Aiming method and device in virtual environment, equipment and storage medium

By providing a roulette switching mechanism in a virtual environment, users can adjust the perspective of the virtual object and release directional skills through a coherent operation, solving the problem of poor operating experience in the prior art and improving operation efficiency and experience.

CN119633372APending Publication Date: 2025-03-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202311208666.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-09-18
Publication Date
2025-03-18

AI Technical Summary

Technical Problem

In a three-dimensional virtual environment, gamers need to adjust the viewing angle direction of the virtual object and the release direction of the directional skills through two independent operation steps, resulting in a poor operating experience.

Method used

It provides a targeting method in a virtual environment. By displaying virtual characters and directional skill controls, displaying the control as a first wheel in response to a trigger operation, adjusting the viewing angle direction when the roulette switching conditions are met, switching to the second wheel in the drag operation, adjusting the directional skill release direction, and releasing the skill when the release operation is released.

Benefits of technology

Users can release directional skills in the virtual environment through a coherent operation, which improves the operating experience and reduces the tedious steps of adjusting perspective and releasing direction.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119633372A_ABST
    Figure CN119633372A_ABST
Patent Text Reader

Abstract

The invention discloses an aiming method and device in a virtual environment, equipment and a storage medium, and relates to the technical field of three-dimensional virtual environments. The method comprises the following steps: displaying a virtual character and a directional skill control in a virtual environment; in response to a trigger operation for the directional skill control, displaying the directional skill control as a first wheel disc; in response to a dragging operation on the first wheel disc, adjusting the view angle direction of the virtual character; under the condition that the dragging operation is not finished and the wheel disc switching condition is met, the first wheel disc is switched to be displayed as a second wheel disc; in response to a dragging operation on the second wheel disc, adjusting the directional skill release direction of the virtual character to be a target direction; and in response to a release operation for the directional skill control, releasing the directional skill of the virtual character in the target direction. A user only needs to complete a coherence operation on the directional skill control, and the directional skill can be released in the virtual environment.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the technical field of three-dimensional virtual environment, and in particular to an aiming method, device, equipment and storage medium in a virtual environment. Background Art

[0002] In some games based on a three-dimensional virtual environment, game players can control virtual objects in the virtual environment to release directional skills. For example, virtual objects can be controlled to release directional skills in the virtual environment to kill virtual objects controlled by other game players.

[0003] In the related art, when a directional skill of a virtual object needs to be released, the game player needs to first adjust the direction of the virtual object through perspective operation, and then adjust the release direction of the directional skill through aiming operation. That is, the game player needs to complete at least two operation steps to release the directional skill of the virtual object in the target direction.

[0004] However, the above-mentioned viewing operation for adjusting the direction of the virtual object and the aiming operation for adjusting the release direction of the directional skill are two independent operations, and the operation experience of the game player is poor. Summary of the invention

[0005] The embodiment of the present application provides a method, device, equipment and storage medium for aiming in a virtual environment. The technical solution is as follows:

[0006] According to one aspect of the present application, a method for aiming in a virtual environment is provided, the method comprising:

[0007] Displaying a virtual character and a directional skill control in a virtual environment, wherein the directional skill control is used to trigger the virtual character to release a directional skill;

[0008] In response to a trigger operation on the directional skill control, displaying the directional skill control as a first wheel;

[0009] In response to a drag operation on the first wheel, adjusting the viewing direction of the virtual character;

[0010] If the dragging operation is not completed and a wheel switching condition is satisfied, switching the first wheel to a second wheel;

[0011] In response to the dragging operation on the second wheel, adjusting the directional skill release direction of the virtual character to a target direction;

[0012] In response to a release operation on the directional skill control, the directional skill of the virtual character is released toward the target direction.

[0013] According to one aspect of the present application, a pointing device in a virtual environment is provided, the device comprising:

[0014] A display module, used for displaying a virtual character and a directional skill control in a virtual environment, wherein the directional skill control is used for triggering the virtual character to release a directional skill;

[0015] The display module is further configured to display the directional skill control as a first wheel in response to a trigger operation on the directional skill control;

[0016] an adjustment module, configured to adjust the viewing direction of the virtual character in response to a drag operation on the first wheel;

[0017] The display module is further configured to switch the first wheel to a second wheel if the dragging operation is not completed and a wheel switching condition is satisfied;

[0018] The adjustment module is further configured to adjust the directional skill release direction of the virtual character to a target direction in response to the dragging operation on the second wheel;

[0019] A release module is used to release the directional skill of the virtual character toward the target direction in response to a release operation on the directional skill control.

[0020] According to one aspect of the present application, a computer device is provided, which includes a memory and a processor; at least one program code is stored in the memory, and the program code is loaded and executed by the processor to implement the aiming method in a virtual environment as described above.

[0021] According to one aspect of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is used to be executed by a processor to implement the aiming method in a virtual environment as described above.

[0022] According to one aspect of the present application, a computer program product or a computer program is provided, the computer program product or the computer program comprising computer instructions, the computer instructions being stored in a computer-readable storage medium, and a processor reading and executing the computer instructions from the computer-readable storage medium to implement the aiming method in a virtual environment as described above.

[0023] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:

[0024] A method for releasing a directional skill of a virtual character in a virtual environment is provided, wherein the directional skill control is displayed as a first wheel for adjusting the viewing direction of the virtual character in response to a trigger operation on the directional skill control, and when the drag operation on the first wheel is not completed and the wheel switching condition is met, the first wheel for adjusting the viewing direction of the virtual character is switched to display as a second wheel for adjusting the directional skill release direction of the virtual character; the user can complete a coherent operation on the directional skill control to realize the release of the directional skill in the virtual environment. The user can complete the adjustment of the viewing direction of the virtual character and the adjustment of the directional skill release direction of the virtual character in one area through a coherent action, without having to complete the adjustment of the viewing direction of the virtual character and the adjustment of the directional skill release direction of the virtual character through two independent operations, which is conducive to improving the user's operating experience to a certain extent. BRIEF DESCRIPTION OF THE DRAWINGS

[0025] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0026] Figure 1 A structural block diagram of a computer system provided by an embodiment of the present application is shown;

[0027] Figure 2 An interface diagram of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0028] Figure 3 An interface diagram of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0029] Figure 4 A flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0030] Figure 5 An interface diagram of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0031] Figure 6 An interface diagram of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0032] Figure 7 An interface diagram of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0033] Figure 8An interface diagram of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0034] Fig. 9 A flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0035] Fig.10 An interface diagram of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0036] Fig.11 A flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0037] Fig.12 An interface diagram of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0038] Fig.13 An interface diagram of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0039] Fig.14 A flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0040] Fig.15 A flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0041] Fig.16 A flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0042] Fig.17 A flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0043] Fig.18 An interface diagram of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0044] Fig.19 A flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0045] Fig. 20 An interface diagram of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0046] Fig.21 A flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application is shown;

[0047] Fig. 22 A schematic diagram showing a aiming device in a virtual environment provided by an embodiment of the present application is shown;

[0048] Fig.23 A structural block diagram of a computer device provided by an embodiment of the present application is shown. DETAILED DESCRIPTION

[0049] In order to make the purpose, technical scheme and advantages of the present application clearer, the implementation mode of the present application will be further described in detail below in conjunction with the accompanying drawings. The exemplary embodiments will be described in detail here, and examples thereof are shown in the accompanying drawings. When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementation modes described in the following exemplary embodiments do not represent all implementation modes consistent with the present application. Instead, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the attached claims.

[0050] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. The singular forms of "a", "said" and "the" used in this application and the appended claims are also intended to include plural forms unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used herein refers to and includes any or all possible combinations of one or more associated listed items.

[0051] It should be understood that although the terms first, second, third, etc. may be used in the present application to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other.

[0052] First, the nouns involved in the embodiments of the present application are briefly introduced:

[0053] Virtual environment: a three-dimensional virtual environment displayed (or provided) when the client is running on the terminal. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in the embodiments of the present application. The following embodiments are illustrated by taking the virtual environment as a three-dimensional virtual environment.

[0054] Optionally, the virtual environment is a battle environment for virtual characters. Exemplarily, in a battle royale game, at least one virtual character fights a single game in the virtual environment, and the virtual character survives in the virtual environment by avoiding attacks launched by enemy units and dangers in the virtual environment (e.g., poison gas circles, swamps, etc.). When the life value of the virtual character in the virtual environment reaches zero, the life of the virtual character in the virtual environment ends, and the last surviving virtual character is the winner.

[0055] Virtual object: refers to an active object in a virtual environment. The active object may be a virtual person, a virtual animal, an animated character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in a three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.

[0056] Figure 1 The structure block diagram of a computer system 100 provided by an exemplary embodiment of the present application is shown. The computer system 100 includes: a terminal 110 and a server 120 .

