Skill release method and device in virtual scene, electronic equipment, computer readable storage medium and computer program product

By releasing a virtual barrier in a virtual scene to block attacks, the problem of single blocking attacks in a virtual scene is solved, and resource utilization and user experience are improved.

CN120381673APending Publication Date: 2025-07-29TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510810587.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-16
Publication Date
2025-07-29

AI Technical Summary

Technical Problem

The single way of blocking attacks in virtual scenes leads to a low utilization rate of electronic equipment resources.

Method used

By displaying a virtual barrier in the virtual scene, the target skill is released using the first virtual object to block the attack of the second virtual object, and the virtual barrier acts on the second virtual object whose distance is less than the threshold.

Benefits of technology

It enriches the ways to block attacks, improves the resource utilization of electronic devices, and enhances the diversity of user gaming experience and virtual object interactions.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a skill release method and device in a virtual scene, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the steps that a first virtual object and a second virtual object are displayed in a virtual scene, the first virtual object and the second virtual object belong to a first group, a target skill is released in response to the first virtual object, and if the distance between the first virtual object and the second virtual object is smaller than a first distance threshold value, a virtual barrier is displayed, the virtual barrier at least acts on the second virtual object and is used for blocking attacks of the virtual objects in the second group. Through the method and the device, attack blocking modes can be enriched, and the resource utilization rate of the electronic equipment can be improved.
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Description

Technical Field

[0001] The present application relates to the field of Internet technologies, and in particular, to a skill release method, apparatus, electronic device, computer-readable storage medium, and computer program product in a virtual scenario. Background Art

[0002] In related technologies, virtual objects can be displayed in a virtual scenario. For example, the virtual object can be a virtual box. During the interaction between a virtual object and other virtual objects, the user can control the virtual object to move to the virtual box and adjust the relative position relationship among the virtual object, the virtual box, and other virtual objects, so as to block the attack of other virtual objects on the virtual object. In related technologies, the method of blocking the attack of other virtual objects is relatively single, and the resource utilization rate of the electronic device is relatively low. Summary of the Invention

[0003] Embodiments of the present application provide a method, apparatus, computer-readable storage medium, and computer program product, which can enrich the ways of blocking attacks and improve the resource utilization rate of the electronic device.

[0004] The technical solution of the embodiments of the present application is implemented as follows:

[0005] Embodiments of the present application provide a skill release method in a virtual scenario. The method includes:

[0006] Display a first virtual object and a second virtual object in the virtual scenario, where the first virtual object and the second virtual object belong to a first group;

[0007] In response to the first virtual object releasing a target skill, if the distance between the first virtual object and the second virtual object is less than a first distance threshold, display a virtual barrier, where the virtual barrier acts on at least the second virtual object to block the attack of virtual objects in a second group.

[0008] Embodiments of the present application provide a skill release method in a virtual scenario. The method includes:

[0009] Display a first virtual object in the virtual scenario;

[0010] In response to the first virtual object being knocked down by other virtual objects in the virtual scenario, control the first virtual object to release a target skill, and display a virtual barrier acting on the first virtual object based on the target skill;

[0011] Wherein, the virtual barrier is used to block the attack of the other virtual objects on the first virtual object.

[0012] An embodiment of the present application provides a skill release method in a virtual scenario, and the method includes:

[0013] Display a first virtual object in the virtual scenario;

[0014] In response to a preparation instruction for a target skill, control the first virtual object to perform a preparation operation of the target skill, where the target skill is used to generate a virtual barrier acting on the first virtual object;

[0015] Display an indicator of the virtual barrier in the virtual scenario, and the indicator is used to indicate the generation position of the virtual barrier in the virtual scenario;

[0016] Based on the indicator, in response to a release instruction for the target skill, control the first virtual object to perform a release operation of the target skill, and generate the virtual barrier at the generation position, where the virtual barrier is used to block attacks of other virtual objects on the first virtual object.

[0017] In the above solution, the method further includes: in response to a preparation instruction for a target skill, if there is a second virtual object whose distance from the first virtual object is less than a first distance threshold, display a selection box for the second virtual object;

[0018] The step of, based on the indicator, in response to a release instruction for the target skill, controlling the first virtual object to perform a release operation of the target skill and generating the virtual barrier at the generation position includes:

[0019] Based on the indicator and the selection box, in response to a release instruction for the target skill, control the first virtual object to perform a release operation of the target skill, and generate the virtual barrier at the generation position.

[0020] In the above solution, the method includes: for the selection box, display the position of the second virtual object and display the information of the second virtual object.

[0021] In the above solution, the step of generating the virtual barrier at the generation position includes:

[0022] Teleport the first virtual object to the generation position;

[0023] Generate a virtual barrier in the shape of a three-dimensional geometric body at the generation position;

[0024] Wherein, the first virtual object is in the geometric space of the virtual barrier to block attacks of virtual objects in the second group on the first virtual object.

[0025] An embodiment of the present application provides a skill release device in a virtual scenario. The device includes:

[0026] A display module, configured to display a first virtual object and a second virtual object in the virtual scenario, where the first virtual object and the second virtual object belong to a first group;

[0027] A response module, configured to, in response to the first virtual object releasing a target skill, if the distance between the first virtual object and the second virtual object is less than a first distance threshold, display a virtual barrier, where the virtual barrier acts on at least the second virtual object to block attacks from virtual objects in a second group.

[0028] In the above solution, the response module is further configured to, if the target skill is a passive skill of the first virtual object, in response to the second virtual object being knocked down and the distance between the first virtual object and the second virtual object being less than a second distance threshold, automatically trigger the first virtual object to release the target skill.

[0029] In the above solution, the display module is further configured to display a package-type virtual barrier that wraps the second virtual object to block attacks from virtual objects in the second group to the second virtual object; wherein, as the second virtual object moves, the package-type virtual barrier moves synchronously with the second virtual object.

[0030] In the above solution, the display module is further configured to, if the number of knocked-down virtual objects in the first group is multiple, determine the virtual object with the highest priority among the multiple knocked-down virtual objects as the second virtual object, and display a first action identifier in the associated area of the second virtual object; wherein, the first action identifier is used to represent that the target skill acts on the second virtual object.

[0031] The response module is further configured to, in response to the first virtual object releasing a target skill, if the distance between the first virtual object and the second virtual object is less than a first distance threshold, display a virtual barrier acting on the second virtual object based on the first action identifier.

[0032] In the above solution, the display module is further configured to, if the number of knocked-down virtual objects in the first group is multiple, determine the virtual object with the highest priority as the virtual object that meets one of the following conditions: the distance from the first virtual object is the smallest and it does not carry other virtual barriers; it does not carry other virtual barriers and among the virtual objects that do not carry other virtual barriers, the distance from the first virtual object is the smallest; it does not carry other virtual barriers and the knockdown time is the longest.

[0033] In the above solution, the response module is further configured to, after automatically triggering the first virtual object to release the target skill, in response to the first virtual object being knocked down and the target skill being in an active state, trigger the first virtual object to release the target skill again, and display a wrapped virtual barrier that wraps the first virtual object.

[0034] In the above solution, the response module is further configured to, after displaying the virtual barrier, automatically cancel the display of the virtual barrier in response to at least one of the following being satisfied: the duration of displaying the virtual barrier reaches a first duration threshold; the second virtual object recovers from a knocked-down state to a combat state; the attacks of the virtual objects in the second group against the first group meet the attack conditions; where the attack conditions include at least one of the following: the number of attacks is greater than an attack number threshold, the attack intensity is greater than an intensity threshold, the attack frequency is greater than a frequency threshold, and the attack duration is greater than a second duration threshold.

[0035] In the above solution, the first group further includes a third virtual object; the response module is further configured to, after displaying the virtual barrier, when the third virtual object has the target skill, in response to the first virtual object being knocked down, if the distance between the third virtual object and the first virtual object is greater than or equal to the second distance threshold, display movement guidance information; the movement guidance information is used to guide the first virtual object to move towards the third virtual object, so as to trigger the target skill of the third virtual object when the distance between the third virtual object and the first virtual object is less than the second distance threshold.

[0036] In the above solution, the response module is further configured to, before displaying the virtual barrier, if the target skill is an active skill of the first virtual object, in response to a release instruction for the target skill, control the first virtual object to perform a skill release operation of the target skill and release the target skill.

[0037] In the above solution, the display module is further configured to display a virtual barrier in the shape of a three-dimensional geometric body, and the virtual barrier has a geometric space and a target transparency; where the second virtual object is located in the geometric space of the virtual barrier.

[0038] In the above solution, the display module is further configured to teleport the first virtual object to a vicinity area of the second virtual object; display a virtual barrier in the shape of a three-dimensional geometric body; where the first virtual object and the second virtual object are in the geometric space of the virtual barrier to block attacks of the virtual objects in the second group against the first virtual object and the second virtual object.

[0039] In the above solution, the first virtual object is located in the first virtual subspace, and the second virtual object is located in the second virtual subspace; the display module is further configured to, before controlling the first virtual object to perform the skill release operation of the target skill in response to a release instruction for the target skill, display a distance identifier in the first virtual subspace, where the distance identifier is used to indicate the distance between the first virtual object and the second virtual object;

[0040] The response module is further configured to, based on the distance identifier, in response to a release instruction for the target skill, control the first virtual object to perform the skill release operation of the target skill;

[0041] The display module is further configured to teleport the first virtual object from the first virtual subspace to the vicinity of the second virtual object in the second virtual subspace.

[0042] In the above solution, the second virtual object is located at the center point of the virtual barrier, and the display module is further configured to, when displaying the virtual barrier in the shape of a three-dimensional geometric body, if the distance between the fourth virtual object in the second group and the second virtual object is less than a third distance threshold, move the fourth virtual object out of the virtual barrier.

[0043] In the above solution, the display module is further configured to, when displaying the virtual barrier in the shape of a three-dimensional geometric body, if there is an unexploded projectile thrown by a virtual object in the second group in the virtual barrier, clear the unexploded projectile.

[0044] In the above solution, the display module is further configured to, when displaying the virtual barrier in the shape of a three-dimensional geometric body, if the distance between the fourth virtual object in the second group and the second virtual object is less than a fourth distance threshold, reduce the attribute value of the fourth virtual object and display a special effect corresponding to the reduction of the attribute value, where the special effect corresponds to the type of the attribute value.

[0045] In the above solution, the response module is further configured to, in response to a preparation instruction for the target skill, control the first virtual object to perform the preparation operation of the target skill; display an indicator of the virtual barrier in the virtual scene, where the indicator is used to indicate the generation position of the virtual barrier in the virtual scene; based on the indicator, in response to a release instruction for the target skill, control the first virtual object to perform the skill release operation of the target skill.

[0046] In the above solution, the virtual barrier is a virtual barrier in the shape of a planar image; the display module is further configured to display an indicator of the virtual barrier in the shape of a planar image in the virtual scene, where the orientation of the indicator is the first orientation;

[0047] The response module is further configured to, in response to an orientation adjustment instruction for an indicator of a virtual barrier in the shape of a planar image, display an indicator with a second orientation.

[0048] The response module is further configured to, based on the indicator with the second orientation, in response to a release instruction for the target skill, control the first virtual object to perform a skill release operation of the target skill.

[0049] In the above solution, the response module is further configured to, in response to a preparation instruction for the target skill, control the first virtual object to perform a preparation operation for the target skill and display a virtual barrier in a preparation state; in response to a position adjustment instruction for the virtual barrier in the preparation state, adjust the position of the virtual barrier in the preparation state in the virtual scene; based on the adjusted position, in response to a release instruction for the target skill, control the first virtual object to perform a skill release operation of the target skill and release the target skill.

[0050] In the above solution, the response module is further configured to, during the process of adjusting the position of the virtual barrier in the virtual scene, in response to that the virtual barrier can act on the second virtual object based on the current position of the virtual barrier, display a second action identifier at the second virtual object, and the second action identifier is used to indicate that the virtual barrier acts on the second virtual object.

[0051] In the above solution, the display module is further configured to display, on the virtual ground of the virtual scene, a virtual barrier in the shape of a planar graph that fits the virtual ground; wherein, the second virtual object and the first virtual object are on the same side of the virtual barrier, and the second virtual object and the virtual objects in the second group are on different sides of the virtual barrier.

[0052] In the above solution, the response module is further configured to, after displaying the virtual barrier, control the target skill to be in a cooling state; in response to that the duration of the target skill in the cooling state reaches a target duration, activate the target skill so as to display the virtual barrier when the first virtual object releases the target skill.

[0053] In the above solution, the response module is further configured to, in response to a projection instruction for a fifth virtual object in the second group, control the first virtual object to project a virtual item towards the fifth virtual object; when the level of the first virtual object reaches a level threshold, control the virtual item to penetrate the virtual barrier; when the level of the first virtual object does not reach the level threshold, display the process of the virtual item being blocked by the virtual barrier.

[0054] An embodiment of the present application provides a skill release device in a virtual scene, and the device includes:

[0055] A display module, configured to display a first virtual object in a virtual scene;

[0056] A response module, configured to, in response to the first virtual object being knocked down by other virtual objects in the virtual scene, control the first virtual object to release a target skill, and display a virtual barrier acting on the first virtual object based on the target skill;

[0057] Wherein, the virtual barrier is configured to block attacks from the other virtual objects on the first virtual object.

[0058] An embodiment of the present application provides a skill release device in a virtual scene, the device comprising:

[0059] A display module, configured to display a first virtual object in a virtual scene;

[0060] A response module, configured to, in response to a preparation instruction for a target skill, control the first virtual object to perform a preparation operation of the target skill, wherein the target skill is used to generate a virtual barrier acting on the first virtual object;

[0061] The display module is further configured to display an indicator of the virtual barrier in the virtual scene, and the indicator is used to indicate the generation position of the virtual barrier in the virtual scene;

[0062] The response module is further configured to, based on the indicator, in response to a release instruction for the target skill, control the first virtual object to perform a release operation of the target skill, and generate the virtual barrier at the generation position, and the virtual barrier is used to block attacks from other virtual objects on the first virtual object.

[0063] An embodiment of the present application provides an electronic device, the electronic device comprising:

[0064] A memory, configured to store computer-executable instructions or a computer program;

[0065] A processor, configured to implement the skill release method in a virtual scene provided by an embodiment of the present application when executing the computer-executable instructions or the computer program stored in the memory.

[0066] An embodiment of the present application provides a computer-readable storage medium, storing a computer program or computer-executable instructions, configured to implement the skill release method in a virtual scene provided by an embodiment of the present application when being executed by a processor.

[0067] An embodiment of the present application provides a computer program product, including a computer program or computer-executable instructions. When the computer program or computer-executable instructions are executed by a processor, a skill release method in a virtual scenario provided by the embodiment of the present application is implemented.

[0068] The embodiment of the present application has the following beneficial effects:

[0069] The skill release method in the virtual scenario provided by the embodiment of the present application can display a first virtual object and a second virtual object in the virtual scenario. The first virtual object and the second virtual object belong to a first group. In response to the first virtual object releasing a target skill, if the distance between the first virtual object and the second virtual object is less than a distance threshold, a virtual barrier is displayed. The virtual barrier acts on at least the second virtual object to block the attacks of virtual objects in a second group.

