Skill release method and device, electronic equipment and readable storage medium

By providing an object selection area in the game scene, allowing players to pre-select the skills to release objects and order, the problem of cumbersome and inefficient skills release steps in the existing technology is solved, and more efficient and accurate skills release is achieved.

CN119971485APending Publication Date: 2025-05-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510293093.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-12
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

In the prior art, players have cumbersome steps to release skills in game scenarios. When selecting skills to release objects, they need to repeatedly adjust the sight mark, resulting in low efficiency and accuracy of skill release.

Method used

By displaying the object selection area in the graphical user interface, players are allowed to pre-select the skill release object and release order, and then directly release the skill according to the release order, reducing operation steps and reducing selection bias.

Benefits of technology

Simplifies the skill release process, improves the efficiency and accuracy of skill release, and reduces the operational complexity of players when releasing skills.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a skill release method and device, electronic equipment and a readable storage medium, and the method comprises the steps: responding to a skill object selection operation, and displaying an object selection region in a graphical user interface; in response to a selection operation for at least one virtual object to be selected in the object selection area, determining a skill release sequence for at least one skill release object according to an operation sequence of the selection operation; and in response to the skill release operation, controlling the target virtual object to sequentially release the target skill for each skill release object according to the skill release sequence. In this way, at least one skill release object and the skill release sequence are pre-selected from the object selection area through the skill selection operation, and the target skill can be directly released from the selected skill release object according to the skill release sequence subsequently, so that the skill release steps can be reduced, and the skill release efficiency is improved. The deviation of selecting the skill release object during skill release is reduced, and the skill release efficiency and the skill release accuracy can be improved.
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Description

Technical Field

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

[0002] In the game scene, players can control the target virtual object to perform game tasks in the game scene to win the game. In the game, players can cooperate with virtual objects of teammates belonging to the same camp and interact virtually with virtual objects of enemies belonging to different camps to complete the corresponding game tasks.

[0003] The player can control the target virtual object to release the corresponding target skill. Here, the target skill can be released on teammates virtual objects belonging to the same camp as the target virtual object, or enemy virtual objects belonging to different camps as the target virtual object.

[0004] In the related art, the player controls the target virtual object to release skills by selecting the target skill to be released through the corresponding skill control, and then selecting the skill release object to release the target skill through the operation of the crosshair mark, and finally releasing the target skill through the trigger operation of the skill release control. This release method requires the player to perform cumbersome skill release operation steps. At the same time, in the process of selecting the skill release object, the player needs to repeatedly adjust the crosshair mark to select the skill release object. If the skill release object moves after aiming, it is necessary to aim again to select the virtual object, resulting in cumbersome skill release steps, low skill release efficiency and accuracy. Summary of the invention

[0005] In view of this, the purpose of the present disclosure is to provide a skill release method, device, electronic device and readable storage medium, which pre-select at least one skill release object and skill release order from an object selection area through a skill selection operation, and then directly release the target skill to the selected skill release object according to the skill release order. This can reduce the skill release steps and reduce the deviation in selecting the skill release object when releasing the skill, which helps to improve the skill release efficiency and skill release accuracy.

[0006] In a first aspect, an embodiment of the present disclosure provides a skill release method, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface includes a game scene and a target virtual object located in the game scene; the skill release method includes:

[0007] In response to a skill object selection operation, an object selection area is displayed in the graphical user interface; the object selection area includes at least one virtual object to be selected;

[0008] In response to a selection operation on at least one virtual object to be selected in the object selection area, determining a skill release order for at least one skill release object according to an operation order of the selection operation;

[0009] In response to a skill release operation, the target virtual object is controlled to release the target skill for each of the skill release objects in sequence according to the skill release order.

[0010] In a second aspect, the embodiment of the present disclosure further provides a skill release device, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene and a target virtual object located in the game scene; the skill release device includes:

[0011] An area display module, for displaying an object selection area in the graphical user interface in response to a skill object selection operation; the object selection area includes at least one virtual object to be selected;

[0012] a skill release sequence determination module, configured to respond to a selection operation on at least one virtual object to be selected in the object selection area, and determine a skill release sequence for at least one skill release object according to an operation sequence of the selection operation;

[0013] The skill release module is used to respond to the skill release operation and control the target virtual object to release the target skill for each skill release object in turn according to the skill release order.

[0014] In a third aspect, an embodiment of the present disclosure further provides an electronic device, comprising: 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 communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the skill release method as described in the first aspect.

[0015] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the skill release method as described in the first aspect is executed.

[0016] The skill release method, device, electronic device and readable storage medium provided by the embodiments of the present disclosure are responsive to a skill object selection operation, displaying an object selection area in a graphical user interface; responsive to a selection operation for at least one virtual object to be selected in the object selection area, determining a skill release order for at least one skill release object according to the operation order of the selection operation; responsive to the skill release operation, controlling the target virtual object to release the target skill for each skill release object in turn according to the skill release order. In this way, at least one skill release object and a skill release order are pre-selected from the object selection area through the skill selection operation, and the target skill can be released directly to the selected skill release object according to the skill release order later, which can reduce the skill release steps, reduce the deviation in selecting the skill release object when releasing the skill, and help improve the skill release efficiency and skill release accuracy.

[0017] In order to make the above-mentioned objectives, features and advantages of the present disclosure 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

[0018] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, 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 disclosure 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.

[0019] Figure 1 A flow chart of a skill release method provided by an embodiment of the present disclosure;

[0020] Figure 2 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure;

[0021] Figure 3 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0022] Figure 4 The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0023] Figure 5 A fourth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0024] Figure 6 A schematic diagram of the structure of a skill release device provided by an embodiment of the present disclosure;

[0025] Figure 7 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION

[0026] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present disclosure.

[0027] First, the nouns involved in this disclosure are introduced:

[0028] (1) Terminal equipment

[0029] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0030] (2) Graphical User Interface

[0031] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows 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.

[0032] (3) Game scenes

[0033] The game scene is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used in the normal game process. In other words, the game scene refers to the virtual game control that carries the virtual character during the game process. The virtual character can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to perform actions such as movement and skill release. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for a game scene battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.

[0034] (4) Target virtual object

[0035] The target virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the disclosed embodiment does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the target virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0036] Secondly, the technical background of the present disclosure is introduced:

[0037] In the game scene, players can control the target virtual object to perform game tasks in the game scene to win the game. In the game, players can cooperate with virtual objects of teammates belonging to the same camp and interact virtually with virtual objects of enemies belonging to different camps to complete the corresponding game tasks.

[0038] The player can control the target virtual object to release the corresponding target skill. Here, the target skill can be released on teammates virtual objects belonging to the same camp as the target virtual object, or enemy virtual objects belonging to different camps as the target virtual object.

[0039] In the related art, the player controls the target virtual object to release skills by selecting the target skill to be released through the corresponding skill control, and then selecting the skill release object to release the target skill through the operation of the crosshair mark, and finally releasing the target skill through the trigger operation of the skill release control. This release method requires the player to perform cumbersome skill release operation steps. At the same time, in the process of selecting the skill release object, the player needs to repeatedly adjust the crosshair mark to select the skill release object. If the skill release object moves after aiming, it is necessary to aim again to select the virtual object, resulting in cumbersome skill release steps, low skill release efficiency and accuracy.

[0040] Based on this, the embodiments of the present disclosure provide a skill release method to reduce the skill release steps, reduce the deviation in selecting the skill release object when releasing the skill, and improve the skill release efficiency and skill release accuracy.

[0041] The skill release method in one embodiment of the present disclosure may be run on a local mobile terminal or a server. When the skill release method is run on a server, the method may be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0042] In an optional implementation, 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 skill release 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.

[0043] In an optional embodiment, taking a game as an example, a local mobile terminal stores a game program and is used to present a game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by a conventional electronic device and run. The local mobile terminal may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local mobile terminal 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.

[0044] In an optional implementation, an embodiment of the present invention provides a skill release method, providing a graphical user interface through a mobile terminal, wherein the mobile terminal can be the local mobile terminal mentioned above (such as a local touch terminal), or can be a client device in the cloud interaction system mentioned above. The following is an example of the skill release method running on a local mobile terminal (hereinafter referred to as a mobile terminal).

