the game to perform corresponding actions or operations through commands issued by their computer devices, and corresponding animations will be displayed based on the actions of the virtual characters.

[0003] In related technologies, players often need to control virtual characters to interact with other virtual characters based on some kind of virtual object. For example, if the virtual object is a virtual wall, then the player can control the virtual character to climb the virtual wall and fight with other virtual characters. This interaction method can be called wall-climbing.

[0004] However, the methods provided in the relevant games for triggering or controlling wall attacks are relatively limited, thus making it difficult to provide players with effective control assistance. Summary of the Invention

[0005] The purpose of this application is to provide a virtual character control method, device, and computer equipment that can provide players with effective control assistance.

[0006] The embodiments of this application are implemented as follows:

[0007] A first aspect of this application provides a virtual character control method, which provides a graphical user interface for a game through a first terminal device. The graphical user interface displays content including a virtual scene, and the virtual scene includes a virtual character. The virtual character control method includes:

[0008] Control the virtual character to attach to the side surface of a virtual object in the virtual scene;

[0009] In response to a first touch operation targeting the mobile control response area, the virtual character is controlled to move within the virtual scene;

[0010] In response to a second touch operation targeting the skill response area, while the second touch operation is in continuous touch mode, in response to a third touch operation targeting the skill release direction adjustment response area, while controlling the virtual character to maintain the position of the virtual character in the virtual scene, the shooting orientation of the virtual camera is adjusted from the first camera orientation to the second camera orientation according to the third touch operation, and the first game view is adjusted to the second game view, the second game view being the view determined by the virtual camera shooting the virtual scene according to the second camera orientation;

[0011] In response to a skill release command, the skill release direction is determined based on the orientation of the second camera. Based on the skill release direction, the virtual character is adjusted from a preset character orientation to a first character orientation, and the virtual character is controlled to move a preset distance toward the first character orientation, wherein the preset character orientation is different from the first character orientation.

[0012] Optionally, the method further includes:

[0013] In response to the virtual character encountering a hostile virtual character along the path traversed by the preset distance, the virtual character is controlled to attack the hostile virtual character.

[0014] Optionally, the motion control response area is the response area corresponding to the motion control in the graphical user interface.

[0015] Optionally, the skill response area is the response area corresponding to the skill control located in the graphical user interface.

[0016] Optionally, the virtual character control method further includes:

[0017] In response to a second touch operation targeting the skill response area, functional controls are displayed in the graphical user interface.

[0018] Optionally, the skill release direction adjustment response area is the response area corresponding to the function control in the graphical user interface;

[0019] The second touch operation is an operation that meets the first preset duration.

[0020] Optionally, the virtual character control method further includes:

[0021] The duration of the second touch operation in response to the skill response area meets the first preset duration, and the response area is adjusted to control the direction of skill release.

[0022] Optionally, the control-generated skill release direction adjustment response area includes:

[0023] The control displays functional controls on the graphical user interface, and the skill release direction adjustment response area is the response area corresponding to the functional controls.

[0024] Optionally, the movement control response area and the skill release direction adjustment response area are located on the same side of the graphical user interface, and the movement control response area and the skill response area are located on opposite sides of the graphical user interface.

[0025] Optionally, the graphical user interface includes a field-of-view adjustment control, and the virtual character control method further includes:

[0026] In response to a fourth touch operation on the field of view adjustment control, the shooting orientation of the virtual camera is adjusted from the third camera orientation to the fourth camera orientation according to the fourth touch operation, and the third game field of view is adjusted to the fourth game field of view. The third game field of view is the image determined by the virtual camera shooting the virtual scene according to the third camera orientation, and the fourth game field of view is the image determined by the virtual camera shooting the virtual scene according to the fourth camera orientation.

[0027] Optionally, the skill response area is the response area corresponding to the skill control in the graphical user interface, and the virtual character control method further includes:

[0028] In response to a second touch operation targeting the skill response area, the skill wheel control is controlled to display. The skill wheel control includes at least one sub-control. The sub-control is configured to respond to a fifth touch operation and control the virtual character to perform the action corresponding to the sub-control. The fifth touch operation is an operation that is continuous with the second touch operation.

[0029] Optionally, the response to a first touch operation on the motion control response area, controlling the virtual character to move within the virtual scene, includes:

[0030] The virtual character is adjusted from the first character orientation to the second character orientation, and the virtual character is controlled to move from the first character position according to the second character orientation. The first game view is adjusted to the third game view, which is the view of the virtual scene captured by the scene based on the first camera orientation and the current character position to which the virtual character has moved.

[0031] Optionally, the virtual character control method further includes:

[0032] In response to a skill release command, the third character orientation of the virtual character is determined based on the orientation of the second camera, and the control adjusts the virtual character from its current character orientation to the third character orientation.

[0033] Optionally, the virtual character control method further includes:

[0034] Detect the current weapon and equipment status of the virtual character, which includes no weapon equipped, equipped with melee weapons, and equipped with ranged weapons;

[0035] If the virtual character's current weapon and equipment status is either unarmed or equipped with a ranged weapon, then it is determined not to control the virtual character to move a preset distance toward the direction of the first character.

[0036] A second aspect of this application provides a virtual character control device, the virtual character control device comprising:

[0037] The first control module is used to control the virtual character to attach to the side surface of a virtual object in the virtual scene;

[0038] The motion control module is used to respond to a first touch operation on the motion control response area and control the virtual character to move in the virtual scene;

[0039] The second control module is used to respond to a second touch operation on the skill response area. When the second touch operation is continuous, it responds to a third touch operation on the skill release direction adjustment response area. While controlling the virtual character to maintain its position in the virtual scene, it adjusts the shooting orientation of the virtual camera from the first camera orientation to the second camera orientation according to the third touch operation, and adjusts the first game view to the second game view. The second game view is the view determined by the virtual camera shooting the virtual scene according to the second camera orientation.

[0040] The skill release control module is used to respond to a skill release command, determine the skill release direction according to the orientation of the second camera, adjust the virtual character from a preset character orientation to a first character orientation according to the skill release direction, and control the virtual character to move a preset distance toward the first character orientation, wherein the preset character orientation is different from the first character orientation.

[0041] A third aspect of this application provides a computer device, the computer device including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the virtual character control method described in the first aspect.

[0042] A fourth aspect of this application provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements the virtual character control method described in the first aspect.

[0043] The beneficial effects of the embodiments of this application include:

[0044] This application provides a virtual character control method. The method involves controlling the virtual character to attach to the side surface of a virtual object in a virtual scene, responding to a first touch operation in a movement control response area to move the virtual character within the virtual scene, responding to a second touch operation in a skill response area, and, while the second touch operation is continuous, responding to a third touch operation in a skill release direction adjustment response area. While maintaining the virtual character's position within the virtual scene, the method adjusts the virtual camera's shooting orientation from a first camera orientation to a second camera orientation based on the third touch operation, and adjusts the first game view to a second game view. In response to a skill release command, the method determines the skill release direction based on the second camera orientation, adjusts the virtual character's orientation from a preset character orientation to a first character orientation based on the skill release direction, and controls the virtual character to move a preset distance towards the first character orientation. If the virtual character encounters an enemy virtual character along the path it travels during the preset distance, the method controls the virtual character to attack the enemy virtual character.

[0045] When the virtual character attaches to the side surface of a virtual object in the virtual scene, it can be determined that the virtual character is in a target state. In this target state, the virtual character can be controlled to trigger special actions or special skills, such as triggering a wall-striking operation.

[0046] When the virtual character attaches to the side surface of a virtual object in the virtual scene, a first touch operation in response to the movement control response area can control the virtual character to move in the virtual scene. For example, after the virtual character moves in the virtual scene, the height at which the virtual character attaches to the side surface of the virtual object can be changed, and the virtual character can also be controlled to attach to any side surface of the virtual object that the virtual character can reach, thus providing the player with effective control assistance.

[0047] Responding to a second touch operation targeting the skill response area and a third touch operation targeting the skill release direction adjustment response area, the virtual camera's shooting orientation can be adjusted from the first camera orientation to the second camera orientation based on the third touch operation, and the first game viewpoint can be adjusted to the second game viewpoint. This allows users to easily observe different angles within the virtual scene by adjusting the first game viewpoint to the second game viewpoint. This provides players with effective control assistance.