[0070] Through the skill release method in the virtual scenario provided by the embodiment of the present application, a virtual barrier for blocking the attacks of virtual objects in a second group can be displayed by releasing a skill through the first virtual object, which can enrich the content displayed in the virtual scenario and improve the resource utilization rate of the electronic device. Moreover, the user can control the first virtual object to release the skill according to actual usage needs, so that the virtual barrier can be displayed at the corresponding time and position, which is equivalent to being able to block attacks according to actual usage needs. It can block the attacks of virtual objects in a second group by releasing skills, enrich the ways of blocking attacks, and can also enrich the diversity of gameplay corresponding to the target skill, improve the user's gaming experience, and further improve the resource utilization rate of the electronic device. The virtual barrier acts on at least the second virtual object that belongs to the same group as the first virtual object, which can enrich the diversity of interactions between virtual objects. BRIEF DESCRIPTION OF THE DRAWINGS

[0071] Figure 1 is a schematic structural diagram of a skill release system in a virtual scenario provided by an embodiment of the present application;

[0072] Figure 2 is a schematic structural diagram of an electronic device provided by an embodiment of the present application;

[0073] Figure 3 is a flowchart of a skill release method in a virtual scenario provided by an embodiment of the present application Figure 1 ;

[0074] Figure 4 is a schematic diagram of a virtual scenario provided by an embodiment of the present application Figure 1 ;

[0075] Figure 5 is a schematic diagram of a virtual scenario provided by an embodiment of the present application Figure 2 ;

[0076] Figure 6 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 3 ;

[0077] Figure 7 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 4 ;

[0078] Figure 8 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 5 ;

[0079] Figure 9 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 6 ;

[0080] [[ID=..]]Figure 10 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 7 ;

[0081] Figure 11 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 8 ;

[0082] Figure 12 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 9 ;

[0083] Figure 13 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 ;

[0084] Figure 14 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 One;

[0085] Figure 15 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 Two;

[0086] Figure 16 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 Three;

[0087] Figure 17 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 Four;

[0088] Figure 18 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 Five;

[0089] Figure 19 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 Six;

[0090] Figure 20 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 Seven;

[0091] Figure 21 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 Eight;

[0092] Figure 22 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 Nine;

[0093] Figure 23 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 2 Ten;

[0094] Figure 24 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 2 Eleven;

[0095] Figure 25 It is a schematic flowchart of the skill release method in the virtual scene provided by the embodiments of the present application Figure 2 ;

[0096] Figure 26 It is a schematic flowchart of the skill release method in the virtual scene provided by the embodiments of the present application Figure 3 ;

[0097] Figure 27 It is a schematic flowchart of the skill release method in the virtual scene provided by the embodiments of the present application Figure 4 ;

[0098] Figure 28 It is a schematic flowchart of the skill release method in the virtual scene provided by the embodiments of the present application Figure 5 ;

[0099] Figure 29 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 2 Twelve;

[0100] Figure 30 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 2 Thirteen;

[0101] Figure 31 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 2 Fourteen;

[0102] Figure 32 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 2 Fifteen;

[0103] Figure 33 It is a schematic diagram of the virtual scene provided by the embodiments of the present applicationFigure 2 Sixteen;

[0104] Figure 34 It is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 2 Seventeen;

[0105] Figure 35 It is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 2 Eighteen;

[0106] Figure 36 It is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 2 Nineteen;

[0107] Figure 37 It is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 3 Ten;

[0108] Figure 38 It is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 3 Eleven;

[0109] Figure 39 It is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 3 Twelve;

[0110] Figure 40 It is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 3 Thirteen;

[0111] Figure 41 It is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 3 Fourteen;

[0112] Figure 42 It is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 3 Fifteen;

[0113] Figure 43 It is a schematic flowchart of the skill release method in the virtual scene provided by the embodiment of the present application Figure 6 . Detailed implementation manners

[0114] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on the present application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of the present application.

[0115] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments. However, it is understood that "some embodiments" may be the same subset or different subsets of all possible embodiments, and may be combined with each other without conflict.

[0116] In the following description, the terms "first / second / third" are only used to distinguish similar objects and do not represent a specific order for the objects. It is understood that "first / second / third" can be interchanged with a specific order or sequence when permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0117] 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 implemented in whole or in part 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 that module or unit.

[0118] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meaning as commonly understood by those skilled in the art to which the present application belongs. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.

[0119] In the embodiments of the present application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations when applied in actual cases, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope authorized by laws and regulations and the personal information subject.

[0120] Before further elaborating on the embodiments of the present application, the nouns and terms involved in the embodiments of the present application are described. The nouns and terms involved in the embodiments of the present application are subject to the following explanations.

[0121] 1) Responsive to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more executed operations can be real-time or have a set delay; without special instructions, there is no limit on the execution order of multiple executed operations.

[0122] 2) Human-computer interaction interface, an interface for providing human-computer interaction functions / an interface for displaying the first virtual object, the second virtual object, and the virtual barrier. For example, a Graphical User Interface (GUI) display, such as an Augmented Reality (AR) interface, a Virtual Reality (VR) interface, a Voice User Interface (VUI), an interactive projection interface (using projection technology to display information on a plane), an eye movement detection interface (an interface controlled by detecting the user's line of sight), a holographic interface (a three-dimensional hologram formed by projecting an image through holographic projection technology, allowing a stereoscopic image to be seen without wearing special glasses), a multimodal interface (an interactive interface that combines multiple interaction methods such as touch, vision, and hearing), a Brain-Machine Interface (BMI) interface, etc.

[0123] 3) Virtual scene, a virtual scene displayed (or provided) when the application runs on the terminal. The virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene.

[0124] For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts, cities, etc. The user (i.e., the player) can control the virtual object to perform activities in the virtual scene. The activities include but are not limited to: adjusting the body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, throwing, etc. The virtual scene can be displayed from the first-person perspective (for example, from the user's own perspective to play the virtual object in the game); it can also be displayed from the third-person perspective (for example, the user chases the virtual object in the game to play); it can also be displayed from an aerial perspective. The above perspectives can be switched arbitrarily.

[0125] 4) Virtual object, the images of various people and objects that can interact in the virtual scene, or movable objects in the virtual scene. The movable objects can be virtual characters, virtual animals, anime characters, etc. For example: people, animals, plants, oil drums, walls, stones, etc. displayed in the virtual scene. The virtual object can be a virtual image in the virtual scene used to represent the user. The virtual scene can include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene.

[0126] For example, the virtual object can be a player character controlled by operations on the client side, an artificial intelligence (AI) in a virtual scenario battle set through training, or a non-player character (NPC) set in a virtual scenario interaction. Among them, the number of virtual objects participating in the interaction in the virtual scenario can be preset or dynamically determined according to the number of clients joining the interaction.

[0127] 5) A client, also known as a user terminal, refers to a program that provides local services corresponding to a server. Except for some applications that can only run locally, it is generally installed on an ordinary client machine and needs to cooperate with the server to run, that is, there needs to be a corresponding server and service program in the network to provide corresponding services. In this way, a specific communication connection needs to be established between the client side and the server side to ensure the normal operation of the application program, such as a game client.

[0128] 6) A virtual barrier is a virtual structure or energy field with a protective function in a virtual scenario. Having a protective function means that the virtual barrier can block the attacks of enemy virtual objects and can also restrict the movement of enemy virtual objects. During the game process, the virtual barrier can block one or more of the physical attacks, magic attacks, or special damages of enemy virtual objects, thereby weakening the damage of enemy virtual objects to virtual objects and friendly virtual objects. Through the virtual barrier, virtual tactics can also be carried out. The virtual tactics can include restricting the movement of enemy virtual objects through the virtual barrier and isolating the enemy virtual objects from virtual objects (which can also include friendly virtual objects).

[0129] In the process of research, the inventor found the following technical problems in the related art:

[0130] Technical Problem 1: In the related art, virtual objects can be displayed in a virtual scenario. For example, the virtual object can be a virtual box. During the interaction between a virtual object and other virtual objects, the user can control the virtual object to move to the virtual box and adjust the relative position relationship among the virtual object, the virtual box, and other virtual objects, so as to block the attacks of other virtual objects on the virtual object. In the related art, the way of blocking the attacks of other virtual objects is relatively single, and the resource utilization rate of the electronic device is relatively low.

[0131] The embodiments of the present application provide a skill release method in a virtual scenario, a skill release device in a virtual scenario, an electronic device, a computer-readable storage medium, and a computer program product, which can block the attacks of virtual objects in a second group by releasing skills, enrich the ways of blocking attacks, and improve the resource utilization rate of the electronic device.

[0132] See Figure 1 , Figure 1 Figure 1 is a schematic structural diagram of a skill release system in a virtual scene provided by an embodiment of the present application. The skill release system 100 in the virtual scene is to support the implementation of a skill release application in a virtual scene. The terminal (exemplarily showing terminals 400-1, 400-2, and 400-3) is connected to the server 200 through the network 300. The network 300 can be a wide area network, a local area network, or a combination of both.

[0133] For example, the terminal 400-1 is used by a user who controls the first virtual object, the terminal 400-2 is used by a user who controls the second virtual object, and the terminal 400-3 is used by a user who controls the virtual objects belonging to the second group.

[0134] One or more of the terminals 400-1, 400-2, and 400-3 can display the virtual scene and display the first virtual object and the second virtual object in the virtual scene. Among them, the first virtual object and the second virtual object belong to the first group, and the first group is different from the second group. The group refers to the division of virtual objects to form different combinations, and each group includes at least one virtual object.

[0135] Taking the terminal 400-1 as an example for illustration below, the terminals 400-2 and 400-3 can make equivalent substitutions for the description of the terminal 400-1, which will not be elaborated here. In response to the first virtual object releasing the target skill, if the distance between the first virtual object and the second virtual object is less than the first distance threshold, a virtual barrier can be displayed on the terminal 400-1. The virtual barrier acts on at least the second virtual object to block the attacks of the virtual objects in the second group.

[0136] The skill release method in the virtual scene provided by the embodiment of the present application can display the first virtual object and the second virtual object in the virtual scene. The first virtual object and the second virtual object belong to the first group. In response to the first virtual object releasing the target skill, if the distance between the first virtual object and the second virtual object is less than the distance threshold, a virtual barrier is displayed. The virtual barrier acts on at least the second virtual object to block the attacks of the virtual objects in the second group.

[0137] Through the skill release method in the virtual scene provided by the embodiments of the present application, a skill can be released by a first virtual object, and a virtual barrier for blocking the attacks of virtual objects in a second group can be displayed, which can enrich the content displayed in the virtual scene, improve the resource utilization rate of the electronic device, and moreover, the user can control the first virtual object to release the skill according to actual usage requirements, so that the virtual barrier can be displayed at the corresponding time and position, which is equivalent to being able to block attacks according to actual usage requirements, and can block the attacks of virtual objects in the second group by releasing skills, enriching the ways of blocking attacks, and moreover, can enrich the diversity of the gameplay corresponding to the target skill, improve the user's gaming experience, and further improve the resource utilization rate of the electronic device. The virtual barrier acts on at least a second virtual object belonging to the same group as the first virtual object, which can enrich the diversity of interactions between virtual objects.

[0138] The electronic device provided by the embodiments of the present application will be described below. The electronic device for implementing the skill release method in the virtual scene of the embodiments of the present application can be a terminal, a server, or a combination of both. Therefore, the execution subject of each step will not be repeated hereinafter. In some embodiments, the terminal can be implemented as various types of terminals such as a laptop computer, a tablet computer, a desktop computer, a set-top box, a smart phone, a smart speaker, a smart watch, a smart TV, a vehicle-mounted terminal, etc.

[0139] In some embodiments, the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms. The terminal and the server can be directly or indirectly connected through wired or wireless communication methods, which are not limited in the embodiments of the present application.

[0140] See Figure 2 , Figure 2 is a schematic structural diagram of the electronic device provided by the embodiments of the present application. Figure 2 The electronic device shown includes: at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. Each component in the electronic device is coupled together through a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, in Figure 2 all kinds of buses are labeled as the bus system 440.

[0141] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0142] The user interface 430 includes one or more output devices 431 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0143] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices that are physically remote from the processor 410.

[0144] The memory 450 includes volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.

[0145] In some embodiments, memory 450 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0146] Operating system 451, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0147] A network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420. Exemplary network interfaces 420 include Bluetooth, Wi-Fi, and Universal Serial Bus (USB);

[0148] A presentation module 453 for enabling the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 associated with the user interface 430 (e.g., a display screen, a speaker, etc.);

[0149] An input processing module 454 for detecting and translating one or more user inputs or interactions from one of one or more input devices 432.

[0150] In some embodiments, the skill release device in the virtual scenario provided by the embodiments of the present application can be implemented in software. Figure 2 The skill release device 455 in the virtual scenario stored in the memory 450 is shown, which can be software in the form of a program, a plug-in, etc., and includes the following software modules: a display module 4551 and a response module 4552. These modules are logical, and thus can be combined arbitrarily or further split according to the functions to be implemented. The functions of each module will be described below.

[0151] In other embodiments, the skill release device in the virtual scenario provided by the embodiments of the present application can be implemented in hardware. As an example, the skill release device in the virtual scenario provided by the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the skill release method in the virtual scenario provided by the embodiments of the present application. For example, a processor in the form of a hardware decoding processor can employ one or more application specific integrated circuits (ASICs), digital signal processors (DSPs), programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0152] In some embodiments, a terminal or a server may implement the skill release method in the virtual scenario provided in the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions may be microprogram-level commands, machine instructions, or software instructions. The computer program may be a native program or a software module in an operating system; it may be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a game application; it may also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to the browser environment to run. In short, the above computer-executable instructions may be instructions in any form, and the above computer programs may be application programs, modules, or plugins in any form.

[0153] The following describes the skill release method in the virtual scenario provided in the embodiments of the present application. As described above, the electronic device implementing the skill release method in the virtual scenario of the embodiments of the present application may be a terminal, a server, or a combination of the two. Refer to Figure 3 , Figure 3 is a flowchart showing the skill release method in the virtual scenario provided in the embodiments of the present application Figure 1 , the following combines Figure 3 the steps shown, taking the electronic device as a terminal as an example, to describe the skill release method in the virtual scenario provided in the embodiments of the present application.

[0154] In step 101, a first virtual object and a second virtual object are displayed in the virtual scenario.

[0155] In the actual application process, the terminal is installed with a game application, and the game may be any one of an open-world game, a multiplayer online role-playing game, a first-person shooter game, a third-person shooter game, a multiplayer online battle arena game, a virtual reality application, a three-dimensional map program, or a multiplayer gunfight survival game.

[0156] In some embodiments, in response to a trigger operation on the game application, a display interface of the game application may be displayed, and a virtual scenario is displayed in the display interface. The first virtual object and the second virtual object may be displayed in the virtual scenario simultaneously or non-simultaneously.

[0157] Among them, the first virtual object is the virtual object controlled by the user corresponding to the terminal that executes the skill release method in the virtual scenario, and the second virtual object is the virtual object controlled by other users. Displaying the first virtual object and the second virtual object in the virtual scenario means that the virtual scenario includes the first virtual object and the second virtual object. The virtual scenario may also include other virtual objects belonging to the first group and may also include virtual objects belonging to the second group.

[0158] In the case where the virtual scene is displayed from the first-person perspective, only the second virtual object can be displayed. In response to a display perspective switching instruction, the first-person perspective can be switched to the third-person perspective, and the first virtual object and the second virtual object can be displayed simultaneously.

[0159] In some embodiments, in the case where the virtual scene is displayed from the third-person perspective, when the virtual scene is displayed, the first virtual object and the second virtual object can be displayed. When the second virtual object is not displayed, the user can adjust the position of the first virtual object in the virtual scene according to actual usage requirements, so as to adjust the displayed virtual scene until the second virtual object is displayed in the virtual scene, which can be specifically set according to actual usage requirements.

[0160] Among them, the first virtual object and the second virtual object belong to the first group. The first group is a group including the first virtual object and friendly virtual objects. The friendly virtual object is a virtual object that is a teammate of the first virtual object. The friendly virtual objects include the second virtual object. The second virtual object can be a player virtual object or a non-player virtual object, which can be specifically determined according to the actual situation.

[0161] The virtual objects can also at least include a second group, which is different from the first group. The second group includes virtual objects that are enemies of the first virtual object (i.e., enemy virtual objects). The enemy virtual objects can be player virtual objects or non-player virtual objects, which can be specifically determined according to the actual situation.

[0162] In some embodiments, there is a game session. In response to the start of the game session, the first virtual object and the second virtual object can be displayed in the virtual scene. The first virtual object and the second virtual object can be randomly assigned to the first group. In response to a user invitation instruction corresponding to the second virtual object, the second virtual object can be invited to join the group to which the first virtual object belongs. When the second virtual object agrees to the invitation instruction, the first virtual object and the second virtual object can be controlled to belong to the first group. That is to say, the virtual objects belonging to different groups can be randomly assigned or selected by the user according to actual usage requirements.

[0163] In step 102, in response to the first virtual object releasing the target skill, if the distance between the first virtual object and the second virtual object is less than the first distance threshold, a virtual barrier is displayed.

[0164] In the skill release method in the virtual scenario provided by the embodiments of the present application, the target skill can be an active skill of the first virtual object or a passive skill of the first virtual object. Among them, an active skill refers to a skill that the user needs to manually trigger or actively use to control the first virtual object to release, and a passive skill refers to a skill that the first virtual object can automatically release without the user manually triggering or actively using.

[0165] In some embodiments, before displaying the virtual barrier, if the target skill is a passive skill of the first virtual object, in response to the second virtual object being knocked down and the distance between the first virtual object and the second virtual object being less than the second distance threshold, the first virtual object is automatically triggered to release the target skill. In response to the first virtual object releasing the target skill, if the distance between the first virtual object and the second virtual object is less than the first distance threshold, the virtual barrier is displayed.

[0166] The second virtual object being knocked down and the distance between the first virtual object and the second virtual object being less than the second distance threshold are equivalent to the release conditions for releasing the passive skill. That is, in response to the release conditions of the passive skill being met, the first virtual object is automatically triggered to release the target skill, so that the virtual barrier acting on the second virtual object can be automatically displayed without the user's operation. It can enrich the content displayed in the virtual scenario, improve the resource utilization rate of the electronic device, and can automatically block the attacks of the virtual objects in the second group, improve the user's game experience, and enrich the diversity of interactions between virtual objects.

[0167] Among them, the virtual barrier acts on at least the second virtual object. For the passive skill, a virtual barrier can only act on one virtual object, that is, the virtual barrier only acts on the second virtual object, the number of the second virtual objects is less than the number threshold, and the virtual barrier is used to block the attacks of the virtual objects in the second group on the second virtual object.

