Virtual role control method and device, electronic equipment and storage medium
Patent Information
- Application Number
- CN202410337352.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-03-22
- Publication Date
- 2026-08-18
- Estimated Expiration
- 2044-03-22
AI Technical Summary
但上述操作复杂,对玩家的输入时机要求较高,稍有失误就容易导致技能释放失败
[0010] The virtual character control method, device, electronic device, and storage medium provided in this application can simplify user operations and improve the efficiency of human-computer interaction.
Smart Images

Figure CN118059465B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer application technology, and in particular to a method, device, electronic device and storage medium for controlling virtual characters. Background Technology
[0002] With the continuous development of game technology, a large number of games of different themes have emerged to meet the needs of players, and sports games are one of them. In related technologies, the scene screen of sports games running on terminal devices displays multiple controls, including movement controls and at least one action control. The movement controls are used to control the virtual character to move in the virtual interactive scene, and the action controls are used to control the virtual character to perform corresponding competitive actions.
[0003] Taking sports games, specifically virtual ball games, as an example, during the game, multiple virtual characters from the same team need to cooperate with each other to pass the virtual ball, score points, and perform actions such as defense and interception against multiple virtual characters from the opposing team.
[0004] In sports games, a single game account typically controls multiple virtual characters to perform actions within a virtual interactive environment. The control method for these virtual characters involves selecting different action controls on the screen to perform various actions. However, this process is complex and requires precise timing from the player; even slight errors can lead to skill execution failures. Summary of the Invention
[0005] In view of the above, embodiments of this application provide at least one method, apparatus, electronic device, and storage medium for controlling virtual characters, in order to overcome at least one of the above-mentioned defects.
[0006] In a first aspect, an exemplary embodiment of this application provides a method for controlling a virtual character, providing a virtual interaction scene on a graphical user interface of a terminal device for enabling virtual characters from different factions to interact, wherein the virtual interaction scene contains a virtual sphere contested by virtual characters from different factions, the method comprising: in response to a first operation on a controlled virtual character, controlling the controlled virtual character to enter a probing behavior state, the controlled virtual character being a first virtual character currently controlled by a first game account and interacting with the virtual sphere by holding the sphere; while the controlled virtual character is in the probing behavior state, in response to a second operation on the controlled virtual character, controlling the controlled virtual character to perform a probing action; and in response to the controlled virtual character exiting the probing behavior state, controlling the controlled virtual character to perform a target skill in the virtual interaction scene based on the action parameters of the probing action performed by the controlled virtual character.
[0007] Secondly, embodiments of this application also provide a control device for virtual characters, providing a virtual interaction scene on the graphical user interface of a terminal device for enabling virtual characters of different factions to interact. The virtual interaction scene contains a virtual sphere contested by virtual characters of different factions. The device includes: a state control module, responding to a first operation on a controlled virtual character, controlling the controlled virtual character to enter a probing behavior state, the controlled virtual character being a first virtual character currently controlled by a first game account, interacting with the virtual sphere while holding it; a first skill control module, responding to a second operation on the controlled virtual character while it is in the probing behavior state, controlling the controlled virtual character to perform a probing action; and a second skill control module, responding to the controlled virtual character exiting the probing behavior state, controlling the controlled virtual character to execute a target skill in the virtual interaction scene based on the action parameters of the probing action performed by the controlled virtual character.
[0008] Thirdly, embodiments of this application also provide an electronic device, a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the aforementioned virtual character control method.
[0009] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the aforementioned virtual character control method.
[0010] The virtual character control method, device, electronic device, and storage medium provided in this application can simplify user operations and improve the efficiency of human-computer interaction.
[0011] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] 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.
[0013] Figure 1 A flowchart illustrating a virtual character control method provided in an exemplary embodiment of this application is shown.
[0014] Figure 2 A flowchart illustrating the steps of displaying an animation of a first skill provided by an exemplary embodiment of this application;
[0015] Figure 3 A flowchart illustrating the steps for determining the interaction position parameters corresponding to a controlled virtual character according to an exemplary embodiment of this application;
[0016] Figure 4 This illustration shows one of the interaction flowcharts between a terminal device and a server provided in an exemplary embodiment of this application;
[0017] Figure 5 A flowchart illustrating the steps of a controlled skill object performing a target skill in a virtual interactive scene, as provided in an exemplary embodiment of this application;
[0018] Figure 6 This is a second flowchart illustrating the interaction between a terminal device and a server provided in an exemplary embodiment of this application.
[0019] Figure 7 This is the third flowchart illustrating the interaction between a terminal device and a server provided in an exemplary embodiment of this application;
[0020] Figure 8 This invention provides a schematic diagram of the structure of a control device for a virtual character, as illustrated in an exemplary embodiment of this application.
[0021] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an exemplary embodiment of this application. Detailed Implementation
[0022] 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. It should be understood that the drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.
[0023] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.
[0024] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.
[0025] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0026] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. 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.
[0027] With the continuous development of game technology, a large number of games of different themes have emerged to meet the needs of players, and sports games are one of them. Taking virtual ball games as an example, in the process of playing sports games, multiple virtual characters on the same team need to cooperate with each other to pass the virtual ball, score points, and perform actions such as defense and interception against multiple virtual characters on the opposing team.
[0028] In related technologies, multiple controls are overlaid on the scene screen of a sports game running on a terminal device, including a movement control and at least one action control. The movement control can be used to control the virtual character to move in the virtual interactive scene, and the action control is used to control the virtual character to perform corresponding competitive actions.
[0029] In sports games, a single game account controls multiple virtual characters to perform actions within a virtual interactive environment. The current technology for controlling these virtual characters involves selecting different action controls on the scene screen to perform various competitive actions. This process is complex, and players often struggle to accurately time the input of different actions, making it easy for even slight errors to result in skill failure.
[0030] Taking a virtual ball game like basketball as an example, after the attacking virtual character receives the ball, they can be controlled to perform a probing step to facilitate a better attack and score. This probing step refers to the virtual character, whether facing or with their back to the basket, taking a tentative step using one foot as a pivot and the other foot as an arc. This probing step can be a small step or a large step.
[0031] The control process for the probing step in related technologies involves controlling the virtual character to perform the probing step action via dual-joystick input. This control method requires players to have relatively skilled manipulation techniques and a high degree of coordination with the dual joysticks, resulting in low operational efficiency and a high rate of misoperation.
[0032] Furthermore, the probing steps performed in these technologies have limited directional options, typically only allowing probing actions in the forward and right directions. This limited directional choice reduces the threat posed by the skill. Consequently, human-computer interaction efficiency is low, and this may increase game duration and computational resource consumption.
[0033] To address at least one of the aforementioned problems, this application proposes a virtual character control scheme to improve the efficiency of human-computer interaction and reduce the consumption of computing resources.
[0034] First, the names involved in the embodiments of this application will be introduced.