[0057] The terminal 110 is installed and runs an application or webpage that supports releasing the directional skills of the virtual character in the virtual environment. The application that supports releasing the directional skills of the virtual character in the virtual environment includes at least one of a game application, an XR application, a virtual social application, an interactive entertainment application, and a metaverse application. In the embodiment of the present application, a game program is used as an example for illustration.

[0058] Terminal 110 is a terminal used by a first user, and the first user uses terminal 110 to control a first virtual character (a virtual character controlled by the first user) in a virtual environment to perform an activity, and the activity includes but is not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, and using at least one of throwing props. Exemplarily, the first virtual character is a virtual person, such as a simulated person object or an animated person object. Exemplarily, the first user controls the first virtual character to perform an activity through a control on a virtual environment screen.

[0059] For example, Figure 2 As shown, a game client 111 supporting the release of directional skills of a virtual character in a virtual environment is installed and run on a terminal 110 as an example. A game interface 10 is displayed on the game client 111, and a virtual character 11 in a virtual environment and a directional skill control 12 are displayed on the game interface 10. The directional skill control 12 is used to trigger the release of the directional skill by the virtual character 11. For example, in response to the triggering operation on the directional skill control 12, the grabbing skill of the virtual character 11 is released.

[0060] In some embodiments, the virtual character 11 needs to adjust the viewing direction of the virtual character 11 and the release direction of the directional skill of the virtual character 11 before releasing the directional skill. In the case that the viewing direction of the virtual character 11 and / or the release direction of the directional skill of the virtual character 11 are inaccurate, the virtual character 11 cannot achieve the target effect by releasing the directional skill. For example, the virtual character 11 needs to capture the enemy virtual character in the game by releasing the directional skill. In the case that the viewing direction of the virtual character 11 and / or the release direction of the directional skill of the virtual character 11 are inaccurate, it is impossible to accurately capture the enemy virtual character.

[0061] In the embodiment of the present application, the user can complete a series of coherent operations on the directional skill control 12 to adjust both the viewing direction of the virtual character 11 and the release direction of the directional skills of the virtual character 11.

[0062] The terminal 110 is connected to the server 120 via a wireless network or a wired network.

[0063] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, the server 120 includes a processor 121 and a memory 122, and the memory 122 includes a receiving module 1221, a display module 1222, and a sending module 1223. The receiving module 1221 is used to receive a request sent by the terminal 110; the display module 1222 is used to display the program interface of the game program that supports the release of the directional skills of the virtual character in the virtual environment; and the sending module 1223 is used to send a response to the terminal 110. The server 120 is used to provide background services for the game program that supports the release of the directional skills of the virtual character in the virtual environment. Optionally, the server 120 undertakes the main computing work and the terminal 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work and the terminal 110 undertakes the main computing work; or, the server 120 and the terminal 110 undertake the computing work in a collaborative manner.

[0064] Optionally, the device type of the terminal 110 includes at least one of a smart phone, a smart watch, a vehicle-mounted terminal, a wearable device, a smart TV, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are described by taking the terminal 110 as an example including a smart phone.

[0065] Those skilled in the art will appreciate that the number of the terminals 110 may be more or less. For example, there may be only one terminal 110, or there may be dozens or hundreds of terminals 110, or a greater number. The embodiment of the present application does not limit the number and device type of the terminals 110.

[0066] In the related art, the user adjusts the viewing direction of the virtual character in the virtual environment and the release direction of the directional skill of the virtual character through at least two independent operations, so as to achieve the target effect by releasing the directional skill. Figure 3 As shown, in response to the adjustment operation on the view adjustment control 13, the view direction of the virtual character 11 is adjusted; and in response to the adjustment operation on the directional skill control 12, the release direction of the directional skill of the virtual character 11 is adjusted. It should be understood that the adjustment operation on the view adjustment control 13 and the adjustment operation on the directional skill control 12 are two independent operations. Figure 3 As shown, the user needs to control the adjustment operation for the viewing angle adjustment control 13 with the left hand, and control the adjustment operation for the directional skill control 12 with the right hand. Alternatively, the user first controls the adjustment operation for the viewing angle adjustment control 13 with the right hand, then needs to leave the operation page, and then control the adjustment operation for the directional skill control 12.

[0067] In some embodiments, in the above scheme, the user needs to perform at least two independent operations to release the directional skills of the virtual character in the target direction. The user's operation steps are cumbersome and the operation experience is poor.

[0068] In response to the above problems, an aiming method in a virtual environment is provided in an embodiment of the present application, so that when a user needs to release the directional skills of a virtual character in a target direction, it can be achieved through a continuous operation without having to perform different operations.

[0069] Figure 4 FIG. 1 is a flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application. Figure 1 The terminal 110 shown in the figure is used as an example. The method comprises the following steps:

[0070] Step 210: Displaying a virtual character and directional skill controls in a virtual environment;

[0071] In some embodiments, a game interface for a virtual character to perform activities is displayed, and the game interface includes at least a virtual character and a directional skill control located in a virtual environment.

[0072] Optionally, the virtual character in the virtual environment includes a virtual character controlled by a first user and a virtual character controlled by another user. In the embodiment of the present application, a virtual character 1 controlled by a first user and a virtual character 2 controlled by a second user are used as examples for illustration.

[0073] In some embodiments, the image of the virtual character 1 controlled by the first user and the image of the virtual character 2 controlled by the second user are the same, for example, the image of the virtual character 1 controlled by the first user and the image of the virtual character 2 controlled by the second user are the same cartoon character. In some embodiments, the image of the virtual character 1 controlled by the first user and the image of the virtual character 2 controlled by the second user are different, for example, the image of the virtual character 1 controlled by the first user is a cartoon character, and the image of the virtual character 2 controlled by the second user is an anime character.

[0074] In some embodiments, the directional skill control is used to trigger the virtual character to release a directional skill. Optionally, the directional skill control is used to enable the first user to control the virtual character 1 to release a directional skill. Optionally, the display form of the directional skill control is arbitrary. For example, the display form of the directional skill control can be circular or square or other forms.

[0075] Step 220: In response to a trigger operation on the directional skill control, display the directional skill control as a first wheel;

[0076] In some embodiments, the triggering operation for the directional skill control includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the triggering operation for the directional skill control includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0077] In some embodiments, the first wheel is used by the first user to adjust the viewing direction of the virtual character. In the embodiment of the present application, the viewing direction of the virtual character is a first-person viewing direction, which can be adjusted in any direction.

[0078] It should be understood that in response to a trigger operation for the directional skill control, displaying the directional skill control as a first wheel includes: in response to a trigger operation for the directional skill control, canceling the display of the directional skill control, and displaying the first wheel in the area of ​​the directional skill control.

[0079] In some embodiments, in response to a trigger operation on a directional skill control, displaying a first wheel on the directional skill control includes: in response to a trigger operation on the directional skill control, retaining the display of the directional skill control, and displaying the first wheel above the directional skill control. The first wheel is overlaid on the directional skill control.

[0080] For example, Figure 5As shown, in response to a trigger operation on the directional skill control 12 , a first wheel 14 is displayed on the directional skill control 12 .

[0081] Step 230: In response to the dragging operation on the first wheel, adjusting the viewing direction of the virtual character;

[0082] In some embodiments, the dragging operation on the first wheel includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the dragging operation on the first wheel includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of the present application.

[0083] Generally, the dragging operation on the first wheel includes a clockwise dragging operation on the first wheel and a counterclockwise dragging operation on the first wheel. The clockwise dragging operation on the first wheel is used to adjust the viewing direction of the virtual character in a clockwise direction, and the counterclockwise dragging operation on the first wheel is used to adjust the viewing direction of the virtual character in a counterclockwise direction.

[0084] For example, Figure 6 As shown, in response to a clockwise drag operation on the first wheel 14 , the viewing direction of the virtual character 11 is adjusted clockwise; in response to a counterclockwise drag operation on the first wheel 14 , the viewing direction of the virtual character 11 is adjusted counterclockwise.

[0085] In some embodiments, the first wheel includes a first virtual joystick for adjusting the viewing direction of the virtual character. Figure 6 As shown, in response to the dragging operation on the first virtual joystick 31 , the viewing direction of the virtual character 11 is adjusted.

[0086] Step 240: If the dragging operation is not completed and the wheel switching condition is met, the first wheel is switched to be displayed as the second wheel;

[0087] In some embodiments, the roulette wheel switching condition is used to trigger the switching display between the first roulette wheel and the second roulette wheel. Optionally, the roulette wheel switching condition is a pre-set fixed condition. Optionally, the roulette wheel switching condition is an adjustable condition. For example, the roulette wheel switching condition is a condition that is adjusted by the user during actual operation.

[0088] Optionally, the roulette switch condition includes one of the following:

[0089] The avatar's viewing direction is toward the enemy display element;

[0090] The continuous touch operation detected in the viewing angle adjustment area ends.