[0048] Controlling the virtual character to move a preset distance in the direction indicated by the first character specifically means controlling the virtual character to move a preset distance from its current position in the direction indicated by the first character. Furthermore, during this movement, skill actions or animations corresponding to the aforementioned skill controls can be executed simultaneously. This allows control over the direction of skill release, the character's orientation, and / or the direction of movement when the virtual character releases a skill, thereby providing effective control assistance to the player. Attached Figure Description

[0049] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0050] Figure 1 A flowchart illustrating the first virtual character control method provided in this application embodiment;

[0051] Figure 2 A schematic diagram of a first graphical user interface provided in an embodiment of this application;

[0052] Figure 3 A schematic diagram of a second graphical user interface provided in an embodiment of this application;

[0053] Figure 4 A schematic diagram illustrating a third graphical user interface provided in an embodiment of this application;

[0054] Figure 5 A schematic diagram illustrating a fourth graphical user interface provided in an embodiment of this application;

[0055] Figure 6 A schematic diagram illustrating a fifth graphical user interface provided in an embodiment of this application;

[0056] Figure 7 A schematic diagram of a sixth graphical user interface provided in an embodiment of this application;

[0057] Figure 8 A schematic diagram illustrating a seventh graphical user interface provided in an embodiment of this application;

[0058] Figure 9 A schematic diagram of the structure of the first virtual character control device provided in the embodiments of this application;

[0059] Figure 10 This is a schematic diagram of the structure of a second virtual character control device provided in an embodiment of this application;

[0060] Figure 11 A schematic diagram of the structure of the third virtual character control device provided in the embodiments of this application;

[0061] Figure 12 A schematic diagram of the structure of the fourth virtual character control device provided in the embodiments of this application;

[0062] Figure 13 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0063] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0064] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0065] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.

[0066] In related technologies, players often need to control virtual characters to interact with other virtual characters based on some virtual object. For example, if the virtual object is a virtual wall, the player can control the virtual character to climb the virtual wall and fight with other virtual characters. This interaction method can be called wall-banging. However, the means provided in related games to trigger or control wall-banging are relatively simple, thus failing to provide players with effective control assistance.

[0067] To address this, this application provides a virtual character control method. By controlling the virtual character to attach to the side surface of a virtual object in a virtual scene, responding to a first touch operation targeting a movement control response area, the virtual character is controlled to move within the virtual scene. Responding to a second touch operation targeting a skill response area, and while the second touch operation is continuous, responding to a third touch operation targeting a skill release direction adjustment response area, while maintaining the virtual character's position within the virtual scene, the virtual camera's shooting orientation is adjusted from a first camera orientation to a second camera orientation according to the third touch operation, and the first game view is adjusted to a second game view. Responding to a skill release command, the skill release direction is determined based on the second camera orientation, and the virtual character's orientation is adjusted from a preset character orientation to a first character orientation according to the skill release direction. The virtual character is then controlled to move a preset distance towards the first character orientation. This method effectively assists the player in controlling the character.

[0068] In one embodiment of this application, the virtual character control method can run on a terminal device or a server. The terminal device can be a local terminal device. When the virtual character control method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0069] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game display method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0070] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0071] In one possible implementation, this invention provides a virtual character control method that provides a graphical user interface through a first terminal device, wherein the first terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0072] This application uses a virtual character control method applied in a terminal game as an example for illustration. However, it does not imply that this application's embodiments can only be applied to virtual character control in terminal games.

[0073] The virtual character control method provided in the embodiments of this application will be explained in detail below.

[0074] Figure 1 A flowchart illustrating a virtual character control method provided in this application. The graphical user interface displays a virtual scene, which includes a virtual character. See also... Figure 1 This application provides a virtual character control method, including:

[0075] Step 1001: Control the virtual character to attach to the side surface of a virtual object in the virtual scene.

[0076] Alternatively, the virtual character can be a virtual character in a terminal game controlled by the player.

[0077] Optionally, the virtual scene is a scene provided in the terminal game for the virtual character to move, fight, and perform other activities. That is, the virtual scene includes the virtual character.

[0078] The virtual object can be any object in the virtual scene. Generally, the virtual object can be a virtual tree, virtual wall, virtual house, virtual cliff, virtual rock, virtual mountain wall, etc. in the virtual scene. This application does not limit this.

[0079] The side surface of the virtual object can refer to the surface on which the virtual character cannot stand, crouch, or lie down.

[0080] The virtual character attaching to the side surface of a virtual object in the virtual scene can mean that the virtual character is climbing or hanging on the side surface of the virtual object.

[0081] Furthermore, the virtual character can be controlled to perform actions such as moving, jumping, dodging, climbing, and swimming through various controls on the graphical user interface provided by the computer device. This application does not limit this aspect.

[0082] When the virtual character attaches to the side surface of a virtual object in the virtual scene, it can be determined that the virtual character is in a target state. Then, the virtual character can be controlled to trigger special actions or special skills in the target state, such as triggering a wall-striking operation. In addition, the release direction of the virtual character's special actions or special skills can be controlled or adjusted through corresponding controls.

[0083] In an optional implementation, when the virtual character attaches to the side surface of a virtual object in the virtual scene, it can be determined that the virtual character is in a target state, thereby triggering a special action or special skill that can be controlled to be performed by the virtual character in the target state. In this implementation, the target state may optionally include a wall-climbing state or a tree-climbing state.

[0084] For example, the virtual character being in a wall-climbing state could mean that the virtual character is clinging to or climbing on a virtual wall, virtual mountainside, virtual cliff, virtual rock, or virtual house. The virtual character being in a tree-climbing state could mean that the virtual character is clinging to or climbing on a virtual tree.

[0085] Step 1002: Respond to the first touch operation on the movement control response area to control the virtual character to move in the virtual scene.

[0086] Optionally, the motion control response area is the response area corresponding to the motion control located in the graphical user interface. The response area may be larger than or the same as the graphical user interface area occupied by the motion control.

[0087] If no first touch operation or other touch operation is performed on the motion control response area, the motion control response area may not be displayed on the graphical user interface, or the transparency of the motion control response area may be adjusted to a preset transparency, which may refer to complete transparency or semi-transparency. The specific adjustment can be made according to actual needs, and this application embodiment does not limit this.

[0088] The movement control can be a virtual joystick, virtual directional keys, virtual steering wheel, or other virtual controls, and can be configured according to actual needs.

[0089] Optionally, the movement control can be used to control the virtual character's movement direction and speed in the virtual scene.

[0090] The first touch operation can be a sliding operation, dragging operation, single-click operation, or double-click operation performed by the user or relevant technical personnel. This application embodiment does not limit this.

[0091] When the virtual character attaches to the side surface of a virtual object in the virtual scene, a first touch operation in response to the movement control response area can control the virtual character to move in the virtual scene. For example, after the virtual character moves in the virtual scene, the height at which the virtual character attaches to the side surface of the virtual object can be changed, and the virtual character can also be controlled to attach to any side surface of the virtual object that the virtual character can reach, thus providing the player with effective control assistance. In this embodiment, when the virtual character can be controlled to move in the virtual scene in response to a first touch operation on the movement control response area, the virtual character's orientation is maintained at a preset orientation. The preset orientation is a direction not determined by the operation parameters of the first touch operation. For example, when the virtual character is climbing on a wall, the limbs can face the wall directly, or have a preset tilt angle. Alternatively, as the virtual character climbs on the wall, the body orientation can be dynamically adjusted according to the preset rules of the program. However, this adjustment is not determined by the operation parameters of the first touch operation. It can be understood that the preset orientation is not controlled by the player. For example, during the virtual character's crawling process, in order to make the animation of the virtual character more realistic, the character's head can be controlled to rotate uncontrollably, or the torso, limbs, etc. can perform preset animations to change the virtual character's orientation.

[0092] Furthermore, when the virtual character is not attached to the side surface of a virtual object in the virtual scene, for example, when the virtual character is standing on the surface of the virtual scene, in an optional embodiment, in response to a touch operation on the motion control response area, the virtual character is controlled to be adjusted from the current character orientation to the target character orientation, the virtual character is controlled to move from the current character position according to the target character orientation, and the virtual scene is captured according to the preset camera orientation and the current character position to which the virtual character has moved to update the game view screen.

[0093] In this embodiment of the application, the virtual character is adjusted from the current character orientation to the target character orientation. Specifically, the target character orientation is determined by the operation direction and operation position of the player's first touch operation in the movement control response area.

[0094] For example, if a player moves the movement control to the right by swiping, the virtual character's orientation will adjust accordingly to the right. It's important to note that while the player can change the virtual character's orientation during the first touch operation within the movement control response area, this touch operation does not control the virtual camera's shooting orientation.

[0095] In an optional implementation, the virtual character moves from its first character position according to a preset orientation. The preset orientation can be an orientation determined by other operations, such as determining the virtual character's orientation through operations applied to the view orientation control area.

[0096] For example, a view orientation control area can be provided on the other side of the movement controls provided in the graphical user interface (GUI). For instance, the movement controls can be placed in the lower left corner of the GUI, and the view orientation control area in the upper left corner. This allows users or players to simultaneously change the virtual camera's shooting direction and the virtual character's orientation by touching the view orientation control area while controlling the virtual character's movement. Furthermore, this view orientation control area can include corresponding controls.