[0035] Terminal equipment:
[0036] The terminal devices involved in this application mainly refer to electronic devices that can provide a user interface to realize human-computer interaction. In an exemplary application scenario, the terminal device can be used to provide game screens (e.g., game-related settings / configuration interfaces, game scene presentation interfaces) and intelligent devices that can control virtual characters. The terminal device can be, but is not limited to, any of the following devices: smartphones, tablets, portable computers, desktop computers, game consoles, personal digital assistants (PDAs), e-book readers, MP4 (Moving Picture Experts Group Audio Layer IV) players, etc. The terminal device has an application installed and running that supports game scenes, such as an application that supports 3D game scenes. The application can be, but is not limited to, any of the following: virtual reality applications, 3D map programs, military simulation programs, MOBA (Multiplayer Online Battle Arena) games, multiplayer shooting survival games, and third-person shooter (TPS) games. Alternatively, the application can be a standalone application, such as a standalone 3D (Three Dimensions) game program, or an online multiplayer application.
[0037] Graphical User Interface:
[0038] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate icons or menu options on a touchscreen terminal by performing touch operations to select commands, launch programs, or perform other tasks. In a game scenario, the GUI can display both the game scene interface and the game configuration interface.
[0039] Virtual interactive scenarios:
[0040] A virtual environment is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server, such as a game scene provided during a game process. Optionally, this virtual interactive scene is a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment, and can include elements such as sky, land, and ocean. The virtual interactive scene is a scenario where the user controls the complete game logic of a virtual character. Optionally, the virtual scene is also used for virtual environment battles between at least two virtual objects, and it has virtual resources available for use by at least two virtual characters. For example, a game scene may include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements, etc.
[0041] Virtual characters:
[0042] This refers to a controllable dynamic object within a game scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. Multiple virtual characters can exist within the virtual scene. These virtual characters can be player-controlled (i.e., characters controlled by the player through input devices or touchscreens), artificial intelligence (AI) trained and set up for virtual environment battles, or non-player characters (NPCs) set up for game scene battles. Optionally, these virtual characters can include virtual figures competing in the game scene. Optionally, the number of virtual characters in the game scene battle is preset or dynamically determined based on the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model, and this application embodiment does not limit this.
[0043] In one embodiment of this application, the virtual character control method can run on a local terminal device or a server. When the method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and a client device.
[0044] 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's execution and the game screen presentation are separated. The storage and execution of the virtual character's control methods 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 information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0045] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0046] In one possible implementation, this application provides a method for controlling a virtual character, which provides a graphical user interface through a terminal device. The terminal device can be a local terminal device (such as a local touch terminal) or a client device in the cloud interaction system mentioned above.
[0047] To facilitate understanding of this application, the control method, device, electronic device, and storage medium for virtual characters provided in the embodiments of this application will be described in detail below.
[0048] Please see Figure 1The flowchart illustrates a method for controlling a virtual character, which is typically used in game servers, such as the cloud gaming server described above. It can also run on a local terminal device (hereinafter referred to as the terminal device), and this application does not limit this.
[0049] The terminal device provides a virtual interaction scene on its graphical user interface, which allows virtual characters from different factions to interact. The virtual interaction scene contains a virtual sphere that virtual characters from different factions compete for.
[0050] In this embodiment, taking a virtual game with two factions as an example, the two factions compete for virtual spheres through interactive combat, triggering scoring events using the virtual spheres to calculate the scores of different factions. The game can be settled when specified conditions are met. For example, a game end time can be preset, and when that time is reached, the game is settled directly, with the faction with the higher score winning. Alternatively, if a faction reaches a certain score first, a game end score can be preset, and when a faction reaches that score, the game ends, and the faction that reaches that score wins, the interactive combat ends, and the settled score determines which faction won and which lost.
[0051] In one possible implementation, once a virtual character gains control of a virtual sphere, it can perform a scoring interaction operation on the virtual sphere at an appropriate time (e.g., when the virtual character is close to the target location and there are no other virtual characters blocking it). After the virtual character performs the scoring interaction operation on the virtual sphere, it controls the virtual sphere to move towards the target location in the virtual interaction scene. If the virtual sphere enters the area where the target location is located, the virtual character and its faction can obtain the corresponding score.
[0052] For example, when the virtual sphere is a virtual basketball, the scoring interaction of the virtual basketball controls the virtual basketball to enter the virtual hoop (target position); when the virtual sphere is a virtual soccer ball, the scoring interaction of the virtual soccer ball controls the virtual soccer ball to enter the virtual goal (target position), and so on.
[0053] In one possible implementation, when the virtual character performs a scoring interaction on the virtual ball, and the virtual ball enters the area where the target location is located, the score also needs to be calculated based on the position of the virtual character when performing the scoring interaction on the virtual ball. For example, if the virtual ball is a virtual basketball, it is necessary to calculate whether the shot is a three-pointer or a two-pointer based on the position of the virtual character (whether it is outside the three-point line).
[0054] In one possible implementation, for a virtual character, the player can control the virtual character to perform corresponding skills in a virtual interactive scene through multiple skill controls displayed on the graphical user interface. These skill controls can correspond one-to-one with the multiple skills possessed by the virtual character. For example, different virtual characters may possess the same basic skills; for instance, using a virtual basketball as an example, basic skills might include shooting, passing, layups, and receiving the ball. However, this is not limited to these. Different virtual characters may have different character skills. Therefore, when a player selects or controls different virtual characters, the number of skill controls displayed in the graphical user interface and the specific skill corresponding to each skill control may differ.
[0055] Reference Figure 1 In step S101, in response to the first operation on the controlled virtual character, the controlled virtual character is controlled to enter the trial behavior state.
[0056] For example, a virtual interaction scenario may include multiple first virtual characters and multiple second virtual characters, where the multiple first virtual characters belong to a first faction and the multiple second virtual characters belong to a second faction. Multiple virtual characters within the same faction can be controlled by a single game account, or by different game accounts, or by a combination of game accounts and AI (or NPCs); this application does not impose any restrictions on this.
[0057] The aforementioned controlled virtual character can be the first virtual character currently controlled by the first game account that interacts with the virtual ball. The first game account can refer to the game account logged in on the terminal device. In this case, the controlled virtual character refers to a virtual character that can be controlled by the terminal device and is on the offensive side with the ball.
[0058] In this embodiment, the first operation refers to an operation used to control a controlled virtual character to enter a probing behavior state. For example, the first operation may be performed by an external input device connected to a terminal device. If the terminal device has a touchscreen, the first operation may include a touch operation on a target skill control, which may be a skill control displayed on a graphical user interface used to trigger the controlled virtual character to enter a probing behavior state.
[0059] In one alternative example, the aforementioned target skill control may be a basic skill that can be possessed by different virtual characters in the game, or it may be a character skill that is only possessed by a preset controlled virtual character. This application does not impose any restrictions.
