Object locking method and device, equipment, storage medium and program product

By introducing a fine-grained locking state division mechanism, using passive locking events and active locking operations, different locking identification and skill release processing mechanisms are configured, which solves the problem of erroneous operation caused by the single locking state in the prior art, and improves the accuracy of game operations.

CN120324901APending Publication Date: 2025-07-18SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202510710285.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-28
Publication Date
2025-07-18

AI Technical Summary

Technical Problem

In the prior art, the locking state of virtual objects is only divided into two types: locked and unlocked, which cannot meet the players' detailed operation needs, resulting in frequent errors and affecting the accuracy of game operations.

Method used

A fine-grained locking state division mechanism is introduced. Through passive locking events and active locking operations, the first and second locking identifiers are configured respectively. The main control virtual objects adopt different skill release processing mechanisms to process virtual objects in different locking states.

Benefits of technology

It realizes a more detailed division of locked states, reduces misoperation and improves the accuracy of player game operations.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses an object locking method and device, equipment, a storage medium and a program product, and the method comprises the steps: responding to the triggering of a passive locking event related to a target virtual object, and configuring and displaying a first locking identifier for the target virtual object, the first locking identifier is used for indicating that the target virtual object is in a first locking state relative to the master control virtual object; and in response to an active locking operation triggered for the target virtual object, configuring and displaying a second locking identifier for the target virtual object, the second locking identifier being used for indicating that the target virtual object is in a second locking state relative to the master control virtual object, the target skill released by the master control virtual object adopts different skill release processing mechanisms for the target virtual object in the first locking state and the target virtual object in the second locking state. According to the method, a fine-grained locking state division mechanism can be provided, so that the possibility of misoperation can be reduced, and the accuracy of game operation of players is improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular, to an object locking method, apparatus, device, storage medium, and program product. Background Art

[0002] In combat games, the target locking function is used to lock a certain virtual object as the target of the skill when the main control virtual object (the virtual object controlled by the player) releases a skill, and it is a key mechanism to improve combat efficiency.

[0003] In the related art, only two states of locked and unlocked are distinguished for virtual objects. In many cases, this coarse-grained locking state division mechanism cannot meet the refined operation requirements of players, affecting the accuracy of players' game operations and prone to misoperations. Summary of the Invention

[0004] Embodiments of this application provide an object locking method, apparatus, device, storage medium, and program product, which can provide a fine-grained locking state division mechanism to meet the refined operation requirements of players, thereby reducing the possibility of misoperations and improving the accuracy of players' game operations.

[0005] In a first aspect of this application, an object locking method is provided. The method includes:

[0006] In response to the triggering of a passive locking event related to a target virtual object, a first locking identifier is configured and displayed for the target virtual object, and the first locking identifier is used to indicate that the target virtual object is in a first locking state relative to the main control virtual object;

[0007] In response to an active locking operation triggered for the target virtual object, a second locking identifier is configured and displayed for the target virtual object, and the second locking identifier is used to indicate that the target virtual object is in a second locking state relative to the main control virtual object. The target skill released by the main control virtual object adopts different skill release processing mechanisms for the target virtual object in the first locking state and the target virtual object in the second locking state.

[0008] In a second aspect of this application, an object locking apparatus is provided. The apparatus includes:

[0009] A first display module, configured to, in response to the triggering of a passive locking event related to a target virtual object, configure and display a first locking identifier for the target virtual object, and the first locking identifier is used to indicate that the target virtual object is in a first locking state relative to the main control virtual object;

[0010] A second display module, configured to, in response to an active locking operation triggered for the target virtual object, configure a second locking identifier for the target virtual object, where the second locking identifier is used to indicate that the target virtual object is in a second locking state relative to the master virtual object, and different skill release processing mechanisms are adopted for the target virtual object in the first locking state and the target virtual object in the second locking state for the target skill released by the master virtual object.

[0011] A third aspect of this application provides a computer device, where the device includes a processor and a memory:

[0012] The memory is used to store a computer program;

[0013] The processor is configured to execute the steps of the object locking method as described in the first aspect above according to the computer program.

[0014] A fourth aspect of this application provides a computer-readable storage medium, where the computer-readable storage medium is used to store a computer program, and the computer program is used to execute the steps of the object locking method as described in the first aspect above.

[0015] A fifth aspect of this application provides a computer program product or a computer program, where the computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the steps of the object locking method as described in the first aspect above.

[0016] It can be seen from the above technical solutions that the embodiments of this application have the following advantages:

[0017] The embodiment of the present application provides an object locking method, which proposes a fine-grained locking state division mechanism. In this method, in response to the triggering of a passive locking event related to a target virtual object, a first locking identifier is configured and displayed for the target virtual object, and the first locking identifier is used to indicate that the target virtual object is in a first locking state relative to the master virtual object. That is, when a passive locking event related to the target virtual object is triggered, the target virtual object can be determined as a virtual object in the first locking state relative to the active virtual object. Furthermore, a first locking identifier is configured and displayed for the target virtual object to mark that the target virtual object enters the first locking state. In response to an active locking operation triggered for the target virtual object, a second locking identifier is configured and displayed for the target virtual object, and the second locking identifier is used to indicate that the target virtual object is in a second locking state relative to the master virtual object. That is, when a player triggers an active locking operation for the target virtual object, the target virtual object can be determined as a virtual object in the second locking state relative to the master virtual object. Furthermore, a second locking identifier is configured and displayed for the target virtual object to mark that the target virtual object enters the second locking state. The difference between the first locking state and the second locking state is that when the master virtual object releases the target skill, different skill release processing mechanisms will be adopted for the target virtual object in the first locking state and the target virtual object in the second locking state. For example, no targeted skill release is performed on the target virtual object in the first locking state, while targeted skill release is performed on the target virtual object in the second locking state.

[0018] Thus, by responding to the triggering of a passive locking event or an active locking operation triggered by a player, the target virtual object can enter different locking states, and the virtual object is no longer limited to being in an unlocked state or a locked state, realizing a more detailed division of the locking state. Moreover, different skill release processing mechanisms can be adopted for the target virtual object in different locking states to meet the refined operation requirements of players, thereby reducing the possibility of misoperation and improving the accuracy of players' game operations. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0020] Figure 1a Schematic diagram of the object locking method provided by the related art;

[0021] Figure 1bSchematic diagram of locking a virtual object provided for the related art;

[0022] Figure 2 Architecture diagram of the computer system provided for the embodiments of the present application;

[0023] Figure 3 Schematic diagram of the application scenario of the object locking method provided for the embodiments of the present application;

[0024] Figure 4 Flow schematic diagram of the object locking method provided for the embodiments of the present application;

[0025] Figure 5 Schematic diagram of displaying the first locking identifier provided for the embodiments of the present application;

[0026] Figure 6 Schematic diagram of displaying the second locking identifier provided for the embodiments of the present application;

[0027] Figure 7 Schematic diagram of configuring the display of the second locking identifier for a target virtual object provided for the embodiments of the present application;

[0028] Figure 8 Another schematic diagram of configuring the display of the second locking identifier for a target virtual object provided for the embodiments of the present application;

[0029] Figure 9 Yet another schematic diagram of configuring the display of the second locking identifier for a target virtual object provided for the embodiments of the present application;

[0030] Figure 10 Schematic diagram of a region priority provided for the embodiments of the present application;

[0031] Figure 11 Another schematic diagram of a region priority provided for the embodiments of the present application;

[0032] Figure 12 Yet another schematic diagram of a region priority provided for the embodiments of the present application;

[0033] Figure 13 Schematic diagram of the object locking method provided for the embodiments of the present application;

[0034] Figure 14 Structural schematic diagram of the object locking device provided for the embodiments of the present application;

[0035] Figure 15 Structural schematic diagram of the terminal device provided for the embodiments of the present application;

[0036] Figure 16 Structural schematic diagram of the server provided for the embodiments of the present application. Detailed implementation manners

[0037] To enable those skilled in the art to better understand the solution of this application, the technical solutions in the embodiments of this application will be clearly and completely described below in conjunction with the accompanying drawings in the embodiments of this application. Obviously, the described embodiments are only a part of the embodiments of this application, rather than all the embodiments. Based on the embodiments in this application, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of this application.

[0038] The terms "first", "second", "third", "fourth", etc. (if any) in the description and claims of this application and the above-mentioned accompanying drawings are used to distinguish similar objects, and do not necessarily need to be used to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of this application described here can be implemented in an order other than those illustrated or described here. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0039] It should be noted that before and during the process of collecting relevant data of users in this application, a prompt interface, a pop-up window or voice prompt information can be displayed. The prompt interface, pop-up window or voice prompt information is used to prompt the user that their relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the confirmation operation issued by the user for the prompt interface or the pop-up window. Otherwise (that is, when the confirmation operation issued by the user for the prompt interface or the pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are ended, that is, the relevant data of the user is not obtained. In other words, all user data collected in this application is collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.

[0040] Currently, in the related art, only the locked state and the unlocked state are distinguished for virtual objects during the game process. As Figure 1a shown, Figure 1aSchematic diagram of an object locking method provided for related technologies. A virtual object can be in an unlocked state or a locked state. When the virtual object is in the unlocked state, it can be switched to the locked state in any of the following ways: clicking on any selectable virtual object on the screen, clicking on the virtual object of a teammate in the team panel, using the target switching button to switch the virtual object, the skill automatically selecting the virtual object, starting a conversation, being forced to select due to being attacked by the virtual object, etc. Correspondingly, when the virtual object is in the locked state, it can be switched to the unlocked state in any of the following ways: clicking on the blank area of the screen, the virtual object in the locked state leaving the field of view distance range, the virtual object in the locked state dying, the virtual object in the locked state entering a certain characteristic state (such as the state of being unable to be selected, etc.).

[0041] When the virtual object is in the locked state, the active virtual object controlled by the player will preferentially select this virtual object as the target of the skill when releasing the skill. However, if the skill released by the main control virtual object cannot act on this virtual object (such as the virtual object being outside the range of the skill), it will automatically switch to lock other virtual objects. Refer to Figure 1b , Figure 1b Schematic diagram of locking a virtual object provided for related technologies. As Figure 1b shown, the virtual object in the locked state can be identified by the footlight and the headmark. If the skill currently released by the main control virtual object cannot act on the virtual object in the locked state, the required locked virtual object can be reselected according to the action situation of the skill.

[0042] However, although this target locking mechanism can meet the needs in most actual battles, it is difficult to meet the refined operation needs of players, and it is very easy to have misoperations that go against the player's will, affecting the accuracy of the player's game operations.

[0043] To solve the problems existing in the above related technologies, an embodiment of the present application provides an object locking method. In this method, when a passive locking event related to a target virtual object is triggered, the target virtual object can be determined as a virtual object in a first locking state relative to an active virtual object. Furthermore, a first locking identifier is configured to be displayed for the target virtual object to mark that the target virtual object enters the first locking state. When a player triggers an active locking operation on the target virtual object, the target virtual object can be determined as a virtual object in a second locking state relative to a master virtual object. Furthermore, a second locking identifier is configured to be displayed for the target virtual object to mark that the target virtual object enters the second locking state. The difference between the first locking state and the second locking state is that when the master virtual object releases a target skill, different skill release processing mechanisms are adopted for the target virtual object in the first locking state and the target virtual object in the second locking state. For example, no targeted skill release is performed on the target virtual object in the first locking state, while targeted skill release is performed on the target virtual object in the second locking state. Thus, by responding to the triggering of a passive locking event or an active locking operation triggered by a player, the target virtual object can enter different locking states, and the virtual object is no longer limited to being in an unlocked state or a locked state, realizing a more detailed division of the locking state. Moreover, different skill release processing mechanisms can be adopted for the target virtual object in different locking states to meet the refined operation requirements of players, thereby reducing the possibility of misoperation and improving the accuracy of players' game operations.

[0044] To facilitate the understanding of the object locking method provided by the embodiment of the present application, the computer system for implementing this object locking method will be introduced exemplarily below.

[0045] See Figure 2 , Figure 2 is the architecture diagram of the computer system provided by the embodiment of the present application. Figure 2 The computer system 100 in is the system architecture for implementing the object locking method in the embodiment of the present application. The computer system 100 includes a terminal device 120 and a server 140.

[0046] A client of a game application is installed and run in the terminal device 120. For example, the game application can be a Massively Multiplayer Online Role-Playing Game (MMORPG). The client can be, for example, but not limited to, an application (App), a mini-program, etc. in the terminal device 120, or can also be in the form of a web page. The embodiment of the present application does not make any limitation on the form of the client in the terminal device 120.

[0047] The terminal device 120 can be a terminal device used by a user. The user can use the client in the terminal device 120 to implement object locking. Specifically, the client running in the terminal device 120 configures and displays a first locking identifier for the target virtual object in response to the triggering of a passive locking event related to the target virtual object. The first locking identifier is used to indicate that the target virtual object is in a first locking state relative to the master virtual object. Then, the client configures and displays a second locking identifier for the target virtual object in response to an active locking operation triggered for the target virtual object. The second locking identifier is used to indicate that the target virtual object is in a second locking state relative to the master virtual object. Different skill release processing mechanisms are adopted for the target virtual object in the first locking state and the target virtual object in the second locking state for the target skill released by the master virtual object.

[0048] The terminal device 120 can generally refer to one of multiple terminal devices. This embodiment only takes the terminal device 120 as an example for illustration. The device types of the terminal device 120 include but are not limited to at least one of smart phones, tablet computers, wearable devices, personal computers (PCs), laptop computers, and desktop computers. Those skilled in the art can know that the number of the above terminal devices 120 can be more or less. For example, the above terminal device 120 can be only one, or the above terminal device 120 can be multiple or a larger number. The embodiments of the present application do not limit the number and device types of the terminal device 120.

[0049] The terminal device 120 can be connected to the server 140 through a wireless network or a wired network.

[0050] The server 140 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud computing services, such as a cloud server, cloud database, cloud computing, cloud function, cloud storage, network service, cloud communication, middleware service, domain name service, security service, content delivery network (CDN), and a cloud server that provides basic cloud computing services such as big data and artificial intelligence platforms.

[0051] Exemplarily, the server 140 is used to provide background services for the client running on the terminal device 120. The server 140 includes a processor 144 and a memory 142. The memory 142 is used to store relevant computer programs, such as computer programs related to the required background services to be provided. The processor 144 is used to execute the computer programs stored in the memory 142 to provide corresponding background services for the client.

[0052] Optionally, the server 140 undertakes the main computing work and the terminal device 120 undertakes the secondary computing work; or, the server 140 undertakes the secondary computing work and the terminal device 120 undertakes the main computing work; or, the server 140 and the terminal device 120 adopt a distributed computing architecture for collaborative computing.

[0053] Reference may be made to Figure 3 , Figure 3 which is a schematic diagram of an application scenario of the object locking method provided by the embodiment of the present application. This method is executed by a computer device, which may be, for example, Figure 2 the terminal device 120 shown in the figure. The steps of the object locking method executed by the terminal device 120 are as follows:

[0054] In response to the triggering 301 of a passive locking event related to the target virtual object, the terminal device configures and displays a first locking identifier for the target virtual object 302. The passive locking event may be, for example, an event that the skill released by the master virtual object automatically hits the target virtual object. This first locking identifier is used to indicate that the target virtual object 302 is in a first locking state relative to the master virtual object. As shown in the upper interface diagram 303 in Figure 3 , this first locking identifier may be an aperture 304 at the bottom of the target virtual object 302 and a head marker 305, etc.