[0097] Step 1003: Respond to the second touch operation for the skill response area. While the second touch operation is in continuous touch, respond to the third touch operation for the skill release direction adjustment response area. While controlling the virtual character to maintain its position in the virtual scene, adjust the shooting direction of the virtual camera from the first camera direction to the second camera direction according to the third touch operation, and adjust the first game view to the second game view.

[0098] In an optional implementation, when the second touch operation is continuous, i.e., when the player operates on the skill controls for an extended period, the virtual character's position in the game scene cannot be adjusted. For example, when the second touch operation is continuous, the virtual character enters a charging state, and its position in the game scene cannot be adjusted. In this implementation, when the second touch operation is continuous, applying a continuous swipe operation does not control or adjust the character's orientation and / or the virtual camera's orientation.

[0099] In an optional implementation, when the second touch operation is in the case of continuous touch, that is, when the player operates on the skill controls for a long time, the position and orientation of the virtual character in the game scene cannot be adjusted.

[0100] In an alternative implementation, the inability to adjust the position and / or orientation of a virtual character in the game scene means that the virtual character is controlled not to respond to touch operations used to control the movement and / or orientation adjustment of the virtual character. For example, when there is no continuous second touch operation targeting the skill response area, the virtual character can be moved by a touch operation applied to the movement controls. However, when responding to a second touch operation targeting the skill response area and when the second touch operation is continuous, if a touch operation is applied to the movement controls, the virtual character is controlled to remain in its position in the virtual scene; that is, the player cannot control the virtual character to move using the movement controls at this time.

[0101] Optionally, the skill response area is the response area corresponding to the skill control located in the graphical user interface.

[0102] The skill controls may include controls for normal attacks, special moves, special abilities, other controls that provide buffs to the virtual character or friendly virtual characters belonging to the same faction as the virtual character, and other controls that provide debuffs to enemy virtual characters belonging to the opposing faction as the virtual character. This application does not limit these aspects.

[0103] For example, the number of skill controls can be set by relevant technical personnel or users according to actual needs. For instance, only one skill control can be set, or multiple skill controls can be set.

[0104] Generally, in competitive or combat games, at least one basic attack control is required. If the virtual character also has special moves or abilities, then corresponding special move controls or special ability controls are also required.

[0105] Additionally, two normal attack controls can be set. When these two normal attack controls are triggered, the virtual character can perform the same action, or the virtual character can perform different actions. This application embodiment does not limit this.

[0106] The second touch operation can refer to a tap or a long press.

[0107] The virtual character can be controlled to enter a state of preparing to attack or release a skill by performing this second touch operation on the skill response area.

[0108] The second touch operation being a continuous touch operation can specifically mean that the second touch operation is a long press operation, and the skill response area is triggered by a continuous long press.

[0109] The skill release direction adjustment response area can refer to the corresponding area used to adjust the skill release direction. Generally, to facilitate user or player operation, the skill release direction adjustment response area can be placed around the skill response area. It can also encompass the skill response area. Alternatively, the skill release direction adjustment response area can be placed on the same side of the graphical user interface as the movement control. This allows for convenient touch operation of the skill release direction adjustment response area when the virtual character enters a charging state, i.e., when the virtual character's position in the game scene cannot be adjusted, thereby improving human-computer interaction efficiency. The skill release direction adjustment response area can also be placed in any other possible position on the graphical user interface; this application embodiment does not limit this.

[0110] Furthermore, the skill release direction adjustment response area can display corresponding controls to adjust the skill release direction, or it can be left undisplayed so that the skill release direction can be adjusted directly by touch operation on the skill release direction adjustment response area. This application embodiment does not limit this aspect.

[0111] Optionally, if no second touch operation is performed on the skill response area, the skill release direction adjustment response area can be hidden or not triggered by any operation. In other words, the skill release direction adjustment response area can only be triggered when a second touch operation is performed on the skill response area.

[0112] Optionally, the skill release direction adjustment response area can be a region that is permanently displayed in the graphical user interface, or it can be a region that is only displayed in the graphical user interface when it is triggered.

[0113] The skill response area can be a persistently displayed area in the graphical user interface, or it can be displayed only when triggered. This application does not limit this.

[0114] The third touch operation can refer to a click operation, a swipe operation, or a drag operation. The specific settings can be configured according to actual circumstances, and this application embodiment does not impose any limitations on this.

[0115] The virtual camera's shooting orientation can also be adjusted via this third touch operation.

[0116] The shooting orientation of the virtual camera can refer to the direction in which the virtual camera captures the image of the virtual scene.

[0117] Optionally, the first camera orientation may refer to the default shooting orientation of the virtual camera in the virtual scene, the current shooting orientation of the virtual camera, or the shooting orientation of the virtual camera when no second touch operation is performed on the skill response area and / or no third touch operation is performed on the skill release direction adjustment response area. This application embodiment does not limit this.

[0118] The second camera orientation may refer to the orientation of the virtual camera that the relevant technicians or users need to adjust as instructed by the third touch operation.

[0119] Furthermore, the shooting orientation of the virtual camera can also serve as the default movement direction, attack direction, or skill release direction for the virtual character. This application does not limit this aspect.

[0120] The first game view is the view determined by the virtual camera based on the orientation of the first camera when shooting the virtual scene.

[0121] Generally, the first game view screen can be the current game screen. That is, the first game view screen can be the game screen displayed on the graphical user interface when no second touch operation is performed on the skill response area and / or no third touch operation is performed on the skill release direction adjustment response area. This application embodiment does not limit this.

[0122] Optionally, the second game view is the view determined by the virtual camera based on the orientation of the second camera when capturing the virtual scene.

[0123] It's worth noting that, to facilitate easier operation for players in adjusting the skill release direction response area, this area can be placed on the same side as the movement control response area. This allows players to use one hand to control the virtual character's skill release direction or movement direction in different states. The skill response area can be located on the opposite side of the skill release direction adjustment area, so that players can simultaneously trigger the virtual character's skill controls with their other hand while controlling the skill release direction or movement direction. This improves human-computer interaction efficiency.

[0124] It's worth noting that responding to the second touch operation targeting the skill response area and the third touch operation targeting the skill release direction adjustment response area allows the virtual camera's shooting orientation to be adjusted from the first camera orientation to the second camera orientation, and the first game view to the second game view. This allows users to easily observe different angles within the virtual scene by adjusting the first game view to the second game view. This effectively provides players with control assistance.

[0125] Step 1004: In response to the skill release command, determine the skill release direction according to the orientation of the second camera, adjust the virtual character from the preset character orientation to the first character orientation according to the skill release direction, and control the virtual character to move a preset distance toward the first character orientation.

[0126] Optionally, the skill release command can be a release operation for the aforementioned second touch operation. Generally, if the second touch operation is a click operation, then the skill release command can refer to the release operation of the click operation. If the second touch operation is a long press operation, then the skill release command can refer to the release operation of the long press operation. This application embodiment does not limit this.

[0127] Optionally, the preset character orientation is different from the first character orientation.

[0128] The preset character orientation and the first character orientation can refer to the virtual character's body orientation and / or facial orientation.

[0129] The preset character orientation can refer to the default orientation of the virtual character in the virtual scene.

[0130] The orientation of the first character can be the same as the direction of skill release, or it can be opposite to the direction of skill release, or there can be a certain angle between the orientation of the first character and the direction of skill release. This application does not limit this.

[0131] For example, the operation of determining the skill release direction based on the orientation of the second camera can specifically be to take the direction in which the second camera is pointing as the skill release direction, or to take the direction in which the virtual character's location points to the center of the second game view as the skill release direction.

[0132] Optionally, the preset distance can be a pre-set distance. This preset distance can refer to the movement distance required for the virtual character to perform the action corresponding to the triggered skill control.

[0133] It is worth noting that controlling the virtual character to move a preset distance toward the direction indicated by the first character specifically means controlling the virtual character to move a preset distance from its current position in the direction indicated by the first character. Furthermore, during the movement of the virtual character, skill actions or skill animations corresponding to the aforementioned skill controls can also be executed. This application embodiment does not limit this aspect.

[0134] In this way, the direction of skill release, the character's orientation, and / or the direction of movement of the virtual character can be controlled when the virtual character releases the corresponding skill, thereby providing players with effective control assistance.

[0135] In this embodiment, by controlling the virtual character to attach to the side surface of a virtual object in the virtual scene, responding to a first touch operation for the movement control response area, the virtual character is controlled to move in the virtual scene. Responding to a second touch operation for the skill response area, and while the second touch operation is continuous, responding to a third touch operation for the skill release direction adjustment response area, while maintaining the virtual character's position in the virtual scene, the virtual camera's shooting orientation is adjusted from the first camera orientation to the second camera orientation according to the third touch operation, and the first game view is adjusted to the second game view. In response to a skill release command, the skill release direction is determined according to the second camera orientation, and the virtual character's orientation is adjusted from a preset character orientation to a first character orientation according to the skill release direction. The virtual character is then controlled to move a preset distance towards the first character orientation. If the virtual character encounters an enemy virtual character along the path traversed by the preset distance, the virtual character is controlled to attack the enemy virtual character.

