Virtual object control method and device, electronic equipment and storage medium

By automatically providing pre-targeting identifiers in virtual scenes and updating their presentation form according to interaction results, the problems of cumbersome pre-targeting operations and high computing resources in the prior art are solved, and more efficient pre-targeting operations and more timely hit feedback are achieved.

CN119792929APending Publication Date: 2025-04-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311317796.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-10-10
Publication Date
2025-04-11

AI Technical Summary

Technical Problem

In the prior art, the pre-targeting operation process is cumbersome and inefficient, which increases the consumption of computing resources.

Method used

The terminal device provides a graphical user interface, and automatically provides pre-sighting identifiers in the virtual scene according to the position changes between two virtual objects, simplifies pre-sighting operations, and updates the presentation form of the identifier according to the interaction results.

Benefits of technology

The pre-targeting operation process is simplified, the consumption of computing resources is reduced, and the timeliness of hit feedback is improved.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a virtual object control method and device, electronic equipment and a storage medium, and the method comprises the steps: responding to a movement control instruction and / or an orientation adjustment instruction for a first virtual object, and controlling the first virtual object to move and / or adjust the orientation in a virtual scene; in response to the situation that a preset position condition is met between the second virtual object and the first virtual object, a preview identifier presented in a preset presentation form is provided at the second virtual object, and the preview identifier is used for prompting that the second virtual object meets a condition for carrying out a specified interaction behavior with the first virtual object; responding to an interaction instruction aiming at the first virtual object, and controlling the first virtual object and the second virtual object to execute a specified interaction behavior; and according to an interaction result of the specified interaction behavior, updating a presentation form corresponding to the preview identifier to enable the presentation form to be matched with the interaction result. According to the method and the device, the processing efficiency for the preview of the virtual object can be improved.
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Description

Technical Field

[0001] The present application relates to the field of computer application technology, and in particular to a control method, device, electronic device and storage medium for a virtual object. Background Art

[0002] Human-computer interaction technology for virtual scenes based on computer graphics processing can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, and has a wide range of practical value. For example, in virtual scenes such as military simulation exercises and games, it is used to simulate the battle process between virtual objects.

[0003] At present, in shooting games or action games, pre-aiming is a common operation. In the related art, a skill can be triggered first, and then a target can be selected in the virtual scene as the pre-aiming object by clicking. Alternatively, a shooting game user interface provides a sighting button and a fire button. After the user clicks the sighting button, the virtual firearm held by the virtual object can be controlled to enter the sighting state. In the sighting state, the user can observe the virtual environment through the virtual sight equipped with the virtual firearm, so as to move the crosshairs of the virtual sight and aim at the enemy model for pre-aiming.

[0004] The above operation process results in a cumbersome preview process, low preview operation efficiency, and increased consumption of computing resources. Summary of the invention

[0005] In view of this, the embodiments of the present application provide at least a method, device, electronic device and storage medium for controlling a virtual object to overcome at least one of the above-mentioned defects.

[0006] In a first aspect, an exemplary embodiment of the present application provides a method for controlling a virtual object, wherein a graphical user interface is provided through a terminal device, and at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a second virtual object and a first virtual object controlled by the terminal device, and the method includes: in response to a movement control instruction and / or a direction adjustment instruction for the first virtual object, controlling the first virtual object to move and / or adjust the direction in the virtual scene; in response to a preset position condition being satisfied between the second virtual object and the first virtual object, providing a preview mark presented in a preset presentation form at the second virtual object, wherein the preview mark is used to prompt that the second virtual object satisfies a condition for performing a specified interaction behavior with the first virtual object; in response to an interaction instruction for the first virtual object, controlling the first virtual object to perform the specified interaction behavior with the second virtual object; and updating the presentation form corresponding to the preview mark according to an interaction result of the specified interaction behavior so that the presentation form matches the interaction result.

[0007] In a second aspect, an embodiment of the present application further provides a control device for a virtual object, which provides a graphical user interface through a terminal device, and displays at least part of a virtual scene on the graphical user interface, wherein the virtual scene includes a second virtual object and a first virtual object controlled by the terminal device, and the device includes: a movement control module, which controls the first virtual object to move and / or adjust the orientation in the virtual scene in response to a movement control instruction and / or an orientation adjustment instruction for the first virtual object; an identification display module, which provides a preview identification in a preset presentation form at the second virtual object in response to a preset position condition between the second virtual object and the first virtual object, wherein the preview identification is used to prompt that the second virtual object meets the conditions for performing a specified interaction behavior with the first virtual object; an interaction control module, which controls the first virtual object to perform the specified interaction behavior with the second virtual object in response to an interaction instruction for the first virtual object; and an identification update module, which updates the presentation form corresponding to the preview identification according to the interaction result of the specified interaction behavior so that the presentation form matches the interaction result.

[0008] In a third aspect, an embodiment of the present application further provides an electronic device, a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the above-mentioned virtual object control method.

[0009] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above-mentioned virtual object control method are executed.

[0010] The virtual object control method, device, electronic device and storage medium provided in the embodiments of the present application can automatically perform preview marking according to the position change between two virtual objects, simplify the preview operation process, and reduce the consumption of computing resources.

[0011] In addition, in the embodiment of the present application, the presentation form of the preview mark is updated according to the interaction result of the specified interaction behavior, which helps to improve the timeliness of the hit feedback.

[0012] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0014] Figure 1 and Figure 2 A schematic diagram showing an interface of a preview operation in the related art;

[0015] Figure 3 A flowchart showing a method for controlling a virtual object provided by an exemplary embodiment of the present application;

[0016] Figure 4 and Figure 5 A schematic diagram showing a method of providing a preview mark at a second virtual object provided by an exemplary embodiment of the present application;

[0017] Figure 6 A schematic diagram showing a first presentation form of a preview mark provided by an exemplary embodiment of the present application;

[0018] Figure 7 A schematic diagram showing a second presentation form of a preview mark provided by an exemplary embodiment of the present application;

[0019] Figure 8 A schematic diagram showing the hit feedback of the crosshair provided by an exemplary embodiment of the present application;

[0020] Fig. 9 A schematic diagram showing a method for presenting preview marks for a plurality of second virtual objects provided by an exemplary embodiment of the present application;

[0021] Fig.10 A flowchart showing the steps of displaying a direction indication mark provided by an exemplary embodiment of the present application;

[0022] Fig.11 A schematic diagram showing a direction indication mark provided on a graphical user interface provided by an exemplary embodiment of the present application is shown;

[0023] Fig.12 A flowchart showing the steps of updating the direction indication mark provided by an exemplary embodiment of the present application;

[0024] Fig.13 A schematic diagram showing the structure of a control device for a virtual object provided by an exemplary embodiment of the present application;

[0025] Fig.14 A schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION

[0026] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the content of the present application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0027] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0028] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0029] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0030] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0031] In some current games (such as shooting games or action games), previewing is a common operation, and game designers will assist players in previewing through some user interfaces (UI) or special effects.

[0032] In the related art, a virtual skill or a virtual prop is usually triggered first, and then a target is selected in the virtual scene as a preview object by clicking, or, after the virtual skill or virtual prop is triggered, a crosshair corresponding to the triggered virtual skill or virtual prop is displayed on the graphical user interface, and the target selected by the crosshair is used as the preview object by controlling the movement of the crosshair. The above-mentioned preview process requires multiple operations of the user to be realized. In addition, the above-mentioned preview is associated with the virtual skill or virtual prop, and its preview process needs to be triggered by the virtual skill or virtual prop, resulting in low preview processing efficiency and increased consumption of computing resources.

[0033] In addition to the above-mentioned previewing method, in related technologies, for example, in shooting games, a aiming button and a fire button may be provided in the user interface. After the user clicks the aiming button, the virtual firearm held by the virtual object may be controlled to enter the aiming state. In the aiming state, the user can observe the virtual environment through the virtual sight equipped with the virtual firearm, and move the crosshairs of the virtual sight and aim at the enemy model to perform preview aiming.

[0034] The above-mentioned preview process requires the user to perform many operations such as opening the scope, controlling the movement of the virtual scope, and manually making preview marks. In addition, the above-mentioned preview is related to the virtual firearm held by the user, that is, the above-mentioned preview process can only be performed for certain specific virtual firearms. Moreover, in the open scope state, the virtual scene is partially magnified through the virtual scope. At this time, the user uses the virtual scope to observe the virtual scene in a small range and one by one, and the user is required to manually preview the enemy model, resulting in low preview efficiency and reduced efficiency of combat interaction with the enemy.

[0035] Figure 1 and Figure 2 A schematic diagram of an interface for preview operation in related technology is shown.

[0036] like Figure 1 As shown, the game scene of this game is displayed on the game interface 1. When the virtual object 2 in the game holds a throwing virtual prop 3 (such as a grenade), a crosshair 4 is presented on the game interface 1. Before the player controls the virtual object 2 to attack the enemy, the player controls the crosshair 4 to move and aim at the enemy model 5. When the center of the crosshair 4 at least partially overlaps with the enemy model 5 (such as Figure 2The crosshair will change from white to red or have other changes to remind the player that the target is about to be hit. The above operation process can help players improve their hit rate and hit efficiency.