[0091] In some embodiments, the enemy refers to a virtual character controlled by another user other than the virtual character 1 controlled by the first user in the virtual environment, such as a virtual character 2 controlled by the second user. The enemy display element refers to a display element used to represent the enemy, such as a sound element. Optionally, the display position of the enemy display element is fixed. Optionally, the display position of the enemy display element is changed based on the position of the enemy virtual character.

[0092] In some embodiments, when the viewing direction of the virtual character is toward the display area where the enemy display element is located, it is determined that the viewing direction of the virtual character is toward the enemy display element. Optionally, the display area is an area of ​​fixed size and fixed shape. For example, the display area is a fan-shaped display area based on the enemy display element.

[0093] In some embodiments, when the drag operation is not completed and the roulette wheel switching condition is met, the first roulette wheel is switched to be displayed as the second roulette wheel, including: when the drag operation is not completed and the roulette wheel switching condition is met, the first roulette wheel is canceled from being displayed, and the second roulette wheel is displayed in the display area of ​​the first roulette wheel.

[0094] In some embodiments, when the drag operation is not ended and the wheel switching condition is met, switching the first wheel to the second wheel includes: when the drag operation is not ended and the wheel switching condition is met, keeping the first wheel displayed, and displaying the second wheel in the display area of ​​the first wheel. The second wheel is covered on the first wheel.

[0095] For example, Figure 7 As shown, when the dragging operation is not completed and the wheel switching condition is satisfied, the first wheel 14 is switched to be displayed as the second wheel 15 .

[0096] In some embodiments, the second wheel is used by the first user to adjust the directional skill release direction of the virtual character.

[0097] Optionally, the display forms of the first roulette wheel and the second roulette wheel are arbitrary. For example, the display form of the first roulette wheel can be round, square or other forms. Optionally, the display forms of the first roulette wheel and the second roulette wheel are the same. For example, the first roulette wheel and the second roulette wheel are both round roulette wheels of the same size. Optionally, the display forms of the first roulette wheel and the second roulette wheel are different. For example, the first roulette wheel is a round roulette wheel corresponding to size 1, and the second roulette wheel is a round roulette wheel corresponding to size 2.

[0098] Optionally, the center points of the first roulette and the second roulette are the same. For example, if the center point of the first roulette is located at the first coordinate point on the game interface, the center point of the second roulette is also located at the first coordinate point on the game interface. Optionally, when the center points of the first roulette and the second roulette are the same, other display conditions of the first roulette and the second roulette may be different or the same. For example, when the center points of the first roulette and the second roulette are the same, the display area of ​​the second roulette is larger than the display area of ​​the first roulette; or, the display color of the first roulette is the first color, and the display color of the second roulette is the second color. When the center points of the first roulette and the second roulette are the same, other display conditions of the first roulette and the second roulette are different, so that the first user can avoid the failure to observe the switching between the first roulette and the second roulette in time due to the occlusion of the finger when operating on the first roulette. Optionally, the positions of the first virtual joystick on the first roulette and the second virtual joystick on the second roulette are the same.

[0099] Optionally, the center points of the first roulette wheel and the second roulette wheel are different. For example, the center point of the first roulette wheel is located at a first coordinate point on the game interface, and the center point of the second roulette wheel is located at a second coordinate point on the game interface. Optionally, the center point of the second roulette wheel is determined based on the drag position at the switching display moment, and the switching display moment is the moment when the first roulette wheel switches to display as the second roulette wheel. For example, the first user performs a drag operation on the first roulette wheel, and when moving to the target drag position, it is determined that the viewing direction of the virtual character is toward the enemy display element. At this time, the first roulette wheel will switch to display as the second roulette wheel, and the target drag position will be used as the center point of the second roulette wheel. Optionally, the positions of the first virtual joystick on the first roulette wheel and the second virtual joystick on the second roulette wheel are different.

[0100] In some embodiments, when the center points of the first roulette wheel and the second roulette wheel are different, it is possible to avoid coupling of the operation responses on the first roulette wheel and the second roulette wheel when the drag operation on the first roulette wheel and the drag operation on the second roulette wheel are a coherent operation. For example, when the center points of the first roulette wheel and the second roulette wheel are the same, the first user performs a drag operation on the first roulette wheel, and when moving to the target drag position, it is determined that the viewing direction of the virtual character is toward the enemy display element, and the first roulette wheel will switch to display as the second roulette wheel. At this time, the terminal may mistakenly respond to the first user's finger position at the target drag position, thereby causing the directional skill release direction of the virtual character to be incorrectly adjusted, and further requiring the user to spend more time to adjust.

[0101] In the embodiment of the present application, an example is given in which the first wheel is a circular wheel filled with oblique lines and the second wheel is a circular wheel filled with cross lines.

[0102] Step 250: In response to the dragging operation on the second wheel, adjusting the directional skill release direction of the virtual character to the target direction;

[0103] In some embodiments, the dragging operation on the second wheel includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the dragging operation on the second wheel includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of the present application.

[0104] It should be understood that the dragging operation on the second wheel and the above-mentioned dragging operation on the first wheel are the same dragging operation, which is an operation extending from the first wheel to the second wheel.

[0105] Generally, the dragging operation on the second wheel includes a clockwise dragging operation on the second wheel and a counterclockwise dragging operation on the second wheel. The clockwise dragging operation on the second wheel is used to adjust the release direction of the virtual character's directional skills to a clockwise direction, and the counterclockwise dragging operation on the second wheel is used to adjust the release direction of the virtual character's directional skills to a counterclockwise direction.

[0106] For example, Figure 8 As shown, in response to a clockwise dragging operation on the second wheel 15, the directional skill release direction of the virtual character 11 is adjusted clockwise; in response to a counterclockwise dragging operation on the second wheel 15, the directional skill release direction of the virtual character 11 is adjusted counterclockwise.

[0107] In some embodiments, the second wheel includes a second virtual joystick for adjusting the viewing direction of the virtual character. In response to a drag operation on the second virtual joystick, the directional skill release direction of the virtual character is adjusted to a target direction. In some embodiments, the target direction is the direction in which the enemy virtual character is located.

[0108] Step 260: In response to a release operation on the directional skill control, release the directional skill of the virtual character in the target direction.

[0109] In some embodiments, the release operation for the directional skill control includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the release operation for the directional skill control includes but is not limited to the above-mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0110] It should be noted that the triggering operation on the directional skill control, the dragging operation on the first wheel, the dragging operation on the second wheel, and the releasing operation on the directional skill control are a whole continuous operation. For example, the first user needs to continuously complete the above operations in a first time period without interruption. Exemplarily, the first user continuously completes the triggering operation on the directional skill control, the dragging operation on the first wheel, the dragging operation on the second wheel, and the releasing operation on the directional skill control through the right hand on the game interface.

[0111] In summary, the method provided by the embodiment of the present application provides a method for releasing the directional skills of a virtual character in a virtual environment, by responding to a trigger operation on the directional skill control, displaying the directional skill control as a first wheel for adjusting the viewing direction of the virtual character, and switching the first wheel for adjusting the viewing direction of the virtual character to a second wheel for adjusting the release direction of the directional skill of the virtual character when the drag operation on the first wheel is not completed and the wheel switching condition is met; the user can release the directional skill in the virtual environment by completing a coherent operation on the directional skill control. The user does not need to adjust the viewing direction of the virtual character and the release direction of the directional skill of the virtual character separately, which is beneficial to improving the user's operating experience to a certain extent.

[0112] Display elements for the virtual character's viewing direction toward the enemy:

[0113] In some embodiments, satisfying the roulette switching condition includes the virtual character's viewing direction being toward the enemy display element. Fig. 9 As shown, the above step 240 can be replaced by the following sub-steps:

[0114] Step 241: When the dragging operation is not completed and the viewing direction is toward the enemy display element, the first wheel is switched to be displayed as a second wheel.

[0115] In some embodiments, the enemy refers to virtual characters controlled by other users in the virtual environment except the virtual character 1 controlled by the first user, such as the virtual character 2 controlled by the second user. The enemy display element refers to a display element used to represent the enemy, such as a sound element.

[0116] For example, Fig.10 As shown, the enemy voiceprint 16 is displayed on the game interface 10. When the drag operation is not completed and the viewing direction of the virtual character 11 is toward the enemy voiceprint 16, the first wheel is switched to the second wheel.

[0117] In some embodiments, in response to the dragging operation on the first wheel, the viewing direction of the virtual character is adjusted to be toward the direction of the enemy display element.

[0118] In some embodiments, when the drag operation is not completed and the viewing direction is toward the enemy display element, the first wheel is switched to the second wheel, including: when the drag operation is not completed and the viewing direction is toward the enemy display element, the first wheel is canceled from being displayed, and the second wheel is displayed in the display area of ​​the first wheel.

