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

By displaying the adjusted range components on the graphical user interface, expressing the linear relationship between the accumulation and the skill scattering angle, the problem of low control efficiency of virtual object accumulation attack skills is solved, improving interaction efficiency and reducing computing resource consumption.

CN119896850APending Publication Date: 2025-04-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311412458.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-10-27
Publication Date
2025-04-29

AI Technical Summary

Technical Problem

In the prior art, the control efficiency of the power-causing attack skill of virtual objects is low, making it difficult for users to accurately estimate the impact of the power-causing progress on the skill effect, resulting in low interaction efficiency and waste of computing resources.

Method used

By displaying a range component on the graphical user interface and adjusting its display size according to the operation time of the casting operation, the linear relationship between the power accumulation and the skill scattering angle is intuitively expressed, and the virtual object is then controlled to emit virtual props in a scattered manner at the target scattering angle in the virtual scene.

Benefits of technology

It improves interaction efficiency and reduces the computing resources consumed by releasing power-absorbing attack skills, allowing users to more intuitively control the use of skills.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a virtual skill control method and device, electronic equipment and a storage medium, and the method comprises the steps: responding to a release operation for a target game skill, displaying a range component at the peripheral position of a front sight, and adjusting the display size of the range component based on the operation duration of the release operation, the display size of the range component corresponds to the scattering angle when the target game skill is released; and in response to the ending of the release operation, the virtual object is controlled to emit a specified number of virtual items in a scattering shape at a target scattering angle in the virtual scene, and the operation duration of the release operation is in negative correlation with the target scattering angle presented by the specified number of virtual items. By means of the method and device, the linear relation between the skill storage force and the scattering angle of the skill can be visually and accurately expressed on the graphical user interface.
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Description

Technical Field

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

[0002] In applications based on two-dimensional and / or three-dimensional virtual environments, users can manipulate virtual objects in the virtual environment to perform actions such as walking, running, climbing, shooting, and fighting, and multiple users can form a team online to collaboratively complete a task in the same virtual environment.

[0003] In the related art, the charging attack skill of the virtual object is generally realized by long pressing the skill control to realize the charging operation. At the same time, a progress bar is displayed at the skill control or on the game interface, and the charging progress is represented by the change of the progress bar. During the charging process, if the skill control is released, the virtual object is controlled to release the charging attack skill in the virtual environment to attack the enemy.

[0004] In the above-mentioned method of controlling a virtual object to use a charged attack skill, the user can learn about the charging progress through changes in the progress bar. However, the impact of the charging progress on the effect of the charged attack skill in the virtual scene requires the user to estimate it through multiple attempts, resulting in low interaction efficiency and increased computing resources consumed in releasing the charged attack skill. Summary of the invention

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

[0006] In a first aspect, an exemplary embodiment of the present application provides a virtual skill control method, which provides a graphical user interface through a terminal device, on which at least part of a virtual scene and a crosshair are displayed, wherein the virtual scene includes a virtual object controlled by the terminal device, and the virtual object is configured with a target game skill, and the target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene, and the crosshair is used to indicate the aiming direction of the virtual object. The method comprises: in response to a casting operation for the target game skill, displaying a range component at a peripheral position of the crosshair, and adjusting the display size of the range component based on the operation duration of the casting operation, wherein the display size of the range component corresponds to the scattering angle when the target game skill is cast; in response to the end of the casting operation, controlling the virtual object to emit the specified number of virtual props in a scattered manner at a target scattering angle in the virtual scene, wherein the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

[0007] In a second aspect, an embodiment of the present application further provides a virtual skill control device, which provides a graphical user interface through a terminal device, on which at least part of a virtual scene and a crosshair are displayed, wherein the virtual scene includes a virtual object controlled by the terminal device, and the virtual object is configured with a target game skill, and the target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene, and the crosshair is used to indicate the aiming direction of the virtual object, and the device includes: a display control module, which displays a range component at a peripheral position of the crosshair in response to a casting operation for the target game skill, and adjusts the display size of the range component based on the operation duration of the casting operation, wherein the display size of the range component corresponds to the scattering angle when the target game skill is cast; a casting control module, which controls the virtual object to emit the specified number of virtual props in a scattered manner at a target scattering angle in the virtual scene in response to the end of the casting operation, wherein the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

[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 skill 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 skill control method are executed.

[0010] The virtual skill control method, device, electronic device and storage medium provided in the embodiments of the present application can intuitively and accurately express the linear relationship between the charging and the scattering angle of the skill on the interface, thereby improving the interaction efficiency and reducing the computing resources consumed in releasing the charging attack skill.

[0011] 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

[0012] 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.

[0013] Figure 1 A schematic diagram showing a display of a power-charged attack skill in the related art is shown;

[0014] Figure 2 A flowchart showing a virtual skill control method provided by an exemplary embodiment of the present application;

[0015] Figure 3 A flowchart showing the steps of a display range component provided by an exemplary embodiment of the present application;

[0016] Figure 4 A schematic diagram showing the initial display positions corresponding to various logos provided by an exemplary embodiment of the present application;

[0017] Figure 5 A schematic diagram showing changes in display positions corresponding to various identifiers during a continuous release operation provided by an exemplary embodiment of the present application;

[0018] Figure 6 A schematic diagram showing the scattering angles corresponding to target game skills provided by an exemplary embodiment of the present application;

[0019] FIG. 7A to FIG. 7D Schematic diagrams respectively showing display styles of identifications corresponding to range components provided by exemplary embodiments of the present application;

[0020] Figure 8 and Fig. 9 A schematic diagram showing a linear relationship between the operation duration of a casting operation and the scattering angle when a target game skill is cast, provided by an exemplary embodiment of the present application;

[0021] Fig.10 A flowchart showing the steps of updating a skill feedback identifier provided by an exemplary embodiment of the present application;

[0022] Fig.11A and Fig. 11B A schematic diagram showing a skill feedback identifier provided by an exemplary embodiment of the present application;

[0023] Fig.12 A schematic diagram showing a target game skill corresponding to a single-shot trajectory provided by an exemplary embodiment of the present application;

[0024] Fig.13A schematic diagram showing target game skills corresponding to multiple trajectories provided by an exemplary embodiment of the present application;

[0025] Fig.14 A schematic diagram showing a recycling assembly provided by an exemplary embodiment of the present application;

[0026] Fig.15 One of the schematic diagrams showing the display of the target game skill on the graphical user interface provided by the exemplary embodiment of the present application is shown;

[0027] Fig.16 A second schematic diagram showing a display of a target game skill on a graphical user interface provided by an exemplary embodiment of the present application is shown;

[0028] Fig.17 A schematic diagram showing the structure of a virtual skill control device provided by an exemplary embodiment of the present application is shown;

[0029] Fig.18 A schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION

[0030] 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.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] In some current games (such as shooting games or action games), the attack skills of virtual objects can at least be manifested as releasing projectiles in a virtual scene. After the projectile is released, a virtual model corresponding to the projectile can be displayed at the landing point of the projectile in the virtual scene. At this time, the virtual model corresponding to the projectile is mounted in the virtual scene to facilitate the player to observe the location of the projectile from the virtual scene.

[0036] In the related art, the attack skills of the virtual object can have a charging process, which is generally achieved by long pressing the skill control, see Figure 1 In the related art, a schematic diagram of displaying a charging attack skill is shown, in which a skill control 3 is displayed in a game interface 1, and the charging operation is realized by long pressing the skill control 3. At the same time, a progress bar 4 is displayed at the skill control 3 or on the game interface 1, and the charging progress is represented by the change of the progress bar. During the charging process, if the skill control 3 is released, the virtual object 2 is controlled to release the attack skill in the virtual scene to attack the enemy.