[0045] See also Figure 1 , Figure 1 This is a flow chart of a skill release method provided by an embodiment of the present disclosure. Figure 1 As shown in , the skill release method provided by the embodiment of the present disclosure includes:

[0046] S101. In response to a skill object selection operation, an object selection area is displayed in the graphical user interface; the object selection area includes at least one virtual object to be selected.

[0047] S102: In response to a selection operation on at least one virtual object to be selected in the object selection area, determine a skill release order for at least one skill release object according to an operation order of the selection operation.

[0048] S103. In response to a skill release operation, control the target virtual object to release the target skill for each skill release object in turn according to the skill release order.

[0049] The skill releasing method provided by the embodiment of the present disclosure pre-selects at least one skill releasing object and a skill releasing order from an object selection area through a skill selection operation, and then directly releases the target skill to the selected skill releasing object according to the skill releasing order. This can reduce the skill releasing steps and reduce the deviation in selecting the skill releasing object when releasing the skill, which helps to improve the skill releasing efficiency and skill releasing accuracy.

[0050] The following is a description of the exemplary steps of the embodiment of the present disclosure:

[0051] S101. In response to a skill object selection operation, an object selection area is displayed in the graphical user interface; the object selection area includes at least one virtual object to be selected.

[0052] In the disclosed embodiment, in a game scene, a player can control a target virtual object to perform game tasks in the game scene to win the game. In a game match, a player can cooperate with a teammate virtual object belonging to the same camp, and interact virtually with an enemy virtual object belonging to a different camp, to complete a corresponding game task.

[0053] In an optional embodiment, the player can control the target virtual object to release the corresponding target skill. Here, the target skill can be released on teammates virtual objects belonging to the same camp as the target virtual object, or enemy virtual objects belonging to a different camp than the target virtual object.

[0054] Exemplarily, the target virtual object can release healing skills to teammate virtual objects belonging to the same camp, heal the teammate virtual objects, help the teammate virtual objects recover health, and optimize the status of the teammate virtual objects; the target virtual object can also release attack skills to enemy virtual objects belonging to different camps to cause damage to the enemy virtual objects.

[0055] In an optional implementation, the player controls the target virtual object to release a skill by selecting the target skill to be released through the corresponding skill control, and then selecting the skill release object to release the target skill through an operation on the crosshair mark, and then releasing the target skill through a trigger operation on the skill release control. This release method requires the player to perform cumbersome skill release operation steps. At the same time, in the process of selecting the skill release object, the player needs to repeatedly adjust the crosshair mark to select the skill release object. If the skill release object moves after aiming, it is necessary to aim again to select the virtual object, resulting in low skill release steps, skill release efficiency, and skill release accuracy.

[0056] In the disclosed embodiment, the skill-releasing object selection operation can be performed to pre-select the virtual object to be selected for skill release, and then the skill can be released directly to the selected skill-releasing object, thereby reducing the skill release steps and improving the skill release efficiency and accuracy.

[0057] In an optional embodiment, a skill control may be displayed in a graphical user interface, and the player may trigger the display of an object selection area to select an object for skill release by performing a trigger operation on the skill control.

[0058] Specifically, the step of “displaying an object selection area in the graphical user interface in response to a skill object selection operation” includes:

[0059] a1: In response to a trigger operation on the skill control, an object selection area is displayed in the graphical user interface.

[0060] In an optional embodiment, in order to reduce the obstruction of skill controls on other controls displayed in the graphical user interface and the game scene, the skill controls can be displayed in an idle position of the graphical user interface. For example, they can be displayed on the right side of the graphical user interface, below the minimap.

[0061] Here, in order to enable players to intuitively determine the target skill corresponding to the skill control, prevent players from accurately selecting the target skill that needs to be released, and improve the efficiency of human-computer interaction, the skill logo corresponding to the target skill can be displayed at the preset position of the skill control to prompt the player the specific skill corresponding to the current skill control.

[0062] For example, if the skill control corresponds to a healing skill, and a skill object is generated when the target virtual object releases the target skill, then the object identifier (such as an object icon, etc.) corresponding to the skill object can be displayed at a preset position of the skill control.

[0063] In an optional implementation, the triggering operation for the skill control may be a touch operation on the skill control or a click operation on the skill control.

[0064] For example, when the terminal device is a mobile terminal, the trigger operation for the skill control can be a touch operation on the skill control (long press operation, click operation or sliding operation, etc.); when the terminal device is a PC, the trigger operation for the skill control can be a click operation on the skill control through an external input device (through a mouse click operation, etc.).

[0065] Furthermore, after determining that a skill object selection operation issued by the player through the skill control is received, an object selection area is displayed in the graphical user interface, and the object selection area includes at least one object identifier of a virtual object to be selected and a target virtual object. The player can determine the skill release object and the skill release order for releasing the target skill through a selection operation on the object identifier included in the object selection area.

[0066] In an optional implementation, the virtual object to be selected is a virtual object located within the skill release range of the target skill.

[0067] Here, different target skills all have skill release ranges, and the virtual objects to be selected that can be displayed in the object selection area are all virtual objects that are located within the skill release range of the target skill.

[0068] Exemplarily, the skill release range is generally a range set with a preset distance as the radius centered on the target virtual object that releases the target skill. Assume that the preset distance is 50m (game distance), and there are three virtual objects in the current game scene, among which the distance between virtual object A and the target virtual object is 70m (game distance), the distance between virtual object B and the target virtual object is 10m (game distance), and the distance between virtual object C and the target virtual object is 40m (game distance). After judgment, it can be known that virtual objects B and virtual object C are within the release range of the target skill of the target virtual object. Then, the virtual objects to be selected whose object identifiers are displayed in the object selection area are virtual objects B and virtual object C, and the object identifier of virtual object A will not be displayed.

[0069] In an optional embodiment, the game scene displayed in the graphical user interface can be a game screen shot by a virtual camera from the first perspective of the location of the target virtual object, that is, the game scene displayed in the game scene of the current graphical user interface is a game scene located within the field of view of the target virtual object. As for virtual objects that are within the skill release range of the target skill but not within the field of view of the target virtual object, the object selection area corresponding to the object identifier of the corresponding virtual object will still be displayed so that the player can select it, avoiding the omission of virtual objects within the skill release range, which helps to improve the accuracy of skill release object selection.

[0070] For the above example, the skill release range is generally a range set with a preset distance as the radius and a target virtual object that releases the target skill as the center. Assuming the preset distance is 50m (game distance), there are four virtual objects in the current game scene, among which the distance between virtual object A and the target virtual object is 70m (game distance), the distance between virtual object B and the target virtual object is 10m (game distance), the distance between virtual object C and the target virtual object is 40m (game distance), and the distance between virtual object D and the target virtual object is 20m (game distance). At present, virtual objects B and virtual objects C are both within the field of view of the target virtual object and are displayed in the graphical user interface, while virtual object D is not within the field of view of the target virtual object and is not displayed in the graphical user interface. However, since virtual objects B, virtual objects C and virtual objects D are all within the release range of the target skill of the target virtual object, the virtual objects to be selected whose object identifiers are displayed in the object selection area are virtual objects B, virtual objects C and virtual objects D, and the object identifier of virtual object A will not be displayed.

[0071] Furthermore, when at least one virtual object to be selected is displayed in the object selection area, the virtual object to be selected can be displayed in the object selection area accordingly, and in order for the player to intuitively understand the specific object information of each virtual object to be selected and to more accurately determine the selection and skill release order for the virtual object to be selected, the display position and display form of each object identifier in the object selection area can be determined according to the object information of each virtual object to be selected.

[0072] Specifically, the skill release method further includes at least one of the following:

[0073] b1: controlling the display of the object identifier corresponding to the target virtual object in the object selection area, and determining the display position of the object identifier corresponding to the virtual object to be selected in the object selection area according to the position of the virtual object to be selected in the game scene; and

[0074] b2: Determine display parameters of the object identifier corresponding to the virtual object to be selected according to the distance between the virtual object to be selected and the target virtual object, and / or the life value of the virtual object to be selected.