[0136] When the virtual character attaches to the side surface of a virtual object in the virtual scene, it can be determined that the virtual character is in a target state. In this target state, the virtual character can be controlled to trigger special actions or special skills, such as triggering a wall-striking operation.

[0137] When the virtual character attaches to the side surface of a virtual object in the virtual scene, a first touch operation in response to the movement control response area can control the virtual character to move in the virtual scene. For example, after the virtual character moves in the virtual scene, the height at which the virtual character attaches to the side surface of the virtual object can be changed, and the virtual character can also be controlled to attach to any side surface of the virtual object that the virtual character can reach, thus providing the player with effective control assistance.

[0138] Responding to a second touch operation targeting the skill response area and a third touch operation targeting the skill release direction adjustment response area, the virtual camera's shooting orientation can be adjusted from the first camera orientation to the second camera orientation based on the third touch operation, and the first game viewpoint can be adjusted to the second game viewpoint. This allows users to easily observe different angles within the virtual scene by adjusting the first game viewpoint to the second game viewpoint. This provides players with effective control assistance.

[0139] Controlling the virtual character to move a preset distance in the direction indicated by the first character specifically means controlling the virtual character to move a preset distance from its current position in the direction indicated by the first character. Furthermore, during this movement, skill actions or animations corresponding to the aforementioned skill controls can be executed simultaneously. This allows control over the direction of skill release, the character's orientation, and / or the direction of movement when the virtual character releases a skill, thereby providing effective control assistance to the player.

[0140] In one possible approach, the method further includes:

[0141] In response to the virtual character encountering a hostile virtual character along the path it travels the preset distance, the virtual character is controlled to attack the hostile virtual character.

[0142] Optionally, the hostile virtual character may include other player characters and / or non-player characters who are not in the same faction as the virtual character, or any other virtual character that can cause damage and / or debuffs to the virtual character.

[0143] Encountering an enemy virtual character along the path the virtual character travels the preset distance can mean that when the virtual character performs a wall-striking action in response to a skill release command, the virtual character will move a preset distance from its current position in the direction indicated by the first character. If there is an enemy virtual character on this path, the virtual character can be controlled to attack the enemy virtual character.

[0144] Optionally, before encountering an enemy virtual character along the path traversed by the virtual character over the preset distance, the virtual character can maintain its corresponding attack action or perform corresponding continuously changing attack actions during its movement. This application embodiment does not limit this aspect.

[0145] Furthermore, if the virtual character does not encounter any hostile virtual characters along the path it traverses the preset distance, or if there are no hostile virtual characters along the path it traverses the preset distance, then the virtual character can either maintain its original attack action or execute a series of continuously changing attack actions. This application does not limit this aspect.

[0146] It is worth noting that, in this embodiment, controlling the virtual character to attack the enemy virtual character can be done through the assault action or an attack action consecutive with the assault action. Furthermore, when the virtual character attacks the enemy virtual character, the virtual character can inflict certain damage or influence on the enemy virtual character, for example, by reducing the enemy virtual character's armor value, health value, and / or other any other possible attribute values; this embodiment does not limit this.

[0147] In this way, if the virtual character encounters an enemy virtual character along the path it travels the preset distance, the player can control the virtual character to attack the enemy virtual character. This provides the player with effective control assistance.

[0148] See Figure 2 , Figure 2 A schematic diagram of a graphical user interface is provided. Figure 2 In the graphical user interface A1, virtual object B1, virtual character C, virtual character C's hostile virtual character D, movement control response area Y, skill response area J, and skill release direction adjustment response area T are displayed.

[0149] The movement control response area Y also includes a movement control P. The skill response area J includes skill controls G1 and G2. Additionally, the distance between the position of the enemy virtual character D and the position of the virtual character C is less than a preset distance.

[0150] It is worth noting that, by Figure 2 As can be seen, virtual object B1 is a virtual wall, movement control P is a virtual joystick, and skill controls G1 and G2 are both normal attack controls; specifically, skill control G1 is a horizontal attack control, and skill control G2 is a vertical attack control. Figure 2 In the example shown, the controls in the movement control response area Y and the skill response area J are merely examples and do not represent that the movement control response area Y and the skill response area J can only include such controls. Figure 2 The controls shown in the image are as follows.

[0151] like Figure 2As shown, the first touch operation for the movement control response area is a leftward swipe or drag operation. Therefore, when a player or user triggers this first touch operation, they can control the virtual character C to move left in the virtual scene. In this case, in response to the player's action, the aforementioned steps are executed to obtain the graphical user interface A2. See also... Figure 3 The graphical user interface A2 is the graphical user interface displayed by the computer device after the virtual character moves in the virtual scene following the first touch operation in response to the movement control response area in the graphical user interface A1.

[0152] Depend on Figure 2 and Figure 3 It is evident that the position of virtual character C within virtual object B1 has changed; specifically, compared to... Figure 2 , Figure 3 The virtual character C moved to the left from the position of the virtual object B1. This demonstrates that the first touch operation targeting the movement control response area Y achieved the goal of controlling the virtual character C to move within the virtual scene.

[0153] See also Figure 3 It can be seen that the player also performed a second touch operation on the skill control G1 in the skill response area J, and this second touch operation is a click operation or a long press operation.

[0154] If the second touch operation is a long press, then a third touch operation can be performed by adjusting the response area T according to the skill release direction. In this way, the virtual character C can remain stationary while adjusting the shooting direction of the virtual camera, thereby changing the game view displayed on the graphical user interface A2.

[0155] For example, assuming the second camera is adjusted to point towards the hostile virtual character D, then when the player or user triggers the skill release command, this second camera orientation can be used as the skill release direction. In this case, the skill release command can be a release operation for the second touch operation. The virtual character C can be adjusted from a preset character orientation to a first character orientation, which points towards the hostile virtual character D, based on this skill release direction, and the virtual character C can be controlled to move a preset distance towards the first character orientation. Then, when the player or user triggers the skill release command, the virtual character C can be controlled to move a preset distance towards the hostile virtual character D in the virtual scene. In this case, in response to the player's triggered operation, the above steps are executed to obtain the graphical user interface A3. See also... Figure 4The graphical user interface A3 is the graphical user interface displayed on the computer device after responding to the skill release command in the graphical user interface A2 and controlling the virtual character C to move a preset distance toward the hostile virtual character D.

[0156] Depend on Figure 4 As can be seen, virtual character C left virtual object B1 and moved a certain distance towards the location of the hostile virtual character D. Since the distance between the location of the hostile virtual character D and the location of virtual character C is less than a preset distance, meaning that the hostile virtual character D is located on the path traversed by virtual character C when moving the preset distance, virtual character C attacked the hostile virtual character D. Figure 4 As shown, the virtual weapon held by virtual character C has attacked the hostile virtual character D.

[0157] In one possible implementation, see [link to relevant documentation]. Figure 5 , Figure 5 A graphical user interface (A4) is provided. This virtual character control method also includes:

[0158] In response to a second touch operation targeting the skill response area, functional controls are displayed in the graphical user interface.

[0159] Optionally, the response area for adjusting the skill release direction is the response area corresponding to the function control located in the graphical user interface.

[0160] Optionally, the second touch operation is an operation that satisfies a first preset duration. Specifically, this can mean that the trigger duration of the second touch operation is greater than or equal to the first preset duration.

[0161] The first preset duration can be set by relevant technical personnel or users, and this application embodiment does not limit it.

[0162] This function control can be located in the skill response area, or around the aforementioned skill controls, or within the skill release direction adjustment response area.

[0163] The function of this control can be to control the virtual character to perform actions such as swinging a sword, jumping, and dodging; it can also control the shooting direction of the virtual camera; or it can control the game field of view displayed on the current graphical user interface.

[0164] The functions of these controls can be configured according to actual needs. That is, after triggering a control, the virtual character C can perform different actions based on the functions of each control. The number of controls can be any possible positive integer. This application does not limit this.

[0165] For example, if the response to the second touch operation targeting the skill response area is a long press operation on the skill control G1 in the skill response area J, and the trigger duration of the second touch operation is greater than the first preset duration. Figure 5 As shown, the graphical user interface A4 displays function controls G3, G4, and G5. It is evident that each function control is located in the skill response area, allowing users or players to quickly and easily trigger each function control when a skill control G1 is long-pressed.

[0166] exist Figure 5 In the example, the functions of function controls G3, G4, and G5 are slashing, jumping, and dodging, respectively.

[0167] Figure 5 The provided graphical user interface A4 is merely an example and does not limit the number of function controls to 3, nor does it limit the function of each function control to the functions of function controls G3, G4, and G5.

[0168] In this way, when a second touch operation is triggered targeting the skill response area, more functional controls can be displayed in the graphical user interface to control the virtual character's actions or operations, thus providing players with effective control assistance.