[0037] During the release of attack skills in the related technology, users can learn about the charging progress through changes in the progress bar. However, the impact of the charging progress on the effect of the charged attack skill in the game scene requires users to estimate it through multiple attempts, which leads to reduced interaction efficiency, increased learning costs, and increased computing resources consumed in releasing the charged attack skill.

[0038] In addition, the related technology will also correspond to a release range of the above-mentioned attack skills in the virtual scene, which is usually not displayed in the virtual scene, resulting in the user being unable to accurately know the effect of the attack skill in the virtual scene. Moreover, the release range of the attack skill may be a circle, a sector, or a trapezoid, and the shape of the release range changes with the virtual weapon currently held by the virtual object or the virtual skill it possesses. Therefore, the user cannot have a quick and accurate understanding of the shape of the release range of the virtual skill and the changes in the range of action during the charging process of the virtual skill.

[0039] In response to at least one of the above problems, the present application proposes a technical solution for displaying the linear relationship between the operation duration of a skill in a game and the scattering angle of the skill on a graphical user interface.

[0040] First, the names involved in the embodiments of the present application are introduced.

[0041] Terminal equipment:

[0042] 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 virtual scene), and capable of controlling and operating a virtual object. 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 virtual scenes, such as an application that supports three-dimensional virtual 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.

[0043] Graphical User Interface:

[0044] 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 a virtual scene. The interface includes any visible controls or elements that can be seen, for example, game controls (such as skill controls, movement controls, function controls, etc.), indicator signs (such as direction indicator signs, character 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.

[0045] Virtual scene:

[0046] 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 in which the user controls the complete game logic of the virtual object. Optionally, the virtual scene is also used for a virtual environment battle between at least two virtual objects, and there are virtual resources in the virtual scene that can be used by at least two virtual objects.

[0047] Virtual Objects:

[0048] Refers to a virtual object in a virtual scene, which may be a virtual character controlled by a player, including but not limited to at least one of a virtual person, a virtual animal, and an animated character, and may also be a virtual object (NPC) controlled by a non-player. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional virtual model, each virtual object having its own shape and volume in the three-dimensional virtual environment, and occupying a portion 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 may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.

[0049] 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 virtual scene battle through training. Optionally, the virtual object is a virtual character competing in the virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or dynamically determined according to the number of terminal devices participating in the virtual game, which is not limited in the embodiments of the present application.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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 achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program that executes the virtual skill control method provided by the present application, and the server is a server end that executes the virtual skill control method provided by the present application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.

[0054] 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 virtual 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 virtual scene.

[0055] 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 virtual 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.

[0056] 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 virtual scene and / or virtual object according to the synchronization data sent by the game server.

[0057] 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.

[0058] 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.

[0059] The virtual skill control method provided in the embodiment 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 gun battle survival games, third-person combat games, and first-person combat games.

[0060] The virtual skill control method 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.

[0061] 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.

[0062] 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.

[0063] In a possible implementation, an embodiment of the present invention provides a virtual skill control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0064] To facilitate understanding of the present application, the virtual skill control method, device, electronic device and storage medium provided in the embodiments of the present application are introduced in detail below.

[0065] See also Figure 2 , which is a flowchart of a virtual skill control method provided in an exemplary embodiment of the present application, which is generally applied to a game server, for example, the cloud game server described above, but the present application is not limited thereto.

[0066] A graphical user interface is provided through a terminal device, and at least a portion of a virtual scene is displayed on the graphical user interface. The virtual scene includes a virtual object controlled by the terminal device. Exemplarily, the virtual object can be controlled to move in the virtual scene, for example, the virtual object can be controlled to run, jump, crawl, etc., and the virtual object can also be controlled to use virtual skills, virtual props, etc. provided in the game to interact with other virtual objects in the game.

[0067] A crosshair is also displayed on the graphical user interface, and the crosshair is used to indicate the aiming direction of the virtual object. Exemplarily, the crosshair can be displayed at the center of the graphical user interface, or at other locations on the graphical user interface, and the present application does not limit this. In addition, the crosshair can be permanently displayed on the graphical user interface, or can be displayed on the graphical user interface in response to satisfying a crosshair trigger condition.

[0068] As an example, the crosshair triggering condition may include but is not limited to: receiving a control instruction for displaying the crosshair, detecting that a virtual object is equipped with a virtual weapon having a sight, and detecting that the virtual object has target character attributes. For example, it may be preset to start the crosshair display according to the target character attributes.

[0069] Here, the above-mentioned control instruction can be an instruction issued by the terminal device for displaying a crosshair on a graphical user interface. The control instruction can be generated by an external input device connected to the terminal device (such as pressing a preset button on the external input device), or, in the case where the terminal device is a device with a touch screen, the above-mentioned control instruction can be generated by a touch operation performed on the touch screen (such as selection of a preset virtual button on the touch screen).

[0070] In an embodiment of the present application, the virtual object is configured with a target game skill, and the target game skill is at least configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene. In an optional embodiment, the above-mentioned target game skill can also be configured to control the virtual object to recycle the emitted virtual props in the virtual scene.

[0071] Exemplarily, the target game skill may include a charging phase, a launching phase, and a recycling phase. Among them, in the charging phase, the operation duration of the casting operation for the target game skill is linearly related to the target scattering angle presented by the specified number of virtual props. In the launching phase, the virtual object is controlled to launch a specified number of virtual props in a scattered manner at the target scattering angle in the virtual scene. Exemplarily, each virtual prop can be launched in the direction indicated by the crosshairs to cause damage to the enemy virtual object in the virtual scene in that direction. After the specified number of virtual props are launched, the virtual model of each virtual prop can be displayed at the landing point of each virtual prop in the virtual environment. At this time, the virtual model of the virtual prop is mounted in the virtual environment, so that the player can observe the location of each virtual prop from the virtual environment. In the recycling phase, the virtual object is controlled to recycle the launched virtual props in the virtual scene. Exemplarily, all virtual props or part of the virtual props can be manipulated back to the virtual object to cause damage to the enemy virtual object on the recycling path again through recycling.

[0072] like Figure 2 As shown, the virtual skill control method of the exemplary embodiment of the present application specifically includes:

[0073] Step S101: In response to a casting operation for a target game skill, a range component is displayed on the periphery of the crosshair, and the display size of the range component is adjusted based on the operation duration of the casting operation.

[0074] Exemplarily, the above-mentioned casting operation may refer to a control instruction for manipulating a virtual object to release a target game skill in a virtual scene. As an example, the casting operation may be input through 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 above-mentioned casting operation may be input through a touch operation performed on the touch screen.

[0075] In the embodiment of the present application, the timing for displaying the range component is: when a casting operation for a target game skill is detected, the range component is displayed on the peripheral side of the crosshair on the graphical user interface.

[0076] It should be understood that the target game skill in the embodiment of the present application is a charged attack skill. When the initial moment of the casting operation is detected, it will not directly trigger the release of the target game skill, but enter the charging stage for the target game skill. In the charging stage, the charging state of the target game skill is controlled by the operation duration of the casting operation.

[0077] In one case, the target game skill may be an ability possessed by the virtual object itself.

[0078] For example, the original skills given by the game to the virtual object, for example, the target game skill can be the general attack skill possessed by the virtual object. At this time, the skill does not require skill cooling or skill triggering, and can be released continuously and multiple times.

[0079] In another case, the target game skill may be an ability possessed by a virtual object by holding virtual props or equipping virtual accessories.