[0119] In some embodiments, when the drag operation is not ended and the viewing direction is toward the enemy display element, switching the first wheel to display the second wheel includes: when the drag operation is not ended and the viewing direction is toward the enemy display element, retaining the display of the first wheel, and displaying the second wheel in the display area of ​​the first wheel. The second wheel is covered on the first wheel.

[0120] End of continuous touch operation detected in the viewing angle adjustment area:

[0121] In some embodiments, satisfying the wheel switching condition includes the end of the continuous touch operation detected in the viewing angle adjustment area.

[0122] In some embodiments, Fig.11 As shown, the above steps also include:

[0123] Step 320: Detecting a continuous touch operation in the viewing angle adjustment area.

[0124] In some embodiments, the viewing angle adjustment area is an area on the game interface used to adjust the viewing angle direction of the virtual character.

[0125] Optionally, the viewing angle adjustment area is any area on the game interface that does not affect the game display elements. The game display elements include at least one of virtual characters, virtual props, and virtual controls. For example, the viewing angle adjustment area is a blank area on the game interface, or an area on the game interface that does not affect the response of other controls.

[0126] Optionally, the viewing angle adjustment area is a preset fixed area. In some embodiments, the viewing angle adjustment area is a fixed area based on the virtual character. For example, the viewing angle adjustment area is a fixed area based on the viewing direction of the virtual character. Or, the viewing angle adjustment area is a fixed area based on the moving position of the virtual character. The fixed area refers to an area of ​​fixed shape and fixed size. For example, Fig.12 As shown, the viewing angle adjustment area is a first area 17 based on the moving position of the virtual character 11 .

[0127] In some embodiments, the position of the viewing angle adjustment area is fixed. In some embodiments, the position of the viewing angle adjustment area is randomly adjusted. Optionally, the position of the viewing angle adjustment area is adjusted based on the viewing direction of the virtual character. Optionally, the position of the viewing angle adjustment area is adjusted based on the moving position of the virtual character. For example, Fig.13 As shown, when the virtual character 11 moves from the first position to the second position, the first area 17 is moved from the first adjustment position to the second adjustment position.

[0128] In some embodiments, the continuous touch operation on the viewing angle adjustment area includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the continuous touch operation on the viewing angle adjustment area includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0129] In some embodiments, the continuous touch operation on the viewing angle adjustment area is an operation at any position on the viewing angle adjustment area. In some embodiments, a trigger control is displayed in the viewing angle adjustment area, and the continuous touch operation on the viewing angle adjustment area is a continuous operation on the trigger control. Optionally, the continuous touch operation is detected in the viewing angle adjustment area, including: the continuous touch operation on the trigger control is detected in the viewing angle adjustment area.

[0130] In some embodiments, when a continuous touch operation is detected in the viewing angle adjustment area, such as Fig.14 As shown, the above step 240 can also be replaced by the following sub-steps:

[0131] Step 242: When the drag operation is not completed and the touch-and-hold operation is completed, the first wheel is switched to be displayed as a second wheel.

[0132] In some embodiments, when the drag operation is not ended and the continuous touch operation is ended, the first wheel is switched to be displayed as a second wheel, including: when the drag operation is not ended and the continuous touch operation is ended, the first wheel is canceled from being displayed, and the second wheel is displayed in the display area of ​​the first wheel.

[0133] In some embodiments, when the drag operation is not ended and the continuous touch operation is ended, switching the first wheel to display the second wheel includes: when the drag operation is not ended and the continuous touch operation is ended, retaining the display of the first wheel, and displaying the second wheel in the display area of ​​the first wheel. The second wheel is covered on the first wheel.

[0134] In some embodiments, when the drag operation is not ended, in response to a trigger operation on the trigger control, the first wheel is switched to be displayed as a second wheel.

[0135] Exemplarily, assuming that the continuous touch operation on the viewing angle adjustment area is a long press operation of the left hand on the viewing angle adjustment area, when the drag operation is not ended and in response to the long press operation ending, the first wheel is switched to be displayed as the second wheel.

[0136] To sum up, the method provided in the embodiment of the present application switches the first roulette wheel to be displayed as the second roulette wheel when different roulette wheel switching conditions are met, so that the user can continuously complete an operation of releasing a virtual character's directional skill on the game interface, and the user does not need to separately adjust the viewing direction of the virtual character and adjust the directional skill release direction of the virtual character, which is beneficial to improving the user's operating experience to a certain extent.

[0137] Fig.15 FIG. 1 is a flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application. Figure 1 The terminal 110 shown in the figure is used as an example. The above step 220 can be replaced by the following sub-steps:

[0138] Step 221: In response to a drag operation from the viewing angle adjustment area to the directional skill control, the directional skill control is displayed as a first wheel.

[0139] In some embodiments, the viewing angle adjustment area is an area on the game interface used to adjust the viewing angle direction of the virtual character.

[0140] Optionally, the viewing angle adjustment area is a blank area on the game interface, or an area on the game interface that does not affect the response of other controls.

[0141] Optionally, the viewing angle adjustment area is a preset fixed area. In some embodiments, the viewing angle adjustment area is a fixed area based on the virtual character. For example, the viewing angle adjustment area is a fixed area based on the viewing direction of the virtual character. Or, the viewing angle adjustment area is a fixed area based on the moving position of the virtual character. The fixed area refers to an area of ​​fixed shape and fixed size. For example, Fig.12 As shown, the viewing angle adjustment area is a first area 17 based on the moving position of the virtual character 11 .

[0142] In some embodiments, the position of the viewing angle adjustment area is fixed. In some embodiments, the position of the viewing angle adjustment area is randomly adjusted. Optionally, the position of the viewing angle adjustment area is adjusted based on the viewing direction of the virtual character. Optionally, the position of the viewing angle adjustment area is adjusted based on the moving position of the virtual character. For example, Fig.13As shown, when the virtual character 11 moves from the first position to the second position, the first area 17 is moved from the first adjustment position to the second adjustment position.

[0143] In some embodiments, the dragging operation from the viewing angle adjustment area to the directional skill control includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the dragging operation from the viewing angle adjustment area to the directional skill control includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0144] In some embodiments, the first wheel is used by the first user to adjust the viewing direction of the virtual character. It should be understood that in response to a drag operation from the viewing angle adjustment area to the directional skill control, displaying the directional skill control as the first wheel includes: in response to a drag operation from the viewing angle adjustment area to the directional skill control, canceling the display of the directional skill control, and displaying the first wheel in the area of ​​the directional skill control.

[0145] In some embodiments, in response to a drag operation from a viewing angle adjustment area to a directional skill control, the directional skill control is displayed as a first wheel, including: in response to a drag operation from the viewing angle adjustment area to the directional skill control, retaining the display of the directional skill control, and displaying the first wheel above the directional skill control.

[0146] To sum up, the method provided in the embodiment of the present application displays the directional skill control as a first wheel in response to a drag operation from the viewing angle adjustment area to the directional skill control, and can combine the operation of adjusting the viewing angle direction of the virtual character and the operation of adjusting the directional skill release direction of the virtual character into a complete continuous operation, so that the user does not need to separately complete the adjustment of the viewing angle direction of the virtual character and the adjustment of the directional skill release direction of the virtual character, which is beneficial to improving the user's operating experience to a certain extent.

[0147] In some embodiments, when a continuous touch operation is detected in the viewing angle adjustment area, such as Fig.16 As shown, the above step 221 can also be replaced by the following sub-steps:

[0148] Step 2211: In response to detecting a continuous touch operation in the viewing angle adjustment area and a drag operation from the viewing angle adjustment area to the directional skill control, displaying the directional skill control as a first wheel.

[0149] In some embodiments, the continuous touch operation on the viewing angle adjustment area includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the continuous touch operation on the viewing angle adjustment area includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0150] In some embodiments, the continuous touch operation on the viewing angle adjustment area is an operation at any position on the viewing angle adjustment area. In some embodiments, a trigger control is displayed in the viewing angle adjustment area, and the continuous touch operation on the viewing angle adjustment area is a continuous operation on the trigger control. Optionally, the continuous touch operation is detected in the viewing angle adjustment area, including: the continuous touch operation on the trigger control is detected in the viewing angle adjustment area.

[0151] In some embodiments, the first wheel is used by the first user to adjust the viewing direction of the virtual character. It should be understood that in response to detecting a continuous touch operation in the viewing angle adjustment area and a drag operation from the viewing angle adjustment area to the directional skill control, displaying the directional skill control as the first wheel includes: in response to detecting a continuous touch operation in the viewing angle adjustment area and a drag operation from the viewing angle adjustment area to the directional skill control, canceling the display of the directional skill control, and displaying the first wheel in the area of ​​the directional skill control.