[0055] In response to the triggering 306 of an active locking operation for the target virtual object, the terminal device configures and displays a second locking identifier for the target virtual object 302. The active locking operation may be, for example, a selection operation triggered for the target virtual object displayed in the virtual scene screen. The second locking identifier is used to indicate that the target virtual object 302 is in a second locking state relative to the master virtual object. As shown in the lower interface diagram 307 in Figure 3 , this second locking identifier may be an aperture 304 at the bottom of the target virtual object 302, an aperture 308 around the target virtual object 302, and a head marker 305, etc. The target skill released by the master virtual object adopts different skill release processing mechanisms for the target virtual object in the first locking state and the target virtual object in the second locking state. For example, for the target virtual object in the first locking state, no targeted skill release is performed (that is, the object of skill release can be flexibly selected according to the skill released by the master virtual object), while for the target virtual object in the second locking state, targeted skill release is required.

[0056] The object locking method provided by the present application will be introduced in detail below through method embodiments.

[0057] See Figure 4 , Figure 4The flowchart of the object locking method provided by the embodiment of this application. This object locking method can be executed by a computer device. For the sake of convenience of description, hereinafter, the execution subject of this object locking method is Figure 2 illustrated by taking the terminal device 120 in the computer system shown as an example. As Figure 4 shown, this object locking method includes the following steps:

[0058] S401: In response to the triggering of a passive locking event related to a target virtual object, a first locking identifier is configured to be displayed for the target virtual object. The first locking identifier is used to indicate that the target virtual object is in a first locking state relative to the master virtual object.

[0059] The master virtual object refers to the virtual object controlled by the player during the game process. The master virtual object can be arbitrarily selected by the player from various virtual objects provided by the game application. In this regard, this application does not specifically limit the master virtual object.

[0060] The target virtual object can be any virtual object in the game scene. In the embodiment of this application, the target virtual object can be locked. For example, the target virtual object can be any one of non-player characters (NPCs) provided in the game application or virtual objects controlled by other players. In this regard, this application does not specifically limit the target virtual object.

[0061] The first locking identifier is used to indicate that the target virtual object is in a first locking state relative to the master virtual object, that is, the first locking identifier can represent that the target virtual object is in a first locking state. For example, the first locking identifier can include, but is not limited to, an aperture at the bottom of the target virtual object's feet, a mark on top of the target virtual object's head, etc. In this regard, this application does not specifically limit the manifestation form of the first locking identifier.

[0062] In addition, optionally, when configuring the display of the first locking identifier for the target virtual object, relevant information such as the object name, remaining health, and level of the target virtual object can also be displayed at the surrounding position of the target virtual object, thereby helping the player to focus on the relevant information of the target virtual object.

[0063] The first locked state refers to a locked state of the target virtual object during the game process, which can indicate the skill release processing mechanism adopted by the master virtual object when releasing the target skill. Among them, the target skill refers to the skill released by the player controlling the master virtual object, and the target skill can be any one of the game skills provided by the game application. For example, the target skill can include, but is not limited to, attribute gain skills (such as healing skills, etc.) or attribute loss skills (such as attack skills, etc.). In this regard, the present application does not specifically limit the target skill. The skill release processing mechanism adopted by the master virtual object when releasing the target skill is used to indicate the object targeted by the skill when the master virtual object releases the target skill.

[0064] It should be noted that when the master virtual object releases the target skill, it can only release the target skill normally under certain conditions. For example, the conditions that need to be met can be: the cooling time of the target skill meets the preset cooling time, and the master virtual object has the energy or level to activate the target skill, etc. In this regard, the present application does not specifically limit the conditions that need to be met when the master virtual object releases the target skill normally.

[0065] For example, the first locked state can be a weak locked state. When the target virtual object is in a weak locked state relative to the master virtual object, the skill release processing mechanism adopted by the master virtual object when releasing the target skill can be: when the master virtual object releases the target skill, it preferentially selects the target virtual object in the weak locked state as the acting object. If it is detected that the target virtual object is within the range of the target skill, the target skill will be applied to the target virtual object; if it is detected that the target virtual object is not within the range of the target skill, other virtual objects will be selected as the acting object of the target skill. Or, the skill release processing mechanism adopted by the master virtual object when releasing the target skill can also be: when the master virtual object releases the target skill, it does not specifically target the target virtual object in the weak locked state with the target skill, but directly determines whether to apply the target skill to the target virtual object in the weak locked state according to the action characteristics of the target skill. In this regard, the present application does not specifically limit the skill release processing mechanism adopted by the master virtual object when the target virtual object is in the first locked state and releases the target skill.

[0066] It should be understood that if when the master virtual object releases the target skill, the target skill acts on other virtual objects, the first locked identifier configured for the target virtual object can be cancelled, and at the same time, the first locked identifier is configured for the other virtual object that is acted on to indicate that the other virtual object is currently in a weak locked state relative to the master virtual object.

[0067] A passive lock event refers to an event related to a target virtual object triggered by a related function provided by a game application, and is used to indicate the determination condition of the first lock state, that is, when a related passive lock event is triggered for a target virtual object, the target virtual object can be determined as a virtual object in the first lock state relative to the master virtual object. For example, a passive lock event can be any of the following: an event in which a master virtual object releases a skill, and the target of the skill is the target virtual object, an event in which a skill released by a target virtual object hits the master virtual object, an event in which a conversation occurs between a master virtual object and a target virtual object, an event in which a skill released by a master virtual object is not compatible with a reference virtual object in the second lock state, but is compatible with a target virtual object, etc. In this regard, the present application does not specifically limit passive lock events.

[0068] Exemplarily, when a related passive locking event is triggered for a target virtual object, the target virtual object may be determined as a virtual object in a first locking state relative to the master virtual object. In response to the trigger operation, the terminal device may determine the target virtual object as a virtual object in a first locking state, and then may configure the target virtual object to display a first locking mark. Figure 5 , Figure 5 A schematic diagram showing a first locking mark provided in an embodiment of the present application, such as Figure 5 As shown, the first locking mark may be a sole aperture 501 and a top mark 502 of the target virtual object.

[0069] It should be noted that, before the target virtual object is determined as the virtual object in the first locked state relative to the master virtual object, the target virtual object may be in an unlocked state or in a second locked state.

[0070] S402: In response to an active locking operation triggered for the target virtual object, a second locking mark is configured and displayed for the target virtual object, the second locking mark is used to indicate that the target virtual object is in a second locking state relative to the master virtual object, and the target skill released by the master virtual object adopts different skill release processing mechanisms for the target virtual object in the first locking state and the target virtual object in the second locking state.

[0071] The second locking identifier is used to indicate that the target virtual object is in a second locking state relative to the master virtual object, that is, the second locking identifier can represent that the target virtual object is in the second locking state. For example, the second locking identifier can include, but is not limited to, an aperture at the soles of the target virtual object's feet, an aperture surrounding the target virtual object, a marker on top of the target virtual object's head, and the name of the target virtual object being at the highest level (that is, in the case where the target virtual object partially overlaps with other virtual objects, the name of the target virtual object is preferentially displayed and cannot be blocked). Regarding this, the present application does not specifically limit the second locking identifier.

[0072] In addition, optionally, when configuring the display of the second locking identifier for the target virtual object, relevant information such as the object name, remaining health, and level of the target virtual object can also be displayed at the surrounding position of the target virtual object, thereby helping the player to focus on the relevant information of the target virtual object.

[0073] It should be noted that in practical applications, there needs to be a difference between the second locking identifier and the first locking identifier in order to intuitively distinguish whether the virtual object is in the first locking state or the second locking state. The second locking state refers to another locking state of the target virtual object during the game process, which is different from the first locking state described above and can indicate the skill release processing mechanism adopted by the master virtual object when releasing the target skill. This skill release processing mechanism is different from the skill release processing mechanism adopted by the master virtual object when releasing the target skill for the target virtual object in the first locking state.

[0074] For example, the second locking state can be a strong locking state. When the target virtual object is in a strong locking state relative to the master virtual object, the skill release processing mechanism adopted by the master virtual object when releasing the target skill can be: when the master virtual object releases the target skill, only the target virtual object in the strong locking state is selected as the acting object. If it is detected that the target virtual object is within the range of the target skill, the target skill is applied to the target virtual object; if it is detected that the target virtual object is not within the range of the target skill, the target skill is selected to be released empty (that is, the target skill has no acting object) or the release of the target skill is refused.

[0075] In addition, in the above case, if the skill type of the target skill is not adapted to the target virtual object, virtual objects of a new skill type adapted to the target skill can be detected, and the virtual object is determined as the virtual object in the first locking state, and at the same time, the target virtual object is cancelled from being determined as the virtual object in the second locking state.

[0076] Regarding this, the present application does not specifically limit the skill release processing mechanism adopted by the master virtual object when releasing the target skill when the target virtual object is in the second locking state.

[0077] The active locking operation refers to the relevant operations actively triggered by the player for the target virtual object, which is used to indicate the determination conditions of the second locking state. That is, when the player triggers the active locking operation for the target virtual object, the target virtual object can be determined as the virtual object in the second locking state relative to the master virtual object. For example, the active locking operation can be any one of the following: a selection operation triggered for the target virtual object displayed in the virtual scene screen, a selection operation triggered for the target virtual object in the object panel, and a switching operation triggered through the target switching control, etc. In this regard, the present application does not specifically limit the active locking operation.

[0078] Exemplarily, when the player triggers the active locking operation for the target virtual object, the target virtual object can be determined as the virtual object in the second locking state relative to the master virtual object. In response to the above active locking operation, the terminal device can determine the target virtual object as the virtual object in the second locking state, and then a second locking identifier can be configured to be displayed for the target virtual object. For example, reference can be made to Figure 6 , Figure 6 which is a schematic diagram showing the display of the second locking identifier provided by the embodiment of the present application. As Figure 6 shown, the second locking identifier can be the sole aperture 601 of the target virtual object, the aperture 602 surrounding the target virtual object, and the head marking 603.

[0079] It should be noted that before the target virtual object is determined as the virtual object in the second locking state relative to the master virtual object, the target virtual object can be in the unlocked state or the first locking state.

[0080] In the object locking method provided by the embodiment of the present application, the method proposes a fine-grained locking state division mechanism. In this method, by responding to the triggering of the passive locking event or the active locking operation triggered by the player, the target virtual object can enter different locking states, and the virtual object is no longer limited to being in the unlocked state or the locked state, realizing a more detailed division of the locking state. Moreover, for the target virtual object in different locking states, different skill release processing mechanisms can be adopted to meet the refined operation requirements of the player, thereby reducing the possibility of misoperation and improving the accuracy of the player's game operation.

[0081] · Implementation method from the unlocked state to the first locking state

[0082] In a possible implementation, "in response to the triggering of a passive locking event related to the target virtual object, configuring the display of a first locking identifier for the target virtual object" in S401 above may include any one of the following steps S11 - S13 (not shown in the figure):

[0083] S11: In response to the triggering of an event where the master virtual object releases a first skill, if it is determined according to the skill effect mechanism of the first skill that the target of the first skill is the target virtual object, then configure the display of a first locking identifier for the target virtual object.

[0084] The first skill released by the master virtual object refers to the skill released by the master virtual object during the game process. The first skill can specifically be a skill for attribute enhancement (such as a healing skill, etc.) or a skill for attribute reduction (such as an attack skill, etc.). In this regard, the present application does not specifically limit the first skill.

[0085] After the master virtual object releases the first skill, according to the skill effect mechanism of the first skill, the target of the first skill can be automatically selected in the game virtual scene. Among them, the skill effect mechanism refers to the skill release rules formulated by the production staff of the game application, which are used to indicate the relevant rules when releasing the first skill.

[0086] As an example, the skill effect mechanism can determine the target of the first skill by considering a single - dimensional factor. For example, the skill effect mechanism can automatically act on the virtual object closest to the master virtual object, or can automatically act on the virtual object with the lowest blood volume, or can also automatically act on the virtual object with the greatest attack threat to the master virtual object, etc. As another example, the skill effect mechanism can also determine the target of the first skill by comprehensively considering multi - dimensional factors. For example, the skill effect mechanism can comprehensively consider two factors, distance and blood volume, to determine the target. Specifically, the first weight corresponding to the distance and the second weight corresponding to the blood volume can be preset. For each virtual object in the game virtual scene that can be a candidate target of the first skill, according to the distance between the virtual object and the master virtual object and the first weight, as well as the blood volume of the virtual object and the second weight, determine the action adaptation score corresponding to the virtual object. The action adaptation score is used to represent the adaptability of the virtual object as the target of the first skill. Finally, select the virtual object with the highest corresponding action adaptation score as the target of the first skill, so as to ensure the accuracy and effectiveness of the skill effect. In this regard, the present application does not specifically limit the skill effect mechanism of the first skill.

[0087] When the master virtual object releases the first skill and determines that the target virtual object is the object of action of the first skill according to the skill action mechanism of the first skill, a first lock identifier can be configured to be displayed for the target virtual object to indicate that the first skill will lock and act on the target virtual object. Accordingly, the first skill will subsequently hit the target virtual object, and the skill effect corresponding to the first skill will be realized on the target virtual object. For example, the attributes of the target virtual object are increased or decreased.

[0088] S12: In response to the triggering of an event that the second skill released by the target virtual object hits the master virtual object, a first lock identifier is configured to be displayed for the target virtual object.

[0089] The second skill released by the target virtual object refers to the skill released by the target virtual object during the game process, which can be the same as or different from the first skill. For example, the second skill can be a skill for reducing attributes, such as a normal attack skill or a high-level attack skill, etc. In this regard, the present application does not specifically limit the second skill.

[0090] The event that the second skill released by the target virtual object hits the master virtual object refers to the event that the second skill automatically selects the master virtual object as the object of action according to its release rule.

[0091] Exemplarily, assume that the target virtual object is a virtual monster object in the game. When the second skill released by the virtual monster object automatically hits the master virtual object, it is considered that the event that the second skill released by the target virtual object hits the master virtual object is triggered, and the virtual monster object can be determined as the virtual object in the first locked state relative to the master virtual object. That is, the virtual monster object enters the first locked state from the unlocked state.

[0092] In response to the triggering of the above event, the terminal device can determine the target virtual object as the virtual object in the first locked state, and then a first lock identifier can be configured to be displayed for the target virtual object.

[0093] S13: In response to the triggering of a dialogue event between the master virtual object and the target virtual object, a first lock identifier is configured to be displayed for the target virtual object.

[0094] The dialogue event between the master virtual object and the target virtual object refers to the event that the master virtual object and the target virtual object have a dialogue. That is, as long as the master virtual object and the target virtual object start a dialogue, it can be considered that the dialogue event between the master virtual object and the target virtual object is triggered.

[0095] It should be noted that the dialogue event can be actively initiated by the master virtual object, or alternatively, by the target virtual object. In this regard, the present application does not specifically limit the virtual object that actively initiates the dialogue in the dialogue event.

[0096] Exemplarily, in the case of a dialogue between the master virtual object and the target virtual object, it is considered that the dialogue event between the master virtual object and the target virtual object is triggered. The target virtual object can be determined as the virtual object in the first locked state relative to the master virtual object, that is, the target virtual object enters the first locked state from the unlocked state.

[0097] In response to the triggering of the above event, the terminal device can determine the target virtual object as the virtual object in the first locked state, and then a first lock identifier can be configured to be displayed for the target virtual object.

[0098] In this way, through the above method, multiple specific implementation manners for the target virtual object to enter the first locked state from the unlocked state are provided, enriching the implementation manners for the target virtual object to enter the first locked state. And since the above events are usually not events specifically triggered by the player to lock a certain virtual object, therefore, making the target virtual objects associated with these events enter the first locked state as a weak locked state is more in line with the player's operation habits and is more conducive to improving the player's gaming experience.