[0080] For example, the 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 a virtual task in a virtual game. When the virtual object currently holds the above virtual props or is equipped with virtual accessories, the virtual object has the above target game skills.

[0081] In the embodiment of the present application, when charging the target game skill based on the casting operation, the display size of the range component displayed on the graphical user interface will change accordingly. Exemplarily, the operation duration of the casting operation changes linearly with the display size of the range component. Preferably, the operation duration of the casting operation is negatively correlated with the display size of the range component.

[0082] Here, the display size of the range component corresponds to the scattering angle when the target game skill is cast. The correspondence between different display sizes and different scattering angles can be established in advance. After adjusting the display size of the range component by the operation duration of the casting operation, when the target game skill is cast, a specified number of virtual props are emitted in the virtual scene according to the scattering angle corresponding to the adjusted display size of the range component.

[0083] Exemplarily, the above-mentioned range component may include a first mark and a second mark, the first mark and the second mark are arranged relatively around the crosshair, and the display size of the range component is represented by the mark distance between the first mark and the second mark. Figure 3 The steps shown are used to determine the change in the display position corresponding to each of the first identifier and the second identifier during the continuous process of the casting operation.

[0084] Figure 3 A flow chart showing the steps of a display range component provided by an exemplary embodiment of the present application.

[0085] like Figure 3 As shown, in step S201, when the casting operation starts, the initial display position corresponding to the logo is determined according to the basic distance value corresponding to the target game skill for display.

[0086] Here, you can set corresponding basic distance values ​​for different charging skills in the game, or you can set the same basic distance value for different charging skills. This application does not impose any restrictions on this.

[0087] Figure 4 A schematic diagram showing the initial display positions corresponding to various logos provided in an exemplary embodiment of the present application.

[0088] like Figure 4 As shown, in response to a casting operation for a target game skill, a basic distance value X corresponding to the target game skill is determined, and illustratively, the basic distance value X may refer to an initial distance value between the boundaries of the range component 50. According to the determined basic distance value X, the range component 50 is displayed on the periphery of the crosshair 40.

[0089] return Figure 3 In step S202, during the continuous process of the casting operation, a real-time variable distance value corresponding to the operation duration of the casting operation is determined.

[0090] Here, the relationship between the operation duration of the casting operation and the real-time variable distance value can be established in advance. Exemplarily, the relationship between the two is a linear relationship. Furthermore, the operation duration of the casting operation is positively correlated with the real-time variable distance value, that is, as the operation duration of the casting operation increases, the real-time variable distance value becomes larger.

[0091] In a preferred embodiment, the above-mentioned real-time variable distance value has a change limit, that is, as the operation time of the release operation increases, after the real-time variable distance value reaches the change limit, the real-time variable distance value remains at the change limit and no longer changes.

[0092] Figure 5 A schematic diagram showing the changes in display positions corresponding to various identifiers during a continuous release operation provided by an exemplary embodiment of the present application.

[0093] like Figure 5 As shown, the first mark 51 and the second mark 52 of the range component 50 are set on both sides of the crosshair 40. In this example, the first mark, the second mark and the crosshair are distributed along a first direction on the graphical user interface, and the crosshair 40 is located at the center between the display position of the first mark 51 and the display position of the second mark 52.

[0094] In the embodiment of the present application, the mechanism corresponding to the target game skill at least includes: emitting a specified number of virtual props in a scattered manner in the virtual scene, at which time, the distribution direction between the first mark, the second mark and the crosshair (i.e., the first direction) is the expansion direction when scattering in the presented scattered manner. Figure 5 In the example shown, the scattering is transverse scattering, and the corresponding first mark, second mark and crosshair are distributed in the transverse direction (i.e., horizontal direction), and the display size of the range component (i.e., the direction of change of the real-time variable distance value) also changes in the transverse direction. In other words, for the case where the scattering is spread out in a linear form in the virtual scene, the first direction may refer to the direction corresponding to the direction of the spread out scattering in the linear form.

[0095] In this example, the first identifier 51 may refer to a bracketed graphic as shown in the figure. The second identifier 52 may refer to a bracketed graphic as shown in the figure. The shaded portion of the graphic is used to represent the display area occupied by the corresponding logo, which changes with the display position of the logo. Preferably, the shaded portion can be represented by a regular graphic to facilitate determination of the boundaries of the display size and distance value of the range component. The shaded portion is not displayed on the graphical user interface.

[0096] return Figure 3 In step S203, starting from the initial display position corresponding to the logo, the display position of the logo is updated along the preset direction in a stepwise manner according to the real-time variable distance value.

[0097] Here, the preset direction is from the initial display position to the position of the crosshair. That is to say, in the charging stage of the target game skill, the display size of the range component on the graphical user interface changes as follows: as the operation time of the casting operation for the target game skill increases, the display size of the range component displayed on the graphical user interface gradually decreases.

[0098] Following the above Figure 4 and Figure 5 In the example shown, during the charging process of the target game skill, the first mark 51 and the second mark 52 are used to identify the change in the scattering range of the specified number of virtual props in the virtual scene. That is, at the initial moment of detecting the casting operation for the target game skill, the range component 50 is displayed on the side of the crosshair according to the basic distance value X. As the operation time of the casting operation increases, the display size of the range component 50 is based on the basic distance value X minus the real-time variable distance value Y. That is, as the operation time increases, the display size of the range component 50 gradually shrinks on the basis of the maximum size. Once it is confirmed that the player releases the target game skill, the real-time variable distance value Y at the time of confirmation is read, so as to determine the length of the range component in the first direction based on the difference between the basic distance value X and the real-time variable distance value Y, and thereby the scattering angle when the target game skill is cast is known.

[0099] Through the above-mentioned scheme of the present application, in the design of the range component, the use of skills is taken into consideration, and information such as skill release direction, charging progress, and virtual prop scattering angle is provided to players so as to better control the use of skills.

[0100] It should be understood that the above Figure 4 and Figure 5 The number and distribution direction of the identifiers in the range component shown in are only examples, and the present application is not limited thereto. The range component of the present application can not only be applied to game skills that are unfolded in a linear form, but can also satisfy game skills with different unfolding forms and different trajectory types by adjusting the number and distribution direction of the identifiers in the "range component" to cover a wider range of unfolding forms and trajectory types.

[0101] The following is an introduction to the composition and display size changes of range components under various scattering states.

[0102] The first embodiment is directed to game skills that are developed in a linear form.

[0103] For example, the scattering patterns developed in a linear form may include, but are not limited to: transverse scattering (eg, horizontal stripes) and longitudinal scattering (eg, vertical stripes). Figure 6As shown in the figure, the first mark, the second mark and the crosshair displayed on the graphical user interface are expanded horizontally, that is, at the initial moment of detecting the casting operation, the first mark and the second mark are displayed around the crosshair according to the basic distance value X, and as the operation time of the casting operation increases, the first mark and the second mark are gradually shrunk toward the crosshair in the horizontal direction according to the real-time variable distance value Y. The specific manifestation on the graphical user interface is that the display size of the range component (the scattering angle of each virtual prop) is shrunk horizontally.

[0104] For longitudinal scattering (such as Figure 6 As shown), the first mark, the second mark and the crosshairs displayed on the graphical user interface are expanded in the vertical direction, that is, at the initial moment of detecting the release operation, the first mark and the second mark are displayed around the crosshairs according to the basic distance value X, and as the operation time of the release operation increases, the first mark and the second mark gradually shrink toward the crosshairs in the vertical direction according to the real-time variable distance value Y. The specific manifestation on the graphical user interface is: the display size of the range component shrinks in the vertical direction.