[0152] In some embodiments, in response to detecting a continuous touch operation in the viewing angle adjustment area and a drag operation from the viewing angle adjustment area to the directional skill control, the directional skill control is displayed as a first wheel, including: in response to detecting a continuous touch operation in the viewing angle adjustment area and a drag operation from the viewing angle adjustment area to the directional skill control, retaining the display of the directional skill control, and displaying the first wheel above the directional skill control.

[0153] To summarize, the method provided in the embodiment of the present application displays the directional skill control as a first wheel in response to detecting a continuous touch operation in the viewing angle adjustment area and a drag operation from the viewing angle adjustment area to the directional skill control, so that the terminal can trigger the combination of the operation of adjusting the viewing angle direction of the virtual character and the operation of adjusting the directional skill release direction of the virtual character into a complete continuous operation based on detecting a continuous touch operation in the viewing angle adjustment area, thereby eliminating the need for the user to separately complete the adjustment of the viewing angle direction of the virtual character and the adjustment of the directional skill release direction of the virtual character, which is beneficial to improving the user's operating experience to a certain extent.

[0154] Fig.17 FIG. 1 is a flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application. Figure 1The terminal 110 shown in the figure is used as an example. The above method also includes the following steps:

[0155] Step 420: In response to a trigger operation on a directional skill control, display an aiming tool.

[0156] In some embodiments, the aiming tool is used to indicate the direction of the virtual object and / or the release direction of the directional skill of the virtual character. The aiming tool changes based on the rotation of the first wheel or the second wheel. Exemplarily, when the first wheel rotates clockwise, the aiming tool indicates that the direction of the virtual object moves clockwise by changing in the clockwise direction.

[0157] Optionally, the aiming prop is used to indicate the direction of the virtual object. Optionally, the aiming prop is used to indicate the release direction of the directional skill of the virtual character. Optionally, the aiming prop is used to indicate the direction of the virtual object and the release direction of the directional skill of the virtual character.

[0158] In some embodiments, when the aiming prop is used to indicate the direction of a virtual object and the release direction of a virtual character's directional skill, the aiming prop includes a first aiming sub-prop for indicating the direction of the virtual object and a second sub-prop for indicating the release direction of the virtual character's directional skill.

[0159] In some embodiments, the aiming tool is displayed in any area on the game interface that does not affect the game display elements. The game display elements include at least one of a virtual character, a virtual prop, and a virtual control. For example, the aiming tool is displayed in a blank area on the game interface, or in an area on the game interface that does not affect the response of other controls.

[0160] In some embodiments, the aiming tool is displayed in a fixed area on the game interface. In some embodiments, the fixed area for displaying the aiming tool is a fixed area based on the virtual character. For example, the fixed area for displaying the aiming tool is a fixed area based on the viewing direction of the virtual character. Or, the fixed area for displaying the aiming tool is a fixed area based on the moving position of the virtual character. The fixed area refers to an area of ​​fixed shape and fixed size. For example, Fig.18 As shown, an aiming tool 18 is displayed above the virtual character 11 .

[0161] In some embodiments, the display position of the aiming tool is fixed. In some embodiments, the display position of the aiming tool is adjusted based on the moving position of the virtual character.

[0162] It is worth noting that the above steps 220 and 420 are performed simultaneously. For example, in response to a trigger operation on a directional skill control, the directional skill control is displayed as a first wheel and an aiming tool is displayed.

[0163] In summary, the method provided in the embodiment of the present application, by displaying aiming props, can help the user to achieve more accurate aiming when adjusting the viewing direction of the virtual character and / or adjusting the direction of the directional skill release of the virtual character.

[0164] Fig.19 FIG. 1 is a flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application. Figure 1 The terminal 110 shown in the figure is used as an example. The above method also includes the following steps:

[0165] Step 520: Display a cancel release control;

[0166] In some embodiments, before releasing the directional skill of the virtual character in the target direction, a cancel release control is displayed on the game interface. In some embodiments, after releasing the directional skill of the virtual character in the target direction, a cancel release control is displayed on the game interface. That is, step 520 may be before step 260 or after step 260.

[0167] In some embodiments, the cancel release control is used to trigger the cancellation of releasing the virtual character's directional skill in the target direction.

[0168] In some embodiments, the cancel release control is displayed in any area on the game interface that does not affect the game display elements. The game display elements include at least one of virtual characters, virtual props, and virtual controls. For example, the cancel release control is displayed in a blank area on the game interface, or in an area on the game interface that does not affect the response of other controls.

[0169] In some embodiments, the cancel release control is displayed in a fixed area on the game interface. For example, the cancel release control is in a fixed area corresponding to the directional skill control. The fixed area refers to an area of ​​fixed shape and fixed size. For example, Fig. 20 As shown, the directional skill control 12 is displayed on the right side of the game interface 10, and the cancel release control 19 is displayed on the left side of the game interface 10 at a position corresponding to the directional skill control 12.

[0170] In some embodiments, the display position of the cancel release control is fixed. In some embodiments, the display position of the cancel release control is randomly adjusted.

[0171] Step 540: In response to the trigger operation for canceling the release control, cancel the release of the directional skill of the virtual character in the target direction.

[0172] In some embodiments, the trigger operation for canceling the release of the control includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the trigger operation for canceling the release of the control includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0173] In some embodiments, in the case where the above step 520 is performed before step 260, the above step 540 may be performed before step 260 or after step 260. That is, before releasing the directional skill of the virtual character in the target direction, a cancel release control is displayed on the game interface; before releasing the directional skill of the virtual character in the target direction, in response to a trigger operation for the cancel release control, the release of the directional skill of the virtual character in the target direction is canceled; or, after releasing the directional skill of the virtual character in the target direction, in response to a trigger operation for the cancel release control, the release of the directional skill of the virtual character in the target direction is canceled.

[0174] To summarize, the method provided in the embodiment of the present application, by displaying a cancel release control, enables the user to cancel the release of a directional skill by canceling the release control when adjusting the viewing direction of the virtual character and / or adjusting the release direction of the virtual character's directional skill without having to release the directional skill.

[0175] It is worth noting that in the embodiment of the present application, the above-mentioned steps 221, 2211, 241, 242, 320, 420, 520, and 540 are optional, and one or more of these steps may be omitted or replaced in different embodiments.

[0176] Step 210, step 221, step 230, step 240, step 250, and step 260 may be implemented as independent embodiments; Step 210, step 221, step 230, step 240, step 250, and step 260 may be implemented as independent embodiments; Step 210, step 220, step 230, step 241, step 250, and step 260 may be implemented as independent embodiments; Step 210, step 221, step 230, step 241, step 250, and step 260 may be implemented as independent embodiments; Step 210, step 221, step 230, step 241, step 250, and step 260 may be implemented as independent embodiments. 0, step 260 can be implemented as an independent embodiment; step 210, step 220, step 230, step 242, step 250, step 260 can be implemented as an independent embodiment; step 210, step 221, step 230, step 242, step 250, step 260 can be implemented as an independent embodiment; step 210, step 2211, step 230, step 242, step 250, step 260 can be implemented as an independent embodiment; step 320 can be implemented as an independent embodiment; step 420 can be implemented as an independent embodiment; step 520, step 540 can be implemented as an independent embodiment. It should be understood that the above-mentioned various method embodiments can be combined in pairs or multiple combinations according to the understanding of those skilled in the art to form more embodiments, and this application will not elaborate on this.

[0177] In some embodiments, an application program that supports releasing directional skills of a virtual character in a virtual environment pre-defines an operation mode related to aiming in a virtual environment. Optionally, the operation mode includes:

[0178] Normal mode;

[0179] ·View rotation mode, which is a pre-mode that combines the operation of adjusting the view direction of the virtual character and the operation of adjusting the direction of the release of the directional skills of the virtual character into a complete continuous operation (hereinafter referred to as the preparatory mode);

[0180] · Associated perspective mode, i.e., a mode for adjusting the perspective direction of the virtual character;

[0181] ·Associated skill mode, which is a mode for adjusting the release direction of the directional skills of the virtual character;

[0182] In some embodiments, Fig.21 As shown, in the above 4 operation modes, the above method includes:

[0183] Step 21: Enter the game;

[0184] In some embodiments, the first user opens a game program and enters a normal mode in a game game, which includes a virtual character 1 controlled by the first user and other virtual characters controlled by other users.

[0185] Step 22: Press the game interface with both hands at the same time;

[0186] In some embodiments, it is monitored whether a mode switching condition for switching the operation mode from the normal mode to the view rotation mode is satisfied. Optionally, it is monitored whether the target area is pressed.

[0187] In some embodiments, the left target area of ​​the game interface is monitored to see whether it is pressed, and the right target area of ​​the game interface is monitored to see whether it is pressed. When it is detected that the left target area of ​​the game interface is pressed, and when it is detected that the right target area of ​​the game interface is pressed, the operation mode is switched from the normal mode to the perspective rotation mode.