[0060] In one scenario, the aforementioned target skill controls can be permanently displayed on the graphical user interface.
[0061] For example, the target skill control can be displayed while loading a virtual interactive scene on a graphical user interface.
[0062] In another scenario, the aforementioned target skill controls are displayed on the graphical user interface after the controlled virtual character acquires the ball.
[0063] For example, the target skill control is displayed on the graphical user interface after the controlled virtual character acquires the virtual sphere (or the instant the virtual sphere is received). Alternatively, the target skill control can also be displayed when the controlled virtual character is on the attacking (or defending) side while holding the virtual sphere.
[0064] In one possible implementation, the first operation described above may be a long press operation on the target skill control. For example, at the moment the controlled virtual character receives the virtual sphere, the controlled virtual character is controlled to enter a trial behavior state by long pressing the target skill control.
[0065] In step S102, while the controlled virtual character is in a probing behavior state, in response to the second operation on the controlled virtual character, the controlled virtual character is controlled to perform a probing action.
[0066] In this embodiment of the application, the aforementioned probing behavior state can refer to the state in which the virtual character is allowed to perform probing actions. That is, when the controlled virtual character is in the probing behavior state, the controlled virtual character can perform probing actions, and when the controlled virtual character is not in the probing behavior state, the controlled virtual character cannot perform probing actions.
[0067] When the first operation is a touch operation, the controlled virtual character remains in an exploratory behavior state during the duration of the touch operation. For example, if the target skill control is pressed and held, the controlled virtual character can remain in the exploratory behavior state. It should be understood that when the first operation is performed through an external input device, such as pressing a target button on the external input device and not releasing the target button, the controlled virtual character remains in the exploratory behavior state.
[0068] Alternatively, the controlled virtual character can enter a probing behavior state after an instantaneous triggering operation on the target skill control and / or target button. The probing behavior state can still be maintained after the target skill control or target button is released. This application does not impose any restrictions on this.
[0069] The following is combined Figures 2 to 4 This section describes the process of controlling a virtual character to perform exploratory actions.
[0070] Figure 2 A flowchart illustrating the steps of demonstrating a first skill animation provided by an exemplary embodiment of this application.
[0071] like Figure 2 As shown, in step S201, based on the second operation for the controlled virtual character, the interaction position parameters corresponding to the controlled virtual character are obtained.
[0072] For example, the second operation described above may include operations for controlling the movement of the controlled virtual character in a virtual interactive scene. The second operation may be an operation on a joystick on an external input device, or an operation on a movement control displayed on a graphical user interface (e.g., a flicking operation on a virtual joystick). This application does not limit this.
[0073] The following reference Figure 3 Taking the second operation, which is the flicking of a virtual joystick, as an example, we will introduce the process of determining the interaction position parameters.
[0074] Figure 3 A flowchart illustrating the steps for determining the interaction position parameters corresponding to a controlled virtual character, as provided in an exemplary embodiment of this application.
[0075] like Figure 3 As shown, in step S2011, the control position parameters for the controlled virtual character are determined based on the position of the virtual joystick during the second operation.
[0076] In this embodiment of the application, the aforementioned control position parameter can be used to characterize the control orientation of the controlled virtual character in a trial behavior state. For example, the control position parameter can be represented in the form of a vector. For instance, the control position parameter includes a second vector pointing from the reference position of the virtual joystick to the second position to which the virtual joystick is moved. The reference position can refer to the original position of the virtual joystick when it is not moved.
[0077] In step S2012, the ball-holding position parameters of the controlled virtual character are determined based on the ball-holding orientation of the controlled virtual character relative to the target position in the virtual interaction scene.
[0078] In this embodiment, the ball-holding position parameter is used to characterize the movement orientation of the controlled virtual character in the virtual interactive scene during the trial behavior state. For example, the ball-holding position parameter can be represented in vector form. For instance, the ball-holding position parameter includes a first vector pointing from a first position of the controlled virtual character in the virtual interactive scene to a target position. The target position can refer to a pre-specified location in the virtual interactive scene, preferably a position where the virtual ball can score, such as the location of a virtual basketball hoop or virtual goal.
[0079] In step S2013, the interaction position parameters corresponding to the controlled virtual character are determined based on the manipulation position parameters and / or the ball-holding position parameters.
[0080] In the first embodiment, one of the control position parameters and the ball-holding position parameters can be used as the interaction position parameter.
[0081] For example, based on the second position to which the virtual joystick is moved, the controlled virtual character can be controlled to perform a trial action in the direction indicated by the second position in the virtual interaction scene, such as controlling the controlled virtual character to take a step in the direction in which the virtual joystick is moved in the virtual interaction scene.
[0082] Alternatively, multiple relationships between movement orientations and multiple action directions of the trial action can be pre-set. In this case, based on the movement orientation of the controlled virtual character in the virtual interaction scene, the action direction corresponding to the movement orientation is determined according to the pre-set relationship, so as to control the controlled virtual character to take a step in the determined action direction in the virtual interaction scene to perform the trial action.
[0083] In the second embodiment, the interaction position parameters can be determined by both parties.
[0084] In one scenario, the virtual joystick is moved during a trial behavior state.
[0085] In this case, in response to the second operation (such as detecting a flicking operation on the virtual joystick), the real-time angle between the first vector and the second vector can be determined, and the angle range in which the real-time angle value is located can be determined as the interaction position parameter corresponding to the controlled virtual character.
[0086] Here, various existing methods can be used to determine the angle between two vectors, which will not be elaborated upon in this application.
[0087] In this embodiment of the application, multiple angle intervals can be preset, and the correspondence between multiple angle intervals and multiple action directions can be determined. After the real-time included angle value is determined, the angle interval in which the real-time included angle value falls is determined, so as to control the controlled virtual character to perform trial actions based on the action direction corresponding to the angle interval in which it falls.
[0088] For example, a circle can be divided into four angular intervals: the first interval is -45° to 45°, the second interval is 45° to 135°, the third interval is 135° to -135°, and the fourth interval is -135° to -45°. The upper or lower limit of each angular interval can be set according to requirements, ensuring that these intervals cover the entire circumference.
[0089] Correspondingly, the direction of movement for the first angle interval can be forward, the direction of movement for the second angle interval can be right, the direction of movement for the third angle interval can be backward, and the direction of movement for the fourth angle interval can be left.
[0090] In another scenario, the virtual joystick is not moved during the probing behavior state.
[0091] In this case, if no movement of the virtual joystick is detected, the preset angle value can be determined as the interaction position parameter corresponding to the controlled virtual character. For example, the size of the preset angle value can be set according to requirements, and this application does not limit this. Preferably, when the interaction position parameter is the preset angle value, the actions of the controlled virtual character in the virtual interaction scene can include: making small swings in the virtual interaction scene. The amplitude and direction of the swing can use default values, or the amplitude and / or direction of the swing can be determined according to the ball holding position parameter, and this application does not limit this.