[0037] The above scheme has the following defects: the color-changing design of the crosshairs is not friendly to users who have difficulty in color recognition, which makes it impossible for them to accurately use the preview function. In addition, in action games, if there are multiple enemies before and after the edge of the player's attack range, it is impossible to clearly know which enemy can be hit. If the player wants to know the specific situation, the user needs to move the crosshairs to identify multiple enemies one by one to see if they can be hit. The operation efficiency is low and it is easy to miss the opportunity to fight with the enemy.

[0038] In addition to the color-changing design for the crosshairs, in the related art, after aiming at the enemy model, an enemy ID will appear below it or an enemy health bar 6 will appear above it to remind the player that the enemy model with the ID or health bar is being aimed at. However, in a game solution where the character ID or health bar is permanently displayed on the character model, the above-mentioned pre-aiming design makes it impossible for the player to accurately identify which enemy can be hit.

[0039] In addition, in third-person games, the actual attack range of a melee character is much larger than the character's own special effects and visual range of actions (e.g., punching actions), so it is difficult for players to have a reasonable expectation of whether their melee attacks can hit the enemy. In particular, when there are multiple hostile characters at the edge of the melee character's attack range, using conventional solutions in related technologies, it is impossible to timely and accurately predict which hostile character you can hit.

[0040] In response to at least one of the above problems, the present application proposes a control method, device, electronic device and storage medium for virtual objects, which can clearly mark specific objects that can be hit, thereby helping to improve the efficiency of combat interaction and avoid misjudgments.

[0041] First, the names involved in the embodiments of the present application are introduced.

[0042] Terminal equipment:

[0043] The terminal device involved in the embodiments of the present application mainly refers to an intelligent device used to provide a game screen (such as a relevant setting / configuration interface in the game, an interface for presenting a game scene), and capable of controlling and operating a virtual character. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, etc. The terminal device is installed and running with an application that supports game scenes, such as an application that supports three-dimensional game scenes. The application may include, but is not limited to, any one of a virtual reality application, a three-dimensional map program, a military simulation program, a MOBA game, a multiplayer gunfight survival game, and a third-person shooting game (TPS, Third-Personal Shooting Game). Optionally, the application may be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0044] Graphical User Interface:

[0045] It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse, keyboard and / or game controller, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks. Exemplarily, the graphical user interface may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the game scene. The interface includes any visible controls or elements that can be seen, for example, game controls (such as skill controls, mobile controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as number of people defeated, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.), and may also include controls such as pictures, input boxes, and text boxes, some of which respond to user operations.

[0046] Virtual scene:

[0047] It is a virtual environment displayed (or provided) when the application is running on a terminal device or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment, and the virtual environment can be the sky, land, sea, etc. Among them, the virtual scene is a scene where the user controls the complete game logic of the virtual character. Optionally, the virtual scene is also used for a virtual environment battle between at least two virtual characters, and there are virtual resources in the virtual scene that can be used by at least two virtual characters.

[0048] Virtual Objects:

[0049] Refers to the first virtual object and the non-first virtual object in the virtual environment. The first virtual object can be a virtual character controlled by the player, including but not limited to at least one of a virtual person, a virtual animal, and anime characters. The non-first virtual object can be a virtual character (NPC) not controlled by the player. It can also be a virtual object, which refers to a static object in the virtual scene, for example, virtual props, ground, buildings, bridges, trees, mountains, vegetation, etc. in the virtual scene. Static objects are often not directly controlled by players, but can respond to the interactive behavior of virtual objects in the scene (such as attacking, demolishing, etc.) and make corresponding performances. For example, virtual objects can demolish, pick up, drag, and build buildings. Optionally, virtual objects may not be able to respond to the interactive behavior of virtual objects. For example, virtual objects can also be buildings, doors, windows, plants, etc. in the virtual scene, but virtual objects cannot interact with them. For example, virtual objects cannot destroy or demolish windows. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external images by wearing different skins. In some implementations, the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the present embodiment.

[0050] There may be multiple virtual objects in the virtual scene, which are virtual characters controlled by the player (i.e., characters controlled by the player through input devices) and / or artificial intelligence (AI) set in the game scene battle through training. Optionally, the virtual object is a virtual character competing in the game scene. Optionally, the number of virtual characters in the game scene battle is preset, or dynamically determined according to the number of terminal devices joining the virtual game, which is not limited in the embodiments of the present application.

[0051] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0052] The application scenarios to which the present application is applicable are introduced. The present application can be applied to the field of game technology, in which multiple players participating in the game join the same virtual game.

[0053] Before entering the virtual game, the player can select different role attributes, such as identity attributes, for the virtual objects in the virtual game. By assigning different role attributes to determine different camps, the player can win the game by performing the tasks assigned by the game in different game stages of the virtual game. For example, multiple virtual objects with role attribute A can "eliminate" virtual objects with role attribute B in the battle stage to win the game. Here, role attributes can also be randomly assigned to each virtual object participating in the virtual game when entering the virtual game.

[0054] The implementation environment provided in one embodiment of the present application may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to realize data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program for executing the control method of the virtual object provided by the present application, and the server is a server end for executing the control method of the virtual object provided by the present application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.

[0055] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the first terminal device receives the response of the game server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user. The virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the virtual object to perform a corresponding operation in the game scene.

[0056] Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the second terminal device receives the response from the server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.

[0057] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding game scene and / or virtual object according to the synchronization data sent by the game server.

[0058] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same virtual game. Among them, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device can have the same role attributes, or can have different role attributes. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device belong to the same camp, or belong to different camps with hostile relations. The game AI virtual object participating in the virtual game can have a camp, for example, it can belong to the camp to which the virtual object controlled by the first terminal device belongs, or the camp to which the virtual object controlled by the second terminal device belongs. The game AI virtual object may not have a camp to which it belongs, and interact with other virtual objects in the virtual game.

[0059] It should be noted that a virtual game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in a virtual game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0060] The control method of virtual objects provided in the embodiments of the present application can be applied to any of virtual reality applications, three-dimensional map programs, military simulation programs, multiplayer online tactical competitive games (MOBA), multiplayer gunfight survival games, third-person combat games, and first-person combat games.

[0061] The control method of the virtual object in one embodiment of the present application can be run on a local terminal device or a server. When the control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0062] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0063] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0064] In a possible implementation, an embodiment of the present invention provides a method for controlling a virtual object, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above.

[0065] To facilitate understanding of the present application, the control method, device, electronic device and storage medium of the virtual object provided in the embodiments of the present application are introduced in detail below.

[0066] See also Figure 3 , which is a flowchart of a method for controlling a virtual object provided in an exemplary embodiment of the present application, which is generally applied to a game server, such as the cloud game server described above, but the present application is not limited thereto.

[0067] A graphical user interface is provided through the terminal device, and at least a part of the virtual scene is displayed on the graphical user interface. The virtual scene includes the second virtual object and the first virtual object controlled by the terminal device.

[0068] like Figure 3 As shown, the control method of the virtual object of the exemplary embodiment of the present application specifically includes:

[0069] Step S101: In response to a movement control instruction and / or a direction adjustment instruction for a first virtual object, controlling the first virtual object to move and / or adjust its direction in a virtual scene.

[0070] Here, the change of the virtual scene content presented by the graphical user interface may be controlled by at least one of the following methods.

[0071] In one embodiment, the virtual scene content presented in the graphical user interface is updated according to the position change of the first virtual object in the virtual scene.

[0072] In an embodiment of the present application, the first virtual object is a virtual character controlled by a player participating in the virtual game. The first virtual object can be controlled to move in the virtual scene, for example, the first virtual object can be controlled to run, jump, crawl, etc. The first virtual object can also be controlled to use the virtual skills, virtual props, etc. provided by the virtual game to interact with other virtual objects in the game.

[0073] Exemplarily, in response to a movement control instruction for the first virtual object, the first virtual object is controlled to move in the virtual scene, so that the virtual scene content presented in the graphical user interface changes.

[0074] Another way is to update the virtual scene content presented in the graphical user interface according to the change of the viewing angle of the controlled first object.

[0075] For example, in response to an orientation adjustment instruction for the first virtual object, the first virtual object is controlled to adjust its orientation in the virtual scene, so that the presented virtual scene content changes.

[0076] Exemplarily, the virtual scene content presented in the graphical user interface may be a scene picture obtained by shooting the virtual scene with a virtual camera, that is, the scene picture may be a picture of observing the virtual scene from a preset perspective (i.e., direction), and the preset perspective is the angle when observing the first virtual object in the virtual scene through the virtual camera.

[0077] The virtual camera is a camera model located on the body of the virtual object or around the virtual object in the virtual scene, through which the virtual object in the virtual scene can be observed from different perspectives. Optionally, the virtual camera will not be actually displayed in the virtual scene displayed by the application, that is, the virtual camera cannot be seen in the virtual scene content displayed by the graphical user interface.