[0169] In one possible implementation, the virtual character control method further includes:

[0170] The duration of the second touch operation in response to the skill response area meets the first preset duration, and the response area is adjusted to control the direction of skill release.

[0171] It's worth noting that if the duration of the second touch operation on the skill response area is greater than or equal to the first preset duration, it indicates that the second touch operation is a long press. Otherwise, it can be determined that the second touch operation is a click. In the case of a long press, a skill release direction adjustment response area can be generated; in the case of a click, the skill can be released directly towards the current shooting direction of the virtual camera, the center of the first game view, or the preset character direction of the virtual character. This allows the skill release direction adjustment response area to be hidden or not displayed when the second touch operation is a click, but only generated when the second touch operation is a long press, enabling players or users to adjust the skill release direction. This improves the flexibility and practicality of displaying or generating the skill release direction adjustment response area.

[0172] One possible implementation involves controlling the direction of skill release and adjusting the response area, including:

[0173] The control displays functional controls in the graphical user interface, and the response area for adjusting the skill release direction is the response area corresponding to the functional controls.

[0174] In this way, it is possible to control whether to trigger the various functional controls displayed in the graphical user interface in the skill release direction adjustment response area, making it convenient for users or players to trigger the various functional controls when triggering a second touch operation.

[0175] In one possible implementation, the movement control response area and the skill release direction adjustment response area are located on the same side of the graphical user interface, while the movement control response area and the skill response area are located on opposite sides of the graphical user interface.

[0176] For example, normally the movement control response area and the skill release direction adjustment response area are located on the left side of the graphical user interface, while the skill response area is located on the right side. However, for the movement control response area and the skill release direction adjustment response area, which are also located on the left side of the graphical user interface, the movement control response area can be located in the lower left position of the graphical user interface, and the skill release direction adjustment response area can be located in the upper left position of the graphical user interface.

[0177] For example, see Figures 2-5 In graphical user interfaces A1, A2, A3, and A4, the movement control response area Y and the skill release direction adjustment response area T are both located on the left side of any graphical user interface, while the skill response area J is located on the left side of any graphical user interface.

[0178] This allows users or players to simultaneously trigger a second touch operation on the skill response area and a third touch operation on the skill release direction adjustment response area. Furthermore, since the movement control response area and the skill response area are located on opposite sides of the graphical user interface, users can simultaneously trigger a first touch operation on the movement control response area and a third touch operation on the skill release direction adjustment response area using their left and right hands respectively. This allows for simultaneous adjustment of both the virtual character's movement and skill release directions, ensuring flexibility in controlling the virtual character.

[0179] In one possible implementation, the graphical user interface includes a field-of-view adjustment control.

[0180] The virtual character control method also includes:

[0181] In response to a fourth touch operation on the field of view adjustment control, the virtual camera's shooting orientation is adjusted from the third camera orientation to the fourth camera orientation, and the third game field of view is adjusted to the fourth game field of view.

[0182] The fourth touch operation can be a click, a swipe, or a drag.

[0183] When the fourth touch operation is a click operation, the angular difference between the orientation of the third camera and the orientation of the fourth camera can be fixed. That is, in this case, each click of the field of view adjustment control will rotate the shooting orientation of the virtual camera by a fixed angle in a fixed direction. This application embodiment does not limit this.

[0184] When the fourth touch operation is a swipe or drag operation, the angular difference between the orientations of the third and fourth cameras can be determined based on the length between the start and end positions of the swipe or drag operation. Generally, the longer the length between the start and end positions of the swipe or drag operation, the greater the angular difference between the orientations of the third and fourth cameras can be. Conversely, the shorter the length, the smaller the angular difference between the orientations of the third and fourth cameras can be.

[0185] Optionally, the third camera orientation may refer to the default shooting orientation of the virtual camera in the virtual scene, the current shooting orientation of the virtual camera, or the shooting orientation of the virtual camera when no fourth touch operation is performed on the field of view adjustment control.

[0186] The fourth camera orientation may refer to the orientation of the virtual camera that the relevant technicians or users need to adjust as instructed by the fourth touch operation.

[0187] Optionally, the third game view is the view determined by the virtual camera based on the orientation of the third camera when capturing the virtual scene.

[0188] The fourth game view is the view determined by the virtual camera based on the orientation of the fourth camera when capturing the virtual scene.

[0189] In another possible implementation, the field of view adjustment control is located on a different side of the motion control area in the graphical user interface.

[0190] Specifically, the field of view adjustment control can be a control displayed in the graphical user interface or a control hidden in the graphical user interface.

[0191] In another possible implementation, the orientation of the virtual character can also be adjusted simultaneously by touching the field of view adjustment control while adjusting the orientation of the virtual camera.

[0192] The virtual character control method also includes:

[0193] In response to a target touch operation on the field of view adjustment control, the virtual character's orientation is adjusted from the preset character orientation to the target character orientation, and the virtual character is controlled to move from the preset character position according to the target character orientation. At the same time, the orientation of the virtual camera is adjusted from the fifth camera orientation to the sixth camera orientation, and the fifth game field of view is adjusted to the sixth game field of view.

[0194] Optionally, the fifth game view is the view of the virtual scene determined by the orientation of the fifth camera when capturing the virtual scene.

[0195] The sixth game view is a view of the virtual scene captured by the sixth camera based on the orientation of the sixth camera and the current position of the virtual character.

[0196] It is worth noting that when the second touch operation is in continuous touch and the virtual character is kept in the virtual scene, the field of view adjustment control can adjust the orientation of the virtual camera, but it can no longer control the virtual character to move in the game scene or change the virtual character's position in the virtual scene.

[0197] It is worth noting that when players adjust the virtual character's field of view using the field of view adjustment controls, the skill release direction follows the existing snap principle, that is, towards the direction the virtual character is currently facing, rather than being controlled by touch operations that adjust the response area in that skill release direction.

[0198] For example, see Figure 6 ,exist Figure 6 In the graphical user interface A1, a field of view adjustment control S is also displayed. By clicking, dragging, or sliding the field of view adjustment control S, the shooting direction of the virtual camera can be adjusted from the direction of the third camera to the direction of the fourth camera, thereby adjusting the third game field of view to the fourth game field of view.

[0199] In one possible implementation, the function control displayed when the second touch operation is in continuous operation can be the same control as the field of view adjustment control S, that is, the field of view adjustment control S can reuse the perspective adjustment function of the field of view adjustment control S so that the field of view adjustment control S can change the camera orientation of the virtual camera even when the virtual character is in a charging state.

[0200] In another possible implementation, the function control is a new function control added in addition to the controls displayed in the current graphical user interface A1. Although both the function control and the field-of-view adjustment control S can adjust the camera orientation of the virtual camera, the function control can only respond to the operation to adjust the camera orientation of the virtual camera when the second touch operation is ongoing, thereby determining the final skill release direction. The field-of-view adjustment control S responds to the operation to adjust the camera orientation of the virtual camera, but does not affect the skill release direction. When adjusting the camera orientation of the virtual camera through the function control, the virtual character cannot respond to the player's operation on the movement control in the movement control area to execute the player's instructions to adjust the virtual character's movement position and orientation, i.e., it cannot control the virtual character's movement in the game scene. However, when adjusting the camera orientation of the virtual camera through the field-of-view adjustment control S, the movement position and direction of the virtual character in the charging state can also be adjusted through the movement control in the movement control area, i.e., the virtual character's movement in the game scene can be controlled.

[0201] In one possible implementation, the skill response area is the response area corresponding to the skill control located in the graphical user interface.

[0202] The virtual character control method also includes:

[0203] In response to a second touch operation targeting the skill response area, control the display of the skill wheel controls.

[0204] Optionally, the skill wheel control may include at least one child control.

[0205] Optionally, the sub-control can be configured to respond to the fifth touch operation, controlling the virtual character to perform the action corresponding to the sub-control.

[0206] Optionally, the fifth touch operation is an operation that occurs consecutively with the second touch operation.

[0207] In this embodiment, the fifth touch operation can be a click operation. When a click operation is received on a skill control, multiple sub-skill controls associated with that skill control can be displayed, and the virtual character can be controlled to perform different game operations through these sub-skill controls. The click operation can be a single click performed by lifting the finger within a preset time, or a long press performed without lifting the finger within a preset time. In this embodiment, the fifth touch operation is a continuous operation with the second touch operation; for example, the fifth touch operation can be a click operation continuous with a swipe operation.

[0208] In one possible implementation, when the fifth touch operation performed on the skill response area is an operation whose duration meets the first preset duration, the virtual character is controlled to be unable to respond to movement control and / or orientation control. For example, when the virtual character is in a charging state and has not received a skill release command, if the fifth touch operation is detected, the charging state of the virtual character is interrupted, and the virtual character is controlled to execute the game operation corresponding to the sub-skill control.