[0075] In an optional embodiment, when displaying object identifiers in an object selection area, in addition to displaying the object identifier of at least one virtual object to be selected that is within the skill release range, the object identifier corresponding to the target virtual character will also be displayed; after determining the display position of the object identifier of the target virtual object in the object selection area according to the position of the target virtual object in the game scene, the display position of each object identifier in the object selection area is determined based on the relative direction between the position of each virtual object to be selected and the position of the target virtual object in the game scene.

[0076] Furthermore, after determining the display position of the object identifier corresponding to at least one virtual object to be selected and the target virtual object in the object selection area, the display parameters of the object identifier corresponding to each virtual object to be selected can be determined based on the distance between the virtual object to be selected and the target virtual object, and / or the life value of the virtual object to be selected.

[0077] The display parameters include at least one of the following: logo size, logo color, transparency, and fill level.

[0078] Here, when the display parameters of the object identifier include the identifier size of the object identifier and the fill degree of the object identifier, the closer the distance between the virtual object to be selected and the target virtual object is, the larger the identifier size of the object identifier corresponding to the virtual object to be selected is; the lower the life value of the virtual object to be selected is, the smaller the fill degree of the object identifier corresponding to the virtual object to be selected is.

[0079] Specifically, in an optional implementation, the closer the distance between the virtual object to be selected and the target virtual object is, the larger the identification size of the object identification corresponding to the virtual object to be selected is, and the player can judge the distance between the virtual object to be selected and the target virtual object based on the size of the corresponding object identification.

[0080] In another optional implementation, the life value of the corresponding virtual object to be selected can be reflected by the filling degree of the object identifier. The life value of the object to be selected can be determined according to the filling degree of the object identifier of different virtual objects to be selected, which can assist the player in choosing the order of skill release and further improve the pertinence and accuracy of skill release.

[0081] Here, with respect to the filling degree of the object identifier, the lower the health value of the virtual object to be selected, the smaller the filling degree of the object identifier corresponding to the virtual object to be selected. The specific filling area can be determined according to the ratio between the current health value of the virtual object to be selected and the health value of the virtual object to be selected at full health. For example, if the health value of the virtual object to be selected at full health is 100 and the current health value of the virtual object to be selected is 50, then the filling degree of the object identifier corresponding to the virtual object to be selected can be 50% of the total area of ​​the object mark.

[0082] In an optional implementation, the identification color of the object identification of the virtual object to be selected is consistent with the color of the virtual object identification displayed in the game scene of the virtual object to be selected.

[0083] Here, the virtual object identifier of the virtual object to be selected in the game scene can be displayed at a preset position of the virtual object to be selected (e.g., above the head of the virtual object to be selected); or displayed at a preset position of the graphical user interface; exemplarily, it can be displayed in the upper right corner of the graphical user interface.

[0084] Exemplarily, if the color of the virtual object identification of the virtual object to be selected in the game scene is purple, then the identification color of the object representation of the virtual object to be selected in the object display area is also purple.

[0085] Furthermore, after displaying an object selection area containing at least one virtual object to be selected and an object identifier corresponding to a target virtual object, the player can determine at least one skill release object and a skill release order for the selected skill release object by selecting the virtual object to be selected in the object selection area.

[0086] S102: In response to a selection operation on at least one virtual object to be selected in the object selection area, determine a skill release order for at least one skill release object according to an operation order of the selection operation.

[0087] In an optional embodiment, the selection operation for at least one virtual object to be selected in the object selection area may be a selection operation for the object identifier of the virtual object to be selected, and the player may determine the skill release object of the target skill and the skill release order for at least one skill release object by a sliding operation on the object selection area according to the object identifiers passed in sequence by the sliding trajectory of the player's sliding operation.

[0088] Specifically, the step of "in response to a selection operation on at least one virtual object to be selected in the object selection area, determining a skill release order for at least one skill release object according to an operation order of the selection operation" includes:

[0089] c1: In response to the sliding operation, determining a skill release order for at least one skill release object based on an order of object identifiers corresponding to at least one to-be-selected virtual object that a sliding track of the sliding operation passes through.

[0090] In an optional embodiment, after receiving a sliding operation of the player on the object selection area, the skill release object selected by the player and the skill release order for each skill release object are determined according to the order of object identifiers corresponding to at least one virtual object to be selected that the sliding trajectory passes through in sequence.

[0091] Exemplarily, object identifier 1, object identifier 2 and object identifier 3 are displayed in the object selection area. According to the player's sliding operation on the object selection area, the sliding trajectory of the sliding operation passes through object identifier 2, object identifier 1 and object identifier 3 in sequence. Then, after the player finishes the sliding operation, it is determined that the player has completed the selection of the skill release object. The skill release objects selected in this selection operation are virtual object A corresponding to object identifier 1, virtual object B corresponding to object identifier 2, and virtual object C corresponding to object identifier 3. According to the sliding operation sequence of the sliding operation, the skill release sequence for the above three virtual objects is: virtual object B->virtual object A->virtual object C.

[0092] In an optional implementation, in order for the player to intuitively determine the operation track of the current sliding operation, the sliding track may be displayed in the object selection area when the player selects each object identifier through a sliding operation.

[0093] Specifically, the skill release method further includes:

[0094] d1: Display the sliding track in the object selection area.

[0095] In an optional embodiment, the sliding trajectory is displayed in real time according to the execution position of the player's sliding operation. For the above example, after the player selects object identifier 2 and object identifier 1 in the object selection area, a line will be connected between object identifier 2 and object identifier 1 in real time to display the player's selection trajectory for the object identifier.

[0096] Here, when the player slides to select an object identifier in the object selection area, the selection of the object identifier cannot be changed or undone.

[0097] In an optional implementation, for different target skills, different target skills may correspond to different skill release times within a period of time. Therefore, when selecting the object to be released, the remaining release times of the current target skill also need to be considered for selection.

[0098] Specifically, the step of "in response to a selection operation on at least one virtual object to be selected in the object selection area, determining a skill release order for at least one skill release object according to an operation order of the selection operation" includes:

[0099] e1: In response to a selection operation on an object identifier corresponding to at least one virtual object to be selected in the object selection area, a skill release order of at least one skill release object is determined according to an operation order of the selection operation and a current remaining number of releases of the target skill.

[0100] Here, the number of times the target skill is released can increase according to the increase in the game time of the target virtual object in the game. In order to ensure the balance of the game and prevent the target virtual object from always releasing target skills that are beneficial to the target virtual object or the camp to which the target virtual object belongs, there is an upper limit to the number of times the target skill can be released by the target virtual object within a period of time. After the corresponding number of releases of the target skill is released, the target skill can be released again only after accumulation.

[0101] In an optional embodiment, each time the target skill is released, it is directed towards a skill release object. Therefore, the number of skill release objects that the player can select through the selection operation of at least one object identifier in the object selection area is less than or equal to the current remaining release times of the target skill.

[0102] For example, if the current remaining number of releases of the current target skill is 3, then the number of skill release objects that can be selected at this time can be 3, 2, or 1.

[0103] In an optional embodiment, when the player selects object identifiers in the object selection area through a sliding operation, if the number of selected object identifiers is greater than the current number of skill releases of the target skill, the object identifiers that exceed the current number of skill releases will no longer be selected, and the sliding tracks between the object identifiers will no longer be displayed.

[0104] For the above example, the current remaining number of releases of the current target skill is 3 times. After the player selects object identifier 2, object identifier 1 and object identifier 3 in turn through sliding operations, the sliding track will be displayed between object identifier 2 and object identifier 1, and between object identifier 1 and object identifier 3, and the virtual object A corresponding to object identifier 1, the virtual object B corresponding to object identifier 2, and the virtual object C corresponding to object identifier 3 are selected at the same time; if the player selects object identifier 4 again through the same sliding operation, because the current remaining number of releases of the target skill has been exceeded, at this time, the virtual object D corresponding to object identifier 4 can no longer be selected, and the sliding track between object identifier 3 and object identifier 4 will not be displayed.