[0168] The first distance threshold and the second distance threshold can be the same or different, that is, the first distance threshold can be greater than, less than or equal to the second distance threshold, and can be specifically set according to actual usage requirements. The units of the first distance threshold and the second distance threshold can be measurement units such as meters and kilometers. Meters, kilometers, etc. refer to the length measurement units in the Unreal Engine, that is, the measurement units corresponding to the virtual scenario, rather than the measurement units of the real world.

[0169] The knockdown of a virtual object will be described below. The knockdown of a virtual object means that after being attacked or affected by other factors, the virtual object loses the ability to interact with other virtual objects. Among them, the loss of the ability of the virtual object to interact with other virtual objects may include one or more of the following situations: the virtual object is unable to attack virtual objects belonging to different groups (i.e., other virtual objects), the virtual object is unable to release virtual skills that act on other virtual objects, and the virtual object is unable to rescue virtual objects belonging to the same group (i.e., other virtual objects). Of course, it may also lose other abilities, which can be determined according to the actual situation specifically.

[0170] A virtual object has attribute values, which may include one or more of health value, energy value, magic value, attack power, defense power, attack speed, movement speed, physical strength value, and luck value. A virtual object has multiple states, which may include a knockdown state (also referred to as a knocked-down state), a combat state, and an end state.

[0171] Among them, the knockdown state is the state when the virtual object is knocked down. The knockdown state means that after being attacked or affected by other specific conditions, the virtual object temporarily loses its ability to act. The combat state is the state when the virtual object is not knocked down. The combat state means that the virtual object can perform operations such as attacking, defending, and using skills. The end state is the state when the virtual object ends the current game.

[0172] In some embodiments, for a virtual object belonging to the second group, in response to an attack instruction for the virtual object belonging to the second group, the virtual object belonging to the second group can be controlled to attack the second virtual object. In response to the second virtual object being attacked, at least the health value of the second virtual object is reduced. In response to the health value of the virtual object being less than the health threshold value, the virtual object is controlled to be knocked down, that is, the virtual object is controlled to be in the knockdown state.

[0173] In some embodiments, in response to the health value of the virtual object being 0, the virtual object can be controlled to be in the end state. In some embodiments, the knockdown state has a knockdown duration. In response to the duration of the second virtual object being in the knocked-down state reaching the knockdown duration, the second virtual object can be controlled to switch from the knocked-down state to the end state.

[0174] In some embodiments, the virtual objects belonging to the second group can perform one or more of direct attacks and indirect attacks on the second virtual object. Among them, a direct attack means that the virtual object belonging to the second group directly attacks the second virtual object through a melee virtual item or the body of the virtual object. A melee virtual item refers to a virtual item that can be used when the distance between the virtual object belonging to the second group and the second virtual object is less than a fourth distance threshold. For example, the virtual object belonging to the second group can attack the second virtual object with a virtual sword (i.e., a melee virtual item). Another example is that the virtual object belonging to the second group can attack the second virtual object with a fist.

[0175] An indirect attack means that the virtual object belonging to the second group attacks the second virtual object through a ranged virtual item. A ranged virtual item refers to a virtual item that can be used when the distance between the virtual object belonging to the second group and the second virtual object is greater than or equal to the fourth distance threshold. The ranged virtual item can include one or more of virtual projectiles, timed virtual items, and virtual items for summoning virtual pets. For example, the virtual object belonging to the second group can attack the second virtual object with an arrow (i.e., a ranged virtual item).

[0176] If the target skill is a passive skill of the first virtual object, during the game, for the first virtual object, it can first be determined whether there is a virtual object belonging to the first group that has been knocked down. In the case where only one virtual object belonging to the first group has been knocked down, if the knocked-down virtual object is not the first virtual object, the knocked-down first virtual object can be determined as the second virtual object, and the number of second virtual objects is 1 (i.e., the preset number).

[0177] In the case where the second virtual object has been knocked down, it can be further determined whether the distance between the first virtual object and the second virtual object is less than the second distance threshold. In the case where the distance between the first virtual object and the second virtual object is less than the second distance threshold, the first virtual object can be automatically triggered to release the target skill. In the case where the first distance threshold is equal to the second distance threshold, in response to the first virtual object releasing the target skill, a virtual barrier can be displayed.

[0178] In the case where the first distance threshold is not equal to the second distance threshold, in response to the first virtual object releasing the target skill, if the distance between the first virtual object and the second virtual object is less than the first distance threshold, a virtual barrier is displayed. In the case where the distance between the first virtual object and the second virtual object is greater than or less than the second distance threshold, the condition for automatically triggering the first virtual object to release the target skill is not met. Therefore, the first virtual object can be prevented from releasing the target skill.

[0179] If the knocked-down virtual object is the first virtual object, the first virtual object can automatically trigger the release of the target skill. In response to the first virtual object releasing the target skill, a virtual barrier can be displayed. That is to say, the virtual barrier can also act on the first virtual object to block the attacks of the virtual objects in the second group against the first virtual object.

[0180] In the case where multiple virtual objects belonging to the first group are knocked down, the virtual object with the highest priority among the multiple knocked-down virtual objects can be determined as the second virtual object. That is, if the number of knocked-down virtual objects in the first group is multiple, the virtual object with the highest priority among the multiple knocked-down virtual objects is determined as the second virtual object. The number of second virtual objects can be one or more, and the number of second virtual objects is less than the quantity threshold.

[0181] The priority of the multiple knocked-down virtual objects is described below. If the number of knocked-down virtual objects in the first group is multiple, the virtual object that meets one of the following conditions is determined as the virtual object with the highest priority: The first condition is that the distance from the first virtual object is the smallest and it does not carry other virtual barriers. The second condition is that it does not carry other virtual barriers and among the virtual objects that do not carry other virtual barriers, the distance from the first virtual object is the smallest. The third condition is that it does not carry other virtual barriers and the knocked-down time is the longest.

[0182] The first condition is described below. For each knocked-down virtual object in the first group, the distance between each knocked-down virtual object and the first virtual object can be determined. For the knocked-down virtual object with the smallest distance from the first virtual object, it can be further determined whether the knocked-down virtual object with the smallest distance from the first virtual object carries other virtual barriers. In the case of carrying other virtual barriers, it means that the virtual object does not meet the first condition - the third condition, and the virtual object may not be determined as the second virtual object.

[0183] Among them, other virtual barriers can be virtual barriers displayed by virtual objects belonging to the first group by releasing passive skills or active skills. That is, other virtual barriers are virtual barriers displayed by non-first virtual objects by releasing skills.

[0184] In the case of not carrying other virtual barriers, it means that the virtual object meets the first condition. The virtual object can be determined as the virtual object with the highest priority and the virtual object is determined as the second virtual object. For example, there are 2 knocked-down virtual objects in the first group, namely virtual object 1 and virtual object 2. The distance between virtual object 1 and the first virtual object is less than the distance between virtual object 2 and the first virtual object. That is, the distance between virtual object 1 and the first virtual object is the smallest.

[0185] If the virtual object 1 carries the virtual barrier displayed by the virtual object 3 in the first group by releasing a skill, that is, the virtual barrier displayed by the virtual object 3 by releasing the skill has affected the virtual object 1, so the virtual object 1 may not be determined as the second virtual object. If the virtual object 1 does not carry other virtual barriers, the virtual object 1 can be determined as the virtual object with the highest priority and the virtual object 1 can be determined as the second virtual object.

[0186] The following explains the second condition. For multiple knocked-down virtual objects in the first group, virtual objects among the multiple knocked-down virtual objects that do not carry other virtual barriers can be determined. If the number of virtual objects that do not carry other virtual barriers is 1, it can be determined that the virtual object that does not carry other virtual barriers meets the second condition, and the virtual object that does not carry other virtual barriers can be determined as the second virtual object. For example, for the virtual object 1 and the virtual object 2, the virtual object 1 carries other virtual barriers, and the virtual object 2 does not carry other virtual barriers, so the virtual object 2 can be determined as the second virtual object.

[0187] If the number of virtual objects that do not carry other virtual barriers is multiple, for each virtual object that does not carry other virtual barriers, the distance between each virtual object that does not carry other virtual barriers and the first virtual object can be determined. It can be determined that the virtual object that does not carry other virtual barriers with the smallest distance meets the second condition, and the virtual object that does not carry other virtual barriers with the smallest distance is determined as the virtual object with the highest priority, that is, among the virtual objects that do not carry other virtual barriers, the virtual object with the smallest distance from the first virtual object is determined as the second virtual object.

[0188] For example, there are 3 knocked-down virtual objects in the first group, namely the virtual object 4, the virtual object 5, and the virtual object 6. The virtual object 4 carries other virtual barriers, and the virtual object 5 and the virtual object 6 do not carry other virtual barriers. The distance between the virtual object 5 and the first virtual object is less than the distance between the virtual object 6 and the first virtual object. That is, among the virtual objects that do not carry other virtual barriers, the distance between the virtual object 5 and the first virtual object is the smallest, so the virtual object 5 can be determined as the second virtual object.

[0189] The following explains the third condition. For multiple knocked-down virtual objects in the first group, virtual objects among the multiple knocked-down virtual objects that do not carry other virtual barriers can be determined. If the number of virtual objects that do not carry other virtual barriers is 1, it can be determined that the virtual object that does not carry other virtual barriers meets the third condition, and further the virtual object that does not carry other virtual barriers can be determined as the second virtual object.

[0190] If the number of virtual objects without other virtual barriers is multiple, it can be determined that the virtual object with the longest knockdown time meets the third condition. Furthermore, it can be determined that the virtual object without other virtual barriers and with the longest knockdown time is the second virtual object.

[0191] Through the skill release method in the virtual scenario provided by the embodiments of the present application, the virtual object with the highest priority can be determined from the first group, and the virtual object with the highest priority is the second virtual object. Equivalently, the second virtual object can be determined, and the virtual barrier can act on the second virtual object, which can improve the determination of the virtual object on which the precise virtual barrier acts when the passive skill is released, improve the diversity of interaction between the first virtual object and the second virtual object, and improve the user's gaming experience.

[0192] In the case of automatically triggering the first virtual object to release the target skill, in response to the first virtual object releasing the target skill, that is, in response to the first virtual object releasing the passive skill, a virtual barrier can be displayed. The virtual barrier is a wrapped virtual barrier that wraps the second virtual object, and the wrapped virtual barrier is used to block the attacks of the virtual objects in the second group on the second virtual object.

[0193] Among them, the wrapped virtual barrier can be one that can wrap the second virtual object and provide a closed protection area for the second virtual object. The shape of the wrapped virtual barrier can be set according to the actual use situation. For example, the wrapped virtual barrier can be a virtual barrier that is consistent with the body shape of the second virtual object.

[0194] The following is an example. Refer to Figure 4 , Figure 4 is a schematic diagram of the virtual scenario provided by the embodiments of the present application Figure 1 , and the first virtual object 401 and the second virtual object 402 can be displayed in the virtual scenario. Refer to Figure 5 , Figure 5 is a schematic diagram of the virtual scenario provided by the embodiments of the present application Figure 2 , and in response to the health value of the second virtual object 402 being lower than the health value threshold, control the second virtual object 402 to be in a knockdown state.

[0195] Refer to Figure 6 , Figure 6 is a schematic diagram of the virtual scenario provided by the embodiments of the present application Figure 3 , if the distance between the first virtual object 401 and the second virtual object 402 is less than the second distance threshold, automatically trigger the first virtual object 401 to release the target skill. In response to the first virtual object 401 releasing the target skill, display the wrapped virtual barrier 403, and the wrapped virtual barrier 403 is a virtual barrier that wraps the second virtual object 402.

[0196] In some embodiments, for a second virtual object, when the second virtual object is wrapped by a wrapped virtual barrier, in response to a movement instruction for the second virtual object, the second virtual object can be controlled to move in the virtual scene, and the wrapped virtual barrier synchronously follows the second virtual object to move. That is to say, along with the movement of the second virtual object, the wrapped virtual barrier follows the second virtual object to move synchronously.

[0197] For example, referring to Figure 7 , Figure 7 is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 4 , compared with Figure 6 and Figure 7 , it can be seen that when the second virtual object 402 is wrapped by the wrapped virtual barrier 403, the second virtual object 402 can move from the position shown by Figure 6 to the position shown by Figure 7 , and the wrapped virtual barrier 403 follows the second virtual object 402 to move synchronously, that is, the wrapped virtual barrier 403 moves from the position shown by Figure 6 to the position shown by Figure 7 . In this way, the content displayed in the virtual scene can be enriched, and the wrapped virtual barrier can move synchronously with the second virtual object, which can further block the attacks of the virtual objects in the second group, which is equivalent to being able to improve the protection effect of the virtual barrier on the second virtual object.

[0198] In some embodiments, in order to facilitate the user to know the second virtual object affected by the virtual barrier, a first effect identifier can be displayed in the associated area of the second virtual object. In response to the first virtual object releasing a target skill, if the distance between the first virtual object and the second virtual object is less than the first distance threshold, a virtual barrier acting on the second virtual object is displayed based on the first effect identifier, where the first effect identifier is used to represent that the target skill acts on the second virtual object. The first effect identifier can be one or more of text, image, video, audio, and special effects.

[0199] For example, the text can be "the currently affected object". For another example, the image can be the avatar of the first virtual object. For another example, the video can be a video including the first virtual object. The special effects can be used to improve the richness and diversity of the display content of the virtual scene, and can improve the visual impact and interest. The special effects can be one or more of light and shadow special effects, particle special effects, animation special effects, and interaction special effects with the virtual scene. The light and shadow special effects can include one or more of adding a halo effect in the associated area of the virtual barrier, converging the light emitted from all directions of the virtual scene to the virtual barrier, and adding a light and shadow change effect in the associated area of the virtual barrier.

[0200] The particle special effect can be particles displayed within the associated area of the virtual barrier. The particles can be stars, snowflakes, flower petals, etc., and the particles can move along a preset movement trajectory. The particle special effect can also be a trajectory composed of particles. The animation special effect can be an animation special effect for displaying the virtual barrier. The interaction special effect with the virtual scene can be that when a skill is released and the virtual barrier is displayed, the environment or weather in the virtual scene changes. The special effect can also be to bold-display the second virtual object or the information of the second virtual object, which can be specifically set according to actual usage requirements and will not be specifically limited here.

[0201] The information of the second virtual object can include one or more of the information of the account logged in by the user who controls the second virtual object, the name of the second virtual object, the level of the second virtual object, and the first group to which the second virtual object belongs, and will not be specifically limited here. The associated area of the second virtual object can be the area where the second virtual object is displayed, or can also be the area formed by being less than the fifth distance threshold from the boundary of the area where the second virtual object is displayed, which can be specifically set according to actual usage requirements.

[0202] For the first action identifier, the first action identifier can be displayed only on the terminals corresponding to the first virtual object and the second virtual object, and the first action identifier can also be displayed on the terminals corresponding to multiple virtual objects in the virtual scene, which can facilitate other virtual objects to know which virtual object displayed the virtual barrier by releasing a skill, and can improve the richness of the content displayed in the virtual scene and the resource utilization rate of the electronic device.

[0203] Among them, other virtual objects can be the second virtual object, all virtual objects belonging to the first group, virtual objects located in the target area, or all virtual objects in the virtual scene. The target area is determined according to the position of the first virtual object or the second virtual object. For example, the target area can be a circular area determined with the first virtual object as the midpoint and the fifth distance threshold as the radius.

[0204] See Figure 8 , Figure 8 is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 5 , the virtual objects 801 and 802 in the first group are knocked down, and the virtual object 802 is the virtual object with the highest priority among the 2 knocked-down virtual objects. The virtual object 802 can be determined as the second virtual object, and the virtual object 802 is bold-displayed, and the first action identifier 803 is displayed in the associated area of the virtual object 802. The first action identifier 803 is an image, and bold-displaying the virtual object 802 is a special effect, that is, the first action identifier includes an image and a special effect.

[0205] See Figure 9 , Figure 9It is a schematic diagram of a virtual scene provided by an embodiment of the present application Figure 6 , in response to a first virtual object releasing a target skill, based on a first action identifier 803 and the bolded virtual object 802, display a virtual barrier 804 acting on a second virtual object (i.e., virtual object 802). In this way, the content displayed in the virtual scene can be enriched, the resource utilization rate of the electronic device can be improved, and the user can intuitively know the virtual object on which the virtual barrier acts, improving the user's gaming experience.

[0206] In some embodiments, when the target skill is in a non-cooling state, in response to the first virtual object successfully releasing the target skill, the target skill can be controlled to be in a cooling state, that is, after displaying the virtual barrier, the target skill can be controlled to be in a cooling state, that is, the target skill is switched from a non-cooling state to a cooling state.

[0207] When the target skill is in a cooling state, in response to the first virtual object releasing the target skill again, a first prompt message can be displayed. The first prompt message is used to prompt that the target skill is in a cooling state, which can enrich the content displayed in the virtual scene, improve the resource utilization rate of the electronic device, and improve the user's gaming experience.