[0078] Exemplarily, each first virtual object has a one-to-one corresponding virtual camera in the virtual scene, and the position of the virtual camera changes synchronously with the position of the first virtual object, that is, the virtual camera automatically follows the first virtual object in the virtual scene, so that the scene image captured by the virtual camera changes with the movement of the first virtual object in the virtual scene. Optionally, during the automatic following process, the relative position of the virtual camera and the first virtual object does not change.

[0079] Optionally, the preset viewing angle may be an observation angle when observing the virtual object in a virtual environment from a first-person perspective, a third-person perspective, or a sighting perspective.

[0080] Exemplarily, the first-person perspective is the perspective when a first-person camera set on or around a virtual object observes a virtual scene. Optionally, the first-person perspective is the perspective when a first-person camera set on the chest of a virtual object observes a virtual scene, or the first-person perspective is the perspective when a first-person camera set on the head of a virtual object observes a virtual scene, or the first-person perspective is the perspective when a first-person camera set on the neck of a virtual object observes a virtual scene. In the scene screen corresponding to the first-person perspective, the head or torso of the virtual model of the virtual object cannot be viewed, but the arms or feet of the virtual object may be viewed. Optionally, the first-person camera is first bound to the head, neck or chest of the virtual object, and the first binding means that in most cases, the relative position of the first-person camera and the head, neck or chest of the virtual object does not change. That is, when the head, neck or chest of the virtual object turns, the first-person camera will also rotate accordingly, and when the head, neck or chest of the virtual object is displaced, the first-person camera will also be displaced accordingly.

[0081] The third-person perspective is the perspective of observing the virtual scene through a third-person virtual camera set on the side of the virtual object. For example, the third-person virtual camera can be located behind the head or back of the virtual object, or the third-person virtual camera can also have a lens height relative to the first virtual object. For example, the third-person virtual camera can look down at the first virtual object at a certain lens height and at an inclined angle.

[0082] The sighting angle is the angle of view when observing the virtual scene through the sighting camera set on the virtual weapon (such as a virtual firearm) held by the virtual object, and the sighting camera is located at the assembly position of the sight on the virtual weapon. Exemplarily, in the scene picture corresponding to the sighting angle, the outer frame features of the sight can be viewed, such as the object aiming point of the airborne sight, the lens barrel and the front sight of the sight, etc. Optionally, the sighting camera is secondly bound to the virtual weapon. The second binding means that the relative position of the sighting camera and the virtual firearm does not change. That is, when the virtual firearm turns, the sighting camera will also rotate accordingly, and when the virtual firearm is displaced, the sighting camera will also be displaced accordingly.

[0083] Based on this, when the position of the first virtual object in the virtual scene changes, the position of the virtual camera corresponding to the first virtual object changes accordingly. When the observation angle (direction) of the first virtual object changes, the angle of view of the virtual camera corresponding to the first virtual object also changes accordingly, thereby making the virtual scene content captured by the virtual camera change synchronously.

[0084] Step S102: In response to a preset position condition being satisfied between the second virtual object and the first virtual object, a preview mark presented in a preset presentation form is provided at the second virtual object.

[0085] In the embodiment of the present application, the second virtual object is a virtual character participating in the virtual game. The second virtual object can be a virtual character controlled by other players (or a virtual character controlled by other terminal devices). The second virtual object can be controlled to move in the virtual scene, for example, the second virtual object can be controlled to run, jump, crawl, etc., and the second virtual object can also be controlled to use the virtual skills and virtual props provided by the virtual game to interact in the game. Here, the second virtual object can be in the same camp as the first virtual object, or it can belong to the hostile camp.

[0086] In addition, the above-mentioned second virtual object can also be an artificial intelligence character controlled by a non-player, such as an artificial intelligence (AI) character set in a virtual scene battle through training. The AI ​​character can be configured to move in the virtual scene according to a pre-trained action strategy, and can also be controlled to use the virtual skills, virtual props, etc. provided in this virtual game to interact with other virtual objects in the game.

[0087] Alternatively, the second virtual object may also be a virtual object, such as a virtual prop, ground, building, bridge, tree, mountain, vegetation, etc. in a virtual scene. Exemplarily, the virtual object may be attacked and destroyed.

[0088] In an exemplary embodiment of the present application, the second virtual object may be automatically preview-marked based on the relative position relationship between the second virtual object and the first virtual object, without other operations to trigger the preview-marking.

[0089] In an optional embodiment of the present application, the above-mentioned second virtual object may include but is not limited to any of the following items: within the display area of ​​the second virtual object, around the second virtual object and the preview mark and the second virtual object are partially overlapped, around the second virtual object and the preview mark and the second virtual object do not overlap. It should be understood that in the embodiment of the present application, the display position of the preview mark on the graphical user interface is used to represent the association between the preview mark and the second virtual object, but the present application is not limited to this. The preview mark can also be displayed at other positions other than the above-listed positions, and the association between the two is reflected by a connecting line (e.g., the two ends of the connecting line are connected to the corresponding preview mark and the second virtual object) or by an associated mark (e.g., the same number is assigned to the preview mark and the second virtual object).

[0090] Exemplarily, the above-mentioned preset position conditions may include but are not limited to: the real-time distance value between the second virtual object and the first virtual object located in the virtual scene is within the scope of action, where the scope of action may refer to the influence range of the specified interactive behavior corresponding to the first virtual object in the virtual scene.

[0091] In an embodiment of the present application, the first virtual object may have a specified skill, and the specified interactive behavior may refer to the interactive behavior between the first virtual object and the second virtual object when the first virtual object releases the specified skill to the second virtual object in the virtual scene. Here, the specified skill of the first virtual object may include the following situations.

[0092] In one case, the designated skill is an ability possessed by the first virtual object itself.

[0093] For example, taking the designated skill as an attack skill as an example, the designated skill may refer to the general attack skill possessed by the first virtual object. For a virtual character of the treatment type, the designated skill may be a treatment skill. Exemplarily, the skill possessed by the first virtual object itself may not require skill cooling or skill triggering, and may be released continuously and multiple times.

[0094] In another case, the designated skill is an ability that the first virtual object possesses by holding a virtual prop or equipping a virtual accessory.

[0095] For example, the first virtual object can be controlled to pick up virtual props or virtual accessories in the virtual scene. The virtual props or virtual accessories can be randomly generated in the virtual scene, or dropped in the virtual scene when the enemy virtual object is defeated, or obtained by completing virtual tasks in a virtual game.

[0096] When the first virtual object currently holds the virtual item or a virtual accessory is equipped on the first virtual object, the first virtual object has the designated skill.

[0097] It should be understood that in the exemplary embodiment of the present application, if the first virtual object has the above-mentioned designated skill, the scope of the designated interactive behavior generated between the first virtual object and the second virtual object when the first virtual object releases the designated skill can be estimated, so as to determine whether the preset position condition between the second virtual object and the first virtual object is met according to the estimated scope of action. In other words, when the preview mark is presented at the second virtual object, the first virtual object has not yet released the designated skill (or the designated interactive behavior has not been performed between the first virtual object and the second virtual object).

[0098] Furthermore, for a case where a designated interactive behavior has a designated action direction, or a case where a designated skill has a designated action direction, for example, the designated action direction is in front of the first virtual object, at this time, the preset position condition may include: the second virtual object is in a predetermined direction of the first virtual object, and the real-time distance value between the second virtual object and the first virtual object is within the action range. Here, the predetermined direction corresponds to the designated action direction.

[0099] In the embodiment of the present application, the scope of the above-mentioned specified interactive behavior is invisible to all virtual objects in the virtual scene. Therefore, it is difficult for the player to accurately estimate the relative position relationship between each second virtual object and the first virtual object. By automatically providing a preview mark at the second virtual object, the player can make a more accurate estimate and judgment of the relative position relationship between each second virtual object and the first virtual object.

[0100] In addition, in the related art, taking the virtual character's general attack skill of attacking the enemy character by punching as an example, the attack of the game character is usually expressed through action effects (for example, a punching action), but the range of the punching action is inconsistent with the actual attack range of the game character (that is, the effective range of the punch), making it difficult for the player to have a reasonable expectation of whether his or her melee attack can hit the enemy.

[0101] In an exemplary embodiment of the present application, enemies within the range of action of a specified interactive behavior are pre-marked so that the player has an accurate expectation of the hit of a skill and / or the range of action of a skill.

[0102] Here, the preview mark is used to prompt the second virtual object to meet the conditions for performing the specified interactive behavior with the first virtual object. The second virtual object marked with the preview mark indicates that it is already within the scope of the specified interactive behavior. If the specified interactive behavior is performed with it, the second virtual object can become the object of the first virtual object to perform the specified interactive behavior.

[0103] In a preferred embodiment of the present application, the first virtual object may be a melee hero, and the design scheme for presenting the preview mark may be customized for the melee hero, that is, the display mechanism of the preview mark may be triggered for the melee hero. It should be understood that the display mechanism of the preview mark may be triggered for all skills of the melee hero, or the display mechanism of the preview mark may be triggered only for melee skills (regardless of heroes).