[0099] · Implementation manner from the second locked state to the first locked state

[0100] In a possible implementation manner, the "configuring to display a first lock identifier for the target virtual object in response to the triggering of a passive lock event related to the target virtual object" in S401 above may include S21 (not shown in the figure):

[0101] S21: If there is a reference virtual object in the second locked state relative to the master virtual object, in response to the triggering of an event that the skill type of the third skill released by the master virtual object does not match the reference virtual object and the third skill hits the target virtual object, configure to display a first lock identifier for the target virtual object.

[0102] The third skill refers to a skill released by the master virtual object during the game process. The third skill can be the same as the first skill or different from the first skill. For example, the third skill can be an attribute buff skill (such as a healing skill, etc.) or an attribute debuff skill (such as an attack skill, etc.). In this regard, the present application does not specifically limit the third skill.

[0103] The skill type of the third skill is used to indicate the type of effect when the third skill is released. For example, when the third skill is an attribute buff skill, its skill type is the attribute buff type, which is applicable to increasing relevant benefits (such as health) for virtual objects presenting a teammate relationship with the master virtual object; when the third skill is an attribute debuff skill, its skill type is the attribute debuff type, which is applicable to reducing relevant benefits (such as health) for virtual objects presenting a hostile relationship with the master virtual object. In this regard, the present application does not specifically limit the skill type of the third skill.

[0104] The reference virtual object refers to a virtual object in the second locked state relative to the master virtual object. If there is a reference virtual object in the current virtual scene (i.e., the scene in the game application currently presented on the terminal device), it is possible to detect whether the skill type of the third skill released by the master virtual object is suitable for the reference virtual object. For example, if the skill type of the third skill is the attribute debuff type, which is applicable to reducing relevant benefits for virtual objects presenting a hostile relationship with the master virtual object, and the reference virtual object in the second locked state relative to the master virtual object currently presents a teammate relationship with the master virtual object, it is considered that the skill type of the third skill released by the master virtual object is not suitable for the reference virtual object; conversely, if the reference virtual object presents a hostile relationship with the master virtual object, it is considered that the skill type of the third skill released by the master virtual object is suitable for the reference virtual object. Another example is that if the skill type of the third skill is the attribute buff type, which is applicable to increasing relevant benefits for virtual objects presenting a teammate relationship with the master virtual object, and the reference virtual object in the second locked state relative to the master virtual object currently presents a hostile relationship with the master virtual object, it is considered that the skill type of the third skill released by the master virtual object is not suitable for the reference virtual object; conversely, if the reference virtual object presents a teammate relationship with the master virtual object, it is considered that the skill type of the third skill released by the master virtual object is suitable for the reference virtual object.

[0105] In the case where the skill type of the third skill released by the master virtual object is not suitable for the reference virtual object, other virtual objects that conform to the skill type of the third skill can be further detected. If the third skill hits the target virtual object, that is, the target virtual object is within the range of the third skill and the target virtual object is suitable for the skill type of the third skill (for example, if the skill type of the third skill is the attribute reduction type and the target virtual object has a hostile relationship with the master virtual object, it is considered that the target virtual object is suitable for the skill type of the third skill; or, if the skill type of the third skill is the attribute enhancement type and the target virtual object has a teammate relationship with the master virtual object, it is considered that the target virtual object is suitable for the skill type of the third skill), it is considered that an event has occurred where the skill type of the third skill released by the master virtual object is not suitable for the reference virtual object and the third skill hits the target virtual object. At this time, the target virtual object can be determined as the virtual object in the first locked state relative to the master virtual object, that is, the state of the target virtual object is changed to the first locked state. Among them, the event that the skill type of the third skill released by the master virtual object is not suitable for the reference virtual object and the third skill hits the target virtual object refers to the event of automatically selecting the target virtual object as the action object of the third skill according to the release rule of the third skill when the skill type of the third skill is not suitable for the reference virtual object.

[0106] In response to the triggering of the above event, the terminal device can determine the target virtual object as the virtual object in the first locked state, and then a first locked identifier can be configured and displayed for the target virtual object.

[0107] Correspondingly, the method provided in the embodiment of the present application may further include S22 (not shown in the figure):

[0108] S22: Cancel the display of the second locked identifier configured for the reference virtual object.

[0109] It should be noted that usually only one virtual object in the locked state relative to the master virtual object can be included in the virtual scene, and this virtual object can be in the first locked state or the second locked state relative to the master virtual object.

[0110] In the case of the above step S21, the target virtual object is in the first locked state. Therefore, the display of the second locked identifier configured for the reference virtual object can be cancelled, that is, the state of the reference virtual object is changed from the second locked state to the unlocked state.

[0111] It can be seen that from the above content, if there is a reference virtual object in the virtual scene screen that is in the second locked state relative to the master virtual object, and the third skill released by the master virtual object is not applicable to the reference virtual object, and when the third skill hits the target virtual object, the locked state of the reference virtual object determined as the second locked state can be cancelled, and the locked state of the target virtual object can be determined as the first locked state. In this way, the implementation method of determining the target virtual object in the first locked state is enriched through the above method, and the automatic switch from the strong locked state (the second locked state) to the weak locked state (the first locked state) is realized through the above method, which better meets the actual operation needs of players, and thus is more conducive to improving the game experience of players.

[0112] · Implementation method from the first locked state to the unlocked state

[0113] In a possible implementation manner, after step S401, the method provided by the embodiments of the present application may further include S31 (not shown in the figure):

[0114] S31: In response to the triggered first lock release operation, or in response to the trigger of the first lock release event related to the target virtual object, cancel the display of the first lock identifier configured for the target virtual object.

[0115] The first lock release operation refers to the operation of releasing the first locked state triggered by the player during the game process. For example, the first lock release operation can be triggered by double-clicking a preset area in the virtual scene screen. In this regard, the present application does not specifically limit the triggering method of the first lock release operation.

[0116] Exemplarily, in the case where the player triggers the first lock release operation, such as double-clicking a preset area in the virtual scene screen, it is considered that the first lock release operation is triggered. The terminal device can cancel the display of the first lock identifier configured for the target virtual object in response to the first lock release operation, that is, change the state of the target virtual object from the first locked state to the unlocked state.

[0117] The first unlocking event related to the target virtual object refers to another event related to the target virtual object triggered by a related function provided by the game application, which is used to indicate the unlocking of the first locked state. That is, when the related first unlocking event for the target virtual object is triggered, the first locked state of the target virtual object can be unlocked. That is, the state of the target virtual object can be changed from the first locked state to the unlocked state. For example, the first unlocking event related to the target virtual object may include any one of the following: the event that the target virtual object moves outside the field of view of the master virtual object, the death event of the target virtual object, and the event that the target virtual object enters the first locked invalid state, etc. In this regard, the present application does not specifically limit the first unlocking event related to the target virtual object.

[0118] Exemplarily, when the first unlocking event related to the target virtual object is triggered, the state of the target virtual object can be changed from the first locked state to the unlocked state. In response to the triggering of the above event, the terminal device can cancel the display of the first locking identifier configured for the target virtual object, indicating that the target virtual object is no longer in the first locked state but in the unlocked state.

[0119] Thus, from the above content, it can be seen that when the first unlocking event related to the target virtual object is triggered or the first unlocking operation is triggered for the target virtual object, the locked state of the target virtual object can be changed from the first locked state to the unlocked state, thus improving the change method between the first locked state and the unlocked state.

[0120] As an example, the "canceling the display of the first locking identifier configured for the target virtual object in response to the triggered first unlocking operation or in response to the triggering of the first unlocking event related to the target virtual object" in S31 above may include any one of the following steps S311 - S314 (not shown in the figure):

[0121] S311: Responding to the first unlocking operation triggered in the first target area in the virtual scene screen, cancel the display of the first locking identifier configured for the target virtual object.

[0122] The virtual scene screen refers to the screen presenting the virtual scene provided by the game application, that is, the screen seen by the player on the terminal device. The first target area refers to the area where the player triggers the first unlocking operation in the virtual scene screen. For example, the first target area can be a blank area in the virtual scene screen or a preset area in the virtual scene screen (such as the upper left corner area of the target virtual object, etc.). In this regard, the present application does not specifically limit the position of the first target area.

[0123] Exemplarily, taking the blank area in the virtual scene screen as the first target area as an example, the player can trigger the first lock release operation by double-clicking on the blank area in the virtual scene screen. In response to this first lock release operation, the terminal device can cancel the display of the first lock identifier configured for the target virtual object, that is, change the lock state of the target virtual object from the first lock state to the unlocked state.

[0124] S312: In response to the triggering of an event that the target virtual object moves outside the field of view of the master virtual object, cancel the display of the first lock identifier configured for the target virtual object.

[0125] The field of view of the master virtual object refers to the rendering range of the game application. That is, the virtual scene or virtual object outside the field of view of the master virtual object will not be rendered and thus will not be presented on the terminal device. For example, in the current Frequency Modulation Game (FMGAME), the player's field of view is about 50 meters. Beyond this field of view, the player cannot see or trigger virtual objects. This application does not specifically limit the field of view.

[0126] The target virtual object can move according to the movement method provided by the game application. The event that the target virtual object moves outside the field of view of the master virtual object refers to the event that the target virtual object moves outside the field of view of the master virtual object according to the movement method provided by the game application. In the case where the target virtual object triggers the event of moving outside the field of view of the master virtual object, the first lock state of the target virtual object can be released.

[0127] Exemplarily, when the target virtual object moves outside the field of view of the master virtual object according to the movement method provided by the game application, it is considered that the event that the target virtual object moves outside the field of view of the master virtual object is triggered, and the first lock state of the target virtual object can be released. In response to the triggering of the above event, the terminal device can cancel the display of the first lock identifier configured for the target virtual object, that is, change the state of the target virtual object from the first lock state to the unlocked state.

[0128] S313: In response to the triggering of the death event of the target virtual object, cancel the display of the first lock identifier configured for the target virtual object.

[0129] The death event of the target virtual object refers to the event that the target virtual object dies during the game process. For example, when the master virtual object defeats the target virtual object, the death event of the target virtual object can be triggered; or when other virtual objects defeat the target virtual object, the death event of the target virtual object can also be triggered. This application does not specifically limit the triggering method of the death event of the target virtual object.

[0130] Exemplarily, when the master virtual object defeats the target virtual object according to the attack skill provided by the game application, it is considered that the death event of the target virtual object is triggered, and the first locked state of the target virtual object can be released. In response to the triggering of the above event, the terminal device can cancel the display of the first lock identifier configured for the target virtual object, that is, change the state of the target virtual object from the first locked state to the unlocked state.

[0131] S314: In response to the triggering of the event that the target virtual object enters the first lock invalid state, cancel the display of the first lock identifier configured for the target virtual object.

[0132] The first lock invalid state refers to the state where the target virtual object cannot be locked. For example, the target virtual object is equipped with an item that cannot be locked provided by the game application. In this case, the target virtual object is in a state where it cannot be locked, that is, the state of the target virtual object can only be the unlocked state.

[0133] The event that the target virtual object enters the first lock invalid state refers to the event that the target virtual object enters the first lock invalid state based on the skills or items provided by the game application. When the event that the target virtual object enters the first lock invalid state is triggered, the first locked state of the target virtual object can be released.

[0134] Exemplarily, when the target virtual object is equipped with an item that cannot be locked provided by the game application, it is considered that the event that the target virtual object enters the first lock invalid state is triggered, and the first locked state of the target virtual object can be released. In response to the triggering of the above event, the terminal device can cancel the display of the first lock identifier configured for the target virtual object, that is, change the state of the target virtual object from the first locked state to the unlocked state.

[0135] It can be seen that through the above method, multiple specific implementation methods for changing the locked state of the target virtual object from the first locked state to the unlocked state are provided, enriching the implementation methods for the target virtual object to enter the unlocked state from the first locked state, and realizing the switch from the weak locked state (the first locked state) to the non-locked state through the above method, which better meets the actual operation needs and game characteristics of players, and thus is more conducive to improving the game experience of players.

[0136] · Implementation method from the first locked state to the second locked state

[0137] In a possible implementation manner, the "in response to the active lock operation triggered for the target virtual object, configure and display the second lock identifier for the target virtual object" in S402 above may include S41 (not shown in the figure):

[0138] S41: In response to a first active locking operation triggered for a target virtual object in a first locked state, configure and display a second locking identifier for the target virtual object.

[0139] The first active locking operation refers to an operation actively triggered by a player for a target virtual object in a first locked state, which is used to indicate changing the locked state of the target virtual object from the first locked state to a second locked state. For example, the first active locking operation can be any one of the following: a selection operation triggered for the target virtual object in the virtual scene screen, a selection operation triggered for the target virtual object in the object panel, and a switching operation triggered through a target switching control, etc. In this regard, the present application does not specifically limit the first active locking operation.

[0140] Exemplarily, when a player triggers a first active locking operation for a target virtual object in a first locked state, the locked state of the target virtual object can be changed from the first locked state to a second locked state. In response to the above first active locking operation, the terminal device can determine the target virtual object as a virtual object in the second locked state, and then cancel the display of the first locking identifier configured for the target virtual object, and configure and display a second locking identifier for the target virtual object.

[0141] Thus, from the above content, it can be seen that when a first active locking operation is triggered for a target virtual object in a first locked state, the locked state of the target virtual object can be changed from the first locked state to a second locked state, thereby improving the change method for changing the locked state to the second locked state.

[0142] As an example, the "In response to a first active locking operation triggered for a target virtual object in a first locked state, configure and display a second locking identifier for the target virtual object" in the above S41 can include any one of the following steps S411 - S413 (not shown in the figure):

[0143] S411: In response to a first selection operation triggered for the target virtual object in the virtual scene screen, configure and display a second locking identifier for the target virtual object.

[0144] The first selection operation refers to a selection operation triggered by a player for the target virtual object in the virtual scene screen. For example, the first selection operation can be triggered by clicking, double - clicking, or long - pressing the target virtual object in the virtual scene screen. In this regard, the present application does not specifically limit the triggering method of the first selection operation.

[0145] Exemplarily, when a player clicks on a target virtual object in the virtual scene screen, it is considered that a first selection operation is triggered for the target virtual object in the virtual scene screen, and the locking state of the target virtual object can be changed from a first locking state to a second locking state. In response to the above first selection operation, the terminal device can determine the target virtual object as a virtual object in the second locking state, and then cancel the display of the first locking identifier configured for the target virtual object, and configure and display a second locking identifier for the target virtual object.

[0146] For example, reference may be made to Figure 7 , Figure 7 which is a schematic diagram for configuring and displaying a second locking identifier for a target virtual object provided by an embodiment of the present application. When the target virtual object is in a first locking state relative to the master virtual object, as shown in interface a in Figure 7 , the target virtual object in the first locking state is identified by a sole-of-foot light ring 701. When the player clicks on the target virtual object in the virtual scene screen, the locking state of the target virtual object can be changed from the first locking state to the second locking state, that is, the terminal device can configure and display a second locking identifier for the target virtual object, as shown in interface b in Figure 7 , and a sole-of-foot light ring 701, a head mark 702, and a light ring 703 around the target virtual object are configured for the target virtual object.

[0147] S412: In response to a second selection operation triggered for the target virtual object in the object panel, configure and display a second locking identifier for the target virtual object.