[0092] The above solution enables virtual characters to perform more exploratory steps in virtual interactive scenarios, enriching game skills, helping to speed up the game process, and reducing the consumption of computing resources.
[0093] return Figure 2 In step S202, the first skill animation corresponding to the interaction position parameters is determined and displayed.
[0094] In this embodiment of the application, the controlled virtual character performing a trial action in a virtual interactive scene can be manifested as playing an animation in the virtual interactive scene to show the controlled virtual character performing a trial action. In other words, the first skill animation refers to the animation that controls the controlled virtual character to perform a trial action in the virtual interactive scene.
[0095] Here, the first skill animations corresponding to different interaction position parameters are different. For example, multiple first skill animations corresponding to different interaction position parameters can be pre-configured, and in step S202, the first skill animation corresponding to the currently determined interaction position parameter is obtained from the pre-configured multiple first skill animations.
[0096] In a preferred embodiment of this application, when the controlled virtual character is in a probing behavior state, the controlled virtual character can also be controlled to perform multiple probing actions based on the second operation.
[0097] For example, each first skill animation can be configured with a switching event to trigger a loop to another first skill animation. When a first skill animation is played to the switching event and the controlled virtual character is still in the probing behavior state, it can switch to another skill animation. This process repeats until the controlled virtual character exits the probing behavior state.
[0098] Here, the interaction position parameters used to obtain the first skill animation can be obtained in the following way.
[0099] In one scenario, after the controlled virtual character enters the probing behavior state and performs the probing action for the first time, the current interaction position parameters can be directly obtained to determine the corresponding first skill animation.
[0100] In another scenario, after the controlled virtual character enters the probing behavior state and performs the probing action for the first time, when the first skill animation corresponding to the previously performed skill action plays to the switching event configured in the first skill animation, the interaction position parameters at the moment the switching event is triggered are obtained.
[0101] For example, an animation editor can be configured in the terminal device to configure switching events (such as the SwitchLoop Next Anim event). For instance, after the first skill animation plays to the switching event configured in the animation editor, the interaction position parameters at the time the switching event is triggered are used to determine another first skill animation corresponding to the interaction position parameters at that time. After the first skill animation finishes playing, the player switches to the other first skill animation to continue playing. This is manifested as the controlled virtual character automatically performing multiple probing actions in the virtual interactive scene. This cycle repeats until the player releases the long-pressed probing step skill button.
[0102] In a preferred embodiment of this application, the function of performing the probing action can be separated between the terminal device and the server. The main logic is implemented by the client (terminal device). That is, the above control method can be executed on the terminal device logged into the first game account. For example, the steps of obtaining interaction position parameters and determining the first skill animation corresponding to the interaction position parameters can be executed on the terminal device. The server side is mainly responsible for replacing the skill animation, ensuring the independence of each skill animation, and can also configure individual skill effects according to different interaction position parameters.
[0103] Figure 4 This illustrates one of the interaction flowcharts between a terminal device and a server provided in an exemplary embodiment of this application.
[0104] like Figure 4 As shown, in step S2021, the first skill animation corresponding to the interaction position parameters is determined according to the behavior animation logic stored on the terminal device.
[0105] In this embodiment, the aforementioned behavioral animation logic is used to indicate the correspondence between multiple interactive position parameters and multiple first skill animations. For the example with four angle intervals, a first skill animation can be created according to the action direction corresponding to each angle interval. For example, a first skill animation can be configured for controlling the virtual character to perform a forward probing action in the first angle interval, a first skill animation can be configured for controlling the virtual character to perform a right probing action in the second angle interval, a first skill animation can be configured for controlling the virtual character to perform a backward probing action in the third angle interval, and a first skill animation can be configured for controlling the virtual character to perform a left probing action in the fourth angle interval.
[0106] Preferably, the above-mentioned behavior animation logic can be constructed using a behavior tree approach. Each node of the behavior tree corresponds to an interaction position parameter. When the controlled virtual character is in a trial behavior state, it enters the behavior tree in response to the obtained interaction position parameter to select the corresponding first skill animation to be played, and jumps between the nodes of the behavior tree based on the switching event configured in the first skill animation.
[0107] In step S2022, the terminal device sends a first request to the server.
[0108] After determining the first skill animation, the terminal device generates a first request and sends it to the server. Here, the first request is used to obtain the first skill animation corresponding to the interaction position parameters. For example, the first request may carry an animation identifier, which is used to indicate the first skill animation corresponding to the trial action currently triggered by the terminal device. Alternatively, the first request may also carry an action identifier, which is used to indicate the direction of the trial action currently triggered by the terminal device. This application does not limit this.
[0109] In step S2023, the server retrieves the first skill animation indicated by the first request.
[0110] For example, the server can store skill animations for multiple skills possessed by each virtual character. These skill animations can be modified or replaced through operations on the server, and individual skill effects can be configured for different skills. For instance, the server may store first skill animations corresponding to probing actions such as forward, backward, left, and right. In this case, the server can determine the first skill animation indicated by the first request from the stored skill animations based on the animation identifier or action identifier carried in the first request.
[0111] In step S2024, the server pushes the first skill animation indicated by the first request to the terminal device.
[0112] Here, a communication connection has been established between the server and the terminal device for data transmission. At this time, the first skill animation can be transmitted to the terminal device through the established communication connection.
[0113] In step S2025, the terminal device displays the first skill animation. At this time, on the graphical user interface, it appears as the controlled virtual character performing a probing action from the first skill animation in the virtual interactive scene, such as taking a step in a certain direction and returning to its original position.
[0114] return Figure 1 In step S103, in response to the controlled virtual character exiting the trial behavior state, the controlled virtual character is controlled to execute the target skill in the virtual interaction scene based on the action parameters of the trial action performed by the controlled virtual character.
[0115] Here, the controlled virtual character can be controlled to exit the probing behavior state in response to the third operation, or it can be controlled to exit the specified game state in response to the end of the first operation on the controlled virtual character, such as controlling the controlled virtual character to exit the probing behavior state when the touch operation on the target skill control ends (releasing the long press operation on the target skill control).
[0116] In a preferred embodiment of this application, the preset first skill animation may further be configured with connection points for triggering the target skill. Here, the preset first skill animation may include all first skill animations, or only a portion of the first skill animations. For example, the preset first skill animation may refer to an animation in which the motion parameters of a trial action satisfy a specified motion direction. For example, the aforementioned connection points are configured for first skill animations whose motion parameters satisfy forward and backward motion directions.
[0117] Figure 5 This is a flowchart illustrating the steps of a control skill object, as provided in an exemplary embodiment of this application, performing a target skill in a virtual interactive scene.
