Skill switching method and device, electronic equipment, storage medium and program product

By displaying multiple skill controls in a virtual scene and responding to different operation modes, the skill switching process of virtual objects is optimized, and the problem of low skill switching efficiency in the existing technology is solved, and more efficient skill switching and human-computer interaction is achieved.

CN119258526APending Publication Date: 2025-01-07TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202310827597.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-07-06
Publication Date
2025-01-07

AI Technical Summary

Technical Problem

In the prior art, virtual objects have a large time gap in skill switching in game scenes, and the continuous release of skills cannot be achieved, resulting in low skill switching efficiency.

Method used

Display multiple skill controls in the interactive interface of the virtual scene, and by receiving skill switching operations, switch virtual objects from one skill to another in response to the switching operation, support operation methods such as drag, press and voice commands, and optimize Skill switching process.

Benefits of technology

It reduces the time gap for skill switching, improves skill switching efficiency and human-computer interaction efficiency, and improves the hardware resource utilization rate of electronic devices.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a skill switching method and device in a virtual scene, electronic equipment, a storage medium and a program product, and the method comprises the steps that at least two different skill controls, a first virtual object and at least one second virtual object are displayed in an interaction interface of the virtual scene, each skill control corresponds to the skill of one first virtual object, and the skill of the first virtual object corresponds to the skill of the second virtual object; the at least two different skill controls comprise a first skill control corresponding to a first skill and a second skill control corresponding to a second skill; in the process that the first virtual object uses the first skill to interact with the second virtual object, a skill switching operation executed for the first skill control is received, and the skill switching operation indicates that the first skill is switched to the second skill; and in response to the skill switching operation, switching the first virtual object from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object. According to the invention, the skill switching and man-machine interaction efficiency can be improved.
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Description

Technical Field

[0001] The present application relates to the field of Internet and human-computer interaction technology, and in particular to a skill switching method, device, electronic device, computer-readable storage medium, and computer program product. Background Art

[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially multimedia technology for virtual scenes. With the help of human-computer interaction engine technology, it can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs. It has various typical application scenarios. For example, in game scenarios, it can simulate the real interaction process between virtual objects.

[0003] When a virtual object interacts with other virtual objects in a virtual scene, it often involves switching skills. In related technologies, when a virtual object switches from a first skill to a second skill, the player switches to the second skill by clicking the skill control corresponding to the second skill. Since this switching method is targeted at the skill control corresponding to the skill to be switched, there is a large time gap between the switching of the two skills, and the continuous release of skills cannot be achieved, resulting in low skill switching efficiency. Summary of the invention

[0004] The embodiments of the present application provide a skill switching method, device, electronic device, computer-readable storage medium, and computer program product, which can improve the skill switching efficiency and human-computer interaction efficiency in game scenarios.

[0005] The technical solution of the embodiment of the present application is implemented as follows:

[0006] The present application embodiment provides a skill switching method, including:

[0007] In an interactive interface of a virtual scene, at least two different skill controls are displayed, and a first virtual object and at least one second virtual object are displayed;

[0008] Wherein, each of the skill controls corresponds to a skill of the first virtual object, and the at least two different skill controls include: a first skill control corresponding to the first skill and a second skill control corresponding to the second skill;

[0009] During the process in which the first virtual object uses the first skill to interact with the second virtual object, a skill switching operation executed on the first skill control is received, and the skill switching operation indicates switching from the first skill to the second skill;

[0010] In response to the skill switching operation, the first virtual object is switched from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object.

[0011] The embodiment of the present application also provides a skill switching device in a virtual scene, the device comprising:

[0012] A display module, used to display at least two different skill controls in an interactive interface of a virtual scene, and to display a first virtual object and at least one second virtual object;

[0013] Wherein, each of the skill controls corresponds to a skill of the first virtual object, and the at least two different skill controls include: a first skill control corresponding to the first skill and a second skill control corresponding to the second skill;

[0014] a receiving module, configured to receive a skill switching operation executed on the first skill control during a process in which the first virtual object uses the first skill to interact with the second virtual object, wherein the skill switching operation indicates switching from the first skill to the second skill;

[0015] A switching module is used to switch the first virtual object from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object in response to the skill switching operation.

[0016] In the above solution, the receiving module is further used to receive a drag operation performed on the first skill control, and display the process of the first skill control being dragged;

[0017] Along with the execution of the dragging operation, when the distance between the first skill control and the second skill control is less than a distance threshold, the dragging operation is determined as the skill switching operation.

[0018] In the above solution, the receiving module is further used to respond to a pressing operation performed on the first skill control, and when the pressing operation meets a first preset condition, control the first skill control to be in a suspended state;

[0019] While the first skill control is in a suspended state, the drag operation on the first skill control is received.

[0020] In the above scheme, the receiving module is further used to respond to a pressing operation performed on the first skill control, and when the pressing operation meets a first preset condition, display a control copy corresponding to the first skill control;

[0021] When a drag operation on the control copy is received, determining the drag operation performed on the control copy as a drag operation performed on the first skill control;

[0022] When the distance between the first skill control and the control copy is less than a distance threshold, the drag operation is determined as the skill switching operation.

[0023] In the above solution, the display module is further used to, in response to a restrained skill display instruction, display a selectable target skill control from the at least two different skill controls in a target display style during the process in which the first virtual object uses the first skill to interact with the second virtual object;

[0024] Wherein, the target display style is used to distinguish the display effect of the target skill control from other skill controls;

[0025] The receiving module is further used to determine the skill corresponding to the target skill control as the second skill when the skill switching operation indicates switching from the first skill to the skill corresponding to the target skill control.

[0026] In the above solution, the receiving module is further used to receive a drag operation performed on the first skill control;

[0027] Along with the execution of the dragging operation, when the first skill control is dragged to the target skill control and the distance between the first skill control and the target skill control is less than a distance threshold, the dragging operation is determined as the skill switching operation.

[0028] In the above solution, the display module is further used to display the dragging trajectory of the first skill control during the dragging operation;

[0029] Alternatively, during the execution of the dragging operation, a dragging effect corresponding to the first skill control is displayed, and the dragging effect is used to indicate the trajectory of the first skill control being dragged.

[0030] In the above solution, the receiving module is further used to receive a pressing operation performed on the first skill control during the process in which the first virtual object uses the first skill to interact with the second virtual object, and when the execution time of the pressing operation reaches a time threshold, in response to the pressing operation, trigger the restraint skill display instruction;

[0031] Alternatively, during the process in which the first virtual object uses the first skill to interact with the second virtual object, a voice instruction is received, and when the voice instruction instructs to display the target skill control, the restraint skill display instruction is triggered.

[0032] In the above solution, the display module is further used to obtain a skill restraint relationship in response to a restraint skill display instruction, wherein the skill restraint relationship is used to indicate a restraint relationship between different skills;

[0033] When it is determined, based on the skill restraint relationship, that the first virtual object has a third skill that can restrain the third skill currently used by the second virtual object, the skill control that can restrain the third skill is determined as the target skill control, and the target skill control is displayed in a target display style.