[0104] Through the feedback of the above-mentioned preview mark, it is possible to intuitively distinguish whether the second virtual object is a preview object, which helps to solve the problem of unclear attack range of melee heroes in current games.

[0105] In an optional embodiment of the present application, there may be other locking functions, such as skill locking, position locking, etc. In this case, locking marks corresponding to the above other locking functions may be presented on the graphical user interface.

[0106] Exemplarily, the graphical user interface may further include a skill prompt mark displayed at the second virtual object, the skill prompt mark being used to indicate that the second virtual object is a locked object of a preset skill. Here, skill locking generally means that after a skill is released, the skill will track the locked enemy and will not affect other people, for example, a cannonball will keep tracking the locked enemy until the cannonball hits the locked enemy or hits an obstacle in flight.

[0107] In addition, the graphical user interface may also include a position lock mark displayed at the second virtual object, and the position lock mark is used to indicate that the second virtual object is position locked. Here, position locking generally means: adding a position mark to the enemy, and the enemy with the position mark added, no matter where it is in the virtual scene, that is, far or near from the first virtual object, the position mark moves with the enemy, and during the movement of the enemy, the first virtual object can observe the position of the enemy that is position locked in the virtual scene or on the scene map.

[0108] In one case, the locking mark corresponding to the skill locking and position locking mentioned above can be displayed at the second virtual object simultaneously with the preview mark of the present application.

[0109] In this case, the display attribute of the preview mark is different from the display attribute of the skill indication mark and / or the position lock mark attached to the second virtual object.

[0110] Exemplarily, the display attributes may include but are not limited to at least one of the following items: display position, display size, display pattern, display shape, display color, display avoidance sign. Here, the display avoidance sign is used to indicate whether the indicated logo is displayed simultaneously with other logos attached to the virtual object.

[0111] In another case, the locking mark corresponding to the skill locking and position locking is not displayed at the second virtual object at the same time as the preview mark of the present application.

[0112] For example, the preview identifier provided at the second virtual object is unique, that is, when the preview identifier is displayed, the skill indication identifier and the position lock identifier are not displayed. For example, the skill indication identifier and / or the position lock identifier that have been presented at the second virtual object are canceled from display, and no response is made to the skill lock and / or position lock function that is triggered after the preview identifier is provided (that is, the corresponding identifier is not presented at the second virtual object).

[0113] In a preferred embodiment of the present application, the preview mark does not have a perspective function. Here, the second virtual object marked with the preview mark indicates that it is the object of the subsequent specified interactive behavior. If there is an obstruction between the second virtual object and the first virtual object, resulting in the specified interactive behavior being unable to act on the second virtual object, the second virtual object will not be previewed.

[0114] For example, a candidate second virtual object whose real-time distance value to the first virtual object in the virtual scene is within the scope of the specified interactive behavior is detected, and whether the candidate second virtual object is visible to the first virtual object (e.g., the second virtual object is blocked by the wall of the house, or by the trees or stones of the virtual scene) is determined according to the field of view of the first virtual object, and the candidate second virtual object visible to the first virtual object is determined as the second virtual object, and a preview mark is provided at the second virtual object, and no preview mark is provided for the candidate second virtual object that is not visible to the first virtual object. Exemplarily, the field of view of the above-mentioned first virtual object can be the scene range captured by the virtual camera corresponding to the first virtual object.

[0115] Figure 4 and Figure 5 A schematic diagram showing providing a preview mark at a second virtual object provided by an exemplary embodiment of the present application.

[0116] In this example, a graphical user interface 20 is provided by the terminal device 10 , and a first virtual object 30 and a second virtual object 50 are included in a virtual scene.

[0117] Exemplarily, the above-mentioned action range may refer to a three-dimensional space area in the virtual scene. For example, the actual attack range of the melee hero may be a capsule ellipsoid. In this example, for the convenience of displaying the scheme, the action range is represented by the illustrated fan-shaped area 40 in the following scheme. It should be understood that the illustrated fan-shaped area 40 is only a schematic representation of the action range corresponding to the melee hero 30, and is not actually displayed in the virtual scene. This range is invisible to all virtual characters.

[0118] like Figure 4 As shown, when the preset position condition is not satisfied between the second virtual object 50 and the first virtual object 30 , for example, when the second virtual object 50 is not within the action range 40 of the specified interactive behavior, the preview mark is not displayed on the graphical user interface 20 .

[0119] If, as the first virtual object 30 moves and / or adjusts its orientation in the virtual scene, and / or as the second virtual object 50 moves in the virtual scene, a preset position condition is satisfied between the second virtual object 50 and the first virtual object 30, such as, when the second virtual object 50 is within the range 40 of the specified interactive behavior, a preview mark is presented at the virtual model of the second virtual object 50.

[0120] The skill mark can be hung at a predetermined position on the virtual model corresponding to the second virtual object for display. For example, the preview mark 70 can be presented at the center of the virtual model of the second virtual object 50. Figure 5 shown.

[0121] The display mechanism for the skill identifier may include: for a second virtual object moving within the scope of action, the preview identifier is configured to allow the second virtual object to move with the second virtual object, and the second virtual object remains marked. For a second virtual object moving from the scope of action to outside the scope of action, the preview identifier at the second virtual object is cancelled, and for a second virtual object moving from outside the scope of action to within the scope of action, the preview identifier is presented at the second virtual object.

[0122] In addition, since the preview mark is displayed on the virtual model of the second virtual object or around it, it is necessary to solve the problem of being blocked by other buoys. Here, the other buoys can be the lock marks of the skill lock or position lock mentioned above, or can be marks indicating the game state of the virtual object.

[0123] For example, a float may be displayed on the virtual model of a virtual object, the float indicating the game state of the virtual object in a virtual game; when the game state is a death state, a float indicating the death state is displayed on the virtual model of the virtual object; if the virtual object in the death state is unable to perform specified interactive behaviors with other virtual objects, a preview mark is not displayed for the virtual object in the death state; if the virtual object in the death state is still able to perform specified interactive behaviors with other virtual objects, a preview mark is displayed for the virtual object in the death state.

[0124] In addition, when the game state is near death, usually the near death state is only visible to the healing character of one's own side (such as the same camp). At this time, when the first virtual object is the healing character and the second virtual object is one's own virtual object, a preview mark can be provided at the second virtual object.

[0125] Exemplarily, the above-mentioned buoys can be displayed simultaneously, as long as the display positions do not overlap and the display styles can be distinguished from each other.

[0126] In a preferred embodiment of the present application, the graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the first virtual object in the virtual scene, and the aiming direction may refer to the aiming direction of a specified skill possessed by the first virtual object.

[0127] like Figure 5 As shown, the crosshair 60 is usually displayed at the center of the graphical user interface 20, and the preview mark 70 provided at the second virtual object 50 is presented in a different form from the crosshair 60 to facilitate the player to distinguish.

[0128] Step S103: responding to the interaction instruction for the first virtual object, controlling the first virtual object and the second virtual object to perform a specified interaction behavior.

[0129] Here, the interaction instruction may be a control instruction issued by the terminal device to control the first virtual object to perform a specified interaction behavior. As an example, the interaction instruction may be an operation received by an external input device (such as a keyboard and / or a mouse) connected to the terminal device, or, in the case where the terminal device is a device with a touch screen, the interaction instruction may be a touch operation performed on the touch screen.

[0130] In a preferred embodiment of the present application, the first virtual object can be a melee hero or a hero currently equipped with melee skills. In this case, the influence of the specified interactive behavior performed by the first virtual object in the virtual scene is usually a range, that is, the skill effect is generated on all second virtual objects within the range. In this case, the first virtual object can be triggered to release the specified skill in response to the above-mentioned interactive instruction, so as to perform the specified interactive behavior with the second virtual object marked with the preview mark.

[0131] Step S104: according to the interaction result of the specified interaction behavior, updating the presentation form corresponding to the preview identifier so that the presentation form matches the interaction result.

[0132] Here, the above-mentioned interaction result may include the success or failure of executing the specified interaction behavior between the first virtual object and the second virtual object. Exemplarily, the successful execution of the specified interaction behavior may refer to the specified interaction behavior acting on the second virtual object marked with a preview identifier, so that the target attribute parameters of the second virtual object change, wherein the target attribute parameters may be the attribute parameters of the virtual object that the specified interaction behavior can affect.

[0133] For example, in the case where the specified interactive behavior is an attack behavior, the target attribute parameter can be the life value (i.e., blood volume) of the virtual object. At this time, the attack behavior acts on the second virtual object (the second virtual object and the first virtual object belong to the hostile camp), which can reduce the life value of the second virtual object. In the case where the specified interactive behavior is a treatment behavior, the target attribute parameter can also be the life value of the virtual object. At this time, the treatment behavior acts on the second virtual object (the second virtual object and the first virtual object are in the same camp), which can increase the life value of the second virtual object. In the case where the specified interactive behavior is an auxiliary behavior, if the auxiliary behavior acts on the second virtual object, the target attribute parameter of the virtual object can be enhanced / weakened, for example, the defense value of the second virtual object is enhanced, the speed value of the second virtual object is reduced, etc. Here, the application no longer lists the types of specified interactive behaviors one by one.