[0188] Step 23: Determine whether the button is pressed in the viewing angle adjustment area;

[0189] In some embodiments, when the left and right hands do not press the viewing angle adjustment area at the same time, the operation mode is switched back from the viewing angle rotation mode to the normal mode.

[0190] In some embodiments, when the left and right hands press the viewing angle adjustment area at the same time, the following steps are continued.

[0191] Step 24: Move your right hand from the view adjustment area to the directional skill controls;

[0192] In some embodiments, when the right hand moves from the perspective adjustment area to the directional skill control, the operation mode is switched from the perspective rotation mode to the associated perspective mode.

[0193] Step 25: triggering the display of the first wheel;

[0194] In some embodiments, when the right hand moves from the perspective adjustment area to the directional skill control, the operation mode is switched from the perspective rotation mode to the associated perspective mode, and the display of the first wheel is triggered.

[0195] Step 26: Determine whether the viewing direction of the virtual character is toward the enemy display element;

[0196] In some embodiments, when the viewing direction of the virtual character is not toward the enemy display element, continue to use the first wheel to adjust the viewing direction of the virtual character until the viewing direction of the virtual character is adjusted to face the enemy display element; or, give up adjusting the viewing direction of the virtual character and switch the operation mode from the associated viewing mode to the normal mode.

[0197] In some embodiments, when the viewing direction of the virtual character is toward the enemy display element, the following steps are continued.

[0198] Step 27: Release your left hand and keep holding the directional skill control with your right hand;

[0199] In some embodiments, when the left hand is released and the right hand continues to hold the directional skill control, the operation mode is switched from the associated perspective mode to the associated skill mode.

[0200] Step 28: triggering the display of the second wheel;

[0201] In some embodiments, when the left hand is released and the right hand continues to hold the directional skill control, the operation mode is switched from the associated perspective mode to the associated skill mode, and the display of the second wheel is triggered.

[0202] Step 29: Determine whether the release direction of the directional skill of the virtual character is toward the enemy display element.

[0203] In some embodiments, when the release direction of the virtual character's directional skill is not toward the enemy display element, continue to use the second wheel to adjust the release direction of the virtual character's directional skill until the release direction of the virtual character's directional skill is adjusted to be toward the enemy display element; or, give up adjusting the release direction of the virtual character's directional skill and switch the operation mode from the associated skill mode to the normal mode.

[0204] In some embodiments, when the release direction of the directional skill of the virtual character is toward the enemy display element, the directional skill of the virtual character is released. Optionally, the directional skill of the virtual character includes at least one of aiming skill, grabbing skill, and hooking skill.

[0205] Fig. 22 A block diagram of a sighting device in a virtual environment provided by an exemplary embodiment of the present application is shown. The device comprises:

[0206] The display module 2210 is used to display the virtual character and the directional skill control in the virtual environment, and the directional skill control is used to trigger the virtual character to release the directional skill.

[0207] The display module 2210 is also used to display a game interface for the virtual character to perform activities, and the game interface at least includes the virtual character and directional skill controls located in the virtual environment.

[0208] Optionally, the virtual character in the virtual environment includes a virtual character controlled by a first user and a virtual character controlled by another user. In the embodiment of the present application, a virtual character 1 controlled by a first user and a virtual character 2 controlled by a second user are used as examples for illustration.

[0209] In some embodiments, the image of the virtual character 1 controlled by the first user and the image of the virtual character 2 controlled by the second user are the same, for example, the image of the virtual character 1 controlled by the first user and the image of the virtual character 2 controlled by the second user are the same cartoon character. In some embodiments, the image of the virtual character 1 controlled by the first user and the image of the virtual character 2 controlled by the second user are different, for example, the image of the virtual character 1 controlled by the first user is a cartoon character, and the image of the virtual character 2 controlled by the second user is an anime character.

[0210] In some embodiments, the directional skill control is used to trigger the virtual character to release a directional skill. Optionally, the directional skill control is used to enable the first user to control the virtual character 1 to release a directional skill. Optionally, the display form of the directional skill control is arbitrary. For example, the display form of the directional skill control can be circular or square or other forms.

[0211] The display module 2210 is further configured to display the directional skill control as a first wheel in response to a trigger operation on the directional skill control.

[0212] In some embodiments, the triggering operation for the directional skill control includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the triggering operation for the directional skill control includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0213] In some embodiments, the first wheel is used by the first user to adjust the viewing direction of the virtual character. In the embodiment of the present application, the viewing direction of the virtual character is a first-person viewing direction, which can be adjusted in any direction.

[0214] The display module 2210 is further used to cancel the display of the directional skill control in response to a trigger operation on the directional skill control, and to display the first wheel in the area of ​​the directional skill control.

[0215] The display module 2210 is further configured to, in response to a trigger operation on the directional skill control, keep displaying the directional skill control, and display a first wheel above the directional skill control, wherein the first wheel is covered on the directional skill control.

[0216] The adjustment module 2220 is used to adjust the viewing direction of the virtual character in response to the drag operation on the first wheel.

[0217] In some embodiments, the dragging operation on the first wheel includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the dragging operation on the first wheel includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of the present application.

[0218] Generally, the dragging operation on the first wheel includes a clockwise dragging operation on the first wheel and a counterclockwise dragging operation on the first wheel. The clockwise dragging operation on the first wheel is used to adjust the viewing direction of the virtual character in a clockwise direction, and the counterclockwise dragging operation on the first wheel is used to adjust the viewing direction of the virtual character in a counterclockwise direction.

[0219] In some embodiments, the first wheel includes a first virtual joystick for adjusting the viewing direction of the virtual character.

[0220] The display module 2210 is further configured to switch the first wheel to a second wheel when the dragging operation is not completed and the wheel switching condition is satisfied.

[0221] In some embodiments, the roulette wheel switching condition is used to trigger the switching display between the first roulette wheel and the second roulette wheel. Optionally, the roulette wheel switching condition is a pre-set fixed condition. Optionally, the roulette wheel switching condition is an adjustable condition. For example, the roulette wheel switching condition is a condition that is adjusted by the user during actual operation.

[0222] Optionally, the roulette switch condition includes one of the following:

[0223] The avatar's viewing direction is toward the enemy display element;

[0224] The continuous touch operation detected in the viewing angle adjustment area ends.

[0225] In some embodiments, the enemy refers to a virtual character controlled by another user other than the virtual character 1 controlled by the first user in the virtual environment, such as a virtual character 2 controlled by the second user. The enemy display element refers to a display element used to represent the enemy, such as a sound element. Optionally, the display position of the enemy display element is fixed. Optionally, the display position of the enemy display element is changed based on the position of the enemy virtual character.

[0226] In some embodiments, when the viewing direction of the virtual character is toward the display area where the enemy display element is located, it is determined that the viewing direction of the virtual character is toward the enemy display element. Optionally, the display area is an area of ​​fixed size and fixed shape. For example, the display area is a fan-shaped display area based on the enemy display element.

[0227] The display module 2210 is further configured to cancel the display of the first wheel and display the second wheel in the display area of ​​the first wheel when the dragging operation is not completed and the wheel switching condition is satisfied.

[0228] The display module 2210 is further configured to keep displaying the first wheel and display the second wheel in the display area of ​​the first wheel when the dragging operation is not completed and the wheel switching condition is met. The second wheel covers the first wheel.

[0229] In some embodiments, the second wheel is used by the first user to adjust the directional skill release direction of the virtual character.

[0230] Optionally, the display forms of the first roulette wheel and the second roulette wheel are arbitrary. For example, the display form of the first roulette wheel can be round, square or other forms. Optionally, the display forms of the first roulette wheel and the second roulette wheel are the same. For example, the first roulette wheel and the second roulette wheel are both round roulette wheels of the same size. Optionally, the display forms of the first roulette wheel and the second roulette wheel are different. For example, the first roulette wheel is a round roulette wheel corresponding to size 1, and the second roulette wheel is a round roulette wheel corresponding to size 2.

[0231] In the embodiment of the present application, an example is given in which the first wheel is a circular wheel filled with oblique lines and the second wheel is a circular wheel filled with cross lines. The display positions and sizes of the first wheel and the second wheel are the same, but the display forms are slightly different. The first user can operate the first wheel at the same position and then operate the second wheel without expanding the operation range.

[0232] The adjustment module 2220 is further used to adjust the directional skill release direction of the virtual character to the target direction in response to the drag operation on the second wheel.

[0233] In some embodiments, the dragging operation on the second wheel includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the dragging operation on the second wheel includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of the present application.

[0234] It should be understood that the dragging operation on the second wheel and the above-mentioned dragging operation on the first wheel are the same dragging operation, which is an operation extending from the first wheel to the second wheel.

[0235] Generally, the dragging operation on the second wheel includes a clockwise dragging operation on the second wheel and a counterclockwise dragging operation on the second wheel. The clockwise dragging operation on the second wheel is used to adjust the release direction of the virtual character's directional skills to a clockwise direction, and the counterclockwise dragging operation on the second wheel is used to adjust the release direction of the virtual character's directional skills to a counterclockwise direction.