[0034] In the above solution, the receiving module is further used to receive a pressing operation performed on the first skill control, and when the pressing operation meets the second preset condition, display a skill selection mark;

[0035] In response to a direction adjustment operation on the skill selection mark, adjusting the direction of the skill selection mark;

[0036] When the skill selection identifier is directed toward the second skill control, in response to a release operation for the pressing operation, the release operation is determined as the skill switching operation.

[0037] In the above solution, the display module is further used to display the current interaction mode of the first virtual object;

[0038] The switching module is further configured to, in response to the skill switching operation, control the first virtual object to switch from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object when the interaction mode indicates that the first virtual object is currently in a player battle mode.

[0039] In the above scheme, the display module is also used to display operation prompt information corresponding to the skill switching operation, and the operation prompt information is used to prompt at least one of the following: the preparation time of the skill switching operation and the execution time of the skill switching operation.

[0040] In the above solution, the display module is further used to display reward prompt information and virtual resources used as a reward when the first virtual object kills the second virtual object using the second skill;

[0041] The reward prompt information is used to prompt that a reward is obtained due to the accurate execution time of the skill switching operation, and the virtual resource is used to be used in the first virtual space;

[0042] In response to a claiming operation on the virtual resource, the virtual resource is claimed.

[0043] In the above solution, the device further includes a determination module, which is used to obtain the interaction time from the execution time of the skill switching operation to the killing of the second virtual object;

[0044] When the interaction duration is less than the interaction duration threshold, it is determined that the execution time of the skill switching operation is accurate.

[0045] In the above scheme, the at least two different skill controls also include a fourth skill control corresponding to a fourth skill, the skill switching operation is a drag operation on the first skill control, and the dragging track corresponding to the drag operation passes through the second skill control and the fourth skill control;

[0046] The switching module is further configured to, in response to the skill switching operation, switch the first virtual object from using the first skill to interact with the second virtual object to using the fourth skill to interact with the second virtual object;

[0047] When the first virtual object uses the fourth skill to interact with the second virtual object for a target duration, the first virtual object is automatically switched from using the fourth skill to interact with the second virtual object to using the second skill to interact with the second virtual object.

[0048] In the above solution, the display module is further used to display a switching effect when the first virtual object switches from the first skill to the second skill;

[0049] The switching special effect is used to reduce the visibility of the second virtual object for the second skill.

[0050] An embodiment of the present application provides an electronic device, including:

[0051] A memory for storing executable instructions;

[0052] The processor is used to implement the skill switching method provided in the embodiment of the present application when executing the executable instructions stored in the memory.

[0053] An embodiment of the present application provides a computer-readable storage medium storing executable instructions for causing a processor to execute and implement the skill switching method provided in the embodiment of the present application.

[0054] The embodiment of the present application provides a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the skill switching method provided in the embodiment of the present application.

[0055] The embodiments of the present application have the following beneficial effects:

[0056] By applying the above-mentioned embodiments of the present application, during the process of the first virtual object using the first skill to interact with the second virtual object, when skill switching is required, the player performs a skill switching operation on the first skill control, and the electronic device responds to the skill switching operation to switch the first virtual object from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object; in this way, the skill switching method of the virtual object in the virtual space is enriched. At the same time, since the skill switching operation is targeted at the skill control corresponding to the currently released skill, the first skill and the second skill can be released continuously. Compared with the switching method in the related art, the release time gap between the first skill and the second skill is reduced, which improves the skill switching efficiency while also improving the human-computer interaction efficiency and the hardware resource utilization of the electronic device. BRIEF DESCRIPTION OF THE DRAWINGS

[0057] Figure 1 1 is a schematic diagram of the architecture of a skill switching system 100 provided in an embodiment of the present application;

[0058] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;

[0059] Figure 3 is a flowchart of a skill switching method provided in an embodiment of the present application;

[0060] Figure 4 is a schematic diagram of an interface for skill switching provided in an embodiment of the present application;

[0061] Figure 5 is a schematic diagram of displaying a target skill control in a target display style provided by an embodiment of the present application;

[0062] Figure 6 is a schematic diagram of an interface for performing a drag operation on a skill control provided in an embodiment of the present application;

[0063] Figure 7 is a schematic diagram of an interface for triggering a skill switching operation provided in an embodiment of the present application;

[0064] Figure 8 This is a schematic diagram of the interface for multi-skill switching provided in an embodiment of the present application;

[0065] Fig. 9 is a schematic diagram of a special effect display provided by an embodiment of the present application;

[0066] Fig.10 It is a flowchart of the skill switching method provided in an embodiment of the present application. DETAILED DESCRIPTION

[0067] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.

[0068] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0069] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0070] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0071] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0072] 1) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.

[0073] 2) A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the virtual character to move in the virtual scene. In some embodiments, the virtual scene can be a game scene, such as a multiplayer online tactical competitive game (Multiplayer Online Battle Arena, MOBA), a shooting game, an auto chess game, etc.

[0074] The user can control the virtual object to perform activities in the game scene, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The game scene can be displayed from a first-person perspective (for example, the user plays the role of a virtual object in the game from his own perspective); it can also be displayed from a third-person perspective (for example, the user chases the virtual object in the game to play the game); it can also be displayed from a bird's-eye view, and the above perspectives can be switched at will.

[0075] 3) Virtual objects, images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc. The virtual object can be a virtual image in a virtual scene that represents a user. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the game scene and occupies a part of the space in the virtual scene.

[0076] For example, the virtual object may be a user character controlled by an operation on the client, an artificial intelligence (AI) set in a virtual scene through training, or a non-player character (NPC) set in a virtual scene interaction. The number of virtual objects participating in the interaction in the virtual scene may be preset or dynamically determined according to the number of clients joining the interaction.

[0077] 4) Client, also known as the user end, refers to the program corresponding to the server that provides local services to users. Except for some applications that can only run locally, it is generally installed on an ordinary client and needs to cooperate with the server to run, that is, it requires corresponding servers and service programs in the network to provide corresponding services. In this way, specific communication connections need to be established on the client and server sides to ensure the normal operation of the application, such as the game client.