[0148] The object panel refers to a panel for placing virtual objects selectable by a player. The object panel includes the target virtual object and other virtual objects provided by the game application. For example, the object panel can be a teammate object panel, and the teammate object panel includes other virtual objects in a teammate relationship with the master virtual object.

[0149] The second selection operation refers to a selection operation triggered by the player for the target virtual object in the object panel. For example, the second selection operation can be triggered by clicking, double-clicking, or long-pressing the target virtual object in the object panel. In this regard, the present application does not specifically limit the triggering manner of the second selection operation.

[0150] Exemplarily, when the player clicks on the target virtual object in the object panel, it is considered that a second selection operation is triggered for the target virtual object in the object panel, and the locking state of the target virtual object can be changed from the first locking state to the second locking state. In response to the above second selection operation, the terminal device can determine the target virtual object as a virtual object in the second locking state, and then configure and display a second locking identifier for the target virtual object.

[0151] For example, see Figure 8 , Figure 8 Another schematic diagram of displaying a second lock mark for a target virtual object is provided in an embodiment of the present application. When the target virtual object is in a first lock state relative to the master virtual object, such as Figure 8 As shown in the interface a in FIG. 8 , the target virtual object in the first locking state is identified by the bottom aperture 801, and the interface also includes a teammate object panel 802, which includes other virtual objects that are teammates with the main control virtual object. When the player clicks on the target virtual object in the teammate object panel 802, the locking state of the target virtual object can be changed from the first locking state to the second locking state, that is, the terminal device can be configured to display the second locking mark for the target virtual object, such as Figure 8 As shown in interface b in FIG. 8 , a foot aperture 801, a head mark 803, and an aperture 804 surrounding the target virtual object are configured for the target virtual object.

[0152] S413: In response to the object switching operation triggered by the target switching control, when the target virtual object is hit by the object switching operation, a second locking mark is displayed for the target virtual object.

[0153] A target switching control refers to a control used to switch virtual objects. For example, the target switching control can be a separate control in the game interface. Each time the player triggers an object switching operation through the target switching control, the virtual object currently in the second locked state can be switched accordingly. In this regard, the present application does not specifically limit the form of expression of the target switching control.

[0154] An object switching operation refers to an operation of switching a virtual object. For example, the object switching operation can be triggered by clicking any control included in the target switching control. In this regard, the present application does not specifically limit the triggering method of the object switching operation.

[0155] It should be noted that when the player triggers the object switching operation through the target switching control, a new virtual object in the second locked state will usually be switched. If there is only one candidate virtual object during the switching process and the virtual object is currently in the second locked state, the second locked state of the virtual object can be released, or the virtual object can continue to be kept in the second locked state.

[0156] In addition, the virtual object in the second locked state selected through the target switching control is usually determined among several candidate virtual objects. Here, the candidate virtual objects need to be within the visible range of the master virtual object, and the height difference between the candidate virtual object and the master virtual object in the virtual scene screen needs to be within a preset height difference range (such as not exceeding 10 meters, etc.). Each time the object switching operation is triggered through the target switching control, appropriate candidate virtual objects can be filtered in the manner of the camera's field of view, and only the virtual object in the second locked state can be hit within the camera's field of view.

[0157] Exemplarily, the player can trigger the object switching operation by clicking the target switching control, that is, the virtual objects can be sequentially selected in the virtual scene screen. In the case where the target virtual object is hit through the object switching operation, the locked state of the target virtual object can be changed from the first locked state to the second locked state. In response to the above object switching operation, when the target virtual object is hit through the object switching operation, the terminal device can determine the target virtual object as the virtual object in the second locked state, and then configure the display of the second locked identifier for the target virtual object.

[0158] For example, reference can be made to Figure 9 , Figure 9 which is another schematic diagram for configuring the display of the second locked identifier for the target virtual object provided by the embodiments of the present application. In the case where the target virtual object is in the first locked state relative to the master virtual object, as shown in interface a in Figure 9 , the target virtual object in the first locked state is marked by the sole aperture 901, and the target switching control 902 is also included in this interface. When the player triggers the object switching operation by clicking the target switching control 902 and the object switching operation hits the target virtual object, the locked state of the target virtual object can be changed from the first locked state to the second locked state, that is, the terminal device can configure the display of the second locked identifier for the target virtual object, as shown in interface b in Figure 9 , and the sole aperture 901, the head mark 903 and the aperture 904 around the target virtual object are configured for the target virtual object.

[0159] It can be seen that through the above method, various specific implementation manners for changing the locked state of the target virtual object from the first locked state to the second locked state are provided, enriching the implementation manners for the target virtual object to enter the second locked state, and realizing the switching from the first locked state to the second locked state through the above manner, which is more in line with the actual operation habits of players, and thus is more conducive to improving the game experience of players.

[0160] ·Implementation manner from the unlocked state to the second locked state

[0161] In another possible implementation, the step of "configuring and displaying a second locking identifier for the target virtual object in response to an active locking operation triggered for the target virtual object" in S402 may include S51 (not shown in the figure):

[0162] S51: In response to a second active locking operation triggered for a target virtual object in an unlocked state, configure and display a second locking identifier for the target virtual object.

[0163] The second active locking operation refers to an operation actively triggered by a player for a target virtual object in an unlocked state, which is used to indicate changing the state of the target virtual object from the unlocked state to the second locked state. For example, the second active locking operation can be any one of the following: triggering a selection operation for the target virtual object in the virtual scene screen, triggering a selection operation for the target virtual object in the object panel, and triggering a switching operation through a target switching control, etc. The present application does not specifically limit the second active locking operation.

[0164] Exemplarily, when a player triggers a second active locking operation for a target virtual object in an unlocked state, the locking state of the target virtual object can be changed from the unlocked state to the second locked state. In response to the above second active locking operation, the terminal device can determine the target virtual object as a virtual object in the second locked state, and then configure and display a second locking identifier for the target virtual object.

[0165] Thus, from the above content, it can be seen that when a second active locking operation is triggered for a target virtual object in an unlocked state, the state of the target virtual object can be changed from the unlocked state to the second locked state, thereby improving the change method of changing the locking state to the second locked state.

[0166] As an example, the step of "configuring and displaying a second locking identifier for the target virtual object in response to a second active locking operation triggered for a target virtual object in an unlocked state" in S51 may include any one of the following steps S511 to S513 (not shown in the figure):

[0167] S511: In response to a third selection operation triggered for the target virtual object in the virtual scene screen, configure and display a second locking identifier for the target virtual object.

[0168] The third selection operation refers to a selection operation triggered by a player for the target virtual object in the virtual scene screen. For example, the third selection operation can be triggered by clicking, double-clicking, or long-pressing the target virtual object in the virtual scene screen. The present application does not specifically limit the triggering method of the third selection operation.

[0169] Exemplarily, when the target virtual object is in an unlocked state relative to the master virtual object, if the player clicks on the target virtual object in the virtual scene screen, it is considered that a third selection operation is triggered for the target virtual object in the virtual scene screen, and the state of the target virtual object can be changed from the unlocked state to the second locked state. In response to the above third selection operation, the terminal device can determine the target virtual object as a virtual object in the second locked state, and then configure the display of a second lock identifier for the target virtual object.

[0170] S512: In response to a fourth selection operation triggered for the target virtual object in the object panel, configure the display of a second lock identifier for the target virtual object.

[0171] The fourth selection operation refers to a selection operation triggered by the player for the target virtual object in the object panel. For example, the object panel can be a teammate object panel, and the teammate object panel includes other virtual objects in a teammate relationship with the master virtual object. For example, the fourth selection operation can be triggered by clicking, double-clicking, or long-pressing the target virtual object in the object panel. Regarding this, the present application does not specifically limit the triggering method of the fourth selection operation.

[0172] Exemplarily, when the target virtual object is in an unlocked state relative to the master virtual object, if the player clicks on the target virtual object in the teammate object panel, it is considered that a fourth selection operation is triggered for the target virtual object in the teammate object panel, and the state of the target virtual object can be changed from the unlocked state to the second locked state. In response to the above fourth selection operation, the terminal device can determine the target virtual object as a virtual object in the second locked state, and then configure the display of a second lock identifier for the target virtual object.

[0173] S513: In response to an object switching operation triggered by the target switching control, when the object switching operation hits the target virtual object, configure the display of a second lock identifier for the target virtual object.

[0174] Exemplarily, when the target virtual object is in an unlocked state relative to the master virtual object, the player can trigger the object switching operation by clicking on the target switching control, that is, the virtual objects can be sequentially selected in the virtual scene screen. When the object switching operation hits the target virtual object, the state of the target virtual object can be changed from the unlocked state to the second locked state. In response to the above object switching operation, when the object switching operation hits the target virtual object, the terminal device can determine the target virtual object as a virtual object in the second locked state, and then configure the display of a second lock identifier for the target virtual object.

[0175] It can be seen that through the above method, multiple specific implementation manners for changing the locking state of the target virtual object from the unlocked state to the second locking state are provided, enriching the implementation manners for the target virtual object to enter the second locking state. Moreover, through the above method, the switching from the unlocked state to the second locking state is achieved, which is more in line with the actual operation habits of players, thus being more conducive to improving the gaming experience of players.

[0176] ·Implementation manners from the second locking state to the unlocked state

[0177] In a possible implementation manner, after step S402, the method provided by the embodiments of the present application may further include S61 (not shown in the figure):

[0178] S61: In response to the triggered second locking release operation, or in response to the triggering of a second locking release event related to the target virtual object, cancel the display of the second locking identifier configured for the target virtual object.

[0179] The second locking release operation refers to an operation by the player to release the second locking state during the game process. For example, the second locking release operation can be triggered by double-clicking a preset area in the virtual scene screen. In this regard, the present application does not specifically limit the triggering manner of the second locking release operation.

[0180] Exemplarily, in the case where the player triggers the second locking release operation, such as double-clicking a preset area in the virtual scene screen, it is considered that the second locking release operation is triggered. The terminal device can cancel the display of the second locking identifier configured for the target virtual object in response to this second locking release operation, that is, change the state of the target virtual object from the second locking state to the unlocked state.

[0181] The second locking release event related to the target virtual object refers to another event related to the target virtual object triggered by a related function provided by the game application, which is used to indicate the release of the second locking state. That is, in the case where a related second locking release event for the target virtual object is triggered, the second locking state of the target virtual object can be released, that is, the state of the target virtual object can be changed from the second locking state to the unlocked state. For example, the second locking release event related to the target virtual object may include any one of the following: an event that the target virtual object moves outside the field of view of the master virtual object, an event that the target virtual object dies, and an event that the target virtual object enters the second locking invalid state, etc. In this regard, the present application does not specifically limit the second locking release event related to the target virtual object.

[0182] Exemplarily, when a second lock release event related to the target virtual object is triggered, the state of the target virtual object can be changed from the second locked state to the unlocked state. In response to the trigger of the above event, the terminal device can cancel the display of the second lock identifier configured for the target virtual object, indicating that the target virtual object is no longer in the second locked state but in the unlocked state.

[0183] Thus, as can be seen from the above content, when a second lock release event related to the target virtual object is triggered or a second lock release operation is triggered for the target virtual object, the lock state of the target virtual object can be changed from the second locked state to the unlocked state, thereby improving the change method between the second locked state and the unlocked state.

[0184] As an example, the "canceling the display of the second lock identifier configured for the target virtual object in response to the triggered second lock release operation or in response to the trigger of the second lock release event related to the target virtual object" in S61 above can include any one of the following steps S611 - S614 (not shown in the figure):

[0185] S611: Canceling the display of the second lock identifier configured for the target virtual object in response to a second lock release operation triggered in the second target area in the virtual scene screen.

[0186] The second target area refers to the area where the player triggers the second lock release operation in the virtual scene screen. The second target area can be the same as or different from the first target area. For example, the second target area can be the blank area in the virtual scene screen or a preset area in the virtual scene screen (such as the upper right corner area of the target virtual object, etc.). In this regard, the present application does not specifically limit the position of the second target area.

[0187] Exemplarily, taking the second target area as the blank area in the virtual scene screen as an example, the player can trigger the second lock release operation by double - clicking the blank area in the virtual scene screen. In response to this second lock release operation, the terminal device can cancel the display of the second lock identifier configured for the target virtual object, that is, change the lock state of the target virtual object from the second locked state to the unlocked state.

[0188] S612: Canceling the display of the second lock identifier configured for the target virtual object in response to the trigger of an event that the target virtual object moves outside the field of view of the master virtual object.

[0189] Exemplarily, when the target virtual object is in the second locked state relative to the master virtual object, if the target virtual object moves out of the field of view of the master virtual object according to the movement method provided by the game application, it is considered that an event of the target virtual object moving out of the field of view of the master virtual object is triggered, and the second locked state of the target virtual object can be released. In response to the triggering of the above event, the terminal device can cancel the display of the second lock identifier configured for the target virtual object, that is, change the state of the target virtual object from the second locked state to the unlocked state.

[0190] S613: In response to the triggering of the death event of the target virtual object, cancel the display of the second lock identifier configured for the target virtual object.

[0191] Exemplarily, when the target virtual object is in the second locked state relative to the master virtual object, if the master virtual object defeats the target virtual object with an attack skill provided by the game application, it is considered that a death event of the target virtual object is triggered, and the second locked state of the target virtual object can be released. In response to the triggering of the above event, the terminal device can cancel the display of the second lock identifier configured for the target virtual object, that is, change the state of the target virtual object from the second locked state to the unlocked state.

[0192] S614: In response to the triggering of the event that the target virtual object enters the second lock invalid state, cancel the display of the second lock identifier configured for the target virtual object.

[0193] The second lock invalid state refers to another state where the target virtual object cannot be locked. For example, the target virtual object is equipped with an item that cannot be locked provided by the game application. In this case, the target virtual object is in a state where it cannot be locked, that is, the state of the target virtual object can only be the unlocked state.

[0194] The event that the target virtual object enters the second lock invalid state refers to the event that the target virtual object enters the second lock invalid state based on the skills or items provided by the game application. When the event that the target virtual object enters the second lock invalid state is triggered, the second locked state of the target virtual object can be released.

[0195] Exemplarily, when the target virtual object is in the second locked state relative to the master virtual object, if the target virtual object is equipped with an item that cannot be locked provided by the game application, it is considered that an event of the target virtual object entering the second lock invalid state is triggered, and the second locked state of the target virtual object can be released. In response to the triggering of the above event, the terminal device can cancel the display of the second lock identifier configured for the target virtual object, that is, change the state of the target virtual object from the second locked state to the unlocked state.

[0196] It can be seen that through the above method, multiple specific implementation methods for changing the locking state of the target virtual object from the second locking state to the unlocked state are provided, enriching the implementation methods for the target virtual object to enter the unlocked state from the second locking state. Moreover, through the above method, the switching from the strong locking state (the second locking state) to the non-locking state is achieved, which better meets the actual operation needs of players and the characteristics of the game, thus being more conducive to improving the game experience of players.

[0197] · Action mechanism of the target skill on the target virtual object in the first locking state

[0198] In a possible implementation manner, the target skill released by the master virtual object adopts a first skill release processing mechanism for the target virtual object in the first locking state, that is, the first skill release processing mechanism refers to the processing mechanism based on which the master virtual object releases the target skill for the target virtual object in the first locking state. The first skill release processing mechanism includes S71 - S73 (not shown in the figure):

[0199] S71: When the master virtual object releases the first target skill, detect whether the target virtual object meets the first action condition of the first target skill.

[0200] The first target skill refers to the skill released by the active virtual object when the target virtual object is in the first locking state. The first target skill can be a property buff skill (such as a healing skill, etc.) or a property debuff skill (such as an attack skill, etc.). In this regard, the present application does not specifically limit the first target skill.