[0105] In an optional embodiment, in order to allow players to more intuitively observe the skill release trajectory in the graphical user interface, after determining the skill release order, the skill release trajectory can also be displayed according to the skill release order and the position of each skill release object in the game scene.

[0106] Specifically, after the step of "responding to a selection operation corresponding to at least one virtual object to be selected in the object selection area, determining a skill release order for at least one skill release object according to an operation order of the selection operation", the skill release method further includes:

[0107] f1: Displaying a skill release track corresponding to the skill release sequence in the graphical user interface according to the position of each skill release object in the game scene.

[0108] Here, when displaying the skill release trajectory, a pointing arrow can also be displayed in the skill release trajectory to more accurately prompt the player the release order of the current target skill between the various skill release objects, thereby further improving the efficiency of human-computer interaction.

[0109] In an optional embodiment, as described above, the game scene displayed in the graphical user interface can be a game screen shot by a virtual camera from the first-person perspective at the location of the target virtual object, that is, the game scene displayed in the game scene of the current graphical user interface is a game scene located within the field of view of the target virtual object, while for different skill release objects, they may be located within the field of view of the target virtual object, or may not be located within the field of view of the target virtual object. Therefore, when displaying the skill release trajectory, different displays may be required in the game scene for different skill release objects.

[0110] Specifically, the skill release method further includes:

[0111] g1: In response to the position of the skill releasing object being within the field of view of the target virtual object, an object model corresponding to the skill releasing object is displayed in the graphical user interface according to the position of the skill releasing object.

[0112] g2: In response to the position of the skill releasing object not being within the field of view of the target virtual object, displaying a virtual object identifier corresponding to the skill releasing object in the graphical user interface according to the position of the skill releasing object.

[0113] In an optional implementation, if the skill-releasing object is within the field of vision of the target virtual character, the object model of the skill-releasing object can be fully displayed in the graphical user interface according to the position of the skill-releasing object in the game scene.

[0114] In another optional embodiment, if the skill-releasing object is not within the field of vision of the target virtual character, then the complete object model of the skill-releasing object cannot be displayed in the graphical user interface. The virtual object identifier corresponding to the skill-releasing object can be displayed at the relative position of the graphical user interface based on the relative direction between the position of the skill-releasing object in the game scene and the position of the target virtual object in the game scene.

[0115] Exemplarily, if the position of the skill-releasing object is located to the left of the target virtual object position, at this time, the virtual object identifier corresponding to the skill-releasing object can be displayed on the left edge of the graphical user interface.

[0116] Furthermore, when displaying the skill release trajectory, the corresponding virtual object identifier and object model connection can be displayed.

[0117] Specifically, the step of "displaying the skill release track corresponding to the skill release sequence in the graphical user interface according to the position of each skill release object in the game scene" includes:

[0118] h1: According to the skill release sequence and the object models or virtual object identifiers of the skill release objects, the skill release trajectory corresponding to the skill release sequence is displayed.

[0119] In an optional embodiment, while displaying the skill release trajectory, a selection mark can also be displayed at a preset position of the object model or virtual object mark of the skill release object to prompt the player that the corresponding skill release object has been selected and the target skills will be released in turn, thereby further improving the efficiency of human-computer interaction.

[0120] Furthermore, after the skill release order is determined through the player's selection operation, if a skill release operation is received, the target virtual object can be controlled in the game scene to release the target skill to the selected skill release object in sequence according to the skill release order.

[0121] S104. In response to a skill release operation, control the target virtual object to release the target skill for each of the skill release objects in turn according to the skill release order.

[0122] In an optional implementation, a skill release control may also be displayed in the graphical user interface, and the player may trigger a skill release operation by performing a trigger operation on the skill release control.

[0123] Specifically, the step of “in response to a skill release operation, controlling the target virtual object to release the target skill for each skill release object in sequence according to the skill release order” includes:

[0124] i1: In response to a trigger operation on the skill release control, the target virtual object is controlled to release the target skill for each skill release object in turn according to the skill release order.

[0125] In an optional implementation, in order to ensure the convenience of player operation of skill release controls, the skill release controls can be displayed on both the left and right sides of the graphical user interface. Players can directly release skills while performing other operations, thereby ensuring the smoothness and accuracy of player operations and further improving human-computer interaction efficiency.

[0126] In an optional implementation, the target virtual object may release the target skill in such a way that the target virtual object releases the target skill object, and the target skill object moves to each skill releasing object to complete the release of the target skill.

[0127] Specifically, the step of “in response to a skill release operation, controlling the target virtual object to release the target skill for each skill release object in sequence according to the skill release order” includes:

[0128] j1: In response to a skill release operation, control the target virtual object to release the target skill object.

[0129] j2: Control the target skill object to move to the positions of the skill releasing objects in turn according to the skill releasing order, and perform target interactive behaviors with the skill releasing objects.

[0130] In an optional embodiment, when the target skill object is released and moves to the position of the skill releasing object, and the target interactive behavior is performed with the skill releasing object, when the movement of the target skill object is displayed in the graphical user interface, a target skill object moves to the position of each skill releasing object in turn, and when the target skill objects consumed by the skill release are counted, the number of target skill objects is consistent with the number of skill releasing objects, and is also consistent with the current remaining release times of the target skill, that is, each release of the target skill towards a skill releasing object requires the consumption of one target skill object and consumes the current remaining release times of the target skill once.

[0131] In an optional embodiment, after determining that the player has issued a skill release operation, the target virtual object is controlled to release the target skill object, and the target skill object will move to the position of the first skill release object in the skill release order, and perform the target interaction behavior with the skill release object. After the target skill is released on the first skill release object, the target skill object will move to the position of the second skill release object in the skill release order according to the skill release trajectory, and perform the target interaction behavior with the skill release object.

[0132] In another possible implementation, after determining that the player has issued a skill release operation, the target virtual object is controlled to release the first target skill object, the first target skill object will move to the position of the first skill release object in the skill release sequence, and perform the target interaction behavior with the skill release object. After the release of the target skill to the first skill release object is completed, the target virtual object is controlled to release the second target skill object, the second target skill object will move to the position of the second skill release object in the skill release sequence according to the skill release trajectory, and perform the target interaction behavior with the skill release object.

[0133] Here, the target skill object will move along the skill release trajectory in the graphics and user interface, and after the target skill object has moved through the skill release trajectory, the display of the skill release trajectory along which the target skill object has moved will be cancelled, indicating that the target skill object has passed through and released the target interactive behavior with the skill release object.

[0134] Exemplarily, the target skill object moves to the location of the skill releasing object and performs a target interactive behavior with the skill releasing object, which may be that the target skill object moves to the location of the skill releasing object and treats the skill releasing object so that the health value of the skill releasing object is increased and the health state is restored.

[0135] In an optional embodiment, if during the process of releasing the target skill for each skill releasing object, the health value of the skill releasing object is less than the preset health value threshold, the target skill will no longer be released to the skill releasing object, but will be directly moved to the position of the skill releasing object after the skill releasing object in the skill releasing order, or the release process of the target skill will be ended directly.

[0136] Specifically, the skill release object also includes:

[0137] k1: in the process of the target skill object moving to the position of the target skill releasing object, in response to the health value of the target skill releasing object being less than a preset health value threshold, controlling the target skill object to move to the position of a skill releasing object whose skill releasing sequence is after the target skill releasing object, and performing a target interactive behavior with the skill releasing object; or

[0138] k2: In the process of the target skill object moving to the position of the target skill releasing object, in response to the health value of the target skill releasing object being less than a preset health value threshold, the release of the target skill is ended.

[0139] In an optional implementation, the preset health value threshold can be set to 0, that is, if the skill-releasing object is dead, it will no longer move to the location of the target skill-releasing object to perform the target interactive behavior on the target skill-releasing object.