[0078] Based on the above explanations of the nouns and terms involved in the embodiments of the present application, in order to facilitate easier understanding of the skill switching method provided in the embodiments of the present application, the skill switching system provided in the embodiments of the present application is first described. Figure 1 , Figure 1 It is a schematic diagram of the architecture of the skill switching system 100 provided in an embodiment of the present application. In order to support an exemplary application, the terminal 400 is connected to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two, and a wireless or wired link is used to realize data transmission. In actual applications, the computing power of the server 200 is used to complete the virtual scene calculation and output the virtual scene at the terminal 400. Taking the visual perception of the virtual scene as an example, the server 200 calculates the display data related to the virtual scene (such as scene data) and sends it to the terminal 400 through the network 300. The terminal 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame that realizes a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form an auditory perception, using a vibrator to form a tactile perception, and so on. Specifically,

[0079] The terminal 400 is used to send a data acquisition request corresponding to the virtual scene to the server 200;

[0080] The server 200 is used to return data corresponding to the virtual scene to the terminal 400 in response to the data acquisition request sent by the terminal;

[0081] The terminal 400 is further configured to display at least two different skill controls and a first virtual object and at least one second virtual object in an interactive interface of the virtual scene when receiving data corresponding to the virtual scene returned by the server 200;

[0082] Wherein, each skill control corresponds to a skill of the first virtual object, and the at least two different skill controls include: a first skill control corresponding to the first skill and a second skill control corresponding to the second skill;

[0083] The terminal 400 is further configured to receive a skill switching operation executed on the first skill control during a process in which the first virtual object uses the first skill to interact with the second virtual object, the skill switching operation indicating switching from the first skill to the second skill;

[0084] In response to the skill switching operation, the first virtual object is switched from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object.

[0085] As an example, a client of a virtual scene, such as an online game client (such as a shooting game client), is run on the terminal. The terminal obtains data corresponding to the virtual scene by connecting to a game server (such as server 200), and based on the data, displays at least two different skill controls in the interactive interface of the virtual scene, and displays a first virtual object and at least one second virtual object; wherein each skill control corresponds to a skill of the first virtual object, and the at least two different skill controls include: a first skill control corresponding to the first skill and a second skill control corresponding to the second skill; during the process of the first virtual object using the first skill to interact with the second virtual object, a skill switching operation performed on the first skill control is received, and the skill switching operation indicates switching from the first skill to the second skill; in response to the skill switching operation, the first virtual object is switched from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object.

[0086] By applying the above-mentioned embodiments of the present application, during the process of the first virtual object using the first skill to interact with the second virtual object, when skill switching is required, the player performs a skill switching operation on the first skill control, and the electronic device responds to the skill switching operation to switch the first virtual object from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object; in this way, the skill switching method of the virtual object in the virtual space is enriched. At the same time, since the skill switching operation is targeted at the skill control corresponding to the currently released skill, the first skill and the second skill can be released continuously. Compared with the switching method in the related art, the release time gap between the first skill and the second skill is reduced, which improves the skill switching efficiency while also improving the human-computer interaction efficiency and the hardware resource utilization of the electronic device.

[0087] In some embodiments, the skill switching method provided in the embodiments of the present application can be implemented by various electronic devices or computer devices, for example, it can be implemented by a terminal alone, it can also be implemented by a server alone, or it can be implemented by a terminal and a server in collaboration. The embodiments of the present application can be applied to various scenarios, including but not limited to video playback, instant messaging, cloud technology, artificial intelligence, smart transportation, assisted driving, games, metaverse, etc.

[0088] In some embodiments, the embodiments of the present application can be implemented with the aid of cloud technology, which refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data computing, storage, processing, and sharing. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool that is used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources; for example, when the virtual scene is a game scene, the corresponding game is a cloud game, and the images of the virtual scene displayed by the terminal are all rendered by the server.

[0089] As an example, the electronic device for implementing the skill switching method provided in the embodiment of the present application can be various types of terminal devices or servers, wherein the server (e.g., server 200) can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDN, Content Delivery Network), and big data and artificial intelligence platforms. The terminal (e.g., terminal 400) can be a smart phone, a tablet computer, a laptop computer, a desktop computer, an intelligent voice interaction device (e.g., an intelligent speaker), a smart home appliance (e.g., a smart TV), a smart watch, a vehicle-mounted terminal, a wearable device, a virtual reality (VR, Virtual Reality) device, etc., but is not limited thereto. The terminal and the server can be directly or indirectly connected by wired or wireless communication, and the embodiment of the present application does not limit this.

[0090] In some embodiments, the terminal or server can implement the skill switching method provided in the embodiments of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP, Application), that is, a program that needs to be installed in the operating system to run; it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a small program that can be embedded in any APP. In short, the above-mentioned computer program can be an application, module or plug-in in any form.

[0091] In some embodiments, multiple servers may form a blockchain, and the servers are nodes on the blockchain. Information connections may exist between each node in the blockchain, and information may be transmitted between nodes through the above information connections. Among them, data related to the skill switching method provided in the embodiment of the present application (such as the screen data of the virtual scene, the player's operation data, etc.) may be stored on the blockchain.

[0092] The following describes an electronic device for implementing a skill switching method provided by an embodiment of the present application. Figure 2 , Figure 2 : is a schematic diagram of the structure of an electronic device 500 for implementing a skill switching method provided in an embodiment of the present application. The electronic device 500 provided in an embodiment of the present application includes:

[0093] At least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not used in the following examples. Figure 2 Various buses are labeled as bus system 540 .

[0094] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0095] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0096] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.

[0097] The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.

[0098] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0099] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0100] A network communication module 552, for reaching other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB);

[0101] an information display module 553 for enabling presentation of information via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripheral devices and displaying content and information);

[0102] The input processing module 554 is used to detect user input or interaction from one or more input devices 532 and translate the detected input or interaction.

[0103] In some embodiments, the skill switching device provided in the embodiments of the present application can be implemented in a software manner. Figure 2 A skill switching device 555 stored in the memory 550 is shown, which can be software in the form of a program and a plug-in, including the following software modules: a display module 5551, a receiving module 5552 and a switching module 5553. These modules are logical, and therefore can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be explained below.

[0104] In other embodiments, the skill switching device 555 provided in the embodiments of the present application can be implemented in hardware. As an example, the skill switching device provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the skill switching method provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field programmable gate arrays (FPGAs) or other electronic components.

[0105] Based on the above description of the skill switching system and electronic device of the embodiment of the present application, the skill switching method provided by the embodiment of the present application is described below. In some embodiments, the skill switching method provided by the embodiment of the present application can be implemented by a server or a terminal alone, or by a server and a terminal in collaboration. The skill switching method provided by the embodiment of the present application is described below using the terminal implementation as an example.

[0106] See also Figure 3 , Figure 3 : is a flow chart of a skill switching method provided in an embodiment of the present application. The skill switching method provided in an embodiment of the present application includes:

[0107] Step 101: The terminal displays at least two different skill controls in an interactive interface of a virtual scene, and displays a first virtual object and at least one second virtual object.

[0108] In actual applications, a client supporting virtual scenes (such as a game client) is installed on the terminal, and a client with integrated virtual scene functions (such as an instant messaging client, a live broadcast client, an education client, etc.) can also be installed on the terminal. When a user opens the client on the terminal and the terminal runs the client, the user can interact with virtual characters based on the screen of the virtual scene displayed by the client; for example, when the client is a game client, the user can interact with game characters (virtual characters) in the game scene (such as conducting a virtual battle) based on the game screen displayed by the game client.