[0236] In some embodiments, the second wheel includes a second virtual joystick for adjusting the viewing direction of the virtual character. The adjustment module 2220 is further configured to adjust the directional skill release direction of the virtual character to a target direction in response to a drag operation on the second virtual joystick. In some embodiments, the target direction is the direction in which the enemy virtual character is located.

[0237] The release module 2230 is used to release the directional skill of the virtual character in the target direction in response to the release operation of the directional skill control.

[0238] In some embodiments, the release operation for the directional skill control includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the release operation for the directional skill control includes but is not limited to the above-mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0239] It should be noted that the triggering operation on the directional skill control, the dragging operation on the first wheel, the dragging operation on the second wheel, and the releasing operation on the directional skill control are a whole continuous operation. For example, the first user needs to continuously complete the above operations in a first time period without interruption. Exemplarily, the first user continuously completes the triggering operation on the directional skill control, the dragging operation on the first wheel, the dragging operation on the second wheel, and the releasing operation on the directional skill control through the right hand on the game interface.

[0240] The display module 2210 is further configured to switch the first wheel to a second wheel when the dragging operation is not completed and the viewing direction is toward the enemy display element.

[0241] In some embodiments, the enemy refers to virtual characters controlled by other users in the virtual environment except the virtual character 1 controlled by the first user, such as the virtual character 2 controlled by the second user. The enemy display element refers to a display element used to represent the enemy, such as a sound element.

[0242] The adjustment module 2220 is further configured to adjust the viewing direction of the virtual character to be toward the enemy display element in response to a drag operation on the first wheel.

[0243] The display module 2210 is further configured to cancel the display of the first wheel and display the second wheel in the display area of ​​the first wheel when the dragging operation is not completed and the viewing direction is toward the enemy display element.

[0244] The display module 2210 is further configured to keep displaying the first wheel and display the second wheel in the display area of ​​the first wheel when the dragging operation is not completed and the viewing direction is toward the enemy display element. The second wheel covers the first wheel.

[0245] In some embodiments, the apparatus further comprises:

[0246] The monitoring module 2240 is used to monitor a continuous touch operation in the viewing angle adjustment area.

[0247] In some embodiments, the viewing angle adjustment area is an area on the game interface used to adjust the viewing angle direction of the virtual character.

[0248] Optionally, the viewing angle adjustment area is any area on the game interface that does not affect the game display elements. The game display elements include at least one of virtual characters, virtual props, and virtual controls. For example, the viewing angle adjustment area is a blank area on the game interface, or an area on the game interface that does not affect the response of other controls.

[0249] Optionally, the viewing angle adjustment area is a preset fixed area. In some embodiments, the viewing angle adjustment area is a fixed area based on the virtual character. For example, the viewing angle adjustment area is a fixed area based on the viewing direction of the virtual character. Or, the viewing angle adjustment area is a fixed area based on the moving position of the virtual character. The fixed area refers to an area of ​​fixed shape and fixed size. For example, Fig.12 As shown, the viewing angle adjustment area is a first area 17 based on the moving position of the virtual character 11 .

[0250] In some embodiments, the position of the viewing angle adjustment area is fixed. In some embodiments, the position of the viewing angle adjustment area is randomly adjusted. Optionally, the position of the viewing angle adjustment area is adjusted based on the viewing direction of the virtual character. Optionally, the position of the viewing angle adjustment area is adjusted based on the moving position of the virtual character.

[0251] In some embodiments, the continuous touch operation on the viewing angle adjustment area includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the continuous touch operation on the viewing angle adjustment area includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0252] In some embodiments, the continuous touch operation on the viewing angle adjustment area is an operation at any position on the viewing angle adjustment area. In some embodiments, a trigger control is displayed in the viewing angle adjustment area, and the continuous touch operation on the viewing angle adjustment area is a continuous operation on the trigger control. Optionally, the continuous touch operation is detected in the viewing angle adjustment area, including: the continuous touch operation on the trigger control is detected in the viewing angle adjustment area.

[0253] The display module 2210 is further configured to switch the first wheel to a second wheel when the drag operation is not completed and the continuous touch operation is completed.

[0254] The display module 2210 is further configured to cancel the display of the first wheel and display the second wheel in the display area of ​​the first wheel when the drag operation is not completed and the continuous touch operation is completed.

[0255] The display module 2210 is further configured to keep displaying the first wheel and display the second wheel in the display area of ​​the first wheel when the drag operation is not completed and the continuous touch operation is completed. The second wheel covers the first wheel.

[0256] The display module 2210 is further configured to switch the first wheel to a second wheel in response to a trigger operation on a trigger control when the drag operation is not completed.

[0257] Exemplarily, assuming that the continuous touch operation on the viewing angle adjustment area is a long press operation of the left hand on the viewing angle adjustment area, when the drag operation is not ended and in response to the long press operation ending, the first wheel is switched to be displayed as the second wheel.

[0258] The display module 2210 is further configured to display the directional skill control as a first wheel in response to a drag operation from the viewing angle adjustment area to the directional skill control.

[0259] In some embodiments, the viewing angle adjustment area is an area on the game interface used to adjust the viewing angle direction of the virtual character.

[0260] Optionally, the viewing angle adjustment area is a blank area on the game interface, or an area on the game interface that does not affect the response of other controls.

[0261] Optionally, the viewing angle adjustment area is a preset fixed area. In some embodiments, the viewing angle adjustment area is a fixed area based on the virtual character. For example, the viewing angle adjustment area is a fixed area based on the viewing direction of the virtual character. Or, the viewing angle adjustment area is a fixed area based on the moving position of the virtual character. The fixed area refers to an area of ​​fixed shape and fixed size.

[0262] In some embodiments, the position of the viewing angle adjustment area is fixed. In some embodiments, the position of the viewing angle adjustment area is randomly adjusted. Optionally, the position of the viewing angle adjustment area is adjusted based on the viewing direction of the virtual character. Optionally, the position of the viewing angle adjustment area is adjusted based on the moving position of the virtual character.

[0263] In some embodiments, the dragging operation from the viewing angle adjustment area to the directional skill control includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the dragging operation from the viewing angle adjustment area to the directional skill control includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0264] In some embodiments, the first wheel is used by the first user to adjust the viewing direction of the virtual character. The display module 2210 is further used to cancel the display of the directional skill control in response to a drag operation from the viewing angle adjustment area to the directional skill control, and display the first wheel in the area of ​​the directional skill control.

[0265] The display module 2210 is also used to keep displaying the directional skill control and display the first wheel above the directional skill control in response to a drag operation from the viewing angle adjustment area to the directional skill control.

[0266] The display module 2210 is further configured to display the directional skill control as a first wheel in response to detecting a continuous touch operation in the viewing angle adjustment area and a drag operation from the viewing angle adjustment area to the directional skill control.

[0267] In some embodiments, the continuous touch operation on the viewing angle adjustment area includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the continuous touch operation on the viewing angle adjustment area includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0268] In some embodiments, the continuous touch operation on the viewing angle adjustment area is an operation at any position on the viewing angle adjustment area. In some embodiments, a trigger control is displayed in the viewing angle adjustment area, and the continuous touch operation on the viewing angle adjustment area is a continuous operation on the trigger control. Optionally, the continuous touch operation is detected in the viewing angle adjustment area, including: the continuous touch operation on the trigger control is detected in the viewing angle adjustment area.

[0269] In some embodiments, the first wheel is used by the first user to adjust the viewing direction of the virtual character. The display module 2210 is further used to cancel the display of the directional skill control in response to detecting a continuous touch operation in the viewing angle adjustment area and a drag operation from the viewing angle adjustment area to the directional skill control, and display the first wheel in the area of ​​the directional skill control.

[0270] The display module 2210 is also used to keep displaying the directional skill control and display the first wheel above the directional skill control in response to detecting a continuous touch operation in the viewing angle adjustment area and a drag operation from the viewing angle adjustment area to the directional skill control.

[0271] The display module 2210 is further used to display an aiming prop in response to a trigger operation on a directional skill control, where the aiming prop is used to indicate the direction of the virtual object and / or the release direction of the directional skill of the virtual character.

[0272] The aiming tool changes based on the rotation of the first wheel or the second wheel. Exemplarily, when the first wheel rotates clockwise, the aiming tool changes clockwise to indicate that the virtual object moves in the clockwise direction.

[0273] Optionally, the aiming prop is used to indicate the direction of the virtual object. Optionally, the aiming prop is used to indicate the release direction of the directional skill of the virtual character. Optionally, the aiming prop is used to indicate the direction of the virtual object and the release direction of the directional skill of the virtual character.