[0140] In a possible implementation, the health value of the target skill releasing object is judged during the process of the target skill releasing object moving to the position of the target skill releasing object. If the target skill releasing object is not the last one in the skill releasing order, if during the process of the target skill object moving to the position of the target skill releasing object, the health value of the target skill releasing object is less than the preset health value threshold, then the position of the target skill releasing object is directly skipped, and the target skill object is controlled to move toward the position of the skill releasing object that is after the target skill releasing object in the skill releasing order, and the target interaction behavior is performed with the skill releasing object; if the target skill releasing object is the last one in the skill releasing order, if during the process of the target skill object moving to the position of the target skill releasing object, the health value of the target skill releasing object is less than the preset health value threshold, then the release process of the target skill is directly ended.

[0141] Exemplarily, it is currently necessary to release the target skills towards three skill-releasing objects, and the skill release order is: skill-releasing object B->skill-releasing object A->skill-releasing object C. If the target virtual object releases the target skill towards skill-releasing object B and then moves towards skill-releasing object A, the health value of skill-releasing object A is less than 0. At this time, the target skill will no longer be released on skill-releasing object A. Instead, the target skill object will be directly controlled to move to the position of skill-releasing object C to release the target skill.

[0142] In an optional embodiment, if when selecting a skill release object, the skill release object is within the skill release range, and when releasing the target skill, the skill release object moves out of the skill release range of the target skill, at this time, the skill release object can still be tracked and the target skill can be released.

[0143] Specifically, the skill release method further includes:

[0144] l1: In response to the skill releasing object moving out of the skill releasing range of the target skill, controlling the target skill object to track to the position of the skill releasing object in the game scene to release the target skill.

[0145] In the disclosed embodiment, once the skill release object and the skill release order are determined through the selection operation on the object identifier in the object selection area, the target skill will be released on the skill release object.

[0146] In an optional embodiment, in the process of releasing the target skill for each of the skill-releasing objects in turn, even if the skill-releasing object has moved out of the skill-releasing range of the target skill, after controlling the target virtual object to release the target skill object, the target skill object will still track the current position of the skill-releasing object to complete the release of the target skill. This can improve the matching of the skill-releasing results with the player's expectations, further improve the human-computer interaction efficiency and the player's gaming experience.

[0147] Furthermore, after determining that the target virtual object releases the target skill, the number of times the target skill is released will be deducted according to the release status of the target skill.

[0148] Specifically, after the step of "responding to the skill release operation, controlling the target virtual object to release the target skill for each of the skill release objects in sequence according to the skill release sequence", the skill release method further includes:

[0149] m1: Based on the number of objects released by the target skill to the target of the skill release, deduct the number of times the target skill is released.

[0150] In an optional embodiment, the deduction of the number of releases of the target skill is determined based on the actual release of the target skill. For example, if the player selects three skill release objects, but during the target skill release process, the health value of one of the skill release objects is less than 0 and the skill is no longer released on it, then at this time, there are actually two skill release objects for the target skill release, and the number of releases that need to be deducted from the target skill is two.

[0151] In an optional implementation, the remaining number of releases corresponding to the target skill may be displayed at a preset position of the skill control, and the numerical display of the remaining number of releases may be updated after the target skill is released.

[0152] The skill release process in the embodiment of the present disclosure will be described below through a specific example:

[0153] See also Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 2 As shown, the graphical user interface 200 includes a target virtual object 210 and a first virtual object 220 and a third virtual object 240 located within the field of view of the target virtual object 210. At the same time, a second virtual object (not shown in the figure) is not located within the field of view of the target virtual object 210. At this time, a virtual object identifier 230 corresponding to the second virtual object will be displayed.

[0154] See also Figure 3 , Figure 3 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 3 As shown, after receiving the trigger operation for the skill control 250, an object selection area 260 is displayed in the graphical user interface 200, and a first object identifier 261 corresponding to the target virtual object, a second object identifier 262 corresponding to the first virtual object, a third object identifier 263 corresponding to the second virtual object, and a fourth object identifier 264 corresponding to the third virtual object are displayed in the object selection area 260; and from the sizes of the various object identifiers, it can be seen that the distance between the first virtual object and the target virtual object is smaller than that between the third virtual object and the target virtual object; the distance between the third virtual object and the target virtual object is smaller than that between the second virtual object and the target virtual object; at the same time, the life value of the second virtual object is smaller than that of the third virtual object; and the life value of the third virtual object is smaller than that of the first virtual object.

[0155] See also Figure 4 , Figure 4 The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 4As shown, according to the player's sliding operation on each object identifier on the object selection area 260, a sliding track 265 corresponding to the sliding operation is displayed in the object selection area 260; at the same time, according to the player's sliding operation, the sliding track passes through the third object identifier, the second object identifier, and the third object identifier in sequence, and it is determined that the selected skill release objects are the first virtual object, the second virtual object, and the third virtual object, and the skill release order is the second virtual object, the first virtual object, and the third virtual object. At the same time, the virtual object identifier corresponding to the second virtual object, the first virtual object, and the third virtual object are selected in the graphical user interface; the virtual object identifier 230 corresponding to the second virtual object, the first virtual object 220, and the third virtual object 240 are sequentially displayed in the graphical user interface 200, and the direction of the skill release track 270 is that the virtual object identifier 230 corresponding to the second virtual object points to the first virtual object 220, and the first virtual object 220 points to the third virtual object 240.

[0156] See also Figure 5 , Figure 5 The fourth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 5 As shown, after receiving the trigger operation of the skill release control 280, the target virtual object is controlled to release the target skill object 290, and the target skill object 290 moves along the skill release trajectory, first moving to the second virtual object to release the target skill, and after releasing the target skill for the second virtual object, moving toward the first virtual object 220; the skill release count 251 is displayed at the preset position of the skill control 250, and when the target skill is not released, the value displayed on the skill release count 251 is 3; and when the target skill is released at the second virtual object and has not moved to the first virtual object 220 to release the target skill, the value displayed on the skill release count 251 is updated to 2.

[0157] The skill release method provided by the embodiment of the present disclosure displays an object selection area in a graphical user interface in response to a skill object selection operation; in response to a selection operation for at least one virtual object to be selected in the object selection area, determines a skill release order for at least one skill release object according to the operation order of the selection operation; in response to the skill release operation, controls the target virtual object to release the target skill for each skill release object in turn according to the skill release order. In this way, at least one skill release object and a skill release order are pre-selected from the object selection area through the skill selection operation, and the target skill can be released directly to the selected skill release object according to the skill release order later, which can reduce the skill release steps and reduce the deviation in selecting the skill release object when releasing the skill, which helps to improve the skill release efficiency and skill release accuracy.

[0158] Based on the same inventive concept, a skill releasing device corresponding to the skill releasing method is also provided in the embodiment of the present disclosure. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the above-mentioned skill releasing method in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0159] See also Figure 6 , Figure 6 This is a schematic diagram of the structure of a skill release device provided by an embodiment of the present disclosure. Figure 6 As shown in , the skill releasing device 600 includes:

[0160] The area display module 610 is used to display an object selection area in the graphical user interface in response to a skill object selection operation; the object selection area includes at least one virtual object to be selected;

[0161] A skill release order determination module 620, configured to respond to a selection operation on at least one virtual object to be selected in the object selection area, and determine a skill release order for at least one skill release object according to an operation order of the selection operation;

[0162] The skill releasing module 630 is used to respond to the skill releasing operation and control the target virtual object to release the target skill for each skill releasing object in turn according to the skill releasing sequence.

[0163] In an optional implementation, the virtual object to be selected is a virtual object located within the skill release range of the target skill.

[0164] In an optional implementation, the skill releasing device 600 further includes an object identification display module (not shown in the figure), and the object identification display module is used to:

[0165] Controlling display of the object identifier corresponding to the target virtual object in the object selection area, and determining the display position of the object identifier corresponding to the virtual object to be selected in the object selection area according to the position of the virtual object to be selected in the game scene; and

[0166] Determine display parameters of the object identifier corresponding to the virtual object to be selected according to the distance between the virtual object to be selected and the target virtual object, and / or the life value of the virtual object to be selected, wherein the display parameters include at least one of the following: identifier size, identifier color, transparency, and fill level.