[0109] In some embodiments, the first virtual object may be a virtual object controlled by a player (user) through a client, and the first virtual object is a player character. The second virtual object may be either a player character or a non-player character, such as an NPC in a virtual scene (such as a monster in a game scene). In actual applications, the first virtual object and the second virtual object may be in a hostile relationship. For example, in a game scene, the first virtual object uses a skill to attack the second virtual object.

[0110] In actual applications, the first virtual object may have multiple skills, and the skill controls corresponding to the skills are displayed in the interactive interface, and the player releases and switches the skills by triggering the skill controls. In some embodiments, each skill control corresponds to a skill of the first virtual object, and the at least two different skill controls of the first virtual object include: a first skill control corresponding to the first skill and a second skill control corresponding to the second skill.

[0111] In the game scene, the first use of a skill by the first virtual object can be achieved by the player triggering (such as clicking, double-clicking, etc.) the skill control corresponding to the skill. For example, the first virtual object enters the game scene, and when the first virtual object needs to attack a second virtual object with which it has a hostile relationship, the player clicks the first skill control to enable the first virtual object to use the first skill to attack the second virtual object.

[0112] Step 102: During the process in which the first virtual object uses the first skill to interact with the second virtual object, a skill switching operation executed on the first skill control is received, and the skill switching operation indicates switching from the first skill to the second skill.

[0113] Step 103: In response to the skill switching operation, the first virtual object switches from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object.

[0114] Here, in actual application, the skill switching operation triggered by the player is targeted at the first skill control corresponding to the first skill currently used by the first virtual object; that is, when the player wants to release skills continuously, the skill switching can be achieved after releasing the first skill without switching the skill control. In this way, the skill switching efficiency and human-computer interaction efficiency are improved, and the utilization rate of the hardware resources of the terminal device is also improved.

[0115] In some embodiments, the skill switching operation may be a drag operation under specific conditions. For example, when the terminal receives a drag operation performed on the first skill control, it displays the process of the first skill control being dragged. When the distance between the first skill control and the second skill control is less than a distance threshold, the drag operation is determined as a skill switching operation. The distance threshold may be set according to actual needs, such as 2 mm.

[0116] Here, in actual application, the player controls the first virtual object to release a skill for the first time in the virtual scene. For example, releasing the first skill can be achieved by clicking the first skill control, and then when the player wants to switch skills, drag the first skill control. In some embodiments, the terminal can display the process of the first skill control being dragged in the following way: display a virtual connection body with the first skill control as the initial position, connecting the initial position and the current drag position, the shape of the virtual connection body is obtained by deforming the shape of the first skill control by performing a drag operation on the shape of the first skill control, and the shape of the virtual connection body gradually changes with the execution of the drag operation.

[0117] In some embodiments, the first skill control can be first controlled to be in a suspended state, and then a drag operation on the first skill control is performed. For example, in response to a pressing operation performed on the first skill control, the terminal controls the first skill control to be in a suspended state when the pressing operation meets a first preset condition; while the first skill control is in the suspended state, a drag operation on the first skill control is received.

[0118] Here, the pressing operation satisfies the first preset condition that the pressing force of the pressing operation reaches a force threshold, or the pressing duration of the pressing operation reaches a duration threshold; wherein both the force threshold and the duration threshold can be set according to actual needs.

[0119] In some embodiments, the drag operation on the first skill control may be a drag operation on a copy of the first skill control. For example, the terminal responds to a pressing operation performed on the first skill control. When the pressing operation meets the first preset condition (the pressing force of the pressing operation reaches a force threshold, or the pressing duration of the pressing operation reaches a duration threshold), the terminal displays the control copy corresponding to the first skill control; when the drag operation on the control copy is received, the drag operation performed on the control copy is determined to be a drag operation performed on the first skill control. Accordingly, when the distance between the first skill control and the second skill control is less than the distance threshold, the drag operation is determined to be a skill switching operation. It may be that when the distance between the first skill control and the control copy is less than the distance threshold, the drag operation is determined to be a skill switching operation.

[0120] For example, Figure 4is a schematic diagram of the interface for skill switching provided in the embodiment of the present application, see Figure 4 When the first virtual object uses the first skill to interact with the second virtual object, the terminal receives a press operation on the first skill control 41 by the player. When the operation duration of the press operation reaches the duration threshold, that is, the press operation is a long press operation, the terminal displays a control copy 42 corresponding to the first skill control. The player drags the control copy 42 to the skill control corresponding to the skill to be switched, such as dragging the control copy to the second skill control 43, triggering the skill to switch to the second skill. After the first virtual object switches the skill, the terminal cancels the display of the control copy of the first skill control.

[0121] Here, in actual application, when the terminal receives a long press operation from the player on the first skill control, the terminal can further determine whether the long press of the first skill control needs to enter a charging state. If the skill control is a skill control that does not enter a charging state by a long press, the control copy corresponding to the first skill control will be displayed.

[0122] In actual application, the second skill can restrain the third skill currently used by the second virtual object. That is, when the first virtual object uses the first skill to interact with the second virtual object, if the first virtual object switches the skill to the second skill, the first virtual object wins the interaction because the second skill can restrain the third skill. In this way, the second virtual object can be defeated by quickly switching skills.

[0123] In some embodiments, during the process of the first virtual object using the first skill to interact with the second virtual object, the terminal responds to the restraint skill display instruction and uses the target display style to display the target skill control that can be selected from at least two different skill controls; wherein the target display style is used to distinguish the display effect of the target skill control from other skill controls; when the skill switching operation indicates switching from the first skill to the skill corresponding to the target skill control, the skill corresponding to the target skill control is determined as the second skill. In this way, the player can clearly know the skill that can restrain the third skill currently used by the second virtual object, and then perform effective skill switching, thereby improving the interaction efficiency in the virtual scene.

[0124] In actual applications, the restrained skill display instruction can be triggered in a variety of ways, such as by voice instruction, that is, during the process of the first virtual object using the first skill to interact with the second virtual object, a voice instruction is received, and when the voice instruction indicates to display the target skill control, the restrained skill display instruction is triggered; or by long pressing the first skill control, that is, during the process of the first virtual object using the first skill to interact with the second virtual object, a pressing operation performed on the first skill control is received, and when the execution time of the pressing operation reaches a time threshold, in response to the pressing operation, the restrained skill display instruction is triggered; exemplarily, when the player wants to switch skills, long press the first skill control, and the restrained skill display instruction is triggered by the long press operation on the first skill control. In response to the restrained skill display instruction, the terminal displays the unselectable skill control in a conventional style (default style) (that is, the corresponding skill cannot restrain the third skill currently used by the second virtual object), and displays the selectable skill control in a highlighted style (that is, the corresponding skill can restrain the third skill currently used by the second virtual object).

[0125] Here, when the player triggers a restrained skill display instruction for the first skill control, the terminal can further determine whether the first skill control needs to be long pressed to enter a charging state. If the skill control is a skill control that does not enter a charging state by long pressing, the terminal responds to the restrained skill display instruction.