[0208] There is a corresponding target duration for the cooling state. In response to the duration of the target skill being in the cooling state reaching the target duration, the target skill can be activated, which is equivalent to switching the target skill in the cooling state to a non-cooling state to display the virtual barrier when the first virtual object releases the target skill.

[0209] After activating the target skill, that is, when the target skill is in a non-cooling state, in response to the first virtual object releasing the target skill, a virtual barrier can be displayed. In some embodiments, in response to the first virtual object releasing the target skill, if the distance between the first virtual object and the second virtual object is less than a first distance threshold, a virtual barrier acting on the second virtual object can be displayed. In some embodiments, in response to the first virtual object releasing the target skill, a virtual barrier acting on the first virtual object can be displayed. The target skill has a cooling state, and the user can reasonably arrange the timing of releasing the skill according to actual usage needs, which can enrich the diversity of game play, enhance the strategy of the game, and improve the user's gaming experience.

[0210] In some embodiments, for the case where the target skill is a passive skill, in response to the first virtual object being knocked down and the target skill being in an activated state, the first virtual object is triggered to release the target skill again, and a wrapped virtual barrier wrapping the first virtual object is displayed.

[0211] For the situation where the first virtual object is knocked down, reference can be made to the aforementioned description of a virtual object being knocked down, which will not be elaborated here. When the first virtual object is knocked down, if the target skill of the first virtual object is in an active state, it can be determined whether there is a knocked-down virtual object belonging to the first group. If not, the first virtual object is triggered again to release the target skill, and a wrapped virtual barrier that wraps the first virtual object is displayed.

[0212] When there is a knocked-down virtual object belonging to the first group, the distance between the first virtual object and the knocked-down virtual object can be determined. If there is no knocked-down virtual object with a distance less than the second distance threshold, the first virtual object is triggered again to release the target skill, and a wrapped virtual barrier that wraps the first virtual object is displayed.

[0213] When there is a knocked-down virtual object with a distance less than the second distance threshold, it can be determined whether all the knocked-down virtual objects carry other virtual barriers. If all the knocked-down virtual objects carry other virtual barriers, the first virtual object is triggered again to release the target skill, and a wrapped virtual barrier that wraps the first virtual object is displayed.

[0214] When there is a knocked-down virtual object that does not carry other virtual barriers, the virtual object with the highest priority can be determined as the second virtual object. The first virtual object is triggered again to release the target skill, and a wrapped virtual barrier that wraps the second virtual object is displayed. For the specific details, reference can be made to the aforementioned description, which will not be elaborated here.

[0215] Through the skill release method in the virtual scenario provided by the embodiments of the present application, a wrapped virtual barrier that wraps the first virtual object can be displayed according to different situations, and a wrapped virtual barrier that wraps the second virtual object can also be displayed, which can further enrich the virtual barriers displayed in the virtual scenario, thereby further improving the resource utilization rate of the electronic device.

[0216] In some embodiments, the wrapped virtual barrier has transparency, which refers to the visible degree of the virtual barrier visually, usually expressed as a percentage (0% to 100%). A transparency of 0% means the barrier is completely visible, while a transparency of 100% means the barrier is completely opaque. The setting of transparency can make the virtual barrier present different degrees of visibility visually, so as to achieve different visual effects and functional requirements.

[0217] The transparency of the wrapped virtual barrier is greater than 0% and less than 100%. The virtual object wrapped by the wrapped virtual barrier can obtain information outside the wrapped virtual barrier. Correspondingly, virtual objects outside the wrapped virtual barrier can obtain information about the virtual object (i.e., the second virtual object) wrapped by the wrapped virtual barrier, facilitating the acquisition of the position information of the virtual objects belonging to the first group and the virtual objects belonging to the second group, thereby facilitating the user to control the virtual objects to perform interactions in combination with the position information, and thus improving the user's gaming experience.

[0218] The method of canceling the display of the wrapped virtual barrier will be described below. In some embodiments, in response to the duration of displaying the wrapped virtual barrier reaching the first duration threshold, the display of the wrapped virtual barrier can be automatically canceled. For example, in response to the duration of displaying the wrapped virtual barrier being 10s, the display of the wrapped virtual barrier can be canceled.

[0219] In some embodiments, when the second virtual object is in a knocked-down state, the user can control the first virtual object to rescue the second virtual object. In response to a movement instruction for the first virtual object, the first virtual object can be controlled to move towards the second virtual object.

[0220] In response to the distance between the first virtual object and the second virtual object being greater than or equal to the sixth distance threshold, the rescue skill can be controlled to be in an inactive state. The rescue skill being in an inactive state can mean not displaying the rescue control or displaying the rescue control in an inactive state.

[0221] In response to the distance between the first virtual object and the second virtual object being less than the sixth distance threshold, the rescue skill can be controlled to switch from the inactive state to the active state, and the rescue control in the active state can be displayed. In response to a trigger operation on the rescue control in the active state, a release instruction for the rescue skill can be triggered.

[0222] In response to the release instruction for the rescue skill in the active state, control the first virtual object to rescue the second virtual object. In response to the first virtual object successfully rescuing the second virtual object, control the second virtual object to recover from the knocked-down state to the combat state, and then the display of the virtual barrier can be automatically canceled.

[0223] In some embodiments, in response to the release instruction for the rescue skill in the active state, the first virtual object can be controlled to perform a rescue action on the second virtual object. In response to the completion of the rescue action, it can be determined that the first virtual object has successfully rescued the second virtual object.

[0224] In response to the rescue action not being completed, it can be determined that the first virtual object fails to rescue the second virtual object. In response to the failure of the first virtual object to rescue the second virtual object, control the second virtual object to remain in the knocked-down state.

[0225] The reasons for the rescue action not being completed include at least one of the following: The virtual object in the second group attacks the first virtual object, causing the first virtual object to switch from the combat state to the knocked-down state. The first virtual object cancels the execution of the rescue action. The first virtual object is knocked away by the virtual object in the second group. The second virtual object switches from the knocked-down state to the end state. Of course, other reasons for the rescue action not being completed can also be set according to actual usage requirements, which will not be elaborated here.

[0226] In some embodiments, in response to a release instruction for a rescue skill in an active state, the virtual barrier can be cancelled and the first virtual object can be controlled to rescue the second virtual object. In response to the first virtual object successfully rescuing the second virtual object, control the second virtual object to recover from the knocked-down state to the combat state.

[0227] For example, refer to Figure 10 , Figure 10 which is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 7 In the virtual scene, the first virtual object 1003, the knocked-down second virtual object 1001, and the package-type virtual barrier 1002 wrapping the second virtual object 1001 can be displayed.

[0228] Refer to Figure 11 , Figure 11 which is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 8 In response to a release instruction for a rescue skill in an active state, the display Figure 10 of the package-type virtual barrier 1002 shown can be cancelled, and the first virtual object 1003 can be controlled to execute a rescue action for the second virtual object 1001. In Figure 11 two image frames in the rescue action are shown, that is, the first virtual object 1003 places the second virtual object 1001 flat on the virtual ground, and then the first virtual object 1003 rescues the second virtual object 1001 placed flat on the virtual ground.

[0229] In some embodiments, when the second virtual object is in the knocked-down state, the second virtual object can be controlled to be in a knocked-down posture. For example, Figure 10 the posture of the second virtual object shown is the knocked-down posture. In response to the second virtual object recovering from the knocked-down state to the combat state, the second virtual object can be controlled to be in a preparatory posture. For example, refer to Figure 12 , Figure 12 which is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 9, in response to the completion of the rescue action, it can be determined that the first virtual object 1003 has successfully rescued the second virtual object 1001, and the second virtual object 1001 can be controlled to recover from the knocked-down state to the combat state. In response to the second virtual object 1001 recovering from the knocked-down state to the combat state, the second virtual object 1001 is controlled to be in a preparatory posture. Figure 12 That is, the second virtual object 1001 in the preparatory posture is shown.

[0230] Combined with Figure 10 - Figure 12 it can be seen that during the process of the first virtual object rescuing the second virtual object, the first virtual object and the second virtual object can be controlled to perform different actions, that is, to be in different postures respectively, which can further enrich the content displayed in the virtual scene, thereby further improving the resource utilization rate of the electronic device and enhancing the user's game immersion.

[0231] In some embodiments, in response to the second virtual object recovering from the knocked-down state to the combat state, the health value of the second virtual object can be controlled to be greater than or equal to the health value threshold. Among them, the health value of the second virtual object can be restored to the maximum health value, or can also be restored to a preset percentage of the maximum health value, which can be specifically set according to actual usage requirements and will not be specifically limited here.

[0232] In some embodiments, the wrapped virtual barrier has a maximum damage tolerance, which can be preset according to actual usage requirements, and can also be determined in combination with at least one of the level of the target skill, the level of the first virtual object, and the level of the second virtual object. The higher the level of the target skill, the higher the maximum damage tolerance. The higher the level of the first virtual object, the higher the maximum damage tolerance. The higher the level of the second virtual object, the higher the maximum damage tolerance.

[0233] When the wrapped virtual barrier wrapping the second virtual object is displayed, for the terminal of any virtual object in the second group, in response to the attack instruction, the virtual object in the second group can be controlled to attack the second virtual object wrapped by the wrapped virtual barrier, and the attack screen of attacking the wrapped virtual barrier can be displayed.

[0234] In some embodiments, in response to the attack of the virtual object in the second group against the first group meeting the first attack condition, the virtual barrier can be automatically cancelled. The first attack condition includes at least one of the following: the number of attacks is greater than the first attack number threshold, the attack intensity is greater than the first intensity threshold, the attack frequency is greater than the first frequency threshold, and the attack duration is greater than the second duration threshold. Among them, the attack intensity is used to represent the damage caused by the attack to the virtual object in the first group.

[0235] In some embodiments, in response to an attack by a virtual object in the second group on the wrapped virtual barrier meeting a second attack condition, the virtual barrier can be automatically cancelled from display. The second attack condition includes at least one of the following: the number of attacks is greater than a second attack number threshold, the attack intensity is greater than a second intensity threshold, the attack frequency is greater than a second frequency threshold, and the attack duration is greater than a third duration threshold, where the second intensity threshold is the maximum damage that the wrapped virtual barrier can withstand.

[0236] For example, in response to a virtual object in the second group attacking the wrapped virtual barrier that wraps the second virtual object, in response to the cumulative damage caused by the attack on the wrapped virtual barrier reaching the maximum damage that the wrapped virtual barrier can withstand, that is, in response to the attack intensity being greater than the second intensity threshold, the wrapped virtual barrier can be automatically cancelled from display.

[0237] In some embodiments, for a second virtual object in a knocked-down state, in response to a virtual object in the second group attacking the knocked-down second virtual object, the second virtual object can be controlled to switch from the knocked-down state to an end state. In the case where the second virtual object is wrapped by a wrapped virtual barrier, in response to the second virtual object switching from the knocked-down state to the end state, the wrapped virtual barrier can be automatically cancelled from display.

[0238] In some embodiments, there is a knockdown duration in the knocked-down state. In response to the duration of the second virtual object in the knocked-down state reaching the knockdown duration, the second virtual object can be controlled to switch from the knocked-down state to an end state. In the case where the second virtual object is wrapped by a wrapped virtual barrier, in response to the second virtual object switching from the knocked-down state to the end state, the wrapped virtual barrier can be automatically cancelled from display.

[0239] Through the skill release method in the virtual scene provided by the embodiments of the present application, the virtual barrier can be cancelled from display under different circumstances, which can enrich the ways of cancelling the display of the virtual barrier, improve the resource utilization rate of the electronic device, and improve the user's gaming experience.

[0240] In some embodiments, the first group further includes a third virtual object. After the virtual barrier is displayed, in the case where the third virtual object has a target skill, in response to the first virtual object being knocked down, if the distance between the third virtual object and the first virtual object is less than a second distance threshold, the third virtual object can be automatically triggered to release the target skill. In response to the third virtual object releasing the target skill, if the distance between the first virtual object and the third virtual object is less than a first distance threshold, a wrapped virtual barrier that wraps the first virtual object is displayed. For specific details, reference can be made to the foregoing description and will not be elaborated here.

[0241] If the distance between the third virtual object and the first virtual object is greater than or equal to the second distance threshold, it indicates that the condition for the third virtual object to release the passive skill is not met. In order to enable the first virtual object to be protected by the virtual barrier, movement guidance information can be displayed.

[0242] Among them, the movement guidance information is used to guide the first virtual object to move towards the third virtual object, so as to trigger the target skill of the third virtual object when the distance between the third virtual object and the first virtual object is less than the first distance threshold. The target skill of the third virtual object is used to block the attacks of the virtual objects in the second group on the first virtual object.

[0243] The movement guidance information can be one or more of text guidance information, image guidance information, video guidance information, audio guidance information, and special effect guidance information. For the special effect guidance information, reference can be made to the foregoing description of special effects, and the corresponding special effects are equivalently replaced with the special effects of displaying the third virtual object, which will not be elaborated here.

[0244] See Figure 13 , Figure 13 is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 , in response to the first virtual object being knocked down, if the distance between the third virtual object and the first virtual object is greater than or equal to the second distance threshold, movement guidance information is displayed. The movement guidance information includes a position icon 1301 of the target movement position, and also includes the distance of 50 meters between the first virtual object and the third virtual object.

[0245] The target movement position can be the position closest to the first virtual object and having a distance equal to the second distance threshold from the third virtual object. The target movement position can also be a position determined by combining the type of the virtual scene and the position of the first virtual object and having a distance less than or equal to the second distance threshold from the third virtual object.

[0246] For different types of virtual scenes and the positions of the first virtual object, there can be different safe areas, which can be determined by combining the situations where historical virtual objects switch from the combat state to the knocked-down state, from the knocked-down state to the end state, and from the knocked-down state to the combat state.

[0247] The higher the number of times of switching from the knocked-down state to the combat state, the higher the corresponding safety value of the area. The higher the number of times of switching from the combat state to the knocked-down state and from the knocked-down state to the end state, the lower the corresponding safety value of the area. The safety value can be obtained by performing a weighted sum of the number of times of switching from the knocked-down state to the combat state, the number of times of switching from the combat state to the knocked-down state, and the number of times of switching from the knocked-down state to the end state. The area with a safety value greater than the safety value threshold can be determined as the safe area. Of course, the safe area can also be determined by other means, which will not be specifically limited here.

[0248] Based on the movement guidance information, in response to a movement instruction for a first virtual object, the first virtual object in a knocked-down state can be controlled to move in the virtual scene. In response to the first virtual object moving to a target movement position, a package-type virtual barrier wrapping the first virtual object can be displayed. Alternatively, in response to the first virtual object moving to a position where the distance from a third virtual object is less than a second distance threshold, a package-type virtual barrier wrapping the first virtual object can be displayed.

[0249] In the embodiments of the present application, a package-type virtual barrier wrapping the first virtual object can be displayed by the third virtual object releasing a target skill. Moreover, when the release condition of the target skill is not satisfied, movement guidance information can also be displayed, thereby assisting the first virtual object to move towards the third virtual object, so as to trigger the target skill of the third virtual object when the distance between the third virtual object and the first virtual object is less than the second distance threshold. This can improve the richness of the content displayed in the virtual scene, and can enrich the interaction methods between virtual objects belonging to the same group, improving the user's gaming experience.

[0250] In some embodiments, before the virtual barrier is displayed, if the target skill is an active skill of the first virtual object, in response to a release instruction for the target skill, the first virtual object is controlled to perform a skill release operation of the target skill and release the target skill. In this way, the user can control the first virtual object to release the skill according to actual usage needs, so that the virtual barrier can be displayed at the corresponding time and position, and can block the attacks of virtual objects in the second group by releasing the skill, enriching the way of blocking attacks, and can also enrich the diversity of the gameplay corresponding to the target skill, improving the user's gaming experience.

[0251] In some embodiments, the first virtual object is displayed in the virtual scene. In response to a preparation instruction for the target skill, the first virtual object is controlled to perform a preparation operation of the target skill, where the target skill is used to generate a virtual barrier that at least acts on the first virtual object.

[0252] In some embodiments, the preparation instruction for the target skill can be triggered by a shortcut key, and an active skill control can also be displayed. In response to a trigger operation on the active skill control, the preparation instruction for the target skill can be triggered. The trigger operation refers to the behavior of the user interacting with the display interface of the terminal to trigger a certain function or event. The trigger operation can include one or more of a click operation, a double-click operation, a long-press operation, a drag operation, a slide operation, a hover operation, a shortcut key, voice control, and a gesture operation. The trigger operation provided in the embodiments of the present application can refer to the above description and will not be elaborated hereinafter.

[0253] In some embodiments, when controlling the first virtual object to perform the preparatory operation of the target skill, an indicator of a virtual barrier may be displayed in the virtual scene, and the indicator is used to indicate the generation position of the virtual barrier in the virtual scene.

[0254] The virtual barrier has different shapes. For virtual barriers in different states, the displayed indicators are different. The indicator is similar to the shape of the virtual barrier. Displaying the indicator of the virtual barrier is equivalent to displaying the virtual barrier in the preparatory state. That is to say, the virtual barrier in the preparatory state is the indicator of the virtual barrier.