[0105] The second embodiment is directed to game skills that are developed in a planar form.

[0106] Exemplarily, for the case of unfolding in a planar form, the above-mentioned range component includes at least two pairs of identifiers, each pair of identifiers includes a first identifier and a second identifier, wherein the first identifier and the second identifier of one pair of identifiers are respectively arranged on both sides of a first preset direction of the crosshairs, and the first identifier and the second identifier of the other pair of identifiers are respectively arranged on both sides of a second preset direction of the crosshairs, and the identifier distance between the first identifier and the second identifier of one pair of identifiers changes synchronously with the identifier distance between the first identifier and the second identifier of the other pair of identifiers.

[0107] Here, the directions indicated by the first preset direction and the second preset direction are different, and a certain angle may be formed between the two. For example, the angle formed between the two is 90 degrees. In a preferred example, Figure 6 For the planar scattering shown, the first preset direction may refer to the horizontal direction, and the second preset direction may refer to the vertical direction. It should be understood that those skilled in the art may determine the first preset direction and the second preset direction as needed, and the present application does not impose any limitation on this.

[0108] In the embodiment of the present application, the display style of the logo in the range component can be in various forms. The "bracket form" listed in the above example is only an example. The present application is not limited to a specific design style and can customize the style according to different game types, such as FIG. 7A to FIG. 7D As shown, the display style only needs to be able to effectively express the visual effect of the scattering range. In addition, the relative positions between each mark and the crosshair can also be flexibly adjusted to adapt to different types of ballistics.

[0109] Through the above design scheme, the application is simple and intuitive in use, and at the same time meets the needs of different types of trajectories, so that players can promptly know the changes in the scattering angles of game skills and improve interaction efficiency.

[0110] In the related art, for games in 2.5-dimensional virtual environments and / or 3-dimensional virtual environments, the scattering angle of skills is generally not paid attention to, or a skill indicator is added to the virtual scene to represent the attack direction of the game skill, and the skill indicator is displayed in the virtual scene. However, the above-mentioned prompting method for the scattering range of the target game skill in the present application displays the range component on the graphical user interface, and prompts the player of the scattering angle of the game skill through the display mark on the interface. For two-dimensional virtual environments, 2.5-dimensional virtual environments, and / or 3-dimensional virtual environments, and for different perspectives (such as first-person perspective or third-person perspective), the scattering angle of the game skill can be prompted intuitively and accurately.

[0111] The following describes how to adjust the display size of a range component based on the duration of a cast operation.

[0112] For example, it may be detected whether the operation duration of the casting operation for the target game skill reaches the time limit, and the change of the display size of the range component may be controlled based on the comparison result.

[0113] Specifically, when the operation duration of the release operation does not reach the time limit, the display size of the range component is adjusted based on the operation duration of the release operation. At this time, the display size of the range component is linearly related to the operation duration.

[0114] After the operation time of the casting operation reaches the time limit, the range component is displayed at the peripheral position of the crosshair according to the limit display size. At this time, the limit display size is the display size corresponding to the time limit under the above linear relationship. In other words, the adjustment of the display size of the range component has a change limit, that is, as the operation time of the casting operation increases, after the display size of the range component reaches the limit display size, the display size of the range component remains at the limit display size and does not change.

[0115] In a preferred embodiment of the present application, corresponding prompts are provided in stages for the continuous process of the release operation.

[0116] For example, in response to not detecting the end of the casting operation within a preset time period after the operation duration of the casting operation reaches the time limit, the launch of the specified number of virtual props is canceled. Exemplarily, a prompt may be given to the user on the graphical user interface regarding the cancellation of the launch, or a prompt may be given through an external input device connected to the terminal device (e.g., controlling a game controller to generate vibration).

[0117] After the operation duration of the casting operation reaches the time limit, the first special effect is displayed at the range component. Here, the first special effect is used to prompt the user that the operation duration has reached the time limit, or to prompt the user that the charging process for the target game skill is completed. Exemplarily, the first special effect may include but is not limited to at least one of the following items: animation special effects, displaying a preset picture at the range component, and changing the display properties of the range component (or logo). As an example, the display properties may include but are not limited to display style, display color, and display transparency.

[0118] After the operation duration of the casting operation reaches the time limit, in the sub-time period of the above-mentioned preset time period, the second special effect is displayed at the range component. Here, the second special effect is different from the first special effect. The second special effect is used to prompt the user that the launch trigger process for the target game skill is about to end, or to prompt the user that the launch of a specified number of virtual props is about to be canceled. Here, the duration of the sub-time period is less than the duration of the preset time period, and the end time of the sub-time period coincides with the end time of the preset time period.

[0119] return Figure 1 , step S102: in response to the end of the release operation, controlling the virtual object to emit a specified number of virtual props in a scattered manner at a target scattering angle in the virtual scene.

[0120] In an exemplary embodiment of the present application, the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props. Specifically, when the power is short (i.e., the shorter the operation duration of the casting operation), the larger the scattering angle of the specified number of virtual props, at this time, it is more suitable to perform close-range bursts against enemy virtual objects through target game skills. When the power is long (i.e., the longer the operation duration of the casting operation), the smaller the scattering angle of the specified number of virtual props, the more concentrated the attack of the target game skill, at this time, it is more suitable to perform long-range aiming attacks against enemy virtual objects through target game skills.

[0121] Exemplarily, during the charging process for the target game skill, the display size of the range component gradually shrinks, and during the process of a specified number of virtual props being shot out, the model distance values ​​between the virtual models of each virtual prop in the virtual scene are shot out in a radial shape.

[0122] It should be understood that the linear relationship between the operation duration of the casting operation and the scattering angle when the target game skill is cast may be negatively correlated, such as Figure 8 In the focusing type shown, as the operation time increases, the scattering angle gradually decreases. In addition, the linear relationship between the operation time of the casting operation and the scattering angle when the target game skill is cast can also be positively correlated, such as Fig. 9The diffusion type shown, with the increase of operation time, the scattering angle gradually increases.

[0123] That is to say, in response to the casting operation for the target game skill, range components appear on both sides of the crosshairs. The longer the operation time, the closer the distance between the range components on both sides, forming a visual effect of a gradually narrowing scattering range. In addition, through reverse processing, the longer the operation time, the farther the distance between the range components on both sides, forming a visual effect of a gradually widening scattering range. Through the above design method, the linear relationship between the charging time (operation duration) and the trajectory range (scattering range) of the scattering trajectory for the target game skill can be simply and intuitively demonstrated.

[0124] During the continuous process of casting the target game skill, the relative position relationship between the display position of the crosshair and the display positions of the first mark and the second mark remains unchanged. The above technical solution of the present application is a universal design that can meet the presentation of different trajectory types (surface trajectory, strip trajectory), and the functional presentation of the range component on the graphical user interface is simple and easy to learn, and is simple and intuitive enough in terms of usage and visual performance, which conforms to the player's intuition and does not increase additional cognitive costs.

[0125] In a preferred embodiment of the present application, skill feedback can also be provided on the graphical user interface for the target game skill, so that the player can know the skill attack effect in time. Fig.10 Let's introduce the skill feedback method for target game skills.

[0126] Fig.10 A flowchart showing the steps of updating a skill feedback identifier provided by an exemplary embodiment of the present application.

[0127] like Fig.10 As shown, in step S301, in response to a specified number of virtual props being ejected and performing an interactive behavior with a target object in a virtual scene, a skill feedback mark is displayed on the side of the crosshair.