[0126] In actual applications, before the terminal displays the target skill control in a target display style, it is necessary to obtain the restraint relationship between skills to determine which of multiple skill controls are target skill controls. In some embodiments, the terminal responds to the restraint skill display instruction to obtain the skill restraint relationship, which is used to indicate the restraint relationship between different skills; when it is determined based on the skill restraint relationship that the first virtual object has a third skill that can restrain the third skill currently used by the second virtual object, the skill control that can restrain the third skill is determined as the target skill control, and the target display style is adopted to display the target skill control.

[0127] For example, Figure 5 is a schematic diagram of a target skill control using a target display style provided in an embodiment of the present application, see Figure 5 , when the first virtual object uses the first skill to interact with the second virtual object, the player long presses the skill C control 51, and the terminal determines that the skill controls that can restrain the third skill currently used by the second virtual object are the skill A control 52 and the skill D control 53, then the terminal uses the target display style (such as highlight display) to display the skill A control 52 and the skill D control 53. In this way, the player learns that both skill A and skill D can restrain the third skill currently used by the second virtual object, thereby triggering the skill switch to skill A or skill D.

[0128] In actual applications, the terminal adopts a target display style to display a selectable target skill control from at least two different skill controls. The player can then switch skills by triggering a drag operation. Specifically, the terminal receives a drag operation performed on a first skill control. Along with the execution of the drag operation, when the first skill control is dragged to the target skill control and the distance between the first skill control and the target skill control is less than a distance threshold, the drag operation is determined as a skill switching operation.

[0129] In some embodiments, during the process of executing a drag operation on the first skill control, the terminal displays the trajectory of the first skill control being dragged; or, during the process of executing the drag operation, the terminal displays a drag effect corresponding to the first skill control, and the drag effect is used to indicate the trajectory of the first skill control being dragged.

[0130] For example, Figure 6 is a schematic diagram of an interface for performing a drag operation on a skill control provided in an embodiment of the present application, see Figure 6 When the player drags the skill C control 61 to the skill A control 62, the terminal responds to the dragging operation and displays the dragging track 63 corresponding to the dragging operation, thereby visually displaying the process of the player dragging the skill control.

[0131] In some embodiments, when the player triggers a restrained skill display instruction and the number of target skill controls displayed by the terminal is two or more, the player may be further prompted to select a skill, that is, the terminal may display skill prompt information, and the skill prompt information is used to prompt the selected skill control. In actual applications, the skill corresponding to the skill control prompted by the skill prompt information may be the skill control corresponding to the skill with the smallest attribute value consuming the target attribute (such as blood volume, points, life value, etc.) among multiple target skill controls; for example, the first virtual object has skill A, skill B, skill C and skill D, and accordingly, the terminal's The interactive interface displays skill A controls, skill B controls, skill C controls, and skill D controls; when the first virtual object currently uses skill B to attack the second virtual object, and the player triggers a restrained skill display instruction, the terminal uses a target display style to display the skill A controls and skill D controls that can restrain the skill currently used by the second virtual object. At the same time, skill prompt information is displayed. For example, the skill prompt information is "Using skill A consumes the least blood." In this way, when there are multiple selectable skill controls, the player can be prompted to select the skill control, so that the player can know the skill control with less blood and make a selection faster.

[0132] In some embodiments, the terminal can also determine that a skill switching operation has been received in the following manner: receiving a pressing operation performed on a first skill control, and displaying a skill selection mark when the pressing operation meets a second preset condition (such as the pressing duration reaches a duration threshold, or the pressing pressure reaches a pressure threshold); adjusting the direction of the skill selection mark in response to a direction adjustment operation on the skill selection mark; when the skill selection mark is facing the second skill control, determining the release operation as a skill switching operation in response to a release operation on the pressing operation.

[0133] For example, Figure 7 is a schematic diagram of the interface for triggering a skill switching operation provided in an embodiment of the present application, see Figure 7 When the player presses the skill C control 71, the terminal determines whether the pressing operation performed on the skill C control reaches the time threshold (such as 2 seconds). When the pressing time of the pressing operation reaches the time threshold, the skill selection mark 72 (i.e., the arrow shown in the figure) for selecting the switched skill is displayed. By adjusting the direction of the skill selection mark 72, the selection of the switched skill is achieved. For example, when the skill selection mark 72 is facing the skill B control, if the player releases the pressing operation at this time, the terminal determines the pressing operation as a skill switching operation for indicating that the currently used skill C is switched to skill B.

[0134] In some embodiments, the terminal may display the current interaction mode of the first virtual object in the virtual scene, which interaction mode may be a player-versus-player mode, a player-practice mode (the first virtual object interacts with an NPC), etc.; in the process of the first virtual object using a first skill to interact with a second virtual object, when the player triggers a skill switching operation instructing the first virtual object to switch the first skill to the second skill, the terminal needs to determine whether the current interaction mode of the first virtual object is a player-versus-player mode. If it is a player-versus-player mode, the first virtual object is controlled to switch from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object.

[0135] In actual applications, when the first virtual object uses the first skill to interact with the second virtual object, the health of the second virtual object will decrease as time goes by. If the first virtual object cannot reduce the health of the second virtual object to zero or below the health threshold immediately (the time is lower than the time threshold, such as 2 seconds) after switching the skill to the second skill, the opponent may switch its own skill to a skill that can restrain the second skill, causing the first virtual object to lose. Therefore, in some embodiments, the terminal may prompt the execution timing of the skill switching operation, and accordingly, the terminal displays operation prompt information corresponding to the skill switching operation, and the operation prompt information is used to prompt at least one of the following: the preparation time of the skill switching operation and the execution time of the skill switching operation.

[0136] For example, during the interaction between the first virtual object and the second virtual object, when the terminal determines that the first virtual object has a skill that can restrain the third skill currently used by the second virtual object, the optimal time point for implementing the skill switching is obtained. The optimal time point may be the time point when the health value of the second virtual object can be reduced to zero or below the health value threshold after the first virtual object switches the skill to the second skill. Based on the optimal time point, the preparation time for the skill switching operation (i.e., a real-time prompt of how much time is left for the player to perform the skill switching operation) or the execution time of the skill switching operation is determined.

[0137] In some embodiments, after the first virtual object switches from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object, when the first virtual object kills the second virtual object using the second skill, reward prompt information and virtual resources used as rewards are displayed; wherein the reward prompt information is used to prompt that the reward is obtained due to the accurate execution time of the skill switching operation, and the virtual resources are used to be used in the first virtual space; in response to the collection operation for the virtual resources, the virtual resources are collected. The virtual resources can be interactive props used in the virtual scene, or experience points used to increase the level of the first virtual object, etc.

[0138] Here, the judgment of whether the execution time is accurate is explained. In some embodiments, the terminal can determine whether the execution time is accurate in the following manner: the terminal obtains the interaction time from the execution time of the skill switching operation to the killing of the second virtual object; when the interaction time is less than the interaction time threshold (which can be set according to actual needs), it is determined that the execution time of the skill switching operation is accurate; when the interaction time is greater than or equal to the interaction time threshold, it is determined that the execution time of the skill switching operation is inaccurate.