[0201] The first action condition of the first target skill is used to indicate the conditions that the action object needs to meet when the first target skill takes effect. For example, the first action condition can be: the position of the action object needs to be within the release range of the first target skill (such as the coverage range when the first target skill takes effect), the position of the action object needs to be within the release distance of the first target skill, the action object needs to be adapted to the skill type of the first target skill, etc. In this regard, the present application does not specifically limit the first action condition. Among them, the action object refers to the hit object of the first target skill, which can be the target virtual object or other virtual objects, or can be empty. In this regard, the present application does not specifically limit the action object of the first target skill.

[0202] When the master virtual object releases the first target skill, it is possible to detect whether the target virtual object meets the first action condition of the first target skill based on the first action condition of the first target skill. For example, taking the first action condition that the position of the target object needs to be within the release range of the first target skill, the position of the target object needs to be within the release distance of the first target skill, and the target object needs to be adapted to the skill type of the first target skill as an example, if the target virtual object is within the release range of the first target skill, and the position of the target virtual object is within the release distance of the first target skill, and at the same time the target virtual object is adapted to the skill type of the first target skill (for example, if the skill type of the first target skill is an attribute gain type, and the target virtual object and the master virtual object have a teammate relationship, it means that the target virtual object is adapted to the skill type of the first target skill; another example is that if the skill type of the first target skill is an attribute loss type, and the target virtual object and the master virtual object have a hostile relationship, it means that the target virtual object is adapted to the skill type of the first target skill), then it means that the target virtual object meets the first action condition. Conversely, if the target virtual object does not meet any of the above first action conditions, it means that the target virtual object does not meet the first action condition.

[0203] S72: If it meets the condition, then apply the first target skill to the target virtual object.

[0204] If it is detected that the target virtual object meets the first action condition of the first target skill, then the first target skill can be applied to the target virtual object. That is, when releasing the first target skill, the target of the first target skill is the target virtual object. For example, when the first target skill is an attribute gain skill, when the master virtual object releases this attribute gain skill, it can increase relevant benefits for the target virtual object, such as increasing the blood volume of the target virtual object, etc.; another example is that when the first target skill is an attribute loss skill, when the master virtual object releases this attribute loss skill, it can reduce relevant benefits for the target virtual object, such as reducing the blood volume of the target virtual object, etc. S73: If it does not meet the condition, then detect whether there is a first virtual object that meets the first action condition. If there is, then configure and display a first lock identifier for the first virtual object, and cancel the display of the first lock identifier configured for the target virtual object. If there is no such object, then prompt that the first target skill has not been effectively applied, or the first target skill is released in vain.

[0205] If it is detected that the target virtual object does not meet the first action condition of the first target skill, then it is possible to continue searching for a new virtual object that meets the first action condition in the virtual scene screen, that is, it is possible to continue to detect whether there is a first virtual object that meets the first action condition. The first virtual object refers to a virtual object that meets the first action condition, and it can be a virtual object other than the target virtual object and the master virtual object in the virtual scene screen. In this regard, the present application does not specifically limit the first virtual object.

[0206] If there is a first virtual object that meets the first action condition, the state of the first virtual object can be changed to the first locked state, and a first lock identifier can be configured to be displayed for the first virtual object, indicating that the first virtual object is in the first locked state relative to the master virtual object. Correspondingly, the first lock identifier configured for the target virtual object can be cancelled from display, indicating that the state of the target virtual object is changed from the first locked state to the unlocked state.

[0207] If there is no first virtual object that meets the first action condition, and the first target skill cannot be cast without a target, a prompt can be sent to the player to indicate that the first target skill released by the master virtual object controlled by the player has not taken effect, that is, the first target skill cannot be effectively released, and the release of the first target skill can be stopped. For example, the player can be prompted in a pop-up window, and the prompt information in the pop-up window can be "There is no effective target virtual object or the target virtual object is too far away", etc. In this regard, the present application does not specifically limit the prompt information in the pop-up window.

[0208] If there is no first virtual object that meets the first action condition, and the first target skill can be cast without a target, the first target skill can be cast without a target, that is, the first target skill has no target object.

[0209] It should be understood that in the case where there is no first virtual object that meets the first action condition, the target virtual object can continue to be in the first locked state relative to the master virtual object, or the first lock state of the target virtual object can be cancelled. The embodiments of the present application do not make any limitation in this regard.

[0210] In this way, through the above content, the skill release processing mechanism for the target skill released by the master virtual object when the target virtual object is in the first locked state is improved. That is, when the player controls the master virtual object to release a skill, the virtual object in the first locked state can be flexibly switched according to the action conditions of the skill, so as to meet the player's relevant operation requirements for the weak lock state, which is beneficial to improving the accuracy of the player's game operation and the game experience.

[0211] · Action mechanism of the target skill on the target virtual object in the second locked state

[0212] In a possible implementation manner, the target skill released by the master virtual object adopts a second skill release processing mechanism for the target virtual object in the second locked state, that is, the second skill release processing mechanism refers to the processing mechanism based on which the master virtual object releases the target skill for the target virtual object in the second locked state. The second skill release processing mechanism includes S81 - S83 (not shown in the figure):

[0213] S81: When the master virtual object releases the second target skill, detect whether the target virtual object meets the second action condition of the second target skill.

[0214] The second target skill refers to a skill released by the active virtual object when the target virtual object is in the second locked state. The second target skill can be the same as or different from the first target skill. The second target skill can be a skill that increases attributes (such as a healing skill) or a skill that reduces attributes (such as an attack skill), etc. This application does not specifically limit the second target skill.

[0215] The second action condition of the second target skill is used to indicate the conditions that the target of the second target skill needs to meet when the second target skill takes effect. The second action condition can be the same as or different from the first action condition. For example, the second action condition can be: the position of the target needs to be within the release range of the second target skill (such as the coverage range when the second target skill takes effect), and the position of the target needs to be within the release distance of the second target skill, etc. This application does not specifically limit the second action condition.

[0216] When the master virtual object releases the second target skill, it is possible to detect whether the target virtual object meets the second action condition based on the second action condition of the second target skill. For example, taking the second action condition that the position of the target needs to be within the release range of the second target skill and the position of the target needs to be within the release distance of the second target skill as an example, if the target virtual object is within the release range of the second target skill and the position of the target virtual object is within the release distance of the second target skill, it means that the target virtual object meets the second action condition. Conversely, if the target virtual object does not meet any of the above second action conditions, it means that the target virtual object does not meet the second action condition.

[0217] S82: If it meets the condition, apply the second target skill to the target virtual object.

[0218] If it is detected that the target virtual object meets the second action condition of the second target skill, the second target skill can be applied to the target virtual object. That is, when releasing the second target skill, the target of the second target skill is the target virtual object.

[0219] For example, when the second target skill is a skill that increases attributes, when the master virtual object releases this skill that increases attributes, it can increase relevant benefits for the target virtual object, such as increasing the blood volume of the target virtual object, etc.; another example is that when the first target skill is a skill that reduces attributes, when the master virtual object releases this skill that reduces attributes, it can reduce relevant benefits for the target virtual object, such as reducing the blood volume of the target virtual object, etc.

[0220] S83: If not, keep the target virtual object in the second locked state relative to the master virtual object, and prompt that the second target skill has not taken effect, or release the second target skill without a target.

[0221] If it is detected that the target virtual object does not meet the second effect condition of the second target skill, the target virtual object can continue to be kept in the second locked state relative to the master virtual object. Moreover, when the second target skill cannot be released without a target, a prompt can be sent to the player to indicate that the second target skill released by the master virtual object controlled by the player has not taken effect, that is, the second target skill cannot be effectively released, and the release of the second target skill can be stopped. For example, the player can be prompted by means of a pop-up window, and the prompt message in the pop-up window can be "There is no valid target virtual object or the target virtual object is too far away", etc. In this regard, the present application does not specifically limit the prompt message in the pop-up window.

[0222] When the second target skill can be released without a target, the second target skill can be released without a target, that is, the second target skill has no target object.

[0223] In this way, through the above method, a skill release processing mechanism is provided for the target skill released by the master virtual object when the target virtual object is in the second locked state. That is, when the target virtual object is in the second locked state, regardless of whether the target virtual object meets the effect condition of the skill released by the master virtual object, the target virtual object is always kept in the second locked state, so as to meet the player's relevant operation requirements for the strong locked state, which is beneficial to improving the accuracy of the player's game operation and the game experience.

[0224] In a possible implementation manner, before step S81, the second skill release processing mechanism may further include S91-S93 (not shown in the figure):

[0225] S91: Detect whether the skill type of the second target skill is adapted to the target virtual object.

[0226] The skill type of the second target skill is used to indicate the effect type when the second target skill is released. For example, when the second target skill is an attribute buff skill, its skill type is the attribute buff type, which is suitable for increasing relevant benefits for the virtual object presenting a teammate relationship with the master virtual object; when the second target skill is an attribute debuff skill, its skill type is the attribute debuff type, which is suitable for reducing relevant benefits for the virtual object presenting a hostile relationship with the master virtual object. In this regard, the present application does not specifically limit the skill type of the second target skill.

[0227] Exemplarily, based on the relationship between the target virtual object and the master virtual object, it can be detected whether the skill type of the second target skill is suitable for the target virtual object. For example, if the skill type of the second target skill is an attribute reduction type, and the target virtual object and the master virtual object have a teammate relationship, it means that the skill type of the second target skill is not suitable for the target virtual object; if the target virtual object and the master virtual object have a hostile relationship, it means that the skill type of the second target skill is suitable for the target virtual object. Another example, if the skill type of the second target skill is an attribute enhancement type, and the target virtual object and the master virtual object have a hostile relationship, it means that the skill type of the second target skill is not suitable for the target virtual object; if the target virtual object and the master virtual object have a teammate relationship, it means that the skill type of the second target skill is suitable for the target virtual object.

[0228] S92: If it is suitable, then detect whether the target virtual object meets the second action condition of the second target skill.

[0229] If it is detected that the skill type of the second target skill is suitable for the target virtual object, then steps S81 - S83 can be continued, that is, it can be continued to detect whether the target virtual object meets the second action condition of the second target skill.

[0230] S93: If it is not suitable, then detect whether there is a second virtual object that is suitable for the second target skill and meets the second action condition. If there is, then configure and display a first lock identifier for the second virtual object, and cancel the display of the second lock identifier configured for the target virtual object.

[0231] If it is detected that the skill type of the second target skill is not suitable for the target virtual object, then it can continue to search in the virtual scene screen for a new virtual object that is suitable for the skill type of the second target skill and meets the second action condition, that is, it can continue to detect whether there is a second virtual object that is suitable for the skill type of the second target skill and meets the second action condition. This second virtual object refers to a virtual object that meets the second action condition and is suitable for the skill type of the second target skill, and it can be a virtual object other than the target virtual object and the master virtual object in the virtual scene screen. In this regard, the present application does not specifically limit the second virtual object.

[0232] If there is a second virtual object that meets the second action condition and is suitable for the skill type of the second target skill, it means that the state of the second virtual object can be changed to the first locked state, and a first lock identifier can be configured and displayed for the second virtual object to indicate that the second virtual object is in the first locked state relative to the master virtual object. Correspondingly, the display of the second lock identifier configured for the target virtual object can be cancelled, indicating that the state of the target virtual object is changed from the second locked state to the unlocked state.

[0233] Thus, through the above content, the skill release processing mechanism adopted by the target skill for releasing the master virtual object when the target virtual object is in the second locked state is further improved. When the skill type of the skill released by the master virtual object is not adapted to the target virtual object, a matching virtual object can be searched again according to the action conditions and skill type of the released skill, and the virtual object is determined as the virtual object in the first locked state relative to the master virtual object, so as to meet the player's refined operation requirements for different locked states, which is beneficial to improving the accuracy of the player's game operation. And it is preferentially determined whether the skill type of the skill released by the master virtual object is adapted to the target virtual object, and when the skill type of the skill is not adapted to the target virtual object, S81-S83 is refused to be executed, which can save computing resources and avoid unnecessary resource waste.

[0234] In a possible implementation manner, the second skill release processing mechanism may further include S101-S102 (not shown in the figure):

[0235] S101: When the second target skill is a composite skill, if the composite skill shields the target switching mechanism, the target virtual object remains in the second locked state relative to the master virtual object. The composite skill is composed of multiple sub-skills that achieve different effects.

[0236] The composite skill is composed of multiple sub-skills that achieve different effects, that is, the composite skill can achieve different effects simultaneously. Among them, the multiple sub-skills refer to skills with different effects. For example, the sub-skills may include, but are not limited to, attribute gain sub-skills with attribute gain effects (such as healing sub-skills) and attribute loss sub-skills with attribute loss effects (such as attack sub-skills). Correspondingly, the composite skill composed of these two sub-skills can achieve attribute gain effects and attribute loss effects simultaneously. In this regard, the present application does not specifically limit the respective effects of the multiple sub-skills and the effects of the composite skill.

[0237] The target switching mechanism refers to a mechanism that, when the target virtual object is in the second locked state relative to the master virtual object and the skill released by the master virtual object is a composite skill, a new virtual object needs to be relocked according to the action object of the composite skill.

[0238] When the second target skill is a composite skill, if the composite skill shields the target switching mechanism, that is, the target switching mechanism does not need to be applied when releasing the composite skill, then the target virtual object continues to be in the second locked state relative to the master virtual object. That is, when the target switching mechanism is shielded when releasing the composite skill, when there are some effects in the composite skill that are not suitable for the target virtual object, there is no need to find a new and suitable virtual object, and the target virtual object always remains in the second locked state. For the sub-skills in the composite skill that are not suitable for the target virtual object, the virtual object to which they act can be selected according to the action conditions of the sub-skills, but the virtual object is not locked.

[0239] S102: If the composite skill does not shield the target switching mechanism, then determine the third virtual object suitable for the composite skill, configure and display the first locking identifier for the third virtual object, and cancel the display of the second locking identifier configured for the target virtual object.

[0240] When the second target skill is a composite skill, if the composite skill does not shield the target switching mechanism, that is, the target switching mechanism can be applied when releasing the composite skill. After the effects in the composite skill that are suitable for the target virtual object successfully act on the target virtual object, the third virtual object suitable for the sub-skills in the composite skill that are not suitable for the target virtual object can be re-determined. The third virtual object refers to the virtual object suitable for the sub-skills in the composite skill that are not suitable for the target virtual object, and it can be a virtual object other than the target virtual object and the master virtual object in the virtual scene screen. In this regard, the present application does not specifically limit the third virtual object.

[0241] Exemplarily, taking the composite skill that simultaneously has the attribute reduction effect and the attribute enhancement effect as an example, if the target virtual object and the master virtual object present a teammate relationship, and the master virtual object releases the composite skill, after the attribute enhancement effect acts on the target virtual object, the third virtual object suitable for the attribute reduction effect can be determined in the virtual scene screen.

[0242] Or, still taking the composite skill that simultaneously has the attribute reduction effect and the attribute enhancement effect as an example, if the target virtual object and the master virtual object present a hostile relationship, and the master virtual object releases the composite skill, after the attribute reduction effect acts on the target virtual object, the third virtual object suitable for the attribute enhancement effect can be determined in the virtual scene screen.

[0243] If the third virtual object is determined, it means that the locking state of the third virtual object can be changed to the first locking state, and the first locking identifier can be configured to be displayed for the third virtual object to indicate that the third virtual object is in the first locking state relative to the master virtual object. Correspondingly, the second locking identifier configured for the target virtual object can be cancelled from display, indicating that the state of the target virtual object is changed from the second locking state to the unlocked state.