[0118] like Figure 5 As shown, in step S301, the interaction position parameters corresponding to the controlled virtual character at the moment of exiting the trial behavior state are obtained, and the interaction position parameters are determined as the pre-input for the target skill.
[0119] In this embodiment, a connection is established between the target skill and the trial action. For example, the target skill is triggered after the trial action is executed, and the target skill is determined by interaction position parameters. For instance, the interaction position parameters of the controlled virtual character at the moment of exiting the trial behavior state are used as the input to the target skill.
[0120] In step S302, in response to detecting a configured connection point in the first skill animation corresponding to the pre-input, the controlled virtual character is controlled to execute the target skill in the virtual interactive scene.
[0121] As shown above, different first skill animations are used to represent the execution of trial actions in different action directions. Playing different first skill animations is equivalent to controlling the controlled virtual character to perform trial actions multiple times in the virtual interactive scene. If a connection point is configured in the first skill animation, the first skill animation that performs the trial action will switch to the second skill animation that represents the target skill.
[0122] Figure 6 This is a second flowchart illustrating the interaction between a terminal device and a server provided in an exemplary embodiment of this application.
[0123] like Figure 6 As shown, in step S3021, the connection point is detected in the first skill animation.
[0124] Here, the first skill animation is the first skill animation currently playing based on the interactive position parameters of the controlled virtual character.
[0125] In step S3022, the terminal device sends a second request to the server.
[0126] If the terminal device detects a connection point in the first skill animation, a second request is generated; if the terminal device does not detect a connection point in the first skill animation, the target skill is not triggered.
[0127] Here, the second request is used to obtain the second skill animation corresponding to the target skill. For example, the second request carries a prompt icon, which is used to indicate the action parameters corresponding to the first skill animation to be pre-input. The first skill animation is the first skill animation that is currently playing, or the first skill animation that was last played when exiting the trial behavior state. The above action parameters can indicate the action direction of the trial action in the first skill animation. Different action directions trigger different target skills.
[0128] In step S3023, the server retrieves the second skill animation indicated by the second request.
[0129] For example, the server can store the correspondence between different action directions and different second skill animations. Each second skill animation represents a corresponding target skill; that is, different action directions result in different target skills. In this case, the server can respond to a second request by retrieving the second skill animation indicated by the prompt identifier. Here, the second skill animation refers to the animation that controls the skill object to execute the target skill in a virtual interactive scene.
[0130] In step S3024, the server pushes the second skill animation indicated by the second request to the terminal device.
[0131] For example, a second skill animation can be transmitted to a terminal device through a communication connection established between the server and the terminal device.
[0132] In step S3025, the terminal device displays the second skill animation. At this time, on the graphical user interface, this is represented by the controlled virtual character performing the probing action in the first skill animation in the virtual interactive scene, followed by the target skill.
[0133] In this embodiment of the application, the probing step is given more functionality by the triggered target skill, making it an offensive threat and enabling it to become a regular offensive tactic. For example, the aforementioned target skill may include a skill that provides a boost or beneficial effect to the controlled virtual character's scoring by triggering a score using a virtual sphere.
[0134] In one scenario, the target skill is one that provides a buff to one's own offensive capabilities.
[0135] In this case, the skill target can refer to the controlled virtual character. At this time, in response to the first skill animation corresponding to the pre-input being played to the connection point configured in the first skill animation, the first skill animation is interrupted, and the controlled virtual character is directly controlled to execute the skill action to increase the attack strength.
[0136] Here, the connection point configured above can be located at a point in the first skill animation where the probing action has been completed but the animation has not ended, ensuring the integrity of the probing action. That is, when the first skill animation is interrupted, the controlled virtual character performs the corresponding probing action in the virtual interactive scene.
[0137] For example, when the motion parameters of the probing action in the first skill animation meet the first specified action direction, the target skill is a skill used to increase the offensive strength of the controlled virtual character. For example, the first specified action direction includes a backward probing step. At this time, the target skill is a shot. Specifically, it can be expressed as: controlling the controlled virtual character to perform a backward probing action and directly connecting it to a shot.
[0138] In another scenario, the target skill is one that debuffs the enemy's defense.
[0139] In this scenario, the skill target can refer to a preset defensive character, which is one of the multiple second virtual characters in the opposing faction that is in the best defensive position, such as the closest second virtual character. At this point, in response to the first skill animation corresponding to the pre-input playing to the connection point configured in that first skill animation, the controlled virtual character releases the target skill, causing the preset defensive character to perform a skill action to weaken the defensive strength. While the preset defensive character performs this skill action, the first skill animation corresponding to the pre-input continues to play.
[0140] For example, when the motion parameters of the probing action in the first skill animation meet the second specified action direction, the target skill is a skill used to weaken the defense strength of the preset defensive character. For example, the second specified action direction includes a forward probing step. At this time, the target skill is to control the preset defensive character to be stunned. Specifically, it can be manifested as: controlling the controlled virtual character to perform a probing action forward and causing a stun effect on the preset defensive character (e.g., the preset defensive character takes a small step back).
[0141] In a preferred embodiment of this application, the feel and performance of the probing step are further optimized to support skill release in weak network conditions. For example, in weak network conditions, at least one breakpoint is configured at the end of the first skill animation performing the probing action to ensure that player input is responded to. For instance, the breakpoints include a first breakpoint and a second breakpoint, with the first breakpoint preceding the second breakpoint and the second breakpoint at the end of the first skill animation.
[0142] Figure 7 This is the third flowchart illustrating the interaction between a terminal device and a server provided in an exemplary embodiment of this application.
[0143] like Figure 7 As shown, in step S3031, the first interruption point is detected in the first skill animation.
[0144] For example, in the first skill animation, only breakpoints or only connection points can be configured, or both breakpoints and connection points can be configured at the same time. Preferably, the breakpoint is configured before the connection point and after the trial action is completed.
[0145] In step S3032, the terminal device sends a third request to the server.
[0146] If the terminal device detects the first interruption point in the first skill animation, a third request is generated; if the terminal device does not detect the first interruption point in the first skill animation, subsequent processing is not triggered.
[0147] Here, the third request carries an action prompt icon and a breakpoint prompt icon. The action prompt icon is used to indicate the action parameters corresponding to the first skill animation to be pre-inputted (e.g., the direction of the probing action), and the breakpoint prompt icon is used to indicate the currently detected connection point (whether it is the first breakpoint or the second breakpoint).
[0148] In step S3033, the server retrieves the second skill animation indicated by the third request.
[0149] Here, the server can respond to the third request by retrieving the second skill animation indicated by the action prompt identifier. For example, if the first skill animation is only configured with breakpoints, the second skill animation can refer to the animation that controls the skill object to execute the target skill in the virtual interaction scene. If the first skill animation is configured with breakpoints and connection points, the target skill corresponding to the breakpoint may include breakthrough. The second skill animation corresponds to the animation that controls the controlled virtual character to execute breakthrough in the virtual interaction scene.