[0139] In some embodiments, the at least two different skill controls further include a fourth skill control corresponding to a fourth skill, and the skill switching operation is a drag operation for the first skill control, and the dragging track corresponding to the drag operation passes through the second skill control and the fourth skill control. Accordingly, in response to the skill switching operation, the terminal can switch the first virtual object from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object in the following manner: in response to the skill switching operation, the terminal switches the first virtual object from using the first skill to interact with the second virtual object to using the fourth skill to interact with the second virtual object; when the first virtual object uses the fourth skill to interact with the second virtual object for the target duration, the first virtual object is automatically switched from using the fourth skill to interact with the second virtual object to using the second skill to interact with the second virtual object. In this way, the automatic switching of multiple skills is achieved, and the skill switching efficiency of virtual objects is improved.

[0140] For example, Figure 8 This is a schematic diagram of the interface for switching multiple skills provided in the embodiment of the present application, see Figure 8 , the first virtual object currently uses skill C to interact with the second virtual object, such as Figure 8 In the example, the player performs a drag operation on the skill C control, and the corresponding dragging track passes through the skill B control and the skill A control. When the player performs the drag operation to the skill A control and releases it, the terminal responds to the skill switching operation, switches the first virtual object from using skill C to using skill B, and automatically switches from using skill B to using skill A when the first virtual object uses skill B to interact with the second virtual object for the target duration (which can be set according to actual needs, such as 1 minute).

[0141] In some embodiments, when the first virtual object switches from the first skill to the second skill, the terminal may display a switching effect; the switching effect may be displayed around the first virtual object to reduce the visibility of the second virtual object for the second skill. In this way, the switching effect may assist the first virtual object to interact with the second virtual object.

[0142] For example, Fig. 9 is a schematic diagram of the special effect display provided by the embodiment of the present application, see Fig. 9 When the first virtual object switches from skill C to skill A, the terminal displays a switching special effect 91 around the first virtual object. The special effect can cover up the action of the first virtual object, making it difficult for the opponent player to see the skill switched by the first virtual object, thereby increasing the probability of the first virtual object winning.

[0143] By applying the above-mentioned embodiments of the present application, during the process of the first virtual object using the first skill to interact with the second virtual object, when skill switching is required, the player performs a skill switching operation on the first skill control, and the electronic device responds to the skill switching operation to switch the first virtual object from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object; in this way, the skill switching method of the virtual object in the virtual space is enriched. At the same time, since the skill switching operation is targeted at the skill control corresponding to the currently released skill, the first skill and the second skill can be released continuously. Compared with the switching method in the related art, the release time gap between the first skill and the second skill is reduced, which improves the skill switching efficiency while also improving the human-computer interaction efficiency and the hardware resource utilization of the electronic device.

[0144] The following uses a virtual game as an example to illustrate an exemplary application of the present application embodiment in an actual application scenario. Fig.10The flowchart of the skill switching method provided in the embodiment of the present application is as follows. In some embodiments, the skill switching method provided in the embodiment of the present application can be implemented by a server or a terminal alone, or by a server and a terminal in collaboration. The following takes the terminal implementation as an example to illustrate the skill switching method provided in the embodiment of the present application. Fig.10 and Figure 5 , the skill switching method includes:

[0145] Step 201: Enter the game state.

[0146] Here, when the player controls the virtual object to enter a game scene, such as entering a game match, the virtual object is in a game state.

[0147] Step 202: Switch to PVP battle state.

[0148] Here, PVP means player vs player, that is, the second virtual object that fights against the first virtual object controlled by the current player object is also a player object. In actual applications, after the virtual object is in the game state, the player can switch the interaction mode, such as switching the player practice mode to the player battle mode.

[0149] Step 203: Determine whether there is a restraint relationship between the skills of Party A and Party B. If so, execute step 205; otherwise, execute step 204.

[0150] Here, the two parties in the player battle mode are Party A and Party B. Taking Party A as the current player object and Party B as the opposing player object as an example, after the first virtual object controlled by the current player object enters the PVP battle state, the terminal can further determine whether there is a restraint relationship between the skills of Party A and Party B, and record it. When the skills of Party A and Party B exist in a restraint relationship, there will be feedback when Party A subsequently triggers a long press operation, and when the skills of Party A and Party B do not have a restraint relationship, there will be no feedback when the skill control is long pressed.

[0151] Step 204: Long press the skill without any feedback.

[0152] Step 205: Select skill C as the basic game skill.

[0153] Here, the choice of basic skills is determined subjectively by the player object. For example, when Party A selects skill C as the basic skill of the game, it can be achieved by pressing the skill C control.

[0154] Step 206: Determine whether the skill C control is long pressed. If so, execute step 207; otherwise, execute step 209.

[0155] Here, after the player presses the skill C control, the terminal will determine whether the player long presses the skill C control. If the player long presses the skill C control, the terminal highlights other switchable confrontation skills such as skills A or D. If the player does not long press the skill C control, the terminal releases skill C.

[0156] In actual applications, when the player long presses the skill C control, the terminal can further determine whether skill C needs to enter the charging state. If skill C is a skill that has a charging state, that is, when the player long presses the skill C control, it needs to enter the charging state, then the skill C control is controlled to enter the charging state. Otherwise, the terminal highlights other switchable counter skills, which are the skills that can restrain skill B used by Party B.

[0157] Step 207: The terminal highlights other switchable confrontation skills A or D.

[0158] Here, when the player finds that his skill C is no match for Party B's skill B, he can long press the skill control corresponding to the skill currently used, and the corresponding skill control of the switchable skill will be highlighted; the other switchable counter skills are the skills that have a restraining relationship with Party B's current skill, that is, the skills that can restrain Party B's current skill.

[0159] Step 208: Drag to skill A, player A uses skill A to restrain player B's skill B.

[0160] Here, when the player finds that his skill C is inferior to Party B's skill B, he drags the skill C control to the skill A control to switch skill C to skill A to restrain Party B's skill B; when the player drags the skill C control offset, that is, the dragging position is far away from the skill A control (greater than or equal to the distance threshold), the skill switching cannot be achieved.

[0161] Step 209: Release skill C.

[0162] By applying the above-mentioned embodiments of the present application, when Party A uses Skill C to fight against Party B, when skill switching is required, the player drags the Skill C control to the Skill A control to achieve skill switching; in this way, the skill switching method of virtual objects in the virtual space is enriched. At the same time, since the skill switching operation is targeted at the skill control corresponding to the currently released skill, the two skills can be released continuously. Compared with the switching method in the related art, the release time gap between skills is shortened, which improves the skill switching efficiency while also improving the human-computer interaction efficiency and the hardware resource utilization of electronic equipment.