[0209] Based on the aforementioned control mechanism, it is impossible to adjust the direction of skill release during an attack by performing continuous operations on the skill response area. To address this issue, the skill release direction adjustment response area in this embodiment adjusts the virtual camera's orientation through touch operations on the response area, thereby changing the game's field of view in the graphical user interface. This allows for better positioning of the target during screen switching and determines the skill release direction based on the virtual camera's orientation. This enables adjustments to the skill release direction during an attack, ensuring accuracy and improving human-computer interaction efficiency.

[0210] See Figure 7 , Figure 7 A graphical user interface A5 is provided. If the response to a second touch operation targeting the skill response area is a long press operation on the skill control G1 within the skill response area J, and the trigger duration of the second touch operation is greater than the first preset duration, then... Figure 7 As shown, the graphical user interface A5 displays sub-controls N1, N2, N3, and N4. It is evident that each sub-control is located around the skill control G1. Figure 7 In the example, the functions of sub-controls N1, N2, N3, and N4 are jump attack, dodge, crouch attack, and slash, respectively.

[0211] Figure 7 The provided graphical user interface A5 is merely an example and does not limit the number of sub-controls to 4, nor does it limit the functions of each of the 2 controls to the functions of sub-controls N1, N2, N3, and N4.

[0212] In this way, when a second touch operation is triggered targeting the skill response area, more sub-controls can be displayed in the graphical user interface to control the virtual character's actions or operations, thus providing players with effective control assistance.

[0213] In one possible implementation, responding to a first touch operation on a motion control response area to control the movement of the virtual character within the virtual scene includes:

[0214] Adjust the virtual character's orientation from the first character's orientation to the second character's orientation, control the virtual character to move from the first character's position according to the second character's orientation, and adjust the first game view to the third game view.

[0215] Optionally, the first character position may refer to the position of the virtual character in the virtual scene before the movement occurs.

[0216] Optionally, the third game view is a view of the virtual scene determined by the virtual scene based on the orientation of the first camera and the current position of the virtual character.

[0217] This allows for precise control of the virtual character's movement within the virtual environment, and enables real-time adjustment of the game's viewpoint during the character's movement.

[0218] See Figure 8 , Figure 8 A6 provides a graphical user interface. Figure 8 As shown, the graphical user interface A6 displays virtual object B1, virtual character C, virtual character C's hostile virtual character D, movement control response area Y, skill response area J, skill release direction adjustment response area T, movement control P, function control G1, function control G2, function control G3, function control G4, function control G5, sub-control N1, sub-control N2, sub-control N3, sub-control N4, and view adjustment control S.

[0219] like Figure 8 As shown, function controls G1, G2, G3, G4, G5, sub-controls N1, N2, N3, and N4 can all be located in the skill response area J.

[0220] The field-of-view adjustment control S and the skill response area J are located on the right side of the graphical user interface A6, meaning they are on the same side of A6. Conversely, the skill release direction adjustment response area T and the movement control response area Y are located on the left side of A6, meaning the skill release direction adjustment response area T is on the opposite side of the field-of-view adjustment control S and the skill response area J.

[0221] And by Figure 8As can be seen, players can adjust the virtual camera's orientation using the right hand via the view adjustment control S, and simultaneously control the various sub-controls in the skill wheel display by triggering the function control G1 in the skill response area J. Meanwhile, players can adjust the skill release direction of the virtual character C by triggering the skill release direction adjustment response area T with their left hand. This allows for simultaneous triggering of the view adjustment control S, the skill response area J, and the skill release direction adjustment response area T, thereby improving the efficiency of human-computer interaction.

[0222] In one possible implementation, the virtual character control method further includes:

[0223] In response to a skill release command, the third character orientation of the virtual character is determined based on the orientation of the second camera, and the control will adjust the virtual character from the current character orientation to the second character orientation.

[0224] In one possible implementation, the virtual character control method further includes:

[0225] Check the current weapon and equipment status of the virtual character.

[0226] The weapon and equipment status includes no weapons, equipped with melee weapons, and equipped with long-range weapons.

[0227] If the virtual character's current weapon and equipment status is either unarmed or equipped with a ranged weapon, then it is determined not to control the virtual character to move a preset distance toward the first character.

[0228] Furthermore, if the virtual character's current weapon / equipment status is either unarmed or equipped with a ranged weapon, it can be determined that the virtual character will not be in the target state. Therefore, the player will not be controlled to trigger special actions or skills in the target state, and the character will not be able to perform a wall-striking maneuver. This ensures that the virtual character is only in the target state when equipped with a melee weapon, thus providing effective control assistance to the player.

[0229] In one possible approach, if the target state is a wall-climbing state, the virtual character can be controlled to perform a wall-striking action in response to a skill release command.

[0230] If the target state is a tree-climbing state, then the virtual character can be controlled to perform a wall-slamming action or a top-rushing action in response to the skill release command.

[0231] In one possible approach, the wall-striking action can include a light wall-striking action and a charged wall-striking action.

[0232] Therefore, the virtual character control method may also include:

[0233] The action attribute is determined based on the duration of the second touch operation.

[0234] The action attribute includes: action intensity and / or action type.

[0235] This action attribute can also indicate the value of the aforementioned preset distance. That is, the distance that a light wall-tapping action or a charged wall-tapping action can move can be the same or different. This application's embodiments do not limit this.

[0236] The intensity and / or type of the action can indicate whether the wall strike is a light wall strike or a charged wall strike.

[0237] Generally, if the duration of the second touch operation exceeds a preset time threshold, then the wall-tapping action can be determined to be a charged wall-tapping action. Conversely, if the duration is less than a preset time threshold, then the wall-tapping action can be determined to be a light wall-tapping action. This application does not limit this aspect.

[0238] In response to a skill release command, control the virtual character to perform an action with action attributes corresponding to the target state in the direction of skill release.

[0239] In addition, if the virtual character encounters or comes into contact with any hostile virtual character while performing the corresponding top-rushing action, light wall-striking action, or charged wall-striking action, then the virtual character can be controlled to attack the hostile virtual character according to the action attribute corresponding to the target state.

[0240] The following describes the apparatus, device, and computer-readable storage medium used to implement the virtual character control method provided in this application. The specific implementation process and technical effects are described above and will not be repeated below.

[0241] Figure 9 This is a schematic diagram of the structure of a virtual character control device provided in an embodiment of this application. See also... Figure 9 The device includes:

[0242] The first control module 201 is used to control the virtual character to attach to the side surface of a virtual object in the virtual scene.

[0243] The motion control module 202 is used to respond to a first touch operation on the motion control response area and control the virtual character to move in the virtual scene.

[0244] The second control module 203 is used to respond to a second touch operation on the skill response area. When the second touch operation is continuous, it responds to a third touch operation on the skill release direction adjustment response area. While controlling the virtual character to maintain its position in the virtual scene, it adjusts the shooting direction of the virtual camera from the first camera direction to the second camera direction according to the third touch operation, and adjusts the first game view to the second game view.

[0245] The second game view is the view determined by the virtual camera based on the orientation of the second camera when capturing the virtual scene.

[0246] The skill release control module 204 is used to respond to a skill release command, determine the skill release direction according to the orientation of the second camera, adjust the virtual character from a preset character orientation to a first character orientation according to the skill release direction, and control the virtual character to move a preset distance toward the first character orientation, wherein the preset character orientation is different from the second character orientation.

[0247] In one possible way, see Figure 10 The device also includes an attack control module 205. The attack control module 205 is used to control the virtual character to attack the hostile virtual character when the virtual character encounters a hostile virtual character along the path it travels the preset distance.

[0248] Optionally, the motion control response area is the response area corresponding to the motion control located in the graphical user interface.

[0249] Optionally, the skill response area is the response area corresponding to the skill control located in the graphical user interface.

[0250] Optionally, the second control module 203 is also configured to respond to a second touch operation targeting the skill response area, displaying function controls in the graphical user interface.

[0251] Optionally, the response area for adjusting the skill release direction is the response area corresponding to the function control located in the graphical user interface.

[0252] The second touch operation is an operation that meets the first preset duration.

[0253] Optionally, the second control module 203 is also used to respond to the second touch operation on the skill response area, the duration of which meets the first preset duration, and to control the generation of skill release direction adjustment response area.

[0254] Optionally, the second control module 203 is also used to control the display of functional controls on the graphical user interface, wherein the response area for adjusting the skill release direction is the response area corresponding to the functional control.

[0255] Optionally, the movement control response area and the skill release direction adjustment response area are located on the same side of the graphical user interface, and the movement control response area and the skill response area are located on opposite sides of the graphical user interface.

[0256] In one possible way, see Figure 11 The device also includes a field of view adjustment module 206.

[0257] The field of view adjustment module 206 is used to respond to a fourth touch operation on the field of view adjustment control, and adjust the shooting direction of the virtual camera from the third camera direction to the fourth camera direction according to the fourth touch operation, and adjust the third game field of view to the fourth game field of view.