[0255] There are two types of active skills, one is a tactical skill and the other is a special skill. The following will be described separately. For the special skill, the special skill is used to generate a virtual barrier that acts on at least the first virtual object. That is, the special skill can be used to generate a virtual barrier that only acts on the first virtual object, and the special skill can also be used to generate a virtual barrier that acts on the first virtual object and the virtual objects belonging to the first group.

[0256] The active skill control can be a special skill control. The special skill control can include a first special skill control, a second special skill control, and a third special skill control. In response to a trigger operation on the first special skill control, a preparatory instruction for the special skill can be triggered, the first virtual object can be controlled to perform the preparatory operation of the special skill, and an indicator of a virtual barrier in the shape of a three-dimensional geometric body can be displayed in the virtual scene.

[0257] See Figure 14 , Figure 14 is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 10 One, the first virtual object 1401 and the second virtual object 1403 can be displayed in the virtual scene. In response to a preparatory instruction for the target skill (i.e., the special skill), the first virtual object 1401 can be controlled to perform the preparatory operation of the special skill, Figure 14 Only one frame image of the first virtual object 1401 performing the preparatory operation of the special skill is shown in

[0258] In Figure 14 , the skill special effect 1402 of the first virtual object 1401 performing the preparatory operation of the special skill is also shown, and the indicator 1404 of the virtual barrier in the shape of a three-dimensional geometric body is also shown. In this way, the content displayed in the virtual scene can be enriched, and the resource utilization rate of the electronic device can be improved.

[0259] Based on an indicator, in response to a release instruction for a target skill (ultimate skill), control the first virtual object to perform the release operation of the target skill, and generate a virtual barrier at the generation position. The virtual barrier is used to block attacks by other virtual objects against the first virtual object, where the other virtual objects can be virtual objects belonging to different groups from the first virtual object.

[0260] Through the skill release method in the virtual scenario provided by the embodiments of the present application, an indicator can be displayed. The indicator is used to indicate the generation position of the virtual barrier in the virtual scenario. The user can intuitively know the generation position of the virtual barrier. By releasing the target skill, a virtual barrier for blocking attacks by virtual objects in the second group can be generated, which can enrich the content displayed in the virtual scenario. The user can control the first virtual object to release the skill according to actual usage needs, so that the virtual barrier can be displayed at the corresponding time and position, which is equivalent to being able to block attacks according to actual usage needs. It can block attacks by virtual objects in the second group by releasing skills, enriching the ways of blocking attacks, and can also enrich the diversity of the gameplay corresponding to the target skill, improving the user's gaming experience, and further improving the resource utilization rate of the electronic device. The virtual barrier acts on at least the second virtual object belonging to the same group as the first virtual object, which can enrich the diversity of interactions between virtual objects.

[0261] When the indicator of the virtual barrier in the shape of a three-dimensional geometric body is displayed, the user can adjust the position of the indicator according to actual usage needs, that is, the user can adjust the generation position of the virtual barrier in the shape of a three-dimensional geometric body in the virtual scenario according to actual usage needs.

[0262] In some embodiments, in response to a preparation instruction for a target skill (ultimate skill), control the first virtual object to perform the preparation operation for the target skill, and display a virtual barrier in a preparation state. For specific details, reference can be made to the above description of displaying the indicator, which will not be elaborated here. The virtual barrier in the preparation state is the indicator of the virtual barrier in the shape of a three-dimensional geometric body.

[0263] In response to a position adjustment instruction for the virtual barrier in the preparation state, adjust the position of the virtual barrier in the virtual scenario. That is to say, in response to a position adjustment instruction for the indicator, the position of the indicator of the virtual barrier in the shape of a three-dimensional geometric body in the virtual scenario can be adjusted.

[0264] In some embodiments, a position adjustment control for the virtual barrier in the preparation state can be displayed. In response to a trigger operation for the position adjustment control, a position adjustment instruction for the virtual barrier in the preparation state can be triggered. In response to the position adjustment instruction for the virtual barrier in the preparation state, adjust the position of the virtual barrier in the virtual scenario.

[0265] In some embodiments, in response to a movement instruction for a first virtual object, the first virtual object can be controlled to move in a virtual scene. The movement instruction for the first virtual object can be determined as a position adjustment instruction for a virtual barrier in a standby state. During the process of controlling the first virtual object to move in the virtual scene, the virtual barrier can be synchronously controlled to move in the virtual scene, which is equivalent to adjusting the position of the virtual barrier in the virtual scene.

[0266] During the process of the virtual barrier moving synchronously with the first virtual object, the relative positional relationship between the first virtual object and the virtual barrier does not change. For example, referring to Figure 15 , Figure 15 which is a schematic diagram of the virtual scene provided by an embodiment of the present application. Figure 10 Second, continuing Figure 14 , in response to a movement instruction for the first virtual object 1401, the position of the first virtual object 1401 in the virtual scene can be adjusted.

[0267] The movement instruction for the first virtual object 1401 is determined as a position adjustment instruction for an indicator 1404 (a virtual barrier in a standby state) of a virtual barrier in the shape of a three-dimensional geometric body, and the position of the indicator 1404 in the virtual scene is synchronously adjusted, that is, the indicator 1404 is adjusted from the position Figure 14 shown to the position Figure 15 shown.

[0268] In some embodiments, based on the adjusted position of the indicator, in response to a release instruction for a target skill (a special skill), the first virtual object is controlled to perform a release operation of the target skill, and the target skill is released. In response to the first virtual object releasing the target skill, a virtual barrier in the shape of a three-dimensional geometric body can be displayed, which is equivalent to generating a virtual barrier in the shape of a three-dimensional geometric body at the adjusted position of the indicator (i.e., the generation position).

[0269] Referring to Figure 16 , Figure 16 which is a schematic diagram of the virtual scene provided by an embodiment of the present application. Figure 10 Third, based on the adjusted position of the indicator, in response to a release instruction for a target skill (i.e., a special skill), the first virtual object is controlled to perform a release operation of the target skill ( Figure 16 not shown), and the target skill is released. In response to the first virtual object releasing the target skill, a virtual barrier 1601 in the shape of a three-dimensional geometric body can be displayed.

[0270] Through the skill release method in the virtual scene provided by the embodiments of the present application, in response to a preparation instruction for a target skill, control a first virtual object to perform a preparation operation for the target skill, and display a virtual barrier in a preparation state. In response to a position adjustment instruction for the virtual barrier in the preparation state, adjust the position of the virtual barrier in the preparation state in the virtual scene. Based on the adjusted position, in response to a release instruction for the target skill, control the first virtual object to perform a skill release operation for the target skill, and release the target skill. The user can adjust the position of the indicator in the virtual scene according to actual usage requirements, which is equivalent to the user being able to set the generation position of the virtual barrier according to actual usage requirements, improving the resource utilization rate of the electronic device. Moreover, it can improve the user's gaming experience.

[0271] In some embodiments, during the process of adjusting the position of a virtual barrier with the shape of a three-dimensional geometric body in the virtual scene, in response to the virtual barrier being able to act on a second virtual object based on the current position of the virtual barrier with the shape of a three-dimensional geometric body, that is, in response to the second virtual object being located in the geometric space of the virtual barrier with the shape of a three-dimensional geometric body, a second action identifier can be displayed in the associated area of the second virtual object. The second action identifier is used to indicate that the virtual barrier acts on the second virtual object. Among them, the associated area can refer to the foregoing description and will not be elaborated here.

[0272] The second action identifier can refer to the description of the first action identifier and perform equivalent substitution on the corresponding content, which will not be elaborated here. By displaying the second action identifier, the content displayed in the virtual scene can be enriched, the resource utilization rate of the electronic device can be improved. Moreover, the user can intuitively know whether the virtual barrier can act on the second virtual object, the success rate of the virtual barrier acting on the second virtual object can be increased, and the user's gaming experience can be improved.

[0273] In some embodiments, a virtual barrier with the shape of a three-dimensional geometric body can be displayed. The virtual barrier has a geometric space and a target transparency. Among them, the target transparency can refer to the foregoing description of transparency and will not be elaborated here. The second virtual object and the first virtual object can be located in the geometric space of the virtual barrier, or the first virtual object can be alone in the geometric space of the virtual barrier. The three-dimensional geometric body includes polyhedrons, cylinders, cones, spheres, ellipsoids, etc.

[0274] When the target transparency is greater than the transparency threshold, the virtual barrier is in an opaque state. In this case, virtual objects located in the geometric space of the virtual barrier cannot obtain information outside the geometric space of the virtual barrier. Correspondingly, virtual objects outside the geometric space of the virtual barrier cannot obtain information in the geometric space of the virtual barrier. In this case, the virtual barrier in the shape of a three-dimensional geometric body can be a cover. That is, the virtual barrier in the shape of a three-dimensional geometric body can protect virtual objects from attacks and also block their line of sight.

[0275] When the target transparency is less than or equal to the transparency threshold, the virtual barrier is in a transparent state. In this case, virtual objects located in the geometric space of the virtual barrier can obtain information outside the geometric space of the virtual barrier. Correspondingly, virtual objects outside the geometric space of the virtual barrier can obtain information in the geometric space of the virtual barrier.

[0276] In some embodiments, a virtual barrier in the shape of a three-dimensional geometric body can have one-way visibility, that is, virtual objects located in the geometric space of the virtual barrier can obtain information outside the geometric space of the virtual barrier, and virtual objects outside the geometric space of the virtual barrier cannot obtain information in the geometric space of the virtual barrier. In this way, the function of the virtual barrier can be improved and the user's gaming experience can be enhanced.

[0277] By displaying a virtual barrier in the shape of a three-dimensional geometric body, the display style of the virtual barrier can be enriched, the diversity of content displayed in the virtual scene can be enriched, the resource utilization of the electronic device can be improved, and the user's gaming experience can be improved.

[0278] In some embodiments, a fourth instruction may be triggered in response to a trigger operation on the second ultimate skill control. In response to the fourth instruction, the first virtual object may be teleported to an adjacent area of the second virtual object, and a virtual barrier in the shape of a three-dimensional geometric body may be displayed.

[0279] The adjacent area of the second virtual object is defined as an area of any shape with the second virtual object as the reference point, where the area corresponding to the shape is less than the area threshold. For example, the shape can be a circle with the second virtual object as the center, and the distance between the boundary of the adjacent area and the second virtual object is less than the seventh distance threshold, i.e., the radius is less than the seventh distance threshold, and the area of the circle is less than the area threshold. The first and second virtual objects are both located within the geometric space of the virtual barrier, thereby preventing virtual objects in the second group from attacking the first and second virtual objects.

[0280] See also Figure 17 , Figure 17 This is a schematic diagram of the virtual scene provided by the embodiment of the present application. Figure 10Fourth, in response to a release instruction for a special skill, the skill effect 1701 for performing the preparatory operation of the special skill can be switched to the skill effect 1702 first. In this way, the diversity of the content displayed in the virtual scene can be improved, and the resource utilization rate of the electronic device can be increased.

[0281] See Figure 18 , Figure 18 which is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 10 Fifth, continuing Figure 17 , control the first virtual object 1801 to perform the release operation of the target skill. In Figure 18 , a frame image of the release operation of the target skill is shown, that is, the first virtual object 1801 performs the preparatory action of taking off.

[0282] See Figure 19 , Figure 19 which is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 10 Sixth, continuing Figure 18 , Figure 19 Another frame image of the release operation of the target skill shown, after the first virtual object 1801 performs the preparatory action of taking off shown in Figure 18 , the first virtual object 1801 performs the Figure 19 taking off action shown.

[0283] See Figure 20 , Figure 20 which is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 10 Seventh, continuing Figure 10 , after the first virtual object 1801 performs the Figure 19 taking off action shown, the first virtual object 1801 can be teleported to the vicinity of the second virtual object 2001, and then a virtual barrier 2002 in the shape of a three-dimensional geometric body can be displayed, where Figure 20 only a part of the virtual barrier is shown in Figure 16 , and the whole of the virtual barrier can be seen in

[0284] The method of teleporting the first virtual object to the second virtual object will be described below. In the case where the first virtual object needs to be teleported, 8 points evenly distributed on a circle formed by a preset radius with the position of the second virtual object as the target point can be used as teleportation points (of course, the shape of the vicinity can also be other shapes, which will not be elaborated here). The teleportation point closest to the first virtual object is used as the target teleportation point, so that the first virtual object can be teleported to the target teleportation point. If the teleportation point closest to the first virtual object cannot be teleported, the next teleportation point can be determined as the target teleportation point in a clockwise order.

[0285] For a target teleportation point, a detection box with the same size as the virtual object's capsule can be placed at the target teleportation point. If the detection box does not collide with the virtual objects in the virtual scene and does not collide with the virtual objects in the virtual scene during the process of the detection box moving to the target point, it can be determined that the target teleportation point can perform teleportation; otherwise, it cannot. When all 8 teleportation points cannot perform teleportation, the target point (i.e., the position where the second virtual object is located) is used as the target teleportation point, and the squeeze logic target teleportation point of the Unreal Engine movement component is used for teleportation.

[0286] In some embodiments, when displaying a virtual barrier in the shape of a three-dimensional geometric body, the first virtual object can be synchronously teleported to the vicinity of the second virtual object. It is also possible to first teleport the first virtual object to the vicinity of the second virtual object and then display a virtual barrier in the shape of a three-dimensional geometric body. It is also possible to first display a virtual barrier in the shape of a three-dimensional geometric body and then teleport the first virtual object to the vicinity of the second virtual object. In this way, the diversity of the content displayed in the virtual scene can be improved, and the diversity of the effects of special skills can be enriched.

[0287] In some embodiments, the first virtual object is located in the first virtual subspace, and the second virtual object is located in the second virtual subspace. In this case, if the second virtual object is knocked down, the first virtual object cannot quickly rescue the second virtual object, and the probability that the second virtual object switches from the knocked-down state to the end state is relatively high, that is, the probability that the second virtual object is eliminated is relatively high.

[0288] To reduce the probability of the second virtual object being eliminated, before responding to the release instruction for the target skill and controlling the first virtual object to perform the skill release operation of the target skill, a distance identifier is displayed in the first virtual subspace. The distance identifier is used to indicate the distance between the first virtual object and the second virtual object. The distance identifier can be one or more of a text identifier, an image identifier, a video identifier, and a special effect identifier. The special effect identifier can refer to the foregoing description of special effects and will not be elaborated here.

[0289] If the distance between the first virtual object and the second virtual object is less than the second distance threshold, based on the distance identifier, in response to the release instruction for the target skill, control the first virtual object to perform the skill release operation of the target skill, teleport the first virtual object from the first virtual subspace to the vicinity of the second virtual object in the second virtual subspace, and display a virtual barrier in the shape of a three-dimensional geometric body in the second virtual subspace.

[0290] For example, there is House 1 (the first virtual subspace) and House 2 (the second virtual subspace) in the virtual scene. The first virtual object is located in House 1, and the second virtual object is House 2. Refer to Figure 21 , Figure 21Schematic diagram of the virtual scenario provided by the embodiments of the present application Figure 10 VIII. In Figure 21 It is shown that the first virtual object 2101 is located in the house 1. In response to a preparation instruction for a target skill, the first virtual object is controlled to perform a preparation operation for the target skill, and a selection box 2102 of the second virtual object can be displayed.

[0291] In Figure 21 It is also possible to display the coordinates where the second virtual object is located, and the coordinates are 303. It is also possible to display the distance between the first virtual object 2101 and the second virtual object as x meters (i.e., the distance identifier). To assist the user in controlling the first virtual object, operation prompt information can be displayed. The operation prompt information includes that by clicking the left mouse button, one can "teleport to 303" and by clicking the Q key, one can "cancel" the release of the ultimate skill.

[0292] Furthermore, based on the distance identifier, in response to a release instruction for the target skill, the first virtual object is controlled to perform a release operation of the target skill, and the first virtual object is teleported from the first virtual subspace to the vicinity of the second virtual object in the second virtual subspace. At the generation position in the second virtual subspace, a virtual barrier in the shape of a three-dimensional geometric body is generated. In this way, it can be ensured that the first virtual object and the second virtual object are in the same virtual subspace, the probability of the second virtual object being eliminated can be reduced, the diversity of the game play can be enriched, and the user's game experience can be improved.

[0293] In some embodiments, in response to a triggering operation on the third ultimate skill control, a fifth instruction can be triggered. In response to the fifth instruction, the first virtual object can be teleported to the vicinity of the position of the indicator (which can be any position in the display area corresponding to the indicator), and a virtual barrier in the shape of a three-dimensional geometric body is displayed. Among them, the first virtual object is in the geometric space of the virtual barrier to block the attack of the virtual objects in the second group on the first virtual object.