[0163] The following further describes an exemplary structure of the skill switching device 555 provided in the embodiment of the present application implemented as a software module. In some embodiments, the skill switching device provided in the embodiment of the present application includes:

[0164] A display module, used to display at least two different skill controls in an interactive interface of a virtual scene, and to display a first virtual object and at least one second virtual object;

[0165] Wherein, each of the skill controls corresponds to a skill of the first virtual object, and the at least two different skill controls include: a first skill control corresponding to the first skill and a second skill control corresponding to the second skill;

[0166] a receiving module, configured to receive a skill switching operation executed on the first skill control during a process in which the first virtual object uses the first skill to interact with the second virtual object, wherein the skill switching operation indicates switching from the first skill to the second skill;

[0167] A switching module is used to switch the first virtual object from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object in response to the skill switching operation.

[0168] In some embodiments, the receiving module is further used to receive a drag operation performed on the first skill control, and display a process of the first skill control being dragged;

[0169] Along with the execution of the dragging operation, when the distance between the first skill control and the second skill control is less than a distance threshold, the dragging operation is determined as the skill switching operation.

[0170] In some embodiments, the receiving module is further configured to, in response to a pressing operation performed on the first skill control, control the first skill control to be in a suspended state when the pressing operation satisfies a first preset condition;

[0171] While the first skill control is in a suspended state, the drag operation on the first skill control is received.

[0172] In some embodiments, the receiving module is further configured to, in response to a pressing operation performed on the first skill control, display a control copy corresponding to the first skill control when the pressing operation satisfies a first preset condition;

[0173] When a drag operation on the control copy is received, determining the drag operation performed on the control copy as a drag operation performed on the first skill control;

[0174] When the distance between the first skill control and the control copy is less than a distance threshold, the drag operation is determined as the skill switching operation.

[0175] In some embodiments, the display module is further configured to, in response to a restrained skill display instruction, display a selectable target skill control from among the at least two different skill controls in a target display style during a process in which the first virtual object uses the first skill to interact with the second virtual object;

[0176] Wherein, the target display style is used to distinguish the display effect of the target skill control from other skill controls;

[0177] The receiving module is further used to determine the skill corresponding to the target skill control as the second skill when the skill switching operation indicates switching from the first skill to the skill corresponding to the target skill control.

[0178] In some embodiments, the receiving module is further used to receive a drag operation performed on the first skill control;

[0179] Along with the execution of the dragging operation, when the first skill control is dragged to the target skill control and the distance between the first skill control and the target skill control is less than a distance threshold, the dragging operation is determined as the skill switching operation.

[0180] In some embodiments, the display module is further used to display the dragging track of the first skill control during the dragging operation;

[0181] Alternatively, during the execution of the dragging operation, a dragging effect corresponding to the first skill control is displayed, and the dragging effect is used to indicate the trajectory of the first skill control being dragged.

[0182] In some embodiments, the receiving module is further configured to receive a pressing operation performed on the first skill control during the process in which the first virtual object uses the first skill to interact with the second virtual object, and when the execution duration of the pressing operation reaches a duration threshold, trigger the restraint skill display instruction in response to the pressing operation;

[0183] Alternatively, during the process in which the first virtual object uses the first skill to interact with the second virtual object, a voice instruction is received, and when the voice instruction instructs to display the target skill control, the restraint skill display instruction is triggered.

[0184] In some embodiments, the display module is further used to obtain a skill restraint relationship in response to a restraint skill display instruction, wherein the skill restraint relationship is used to indicate a restraint relationship between different skills;

[0185] When it is determined, based on the skill restraint relationship, that the first virtual object has a third skill that can restrain the third skill currently used by the second virtual object, the skill control that can restrain the third skill is determined as the target skill control, and the target skill control is displayed in a target display style.

[0186] In some embodiments, the receiving module is further configured to receive a pressing operation performed on the first skill control, and when the pressing operation satisfies a second preset condition, display a skill selection mark;

[0187] In response to a direction adjustment operation on the skill selection mark, adjusting the direction of the skill selection mark;

[0188] When the skill selection identifier is directed toward the second skill control, in response to a release operation for the pressing operation, the release operation is determined as the skill switching operation.

[0189] In some embodiments, the display module is further used to display the current interaction mode of the first virtual object;

[0190] The switching module is further configured to, in response to the skill switching operation, control the first virtual object to switch from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object when the interaction mode indicates that the first virtual object is currently in a player battle mode.

[0191] In some embodiments, the display module is also used to display operation prompt information corresponding to the skill switching operation, and the operation prompt information is used to prompt at least one of the following: the preparation time of the skill switching operation and the execution time of the skill switching operation.

[0192] In some embodiments, the display module is further configured to display reward prompt information and virtual resources used as a reward when the first virtual object kills the second virtual object using the second skill;

[0193] The reward prompt information is used to prompt that a reward is obtained due to the accurate execution time of the skill switching operation, and the virtual resource is used to be used in the first virtual space;

[0194] In response to a claiming operation on the virtual resource, the virtual resource is claimed.

[0195] In some embodiments, the device further includes a determination module for obtaining an interaction duration from the execution time of the skill switching operation to the killing of the second virtual object;

[0196] When the interaction duration is less than the interaction duration threshold, it is determined that the execution time of the skill switching operation is accurate.

[0197] In some embodiments, the at least two different skill controls further include a fourth skill control corresponding to a fourth skill, the skill switching operation is a drag operation on the first skill control, and a dragging track corresponding to the drag operation passes through the second skill control and the fourth skill control;

[0198] The switching module is further configured to, in response to the skill switching operation, switch the first virtual object from using the first skill to interact with the second virtual object to using the fourth skill to interact with the second virtual object;

[0199] When the first virtual object uses the fourth skill to interact with the second virtual object for a target duration, the first virtual object is automatically switched from using the fourth skill to interact with the second virtual object to using the second skill to interact with the second virtual object.

[0200] In some embodiments, the display module is further used to display a switching effect when the first virtual object switches from the first skill to the second skill;

[0201] The switching special effect is used to reduce the visibility of the second virtual object for the second skill.

[0202] The embodiment of the present application provides a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the skill switching method described in the embodiment of the present application.

[0203] An embodiment of the present application provides a computer-readable storage medium storing executable instructions, wherein executable instructions are stored. When the executable instructions are executed by a processor, the processor will execute the skill switching method provided in the embodiment of the present application.

[0204] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a flash memory, a magnetic surface memory, an optical disk, or a CD-ROM; or it may be various devices including one or any combination of the above memories.

[0205] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.

[0206] As an example, executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).

[0207] As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.

[0208] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A skill switching method, characterized in that: The method comprises: In an interactive interface of a virtual scene, at least two different skill controls are displayed, and a first virtual object and at least one second virtual object are displayed; Wherein, each of the skill controls corresponds to a skill of the first virtual object, and the at least two different skill controls include: a first skill control corresponding to the first skill and a second skill control corresponding to the second skill; During the process in which the first virtual object uses the first skill to interact with the second virtual object, a skill switching operation executed on the first skill control is received, and the skill switching operation indicates switching from the first skill to the second skill; In response to the skill switching operation, the first virtual object is switched from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object.