[0134] In one case, in response to the interaction instruction for the first virtual object, all designated interaction behaviors performed between the first virtual object and the second virtual object marked with a preview identifier can be successful.

[0135] In an optional embodiment, in response to the above-mentioned interaction instruction, the first virtual object can be controlled to trigger an action performance in the virtual scene, and then the above-mentioned specified interaction behavior is performed. Exemplarily, the action performance may include but is not limited to a skill action (e.g., triggering an action animation) and / or an action special effect corresponding to the specified skill, and the action visual range is characterized by the skill action or the action special effect. The above-mentioned action performance can be displayed on a graphical user interface, and the action performance is visible for each virtual object located in the virtual scene.

[0136] In the first embodiment, before the playing action performance, the second virtual object marked with a preview indicator can successfully perform a specified interactive behavior with the first virtual object.

[0137] For the above-mentioned triggering action performance situation, the process of executing the specified interactive behavior is: receiving an interactive instruction for the first virtual object, playing an action animation in response to the interactive instruction, and after the action animation is played, performing the specified interactive behavior on the second virtual object.

[0138] At this time, at the moment of receiving the interaction instruction or before the playing action is performed, the second virtual object marked with a preview mark in the virtual scene will be hit by the designated interaction behavior.

[0139] In the second embodiment, after the playback action performance, the second virtual object marked with the preview indicator can successfully perform the specified interactive behavior with the first virtual object.

[0140] Referring to the above process of executing the specified interactive behavior, at this time, at the moment when the specified interactive behavior is applied to the second virtual object or after the play action is performed, the second virtual object marked with a preview mark in the virtual scene will be hit by the specified interactive behavior.

[0141] In this case, the second virtual object can be moved in the virtual scene, and during the process of playing the action performance, if the second virtual object moves from the scope of action to outside the scope of action, the preview mark presented at the second virtual object that moves outside the scope of action is cancelled. That is to say, during the process of playing the action performance, the second virtual object can be controlled to move away from the first virtual object to escape the scope of action, thereby avoiding being affected by the specified interactive behavior. In addition, during the process of playing the action performance, if the second virtual object moves from outside the scope of action to within the scope of action, a preview mark is presented at the second virtual object that moves into the scope of action. That is to say, during the process of playing the action performance, the second virtual object can be controlled to move close to the first virtual object to enter the scope of action, so that it can be affected by the specified interactive behavior.

[0142] In another case, in response to the interaction instruction for the first virtual object, the specified interaction behavior performed between the first virtual object and the second virtual object marked with the preview mark has a certain success probability. That is, the specified interaction behavior is not necessarily successful, and there is a possibility of interaction failure.

[0143] For example, for various interactive behaviors that can be performed by the first virtual object, the success rate of each interactive behavior can be pre-configured and can be set to 100% or 95%, etc., and this application does not impose any limitation on this.

[0144] In this case, in response to the first virtual object and the second virtual object successfully performing the designated interaction behavior, the control updates the presentation form corresponding to the preview identifier from the preset presentation form to the first presentation form. Here, the first presentation form is different from the preset presentation form.

[0145] Figure 6 A schematic diagram showing a first presentation form of a preview mark provided by an exemplary embodiment of the present application.

[0146] Exemplarily, the first presentation form may include, but is not limited to: dynamically changing the display size of the preview mark in the preset presentation form. For example, the display position, display graphics, display color, etc. of the preview mark may not be changed, and only the dynamic change of the display size may be used to characterize the success of the specified interactive behavior.

[0147] like Figure 6 As shown, the state in which the specified interactive behavior is successfully executed can be expressed by performing an animation effect of scaling the preview mark at the second virtual object.

[0148] Specifically, the method of presenting the preview indicator in the first presentation form includes: in response to the success of the specified interactive behavior, scaling the display size of the preview indicator, and in response to the end of scaling, controlling the preview indicator to return to a default display size. Here, the scaling includes enlarging the default display size or reducing the default display size.

[0149] The above-mentioned design scheme for dynamically changing the display size of the preview mark does not involve the adjustment of the display color, and is also friendly to users who have difficulty in color recognition.

[0150] In an embodiment of the present application, after the preview mark is displayed, in response to the second virtual object and the first virtual object not satisfying a preset position condition, the preview mark provided at the second virtual object is cancelled.

[0151] At this time, due to the movement and / or orientation adjustment of the first virtual object in the virtual scene, and / or the movement of the second virtual object in the virtual scene, the second virtual object no longer satisfies the preset position condition with the first virtual object (e.g., the second virtual object is not within the range of action), and the preview mark provided at the second virtual object is canceled.

[0152] In a preferred embodiment of the present application, interaction statistics information for a specified interaction behavior may also be provided at the preview mark.

[0153] Exemplarily, a specified interactive behavior can be performed continuously and multiple times between the first virtual object and the second virtual object. At this time, when the first virtual object and the second virtual object continue to perform the specified interactive behavior, in response to the number of times the specified interactive behavior is successfully performed continuously being greater than one time, based on the number of times the specified interactive behavior is successfully performed continuously, control is performed to update the presentation form corresponding to the preview identifier from the first presentation form to the second presentation form.

[0154] Here, the preview mark presented in the second presentation form is used to indicate that there are multiple combos in the specified interactive behavior performed between the first virtual object and the second virtual object. Exemplarily, the second presentation form is different from the first presentation form, and the presentation effect corresponding to the second presentation form is positively correlated with the number of times the specified interactive behavior is successfully executed continuously. For example, the presentation effect of the second presentation form can use a step-by-step progressive method to represent the accumulation of the number of times the specified interactive behavior is successfully executed continuously.

[0155] It should be understood that the basis for judging whether the interactive behavior is executed successfully continuously can be configured according to actual needs. For example, taking the designated interactive behavior as an attack operation as an example, the first virtual object can be set to continuously release the attack operation, that is, the attack operation is recognized as a combo. The attack operation released by the first virtual object can also be set to be able to continuously cause damage to the second virtual object, which is then recognized as the attack operation as a combo. The above-mentioned attack operation or the damage caused can be interrupted, and two adjacent attack operations or damage can be within the set time. This application does not impose any restrictions on this.

[0156] In an embodiment of the present application, in response to the first virtual object stopping the continuous execution of the specified interactive behavior with the second virtual object, the control is to update the presentation form corresponding to the preview mark from the second presentation form to the preset presentation form. Here, the above-mentioned specified interactive behavior cessation may refer to the first virtual object stopping the release of the attack operation, or may refer to stopping causing damage to the second virtual object. At this time, the control preview mark is restored to the initial style of the preview mark (i.e., the preset presentation form).

[0157] Figure 7 A schematic diagram showing a second presentation form of a preview mark provided by an exemplary embodiment of the present application.

[0158] Exemplarily, the second presentation form may include, but is not limited to, displaying interaction prompt information at the preview mark, where the interaction prompt information is used to indicate the number of times a specified interaction behavior is successfully executed continuously.

[0159] In a preferred embodiment, the interactive prompt information can be displayed at the preview identifier while the preview identifier is displayed in the first presentation form.

[0160] Undertake Figure 6 An example of the first presentation form is shown. In this example, while the preview mark is dynamically scaled, the number of times the specified interactive behavior is successfully executed can be superimposed on the preview mark, and as the specified interactive behavior continues, the number of times gradually increases.

[0161] like Figure 7 As shown, the first picture on the left is a preview mark 70 presented in a preset presentation form, and the middle picture is a preview mark 70 presented in a second presentation form. At this time, the dynamic effect of the display size is bound to the action and combo number of the specified interactive behavior to reflect the special effect of the melee hero, and can also assist in shaping the sense of attack. When the specified interactive line stops, the preview mark 70 returns to the initial style, such as the preview mark 70 presented in the preset presentation form shown in the first picture on the right.

[0162] In an embodiment of the present application, when the first virtual object and the second virtual object continue to perform a specified interactive behavior, in response to the specified interactive behavior satisfying an interruption condition, the presentation form corresponding to the preview mark can be controlled to be updated from the second presentation form to the third presentation form, or an interruption prompt mark can be presented while displaying the second presentation form. Here, the third presentation form is different from the second presentation form, and the above-mentioned interruption condition may include controlling the first virtual object to release the interruption of the specified interactive behavior and / or interrupting the impact on the second virtual object, and the above-mentioned interruption prompt mark is used to indicate that the specified interactive behavior is interrupted but not stopped.

[0163] In the case of providing a crosshair on the graphical user interface, the conditions for triggering the display of the crosshair may include but are not limited to at least one of the following items: the first virtual object belongs to the target object, the virtual prop currently held by the first virtual object is equipped with a sight, and the virtual skill currently possessed by the first virtual object is a melee skill. Here, the target object may refer to a pre-configured object that triggers the display of the crosshair in the virtual scene, for example, the target object may refer to a melee hero.

[0164] With respect to the above-mentioned situation where both the preview mark and the crosshair are displayed on the graphical user interface at the same time, the display positions of the two can be determined in the following manner.