[0294] The method of teleporting the first virtual object to the position of the indicator will be described below. The position of the indicator can be the center point corresponding to the indicator. In the case where the first virtual object needs to be teleported, on the circle formed by a preset radius with the center point corresponding to the indicator as the target point, 8 points evenly distributed can be used as teleportation points, and the teleportation point closest to the first virtual object is used as the target teleportation point, so that the first virtual object can be teleported to the target teleportation point. If the teleportation point closest to the first virtual object cannot be teleported, the next teleportation point can be determined as the target teleportation point in a clockwise order.

[0295] For a target teleportation point, a detection box with the same size as the virtual object capsule can be placed at the target teleportation point. If the detection box does not collide with the virtual objects in the virtual scene, it can be determined that the target teleportation point can be teleported; otherwise, it cannot be teleported. When all 8 teleportation points cannot be teleported, the center point corresponding to the indicator is used as the target teleportation point, and the push - aside logic target teleportation point of the Unreal Engine movement component is used for teleportation. In this way, it is possible to teleport only the first virtual object and display a virtual barrier that only acts on the first virtual object, which can enrich the content displayed in the virtual scene, improve the resource utilization rate of the electronic device, and improve the user's gaming experience.

[0296] In some embodiments, the second virtual object is located at the center point of the virtual barrier. When displaying a virtual barrier in the shape of a three - dimensional geometric body, if the distance between the fourth virtual object in the second group and the second virtual object is less than the third distance threshold, the fourth virtual object is moved out of the virtual barrier, where the third distance threshold can be equal to the position from the center point to the boundary of the virtual barrier.

[0297] In some embodiments, if the fourth virtual object in the second group is located in the geometric space of the virtual barrier, the fourth virtual object is moved out of the virtual barrier, and a force directed outside the virtual barrier can be applied to the fourth virtual object to achieve knocking the fourth virtual object away. Among them, the closer the distance between the fourth virtual object and the second virtual object, the greater the magnitude of the force, that is, the distance between the fourth virtual object and the second virtual object is inversely related to the magnitude of the force. In this way, it is possible to knock the fourth virtual object away, enrich the content displayed in the virtual scene, improve the resource utilization rate of the electronic device, and provide a safe geometric space for the first virtual object and the second virtual object, which can improve the user's gaming experience.

[0298] In some embodiments, when displaying a virtual barrier in the shape of a three - dimensional geometric body, if there is an unexploded projectile thrown by a virtual object in the second group in the virtual barrier (of course, there can also be other virtual objects that can trigger an explosion, which are not specifically limited here), the unexploded projectile is cleared, which can prevent the explosion of the projectile from causing harm to the first virtual object and the second virtual object. Equivalent to being able to prevent the virtual objects in the second group from attacking the first virtual object and the second virtual object. In this way, it is possible to further provide a safe geometric space for the first virtual object and the second virtual object, which can improve the user's gaming experience.

[0299] In some embodiments, when displaying a virtual barrier in the shape of a three - dimensional geometric body, if the distance between the fourth virtual object in the second group and the second virtual object is less than the fourth distance threshold, the attribute value of the fourth virtual object is reduced, and a special effect corresponding to the reduced attribute value is displayed.

[0300] For the attribute values and special effects, reference can be made to the foregoing description and will not be elaborated here. For example, if the distance between the fourth virtual object in the second group and the second virtual object is less than the fourth distance threshold, the moving speed and attack speed of the fourth virtual object can be reduced, which is equivalent to reducing the attribute values of the fourth virtual object. Furthermore, a special effect of reduced speed can be displayed for the fourth virtual object. In this way, the content displayed in the virtual scene can be enriched, the resource utilization rate of the electronic device can be improved, and it is convenient for the user to intuitively know whether the attribute values of the fourth virtual object have been reduced, thereby improving the user's gaming experience.

[0301] In some embodiments, the closer the distance between the fourth virtual object and the second virtual object, the more types of attribute values are reduced, that is, the distance between the fourth virtual object and the second virtual object is positively correlated with the number of types of reduced attribute values.

[0302] In some embodiments, the closer the distance between the fourth virtual object and the second virtual object, the higher the degree of reduction for one type of attribute value, that is, the distance between the fourth virtual object and the second virtual object is positively correlated with the degree of reduced attribute values.

[0303] In some embodiments, if the attribute value of the fourth virtual object is greater than the attribute value threshold, when a virtual barrier in the shape of a three-dimensional geometric body is displayed, if the distance between the fourth virtual object in the second group and the second virtual object is less than the fourth distance threshold, the attribute value of the fourth virtual object is reduced to the attribute value threshold, and a special effect of reduced attribute value is displayed.

[0304] The attribute value threshold can be set according to actual usage requirements. The fourth virtual object can increase its attribute value through virtual items, game mechanisms, level improvement, etc., so that the attribute value of the fourth virtual object is greater than the attribute value threshold, which is equivalent to exerting a positive influence on the fourth virtual object, while reducing the attribute value of the fourth virtual object to the attribute value threshold is equivalent to canceling the positive influence on the fourth virtual object.

[0305] In some embodiments, if the attribute value of the fourth virtual object is less than or equal to the attribute value threshold, when a virtual barrier in the shape of a three-dimensional geometric body is displayed, if the distance between the fourth virtual object in the second group and the second virtual object is less than the fourth distance threshold, the attribute value of the fourth virtual object is reduced, and the reduced attribute value is less than the attribute value threshold, and a special effect of reduced attribute value is displayed.

[0306] When the attribute value of the fourth virtual object is equal to the attribute value threshold, there is no positive influence or negative influence on the fourth virtual object. When the attribute value of the fourth virtual object is less than the attribute value threshold, there is a negative influence on the fourth virtual object, which is equivalent to exerting a negative influence on the fourth virtual object.

[0307] Positive effects can include increasing movement speed, increasing attack speed, increasing attack value, etc. Negative effects can include decreasing movement speed, decreasing attack speed, decreasing attack value, etc. Negative effects can also include controlling the second virtual object to be stunned, restraining the second virtual object, narrowing the field of view of the second virtual object, etc. Specifically, it can be set according to actual usage requirements and will not be specifically limited here.

[0308] For example, in the case where the fourth virtual object increases the movement speed of the fourth virtual object, when a virtual barrier in the shape of a three-dimensional geometric body is displayed, if the distance between the fourth virtual object in the second group and the second virtual object is less than the fourth distance threshold, the increased movement speed is cancelled.

[0309] Another example is that when a virtual barrier in the shape of a three-dimensional geometric body is displayed, if the distance between the fourth virtual object in the second group and the second virtual object is less than the fourth distance threshold, an impact of reducing the movement speed by 50% for 3 seconds can be imposed on the fourth virtual object. In this way, the role of the virtual barrier can be enriched, the game experience of users can be improved, and the gameplay of the game can be enriched.

[0310] In some embodiments, in response to a trigger operation on the first special move skill control, a sixth instruction can be triggered. The sixth instruction is the first cancellation instruction for canceling the release of the target skill. In response to the first cancellation instruction, the release of the target skill can be cancelled, and indicators, selection boxes, distance markings, etc. can be cancelled. In this way, the user can cancel the release of virtual skills according to actual usage requirements.

[0311] Regarding the tactical skill, the tactical skill is used to generate a virtual barrier that acts on at least the first virtual object, that is, the tactical skill can be used to generate a virtual barrier that only acts on the first virtual object, and the tactical skill can also be used to generate a virtual barrier that acts on the first virtual object and the virtual objects belonging to the first group.

[0312] The active skill control can be a tactical skill control. The tactical skill control can include a first tactical skill control, a second tactical skill control, and a third tactical skill control. In response to a trigger operation on the first tactical skill control, a preparatory instruction for the tactical skill can be triggered, the first virtual object can be controlled to perform the preparatory operation of the tactical skill, and an indicator of a virtual barrier in the shape of a planar graph can be displayed in the virtual scene.

[0313] In some embodiments, in response to a trigger operation on the first tactical skill control again, a third instruction can be triggered. The third instruction is the second cancellation instruction for canceling the release of the tactical skill. In response to the second cancellation instruction, the release of the target skill can be cancelled, and indicators, selection boxes, distance markings, etc. can be cancelled. In this way, the user can cancel the release of virtual skills according to actual usage requirements.

[0314] Based on the indicator, in response to a release instruction for a target skill (tactical skill), control the first virtual object to perform the release operation of the target skill, and generate a virtual barrier at the generation position, where the virtual barrier is used to block attacks by other virtual objects against the first virtual object, and the other virtual objects can be virtual objects belonging to different groups from the first virtual object. In some embodiments, if the distance between the first virtual object and the second virtual object is less than the first distance threshold, the virtual barrier can be displayed, and the first distance threshold can be 15 meters in length and 3 meters in height.

[0315] Through the skill release method in the virtual scenario provided by the embodiments of the present application, an indicator can be displayed, and the indicator is used to indicate the generation position of the virtual barrier in the virtual scenario. The user can intuitively know the generation position of the virtual barrier. By releasing the target skill, a virtual barrier for blocking attacks by virtual objects in the second group can be generated, which can enrich the content displayed in the virtual scenario, improve the resource utilization rate of the electronic device. The user can control the first virtual object to release the skill according to actual usage needs, so that the virtual barrier can be displayed at the corresponding time and position, which is equivalent to being able to block attacks according to actual usage needs. It can block attacks by virtual objects in the second group by releasing skills, enriching the ways of blocking attacks, and can also enrich the diversity of gameplay corresponding to the target skill, improving the user's gaming experience, and further improving the resource utilization rate of the electronic device. The virtual barrier acts on at least the second virtual object belonging to the same group as the first virtual object, which can enrich the diversity of interactions between virtual objects.

[0316] In the case of displaying an indicator of a virtual barrier in the shape of a planar graph, the user can adjust the position of the indicator according to actual usage needs, that is, the user can adjust the generation position of the virtual barrier in the shape of a planar graph in the virtual scenario.

[0317] In some embodiments, in response to a preparation instruction for a target skill (tactical skill), control the first virtual object to perform the preparation operation for the target skill, and display a virtual barrier in a preparation state. For the specific description, reference can be made to the above description of displaying the indicator, which will not be elaborated here. The virtual barrier in the preparation state is the indicator of the virtual barrier in the shape of a planar graph.

[0318] In response to a position adjustment instruction for the virtual barrier in the preparation state, adjust the position of the virtual barrier in the virtual scenario. That is to say, in response to a position adjustment instruction for the indicator, the position of the indicator of the virtual barrier in the shape of a planar graph in the virtual scenario can be adjusted.

[0319] In some embodiments, position adjustment controls for a virtual barrier in a standby state may be displayed. In response to a triggering operation on the position adjustment controls, a position adjustment instruction for the virtual barrier in the standby state may be triggered. In response to the position adjustment instruction for the virtual barrier in the standby state, the position of the virtual barrier in the virtual scene may be adjusted.

[0320] In some embodiments, in response to a movement instruction for a first virtual object, the first virtual object may be controlled to move in the virtual scene. The movement instruction for the first virtual object may be determined as a position adjustment instruction for the virtual barrier in the standby state. During the process of controlling the first virtual object to move in the virtual scene, the virtual barrier may be synchronously controlled to move in the virtual scene, which is equivalent to adjusting the position of the virtual barrier in the virtual scene. During the process of the virtual barrier moving synchronously with the first virtual object, the relative position relationship between the first virtual object and the virtual barrier does not change.

[0321] In some embodiments, based on the adjusted position of the indicator, in response to a release instruction for a target skill (tactical skill), the first virtual object may be controlled to perform a release operation of the target skill and release the target skill. In response to the first virtual object releasing the target skill, a virtual barrier in the shape of a planar graph may be displayed, which is equivalent to generating a virtual barrier in the shape of a planar graph at the adjusted position of the indicator (i.e., the generation position).

[0322] Through the skill release method in the virtual scene provided by the embodiments of the present application, in response to a standby instruction for a target skill, the first virtual object may be controlled to perform a standby operation for the target skill and a virtual barrier in a standby state may be displayed. In response to a position adjustment instruction for the virtual barrier in the standby state, the position of the virtual barrier in the standby state in the virtual scene may be adjusted. Based on the adjusted position, in response to a release instruction for the target skill, the first virtual object may be controlled to perform a skill release operation of the target skill and release the target skill. The user may adjust the position of the indicator in the virtual scene according to actual usage requirements, which is equivalent to the user being able to set the generation position of the virtual barrier according to actual usage requirements, improving the resource utilization rate of the electronic device and enhancing the user's gaming experience.

[0323] In some embodiments, during the process of adjusting the position of the virtual barrier in the shape of a planar graph in the virtual scene, in response to the virtual barrier being able to act on a second virtual object based on the current position of the virtual barrier in the shape of a planar graph, that is, when the first virtual object and the second virtual object are on the same side of the virtual barrier in the shape of a planar graph, a second action identifier may be displayed in the associated area of the second virtual object, and the second action identifier is used to indicate that the virtual barrier acts on the second virtual object.

[0324] The description of the second function identifier can refer to the description of the first function identifier, and perform equivalent replacement on the corresponding content, which will not be elaborated here. By displaying the second function identifier, the content displayed in the virtual scene can be enriched, the resource utilization rate of the electronic device can be improved, and the user can intuitively know whether the virtual barrier can act on the second virtual object, which can improve the success rate of the virtual barrier acting on the second virtual object and improve the user's gaming experience.

[0325] In some embodiments, in response to a trigger operation on the second tactical skill control, a first instruction can be triggered. The first instruction is a tactical skill release instruction. In response to the tactical skill release instruction, a first virtual object can be triggered to release a tactical skill. In response to the first virtual object releasing the tactical skill, if the distance between the first virtual object and the second virtual object is less than the first distance threshold, a virtual barrier with a planar graphic shape that conforms to the virtual ground can be displayed on the virtual ground of the virtual scene. Among them, the second virtual object and the first virtual object are on the same side of the virtual barrier, and the second virtual object and the virtual objects in the second group are on different sides of the virtual barrier.

[0326] For example, referring to Figure 22 , Figure 22 is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 10 Nine, a virtual barrier 2202 with a planar graphic shape that conforms to the virtual ground can be displayed on the virtual ground of the virtual scene. The first virtual object 2201 and the second virtual object 2203 are on the same side of the virtual barrier 2202, and the second virtual object and the virtual objects in the second group are on different sides of the virtual barrier. In Figure 22 the virtual objects in the second group are not shown.

[0327] It should be noted that the virtual barrier with a planar graphic shape means that the shape of the virtual barrier viewed from one side is a planar graphic, and the width of the virtual barrier is less than the width threshold. Here, the term "planar graphic" is only used to distinguish it from the virtual barrier with a three-dimensional geometric shape.

[0328] From the perspective of overlooking the virtual ground, the virtual barrier with a planar graphic shape does not form a closed figure, while the virtual barrier with a three-dimensional geometric shape forms a closed figure, and the width of the virtual barrier with a three-dimensional geometric shape is greater than the width threshold.

[0329] By displaying the virtual barrier with a planar graphic shape, since the second virtual object and the first virtual object are on the same side of the virtual barrier, and the second virtual object and the virtual objects in the second group are on different sides of the virtual barrier, it is possible to block the attacks of the virtual objects in the second group on the first virtual object and the second virtual object.

[0330] In some embodiments, for a virtual barrier in the shape of a planar image, an indicator of the virtual barrier in the shape of a planar image can be displayed in the virtual scene, and the indicator is in a first orientation. For example, refer to Figure 23 , Figure 23 which is a schematic diagram of the virtual scene provided by an embodiment of the present application. Figure 2 As shown in FIG. X, a first virtual object 2301 can be displayed in the virtual scene, and an indicator 2302 with the first orientation can be displayed.

[0331] In some embodiments, in response to a trigger operation on a third tactical skill control, a second instruction can be triggered, and the second execution is an orientation adjustment instruction, which means that an orientation adjustment instruction can be triggered. In response to the orientation adjustment instruction for the indicator of the virtual barrier in the shape of a planar image, an indicator with a second orientation is displayed.

[0332] Refer to Figure 24 , Figure 24 which is a schematic diagram of the virtual scene provided by an embodiment of the present application. Figure 2 As shown in FIG. XI, a first virtual object 2301 can be displayed in the virtual scene. In response to the orientation adjustment instruction for the indicator of the virtual barrier in the shape of a planar image, the Figure 23 displayed indicator 2302 with the first orientation is switched to Figure 24 the displayed indicator 2302 with the second orientation.

[0333] In some embodiments, the first orientation can be parallel to the virtual camera, and the second orientation can be perpendicular to the virtual camera, which means that in response to the orientation adjustment instruction for the indicator of the virtual barrier in the shape of a planar image, the indicator can be rotated by 90 degrees.

[0334] In some embodiments, the first orientation can be parallel to the virtual camera, and the angle difference between the second orientation and the first orientation is a preset angle. This means that in response to the orientation adjustment instruction for the indicator of the virtual barrier in the shape of a planar image, the indicator can be rotated by the preset angle, and the preset angle can be set according to actual usage requirements.

[0335] In some embodiments, in response to the orientation adjustment instruction for the indicator of the virtual barrier in the shape of a planar image multiple times, the indicator can be rotated by a target angle, and the target angle is the product of the preset angle and the number of response times.