[0167] In an optional implementation, the selection operation for at least one virtual object to be selected in the object selection area is a sliding operation, and the skill release order determination module 620 is used to respond to the selection operation for at least one virtual object to be selected in the object selection area, and determine the skill release order for at least one skill release object according to the operation order of the selection operation, the skill release order determination module 620 is used to:

[0168] In response to the sliding operation, a skill release order for at least one skill release object is determined based on an order of object identifiers corresponding to at least one to-be-selected virtual object that a sliding track of the sliding operation passes through.

[0169] In an optional implementation, when the skill release sequence determination module 620 is used to respond to a selection operation on at least one virtual object to be selected in the object selection area and determine a skill release sequence for at least one skill release object according to an operation sequence of the selection operation, the skill release sequence determination module 620 is used to:

[0170] In response to a selection operation on an object identifier corresponding to at least one virtual object to be selected in the object selection area, determining a skill release order of at least one skill release object according to an operation order of the selection operation and a current remaining number of releases of the target skill;

[0171] The number of skill release objects is less than or equal to the current remaining release times of the target skill.

[0172] In an optional implementation, the skill releasing device 600 further includes a sliding track display module (not shown in the figure), and the sliding track display module is used to:

[0173] The sliding track is displayed in the object selection area.

[0174] In an optional implementation, the skill releasing device 600 further includes a release trajectory display module (not shown in the figure), and the release trajectory display module is used to:

[0175] In the graphical user interface, a skill release trajectory corresponding to the skill release sequence is displayed according to the position of each skill release object in the game scene.

[0176] In an optional implementation, the skill releasing device 600 further includes a virtual object display module (not shown in the figure), and the virtual object display module is used to:

[0177] In response to the position of the skill releasing object being within the field of view of the target virtual object, displaying an object model corresponding to the skill releasing object in the graphical user interface according to the position of the skill releasing object;

[0178] In response to the position of the skill releasing object not being within the field of view of the target virtual object, a virtual object identifier corresponding to the skill releasing object is displayed in the graphical user interface according to the position of the skill releasing object.

[0179] In an optional implementation, when the release trajectory display module is used to display the skill release trajectory corresponding to the skill release sequence according to the position of each skill release object in the game scene in the graphical user interface, the release trajectory display module is used to:

[0180] According to the skill release sequence and the object models or virtual object identifiers of the respective skill release objects, the skill release trajectory corresponding to the skill release sequence is displayed.

[0181] In an optional implementation, when the skill releasing module 630 is used to respond to a skill releasing operation and control the target virtual object to release the target skill for each skill releasing object in sequence according to the skill releasing order, the skill releasing module 630 is used to:

[0182] In response to a skill release operation, controlling the target virtual object to release a target skill object;

[0183] The target skill object is controlled to move to the positions of the skill releasing objects in turn according to the skill releasing sequence, and the target interactive behavior is performed with the skill releasing objects.

[0184] In an optional implementation, the skill release device 600 further includes a skill release control module (not shown in the figure), and the skill release control module is used to:

[0185] In the process of the target skill object moving to the position of the target skill releasing object, in response to the health value of the target skill releasing object being less than a preset health value threshold, the target skill object is controlled to move to the position of a skill releasing object whose skill release order is after the target skill releasing object, and the target interaction behavior is performed with the skill releasing object; or

[0186] In the process of the target skill object moving to the position of the target skill releasing object, in response to the health value of the target skill releasing object being less than a preset health value threshold, the release of the target skill is ended.

[0187] In an optional implementation, the skill releasing device 600 further includes an object tracking module (not shown in the figure), and the object tracking module is used to:

[0188] In response to the skill releasing object moving out of the skill releasing range of the target skill, the target skill object is controlled to track to the position of the skill releasing object in the game scene to release the target skill.

[0189] In an optional implementation, the skill releasing device 600 further includes a release times deduction module (not shown in the figure), and the release times deduction module is used to:

[0190] Based on the number of objects released by the target skill for the skill release object, the number of releases of the target skill is deducted.

[0191] In an optional implementation, a skill control is displayed in the graphical user interface; when the area display module 610 is used to display an object selection area in the graphical user interface in response to a skill object selection operation, the area display module 610 is used to:

[0192] In response to a trigger operation for the skill control, an object selection area is displayed in the graphical user interface.

[0193] In an optional implementation, a skill release control is displayed in the graphical user interface; when the skill release module 630 is used to respond to a skill release operation and control the target virtual object to release the target skill for each skill release object in sequence according to the skill release order, the skill release module 630 is used to:

[0194] In response to a trigger operation on the skill release control, the target virtual object is controlled to release the target skill for each of the skill release objects in turn according to the skill release order.

[0195] The skill release device provided by the embodiment of the present disclosure displays an object selection area in a graphical user interface in response to a skill object selection operation; in response to a selection operation for at least one virtual object to be selected in the object selection area, determines a skill release order for at least one skill release object according to the operation order of the selection operation; in response to the skill release operation, controls the target virtual object to release the target skill for each skill release object in turn according to the skill release order. In this way, at least one skill release object and a skill release order are pre-selected from the object selection area through the skill selection operation, and the target skill can be released directly to the selected skill release object according to the skill release order later, which can reduce the skill release steps and reduce the deviation in selecting the skill release object when releasing the skill, which helps to improve the skill release efficiency and skill release accuracy.

[0196] See also Figure 7 , Figure 7 This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Figure 7 As shown in , the electronic device 700 includes a processor 710 , a memory 720 and a bus 730 .

[0197] The memory 720 stores machine-readable instructions executable by the processor 710. When the electronic device 700 is running, the processor 710 communicates with the memory 720 via the bus 730, so that the processor 710 executes the following instructions when running:

[0198] In response to a skill object selection operation, an object selection area is displayed in the graphical user interface; the object selection area includes at least one virtual object to be selected;

[0199] In response to a selection operation on at least one virtual object to be selected in the object selection area, determining a skill release order for at least one skill release object according to an operation order of the selection operation;

[0200] In response to a skill release operation, the target virtual object is controlled to release the target skill for each of the skill release objects in sequence according to the skill release order.

[0201] In an optional implementation, the virtual object to be selected is a virtual object located within the skill release range of the target skill.

[0202] In an optional implementation manner, the instructions executed by the processor 710 further include:

[0203] Controlling display of the object identifier corresponding to the target virtual object in the object selection area, and determining the display position of the object identifier corresponding to the virtual object to be selected in the object selection area according to the position of the virtual object to be selected in the game scene; and

[0204] Determine display parameters of the object identifier corresponding to the virtual object to be selected according to the distance between the virtual object to be selected and the target virtual object, and / or the life value of the virtual object to be selected, wherein the display parameters include at least one of the following: identifier size, identifier color, transparency, and fill level.

[0205] In an optional implementation manner, in the instructions executed by the processor 710, the selection operation for at least one virtual object to be selected in the object selection area is a sliding operation, and the response to the selection operation for at least one virtual object to be selected in the object selection area, determining a skill release order for at least one skill release object according to an operation order of the selection operation, includes:

[0206] In response to the sliding operation, a skill release order for at least one skill release object is determined based on an order of object identifiers corresponding to at least one to-be-selected virtual object that a sliding track of the sliding operation passes through.

[0207] In an optional implementation manner, in the instructions executed by the processor 710, the response to the selection operation of at least one virtual object to be selected in the object selection area, and determining the skill release order for at least one skill release object according to the operation order of the selection operation, includes:

[0208] In response to a selection operation on an object identifier corresponding to at least one virtual object to be selected in the object selection area, determining a skill release order of at least one skill release object according to an operation order of the selection operation and a current remaining number of releases of the target skill;

[0209] The number of skill release objects is less than or equal to the current remaining release times of the target skill.

[0210] In an optional implementation manner, the instructions executed by the processor 710 further include:

[0211] The sliding track is displayed in the object selection area.

[0212] In an optional implementation manner, the instructions executed by the processor 710 further include:

[0213] In the graphical user interface, a skill release trajectory corresponding to the skill release sequence is displayed according to the position of each skill release object in the game scene.