[0150] In step S3034, the server pushes the second skill animation indicated by the third request to the terminal device.
[0151] For example, a second skill animation can be transmitted to a terminal device through a communication connection established between the server and the terminal device.
[0152] In step S3035, the terminal device detects whether it has received the second skill animation pushed by the server.
[0153] If a second skill animation is received from the server, then step S3036 is executed: the terminal device displays the second skill animation.
[0154] Continuing with the example above, in a graphical user interface, this can be represented as a controlled virtual character performing a probing action in the first skill animation within a virtual interactive scene, followed by a breakthrough. For instance, the direction of this breakthrough can be determined based on the direction of the probing action; for example, the breakthrough direction may be the same as or opposite to the direction of the probing action. Alternatively, the breakthrough direction can be determined based on the interaction position parameters detected at the moment of the first breakpoint; for example, different angle ranges correspond to different breakthrough directions.
[0155] If the second skill animation pushed by the server is not received, then proceed to step S3037: detect the second interrupt point in the first skill animation.
[0156] In step S3038, the terminal device sends a fourth request to the server.
[0157] If the terminal device detects the second breakpoint in the first skill animation, a fourth request is generated; if the terminal device does not detect the second breakpoint in the first skill animation, no subsequent processing is performed. For example, the fourth request carries an action prompt indicator and a breakpoint prompt indicator.
[0158] In step S3039, the server retrieves the third skill animation indicated by the fourth request.
[0159] Here, the server can respond to the fourth request by retrieving the third skill animation indicated by the action prompt and breakpoint prompt. This third skill animation refers to the animation in which the control skill object sequentially executes the trial action and the target skill action in the virtual interactive scene.
[0160] For example, in response to the fourth request, the server can determine the second skill animation indicated by the action prompt identifier, and based on the current breakpoint indicated by the breakpoint prompt identifier as the second breakpoint, concatenate the first skill animation in step S3031 with the second skill animation in step S3033 to obtain the third skill animation. Alternatively, the server can pre-store third skill animations corresponding to different action prompt identifiers for retrieval.
[0161] In step S3040, the server pushes the third skill animation indicated by the fourth request to the terminal device.
[0162] For example, third-skill animations can be transmitted to terminal devices through a communication connection established between the server and the terminal device.
[0163] In step S3041, the terminal device displays the third skill animation.
[0164] Taking the target skill as an example of breakthrough, the specific manifestation can be: controlling the controlled virtual character to repeatedly execute the probing action in the first skill animation in a virtual interactive scene, and then connecting to the breakthrough. Here, the method of determining the breakthrough direction is the same as the method of determining the breakthrough direction in step S3036, and this application will not repeat it here.
[0165] The virtual character control scheme based on the embodiments of this application optimizes the probing step operation process in the single joystick control mode, making it easier for players to get started. Furthermore, the movements more closely resemble real-world technical characteristics, enriching the performance of the probing step and subsequent breakthroughs. Simultaneously, it imbues the probing step with more functionality, enriching gameplay and enhancing the game's enjoyment.
[0166] Based on the same application concept, this application also provides a virtual character control device corresponding to the method provided in the above embodiments. Since the principle of the device in this application to solve the problem is similar to the virtual character control method in the above embodiments of this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0167] Figure 8 This is a schematic diagram of the structure of a control device for virtual characters provided in an exemplary embodiment of this application. A virtual interaction scene is provided on the graphical user interface of a terminal device for enabling virtual characters from different factions to interact. In the virtual interaction scene, virtual characters from different factions compete for a virtual sphere, such as... Figure 8 As shown, the control device 200 for the virtual character includes:
[0168] The state control module 210, in response to a first operation on the controlled virtual character, controls the controlled virtual character to enter a trial behavior state, wherein the controlled virtual character is the first virtual character currently controlled by the first game account that is interacting with the virtual sphere by holding the ball;
[0169] The first skill control module 220, when the controlled virtual character is in the probing behavior state, responds to the second operation on the controlled virtual character and controls the controlled virtual character to perform the probing action;
[0170] The second skill control module 230, in response to the controlled virtual character exiting the trial behavior state, controls the controlled virtual character to execute the target skill in the virtual interaction scene based on the action parameters of the trial action performed by the controlled virtual character.
[0171] In one possible implementation of this application, the first operation includes a touch operation on a target skill control, wherein the controlled virtual character is in the probing behavior state during the duration of the touch operation, and the controlled virtual character exits the probing behavior state when the touch operation ends.
[0172] In one possible implementation of this application, the action parameters satisfy a first specified action direction, and the target skill is a skill used to enhance the offensive strength of the controlled virtual character; or, the action parameters satisfy a second specified action direction, and the target skill is a skill used to weaken the defensive strength of a preset defensive character, where the preset defensive character is a second virtual character in the best defensive position among multiple second virtual characters in the opposing camp.
[0173] In one possible implementation of this application, the first skill control module 220 is further configured to: obtain the interaction position parameters corresponding to the controlled virtual character based on the second operation; determine and display the first skill animation corresponding to the interaction position parameters, wherein the first skill animation refers to the animation that controls the controlled virtual character to perform a trial action in the virtual interaction scene.
[0174] In one possible implementation of this application, the first skill animations corresponding to different interaction position parameters are different. Each first skill animation is configured with a switching event for triggering a loop to another first skill animation. The first skill control module 220 is further configured to: directly obtain the interaction position parameters for the first execution of a skill action; and for non-first executions of a skill action, obtain the interaction position parameters at the moment the switching event is triggered when the first skill animation corresponding to the previously executed skill action plays to the switching event configured in the first skill animation.
[0175] In one possible implementation of this application, the second operation includes a flicking operation on a virtual joystick. The first skill control module 220 is further configured to: determine control position parameters for the controlled virtual character based on the flicking position of the virtual joystick under the second operation; determine ball-holding position parameters corresponding to the controlled virtual character based on the ball-holding orientation of the controlled virtual character relative to a target position in the virtual interactive scene; and determine interaction position parameters corresponding to the controlled virtual character based on the control position parameters and / or the ball-holding position parameters.
[0176] In one possible implementation of this application, the ball-holding position parameter includes a first vector pointing from a first position of the controlled virtual character in the virtual interactive scene to the target position, and the control position parameter includes a second vector pointing from a reference position of the virtual joystick to a second position to which the virtual joystick is moved.
[0177] In one possible implementation of this application, the first skill control module 220 determines the interaction position parameters corresponding to the controlled virtual character in the following manner: in response to detecting a flicking operation on the virtual joystick, it determines the real-time angle value between the first vector and the second vector, and determines the angle range in which the real-time angle value is located as the interaction position parameters corresponding to the controlled virtual character; in response to not detecting a flicking operation on the virtual joystick, it determines a preset angle value as the interaction position parameters corresponding to the controlled virtual character.