[0336] In some embodiments, the first orientation can be parallel to the virtual camera, and the angle difference between the second orientation and the first orientation is an angle set by the user. In response to the angle setting instruction for the third tactical skill control, the angle setting instruction can be determined as the orientation adjustment instruction, so that an indicator with the second orientation can be displayed.

[0337] After adjusting the orientation of the indicator, based on the indicator with the second orientation, in response to a release instruction for a target skill, control the first virtual object to perform a skill release operation of the target skill. In response to the first virtual object releasing the target skill, a virtual barrier with a display orientation of the second orientation and a shape of a planar graph can be displayed. In this way, the user can adjust the orientation of the indicator in the virtual scene according to actual usage requirements, which is equivalent to the user being able to set the generation position of the virtual barrier according to actual usage requirements, improving the resource utilization rate of the electronic device and the user's gaming experience.

[0338] In some embodiments, when displaying a virtual barrier with a shape of a planar graph, if there are unexploded projectiles thrown by virtual objects in the second group in the virtual barrier, the unexploded projectiles are cleared, which can prevent the projectiles from exploding and causing damage to the first virtual object and the second virtual object, which is equivalent to being able to block the attack of the virtual objects in the second group on the first virtual object and the second virtual object. In this way, a safe geometric space can be further provided for the first virtual object and the second virtual object, improving the user's gaming experience. In some embodiments, the virtual barrier with a shape of a planar graph has a target transparency, and for details, reference can be made to the description of the virtual barrier with a shape of a three-dimensional geometric body, which will not be elaborated here.

[0339] In some embodiments, after the first virtual object enters the skill preparation state, it can first determine whether the release point logic detection passes. The release point logic detection is described below. A long ray with a first length is emitted from the virtual camera position in the direction of the sight. When the long ray with the first length hits a virtual object in the virtual scene, starting from the first hit point, a ray with a second length is emitted in the negative Z-axis direction of the coordinate system corresponding to the virtual scene. If the ray with the second length hits a virtual object in the virtual scene, it can be determined whether the release point logic detection passes based on the second hit point. The second length can be greater than, less than, or equal to the first length, which can be specifically set according to actual usage requirements.

[0340] If the connection point between the second hit point and the center point of the head or upper body of the first virtual object does not hit a virtual object, it can be determined that there is no virtual object between the second hit point and the center point of the head or upper body of the first virtual object, and thus it can be determined that the release point logic detection passes. The virtual object can be one or more of virtual buildings, virtual objects, virtual props, virtual environmental elements (including virtual ground), and virtual vehicles in the virtual scene, which can be set by the user according to actual usage requirements.

[0341] If the connection point between the second hit point and the center point of the head or upper body of the first virtual object hits the virtual object, or if there is no second hit point, a new starting point can be determined along the long ray of the first length. Along the long ray of the first length, move the starting point towards the first virtual object by a first distance to obtain a new starting point.

[0342] Based on the new starting point, emit a ray of the second length in the negative Z-axis direction of the coordinate system corresponding to the virtual scene. If the ray of the second length hits a virtual object in the virtual scene, it can be determined whether the release point logic detection passes based on the new second hit point. For specific details, refer to the above description.

[0343] When the distance of moving the starting point towards the first virtual object reaches the first length and the connection point between the new second hit point and the center point of the head or upper body of the first virtual object hits the virtual object, it can be determined that the release point logic detection fails.

[0344] When the long ray of the first length does not hit a virtual object in the virtual scene, use the end point of the long ray of the first length as the starting point and emit a ray of the second length in the negative Z-axis direction of the coordinate system corresponding to the virtual scene. If the ray of the second length hits a virtual object in the virtual scene, it can be determined whether the release point logic detection passes based on the second hit point. Refer to the foregoing description, and no specific limitation is made here.

[0345] When the release point logic detection passes, the indicator of the virtual barrier can be displayed. When the release point logic detection fails, a prompt message indicating the failure of skill release can be displayed. Among them, the indicator is used to indicate the generation position of the virtual barrier in the virtual scene.

[0346] After adjusting the position and orientation of the indicator, it is necessary to determine whether the release point logic detection passes. Only when the release point logic detection passes can the indicator of the virtual barrier be displayed. In this way, the accuracy of generating the virtual barrier can be improved.

[0347] In some embodiments, there is a corresponding virtual object for different rays. Only when the ray hits the corresponding virtual object can it be determined that the ray hits a virtual object in the virtual scene. When the ray hits other virtual objects, it can be determined that the ray does not hit a virtual object in the virtual scene.

[0348] In some embodiments, to facilitate the user's intuitive understanding of whether the release point logic detection has passed, when the release point logic detection fails, the indicator can be displayed in a first display style, and when the release point logic detection passes, the indicator can be displayed in a second display style. The first display style and the second display style are different. For example, the colors corresponding to the first display style and the second display style are different. Another example is that when the release point logic detection passes, the indicator can be displayed in blue. This can further enrich the diversity of the content displayed in the virtual scene and further improve the resource utilization rate of the electronic device.

[0349] In some embodiments, after displaying the virtual barrier, in response to a projection instruction for the fifth virtual object in the second group, control the first virtual object to project a virtual prop towards the fifth virtual object, where the virtual prop can include one or more of a virtual projectile, a virtual arrow, and a virtual marble, and the projection instruction can include one or more of a throwing instruction and a shooting instruction.

[0350] In some embodiments, after displaying the virtual barrier, whether it is a virtual object in the first group or a virtual object in the second group, the process of the virtual prop being blocked by the virtual barrier can be displayed. That is to say, the virtual barrier can block any attack.

[0351] In some embodiments, when the level of the first virtual object reaches the level threshold, control the virtual prop to penetrate the virtual barrier, and when the level of the first virtual object does not reach the level threshold, display the process of the virtual prop being blocked by the virtual barrier. In this way, it is possible to determine whether the virtual prop can penetrate the virtual barrier based on the level of the virtual object, which can enrich the diversity of gameplay and can stimulate the user's interest in the game.

[0352] In some embodiments, when the second virtual object and the first virtual object are on the same side of the virtual barrier, in response to a projection instruction for the fifth virtual object in the second group, control the first virtual object to project a virtual prop towards the fifth virtual object, and the virtual prop can be controlled to penetrate the virtual barrier.

[0353] In response to a projection instruction from the fifth virtual object for the first virtual object, the process of the virtual prop being blocked by the virtual barrier can be displayed. This is equivalent to the virtual barrier having one-way penetrability, which can enrich the impact of the virtual barrier on the interaction between virtual objects and the diversity of gameplay.

[0354] The skill release method in the virtual scene provided by the embodiments of the present application can display a first virtual object and a second virtual object in the virtual scene. The first virtual object and the second virtual object belong to a first group. In response to the first virtual object releasing a target skill, if the distance between the first virtual object and the second virtual object is less than a distance threshold, a virtual barrier is displayed. The virtual barrier acts on at least the second virtual object to block the attacks of virtual objects in a second group.

[0355] Through the skill release method in the virtual scene provided by the embodiments of the present application, a skill can be released through the first virtual object, and a virtual barrier for blocking the attacks of virtual objects in a second group is displayed. It can enrich the content displayed in the virtual scene, improve the resource utilization rate of the electronic device. Moreover, the user can control the first virtual object to release the skill according to actual usage requirements, so that the virtual barrier can be displayed at the corresponding time and position, which is equivalent to being able to block attacks according to actual usage requirements. It can block the attacks of virtual objects in the second group by releasing skills, enrich the ways of blocking attacks, and can enrich the diversity of the gameplay corresponding to the target skill, improve the user's gaming experience, and further improve the resource utilization rate of the electronic device. The virtual barrier acts on at least the second virtual object that belongs to the same group as the first virtual object, which can enrich the diversity of interactions between virtual objects and can solve technical problem 1.

[0356] In some embodiments, a first virtual object can be displayed in the virtual scene. In response to the first virtual object being knocked down by other virtual objects in the virtual scene, the first virtual object is controlled to release a target skill, and a virtual barrier acting on the first virtual object is displayed based on the target skill. The virtual barrier is used to block the attacks of the other virtual objects on the first virtual object. The target skill can refer to the foregoing description and will not be elaborated here.

[0357] Through the skill release method in the virtual scene provided by the embodiments of the present application, a skill can be released through the first virtual object, and a virtual barrier for blocking the attacks of virtual objects in a second group is displayed. It can enrich the content displayed in the virtual scene, improve the resource utilization rate of the electronic device. Moreover, the user can release the skill when the first virtual object is knocked down, and can block attacks according to actual usage requirements. It can block the attacks of virtual objects in the second group by releasing skills, enrich the ways of blocking attacks, and can enrich the diversity of the gameplay corresponding to the target skill, improve the user's gaming experience, and further improve the resource utilization rate of the electronic device. The virtual barrier acts on at least the second virtual object that belongs to the same group as the first virtual object, which can enrich the diversity of interactions between virtual objects and can solve technical problem 1.

[0358] In order to facilitate understanding of the skill release method in the virtual scene provided by the embodiment of the present application, the skill release method in the virtual scene provided by the embodiment of the present application is explained below. The embodiment of the present application provides three skills, which are described in detail below.

[0359] The target skills of the first virtual object include active skills and passive skills. The target skills refer to the skills possessed by the virtual object in the game. Releasing the target skills can enable the virtual object to gain combat advantages. In this application, the target skills of the first virtual object include passive skills, tactical skills and special moves.

[0360] The following is a comparison of passive skills, tactical skills, and ultimate skills. Passive skills: Skills that can be activated without active interaction, and can grant less combat advantage than active skills. Tactical skills: Skills that require active interaction to activate, and can grant less combat advantage than ultimate skills. Ultimate skills: Skills that require active interaction to activate, and can grant greater combat advantage than tactical skills and passive skills.

[0361] In response to a virtual object's health reaching 0, the virtual object can be placed in a knockdown state. In this state, the virtual object can only move at a speed below a movement speed threshold and cannot engage in combat. In response to a virtual object belonging to a different group inflicting 100 damage to the knockdown virtual object, the virtual object can be eliminated from the game, i.e., the virtual object switches from the knockdown state to the end state.

[0362] For virtual objects belonging to the same group, assuming that the second virtual object is knocked down, the first virtual object can rescue the second virtual object, thereby releasing the knocked-down state of the second virtual object, that is, switching the knocked-down state to a combat state.

[0363] For passive skills, the first range is formed with the position of the first virtual object in the virtual scene as the center point and a radius of 200 meters (corresponding to the second distance threshold). In response to the second virtual object within the first range being knocked down, a wrapping virtual barrier wrapping the second virtual object is displayed.

[0364] That is to say, within a range of 200 meters from the first virtual object, if a friendly virtual object of the first virtual object falls to the ground (i.e., is in a knocked-down state), a shield will be automatically triggered that moves with itself and can wrap around the friendly virtual object as a cover (i.e., a wrap-around virtual barrier). The cover is used to block subsequent damage. The above content can be called a shield mechanism.

[0365] The following describes the wrapped virtual barrier. When the duration of the wrapped virtual barrier reaches 10 seconds, the display of the wrapped virtual barrier can be automatically cancelled. The wrapped virtual barrier can withstand 800 points of damage. In response to the attack of the virtual object in the second group against the wrapped virtual barrier reaching 800 points of damage, the display of the wrapped virtual barrier can be automatically cancelled. That is to say, after the wrapped virtual barrier is triggered, it can exist for 10 seconds, can withstand 800 points of damage, and the wrapped virtual barrier will automatically disappear when the existence time ends or the damage received exceeds the upper limit value.

[0366] The passive skill has a cooling duration of 120 seconds, that is, the passive skill has a trigger interval of 120 seconds. After each trigger of the first virtual object to release the passive skill, it is necessary to wait 120 seconds before the first virtual object can trigger the passive skill again.

[0367] In some embodiments, when the second virtual object wrapped by the wrapped virtual barrier is rescued, the wrapped virtual barrier will disappear. In some embodiments, in response to the knocked-down second virtual object moving from outside the first range to within the first range, the first virtual object can be triggered to release the passive skill, so that the wrapped virtual barrier wrapping the second virtual object can be displayed. That is, when the knocked-down second virtual object originally outside the first range enters the 200-meter range, the shield mechanism (i.e., the wrapped virtual barrier) will also be automatically triggered.

[0368] In some embodiments, if there are multiple virtual objects falling to the ground simultaneously within the first range, that is, there are multiple knocked-down virtual objects, the virtual object with the highest priority can be determined from the multiple knocked-down virtual objects, and the virtual object with the highest priority can be determined as the second virtual object. For specific details, reference can be made to the description of the first condition - the third condition.

[0369] For the first condition, the virtual object closest to the first virtual object and not carrying the wrapped virtual barrier can be determined as the second virtual object. That is, the distance between the second virtual object and the first virtual object is the smallest, and the second virtual object does not carry the wrapped virtual barrier displayed by the release of the passive skill of other virtual objects in the first group. Trigger the first virtual object to release the passive skill, so that the wrapped virtual barrier wrapping the second virtual object can be displayed.

[0370] In the case where the first condition is not satisfied, that is, if the virtual object closest to the first virtual object already carries the wrapped virtual barrier, for the second condition, the virtual object that does not carry the wrapped virtual barrier and has the smallest distance from the first virtual object among the virtual objects that do not carry the wrapped virtual barrier can be determined as the second virtual object. Trigger the first virtual object to release the passive skill, so that the wrapped virtual barrier wrapping the second virtual object can be displayed.

[0371] When the second condition is not satisfied, if the first virtual object is knocked down and there is no other virtual object that is knocked down and does not carry a package-type virtual barrier, the first virtual object can trigger the release of a passive skill, and thus the package-type virtual barrier that wraps the first virtual object can be displayed.

[0372] See Figure 25 , Figure 25 is a flowchart of a skill release method in a virtual scenario provided by an embodiment of the present application Figure 2 , in Figure 25 , in step 2501, a first virtual object is displayed in the virtual scenario. In step 2502, it is determined whether the first virtual object is alive. If the first virtual object is not alive, step 2503 can be executed, that is, when the first virtual object is in an end state, step 2503 can be executed. In step 2503, it ends.

[0373] If the first virtual object is alive, step 2504 can be executed. In step 2504, it is determined whether there are virtual objects in the first group within 200 meters. If there are no virtual objects in the first group, step 2502 can be executed.

[0374] If there are virtual objects in the first group, step 2505 can be executed. In step 2505, it is determined whether the virtual objects in the first group are knocked down. If the virtual objects in the first group are not knocked down, step 2506 can be executed. In step 2506, it is determined whether the first virtual object is knocked down. If the first virtual object is not knocked down, step 2502 can be executed, that is, it is determined whether the first virtual object is alive and whether there are virtual objects in the first group within 200 meters.

[0375] If the first virtual object is knocked down or the virtual objects in the first group are knocked down, step 2507 can be executed. In step 2507, it is determined whether the passive skill is cooled down, that is, it is determined whether the passive skill is in an active state. If the passive skill is cooled down, step 2508 can be executed. In step 2508, a package-type virtual barrier is displayed. If the skill is not cooled down, step 2509 can be executed. In step 2509, wait for the passive skill to be cooled down.

[0376] See Figure 26 , Figure 26 is a flowchart of a skill release method in a virtual scenario provided by an embodiment of the present application Figure 3, in step 2601, a wrapped virtual barrier is displayed. In the case where the wrapped virtual barrier is displayed, step 2602 can be executed. In step 2602, it is determined whether damage is being sustained, that is, whether the wrapped virtual barrier is being damaged, that is, whether there is a virtual object in the second group attacking the wrapped virtual barrier.

[0377] In the case where damage is being sustained, step 2603 can be executed. In step 2603, it is determined whether the cumulative damage has reached the maximum damage tolerance. In the case where it has reached, step 2606 can be executed. In step 2606, the display of the wrapped virtual barrier is cancelled. In the case where it has reached, step 2607 can also be executed. In step 2607, the virtual object is attacked. In the case where it has not reached, step 2604 can be executed. In step 2604, the virtual object in the package is not attacked.

[0378] In the case where no damage is being sustained, step 2605 can be executed. In step 2605, it is determined whether the duration of displaying the wrapped virtual barrier has been reached. In the case where it has been reached, step 2606 can be executed. In step 2606, the display of the wrapped virtual barrier is cancelled. In the case where it has not been reached, step 2601 can be continued, that is, the wrapped virtual barrier is continuously displayed.

[0379] The following explains the active skills. The active skills can include tactical skills and special moves. The following explains the tactical skills. The tactical skills can be based on the virtual scene aimed at by the virtual camera to create a planar graphic shield that conforms to the terrain, that is, a virtual barrier in the shape of a planar graphic, which can block attacks on both sides of the virtual barrier.

[0380] See Figure 27 , Figure 27 is the flowchart of the skill release method in the virtual scene provided by the embodiment of the present application Figure 4 , in step 2701, a first virtual object is displayed in the virtual scene. In step 2702, it is determined whether the tactical skill control is triggered. In the case where it is not triggered, step 2702 can be continued.