[0214] In an optional implementation manner, the instructions executed by the processor 710 further include:

[0215] In response to the position of the skill releasing object being within the field of view of the target virtual object, displaying an object model corresponding to the skill releasing object in the graphical user interface according to the position of the skill releasing object;

[0216] In response to the position of the skill releasing object not being within the field of view of the target virtual object, displaying a virtual object identifier corresponding to the skill releasing object in the graphical user interface according to the position of the skill releasing object;

[0217] The displaying of the skill release track corresponding to the skill release sequence in the graphical user interface according to the position of each skill release object in the game scene includes:

[0218] According to the skill release sequence and the object models or virtual object identifiers of the respective skill release objects, the skill release trajectory corresponding to the skill release sequence is displayed.

[0219] In an optional implementation manner, in the instructions executed by the processor 710, in response to the skill release operation, controlling the target virtual object to release the target skill for each of the skill release objects in sequence according to the skill release order includes:

[0220] In response to a skill release operation, controlling the target virtual object to release a target skill object;

[0221] The target skill object is controlled to move to the positions of the skill releasing objects in turn according to the skill releasing sequence, and the target interactive behavior is performed with the skill releasing objects.

[0222] In an optional implementation manner, the instructions executed by the processor 710 further include:

[0223] In the process of the target skill object moving to the position of the target skill releasing object, in response to the health value of the target skill releasing object being less than a preset health value threshold, the target skill object is controlled to move to the position of a skill releasing object whose skill release order is after the target skill releasing object, and the target interaction behavior is performed with the skill releasing object; or

[0224] In the process of the target skill object moving to the position of the target skill releasing object, in response to the health value of the target skill releasing object being less than a preset health value threshold, the release of the target skill is ended.

[0225] In an optional implementation manner, the instructions executed by the processor 710 further include:

[0226] In response to the skill releasing object moving out of the skill releasing range of the target skill, the target skill object is controlled to track to the position of the skill releasing object in the game scene to release the target skill.

[0227] In an optional implementation manner, the instructions executed by the processor 710 further include:

[0228] Based on the number of objects released by the target skill for the skill release object, the number of releases of the target skill is deducted.

[0229] In an optional implementation, a skill control is displayed in the graphical user interface; in the instructions executed by the processor 710, in response to the skill object selection operation, an object selection area is displayed in the graphical user interface, including:

[0230] In response to a trigger operation for the skill control, an object selection area is displayed in the graphical user interface.

[0231] In an optional implementation manner, a skill release control is displayed in the graphical user interface; in the instructions executed by the processor 710, in response to the skill release operation, controlling the target virtual object to release the target skill for each of the skill release objects in sequence according to the skill release order includes:

[0232] In response to a trigger operation on the skill release control, the target virtual object is controlled to release the target skill for each of the skill release objects in turn according to the skill release order.

[0233] Through the above method, at least one skill release object and skill release order are pre-selected from the object selection area through the skill selection operation, and the target skill can be released directly to the selected skill release object according to the skill release order. This can reduce the skill release steps and reduce the deviation in selecting the skill release object when releasing the skill, which helps to improve the skill release efficiency and skill release accuracy. Furthermore, for virtual objects that are within the skill release range of the target skill but not within the field of view of the target virtual object, the object selection area will still display the object identifier corresponding to the corresponding virtual object so that the player can select it, avoiding the omission of the virtual object within the skill release range, which helps to improve the accuracy of skill release object selection; further, according to the object information of each virtual object to be selected, the display position and display form of each object identifier in the object selection area are determined, and the player can intuitively understand the specific object information of each virtual object to be selected, so as to more accurately determine the selection and skill release order for the virtual object to be selected; further In order to enable players to observe the skill release trajectory more intuitively in the graphical user interface, and when displaying the skill release trajectory, a pointing arrow can also be displayed in the skill release trajectory to more accurately prompt the player of the release order of the current target skill among various skill release objects, thereby further improving the efficiency of human-computer interaction; further, even if the skill release object has moved out of the skill release range of the target skill, after controlling the target virtual object to release the target skill object, the target skill object will still track the current position of the skill release object to complete the release of the target skill, thereby improving the matching of the skill release result with the player's expectations, thereby further improving the efficiency of human-computer interaction and the player's gaming experience.

[0234] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is executed by a processor, the following instructions are executed:

[0235] In response to a skill object selection operation, an object selection area is displayed in the graphical user interface; the object selection area includes at least one virtual object to be selected;

[0236] In response to a selection operation on at least one virtual object to be selected in the object selection area, determining a skill release order for at least one skill release object according to an operation order of the selection operation;

[0237] In response to a skill release operation, the target virtual object is controlled to release the target skill for each of the skill release objects in sequence according to the skill release order.

[0238] In an optional implementation, the virtual object to be selected is a virtual object located within the skill release range of the target skill.

[0239] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0240] Controlling display of the object identifier corresponding to the target virtual object in the object selection area, and determining the display position of the object identifier corresponding to the virtual object to be selected in the object selection area according to the position of the virtual object to be selected in the game scene; and

[0241] Determine display parameters of the object identifier corresponding to the virtual object to be selected according to the distance between the virtual object to be selected and the target virtual object, and / or the life value of the virtual object to be selected, wherein the display parameters include at least one of the following: identifier size, identifier color, transparency, and fill level.

[0242] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, the selection operation for at least one virtual object to be selected in the object selection area is a sliding operation, and the response to the selection operation for at least one virtual object to be selected in the object selection area, determining the skill release order for at least one skill release object according to the operation order of the selection operation, includes:

[0243] In response to the sliding operation, a skill release order for at least one skill release object is determined based on an order of object identifiers corresponding to at least one to-be-selected virtual object that a sliding track of the sliding operation passes through.

[0244] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, the step of responding to a selection operation of at least one virtual object to be selected in the object selection area and determining a skill release order for at least one skill release object according to an operation order of the selection operation comprises:

[0245] In response to a selection operation on an object identifier corresponding to at least one virtual object to be selected in the object selection area, determining a skill release order of at least one skill release object according to an operation order of the selection operation and a current remaining number of releases of the target skill;

[0246] The number of skill release objects is less than or equal to the current remaining release times of the target skill.

[0247] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0248] The sliding track is displayed in the object selection area.

[0249] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0250] In the graphical user interface, a skill release trajectory corresponding to the skill release sequence is displayed according to the position of each skill release object in the game scene.

[0251] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0252] In response to the position of the skill releasing object being within the field of view of the target virtual object, displaying an object model corresponding to the skill releasing object in the graphical user interface according to the position of the skill releasing object;

[0253] In response to the position of the skill releasing object not being within the field of view of the target virtual object, displaying a virtual object identifier corresponding to the skill releasing object in the graphical user interface according to the position of the skill releasing object;

[0254] The displaying of the skill release track corresponding to the skill release sequence in the graphical user interface according to the position of each skill release object in the game scene includes:

[0255] According to the skill release sequence and the object models or virtual object identifiers of the respective skill release objects, the skill release trajectory corresponding to the skill release sequence is displayed.

[0256] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, in response to the skill release operation, controlling the target virtual object to release the target skill for each of the skill release objects in sequence according to the skill release order includes:

[0257] In response to a skill release operation, controlling the target virtual object to release a target skill object;

[0258] The target skill object is controlled to move to the positions of the skill releasing objects in turn according to the skill releasing sequence, and the target interactive behavior is performed with the skill releasing objects.

[0259] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0260] In the process of the target skill object moving to the position of the target skill releasing object, in response to the health value of the target skill releasing object being less than a preset health value threshold, the target skill object is controlled to move to the position of a skill releasing object whose skill release order is after the target skill releasing object, and the target interaction behavior is performed with the skill releasing object; or

[0261] In the process of the target skill object moving to the position of the target skill releasing object, in response to the health value of the target skill releasing object being less than a preset health value threshold, the release of the target skill is ended.

[0262] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0263] In response to the skill releasing object moving out of the skill releasing range of the target skill, the target skill object is controlled to track to the position of the skill releasing object in the game scene to release the target skill.

[0264] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0265] Based on the number of objects released by the target skill for the skill release object, the number of releases of the target skill is deducted.