[0128] Here, the above-mentioned interactive behavior may refer to the virtual object releasing the target game skill to the target object in the virtual scene. For example, it may refer to controlling the virtual object to attack the target object through virtual props in the virtual scene to cause damage to the target object.

[0129] In the embodiment of the present application, the target object is a virtual character participating in the virtual game. The target object may be a virtual character controlled by other players (or a virtual character controlled by other terminal devices). The target object can be controlled to move in the virtual scene, for example, to run, jump, crawl, etc. The target object can also be controlled to use the virtual skills and virtual props provided by the virtual game to interact with the game. For example, the target object and the virtual object may belong to the enemy camp.

[0130] In addition, the above-mentioned target 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.

[0131] Alternatively, the target 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.

[0132] Here, the skill feedback mark is used to represent that the target game skill acts on the target object, that is, after a specified number of virtual props are shot out, if a skill feedback mark is displayed on the graphical user interface, it indicates that the target game skill has acted on the target object; if the skill feedback mark is not displayed on the graphical user interface, it indicates that the target game skill has not acted on the target object.

[0133] Exemplarily, the target game skill has acted on the target object may mean that at least one virtual prop among the specified number of virtual props has hit the target object, and the target game skill has not acted on the target object may mean that there is no virtual prop that has hit the target object.

[0134] Optionally, the display of the range component is canceled while the skill feedback mark is displayed at the side position of the crosshair, or both can be displayed at the same time. It should be understood that, in addition to the above situation, the display of the range component can also be canceled on the graphical user interface when the virtual prop is canceled from being launched, or the display of the range component can also be canceled when a specified number of virtual props are fired.

[0135] In step S302, according to the interaction results between the specified number of virtual props and the target object, the presentation form corresponding to the skill feedback identifier is updated so that the presentation form matches the interaction result.

[0136] In the embodiment of the present application, the effect of the target game skill on the target object, or the degree of effect of the target game skill on the target object, can also be represented by different presentation forms of the skill feedback mark. For example, after a specified number of virtual props are shot, the presentation form of the skill feedback mark can be updated based on the number of virtual props that hit the target object.

[0137] Fig.11A and Fig. 11B A schematic diagram showing a skill feedback identifier provided by an exemplary embodiment of the present application.

[0138] In the present application, whether there is a virtual prop that hits the target object can be fed back by displaying or not displaying the skill feedback mark 80 on the graphical user interface. In addition, the number of virtual props that hit the target object can also be fed back by the presentation form of the skill feedback mark 80.

[0139] In an embodiment of the present application, the specified number of virtual props shot in the virtual scene is associated with the target game skill. The specified number of virtual props shot can be one or more. The specified number of virtual props shot can be a default value or a custom setting by the player. The present application does not impose any restrictions on this.

[0140] As described above, the virtual skill control method of the exemplary embodiment of the present application can cover a wider range of trajectory types, such as planar ballistics and linear ballistics, and the subdivision types in each type of ballistics can also meet the needs. For example, linear ballistics can be subdivided into lateral scattering or longitudinal scattering, or in the same direction, it can be subdivided into single-shot ballistics and multiple-shot ballistics, etc.

[0141] Combine the following Fig.12 and Fig.13 This article will introduce how to display range components for two types of ballistics: single-shot ballistics and multi-shot ballistics under linear ballistics.

[0142] Fig.12 A schematic diagram showing a single-shot trajectory corresponding to a target game skill provided by an exemplary embodiment of the present application.

[0143] like Fig.12 As shown, a trajectory prompt mark (the shaded area shown in the figure) can be displayed between the two marks of the range component. During the charging stage of the target game skill, the length of the trajectory prompt mark will be shortened in the horizontal direction (laterally, that is, the direction in which the scattering is spread out in a linear form).

[0144] Fig.13 A schematic diagram showing target game skills corresponding to multiple trajectories provided by an exemplary embodiment of the present application.

[0145] like Fig.13 As shown, in response to the casting operation for the target game skill, a range component can be displayed at the side position of the crosshair, and a specified number of prop identifiers can be displayed in the range component. The prop identifiers in the embodiment of the present application are identifiers corresponding to virtual props displayed on the graphical user interface, and the number of prop identifiers is consistent with the number of virtual props shot, that is, each prop identifier corresponds to a virtual prop to be shot.

[0146] During the charging phase for the target game skill, multiple prop identifiers are always evenly distributed between the first identifier and the second identifier. Exemplarily, the specified number of virtual props includes multiple, and each virtual prop is shot in a direction indicated by a corresponding prop identifier.

[0147] The specified number of props marks are evenly spaced within the range component, and during the duration of the casting operation, the mark distance value between the specified number of props marks is negatively correlated with the operation duration of the casting operation. In other words, the longer the operation duration of the casting operation, the smaller the mark distance value between the specified number of props marks.

[0148] The distribution direction of the specified number of props identifications in the range component is consistent with the direction in which the specified number of virtual props are scattered in the virtual scene after being launched. For example, in the case where the scattering is horizontal scattering, the specified number of props identifications are distributed horizontally in the range component, and in the case where the scattering is vertical scattering, the specified number of props identifications are distributed vertically in the range component. This application will not list them one by one.

[0149] by Fig.13 As shown in the example, multiple projectiles can be used for throwing weapons. During the charging process of the target game skill, the length of each projectile is not affected, but the distance between the projectiles is changed, thereby adjusting the throwing range.

[0150] In a preferred embodiment of the present application, the target game skill also includes a virtual prop recycling mechanism. At this time, in response to the end of the casting operation, the display range component can be cancelled and a recycling component can be provided at the side of the crosshairs to prompt the recycling of the specified number of virtual props that have been shot. Exemplarily, the recycling component is used to prompt the user that the target game skill has entered the recycling stage.

[0151] Fig.14 A schematic diagram showing a recycling assembly provided by an exemplary embodiment of the present application;

[0152] like Fig.14 As shown, in response to the completion of the casting operation for the target game skill, a recovery component 90 may be displayed at the crosshair 40 to replace the display of the range component.

[0153] Here, the recycling component includes corresponding display parameters. The display state of the recycling component can be changed by adjusting the display parameters of the recycling component to prompt the effective time for active recycling of virtual props. The countdown progress of automatic recycling of virtual props can also be prompted by changing the display state of the recycling component.

[0154] In a preferred embodiment of the present application, the above-mentioned virtual skill control method may also include: in response to a recycling control instruction for the target game skill, controlling the virtual object to recycle a specified number of virtual props in the virtual scene.

[0155] Here, the recycling control instruction may refer to a control instruction issued by the terminal device, and the recycling control instruction may refer to a control instruction for manipulating a virtual object to recycle a virtual prop in a virtual scene. As an example, the recycling control instruction may be generated 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 second release instruction may be generated by a touch operation performed on the touch screen.

[0156] After a specified number of virtual props are ejected, the virtual models of the virtual props are controlled to stay in the virtual scene. In the process of recovering the virtual props, the target objects on the recovery path of the virtual props are attacked. Here, the recovery path may refer to the position from the virtual prop's stop position in the virtual scene to the position of the virtual object.

[0157] The second casting instruction for the target game skill may be generated by at least one of the following methods.

[0158] One situation, automatic recycling method.

[0159] In this case, in response to the end of the countdown progress of automatic recycling, a recycling control instruction for the target game skill can be automatically generated. The countdown progress of automatic recycling is triggered to start timing when the virtual prop is ejected.

[0160] like Fig.14 As shown, the countdown progress of automatic recycling is represented by the change of the pattern in the recycling component 90, that is, the countdown for triggering the automatic recycling of the virtual props is represented.

[0161] Another situation is active recycling.