[0244] It should be noted that whether to shield the target switching mechanism for the composite skill can be preset by relevant technical personnel of the game application or can be set independently by the player according to their actual needs. The embodiments of the present application do not make any limitation on the setting method of whether to shield the target switching mechanism here.

[0245] It can be seen from the above that when the master virtual object releases a composite skill with multiple functions at the same time, if the composite skill shields the target switching mechanism, the locking state of the target virtual object always remains the second locking state; if the composite skill does not shield the target switching mechanism, after the function adapted to the target virtual object in the composite skill successfully acts on the target virtual object, the third virtual object adapted to the remaining functions in the composite skill can be determined to change the locking state of the third virtual object to the first locking state, and at the same time cancel the second locking state of the target virtual object. In this way, through the above method, a more detailed skill release processing mechanism is provided when the master virtual object releases a relatively complex skill and the target virtual object is in the second locking state relative to the master virtual object, so as to meet the refined operation requirements of the player when facing skills with different functions and is conducive to improving the accuracy of the player's game operation.

[0246] ·Underlying implementation method of the target switching control

[0247] In a possible implementation manner, the "in response to an object switching operation triggered by the target switching control, when the object switching operation hits the target virtual object, configure and display the second locking identifier for the target virtual object" in S413 or S513 above may include S111 (not shown in the figure):

[0248] S111: In response to an object switching operation triggered by the target switching control, if the target virtual object ranks first in the candidate object list, it is determined that the object switching operation hits the target virtual object, and the second locking identifier is configured to be displayed for the target virtual object. The candidate object list includes candidate virtual objects arranged in descending order of object priority.

[0249] The candidate object list is used to provide candidate virtual objects. A candidate virtual object refers to a virtual object that may be selected by the target switching control as a virtual object in the second locked state. For example, the candidate virtual objects may include virtual objects within the camera's field of view other than the master virtual object. In this regard, the present application does not specifically limit the candidate virtual objects. Among them, the camera's field of view refers to the range that appears on the terminal device and can be seen by the player.

[0250] The candidate object list includes candidate virtual objects arranged in descending order of object priority. That is, the candidate virtual object ranked higher in the candidate object list has a higher object priority, and the candidate virtual object ranked lower has a lower object priority. Among them, the object priority is used to indicate the level of a candidate virtual object being preferentially selected as a virtual object in the second locked state. For example, the object priorities of various candidate virtual objects can be determined according to the distance between the candidate virtual object and the master virtual object. The closer the candidate virtual object is to the master virtual object, the higher its object priority, and the farther the candidate virtual object is from the master virtual object, the lower its object priority. In this regard, the present application does not specifically limit the method for determining the object priority.

[0251] Exemplarily, the player can trigger an object switching operation by clicking on the target switching control. In response to this object switching operation, if the target virtual object ranks first in the candidate object list, that is, the object priority of the target virtual object is the highest, it can be determined that the object switching operation hits the target virtual object. Then, the locked state of the target virtual object can be changed to the second locked state, that is, the target virtual object can be determined as a virtual object in the second locked state, and further, a second lock identifier can be configured for the target virtual object.

[0252] In this way, as can be seen from the above content, when the player triggers an object switching operation through the target switching control, they can rely on the candidate virtual objects arranged according to the object priority in the candidate object list. If the object priority of the target virtual object is the highest, the target virtual object can be hit as a virtual object in the second locked state, thus improving the specific implementation method of hitting the target virtual object through the target switching control.

[0253] In a possible implementation manner, the method provided in the embodiments of the present application may further include S121 - S123 (not shown in the figure):

[0254] S121: Determine multiple candidate regions according to the position and orientation of the master virtual object. The multiple candidate regions respectively correspond to different region priorities.

[0255] A candidate area refers to different areas divided from within the camera's field of view based on the position and orientation of the master virtual object. Each candidate area has its own corresponding area priority. That is, based on the position and orientation of the master virtual object, multiple candidate areas can be divided, and the corresponding priority for each candidate area can also be determined. Among them, the area priority is used to indicate the level of the candidate virtual object in its corresponding candidate area being selected as the virtual object in the second locked state. For example, the area priority can include, but is not limited to, the first priority, the second priority, the third priority, and the fourth priority, etc. In this regard, the present application does not specifically limit the area priority.

[0256] Exemplarily, multiple candidate areas and area priorities can be divided according to a preset area priority configuration table. The preset area priority configuration table is determined based on the position and orientation of the master virtual object, and it can be configured by the planners of the game application. In this regard, the present application does not specifically limit the preset area priority configuration table.

[0257] For example, the preset area priority configuration table may include: The first area priority is oriented towards the center of the camera, with the master virtual object offset 4 meters backward as the starting point for area division. A sector with a radius of 14 meters and an angle of 30° is selected as the first candidate area corresponding to the first area priority; The second area priority is oriented towards the center of the camera, with the master virtual object offset 4 meters backward as the starting point for area division. A sector with a radius of 14 meters and an angle of 120° is selected as the second candidate area corresponding to the second area priority; The third area priority is oriented towards the center of the camera, with the master virtual object offset 4 meters backward as the starting point for area division. A sector with a radius of 27 meters and an angle of 30° is selected as the third candidate area corresponding to the third area priority; The fourth area priority is oriented towards the center of the camera, with the master virtual object offset 4 meters backward as the starting point for area division. A sector with a radius of 27 meters and an angle of 120° is selected as the fourth candidate area corresponding to the fourth area priority.

[0258] Exemplarily, reference can be made to Figure 10 , Figure 10 which is a schematic diagram of an area priority provided by an embodiment of the present application. As shown in Figure 10 , Figure 10 it includes different candidate areas within the camera's field of view shown by fan-shaped areas of different colors. Each candidate area includes multiple candidate virtual objects, and each candidate area corresponds to a different area priority. Specifically, reference can be made to Figure 11 , Figure 11 which is another schematic diagram of an area priority provided by an embodiment of the present application. Figure 11 is Figure 10 a top-down view schematic diagram, Figure 11It includes the position of the master virtual object, a first candidate area 1101 corresponding to the first area priority, a second candidate area 1102 corresponding to the second area priority, a third candidate area 1103 corresponding to the second area priority, a fourth candidate area 1104 corresponding to the second area priority, a fifth candidate area 1105 corresponding to the third area priority, and a sixth candidate area 1106 corresponding to the third area priority. Among them, the division rules of the above candidate areas are similar to the division method of the above preset area priority configuration table, which will not be elaborated here.

[0259] Exemplarily, reference can be made to Figure 12 , Figure 12 which is another schematic diagram of area priority provided by the embodiments of the present application. As shown in Figure 12 , when the camera's field of view is smaller than multiple candidate areas, only the candidate areas within the camera's field of view will be displayed in the terminal device, that is, the first candidate area 1201 corresponding to the first area priority, most of the second candidate areas 1202 corresponding to the second area priority, most of the third candidate areas 1203 corresponding to the second area priority, some of the fourth candidate areas 1204 corresponding to the third area priority, and some of the fifth candidate areas 1205 corresponding to the third area priority.

[0260] S122: For each candidate virtual object in each candidate area, determine the object priority corresponding to the candidate virtual object according to the area priority corresponding to the candidate area and the positional relationship between the candidate virtual object and the master virtual object.

[0261] Each candidate area may include at least one candidate virtual object. The object priority corresponding to the candidate virtual object can be determined according to the area priority corresponding to the candidate area and the positional relationship between the candidate virtual object and the master virtual object, that is, according to the area priority corresponding to the candidate area and the distance between each candidate virtual object in the candidate area and the master virtual object.

[0262] Exemplarily, the object priority of the candidate virtual object in the candidate area with a higher area priority is higher than that of the candidate virtual object in the candidate area with a lower area priority. Among the candidate virtual objects in the same candidate area, the closer the distance to the master virtual object, the higher its object priority; conversely, the farther the distance to the master virtual object, the lower its object priority.

[0263] S123: Arrange each candidate virtual object according to the object priority corresponding to each candidate virtual object in multiple candidate areas to obtain a candidate object list.

[0264] After determining the object priority corresponding to each candidate virtual object in the multiple candidate regions, the candidate virtual objects can be arranged according to the object priority corresponding to each candidate virtual object in the multiple candidate regions. For example, the candidate virtual objects can be arranged in descending order of object priority to obtain a candidate object list.

[0265] In this way, it can be seen from the above content that multiple candidate regions with regional priorities can be divided in combination with the position and orientation of the master virtual object. Furthermore, based on the distance between the candidate region and the master virtual object, the object priority of each candidate virtual object can be determined. Thus, the candidate virtual objects can be arranged according to the object priority of each candidate virtual object to obtain a candidate object list. In this way, through this method, a more reasonable candidate object list is provided, which can increase the probability that a candidate virtual object closer to the master virtual object and at the center of the master virtual object's field of view is preferentially selected as the virtual object in the second locked state.

[0266] In a possible implementation manner, the method provided in the embodiment of the present application may further include S131-S133 (not shown in the figure):

[0267] S131: Determine the virtual object to be concerned that does not exist in the candidate object list at the current moment but exists in the cached object list, where the cached object list is used to store the candidate virtual objects in the candidate object list at historical moments.

[0268] The candidate object list at the current moment refers to the candidate object list used to store the candidate virtual objects at the current moment. It should be noted that the master virtual object and other virtual objects are not stationary in the virtual scene picture but moving. Therefore, the positions of the master virtual object and other virtual objects change, which means that the candidate virtual objects in the above candidate regions may be different at each moment, and the object priority of the candidate virtual objects will also change with the change of the positions or orientations of the master virtual object and the candidate virtual object, that is, the candidate object lists at different moments may include different candidate virtual objects, and the arrangement order of the candidate virtual objects also changes.

[0269] The cached object list is used to store the candidate virtual objects in the candidate object list at historical moments, that is, the cached object list is used to store the candidate virtual objects arranged according to the object priority of each candidate virtual object at historical moments.

[0270] The virtual object to be concerned refers to the candidate virtual object that does not exist in the candidate object list at the current moment but exists in the cached object list.

[0271] Exemplarily, by comparing the candidate object list at the current moment with the cached object list, the virtual object to be concerned can be determined.

[0272] S132: If the virtual object to be concerned is included in the selected object list, the virtual object to be concerned is removed from the selected object list. The selected object list is used to store candidate virtual objects that have been configured to display the second lock identifier through an object switching operation.

[0273] The selected object list is used to store candidate virtual objects that have been configured to display the second lock identifier through an object switching operation, that is, the virtual objects hit by the object switching operation triggered by the player through the target switching control can be stored in the selected object list.

[0274] If it is detected that the virtual object to be concerned is included in the selected object list, the virtual object to be concerned is removed from the selected object list, so that the selected object list does not include the virtual object to be concerned.

[0275] S133: Remove each candidate virtual object in the selected object list from the candidate object list at the current moment, and select the candidate virtual object ranked first from each candidate virtual object remaining in the candidate object list at the current moment as the virtual object hit by this object switching operation.

[0276] Since the selected object list includes virtual objects that have been preliminarily screened by the player but have not been determined to be in the second locked state, each candidate virtual object in the selected object list can be removed from the candidate object list at the current moment, that is, each candidate virtual object with a relatively low probability of being selected can be removed from the candidate object list at the current moment. Then, from each candidate virtual object remaining in the candidate object list at the current moment, that is, after removing each candidate virtual object in the selected object list from the candidate object list at the current moment, among the remaining candidate virtual objects, select the candidate virtual object ranked first, that is, select the candidate virtual object with the highest object priority, as the virtual object hit by this object switching operation.

[0277] Exemplarily, taking the candidate object list at the current moment including virtual object A, virtual object B, virtual object C, and virtual object D, the selected object list including virtual object E, virtual object C, virtual object D, and virtual object F, and the cached object list including virtual object E, virtual object A, virtual object B, and virtual object C as an example. First, it can be determined that the virtual object to be concerned about is virtual object E. Then, since the selected object list includes virtual object E, virtual object E can be removed from the selected object list, and the remaining selected object list includes virtual object C, virtual object D, and virtual object F. Finally, each candidate virtual object in the selected object list can be removed from the candidate object list at the current moment, and the candidate virtual objects remaining in the candidate object list at the current moment are virtual object A and virtual object B. Furthermore, the candidate virtual object ranked first can be selected from them as the virtual object hit by this object switching operation, that is, virtual object A can be selected as the virtual object hit by this object switching operation. Additionally, the candidate virtual objects remaining in the candidate object list at the current moment can be added to the cached object list, and the hit virtual object A can be added to the selected object list.

[0278] Among them, each virtual object included in the selected object list represents its corresponding storage order, that is, the player sequentially selects virtual object F, virtual object D, virtual object C, virtual object E, and virtual object A through the object switching operation triggered by the target switching control.

[0279] In the case of adjusting the camera field of view range following the change of the position of the master virtual object, when the player triggers the object switching operation for the second time, taking the candidate object list at the current moment including virtual object E, virtual object A, virtual object B, and virtual object C, the selected object list including virtual object A, virtual object C, virtual object D, and virtual object F, and the cached object list including virtual object E, virtual object A, virtual object B, and virtual object C as an example. First, it can be determined that the virtual object to be concerned about is empty. Then, there is no need to remove the virtual object to be concerned about from the selected object list. Finally, each candidate virtual object in the selected object list can be removed from the candidate object list at the current moment, and the candidate virtual objects remaining in the candidate object list at the current moment are virtual object E and virtual object B. Furthermore, the candidate virtual object ranked first can be selected from them as the virtual object hit by this object switching operation, that is, virtual object E can be selected as the virtual object hit by this object switching operation.

[0280] In this way, by the above method, the target switching deduplication rule corresponding to the target switching control is improved, which can avoid the situation that the virtual object with a high object priority cannot be selected immediately when the camera field of view range is adjusted, thereby ensuring the accuracy of the target switching deduplication rule.

[0281] ·Overall exemplary introduction to the action mechanism of skills for locking objects

[0282] Finally, it can be combined with Figure 13 to give an overall exemplary introduction to the object locking method provided by the embodiments of the present application. Figure 13 is a schematic diagram of the object locking method provided by the embodiments of the present application. In Figure 13 , the target virtual object in the second locking state relative to the master virtual object is represented by a strong lock target, and the target virtual object in the first locking state relative to the master virtual object is represented by a weak lock target.

[0283] First, the player can click on the target skill 1301 and determine whether the current target skill release condition 1302 is met. If not, different pop-up windows 1303 can be set according to different situations, such as a pop-up window can prompt "Level insufficient", "Energy insufficient", "Target skill on cooldown", and "Requires xx effect to release", etc. If it is met, it can be further determined whether there is a strong lock target 1304 currently. If not, the locking method and skill release processing mechanism 1305 for the weak lock target are executed above. If there is, it is determined whether the current target skill can be released without a target 1306. If it cannot be released without a target, it can be determined whether there is a target (target virtual object) that can be selected by the target skill in the release range of the current target skill 1307. If not, the skill logic of the target skill is stopped, and a pop-up window is sent to prompt "No valid target or target is too far away" 1308. For example, in the case where the target skill is an attribute reduction skill, the target virtual object is in a strong lock state relative to the master virtual object, and the target virtual object and the master virtual object have a teammate relationship, that is, the skill type of the target skill is not suitable for the target virtual object, and there is no hostile virtual object of the master virtual object within the release range of the target skill (such as within 23 meters). Click to release the target skill. Since there is no hostile virtual object within the release range, the attribute reduction object cannot be specified, that is, the skill logic of the target skill is stopped.