[0165] For example, a crosshair may be displayed at the center of the visual field of the first virtual object to indicate the aiming direction of the first virtual object in the virtual scene. In response to at least partial overlap between the crosshair and a preview mark provided at any second virtual object, the display position of the crosshair in the visual field is adjusted along a preset direction. Exemplarily, the preset direction may refer to a direction away from the preview mark that at least partially overlaps with the crosshair. In other words, when there is at least partial overlap between the crosshair and the preview mark, the display strategy for the crosshair is changed.

[0166] In a preferred embodiment of the present application, the preview mark is not bound to the crosshairs, and therefore can be displayed simultaneously with the hit feedback at the crosshairs, that is, hit feedback can be provided through the preview mark while also through the crosshairs.

[0167] For example, in response to the first virtual object successfully performing a designated interaction behavior with any second virtual object, the control updates the presentation form of the crosshair from the default presentation form to the fourth presentation form.

[0168] Figure 8 A schematic diagram showing the hit feedback of a crosshair provided by an exemplary embodiment of the present application.

[0169] In this example, there may be one or more second virtual objects within the scope of the specified interactive behavior in the virtual scene. In response to the interactive instruction for the first virtual object, the specified interactive behavior can be performed with multiple second virtual objects within the scope. At this time, hit feedback of a single object is performed by changing the presentation form of the preview mark provided at each second virtual object.

[0170] In addition, when the first virtual object successfully performs a designated interactive behavior with any second virtual object, hit feedback is also performed at the crosshairs to indicate that there is at least one second virtual object hit by the designated interactive behavior within the action range.

[0171] like Figure 8 As shown, the fourth presentation form of the crosshair is different from the default presentation form, and the difference between the two may be at least one display attribute. Exemplarily, the display attribute may include display size, display color, display transparency, display shape, display line type, display line width, etc.

[0172] Optionally, the hit feedback at the crosshair can be played when the first virtual object is a melee hero or the first virtual object uses a melee skill. The visual design of the hit feedback can be linked to the preview mark, and the functionality of the preview mark can be conveyed to the player through vision. For example, the hit feedback of the crosshair and the preview mark can adopt the same change strategy, such as changing to the same shape, pattern, color, etc.

[0173] In the exemplary embodiments of the present application, the crosshairs may not be modified. In an actual combat environment, the solution that relies on the crosshairs will intuitively make the player recognize that the actual hit object is the enemy aimed at by the crosshairs. However, the melee detection range in the game (such as the range of action of a specified interactive behavior) has a certain angle. Therefore, when there are multiple enemies, the enemy at the edge of the field of view is within the melee detection range, while the enemy aimed at by the crosshairs may not actually be within the melee detection range. Through the present application, players can obtain more accurate visual feedback of the hit object.

[0174] In a preferred embodiment of the present application, when the first virtual object continuously performs a specified interactive behavior with any second virtual object, in response to the number of times the specified interactive behavior is successfully performed continuously being greater than one time, based on the number of times the specified interactive behavior is successfully performed continuously, the presentation form corresponding to the crosshairs is controlled to be updated from the fourth presentation form to the fifth presentation form.

[0175] Here, the fifth presentation form is different from the fourth presentation form, and the presentation effect corresponding to the fifth presentation form is positively correlated with the maximum number of times the specified interactive behavior is successfully executed in each second virtual object. Exemplarily, the presentation effect of the fifth presentation form can be characterized by the accumulation of the maximum number of times the specified interactive behavior is successfully executed in each second virtual object in a step-by-step manner.

[0176] As an example, the fifth presentation form may include, but is not limited to, displaying interaction prompt information at the crosshairs, the interaction prompt information being used to indicate the maximum number of times that the specified interaction behavior is successfully performed with each second virtual object. Preferably, the interaction prompt information may be displayed at the crosshairs while the crosshairs are displayed in the fourth presentation form.

[0177] In an embodiment of the present application, the second virtual object may be a virtual object located in a virtual scene and capable of performing specified interactive behaviors with the first virtual object. There may be multiple second virtual objects. Based on this, the preview operation of the present application may not be limited by the number of second virtual objects.

[0178] Exemplarily, when there are multiple second virtual objects that meet the above-mentioned preset position condition, a preview mark may be provided at each second virtual object.

[0179] Fig. 9 A schematic diagram showing a method for presenting preview identifications for multiple second virtual objects provided by an exemplary embodiment of the present application.

[0180] like Fig. 9 As shown, there are multiple second virtual objects 51 to 53 at the edge of the scope 40 of the specified interactive behavior. In this example, in the case where there are multiple second virtual objects at the edge of the scope of the specified interactive behavior, the preview mark is only displayed on the second virtual object within the scope, such as displaying the preview mark 71 on the second virtual object 51 within the scope and displaying the preview mark 72 on the second virtual object 53. At this time, multiple preview marks can be displayed at the same time.

[0181] Through the above-mentioned preview method, when there are multiple hostile characters at the edge of the attack range of the melee character at the same time, the preview situation for each second virtual object can be accurately known. It is still applicable to complex combat situations, and the specific objects that can be hit are displayed with clear directionality. The judgment is accurate and intuitive, avoiding the situation of misjudgment of the hit object.

[0182] In the case where there are multiple second virtual objects marked with preview marks, corresponding interactive prompt information can be provided at each second virtual object, such as displaying the number of combos on the preview mark provided at each second virtual object. Fig.10The following describes a process of manipulating the first virtual object while the specified interactive behavior is being continuously executed.

[0183] Fig.10 A flow chart showing the steps of displaying a direction indication mark provided by an exemplary embodiment of the present application.

[0184] like Fig.10 As shown, in step S105, a target second virtual object is determined from a plurality of second virtual objects according to the interactive prompt information provided at each second virtual object.

[0185] Here, the target second virtual object is the second virtual object corresponding to the maximum number of times that the specified interactive behavior is successfully executed continuously among the second virtual objects.

[0186] In step S106, a direction indicator is displayed around the target second virtual object.

[0187] Exemplarily, the above-mentioned direction indicator can be used to characterize the movement direction and / or action direction, wherein the movement direction may refer to the direction in which the first virtual object moves toward the target second virtual object, and the skill direction may refer to the action direction in which the first virtual object performs a specified interactive behavior.

[0188] Here, the direction indicator displayed around the second virtual object is different from the preview indicator provided at the second virtual object. The direction indicator can be unique, and the first virtual object is guided by the displayed direction indicator, so that the released designated interactive behavior is focused on the second virtual object corresponding to the direction indicator. However, it should be understood that the above-mentioned target second virtual object can also be the second virtual object corresponding to the minimum number of consecutive successful executions of the designated interactive behavior among the second virtual objects, and this application does not limit this.

[0189] Fig.11 A schematic diagram showing a direction indication mark provided on a graphical user interface provided by an exemplary embodiment of the present application is shown.

[0190] In this example, it is assumed that the first virtual object 30 performs a specified interactive behavior with the second virtual object 51 and the second virtual object 53 located within the action range 40. If the number of successful consecutive executions of the specified interactive behavior with the second virtual object 51 is greater than the number of successful consecutive executions of the specified interactive behavior with the second virtual object 53, at this time, a direction indicator 81 is displayed on the surrounding side of the second virtual object 51 to guide the movement direction and / or action direction of the first virtual object 30.

[0191] Furthermore, if Fig.11As shown, a guide mark 82 can also be provided at the crosshair 60, and the guide mark 82 is used to indicate the orientation of the target virtual object (such as the second virtual object 51 mentioned above) relative to the first virtual object 30, so as to indicate the direction in which the first virtual object 30 moves toward the second virtual object 51 and / or the direction in which the first virtual object 30 performs a specified interactive behavior.

[0192] For the above-mentioned directional indication signs provided on the graphical user interface, please refer to Fig.12 The direction indication mark is updated in the manner shown.

[0193] Fig.12 A flowchart showing the steps of updating a direction indication mark provided by an exemplary embodiment of the present application.

[0194] like Fig.12 As shown, in step S107, the first virtual object is controlled to automatically follow the direction indicator in the virtual scene to move.

[0195] For example, while a direction indicator is displayed around the target second virtual object, the first virtual object is controlled to move toward the location of the direction indicator. When the target second virtual object moves within the effective range, the direction indicator is always displayed around the target second virtual object. If the target second virtual object moves out of the effective range, while canceling the display of the preview indicator, the display of the direction indicator is also canceled, and the automatic following of the first virtual object is canceled.

[0196] In the above process of controlling the first virtual object to automatically move following the direction indicator, it is only necessary to control the first virtual object to perform a specified interactive behavior, thereby reducing the complexity of the player's operations during the game interaction process.

[0197] In step S108, in response to the target second virtual object being in a killed state, the direction indication mark is updated.

[0198] For example, in response to the target second virtual object being in a killed state, a preset second virtual object is determined from the second virtual objects marked with preview identifiers in the virtual scene, and a direction indicator is displayed around the preset second virtual object to replace the direction indicator displayed around the target second virtual object.