[0162] In this case, a recycling control instruction for the target game skill may be generated in response to a recycling operation for the target game skill.

[0163] Here, the recycling operation may refer to an operation for manipulating a virtual object to recycle a virtual item in a virtual scene. As an example, the recycling operation may be input through 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 recycling operation may be input through a touch operation performed on the touch screen.

[0164] In an optional embodiment, all ejected virtual props may be recycled in response to a recycling control instruction for a target game skill, or only virtual props that meet a specified prop recycling condition among a specified number of ejected virtual props may be recycled.

[0165] For example, the prop state of each virtual prop ejected may be detected. If the prop state of the virtual prop is recyclable, it indicates that the specified prop recycling condition is met. If the prop state of the virtual prop is non-recyclable, it indicates that the specified prop recycling condition is not met.

[0166] In the embodiment of the present application, the target virtual props that meet the specified prop recycling conditions among the specified number of virtual props may include but are not limited to at least one of the following situations.

[0167] In the first embodiment, the virtual props among the specified number of virtual props are located within the target field of view.

[0168] For example, a recycling mechanism may be pre-configured for virtual props, and the recycling mechanism may include that the prop state of virtual props located within the target field of view (including those located on the boundary of the target field of view) is a recyclable state, and the prop state of virtual props located outside the target field of view is a non-recyclable state. Based on this, the virtual props located within the target field of view are determined as target virtual props that meet the specified prop recycling conditions, and the virtual props located outside the target field of view are determined as virtual props that do not meet the specified prop recycling conditions. Exemplarily, the above-mentioned target field of view may refer to the field of view of the virtual object, for example, the observation range when observing in the virtual environment from the first-person perspective of the virtual object or the third-person perspective.

[0169] In the second embodiment, the control authority of the virtual props among the specified number of virtual props belongs to the virtual object.

[0170] For example, the target object hit by the virtual prop may have a specified defense attribute, which can trigger the confiscation of the virtual prop that hits itself or make the prop that hits itself invalid. If the above situation occurs, the control authority of the virtual prop no longer belongs to the virtual object, and accordingly, the prop state of the virtual prop is irrecoverable. If the above situation does not occur, the control authority of the virtual prop belongs to the virtual object, and accordingly, the prop state of the virtual prop is recyclable.

[0171] In a third embodiment, virtual items among the specified number of virtual items are located within the effective range of the target game skill.

[0172] Here, the effective range of the target game skill may correspond to the effective range of the target game skill in the virtual scene. Generally, after the virtual prop is shot, the virtual prop will fly as far as the boundary of the effective range of the target game skill. However, if the virtual prop falls into a sunken surface in the virtual scene during the flight, the position of the virtual prop in the virtual scene is outside the effective range of the target game skill, and the prop state of the virtual prop is an unrecoverable state. If the position of the virtual prop in the virtual scene is within the effective range of the target game skill, the prop state of the virtual prop is a recyclable state. Exemplarily, the sunken surface may include a cliff or a river.

[0173] In the fourth embodiment, the target object hit by the virtual item is in a valid state.

[0174] For example, if the target object hit by the virtual prop is in a valid state, the prop state of the virtual prop is a recyclable state; if the target object hit by the virtual prop is in an invalid state, the prop state of the virtual prop is an unrecyclable state.

[0175] For example, the target object may be a virtual object (e.g., a virtual building) in a virtual scene that can be dismantled or destroyed. In this case, the target object being in a valid state may mean that the virtual object exists in the virtual scene, and the target object being in an invalid state may mean that the virtual object is dismantled or destroyed in the virtual scene. In addition, the target object may be an enemy virtual object or NPC in a virtual scene. In this case, the target object being in a valid state may mean that the enemy virtual object or NPC is alive, and the target object being in an invalid state may mean that the enemy virtual object or NPC is dead.

[0176] In the embodiment of the present application, the prop recycling condition can be judged for each virtual prop that is ejected, and the recyclability of each virtual prop can be prompted on the graphical user interface. For example, while the recycling component is displayed around the crosshairs, based on the prop status of the ejected virtual prop in the virtual scene, the specified number of prop recycling marks displayed on the graphical user interface can be controlled to be updated to indicate whether the prop status corresponding to the virtual prop meets the specified prop recycling condition.

[0177] For example, in response to the prop state corresponding to the virtual prop satisfying the specified prop recycling conditions, a first prop recycling identifier is presented in a first display form, the first prop recycling identifier being the prop identifier corresponding to the virtual prop whose prop state satisfies the specified prop recycling conditions, and the first display form is used to indicate that the corresponding virtual prop satisfies the specified prop recycling conditions.

[0178] In response to a prop state corresponding to the virtual prop not satisfying the specified prop recycling conditions, a second prop recycling mark is presented in a second display form, the second prop recycling mark being a prop mark corresponding to the virtual prop whose prop state does not satisfy the specified prop recycling conditions, the second display form is used to indicate that the corresponding virtual prop does not satisfy the specified prop recycling conditions, and the first display form is different from the second display form.

[0179] Combine the following Fig.15 and Fig.16 The example shown is used to illustrate the control process of the target game skill in the embodiment of the present application.

[0180] Fig.15 One of the schematic diagrams showing the display of target game skills on a graphical user interface provided by an exemplary embodiment of the present application is shown.

[0181] like Fig.15 As shown, a graphical user interface 10 is provided by a terminal device, in which at least a portion of a virtual scene 20 and a crosshair 40 are displayed, and the virtual scene 20 includes a virtual object 30 controlled by the terminal device.

[0182] In this example, a skill mark 60 corresponding to the target game skill is also displayed on the graphical user interface 10, and the skill stage of the target game skill is represented by the presentation form of the skill mark 60.

[0183] For example, taking the long-pressing of the right mouse button as an example, the target game skill enters the charging stage in response to the long-pressing of the right mouse button. At this time, the skill identifier 60 is presented in the third display state on the graphical user interface 10 (e.g., Fig.15 The third display state is used to indicate that the target game skill is in the charging stage. In this case, the distance between the first mark 51 and the second mark 52 displayed on the side of the crosshair 40 is reduced as the operation time of the long press operation of the right button of the mouse increases.

[0184] In a preferred example, an operation prompt icon 70 can also be displayed on the graphical user interface 10. An operation prompt pattern or operation prompt information for indicating the casting operation of the target game skill can be displayed in the operation prompt icon 70, so that the user can promptly know the control method of the target game skill through the content displayed in the operation prompt icon 70, thereby effectively improving the operation efficiency and reducing the learning cost.

[0185] like Fig.15 As shown, the association between the operation prompt mark 70 and the skill mark 60 can be indicated by displaying the association in position or by representing the association through a connecting line, that is, the operation prompt displayed in the operation prompt mark 70 is for the game skill indicated by the skill mark 60. Exemplarily, in the case where the casting operation for the target game skill is to long-press the right button of the mouse, a mouse pattern can be displayed in the operation prompt mark 70, and the right button of the mouse in the mouse pattern is displayed distinctively, to indicate that the charging of the target game skill can be triggered by operating the right button of the mouse.

[0186] Continuing with the above example, in response to releasing the right mouse button (ie, releasing the right mouse button), the virtual object 30 is controlled to emit a specified number of virtual props in a scattered manner at the target scattering angles indicated by the first identifier 51 and the second identifier 52 in the virtual scene 20 .

[0187] Afterwards, a recycling control instruction for the target game skill may be generated in response to the active recycling or automatic recycling method to control the virtual object 30 to recycle the launched virtual props in the virtual scene 10 .