[0284] If there is, it continues to determine whether the skill release distance is sufficient 1309, that is, to determine whether the skill distance of the currently released target skill can hit the target virtual object. If not, the skill logic of the target skill is stopped, and a pop-up window is sent to prompt "No valid target or target is too far away" 1310. For example, in the case where the target skill is an attribute reduction skill, the target virtual object is in a strong lock state relative to the master virtual object, and the target virtual object and the master virtual object are in a hostile relationship. Click to release the target skill outside the skill distance of the target skill (such as more than 23 meters). Since the skill distance is not enough, the target skill cannot be released, that is, the skill logic of the target skill is stopped.

[0285] If so, continue to determine whether the skill type of the current target skill is applicable to the target virtual object 1311. If so, release the target skill on the strong lock target and do not switch the strong lock target 1312. For example, in the case where the target skill is an attribute reduction skill, the target virtual object is in a strong lock state relative to the master virtual object, and the target virtual object and the master virtual object are in a hostile relationship. When clicking to release the target skill within the skill range of the target skill (such as within 23 meters), the target skill can be successfully released, that is, the relevant benefits of the target virtual object can be successfully reduced, such as reducing the blood volume of the target virtual object, etc.

[0286] If not, in the case where the currently released target skill is a composite skill, determine whether the composite skill shields the target switching mechanism 1313. If so, release the target skill on the target virtual object selected by the skill, but do not switch the strong lock target 1314. For example, in the case where the composite skill has both an attribute enhancement effect and an attribute reduction effect, the target virtual object is in a strong lock state relative to the master virtual object, and the target virtual object and the master virtual object are in a hostile relationship. When the player releases the composite skill, the relevant benefits of the target virtual object can be reduced, such as reducing the blood volume of the target virtual object, etc., and the relevant benefits of the virtual object suitable for the attribute enhancement effect can be increased, such as increasing the blood volume, etc., but the target virtual object always remains the strong lock target.

[0287] If not, switch to a new target virtual object with weak lock and release the target skill 1315. For example, in the case where the composite skill has both an attribute enhancement effect and an attribute reduction effect, the target virtual object is in a strong lock state relative to the master virtual object, and the target virtual object and the master virtual object are in a teammate relationship. When the player releases the composite skill, the relevant benefits of the target virtual object can be increased, such as increasing the blood volume of the target virtual object, etc., and the relevant benefits of the virtual object suitable for the attribute reduction effect can be reduced, such as reducing the blood volume, etc. At the same time, the virtual object with attribute reduction is determined as the weak lock target and the strong lock target is cancelled.

[0288] If the current target skill can be released empty, it can be determined whether there is a target (target virtual object) that can be selected by the target skill in the release range of the current target skill 1316. If not, directly release the target skill and do not switch the strong lock target 1317. For example, in the case where the target skill is an attribute reduction skill, the target virtual object is in a strong lock state relative to the master virtual object, and the target virtual object and the master virtual object are in a hostile relationship. When clicking to release the target skill outside the release range of the target skill, no damage can be caused to any virtual object, and at the same time, the target virtual object always remains the strong lock target.

[0289] If so, continue to determine whether the distance of the currently released skill is sufficient for 1318, that is, determine whether the skill distance of the currently released target skill can hit the target virtual object. If not, directly release the target skill without switching the strong lock target 1319. For example, when the target skill is an attribute reduction skill, the target virtual object is in a strong lock state relative to the main control virtual object, and the target virtual object and the main control virtual object are in a hostile relationship. Click to release the target skill outside the skill distance of the target skill (such as more than 23 meters), then no damage can be caused to any virtual object. At the same time, the target virtual object is always maintained as the strong lock target. If so, continue to determine whether the skill type of the current target skill is suitable for the target virtual object 1320. If so, directly release the target skill without switching the strong lock target 1321. For example, when the target skill is an attribute reduction skill, the target virtual object is in a strong lock state relative to the main control virtual object, and the target virtual object and the main control virtual object are in a hostile relationship. Since the skill type of the target skill is suitable for the target virtual object, click to release the target skill within the release range of the target skill, then damage can be caused to the target virtual object. At the same time, the target virtual object is always maintained as the strong lock target.

[0290] If not, when the currently released target skill is a composite skill, then determine whether the composite skill shields the target switching mechanism 1322. If so, release the target skill on the target virtual object selected by the skill without switching the strong lock target 1323. For example, when the composite skill has both attribute gain effects and attribute reduction effects at the same time, the target virtual object is in a strong lock state relative to the main control virtual object, and the target virtual object and the main control virtual object are in a hostile relationship. When the player releases the composite skill, the relevant benefits of the target virtual object can be reduced, such as reducing the blood volume of the target virtual object, etc., and the relevant benefits of the virtual object suitable for the attribute gain effect can be increased, such as increasing the blood volume, etc., but the target virtual object is always maintained as the strong lock target.

[0291] If not, switch to a new target virtual object with weak locking and release the target skill 1324. For example, when the composite skill has both attribute gain effects and attribute reduction effects at the same time, the target virtual object is in a strong lock state relative to the main control virtual object, and the target virtual object and the main control virtual object are in a teammate relationship. When the player releases the composite skill, the relevant benefits of the target virtual object can be increased, such as increasing the blood volume, etc., and the relevant benefits of the virtual object suitable for the attribute reduction effect can be reduced, such as reducing the blood volume, etc. At the same time, the virtual object with attribute reduction is determined as the weak lock target, and the strong lock target is cancelled.

[0292] It can be seen that through the above method, the target virtual object can enter different locked states. Moreover, for the target virtual object in different locked states, different skill release processing mechanisms can be adopted, which can not only meet the refined operation requirements of players, but also reduce the possibility of players' misoperations, enhance the fluency of the game and the accuracy of players' game operations. In addition, based on the above, different skill release processing mechanisms can be adopted for the target virtual object in different locked states, which also helps players to more flexibly select appropriate target locking modes in different combat scenarios (such as the scenario of player versus player (PVP), the scenario of fighting against the boss, or the scenario of fighting against ordinary monsters). And based on the above skill release processing mechanism, it can further be extended to support customizing the priority of the locked state and the switching method between different locked states according to the personalized selection of players during the game process, thus helping to improve the game experience of players.

[0293] Based on the object locking method provided in the foregoing embodiments, the present application also correspondingly provides an object locking device. The following will be described in conjunction with Figure 14 for illustration. Figure 14 FIG. 1400 is a schematic structural diagram of an object locking device 1400 provided in an embodiment of the present application. The device includes:

[0294] A first display module 1401, configured to, in response to the triggering of a passive locking event related to a target virtual object, configure and display a first locking identifier for the target virtual object, where the first locking identifier is used to indicate that the target virtual object is in a first locked state relative to a main control virtual object;

[0295] A second display module 1402, configured to, in response to an active locking operation triggered for the target virtual object, configure and display a second locking identifier for the target virtual object, where the second locking identifier is used to indicate that the target virtual object is in a second locked state relative to the main control virtual object, and different skill release processing mechanisms are adopted for the target virtual object in the first locked state and the target virtual object in the second locked state for the target skill released by the main control virtual object.

[0296] Optionally, the first display module 1401 includes any one of the following:

[0297] A first first locking identifier display unit, configured to, in response to the triggering of an event that the main control virtual object releases a first skill, if it is determined according to the skill action mechanism of the first skill that the action object of the first skill is the target virtual object, then configure and display the first locking identifier for the target virtual object;

[0298] The second first lock display unit is configured to, in response to the triggering of an event that the second skill released by the target virtual object hits the master virtual object, configure to display the first lock identifier for the target virtual object;

[0299] The third first lock display unit is configured to, in response to the triggering of a dialogue event between the master virtual object and the target virtual object, configure to display the first lock identifier for the target virtual object.

[0300] Optionally, the first display module 1401 is specifically configured to:

[0301] If there is a reference virtual object in the second lock state relative to the master virtual object, in response to the triggering of an event that the skill type of the third skill released by the master virtual object does not match the reference virtual object and the third skill hits the target virtual object, configure to display the first lock identifier for the target virtual object;

[0302] Correspondingly, the device further includes:

[0303] The first cancellation display module is configured to cancel the display of the second lock identifier configured for the reference virtual object.

[0304] Optionally, the device further includes:

[0305] The second cancellation display module is configured to cancel the display of the first lock identifier configured for the target virtual object in response to the triggered first lock release operation or in response to the triggering of a first lock release event related to the target virtual object.

[0306] Optionally, the second cancellation display module includes any one of the following:

[0307] The first first lock cancellation display unit is configured to cancel the display of the first lock identifier configured for the target virtual object in response to the first lock release operation triggered in the first target area in the virtual scene screen;

[0308] The second first lock cancellation display unit is configured to cancel the display of the first lock identifier configured for the target virtual object in response to the triggering of an event that the target virtual object moves outside the field of view of the master virtual object;

[0309] The third first lock cancellation display unit is configured to cancel the display of the first lock identifier configured for the target virtual object in response to the triggering of an event that the target virtual object dies;

[0310] The fourth cancel display first lock identification unit is configured to cancel the display of the first lock identification configured for the target virtual object in response to the triggering of an event that the target virtual object enters the first lock invalid state.

[0311] Optionally, the second cancel display module 1402 is specifically configured to:

[0312] In response to a first active lock operation triggered for the target virtual object in the first locked state, configure the display of the second lock identification for the target virtual object;

[0313] Or,

[0314] In response to a second active lock operation triggered for the target virtual object in the unlocked state, configure the display of the second lock identification for the target virtual object.

[0315] Optionally, the second cancel display module 1402 includes any one of the following:

[0316] The first display second lock identification unit is configured to configure the display of the second lock identification for the target virtual object in response to a first selection operation triggered for the target virtual object in the virtual scene screen;

[0317] The second display second lock identification unit is configured to configure the display of the second lock identification for the target virtual object in response to a second selection operation triggered for the target virtual object in the object panel;

[0318] The third display second lock identification unit is configured to configure the display of the second lock identification for the target virtual object in the case where the target virtual object is hit by an object switching operation triggered by a target switching control.

[0319] Optionally, the second cancel display module 1402 includes any one of the following:

[0320] The fourth display second lock identification unit is configured to configure the display of the second lock identification for the target virtual object in response to a third selection operation triggered for the target virtual object in the virtual scene screen;

[0321] The fifth display second lock identification unit is configured to configure the display of the second lock identification for the target virtual object in response to a fourth selection operation triggered for the target virtual object in the object panel;

[0322] The sixth display second locking identification unit is configured to, in response to an object switching operation triggered by a target switching control and when the object switching operation hits the target virtual object, configure and display the second locking identification for the target virtual object.

[0323] Optionally, the device further includes:

[0324] The first second locking identification cancel display module is configured to, in response to the triggered second locking release operation or in response to the triggering of a second locking release event related to the target virtual object, cancel the display of the second locking identification configured for the target virtual object.

[0325] Optionally, the first second locking identification cancel display module includes any one of the following:

[0326] The first second locking identification cancel display unit is configured to, in response to the second locking release operation triggered in a second target area in the virtual scene screen, cancel the display of the second locking identification configured for the target virtual object;

[0327] The second second locking identification cancel display unit is configured to, in response to the triggering of an event that the target virtual object moves out of the field of view of the master virtual object, cancel the display of the second locking identification configured for the target virtual object;

[0328] The third second locking identification cancel display unit is configured to, in response to the triggering of a death event of the target virtual object, cancel the display of the second locking identification configured for the target virtual object;

[0329] The fourth second locking identification cancel display unit is configured to, in response to the triggering of an event that the target virtual object enters a second locking invalid state, cancel the display of the second locking identification configured for the target virtual object.

[0330] Optionally, for the target virtual object in the first locking state, the target skill released by the master virtual object adopts a first skill release processing mechanism, and the first skill release processing mechanism is executed through the following modules:

[0331] The first detection module is configured to, when the master virtual object releases a first target skill, detect whether the target virtual object meets the first action condition of the first target skill;

[0332] The first action module is configured to, if it meets the condition, apply the first target skill to the target virtual object;

[0333] A second detection module, configured to, if not meeting the requirements, detect whether there is a first virtual object that meets the first action condition. If there is, configure to display the first lock identifier for the first virtual object and cancel the display of the first lock identifier configured for the target virtual object. If not, prompt that the first target skill has not taken effect effectively, or empty-fire the first target skill.

[0334] Optionally, for the target skill released by the master virtual object, a second skill release processing mechanism is adopted for the target virtual object in the second locked state, and the second skill release processing mechanism is executed by the following modules:

[0335] A third detection module, configured to, when the master virtual object releases a second target skill, detect whether the target virtual object meets the second action condition of the second target skill;

[0336] A second action module, configured to, if meeting the requirements, apply the second target skill to the target virtual object;

[0337] A first locked state maintaining module, configured to, if not meeting the requirements, maintain the target virtual object in the second locked state relative to the master virtual object, and prompt that the second target skill has not taken effect effectively, or empty-fire the second target skill.

[0338] Optionally, the modules for executing the second skill release processing mechanism further include:

[0339] A fourth detection module, configured to detect whether the skill type of the second target skill is adapted to the target virtual object;

[0340] An execution module, configured to, if adapted, execute the detection of whether the target virtual object meets the second action condition of the second target skill;

[0341] A fifth detection module, configured to, if not adapted, detect whether there is a second virtual object that is adapted to the second target skill and meets the second action condition. If there is, configure to display the first lock identifier for the second virtual object and cancel the display of the second lock identifier configured for the target virtual object.

[0342] Optionally, the modules for executing the second skill release processing mechanism further include:

[0343] A second locked state maintaining module, configured to, when the second target skill is a composite skill, if the composite skill shields the target switching mechanism, maintain the target virtual object in the second locked state relative to the master virtual object, and the composite skill is composed of multiple sub-skills that achieve different effects;

[0344] A determination module, configured to determine a third virtual object adapted to the composite skill if the composite skill does not shield the target switching mechanism, configure to display the first locking identifier for the third virtual object, and cancel the display of the second locking identifier configured for the target virtual object.

[0345] Optionally, the third display second locking identifier unit is specifically configured to:

[0346] In response to the object switching operation triggered by the target switching control, if the target virtual object ranks first in the candidate object list, it is determined that the object switching operation hits the target virtual object, and the second locking identifier is configured to be displayed for the target virtual object, where the candidate object list includes candidate virtual objects arranged in descending order of object priority.

[0347] Optionally, the apparatus further includes:

[0348] A candidate area determination unit, configured to determine a plurality of candidate areas according to the position and orientation of the main control virtual object, where the plurality of candidate areas respectively correspond to different area priorities;

[0349] An object priority determination unit, configured to determine the object priority corresponding to each candidate virtual object in each candidate area according to the area priority corresponding to the candidate area and the positional relationship between the candidate virtual object and the main control virtual object;

[0350] An arrangement unit, configured to arrange each of the candidate virtual objects according to the object priority corresponding to each of the candidate virtual objects in the plurality of candidate areas, to obtain the candidate object list.

[0351] Optionally, the apparatus further includes:

[0352] A determination unit, configured to determine a virtual object to be concerned that does not exist in the candidate object list at the current moment but exists in the cached object list, where the cached object list is used to store candidate virtual objects in the candidate object list at a historical moment;

[0353] A first elimination unit, configured to eliminate the virtual object to be concerned from the selected object list if the selected object list includes the virtual object to be concerned, where the selected object list is used to store candidate virtual objects that have been configured to display the second locking identifier through the object switching operation;

[0354] A second elimination unit, configured to eliminate each of the candidate virtual objects in the selected object list from the candidate object list at the current moment, and select the candidate virtual object ranked first from each of the candidate virtual objects remaining in the candidate object list at the current moment as the virtual object hit by the current object switching operation.