[0178] In one possible implementation of this application, the control device is equipped on a terminal device logged into the first game account. The first skill control module 220 is further configured to: generate a first request for obtaining a first skill animation corresponding to the interaction position parameters based on the behavior animation logic stored on the terminal device, and send it to the server. The behavior animation logic is used to indicate the correspondence between multiple interaction position parameters and multiple first skill animations. The first skill animation indicated by the first request pushed by the server is received and displayed.
[0179] In one possible implementation of this application, the preset first skill animation is further configured with a connection point for triggering the target skill. The preset first skill animation refers to an animation in which the action parameters of the trial action satisfy a specified action direction. The second skill control module 230 is further configured to: obtain the interaction position parameters corresponding to the controlled virtual character at the moment of exiting the trial behavior state, and determine the interaction position parameters as a pre-input for the target skill; and, in response to detecting the configured connection point in the first skill animation corresponding to the pre-input, control the controlled virtual character to execute the target skill in the virtual interaction scene.
[0180] In one possible implementation of this application, the second skill control module 230 controls the controlled virtual character to perform a target skill in the virtual interactive scene in the following manner: in response to detecting a connection point, it generates a second request for obtaining a second skill animation corresponding to the target skill and sends it to the server. The second request carries a prompt identifier, which is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input. It receives the second skill animation indicated by the prompt identifier pushed by the server and displays it. The second skill animation refers to the animation that controls the controlled virtual character to perform the target skill in the virtual interactive scene.
[0181] In one possible implementation of this application, the second skill control module 230 is further configured to: control the interruption of the first skill animation in response to the first skill animation corresponding to the pre-input being played to a connection point configured in the first skill animation, and directly control the controlled virtual character to perform a skill action to increase the attack intensity.
[0182] In one possible implementation of this application, the second skill control module 230 is further configured to: control the preset defensive character to perform a skill action to weaken the defensive strength in response to the first skill animation corresponding to the pre-input being played to a connection point configured in the first skill animation, wherein the first skill animation corresponding to the pre-input is played continuously when the preset defensive character performs the skill action.
[0183] In one possible implementation of this application, the first skill animation is further configured with breakpoints, including a first breakpoint and a second breakpoint. The first breakpoint is located before the second breakpoint, and the second breakpoint is located at the end of the first skill animation. The second skill control module 230 controls the skill object to execute the target skill in the virtual interactive scene in the following manner: in response to detecting the first breakpoint, a third request is generated and sent to the server. The third request carries an action prompt identifier and a breakpoint prompt identifier. The action prompt identifier is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input, and the breakpoint prompt identifier is used to indicate the currently detected breakpoint. The system detects whether a second skill animation pushed by the server has been received. If the second skill animation is received, it is displayed. The second skill animation refers to the animation that controls the controlled virtual character to execute the target skill in the virtual interactive scene. If the second skill animation is not received, a fourth request is generated in response to the detection of a second breakpoint and sent to the server. The fourth request carries an action prompt identifier and a breakpoint prompt identifier. The system receives the third skill animation indicated by the fourth request pushed by the server and displays it. The third skill animation refers to the animation that controls the controlled virtual character to sequentially execute the trial action and the target skill in the virtual interactive scene.
[0184] Based on the above-mentioned device, the user's operation can be simplified, thereby improving the efficiency of human-computer interaction.
[0185] Please see Figure 9 , Figure 9 A schematic diagram of the structure of an electronic device provided as an exemplary embodiment of this application. For example... Figure 9 As shown, the electronic device 300 includes a processor 310, a memory 320, and a bus 330.
[0186] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the virtual character control method as described in any of the above embodiments can be executed, as follows:
[0187] A virtual interaction scenario is provided on the graphical user interface of a terminal device for virtual characters from different factions to interact, wherein virtual characters from different factions compete for a virtual sphere in the virtual interaction scenario; in response to a first operation on a controlled virtual character, the controlled virtual character is controlled to enter a probing behavior state, wherein the controlled virtual character is a first virtual character currently controlled by a first game account that interacts with the virtual sphere by holding the sphere; while the controlled virtual character is in the probing behavior state, in response to a second operation on the controlled virtual character, the controlled virtual character is controlled to perform a probing action; in response to the controlled virtual character exiting the probing behavior state, based on the action parameters of the probing action performed by the controlled virtual character, the controlled virtual character is controlled to execute a target skill in the virtual interaction scenario.
[0188] Based on the aforementioned electronic devices, user operations can be simplified, thereby improving the efficiency of human-computer interaction.
[0189] This application also provides a computer-readable storage medium storing a computer program. When the computer program is run by a processor, it can execute the steps of the virtual character control method as described in any of the above embodiments, as follows:
[0190] A virtual interaction scenario is provided on the graphical user interface of a terminal device for virtual characters from different factions to interact, wherein virtual characters from different factions compete for a virtual sphere in the virtual interaction scenario; in response to a first operation on a controlled virtual character, the controlled virtual character is controlled to enter a probing behavior state, wherein the controlled virtual character is a first virtual character currently controlled by a first game account that interacts with the virtual sphere by holding the sphere; while the controlled virtual character is in the probing behavior state, in response to a second operation on the controlled virtual character, the controlled virtual character is controlled to perform a probing action; in response to the controlled virtual character exiting the probing behavior state, based on the action parameters of the probing action performed by the controlled virtual character, the controlled virtual character is controlled to execute a target skill in the virtual interaction scenario.
[0191] Based on the aforementioned computer-readable storage medium, user operations can be simplified, thereby improving the efficiency of human-computer interaction.
[0192] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.
[0193] 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.
[0194] In addition, the functional units in the various embodiments of this application 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.
[0195] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. 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.
[0196] 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.
Claims
1. A method for controlling a virtual character, characterized in that, A virtual interaction scenario is provided on the graphical user interface of a terminal device for virtual characters from different factions to interact, wherein the virtual interaction scenario involves virtual characters from different factions competing for a virtual sphere, the method comprising: In response to a first operation on a controlled virtual character, the controlled virtual character is controlled to enter a probing behavior state, wherein the controlled virtual character is the first virtual character currently controlled by the first game account that is interacting with the virtual sphere by holding the sphere; When the controlled virtual character is in the probing behavior state, in response to the second operation on the controlled virtual character, the controlled virtual character is controlled to perform the probing action; In response to the controlled virtual character exiting the probing behavior state, based on the action parameters of the probing action performed by the controlled virtual character, the controlled virtual character is controlled to execute the target skill in the virtual interaction scene.
2. The method according to claim 1, characterized in that, The first operation includes a touch operation on a target skill control, wherein the controlled virtual character is in the probing behavior state during the duration of the touch operation, and the controlled virtual character exits the probing behavior state when the touch operation ends.