[0188] like Fig.16 As shown, after a specified number of virtual props are ejected, the presentation form of the skill identifier 60 may be changed, for example, the skill identifier 60 may be displayed in a fourth display state on the graphical user interface 10 (eg, Fig.16 The fourth display state is used to indicate that the target game skill is in the recovery stage. At the same time, the display content in the operation prompt mark 70 can be updated synchronously, that is, after the presentation form of the skill mark 60 is changed, the content displayed in the operation prompt mark 70 is the operation prompt for the current skill stage of the target game skill. Fig.16 When the skill mark 60 indicates that the target game skill is in the recovery stage, it can be seen from the content displayed by the operation prompt mark 70 that the launched virtual props can be actively recovered by operating the right button of the mouse.

[0189] During the recycling phase of the target game skill, the display of the range component can be canceled, and the recycling component 90 can be displayed at the crosshair 40. The change in the display state of the recycling component 90 can be used to prompt the effective time for active recycling of the virtual props. That is, before the change in the display state of the recycling component 90 is completed, the active recycling of the virtual props can be triggered. The countdown progress of automatic recycling of the virtual props can also be prompted by changing the display state of the recycling component. That is, when the change in the display state of the recycling component 90 is completed, the automatic recycling of the virtual props will be triggered.

[0190] In this example, a specified number of prop recycling marks 22 may also be displayed at the crosshairs 40, and based on the prop status of the ejected virtual props in the virtual scene, the specified number of prop recycling marks displayed on the graphical user interface 10 may be updated. Fig.16 As shown, the prop status of each virtual prop can be intuitively displayed through prop recycling marks in different display forms. For example, in this example, a solid dot can be used to represent that the virtual prop is in a recyclable state, and a hollow dot can be used to represent that the virtual prop is in a non-recyclable state.

[0191] In addition, the skill mark 60 can be highlighted to indicate that the target game skill is in a continuous state (such as in the charging stage, the launching stage and the recovery stage), and the skill mark 60 can be grayed out to indicate that the target game skill is not in use.

[0192] Based on the same application concept, a virtual skill control device corresponding to the method provided in the above embodiment is also provided in the embodiment of the present application. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the virtual skill control method 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.

[0193] Fig.17 This is a schematic diagram of the structure of a virtual skill control device provided by an exemplary embodiment of the present application. Fig.17 As shown, a graphical user interface is provided by a terminal device, and at least part of a virtual scene and a crosshair are displayed on the graphical user interface. The virtual scene includes a virtual object controlled by the terminal device, and the virtual object is configured with a target game skill. The target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene. The crosshair is used to indicate the aiming direction of the virtual object. The virtual skill control device 200 includes:

[0194] The display control module 210 displays a range component at a peripheral position of the crosshair in response to a casting operation for the target game skill, and adjusts a display size of the range component based on an operation duration of the casting operation, wherein the display size of the range component corresponds to a scattering angle when the target game skill is cast;

[0195] The release control module 220, in response to the end of the release operation, controls the virtual object to emit the specified number of virtual props in a scattered manner at a target scattering angle in the virtual scene, wherein the operation duration of the release operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

[0196] In a possible implementation manner of the present application, the range component includes a first marker and a second marker, the first marker and the second marker are relatively arranged around the crosshair, and the display size of the range component is represented by the marker distance between the first marker and the second marker.

[0197] In a possible implementation of the present application, the display control module 210 is also used to: for each of the first and second identifiers, when the casting operation starts, determine the initial display position corresponding to the identifier for display according to the basic distance value corresponding to the target game skill; during the casting operation, determine the real-time variable distance value corresponding to the operation duration of the casting operation; for each identifier, starting from the initial display position corresponding to the identifier, along a preset direction, update the display position of the identifier in a step-by-step manner according to the real-time variable distance value, wherein the preset direction is from the initial display position to the position of the crosshairs.

[0198] In a possible implementation manner of the present application, the first identifier, the second identifier, and the crosshair are distributed along a first direction on the graphical user interface, and the crosshair is located at the center between a display position of the first identifier and a display position of the second identifier.

[0199] In a possible implementation manner of the present application, when the scattering state is to scatter in a linear form in the virtual scene, the first direction is a direction corresponding to a direction in which the scattering is expanded in the linear form.

[0200] In one possible implementation of the present application, the display control module 210 is also used to: in response to a casting operation for the target game skill, display a range component on the peripheral side of the crosshair, and display the specified number of prop identifiers within the range component; wherein each prop identifier corresponds to a virtual prop to be launched.

[0201] In a possible implementation of the present application, the specified number of prop identifiers are evenly spaced within the range component, and during the release operation, the identifier distance value between the specified number of prop identifiers is negatively correlated with the operation duration of the release operation.

[0202] In a possible implementation manner of the present application, the distribution direction of the specified number of prop identifiers within the range component is consistent with the direction in which the specified number of virtual props are spread out in a scattered manner in the virtual scene after being emitted.

[0203] In a possible implementation of the present application, the display control module 210 is further used to: display a skill feedback mark on the side of the crosshair in response to the interaction between the specified number of virtual props shot out and the target object in the virtual scene; and update the presentation form corresponding to the skill feedback mark according to the interaction results between the specified number of virtual props and the target object so that the presentation form matches the interaction results.

[0204] In a possible implementation of the present application, the display control module 210 is further used to: in response to the end of the casting operation, cancel the display of the range component and provide a recovery component on the side of the crosshair to prompt the recovery of the specified number of virtual props that were shot.

[0205] In a possible implementation of the present application, the recycling component includes corresponding display parameters, and the display control module 210 is further used to: change the display state of the recycling component by adjusting the display parameters of the recycling component to prompt the effective time when the virtual prop can be actively recycled.

[0206] In a possible implementation manner of the present application, the release control module 220 is further used to: control the virtual object to recycle the specified number of virtual props in the virtual scene in response to the recycle control instruction of the target game skill.

[0207] In one possible implementation of the present application, the recovery control instruction release control module 220 for the target game skill is generated by at least one of the following methods: in response to the end of the skill release countdown, the recovery control instruction for the target game skill is automatically generated, and the skill release countdown is triggered to start timing when the virtual prop is ejected; in response to the recovery operation for the target game skill, the recovery control instruction for the target game skill is generated.

[0208] In a possible implementation of the present application, the display control module 210 is further used to: detect whether the operation duration of the casting operation reaches the time limit; when the operation duration does not reach the time limit, adjust the display size of the range component based on the operation duration of the casting operation, and the display size of the range component is linearly related to the operation duration; after the operation duration reaches the time limit, display the range component at the peripheral position of the crosshair according to the limit display size, and the limit display size is the display size corresponding to the time limit under the linear relationship.

[0209] In a possible implementation of the present application, the release control module 220 is further used to: in response to not detecting the end of the release operation within the preset time period after the operation duration reaches the time limit, cancel the launch of the specified number of virtual props, and the display control module 210 is further used to: after the operation duration reaches the time limit, display a first special effect at the range component, and display a second special effect at the range component in a sub-time period within the preset time period, and the end time of the sub-time period coincides with the end time of the preset time period.

[0210] Through the virtual skill control device provided in this application, the linear relationship between the skill charging and the skill scattering angle can be expressed intuitively and accurately on the graphical user interface.

[0211] See also Fig.18 , Fig.18 The schematic diagram of the structure of the electronic device provided by the exemplary embodiment of the present application. Fig.18 As shown, the electronic device 300 includes a processor 310 , a memory 320 and a bus 330 .