[0355] An embodiment of the present application further provides a computer device, which may specifically be a terminal device or a server. The terminal device and the server provided in the embodiments of the present application will be introduced from the perspective of hardware implementation below.

[0356] See Figure 15 , Figure 15 is a schematic structural diagram of the terminal device provided in the embodiment of the present application. As Figure 15 shown, for the sake of simplicity, only the parts related to the embodiment of the present application are shown. For the specific technical details not disclosed, please refer to the method part of the embodiment of the present application. The terminal may be any terminal device including a mobile phone, a tablet computer, a personal digital assistant (PDA), a point of sales (POS), an in-vehicle computer, etc. Taking the terminal as a computer as an example:

[0357] Figure 15 shown is a block diagram of some structures of the computer related to the terminal provided in the embodiment of the present application. Referring to Figure 15 , the computer includes: a radio frequency (RF) circuit 1210, a memory 1220, an input unit 1230 (including a touch panel 1231 and other input devices 1232), a display unit 1240 (including a display panel 1241), a sensor 1250, an audio circuit 1260 (connected with a speaker 1261 and a microphone 1262), a wireless fidelity (WiFi) module 1270, a processor 1280, and a power supply 1290, etc. Those skilled in the art can understand that Figure 15 the computer structure shown in

[0358] The memory 1220 can be used to store software programs and modules. The processor 1280 executes various functional applications and data processing of the computer by running the software programs and modules stored in the memory 1220. The memory 1220 may mainly include a program storage area and a data storage area. Among them, the program storage area may store an operating system, application programs required for at least one function (such as a sound playback function, an image playback function, etc.); the data storage area may store data created according to the use of the computer (such as audio data, a phone book, etc.). In addition, the memory 1220 may include high-speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other non-volatile solid-state storage devices.

[0359] The processor 1280 is the control center of the computer, connecting various parts of the entire computer through various interfaces and lines. By running or executing the software programs and / or modules stored in the memory 1220, and by calling the data stored in the memory 1220, it executes various functions of the computer and processes data. Optionally, the processor 1280 may include one or more processing units; preferably, the processor 1280 may integrate an application processor and a modem processor. Among them, the application processor mainly processes the operating system, user interface, application programs, etc., and the modem processor mainly processes wireless communication. It can be understood that the above-mentioned modem processor may not be integrated into the processor 1280.

[0360] In the embodiment of the present application, the processor 1280 included in the terminal is used to execute the steps in the object locking method described in each of the foregoing embodiments.

[0361] See Figure 16 , Figure 16 FIG. 1300 is a schematic structural diagram of a server 1300 provided in an embodiment of the present application. The server 1300 may vary greatly due to configuration or performance differences, and may include one or more central processing units (CPUs) 1322 (for example, one or more processors) and a memory 1332, and one or more storage media 1330 (for example, one or more mass storage devices) for storing application programs 1342 or data 1344. Among them, the memory 1332 and the storage media 1330 may be transient storage or persistent storage. The programs stored in the storage media 1330 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations on the server. Further, the central processor 1322 may be configured to communicate with the storage media 1330 and execute a series of instruction operations in the storage media 1330 on the server 1300.

[0362] The server 1300 may also include one or more power supplies 1326, one or more wired or wireless network interfaces 1350, one or more input / output interfaces 1358, and / or one or more operating systems, such as Windows Server TM , Mac OS X TM , Unix TM , Linux TM , FreeBSD TM and so on.

[0363] In the foregoing embodiments, the steps performed by the server may be based on the Figure 16 server structure shown. Among them, the CPU 1322 is used to execute the steps in the object locking method described in each of the foregoing embodiments.

[0364] An embodiment of the present application also provides a computer-readable storage medium for storing a computer program, and the computer program is used to execute the steps in the object locking method described in each of the foregoing embodiments.

[0365] An embodiment of the present application also provides a computer program product or a computer program. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the steps in the object locking method described in each of the foregoing embodiments.

[0366] 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 may refer to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0367] In the several embodiments provided by the present application, it should be understood that the disclosed systems, devices, and methods may be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point, the displayed or discussed couplings or direct couplings or communication connections to each other may be through some interfaces, indirect couplings or communication connections of devices or units, and may be in electrical, mechanical or other forms.

[0368] The unit described as a separation component may or may not be physically separated. The component shown as a unit may or may not be a physical unit, that is, it may be located in one place or distributed across multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0369] In addition, each functional unit in various embodiments of the present application may be integrated in a processing unit, may exist physically separately for each unit, or two or more units may be integrated in one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of a software functional unit.

[0370] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present application. The aforementioned storage medium includes: various media that can store computer programs such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs.

[0371] It should be understood that in the present application, "at least one (item)" means one or more, and "multiple" means two or more. "And / or" is used to describe the association relationship of associated objects and indicates that three relationships may exist. For example, "A and / or B" may mean: only A exists, only B exists, and both A and B exist at the same time. Among them, A and B can be singular or plural. The character " / " generally means that the associated objects before and after are in an "or" relationship. "At least one (one) of the following" or its similar expression refers to any combination of these items, including any combination of single item (one) or plural items (ones). For example, at least one (one) of a, b, or c may mean: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, and c can be single or multiple.

[0372] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an overall module or unit that includes the function of the module or unit.

[0373] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them; although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions recorded in the foregoing embodiments, or perform equivalent replacements on some of the technical features; and these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. An object locking method, characterized in that, The method includes: In response to the triggering of a passive locking event related to a target virtual object, a first locking identifier is configured and displayed for the target virtual object, and the first locking identifier is used to indicate that the target virtual object is in a first locking state relative to a master virtual object; In response to an active locking operation triggered for the target virtual object, a second locking identifier is configured and displayed for the target virtual object, and the second locking identifier is used to indicate that the target virtual object is in a second locking state relative to the master virtual object, and different skill release processing mechanisms are adopted for the target virtual object in the first locking state and the target virtual object in the second locking state for the target skill released by the master virtual object.

2. The method according to claim 1, wherein The step of, in response to the triggering of a passive locking event related to a target virtual object, configuring and displaying a first locking identifier for the target virtual object includes any one of the following: In response to the triggering of an event that the master virtual object releases a first skill, if it is determined, according to the skill action mechanism of the first skill, that the action object of the first skill is the target virtual object, then a first locking identifier is configured and displayed for the target virtual object; In response to the triggering of an event that a second skill released by the target virtual object hits the master virtual object, a first locking identifier is configured and displayed for the target virtual object; In response to the triggering of a dialogue event between the master virtual object and the target virtual object, a first locking identifier is configured and displayed for the target virtual object.

3. The method according to claim 1, wherein The step of, in response to the triggering of a passive locking event related to a target virtual object, configuring and displaying a first locking identifier for the target virtual object includes: If there is a reference virtual object in the second locking state relative to the master virtual object, in response to the triggering of an event that the skill type of a third skill released by the master virtual object is not suitable for the reference virtual object and the third skill hits the target virtual object, a first locking identifier is configured and displayed for the target virtual object; The method further includes: Canceling the display of the second locking identifier configured for the reference virtual object.

4. The method according to claim 1, wherein After the step of, in response to the triggering of a passive locking event related to a target virtual object, configuring and displaying a first locking identifier for the target virtual object, the method further includes: In response to the triggered first unlocking operation or in response to the triggering of a first unlocking event related to the target virtual object, canceling the display of the first locking identifier configured for the target virtual object.

5. The method according to claim 4, wherein The step of, in response to the triggered first unlocking operation or in response to the triggering of a first unlocking event related to the target virtual object, canceling the display of the first locking identifier configured for the target virtual object includes any one of the following: In response to the first unlocking operation triggered in a first target area in the virtual scene screen, canceling the display of the first locking identifier configured for the target virtual object; In response to the triggering of an event that the target virtual object moves outside the field of view of the master virtual object, cancel the display of the first locking identifier configured for the target virtual object; In response to the triggering of an event that the target virtual object dies, cancel the display of the first locking identifier configured for the target virtual object; In response to the triggering of an event that the target virtual object enters the first locking invalid state, cancel the display of the first locking identifier configured for the target virtual object.

6. The method according to claim 1 or 4, characterized in that, The responding to an active locking operation triggered for the target virtual object and configuring and displaying a second locking identifier for the target virtual object includes: In response to a first active locking operation triggered for the target virtual object in the first locking state, configure and display the second locking identifier for the target virtual object; Or, In response to a second active locking operation triggered for the target virtual object in the unlocked state, configure and display the second locking identifier for the target virtual object.

7. The method according to claim 6, wherein The responding to a first active locking operation triggered for the target virtual object in the first locking state and configuring and displaying the second locking identifier for the target virtual object includes any of the following: In response to a first selection operation triggered for the target virtual object in the virtual scene screen, configure and display the second locking identifier for the target virtual object; In response to a second selection operation triggered for the target virtual object in the object panel, configure and display the second locking identifier for the target virtual object; In response to an object switching operation triggered by a target switching control, when the target virtual object is hit by the object switching operation, configure and display the second locking identifier for the target virtual object.

8. The method according to claim 6, wherein The responding to a second active locking operation triggered for the target virtual object in the unlocked state and configuring and displaying the second locking identifier for the target virtual object includes any of the following: In response to a third selection operation triggered for the target virtual object in the virtual scene screen, configure and display the second locking identifier for the target virtual object; In response to a fourth selection operation triggered for the target virtual object in the object panel, configure and display the second locking identifier for the target virtual object; In response to an object switching operation triggered by a target switching control, when the target virtual object is hit by the object switching operation, configure and display the second locking identifier for the target virtual object.

9. The method according to claim 1, wherein After the responding to an active locking operation triggered for the target virtual object and configuring and displaying a second locking identifier for the target virtual object, the method further includes: In response to the triggered second locking release operation, or in response to the triggering of a second locking release event related to the target virtual object, cancel the display of the second locking identifier configured for the target virtual object.

10. The method according to claim 9, characterized in that Canceling the display of the second lock identifier configured for the target virtual object in response to the triggered second lock release operation or in response to the triggering of a second lock release event related to the target virtual object includes any of the following: Canceling the display of the second lock identifier configured for the target virtual object in response to the second lock release operation triggered in the second target area in the virtual scene screen; Canceling the display of the second lock identifier configured for the target virtual object in response to the triggering of an event that the target virtual object moves out of the field of view of the master virtual object; Canceling the display of the second lock identifier configured for the target virtual object in response to the triggering of a death event of the target virtual object; Canceling the display of the second lock identifier configured for the target virtual object in response to the triggering of an event that the target virtual object enters a second lock invalid state.

11. The method according to any one of claims 1 to 10, characterized in that, For the target virtual object in the first locked state, the target skill released by the master virtual object adopts a first skill release processing mechanism, and the first skill release processing mechanism includes: When the master virtual object releases a first target skill, detecting whether the target virtual object meets the first action condition of the first target skill; If it meets the condition, applying the first target skill to the target virtual object; If it does not meet the condition, detecting whether there is a first virtual object that meets the first action condition. If there is, configuring and displaying the first lock identifier for the first virtual object and canceling the display of the first lock identifier configured for the target virtual object. If not, prompting that the first target skill has not taken effect effectively or discharging the first target skill in vain.

12. The method according to any one of claims 1 to 10, characterized in that For the target virtual object in the second locked state, the target skill released by the master virtual object adopts a second skill release processing mechanism, and the second skill release processing mechanism includes: When the master virtual object releases a second target skill, detecting whether the target virtual object meets the second action condition of the second target skill; If it meets the condition, applying the second target skill to the target virtual object; If it does not meet the condition, keeping the target virtual object in the second locked state relative to the master virtual object and prompting that the second target skill has not taken effect effectively or discharging the second target skill in vain.

13. The method according to claim 12, wherein Before detecting whether the target virtual object meets the second action condition of the second target skill, the second skill release processing mechanism further includes: Detecting whether the skill type of the second target skill is adapted to the target virtual object; If it is adapted, performing the detection of whether the target virtual object meets the second action condition of the second target skill; If it is not adapted, detecting whether there is a second virtual object that is adapted to the second target skill and meets the second action condition. If there is, configuring and displaying the first lock identifier for the second virtual object and canceling the display of the second lock identifier configured for the target virtual object.

14. The method according to claim 12 or 13, characterized in that The second skill release processing mechanism further includes: When the second target skill is a composite skill, if the composite skill shields the target switching mechanism, the target virtual object is maintained in the second locked state relative to the master virtual object, and the composite skill is composed of multiple sub-skills that achieve different effects; If the composite skill does not shield the target switching mechanism, determine the third virtual object adapted to the composite skill, configure the display of the first lock identifier for the third virtual object, and cancel the display of the second lock identifier configured for the target virtual object.

15. The method according to claim 7 or 8, characterized in that The responding to the object switching operation triggered by the target switching control and, in the case where the object switching operation hits the target virtual object, configuring the display of the second lock identifier for the target virtual object includes: Responding to the object switching operation triggered by the target switching control, if the target virtual object ranks first in the candidate object list, determine that the object switching operation hits the target virtual object, and configure the display of the second lock identifier for the target virtual object, where the candidate object list includes candidate virtual objects arranged in descending order of object priority.

16. The method according to claim 15, wherein The method further includes: Determine a plurality of candidate regions according to the position and orientation of the master virtual object, and the plurality of candidate regions respectively correspond to different region priorities; For each candidate virtual object in each candidate region, determine the object priority corresponding to the candidate virtual object according to the region priority corresponding to the candidate region and the positional relationship between the candidate virtual object and the master virtual object; Arrange the candidate virtual objects according to the object priorities corresponding to the respective candidate virtual objects in the plurality of candidate regions to obtain the candidate object list.

17. The method according to claim 15 or 16, characterized in that, The method further includes: Determine a virtual object to be concerned that does not exist in the candidate object list at the current moment but exists in the cached object list, where the cached object list is used to store the candidate virtual objects in the candidate object list at the historical moment; If the selected object list includes the virtual object to be concerned, remove the virtual object to be concerned from the selected object list, where the selected object list is used to store the candidate virtual objects that have been configured to display the second lock identifier through the object switching operation; Remove the candidate virtual objects in the selected object list from the candidate object list at the current moment, and select the candidate virtual object ranked first from the candidate virtual objects remaining in the candidate object list at the current moment as the virtual object hit by the object switching operation this time.

18. An object locking device, characterized in that, The device includes: A first display module, configured to, in response to the triggering of a passive lock event related to a target virtual object, configure the display of a first lock identifier for the target virtual object, where the first lock identifier is used to indicate that the target virtual object is in a first locked state relative to the master virtual object; A second display module, configured to, in response to an active locking operation triggered for the target virtual object, configure a second locking identifier for the target virtual object, where the second locking identifier is used to indicate that the target virtual object is in a second locking state relative to the master virtual object, and different skill release processing mechanisms are adopted for the target virtual object in the first locking state and the target virtual object in the second locking state for the target skill released by the master virtual object.

19. A computer device, characterized in that, The device includes a processor and a memory; The memory is used to store a computer program; The processor is configured to execute the object locking method according to any one of claims 1 to 17 based on the computer program.

20. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program, and when the computer program is executed by an electronic device, the object locking method according to any one of claims 1 to 17 is implemented.

21. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, the object locking method according to any one of claims 1 to 17 is implemented.