[0266] In an optional implementation, a skill control is displayed in the graphical user interface; and in the instructions executed by the computer-readable storage medium, in response to a skill object selection operation, an object selection area is displayed in the graphical user interface, including:

[0267] In response to a trigger operation for the skill control, an object selection area is displayed in the graphical user interface.

[0268] In an optional implementation, a skill release control is displayed in the graphical user interface; in the instructions executed by the computer-readable storage medium, in response to the skill release operation, controlling the target virtual object to release the target skill for each of the skill release objects in sequence according to the skill release order includes:

[0269] In response to a trigger operation on the skill release control, the target virtual object is controlled to release the target skill for each of the skill release objects in turn according to the skill release order.

[0270] Through the above method, at least one skill release object and skill release order are pre-selected from the object selection area through the skill selection operation, and the target skill can be released directly to the selected skill release object according to the skill release order. This can reduce the skill release steps and reduce the deviation in selecting the skill release object when releasing the skill, which helps to improve the skill release efficiency and skill release accuracy. Furthermore, for virtual objects that are within the skill release range of the target skill but not within the field of view of the target virtual object, the object selection area will still display the object identifier corresponding to the corresponding virtual object so that the player can select it, avoiding the omission of the virtual object within the skill release range, which helps to improve the accuracy of skill release object selection; further, according to the object information of each virtual object to be selected, the display position and display form of each object identifier in the object selection area are determined, and the player can intuitively understand the specific object information of each virtual object to be selected, so as to more accurately determine the selection and skill release order for the virtual object to be selected; further In order to enable players to observe the skill release trajectory more intuitively in the graphical user interface, and when displaying the skill release trajectory, a pointing arrow can also be displayed in the skill release trajectory to more accurately prompt the player of the release order of the current target skill among various skill release objects, thereby further improving the efficiency of human-computer interaction; further, even if the skill release object has moved out of the skill release range of the target skill, after controlling the target virtual object to release the target skill object, the target skill object will still track the current position of the skill release object to complete the release of the target skill, thereby improving the matching of the skill release result with the player's expectations, thereby further improving the efficiency of human-computer interaction and the player's gaming experience.

[0271] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0272] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only 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, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0273] 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.

[0274] In addition, each functional unit in each embodiment of the present disclosure 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.

[0275] If the functions are implemented in the form of software functional units and sold or used as independent products, they 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 disclosure, 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, which is stored in a storage medium and includes several instructions for 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 disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0276] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.

Claims

1. A skill release method, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene and a target virtual object located in the game scene; The skill release method includes: In response to a skill object selection operation, an object selection area is displayed in the graphical user interface; the object selection area includes at least one virtual object to be selected; In response to a selection operation on at least one virtual object to be selected in the object selection area, determining a skill release order for at least one skill release object according to an operation order of the selection operation; In response to a skill release operation, the target virtual object is controlled to release the target skill for each of the skill release objects in sequence according to the skill release order.

2. The skill release method according to claim 1, characterized in that: The virtual object to be selected is a virtual object located within the skill release range of the target skill.

3. The skill release method according to claim 1, characterized in that: The skill release method further includes at least one of the following: Controlling display of the object identifier corresponding to the target virtual object in the object selection area, and determining the display position of the object identifier corresponding to the virtual object to be selected in the object selection area according to the position of the virtual object to be selected in the game scene; and Determine display parameters of the object identifier corresponding to the virtual object to be selected according to the distance between the virtual object to be selected and the target virtual object, and / or the life value of the virtual object to be selected, wherein the display parameters include at least one of the following: identifier size, identifier color, transparency, and fill level.

4. The skill release method according to claim 1, characterized in that: The selection operation for at least one virtual object to be selected in the object selection area is a sliding operation, and the response to the selection operation for at least one virtual object to be selected in the object selection area, according to the operation order of the selection operation, determines the skill release order for at least one skill release object, including: In response to the sliding operation, a skill release order for at least one skill release object is determined based on an order of object identifiers corresponding to at least one to-be-selected virtual object that a sliding track of the sliding operation passes through.

5. The skill release method according to claim 1, characterized in that: In response to a selection operation of at least one virtual object to be selected in the object selection area, determining a skill release order for at least one skill release object according to an operation order of the selection operation, comprises: In response to a selection operation on an object identifier corresponding to at least one virtual object to be selected in the object selection area, determining a skill release order of at least one skill release object according to an operation order of the selection operation and a current remaining number of releases of the target skill; The number of skill release objects is less than or equal to the current remaining release times of the target skill.

6. The skill release method according to claim 4, characterized in that: The skill release method further includes: The sliding track is displayed in the object selection area.

7. The skill release method according to claim 1, characterized in that: After determining, in response to a selection operation for at least one virtual object to be selected in the object selection area, a skill release order for at least one skill release object according to an operation order of the selection operation, the skill release method further includes: In the graphical user interface, a skill release trajectory corresponding to the skill release sequence is displayed according to the position of each skill release object in the game scene.

8. The skill release method according to claim 7, characterized in that: The skill release method further includes: In response to the position of the skill releasing object being within the field of view of the target virtual object, displaying an object model corresponding to the skill releasing object in the graphical user interface according to the position of the skill releasing object; In response to the position of the skill releasing object not being within the field of view of the target virtual object, displaying a virtual object identifier corresponding to the skill releasing object in the graphical user interface according to the position of the skill releasing object; The displaying of the skill release track corresponding to the skill release sequence in the graphical user interface according to the position of each skill release object in the game scene includes: According to the skill release sequence and the object models or virtual object identifiers of the respective skill release objects, the skill release trajectory corresponding to the skill release sequence is displayed.

9. The skill release method according to claim 1, characterized in that: In response to the skill release operation, controlling the target virtual object to release the target skill for each skill release object in sequence according to the skill release order includes: In response to a skill release operation, controlling the target virtual object to release a target skill object; The target skill object is controlled to move to the positions of the skill releasing objects in turn according to the skill releasing sequence, and the target interactive behavior is performed with the skill releasing objects.

10. The skill release method according to claim 9, characterized in that: The skill release method further includes: In the process of the target skill object moving to the position of the target skill releasing object, in response to the health value of the target skill releasing object being less than a preset health value threshold, the target skill object is controlled to move to the position of a skill releasing object whose skill release order is after the target skill releasing object, and the target interaction behavior is performed with the skill releasing object; or In the process of the target skill object moving to the position of the target skill releasing object, in response to the health value of the target skill releasing object being less than a preset health value threshold, the release of the target skill is ended.

11. The skill releasing method according to claim 9, characterized in that: The skill release method further includes: In response to the skill releasing object moving out of the skill releasing range of the target skill, the target skill object is controlled to track to the position of the skill releasing object in the game scene to release the target skill.

12. The skill release method according to claim 1, characterized in that: After, in response to the skill release operation, controlling the target virtual object to release the target skill for each of the skill release objects in sequence according to the skill release order, the skill release method further includes: Based on the number of objects released by the target skill for the skill release object, the number of releases of the target skill is deducted.

13. The skill releasing method according to claim 1, characterized in that: A skill control is displayed in the graphical user interface; In response to the skill object selection operation, displaying an object selection area in the graphical user interface includes: In response to a trigger operation for the skill control, an object selection area is displayed in the graphical user interface.

14. The skill releasing method according to claim 1, characterized in that: The graphical user interface displays a skill release control; in response to the skill release operation, controlling the target virtual object to release the target skill for each skill release object in sequence according to the skill release sequence, comprises: In response to a trigger operation on the skill release control, the target virtual object is controlled to release the target skill for each of the skill release objects in turn according to the skill release order.

15. A skill release device, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene and a target virtual object located in the game scene; The skill releasing device comprises: An area display module, for displaying an object selection area in the graphical user interface in response to a skill object selection operation; the object selection area includes at least one virtual object to be selected; a skill release sequence determination module, configured to respond to a selection operation on at least one virtual object to be selected in the object selection area, and determine a skill release sequence for at least one skill release object according to an operation sequence of the selection operation; The skill release module is used to respond to the skill release operation and control the target virtual object to release the target skill for each skill release object in turn according to the skill release order.

16. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the skill release method as described in any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the skill releasing method according to any one of claims 1 to 14.

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