[0199] Here, the preset second virtual object may be a second virtual object corresponding to the maximum number of times (or the minimum number of times) that the specified interactive behavior is successfully executed continuously among the second virtual objects marked with a preview identifier in the virtual scene.

[0200] It should be understood that if the second virtual object corresponding to the maximum number of times (or the minimum number of times) a specified interactive behavior is successfully performed continuously within the scope of action changes, for example, the second virtual object corresponding to the maximum number of times (or the minimum number of times) is no longer the target second virtual object, then the second virtual object corresponding to the current maximum number of times (or the minimum number of times) is determined, and a direction indicator is displayed around the determined second virtual object.

[0201] In an exemplary embodiment of the present application, the process of controlling the automatic movement of the first virtual object can be interrupted. For example, during the automatic movement of the first virtual object, if a movement control operation for the first virtual object is detected, the first virtual object is controlled to move according to the movement control operation. Here, the movement control operation can be a movement control instruction issued by the terminal device, can be an operation received by an external input device connected to the terminal device, or, in the case where the terminal device is a device with a touch screen, the movement control operation can be a touch operation performed on the touch screen, and the present application does not limit this.

[0202] Based on the same application concept, an embodiment of the present application also provides a control device for a virtual object corresponding to the method provided in the above embodiment. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the control method for a virtual object in the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0203] Fig.13 This is a schematic diagram of the structure of a virtual object control device provided by an exemplary embodiment of the present application. Fig.13 As shown, a graphical user interface is provided by a terminal device, and at least part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a second virtual object and a first virtual object controlled by the terminal device. The control device 200 of the virtual object includes:

[0204] The movement control module 210 controls the first virtual object to move and / or adjust its direction in the virtual scene in response to a movement control instruction and / or a direction adjustment instruction for the first virtual object;

[0205] The identifier display module 220 provides a preview identifier in a preset presentation form at the second virtual object in response to the second virtual object and the first virtual object satisfying a preset position condition, wherein the preview identifier is used to prompt the second virtual object to satisfy a condition for performing a specified interaction behavior with the first virtual object;

[0206] An interaction control module 230 controls the first virtual object and the second virtual object to perform the specified interaction behavior in response to an interaction instruction for the first virtual object;

[0207] The identifier updating module 240 updates the presentation form corresponding to the preview identifier according to the interaction result of the specified interaction behavior so that the presentation form matches the interaction result.

[0208] In a possible implementation of the present application, the identification update module 240 is also used to: in response to the first virtual object and the second virtual object successfully executing the specified interaction behavior, control the presentation form corresponding to the preview identification to be updated from the preset presentation form to the first presentation form; wherein the first presentation form is different from the preset presentation form.

[0209] In a possible implementation of the present application, the identification update module 240 is also used to: when the first virtual object and the second virtual object continue to perform the specified interactive behavior, in response to the number of times the specified interactive behavior is successfully performed continuously being greater than 1, based on the number of times the specified interactive behavior is successfully performed continuously, control the presentation form corresponding to the preview identification to be updated from the first presentation form to the second presentation form; wherein the second presentation form is different from the first presentation form, and the presentation effect corresponding to the second presentation form is positively correlated with the number of times the specified interactive behavior is successfully performed continuously.

[0210] In a possible implementation manner of the present application, the identification updating module 240 is further used to: in response to the first virtual object stopping continuously performing the specified interaction behavior with the second virtual object, control updating the presentation form corresponding to the preview identification from the second presentation form to the preset presentation form.

[0211] In a possible implementation of the present application, the identification update module 240 is also used to: when the first virtual object and the second virtual object continue to perform the specified interactive behavior, in response to the specified interactive behavior satisfying an interruption condition, control the presentation form corresponding to the preview identification to be updated from the second presentation form to a third presentation form, or present an interruption prompt identification while displaying the second presentation form, wherein the interruption prompt identification is used to indicate that the specified interactive behavior is interrupted but not stopped.

[0212] In a possible implementation manner of the present application, the identifier updating module 240 is further configured to: in response to the second virtual object and the first virtual object not satisfying a preset position condition, cancel the preview identifier provided at the second virtual object.

[0213] In a possible implementation manner of the present application, the graphical user interface further includes a crosshair, the crosshair is used to indicate an aiming direction of the first virtual object in the virtual scene, and the preview mark is presented in a different form from the crosshair.

[0214] In a possible implementation of the present application, the preset position condition includes: the second virtual object is in a predetermined direction of the first virtual object, and the real-time distance value between the second virtual object and the first virtual object is within the effective range, and the effective range is the influence range of the specified interactive behavior in the virtual scene.

[0215] In a possible implementation manner of the present application, there are multiple second virtual objects that meet the preset position condition, and a preview mark is provided at each second virtual object.

[0216] In one possible implementation of the present application, the graphical user interface also includes a skill prompt identifier displayed at the second virtual object, wherein the skill prompt identifier is used to indicate that the second virtual object is a locked object of a preset skill, and the display attributes of the preview identifier are different from the display attributes of the skill indication identifier attached to the second virtual object, wherein the display attributes include at least one of the following items: display position, display size, display pattern, display shape, display color, and a display avoidance mark, wherein the display avoidance mark is used to indicate whether the indicated identifier is displayed simultaneously with other identifiers attached to the virtual object.

[0217] In a possible implementation manner of the present application, the first presentation form includes: dynamically changing the display size of the preview logo under the preset presentation form, and the second presentation form includes: displaying interaction prompt information at the preview logo, the interaction prompt information is used to indicate the number of times the specified interactive behavior is successfully executed continuously, or, while displaying the preview logo in the first presentation form, displaying the interaction prompt information at the preview logo.

[0218] In a possible implementation manner of the present application, a crosshair updating module is further included, for controlling the updating of the presentation form of the crosshair from a default presentation form to a fourth presentation form in response to the first virtual object successfully performing the designated interaction behavior with any second virtual object.

[0219] In a possible implementation of the present application, the crosshair is displayed at the center of the field of view of the first virtual object, wherein the crosshair update module is further used to: in response to at least partial overlap between the crosshair and a preview mark provided at any second virtual object, adjust the display position of the crosshair in the field of view along a preset direction, wherein the preset direction refers to a direction away from the preview mark that at least partially overlaps with the crosshair.

[0220] In a possible implementation of the present application, the crosshair update module is also used to: when the first virtual object continuously performs the specified interactive behavior with any second virtual object, in response to the number of times the specified interactive behavior is successfully performed continuously being greater than 1 time, based on the number of times the specified interactive behavior is successfully performed continuously, control the presentation form corresponding to the crosshair to be updated from the fourth presentation form to the fifth presentation form, the fifth presentation form is different from the fourth presentation form, and the presentation effect corresponding to the fifth presentation form is positively correlated with the maximum number of times the specified interactive behavior is successfully performed continuously in each second virtual object.

[0221] In a possible implementation of the present application, there are multiple second virtual objects marked with a preview mark, and corresponding interaction prompt information is provided at each second virtual object, wherein the device also includes: an interaction prompt module, used to determine a target second virtual object from multiple second virtual objects based on the interaction prompt information provided at each second virtual object, and display a direction indicator around the target second virtual object, wherein the direction indicator is used to represent the moving direction and / or action direction, the moving direction refers to the direction in which the first virtual object moves toward the target second virtual object, and the skill direction refers to the action direction in which the first virtual object performs the specified interactive behavior.

[0222] In a possible implementation manner of the present application, the movement control module 210 is further used to: control the first virtual object to automatically follow the direction indicator in the virtual scene to move; the interaction prompt module is further used to: in response to the target second virtual object being in a killed state, determine a preset second virtual object from the second virtual objects marked with the preview mark in the virtual scene, and display a direction indicator around the preset second virtual object to replace the direction indicator displayed around the target second virtual object; during the automatic movement of the first virtual object, if a movement control operation for the first virtual object is detected, control the first virtual object to move according to the movement control operation.

[0223] In a possible implementation manner of the present application, the action range is invisible to all virtual objects in the virtual scene, and / or the action range includes a three-dimensional space area in the virtual scene.

[0224] Through the above-mentioned device of the present application, preview marking can be automatically performed according to the position change between two virtual objects, which simplifies the preview operation process and reduces the consumption of computing resources.

[0225] See also Fig.14 , Fig.14 The schematic diagram of the structure of the electronic device provided by the exemplary embodiment of the present application. Fig.14 As shown, the electronic device 300 includes a processor 310 , a memory 320 and a bus 330 .

[0226] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the control method of the virtual object in any of the above embodiments can be executed, which are specifically as follows:

[0227] A graphical user interface is provided through a terminal device, and at least part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a second virtual object and a first virtual object controlled by the terminal device. In response to a movement control instruction and / or a direction adjustment instruction for the first virtual object, the first virtual object is controlled to move and / or adjust its direction in the virtual scene; in response to a preset position condition being satisfied between the second virtual object and the first virtual object, a preview mark presented in a preset presentation form is provided at the second virtual object, wherein the preview mark is used to prompt that the second virtual object satisfies a condition for performing a specified interaction behavior with the first virtual object; in response to an interaction instruction for the first virtual object, the first virtual object is controlled to perform the specified interaction behavior with the second virtual object; and according to an interaction result of the specified interaction behavior, a presentation form corresponding to the preview mark is updated so that the presentation form matches the interaction result.