3. The method according to claim 1, characterized in that, The action parameters satisfy a first specified action direction, and the target skill is a skill used to enhance the offensive strength of the controlled virtual character. Alternatively, the action parameters satisfy a second specified action direction, the target skill is a skill used to weaken the defensive strength of a preset defensive character, and the preset defensive character is a second virtual character in the best defensive position among multiple second virtual characters in the opposing camp.
4. The method according to claim 1 or 3, characterized in that, The control of the controlled virtual character to perform the probing action includes: Based on the second operation, the interaction position parameters corresponding to the controlled virtual character are obtained; Determine and display the first skill animation corresponding to the interaction position parameters. The first skill animation refers to the animation that controls the controlled virtual character to perform a trial action in the virtual interaction scene.
5. The method according to claim 4, characterized in that, The first skill animation corresponds to different interaction position parameters. Each first skill animation is configured with a switching event to trigger a loop to another first skill animation. The step of obtaining the interaction position parameters corresponding to the controlled virtual character includes: For the first execution of a skill action, directly obtain the interaction position parameters. For skill actions that are not executed for the first time, when the first skill animation corresponding to the previously executed skill action plays to the switching event configured in the first skill animation, the interaction position parameters at the time when the switching event is triggered are obtained.
6. The method according to claim 4, characterized in that, The second operation includes flicking the virtual joystick. The step of obtaining the interaction position parameters corresponding to the controlled virtual character includes: Based on the position of the virtual joystick during the second operation, the control position parameters for the controlled virtual character are determined. Based on the ball-holding orientation of the controlled virtual character relative to the target position in the virtual interactive scene, determine the ball-holding position parameters corresponding to the controlled virtual character; Based on the control position parameters and / or the ball-holding position parameters, determine the interaction position parameters corresponding to the controlled virtual character.
7. The method according to claim 6, characterized in that, The ball-holding position parameter includes a first vector pointing from the first position of the controlled virtual character in the virtual interactive scene to the target position. The control position parameters include a second vector pointing from the reference position of the virtual joystick to the second position to which the virtual joystick is moved.
8. The method according to claim 7, characterized in that, The interaction position parameters corresponding to the controlled virtual character are determined in the following manner: In response to detecting a flicking operation on the virtual joystick, the real-time angle between the first vector and the second vector is determined, and the angle range in which the real-time angle value is located is determined as the interaction position parameter corresponding to the controlled virtual character; In response to the absence of detected movement of the virtual joystick, a preset angle value is determined as the interaction position parameter corresponding to the controlled virtual character.
9. The method according to claim 4, characterized in that, The control method is executed on the terminal device logged into the first game account. The step of determining and displaying the first skill animation corresponding to the interaction position parameters includes: Based on the behavioral animation logic stored on the terminal device, a first request is generated to obtain the first skill animation corresponding to the interaction position parameter, and sent to the server. The behavioral animation logic is used to indicate the correspondence between multiple interaction position parameters and multiple first skill animations. Receive the first skill animation indicated by the first request pushed by the server and display it.
10. The method according to claim 4, characterized in that, The preset first skill animation also includes a connection point for triggering the target skill. This preset first skill animation refers to an animation where the motion parameters of the probing action satisfy a specified action direction. The step of controlling the controlled virtual character to execute the target skill in the virtual interaction scenario includes: Obtain the interaction position parameters corresponding to the controlled virtual character at the moment of exiting the probing behavior state, and determine the interaction position parameters as the pre-input for the target skill; In response to detecting a configured connection point in the first skill animation corresponding to the pre-input, the controlled virtual character is controlled to execute the target skill in the virtual interactive scene.
11. The method according to claim 10, characterized in that, The controlled virtual character can be controlled to perform target skills in the virtual interactive scenario in the following manner: In response to the detection of a connection point, a second request is generated to obtain the second skill animation corresponding to the target skill and sent to the server. The second request carries a prompt identifier, which is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input. The system receives and displays the second skill animation indicated by the prompt icon pushed by the server. The second skill animation refers to the animation that controls the controlled virtual character to perform the target skill in the virtual interactive scene.
12. The method according to claim 11, characterized in that, Controlling the controlled virtual character to execute a target skill in the virtual interactive scene includes: In response to the first skill animation corresponding to the pre-input being played to the connection point configured in the first skill animation, the first skill animation is interrupted, and the controlled virtual character is directly controlled to perform a skill action to increase the attack strength.
13. The method according to claim 11, characterized in that, in, Controlling the controlled virtual character to execute a target skill in the virtual interactive scene includes: In response to the first skill animation corresponding to the pre-input being played to a connection point configured in the first skill animation, the preset defensive character is controlled to perform a skill action to weaken the defensive strength, wherein the first skill animation corresponding to the pre-input is played while the preset defensive character is performing the skill action.
14. The method according to claim 4, characterized in that, The first skill animation also includes breakpoints, namely a first breakpoint and a second breakpoint. The first breakpoint is located before the second breakpoint, and the second breakpoint is located at the end of the first skill animation. Specifically, the controlled virtual character is controlled to execute target skills in the virtual interactive scenario through the following methods: In response to the detection of the first breakpoint, a third request is generated and sent to the server. The third request carries an action prompt identifier and a breakpoint prompt identifier. The action prompt identifier is used to indicate the action parameters corresponding to the first skill animation corresponding to the pre-input, and the breakpoint prompt identifier is used to indicate the currently detected connection point. Check if the server-push second skill animation has been received; If a second skill animation is received from the server, the second skill animation is displayed. The second skill animation refers to the animation that controls the controlled virtual character to perform the target skill in the virtual interactive scene. If the second skill animation pushed by the server is not received, in response to the detection of the second breakpoint, a fourth request is generated and sent to the server. The fourth request carries an action prompt icon and a breakpoint prompt icon. The third skill animation is received from the fourth request pushed by the server and displayed. The third skill animation refers to the animation that controls the controlled virtual character to sequentially execute trial actions and target skills in the virtual interactive scene.
15. A control device for a virtual character, characterized in that, A virtual interaction scene is provided on the graphical user interface of a terminal device for enabling virtual characters from different factions to interact. The virtual interaction scene contains a virtual sphere that the virtual characters from different factions are vying for. The device includes: The state control module, in response to a first operation on the controlled virtual character, controls the controlled virtual character to enter a trial behavior state, wherein the controlled virtual character is the first virtual character currently controlled by the first game account that is interacting with the virtual sphere by holding the ball; The first skill control module, in response to the second operation on the controlled virtual character when the controlled virtual character is in the probing behavior state, controls the controlled virtual character to perform the probing action; The second skill control module, in response to the controlled virtual character exiting the trial behavior state, controls the controlled virtual character to execute the target skill in the virtual interaction scene based on the action parameters of the trial action performed by the controlled virtual character.
16. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method as described in any one of claims 1 to 14.
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