[0258] Optionally, the third game view is the view determined by the virtual camera based on the orientation of the third camera when capturing the virtual scene.

[0259] Optionally, the fourth game view is the view determined by the virtual camera based on the orientation of the fourth camera when capturing the virtual scene.

[0260] Optionally, the skill response area is the response area corresponding to the skill control located in the graphical user interface.

[0261] Optionally, the second control module 203 is also used to respond to a second touch operation on the skill response area and control the display of the skill wheel control.

[0262] The skill wheel control includes at least one sub-control. This sub-control is configured to respond to a fifth touch operation, controlling the virtual character to perform the action corresponding to that sub-control.

[0263] The fifth touch operation is a continuous operation following the second touch operation.

[0264] Optionally, the movement control module 202 is further configured to adjust the virtual character from the first character orientation to the second character orientation, control the virtual character to move from the first character position according to the second character orientation, and adjust the first game view to the third game view, wherein the third game view is the image determined by the virtual scene based on the first camera orientation and the current character position to which the virtual character has moved.

[0265] Optionally, the second control module 203 is also configured to respond to a second touch operation on the skill response area, and when the second touch operation is a continuous touch operation, respond to a third touch operation on the skill release direction adjustment response area, and while controlling the virtual character to maintain the current character orientation of the virtual character in the virtual scene, adjust the shooting orientation of the virtual camera from the first camera orientation to the second camera orientation according to the third touch operation.

[0266] Optionally, the skill release control module 204 is also configured to, in response to a skill release command, determine the third character orientation of the virtual character based on the orientation of the second camera, and control the virtual character to be adjusted from the current character orientation to the second character orientation.

[0267] In one possible way, see Figure 12 The device also includes a detection module 207.

[0268] The detection module 207 is used to detect the current weapon and equipment status of the virtual character, which includes no weapon equipped, equipped with melee weapons, and equipped with ranged weapons.

[0269] If the virtual character's current weapon and equipment status is either unarmed or equipped with a ranged weapon, then it is determined not to control the virtual character to move a preset distance toward the first character.

[0270] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0271] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0272] Figure 13 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. See also... Figure 13The computer device includes a memory 301 and a processor 302. The memory 301 stores a computer program that can run on the processor 302. When the processor 302 executes the computer program, it implements the steps in any of the above method embodiments. The computer device may be the terminal device or the server described above, and this application embodiment does not limit it in this way.

[0273] Optionally, the processor 302 can be used to control the virtual character to attach to the side surface of a virtual object in the virtual scene.

[0274] Optionally, the processor 302 can be used to respond to a first touch operation targeting a motion control response area, controlling the virtual character to move within the virtual scene.

[0275] Optionally, the processor 302 can be used to respond to a second touch operation on the skill response area. When the second touch operation is a continuous touch, it can respond to a third touch operation on the skill release direction adjustment response area. While controlling the virtual character to maintain its position in the virtual scene, the processor can adjust the shooting orientation of the virtual camera from the first camera orientation to the second camera orientation according to the third touch operation, and adjust the first game view to the second game view.

[0276] The second game view is the view determined by the virtual camera based on the orientation of the second camera when capturing the virtual scene.

[0277] Optionally, the processor 302 may be used to respond to a skill release command, determine a skill release direction based on the orientation of the second camera, adjust the virtual character from a preset character orientation to a first character orientation based on the skill release direction, and control the virtual character to move a preset distance toward the first character orientation, wherein the preset character orientation is different from the second character orientation.

[0278] Optionally, the processor 302 can be used to control the virtual character to attack the hostile virtual character when the virtual character encounters a hostile virtual character along the path it travels the preset distance.

[0279] Optionally, the motion control response area is the response area corresponding to the motion control located in the graphical user interface.

[0280] Optionally, the skill response area is the response area corresponding to the skill control located in the graphical user interface.

[0281] Optionally, the processor 302 can be used to respond to a second touch operation targeting the skill response area, displaying function controls in the graphical user interface.

[0282] Optionally, the response area for adjusting the skill release direction is the response area corresponding to the function control located in the graphical user interface.

[0283] The second touch operation is an operation that meets the first preset duration.

[0284] Optionally, the processor 302 can be used to respond to a second touch operation on the skill response area for a duration that meets a first preset duration, and control the generation of skill release direction to adjust the response area.

[0285] Optionally, the processor 302 can be used to control the display of functional controls in the graphical user interface, wherein the response area for adjusting the skill release direction is the response area corresponding to the functional controls.

[0286] Optionally, the movement control response area and the skill release direction adjustment response area are located on the same side of the graphical user interface, and the movement control response area and the skill response area are located on opposite sides of the graphical user interface.

[0287] Optionally, the processor 302 can be used to respond to a fourth touch operation on the field of view adjustment control, adjust the shooting orientation of the virtual camera from the third camera orientation to the fourth camera orientation according to the fourth touch operation, and adjust the third game field of view to the fourth game field of view.

[0288] Optionally, the third game view is the view determined by the virtual camera based on the orientation of the third camera when capturing the virtual scene.

[0289] Optionally, the fourth game view is the view determined by the virtual camera based on the orientation of the fourth camera when capturing the virtual scene.

[0290] Optionally, the skill response area is the response area corresponding to the skill control located in the graphical user interface.

[0291] Optionally, the processor 302 can be used to respond to a second touch operation targeting the skill response area to control the display of the skill wheel controls.

[0292] The skill wheel control includes at least one sub-control. This sub-control is configured to respond to a fifth touch operation, controlling the virtual character to perform the action corresponding to that sub-control.

[0293] The fifth touch operation is a continuous operation following the second touch operation.

[0294] Optionally, the processor 302 can be used to adjust the virtual character's orientation from a first character orientation to a second character orientation, control the virtual character to move from the first character position according to the second character orientation, and adjust the first game view to a third game view. The third game view is a view of the virtual scene determined by capturing the virtual scene based on the first camera orientation and the current character position to which the virtual character has moved.

[0295] Optionally, the processor 302 can be used to respond to a second touch operation on the skill response area, and in the case of continuous touch operation, respond to a third touch operation on the skill release direction adjustment response area, and while controlling the virtual character to maintain the current character orientation of the virtual character in the virtual scene, adjust the shooting orientation of the virtual camera from the first camera orientation to the second camera orientation according to the third touch operation.

[0296] Optionally, the processor 302 may be used to respond to a skill release command, determine the third character orientation of the virtual character based on the orientation of the second camera, and control the virtual character to be adjusted from the current character orientation to the second character orientation.

[0297] Optionally, the processor 302 can be used to detect the current weapon and equipment status of the virtual character, including no weapon equipped, equipped with melee weapons, and equipped with ranged weapons.

[0298] If the virtual character's current weapon and equipment status is either unarmed or equipped with a ranged weapon, then it is determined not to control the virtual character to move a preset distance toward the first character.

[0299] This application also provides a computer-readable storage medium storing a computer program that, when executed by a processor, can implement the steps in the various method embodiments described above.

[0300] Optionally, the processor can be used to control a virtual character to attach to the side surface of a virtual object in the virtual scene.

[0301] Optionally, the processor can be used to respond to a first touch operation targeting a motion control response area, controlling the virtual character to move within the virtual scene.

[0302] Optionally, the processor can be used to respond to a second touch operation targeting the skill response area. When the second touch operation is a continuous touch, it can respond to a third touch operation targeting the skill release direction adjustment response area. While controlling the virtual character to maintain its position in the virtual scene, the processor can adjust the shooting orientation of the virtual camera from the first camera orientation to the second camera orientation according to the third touch operation, and adjust the first game view to the second game view.

[0303] The second game view is the view determined by the virtual camera based on the orientation of the second camera when capturing the virtual scene.

[0304] Optionally, the processor can be used to respond to a skill release command, determine a skill release direction based on the orientation of the second camera, adjust the virtual character from a preset character orientation to a first character orientation based on the skill release direction, and control the virtual character to move a preset distance toward the first character orientation, wherein the preset character orientation is different from the second character orientation.

[0305] Optionally, the processor can be used to control the virtual character to attack the hostile virtual character when the virtual character encounters a hostile virtual character along the path it travels the preset distance.

[0306] Optionally, the motion control response area is the response area corresponding to the motion control located in the graphical user interface.

[0307] Optionally, the skill response area is the response area corresponding to the skill control located in the graphical user interface.

[0308] Optionally, the processor can be used to respond to a second touch operation targeting the skill response area, displaying functional controls in the graphical user interface.

[0309] Optionally, the response area for adjusting the skill release direction is the response area corresponding to the function control located in the graphical user interface.

[0310] The second touch operation is an operation that meets the first preset duration.

[0311] Optionally, the processor can be used to respond to a second touch operation targeting the skill response area for a duration that meets a first preset duration, and control the generation of skill release direction to adjust the response area.