[0274] In some embodiments, when the aiming prop is used to indicate the direction of a virtual object and the release direction of a virtual character's directional skill, the aiming prop includes a first aiming sub-prop for indicating the direction of the virtual object and a second sub-prop for indicating the release direction of the virtual character's directional skill.

[0275] In some embodiments, the aiming tool is displayed in any area on the game interface that does not affect the game display elements. The game display elements include at least one of a virtual character, a virtual prop, and a virtual control. For example, the aiming tool is displayed in a blank area on the game interface, or in an area on the game interface that does not affect the response of other controls.

[0276] In some embodiments, the aiming tool is displayed in a fixed area on the game interface. In some embodiments, the fixed area for displaying the aiming tool is a fixed area based on the virtual character. For example, the fixed area for displaying the aiming tool is a fixed area based on the viewing direction of the virtual character. Or, the fixed area for displaying the aiming tool is a fixed area based on the moving position of the virtual character. The fixed area refers to an area of ​​fixed shape and fixed size.

[0277] In some embodiments, the display position of the aiming tool is fixed. In some embodiments, the display position of the aiming tool is adjusted based on the moving position of the virtual character.

[0278] The display module 2210 is also used to display a cancel release control.

[0279] The display module 2210 is also used to display a cancel release control on the game interface before releasing the directional skill of the virtual character in the target direction.

[0280] The display module 2210 is also used to display a cancel release control on the game interface after the directional skill of the virtual character is released in the target direction.

[0281] In some embodiments, the cancel release control is used to trigger the cancellation of releasing the virtual character's directional skill in the target direction.

[0282] In some embodiments, the cancel release control is displayed in any area on the game interface that does not affect the game display elements. The game display elements include at least one of virtual characters, virtual props, and virtual controls. For example, the cancel release control is displayed in a blank area on the game interface, or in an area on the game interface that does not affect the response of other controls.

[0283] In some embodiments, the cancel release control is displayed in a fixed area on the game interface. For example, the cancel release control is in a fixed area corresponding to the directional skill control. The fixed area refers to an area of ​​fixed shape and fixed size.

[0284] In some embodiments, the display position of the cancel release control is fixed. In some embodiments, the display position of the cancel release control is randomly adjusted.

[0285] The release module 2230 is also used to cancel the release of the directional skill of the virtual character in the target direction in response to a trigger operation for canceling the release control.

[0286] In some embodiments, the trigger operation for canceling the release of the control includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, face recognition, and voice recognition. It is worth noting that the trigger operation for canceling the release of the control includes but is not limited to the above mentioned ones. Those skilled in the art should be able to know that any operation that can achieve the above functions belongs to the protection scope of the embodiments of this application.

[0287] The display module 2210 is also used to display a cancel release control on the game interface before releasing the directional skill of the virtual character in the target direction. The display module 2210 is also used to cancel the release of the directional skill of the virtual character in the target direction in response to a trigger operation for the cancel release control before releasing the directional skill of the virtual character in the target direction; or, after releasing the directional skill of the virtual character in the target direction, cancel the release of the directional skill of the virtual character in the target direction in response to a trigger operation for the cancel release control.

[0288] Fig.23 A structural block diagram of a computer device 2300 provided in one embodiment of the present application is shown.

[0289] Typically, the computer device 2300 includes: a processor 2301 and a memory 2302 .

[0290] The processor 2301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2301 may be implemented in at least one hardware form of digital signal processing (DSP), field programmable gate array (FPGA), and programmable logic array (PLA). The processor 2301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2301 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2301 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.

[0291] The memory 2302 may include one or more computer-readable storage media, which may be non-transitory. The memory 2302 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2302 is used to store at least one instruction, which is used to be executed by the processor 2301 to implement the editing method of the virtual display space provided in the method embodiment of the present application.

[0292] In some embodiments, the computer device 2300 may also optionally include: an input interface 2303 and an output interface 2304. The processor 2301, the memory 2302, and the input interface 2303 and the output interface 2304 may be connected via a bus or a signal line. Each peripheral device may be connected to the input interface 2303 and the output interface 2304 via a bus, a signal line or a circuit board. The input interface 2303 and the output interface 2304 may be used to connect at least one peripheral device related to input / output (I / O) to the processor 2301 and the memory 2302. In some embodiments, the processor 2301, the memory 2302, the input interface 2303, and the output interface 2304 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2301, the memory 2302, the input interface 2303, and the output interface 2304 may be implemented on a separate chip or circuit board, which is not limited in the embodiments of the present application. Those skilled in the art will appreciate that the structure shown above does not constitute a limitation on the computer device 2300 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0293] In an exemplary embodiment, a computer device is further provided. The computer device includes: a processor and a memory. The memory stores a computer program. The computer program is loaded and executed by the processor to implement the aiming method in a virtual environment as described above.

[0294] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein at least one program is stored in the computer-readable storage medium, and when the at least one program is executed by a processor, it is used to implement the aiming method in the virtual environment as described above. Optionally, the computer-readable storage medium can be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, etc.

[0295] In an exemplary embodiment, a computer program product is also provided. The computer program product includes a computer program. The computer program is stored in a computer-readable storage medium. A processor reads the computer program from the computer-readable storage medium. The processor executes the computer program to implement the aiming method in a virtual environment as described above.

[0296] It should be understood that the "plurality" mentioned in this article refers to two or more. "And / or" describes the association relationship of the associated objects, indicating that there can be three relationships. For example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects are in an "or" relationship.

[0297] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0298] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A method for aiming in a virtual environment, characterized in that: The method comprises: Displaying a virtual character and a directional skill control in a virtual environment, wherein the directional skill control is used to trigger the virtual character to release a directional skill; In response to a trigger operation on the directional skill control, displaying the directional skill control as a first wheel; In response to a drag operation on the first wheel, adjusting the viewing direction of the virtual character; If the dragging operation is not completed and a wheel switching condition is satisfied, switching the first wheel to a second wheel; In response to the dragging operation on the second wheel, adjusting the directional skill release direction of the virtual character to a target direction; In response to a release operation on the directional skill control, the directional skill of the virtual character is released toward the target direction.

2. The method according to claim 1, characterized in that The step of switching the first wheel to a second wheel when the dragging operation is not completed and a wheel switching condition is satisfied includes: When the dragging operation is not completed and the viewing direction is toward the enemy display element, the first wheel is switched to be displayed as the second wheel.

3. The method according to claim 1, characterized in that Before switching the first wheel to display as the second wheel, the method further includes: Continuous touch operation is detected in the viewing angle adjustment area; When the dragging operation is not completed and a wheel switching condition is satisfied, switching the first wheel to display a second wheel, comprises: When the drag operation is not completed and the touch-and-hold operation is completed, the first wheel is switched to be displayed as a second wheel.

4. The method according to any one of claims 1 to 3, characterized in that: The step of displaying the directional skill control as a first wheel in response to a trigger operation on the directional skill control comprises: In response to a drag operation from the viewing angle adjustment area to the directional skill control, the directional skill control is displayed as the first wheel.

5. The method according to claim 4, characterized in that The step of displaying the directional skill control as the first wheel in response to a drag operation from the viewing angle adjustment area to the directional skill control comprises: In response to detecting a continuous touch operation in the viewing angle adjustment area and a drag operation from the viewing angle adjustment area to the directional skill control, displaying the directional skill control as the first wheel.

6. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: In response to a trigger operation on the directional skill control, an aiming prop is displayed, wherein the aiming prop is used to indicate the direction of the virtual object and / or the release direction of the directional skill of the virtual character.

7. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Display cancel release controls; In response to the triggering operation for the cancel release control, the release of the directional skill of the virtual character towards the target direction is canceled.

8. A targeting device in a virtual environment, characterized in that: The device comprises: A display module, used for displaying a virtual character and a directional skill control in a virtual environment, wherein the directional skill control is used for triggering the virtual character to release a directional skill; The display module is further configured to display the directional skill control as a first wheel in response to a trigger operation on the directional skill control; an adjustment module, configured to adjust the viewing direction of the virtual character in response to a drag operation on the first wheel; The display module is further configured to switch the first wheel to a second wheel if the dragging operation is not completed and a wheel switching condition is satisfied; The adjustment module is further configured to adjust the directional skill release direction of the virtual character to a target direction in response to the dragging operation on the second wheel; A release module is used to release the directional skill of the virtual character toward the target direction in response to a release operation on the directional skill control.

9. A computer device, characterized in that: The computer device comprises a memory and a processor; at least one program code is stored in the memory, and the program code is loaded and executed by the processor to implement the aiming method in a virtual environment according to any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that: The computer storage medium stores a computer program, and the computer program is used to be executed by a processor to implement the aiming method in a virtual environment as claimed in any one of claims 1 to 7.

11. A computer program product or a computer program, characterized in that The computer program product or computer program comprises computer instructions, which are stored in a computer-readable storage medium. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the aiming method in a virtual environment according to any one of claims 1 to 7.