[0212] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the virtual skill control method in any of the above embodiments can be performed, which are specifically as follows:

[0213] A graphical user interface is provided through a terminal device, on which at least part of a virtual scene and a crosshair are displayed, wherein the virtual scene includes a virtual object controlled by the terminal device, the virtual object is configured with a target game skill, and the target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene, the crosshair is used to indicate the aiming direction of the virtual object, and in response to a casting operation for the target game skill, a range component is displayed at a peripheral position of the crosshair, and the display size of the range component is adjusted based on the operation duration of the casting operation, wherein the display size of the range component corresponds to the scattering angle when the target game skill is cast; in response to the end of the casting operation, the virtual object is controlled to emit the specified number of virtual props in a scattered manner at the target scattering angle in the virtual scene, wherein the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

[0214] Through the electronic device provided by the present application, the linear relationship between the skill charging and the skill scattering angle can be expressed intuitively and accurately on a graphical user interface.

[0215] 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 virtual skill control method in any of the above embodiments can be executed, which are as follows:

[0216] A graphical user interface is provided through a terminal device, on which at least part of a virtual scene and a crosshair are displayed, wherein the virtual scene includes a virtual object controlled by the terminal device, the virtual object is configured with a target game skill, and the target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene, the crosshair is used to indicate the aiming direction of the virtual object, and in response to a casting operation for the target game skill, a range component is displayed at a peripheral position of the crosshair, and the display size of the range component is adjusted based on the operation duration of the casting operation, wherein the display size of the range component corresponds to the scattering angle when the target game skill is cast; in response to the end of the casting operation, the virtual object is controlled to emit the specified number of virtual props in a scattered manner at the target scattering angle in the virtual scene, wherein the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

[0217] Through the computer-readable storage medium provided in this application, the linear relationship between the skill charge and the skill scattering angle can be expressed intuitively and accurately on a graphical user interface.

[0218] 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.

[0219] 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.

[0220] 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.

[0221] 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.

[0222] 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 virtual skill control method, characterized in that: A graphical user interface is provided through a terminal device, wherein at least part of a virtual scene and a crosshair are displayed on the graphical user interface, wherein the virtual scene includes a virtual object controlled by the terminal device, wherein the virtual object is configured with a target game skill, wherein the target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene, and the crosshair is used to indicate the aiming direction of the virtual object, and the method comprises: In response to a casting operation for the target game skill, a range component is displayed at a peripheral position of the crosshair, and a display size of the range component is adjusted based on the operation duration of the casting operation, wherein the display size of the range component corresponds to a scattering angle when the target game skill is cast; In response to the end of the casting operation, the virtual object is controlled to emit the specified number of virtual props in a scattered manner at a target scattering angle in the virtual scene, wherein the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

2. The method according to claim 1, characterized in that The range component includes a first marker and a second marker, the first marker and the second marker are arranged relatively around the crosshair, and the display size of the range component is represented by the marker distance between the first marker and the second marker.

3. The method according to claim 2, characterized in that The scope component is displayed on the side of the front sight, including: For each of the first identifier and the second identifier, when the casting operation starts, an initial display position corresponding to the identifier is determined according to the basic distance value corresponding to the target game skill, so as to display the identifier; During the continuous process of the casting operation, determining a real-time variable distance value corresponding to the operation duration of the casting operation; For each mark, starting from the initial display position corresponding to the mark, the display position of the mark is updated in a step-by-step manner along a preset direction according to the real-time variable distance value, wherein the preset direction is from the initial display position to the position of the crosshair.

4. The method according to claim 3, characterized in that The first mark, the second mark and the crosshair are distributed along a first direction on the graphical user interface, and the crosshair is located at the center between a display position of the first mark and a display position of the second mark.

5. The method according to claim 4, characterized in that When the scattering shape is scattered in a linear form in the virtual scene, the first direction is a direction corresponding to the direction of the scattering in the linear form.

6. The method according to claim 1, characterized in that The step of displaying a range component at a peripheral position of the crosshair in response to a casting operation for the target game skill comprises: In response to a casting operation for the target game skill, a range component is displayed at a peripheral position of the crosshair, and the specified number of item identifiers are displayed within the range component; Each prop identifier corresponds to a virtual prop to be launched.

7. The method according to claim 6, characterized in that The specified number of prop identifiers are distributed at equal intervals within the range component, and during the duration of the casting operation, the identifier distance value between the specified number of prop identifiers is negatively correlated with the operation duration of the casting operation.

8. The method according to claim 6, characterized in that The distribution direction of the specified number of prop identifiers within the range component is consistent with the direction in which the specified number of virtual props are spread out in a scattered manner in the virtual scene after being emitted.

9. The method according to claim 1, characterized in that: The method further comprises: In response to the specified number of virtual props being ejected performing an interactive behavior with a target object in the virtual scene, a skill feedback mark is displayed on a peripheral position of the crosshair; According to the interaction result between the specified number of virtual props and the target object, the presentation form corresponding to the skill feedback identifier is updated so that the presentation form matches the interaction result.

10. The method according to claim 1, characterized in that The method further comprises: In response to the completion of the release operation, the range component is cancelled and a recovery component is provided on the side of the crosshair to prompt the user to recover the designated number of virtual props that have been ejected.

11. The method according to claim 10, characterized in that The recycling component includes corresponding display parameters, and the method further includes: The display state of the recycling component is changed by adjusting the display parameters of the recycling component to indicate the effective time during which the virtual item can be actively recycled.

12. The method according to claim 10, characterized in that The method further comprises: The recycling control instruction for the target game skill controls the virtual object to recycle the specified number of virtual props in the virtual scene.

13. The method according to claim 12, characterized in that The recycling control instruction for the target game skill is generated by at least one of the following methods: In response to the end of the skill release countdown, automatically generating a recovery control instruction for the target game skill, wherein the skill release countdown is triggered to start timing when the virtual prop is ejected; In response to the recycling operation for the target game skill, a recycling control instruction for the target game skill is generated.

14. The method according to claim 1, characterized in that The adjusting the display size of the range component based on the operation duration of the casting operation includes: Detecting whether the operation duration of the release operation reaches a time limit; When the operation duration does not reach the time limit, adjusting the display size of the range component based on the operation duration of the casting operation, and the display size of the range component is linearly related to the operation duration; After the operation duration reaches the time limit, the range component is displayed at a peripheral position of the crosshair according to a limit display size, and the limit display size is a display size corresponding to the time limit under the linear relationship.

15. The method according to claim 14, characterized in that The method further comprises: In response to not detecting the end of the casting operation within a preset time period after the operation duration reaches the time limit, canceling the emission of the specified number of virtual props, After the operation duration reaches the time limit, displaying a first special effect at the range component, In a sub-time period within the preset time period, a second special effect is displayed at the range component, and an end time of the sub-time period coincides with an end time of the preset time period.

16. A virtual skill control device, characterized in that: A graphical user interface is provided through a terminal device, wherein at least part of a virtual scene and a crosshair are displayed on the graphical user interface, wherein the virtual scene includes a virtual object controlled by the terminal device, wherein the virtual object is configured with a target game skill, wherein the target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene, and the crosshair is used to indicate the aiming direction of the virtual object, wherein the device comprises: A display control module, in response to a casting operation for the target game skill, displays a range component at a peripheral position of the crosshair, and adjusts a display size of the range component based on an operation duration of the casting operation, wherein the display size of the range component corresponds to a scattering angle when the target game skill is cast; The release control module controls the virtual object to emit the specified number of virtual props in a scattered manner at a target scattering angle in the virtual scene in response to the end of the release operation, wherein the operation duration of the release operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

17. 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 15.

18. 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 15 are executed.

Citation Information

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