[0312] Optionally, the processor can be used to control the display of functional controls in the graphical user interface, and the skill release direction adjustment response area is the response area corresponding to the functional control.

[0313] Optionally, the movement control response area and the skill release direction adjustment response area are located on the same side of the graphical user interface, and the movement control response area and the skill response area are located on opposite sides of the graphical user interface.

[0314] Optionally, the processor can be used to respond to a fourth touch operation on the field of view adjustment control, adjust the shooting orientation of the virtual camera from the third camera orientation to the fourth camera orientation according to the fourth touch operation, and adjust the third game field of view to the fourth game field of view.

[0315] Optionally, the third game view is the view determined by the virtual camera based on the orientation of the third camera when capturing the virtual scene.

[0316] Optionally, the fourth game view is the view determined by the virtual camera based on the orientation of the fourth camera when capturing the virtual scene.

[0317] Optionally, the skill response area is the response area corresponding to the skill control located in the graphical user interface.

[0318] Optionally, the processor can be used to respond to a second touch operation targeting the skill response area, controlling the display of the skill wheel controls.

[0319] The skill wheel control includes at least one sub-control. This sub-control is configured to respond to a fifth touch operation, controlling the virtual character to perform the action corresponding to that sub-control.

[0320] The fifth touch operation is a continuous operation following the second touch operation.

[0321] Optionally, the processor can be used to adjust the virtual character's orientation from a first character orientation to a second character orientation, control the virtual character to move from the first character position according to the second character orientation, and adjust the first game view to a third game view, wherein the third game view is a view of the virtual scene determined by the virtual scene based on the first camera orientation and the current character position to which the virtual character has moved.

[0322] Optionally, the processor can be used to respond to a second touch operation on the skill response area, and in the case of continuous touch operation, to respond to a third touch operation on the skill release direction adjustment response area, and while controlling the virtual character to maintain the current character orientation of the virtual character in the virtual scene, to adjust the shooting orientation of the virtual camera from the first camera orientation to the second camera orientation according to the third touch operation.

[0323] Optionally, the processor can be used to determine the third character orientation of the virtual character based on the orientation of the second camera in response to a skill release command, and control the virtual character to be adjusted from the current character orientation to the second character orientation.

[0324] Optionally, the processor can be used to detect the current weapon and equipment status of the virtual character, including no weapon equipped, equipped with melee weapons, and equipped with ranged weapons.

[0325] If the virtual character's current weapon and equipment status is either unarmed or equipped with a ranged weapon, then it is determined not to control the virtual character to move a preset distance toward the first character.

[0326] Optionally, this application also provides a program product, such as a computer-readable storage medium, including a program that, when executed by a processor, is used to perform any of the above-described virtual character control method embodiments.

[0327] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0328] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0329] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in the form of hardware plus software functional units.

[0330] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute partial steps of the methods of the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0331] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

[0332] The above description is merely a preferred embodiment of this application and is not intended to limit this application. Various modifications and variations can be made to this application by those skilled in the art. 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 a virtual character, characterized in that, A graphical user interface (GUI) for the game is provided through a first terminal device. The GUI displays content including a virtual scene, which includes virtual characters. The virtual character control method includes: Control the virtual character to attach to the side surface of a virtual object in the virtual scene; In response to a first touch operation targeting the mobile control response area, the virtual character is controlled to move within the virtual scene; In response to a second touch operation targeting the skill response area, while the second touch operation is in continuous touch mode, in response to a third touch operation targeting the skill release direction adjustment response area, while controlling the virtual character to maintain the position of the virtual character in the virtual scene, the shooting orientation of the virtual camera is adjusted from the first camera orientation to the second camera orientation according to the third touch operation, and the first game view is adjusted to the second game view, the second game view being the image determined by the virtual camera shooting the virtual scene according to the second camera orientation; In response to a skill release command, the skill release direction is determined based on the orientation of the second camera. Based on the skill release direction, the virtual character is adjusted from a preset character orientation to a first character orientation, and the virtual character is controlled to move a preset distance toward the first character orientation, wherein the preset character orientation is different from the first character orientation. The virtual character control method also includes: In response to a second touch operation targeting the skill response area, a function control is displayed in the graphical user interface; wherein, the skill release direction adjustment response area is the response area corresponding to the function control located in the graphical user interface; the second touch operation is an operation that satisfies a first preset duration.

2. The virtual character control method as described in claim 1, characterized in that, The method further includes: In response to the virtual character encountering a hostile virtual character along the path traversed by the preset distance, the virtual character is controlled to attack the hostile virtual character.

3. The virtual character control method as described in claim 1, characterized in that, The motion control response area is the response area corresponding to the motion control in the graphical user interface.

4. The virtual character control method as described in claim 1, characterized in that, The skill response area is the response area corresponding to the skill control located in the graphical user interface.

5. The virtual character control method as described in claim 1, characterized in that, The virtual character control method also includes: The duration of the second touch operation in response to the skill response area meets the first preset duration, and the response area is adjusted to control the direction of skill release.

6. The virtual character control method as described in claim 5, characterized in that, The control-generated skill release direction adjustment response area includes: The control displays functional controls on the graphical user interface, and the skill release direction adjustment response area is the response area corresponding to the functional controls.

7. The virtual character control method as described in claim 1, characterized in that, The movement control response area and the skill release direction adjustment response area are located on the same side of the graphical user interface, while the movement control response area and the skill response area are located on opposite sides of the graphical user interface.

8. The virtual character control method as described in claim 1, characterized in that, The graphical user interface includes field-of-view adjustment controls; The virtual character control method also includes: In response to a fourth touch operation on the field of view adjustment control, the shooting orientation of the virtual camera is adjusted from the third camera orientation to the fourth camera orientation according to the fourth touch operation, and the third game field of view is adjusted to the fourth game field of view. The third game field of view is the image determined by the virtual camera shooting the virtual scene according to the third camera orientation, and the fourth game field of view is the image determined by the virtual camera shooting the virtual scene according to the fourth camera orientation.

9. The virtual character control method as described in claim 1, characterized in that, The skill response area is the response area corresponding to the skill control located in the graphical user interface; The virtual character control method also includes: In response to a second touch operation targeting the skill response area, the skill wheel control is controlled to display. The skill wheel control includes at least one sub-control. The sub-control is configured to respond to a fifth touch operation and control the virtual character to perform the action corresponding to the sub-control. The fifth touch operation is an operation that is continuous with the second touch operation.

10. The virtual character control method as described in claim 1, characterized in that, The response is a first touch operation on the motion control response area, controlling the virtual character to move within the virtual scene, including: The virtual character is adjusted from the first character orientation to the second character orientation, and the virtual character is controlled to move from the first character position according to the second character orientation. The first game view is adjusted to the third game view, which is the view of the virtual scene captured by the scene based on the first camera orientation and the current character position to which the virtual character has moved.

11. The virtual character control method as described in claim 1, characterized in that, The virtual character control method also includes: In response to a skill release command, the third character orientation of the virtual character is determined based on the orientation of the second camera, and the virtual character is adjusted from its current character orientation to the third character orientation.

12. The virtual character control method according to any one of claims 1-11, characterized in that, The virtual character control method also includes: Detect the current weapon and equipment status of the virtual character, which includes no weapon equipped, equipped with melee weapons, and equipped with ranged weapons; If the virtual character's current weapon and equipment status is either unarmed or equipped with a ranged weapon, then it is determined not to control the virtual character to move a preset distance toward the direction of the first character.

13. A virtual character control device, characterized in that, The device includes: The first control module is used to control the virtual character to attach to the side surface of a virtual object in the virtual scene; The motion control module is used to respond to a first touch operation on the motion control response area and control the virtual character to move in the virtual scene; The second control module is used to respond to a second touch operation on the skill response area. When the second touch operation is continuous, it responds to a third touch operation on the skill release direction adjustment response area. While controlling the virtual character to maintain its position in the virtual scene, it adjusts the shooting orientation of the virtual camera from the first camera orientation to the second camera orientation according to the third touch operation, and adjusts the first game view to the second game view. The second game view is the view determined by the virtual camera shooting the virtual scene according to the second camera orientation. A skill release control module is used to respond to a skill release command, determine the skill release direction based on the orientation of the second camera, adjust the virtual character from a preset character orientation to a first character orientation based on the skill release direction, and control the virtual character to move a preset distance toward the first character orientation, wherein the preset character orientation is different from the first character orientation; The second control module is further configured to respond to a second touch operation targeting the skill response area and display a function control in the graphical user interface; wherein, the skill release direction adjustment response area is the response area corresponding to the function control located in the graphical user interface; and the second touch operation is an operation that satisfies a first preset duration.

14. A computer device, characterized in that, include: A memory and a processor, wherein the memory stores a computer program that can run on the processor, and when the processor executes the computer program, it implements the steps of the virtual character control method according to any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, implements the steps of the virtual character control method according to any one of claims 1 to 12.