[0228] Through the electronic device of the present application, preview marking can be automatically performed according to the position change between two virtual objects, which simplifies the preview operation process and reduces the consumption of computing resources.

[0229] The present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for controlling a virtual object in any of the above embodiments can be executed, which are as follows:

[0230] A graphical user interface is provided through a terminal device, and at least part of a virtual scene is displayed on the graphical user interface. The virtual scene includes a second virtual object and a first virtual object controlled by the terminal device. In response to a movement control instruction and / or a direction adjustment instruction for the first virtual object, the first virtual object is controlled to move and / or adjust its direction in the virtual scene; in response to a preset position condition being satisfied between the second virtual object and the first virtual object, a preview mark presented in a preset presentation form is provided at the second virtual object, wherein the preview mark is used to prompt that the second virtual object satisfies a condition for performing a specified interaction behavior with the first virtual object; in response to an interaction instruction for the first virtual object, the first virtual object is controlled to perform the specified interaction behavior with the second virtual object; and according to an interaction result of the specified interaction behavior, a presentation form corresponding to the preview mark is updated so that the presentation form matches the interaction result.

[0231] Through the above-mentioned computer-readable storage medium of the present application, preview marking can be automatically performed according to the position change between two virtual objects, which simplifies the preview operation process and reduces the consumption of computing resources.

[0232] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0233] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0234] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0235] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., various media that can store program codes.

[0236] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A method for controlling a virtual object, characterized in that: A graphical user interface is provided through a terminal device, wherein at least a portion of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a second virtual object and a first virtual object controlled by the terminal device, and the method includes: In response to a movement control instruction and / or a direction adjustment instruction for the first virtual object, controlling the first virtual object to move and / or adjust its direction in the virtual scene; In response to a preset position condition being satisfied between the second virtual object and the first virtual object, providing a preview mark in a preset presentation form at the second virtual object, wherein the preview mark is used to prompt that the second virtual object satisfies a condition for performing a specified interaction behavior with the first virtual object; In response to an interaction instruction for the first virtual object, controlling the first virtual object and the second virtual object to perform the specified interaction behavior; According to the interaction result of the designated interaction behavior, the presentation form corresponding to the preview identifier is updated so that the presentation form matches the interaction result.

2. The method according to claim 1, characterized in that The step of updating the presentation form corresponding to the preview identifier according to the interaction result of the specified interaction behavior so that the presentation form matches the interaction result includes: In response to the first virtual object and the second virtual object successfully performing the designated interaction behavior, controlling the presentation form corresponding to the preview identifier to be updated from the preset presentation form to the first presentation form; Among them, the first presentation form is different from the preset presentation form.

3. The method according to claim 2, characterized in that The method further comprises: When the first virtual object and the second virtual object continuously perform the specified interactive behavior, in response to the number of times the specified interactive behavior is continuously successfully performed being greater than 1, based on the number of times the specified interactive behavior is continuously successfully performed, controlling the presentation form corresponding to the preview identifier to be updated from the first presentation form to the second presentation form; The second presentation form is different from the first presentation form, and the presentation effect corresponding to the second presentation form is positively correlated with the number of times the specified interactive behavior is successfully executed continuously.

4. The method according to claim 3, characterized in that The method further comprises: In response to the first virtual object stopping continuously performing the specified interactive behavior with the second virtual object, controlling the presentation form corresponding to the preview identifier to be updated from the second presentation form to the preset presentation form.

5. The method according to claim 4, characterized in that The method further comprises: When the first virtual object and the second virtual object continue to perform the specified interactive behavior, in response to the specified interactive behavior satisfying the interruption condition, the presentation form corresponding to the preview identifier is controlled to be updated from the second presentation form to the third presentation form, or an interruption prompt identifier is presented while displaying the second presentation form, and the interruption prompt identifier is used to indicate that the specified interactive behavior is interrupted but not stopped.

6. The method according to claim 1, characterized in that The method further comprises: In response to the second virtual object and the first virtual object not satisfying a preset position condition, the preview mark provided at the second virtual object is cancelled.

7. The method according to any one of claims 1 to 6, characterized in that: The graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the first virtual object in the virtual scene, and the preview mark is presented in a different form from the crosshair.

8. The method according to claim 1, characterized in that The preset position condition includes: the second virtual object is in a predetermined direction of the first virtual object, and the real-time distance value between the second virtual object and the first virtual object is within an effective range, and the effective range is the influence range of the specified interactive behavior in the virtual scene.

9. The method according to claim 8, characterized in that There are multiple second virtual objects that meet the preset position condition, and a preview mark is provided at each second virtual object.

10. The method according to claim 1, characterized in that The graphical user interface further includes a skill prompt mark displayed at the second virtual object, the skill prompt mark being used to indicate that the second virtual object is a locked object of a preset skill, and a display attribute of the preview mark being different from a display attribute of a skill indication mark attached to the second virtual object. Among them, the display attributes include at least one of the following items: display position, display size, display pattern, display shape, display color, and display avoidance flag, and the display avoidance flag is used to indicate whether the indicated logo is displayed simultaneously with other logos attached to the virtual object.

11. The method according to claim 5, characterized in that The first presentation form includes: dynamically changing the display size of the preview mark in the preset presentation form, The second presentation form includes: displaying interaction prompt information at the preview mark, the interaction prompt information is used to indicate the number of times the specified interactive behavior is successfully executed continuously, or, displaying the interaction prompt information at the preview mark while displaying the preview mark in the first presentation form.

12. The method according to claim 7, characterized in that The method further comprises: In response to the first virtual object successfully performing the designated interaction behavior with any second virtual object, controlling the presentation form of the crosshair to be updated from a default presentation form to a fourth presentation form.

13. The method according to claim 12, characterized in that The crosshair is displayed at the center of the field of view of the first virtual object. Wherein, the method further comprises: In response to at least partial overlap between the crosshairs and a preview mark provided at any second virtual object, a display position of the crosshairs in the field of view is adjusted along a preset direction, wherein the preset direction refers to a direction away from the preview mark that at least partially overlaps with the crosshairs.

14. The method according to claim 12, characterized in that The method further comprises: When the first virtual object and any second virtual object continuously perform the specified interactive behavior, in response to the number of times the specified interactive behavior is continuously successfully performed being greater than one, based on the number of times the specified interactive behavior is continuously successfully performed, controlling the presentation form corresponding to the crosshair to be updated from the fourth presentation form to the fifth presentation form, The fifth presentation form is different from the fourth presentation form, and the presentation effect corresponding to the fifth presentation form is positively correlated with the maximum number of times that the specified interactive behavior is successfully executed continuously in each second virtual object.

15. The method according to claim 11, characterized in that There are multiple second virtual objects marked with preview identifiers, and corresponding interaction prompt information is provided at each second virtual object. Wherein, the method further comprises: According to the interactive prompt information provided at each second virtual object, a target second virtual object is determined from the plurality of second virtual objects, A direction indicator is displayed around the target second virtual object, and the direction indicator is used to represent the movement direction and / or action direction. The movement direction refers to the direction in which the first virtual object moves toward the target second virtual object, and the skill direction refers to the direction in which the first virtual object performs the specified interactive behavior.

16. The method according to claim 15, characterized in that The method further comprises: controlling the first virtual object to automatically follow the direction indicator in the virtual scene to move, In response to the target second virtual object being in a killed state, a preset second virtual object is determined from the second virtual objects marked with the preview mark in the virtual scene, and a direction indicator mark is displayed around the preset second virtual object to replace the direction indicator mark displayed around the target second virtual object. During the automatic movement of the first virtual object, if a movement control operation for the first virtual object is detected, the first virtual object is controlled to move according to the movement control operation.

17. The method according to claim 8, characterized in that The action range is invisible to all virtual objects in the virtual scene, and / or the action range includes a three-dimensional space area in the virtual scene.

18. A control device for a virtual object, characterized in that: A graphical user interface is provided through a terminal device, wherein at least a portion of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a second virtual object and a first virtual object controlled by the terminal device, and the apparatus includes: a movement control module, responsive to a movement control instruction and / or a direction adjustment instruction for the first virtual object, controlling the first virtual object to move and / or adjust its direction in the virtual scene; an identification display module, in response to a preset position condition being satisfied between the second virtual object and the first virtual object, providing a preview identification in a preset presentation form at the second virtual object, wherein the preview identification is used to prompt that the second virtual object satisfies a condition for performing a specified interaction behavior with the first virtual object; an interaction control module, responding to an interaction instruction for the first virtual object, controlling the first virtual object and the second virtual object to perform the specified interaction behavior; The identification updating module updates the presentation form corresponding to the preview identification according to the interaction result of the specified interaction behavior so that the presentation form matches the interaction result.

19. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 17.

20. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 17 are executed.