2. The method according to claim 1, characterized in that The receiving a skill switching operation performed on the first skill control includes: receiving a drag operation performed on the first skill control, and displaying a process of the first skill control being dragged; Along with the execution of the dragging operation, when the distance between the first skill control and the second skill control is less than a distance threshold, the dragging operation is determined as the skill switching operation.

3. The method according to claim 2, characterized in that The receiving a drag operation performed on the first skill control includes: In response to a pressing operation performed on the first skill control, when the pressing operation satisfies a first preset condition, controlling the first skill control to be in a suspended state; While the first skill control is in a suspended state, the drag operation on the first skill control is received.

4. The method according to claim 2, characterized in that The receiving a drag operation performed on the first skill control includes: In response to a pressing operation performed on the first skill control, when the pressing operation satisfies a first preset condition, displaying a control copy corresponding to the first skill control; When a drag operation on the control copy is received, determining the drag operation performed on the control copy as a drag operation performed on the first skill control; When the distance between the first skill control and the second skill control is less than a distance threshold, determining the drag operation as the skill switching operation includes: When the distance between the first skill control and the control copy is less than a distance threshold, the drag operation is determined as the skill switching operation.

5. The method according to claim 1, characterized in that The method further comprises: In the process of the first virtual object using the first skill to interact with the second virtual object, in response to a restrained skill display instruction, a target skill control selectable from the at least two different skill controls is displayed in a target display style; Wherein, the target display style is used to distinguish the display effect of the target skill control from other skill controls; When the skill switching operation indicates switching from the first skill to the skill corresponding to the target skill control, the skill corresponding to the target skill control is determined as the second skill.

6. The method according to claim 5, characterized in that The receiving a skill switching operation performed on the first skill control includes: receiving a drag operation performed on the first skill control; Along with the execution of the dragging operation, when the first skill control is dragged to the target skill control and the distance between the first skill control and the target skill control is less than a distance threshold, the dragging operation is determined as the skill switching operation.

7. The method according to claim 6, characterized in that The method further comprises: During the dragging operation, displaying a dragging track of the first skill control; Alternatively, during the execution of the dragging operation, a dragging effect corresponding to the first skill control is displayed, and the dragging effect is used to indicate the trajectory of the first skill control being dragged.

8. The method according to claim 5, characterized in that The method further comprises: During the process in which the first virtual object uses the first skill to interact with the second virtual object, a pressing operation performed on the first skill control is received, and when the execution time of the pressing operation reaches a time threshold, in response to the pressing operation, the restrained skill display instruction is triggered; Alternatively, during the process in which the first virtual object uses the first skill to interact with the second virtual object, a voice instruction is received, and when the voice instruction instructs to display the target skill control, the restraint skill display instruction is triggered.

9. The method according to claim 5, characterized in that The method of displaying a target skill control among the at least two different skill controls in response to the restrained skill display instruction using a target display style comprises: In response to a restraint skill display instruction, obtaining a skill restraint relationship, wherein the skill restraint relationship is used to indicate a restraint relationship between different skills; When it is determined, based on the skill restraint relationship, that the first virtual object has a third skill that can restrain the third skill currently used by the second virtual object, the skill control that can restrain the third skill is determined as the target skill control, and the target skill control is displayed in a target display style.

10. The method according to claim 1, characterized in that The receiving a skill switching operation performed on the first skill control includes: receiving a pressing operation performed on the first skill control, and displaying a skill selection mark when the pressing operation meets a second preset condition; In response to a direction adjustment operation on the skill selection mark, adjusting the direction of the skill selection mark; When the skill selection identifier is directed toward the second skill control, in response to a release operation for the pressing operation, the release operation is determined as the skill switching operation.

11. The method according to claim 1, characterized in that The method further comprises: Displaying the current interaction mode of the first virtual object; In response to the skill switching operation, controlling the first virtual object to switch from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object includes: In response to the skill switching operation, when the interaction mode indicates that the first virtual object is currently in a player versus player mode, the first virtual object is controlled to switch from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object.

12. The method according to claim 1, characterized in that Before receiving the skill switching operation performed on the first skill control, the method further includes: Operation prompt information corresponding to the skill switching operation is displayed, and the operation prompt information is used to prompt at least one of the following: the preparation time of the skill switching operation and the execution time of the skill switching operation.

13. The method according to claim 1, characterized in that After switching the first virtual object from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object, the method further includes: When the first virtual object kills the second virtual object using the second skill, displaying reward prompt information and virtual resources used as a reward; The reward prompt information is used to prompt that a reward is obtained due to the accurate execution time of the skill switching operation, and the virtual resource is used to be used in the first virtual space; In response to a claiming operation on the virtual resource, the virtual resource is claimed.

14. The method according to claim 13, characterized in that The method further comprises: Obtaining the interaction duration from the execution time of the skill switching operation to the killing of the second virtual object; When the interaction duration is less than the interaction duration threshold, it is determined that the execution time of the skill switching operation is accurate.

15. The method according to claim 1, wherein: The at least two different skill controls further include a fourth skill control corresponding to a fourth skill, the skill switching operation is a drag operation on the first skill control, and a dragging track corresponding to the drag operation passes through the second skill control and the fourth skill control; In response to the skill switching operation, switching the first virtual object from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object includes: In response to the skill switching operation, switching the first virtual object from using the first skill to interact with the second virtual object to using the fourth skill to interact with the second virtual object; When the first virtual object uses the fourth skill to interact with the second virtual object for a target duration, the first virtual object is automatically switched from using the fourth skill to interact with the second virtual object to using the second skill to interact with the second virtual object.

16. The method according to any one of claims 1 to 15, characterized in that The method further comprises: During the process of the first virtual object switching from the first skill to the second skill, displaying a switching special effect; The switching special effect is used to reduce the visibility of the second virtual object for the second skill.

17. A skill switching device, characterized in that: The device comprises: A display module, used to display at least two different skill controls in an interactive interface of a virtual scene, and to display a first virtual object and at least one second virtual object; Wherein, each of the skill controls corresponds to a skill of the first virtual object, and the at least two different skill controls include: a first skill control corresponding to the first skill and a second skill control corresponding to the second skill; a receiving module, configured to receive a skill switching operation executed on the first skill control during a process in which the first virtual object uses the first skill to interact with the second virtual object, wherein the skill switching operation indicates switching from the first skill to the second skill; A switching module is used to switch the first virtual object from using the first skill to interact with the second virtual object to using the second skill to interact with the second virtual object in response to the skill switching operation.

18. An electronic device, characterized in that: include: A memory for storing executable instructions; A processor, configured to implement the method according to any one of claims 1 to 16 when executing the executable instructions stored in the memory.

19. A computer-readable storage medium, characterized in that: Executable instructions are stored, which are used to cause a processor to execute and implement the method described in any one of claims 1 to 16.

20. A computer program product comprising a computer program or instructions, characterized in that When the computer program or instruction is executed by a processor, the method according to any one of claims 1 to 16 is implemented.