[0381] In the case where it is triggered, step 2703 can be executed. In step 2703, the first virtual object is controlled to perform a preparatory operation. In step 2704, it is determined whether the release point logic detection passes. In the case where it does not pass, a prompt message indicating that the logic detection has failed can be displayed.

[0382] In the case of passing, step 2705 is executed. In step 2705, an indicator is displayed. After step 2705, any one of step 2706, step 2708, and step 2710 can be executed. In step 2706, it is determined whether a first instruction is triggered. In the case of triggering the first instruction, step 2707 can be executed. In step 2707, a virtual barrier with a first orientation and a planar graphic shape is displayed.

[0383] In step 2708, it is determined whether a second instruction is triggered. In the case of triggering the second instruction, step 2709 can be executed. In step 2709, the orientation of the indicator can be switched, and then step 2704 can be continued, that is, after determining the orientation of the switched indicator, it is detected whether the release point logic passes.

[0384] In step 2710, it is determined whether a third instruction is triggered. In the case of triggering the third instruction, step 2711 can be executed. In step 2711, the display of the indicator is cancelled. For the case where none of the first instruction, the second instruction, and the third instruction is triggered, it is possible to wait for any one of the first instruction, the second instruction, and the third instruction to be triggered.

[0385] In some embodiments, the tactical skill requires the user to perform a manual interaction. The interaction steps are as follows: when the tactical skill is in an active state, that is, after the tactical skill is ready, the user can click [keyboard Q key]. In response to the triggering operation on the tactical skill control, the first virtual object can be controlled to enter the skill preparation state.

[0386] After the first virtual object enters the skill preparation state, it is first determined whether the release point logic detection passes. The release point logic detection is described below. A 15-meter long ray is emitted from the virtual camera position in the direction of the aiming sight. When the 15-meter long ray hits a virtual object in the virtual scene, starting from the first hit point, a 2-meter ray is emitted in the negative Z-axis direction of the coordinate system corresponding to the virtual scene. If the 2-meter ray hits a virtual object in the virtual scene, it can be determined whether the release point logic detection passes based on the second hit point.

[0387] See Figure 29 , Figure 29 is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 2 Twelve, in Figure 29 the first virtual object 2901 is shown. When the 15-meter long ray hits a virtual wall in the virtual scene, a 2-meter ray (corresponding to the vertical line) can be emitted in the negative Z-axis direction of the coordinate system corresponding to the virtual scene starting from the first hit point.

[0388] See Figure 30 , Figure 30It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 2 Thirteen, in Figure 30 a ray of 2 meters is emitted in the negative Z-axis direction of the coordinate system corresponding to the virtual scene (corresponding to the vertical line). The ray of 2 meters emitted in the negative Z-axis direction of the coordinate system corresponding to the virtual scene is used to find the virtual ground.

[0389] If the connection point between the second hit point and the center point of the head or upper body of the first virtual object does not hit the virtual object, it can be determined that there is no virtual object between the second hit point and the center point of the head or upper body of the first virtual object, and then it can be determined that the release point logic detection passes. Among them, the virtual object can be one or more of virtual buildings, virtual objects, virtual props, virtual environmental elements (including virtual ground), and virtual vehicles in the virtual scene, and the user can set according to actual usage requirements.

[0390] If the connection point between the second hit point and the center point of the head or upper body of the first virtual object hits the virtual object, or if there is no second hit point, a new starting point can be determined along the 15-meter long ray. Along the 15-meter long ray, the starting point is moved 1 meter towards the first virtual object to obtain a new starting point.

[0391] Based on the new starting point, a ray of 2 meters is emitted in the negative Z-axis direction of the coordinate system corresponding to the virtual scene. If the 2-meter ray hits the virtual object in the virtual scene, it can be determined whether the release point logic detection passes based on the new second hit point. For specific details, please refer to the above description.

[0392] When the distance of moving the starting point towards the first virtual object reaches 15 meters and the connection point between the new second hit point and the center point of the head or upper body of the first virtual object hits the virtual object, it can be determined that the release point logic detection fails.

[0393] When the 15-meter long ray does not hit the virtual object in the virtual scene, taking the end point of the 15-meter long ray as the starting point, a ray of 2 meters is emitted in the negative Z-axis direction of the coordinate system corresponding to the virtual scene. If the 2-meter ray hits the virtual object in the virtual scene, it can be determined whether the release point logic detection passes based on the second hit point. Please refer to the foregoing description for details and no specific limitations are provided here.

[0394] For example, referring to Figure 31 , Figure 31 It is a schematic diagram of the virtual scene provided by the embodiments of the present application Figure 2 Fourteen, Figure 31 That is the case where the release point logic detection fails, that is, no virtual ground is detected at the position where the distance of moving the starting point towards the first virtual object reaches 15 meters, and the virtual corresponding to the mosaic is the area that the virtual object cannot reach.

[0395] Another example, referring toFigure 32 , Figure 32 is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 2 Fifteen, in Figure 32 , when the ray emitted by the virtual camera (i.e., the camera) does not hit the virtual object (i.e., the object), a shield generation point (i.e., the generation point of the virtual barrier) can be found vertically downward at the end point (corresponding to the end point).

[0396] See Figure 33 , Figure 33 is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 2 Sixteen, it can be determined whether there is an occlusion between the shield generation point and the virtual object. In Figure 33 , there is no occlusion between the shield generation point and the virtual object. Figure 32 And Figure 33 shows the situation of determining whether the release point logic detection passes when the long ray does not hit the virtual object in the virtual scene.

[0397] In the case where the release point logic detection passes, an indicator of the virtual barrier in the shape of a planar graph can be displayed. In the case where the release point logic detection fails, a prompt message indicating the failure of skill release can be displayed. Among them, the indicator is used to indicate the generation position of the virtual barrier in the virtual scene.

[0398] The initial orientation (the first orientation) of the indicator of the virtual barrier in the shape of a planar graph can be perpendicular to the virtual camera. In response to the trigger operation for the left mouse button, a first instruction can be triggered. In response to the first instruction, a virtual barrier with the first orientation and in the shape of a planar graph can be displayed.

[0399] In response to the trigger operation for the right mouse button, a second instruction can be triggered. In response to the second instruction, the orientation of the indicator can be switched, and the release point logic detection is performed again. In the case where the release point logic detection passes, it can be displayed that the orientation of the indicator is switched from the first orientation to the second orientation, and the second orientation is parallel to the virtual camera.

[0400] For the indicator with the second orientation, in response to the trigger operation for the left mouse button, a first instruction can be triggered. In response to the first instruction, a virtual barrier with the second orientation and in the shape of a planar graph can be displayed. The user can click the [keyboard Q key] again, and a third instruction can be triggered. In response to the third instruction, the indicator can be cancelled from being displayed.

[0401] The release interval of the tactical skill is 20 seconds. The virtual barrier in the shape of a planar graph is composed of multiple cuboids with a length of 1 meter, a width of 0.2 meter, and a height of 4 meters. For example, in the case where the number of cuboids is 11, the length of the virtual barrier in the shape of a planar graph is 11 meters, and the center of the bottom of each cuboid is attached to the virtual ground.

[0402] It should be noted that a virtual barrier in the shape of a planar figure means that when viewed from one side, the shape of the virtual barrier is a planar figure, and the width of the virtual barrier is less than the width threshold. Here, the term "planar figure" is only used for distinction. Moreover, from the perspective of overlooking the virtual ground, the virtual barrier corresponding to the active skill does not form a closed figure.

[0403] The following is an explanation of conforming to the virtual ground. When the release point logic detection passes, a 2-meter-long ray can be emitted in the positive direction of the Z-axis of the coordinate system corresponding to the virtual scene with the center position of the bottom edge of the virtual barrier at the second hit point. If the 2-meter-long ray hits a virtual object, it is determined that there is an occlusion above the center position, and starting from the third hit point, it is determined whether there are virtual objects on both sides. If the 2-meter-long ray does not hit a virtual object, it is determined that there is no occlusion above the center position, and starting from the midpoint of the 2-meter-long ray, it is determined whether there are virtual objects on both sides.

[0404] Based on the starting point, rays are emitted to both sides respectively. The length of the rays can be set according to actual usage requirements. If the emitted rays do not hit virtual objects, for the rays emitted along both sides respectively, the starting point is moved 1 meter to obtain the corresponding new starting points on the left and right sides.

[0405] For the new starting points, new rays can be emitted in the negative direction of the Z-axis of the coordinate system corresponding to the virtual scene. If the new rays hit the virtual ground, a 1-meter virtual barrier is generated. If the new rays hit a virtual object, a virtual barrier conforming to the upper surface of the virtual object is generated.

[0406] See Figure 34 - Figure 39 , Figure 34 which is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 2 Seventeen, in Figure 34 the virtual barrier can conform to the virtual ground and the virtual staircase. Figure 35 which is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 2 Eighteen, in Figure 35 the virtual barrier can conform to the virtual ground and the virtual staircase.

[0407] Figure 36 which is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 2 Nineteen, in Figure 36 the virtual barrier can conform to the virtual ground and the virtual house. Figure 37 which is a schematic diagram of the virtual scene provided by the embodiment of the present application Figure 3 Ten, in Figure 37 the virtual barrier can partially conform to the virtual ground and the virtual staircase.

[0408] Figure 38Schematic diagram of the virtual scene provided by the embodiments of the present application Figure 3 Eleven, in Figure 38 the virtual barrier can partially adhere to the virtual cube and the virtual ground. Figure 39 Schematic diagram of the virtual scene provided by the embodiments of the present application Figure 3 Twelve, in Figure 39 the virtual barrier can partially adhere to the virtual cube and the virtual ground. Figure 34 - Figure 39 All are schematic diagrams of virtual barriers that adhere to virtual objects or the virtual ground.

[0409] Regarding the virtual barrier for tactical skills, for a virtual object on one side, in response to the virtual object attacking the virtual barrier, the attack cannot pass through the virtual barrier, that is, the virtual object on one side cannot attack the virtual object on the other side.

[0410] The following is an explanation of the ultimate move. Refer to Figure 28 , Figure 28 Schematic flowchart of the skill release method in the virtual scene provided by the embodiments of the present application Figure 5 , in step 2801, display the first virtual object in the virtual scene. In step 2802, determine whether the ultimate move skill control is triggered. If the ultimate move skill control is triggered, step 2803 can be executed. In step 2803, control the first virtual object to perform a preparatory operation. If the ultimate move skill control is not triggered, step 2802 can be continued.

[0411] In step 2804, determine whether the release point logic detection passes. If it does not pass, a prompt message indicating that the logic detection fails can be displayed. If it passes, execute step 2805. In step 2805, display an indicator. After step 2805, any one of step 2806, step 2808, and step 2810, step 2812 can be executed (not shown in Figure 28 ).

[0412] In step 2806, determine whether there is a second virtual object in the area corresponding to the indicator. If there is, execute step 2807. In step 2807, display a selection box for the second virtual object. After step 2807, or if there is no such object, step 2808 can be executed.

[0413] In step 2808, determine whether the fourth instruction is triggered. If the fourth instruction is triggered, step 2809 can be executed. In step 2809, teleport to the vicinity of the second virtual object and display a cylindrical virtual barrier.

[0414] If the fourth instruction is not triggered, step 2810 can be executed. In step 2810, it is determined whether the fifth instruction is triggered. If the fifth instruction is triggered, step 2811 can be executed. In step 2811, it is transmitted to the vicinity of the indicator and a cylindrical virtual barrier is displayed.

[0415] If the fifth instruction is not triggered, step 2812 may be executed. In step 2812, it is determined whether the sixth instruction is triggered. If the sixth instruction is triggered, step 2813 may be executed. In step 2813, the display indicator is canceled. If any of the fourth, fifth, and sixth instructions is not triggered, the process may wait for any of the fourth, fifth, and sixth instructions to be triggered.

[0416] In some embodiments, the special move can use the coordinates of a second virtual object that is no more than 200 meters away from the first virtual object as the target point, teleport the first virtual object to the target point and create a cylindrical shield around it, that is, display a cylindrical virtual barrier. The cylindrical virtual screen can block attacks from both inside and outside the cylinder.

[0417] When the cylindrical virtual barrier is displayed, virtual objects belonging to the second group that are less than or equal to 8 meters away from the target point are knocked out of the cylindrical virtual barrier, and at the same time, unexploded virtual throwing objects of the second group of virtual objects within the range are cleared, providing a safe area for the first virtual object and the second virtual object.

[0418] In some embodiments, the ultimate skill requires manual interaction by the user, and the interaction steps are: when the ultimate skill is in an activated state, that is, when the ultimate skill is ready, the user can click the [X key on the keyboard], and in response to the triggering operation on the ultimate skill control, the first virtual object can be controlled to enter the skill preparation state.

[0419] After the first virtual object enters the skill preparation state, it can first determine whether the release point logic test has passed. For details, please refer to the above description and will not be repeated here. If the release point logic test passes, the indicator of the cylindrical virtual barrier can be displayed.

[0420] If the distance between the second virtual object and the first virtual object is less than 200 meters, a check box for the second virtual object may be displayed. Figure 40 , Figure 40 This is a schematic diagram of the virtual scene provided in the embodiment of the present application. Figure 3 Thirteen, Figure 40 A selection box for the second virtual object is shown, and the number of the second virtual object in the first group, ie, “2”, and the coordinates of the second virtual object, ie, “303”, may also be displayed.

[0421] When the first virtual object enters the preparatory state of the ultimate skill, a quadrangular pyramid determination area with a rectangular bottom surface is generated from the virtual camera position. See Figure 41 , Figure 41 which is a schematic diagram of the virtual scene provided by the embodiment of the present application. Figure 3 Fourteen. Figure 41 It shows the quadrangular pyramid determination area.

[0422] The vertex of the quadrangular pyramid determination area is located at the virtual camera center. The horizontal angle and pitch angle of the quadrangular pyramid determination area are both 15 degrees, and the height is 200 meters. Any virtual object located in the quadrangular pyramid determination area can be determined as the second virtual object, and a selection box of the second virtual object is displayed.

[0423] Among them, the user can determine the second virtual object according to actual use. For example, the virtual object located in the quadrangular pyramid determination area and having the smallest parallel distance from the ground of the quadrangular pyramid determination area can be determined as the second virtual object.

[0424] When it is necessary to teleport the first virtual object, taking the position of the second virtual object as the target point, 8 points evenly distributed with a radius of 0.3m around are selected as teleportation points. See Figure 42 , Figure 42 which is a schematic diagram of the virtual scene provided by the embodiment of the present application. Figure 3 Fifteen. In Figure 42 8 teleportation points are shown.

[0425] The teleportation point closest to the first virtual object is used as the target teleportation point, so that the first virtual object can be teleported to the target teleportation point. If the teleportation point closest to the first virtual object cannot be teleported, the target teleportation point can be selected clockwise at an interval of 51 degrees.

[0426] For the target teleportation point, a detection box with the same size as the virtual object capsule can be placed at the target teleportation point. If the detection box does not collide with the virtual objects in the virtual scene and does not collide with the virtual objects in the virtual scene during the process of moving the detection box to the target point, it can be determined that the target teleportation point can be teleported, otherwise it cannot be teleported. When all 8 teleportation points cannot be teleported, the target point is used as the target teleportation point, and the squeeze logic target teleportation point of the Unreal Engine movement component is used for teleportation.

[0427] In response to a triggering operation on the left mouse button, a fourth instruction can be triggered. In response to the fourth instruction, the first virtual object can be transmitted to the position of the second virtual object and a cylindrical virtual barrier can be displayed. In response to a triggering operation on the right mouse button, a fifth instruction can be triggered. In response to the fifth instruction, the first virtual object can be transmitted to the position of the indicator and a cylindrical virtual barrier can be displayed. For the position transmitted to the indicator, the equivalent replacement of the above position transmitted to the second virtual object can be performed, which will not be elaborated here.

[0428] The user can click the [keyboard X key] again to trigger a sixth instruction. In response to the sixth instruction, the display of the indicator can be cancelled. If there is no second virtual object, in response to a triggering operation on the left mouse button, a fourth instruction can be triggered. In response to the fourth instruction, the first virtual object can be transmitted to the position of the indicator and a cylindrical virtual barrier can be displayed.

[0429] The release interval of the ultimate skill is 120 seconds. The vertical distance between the second virtual object and the first virtual object is less than or equal to 3 meters. In the case where the second virtual object and the first virtual object are blocked, the ultimate skill can still be released.

[0430] The transmission duration of the first virtual object is 1.3 seconds. When the transmission is completed, the following logic will be executed with the position of the target point or the indicator as the center point: Generate a cylindrical virtual barrier based on the center point. For the virtual barrier of the ultimate skill, for the virtual objects outside the cylindrical virtual barrier, or for the virtual objects inside the cylindrical virtual barrier, in response to a virtual object attacking the virtual barrier, the attack cannot pass through the virtual barrier, that is, the virtual objects outside the cylindrical virtual barrier cannot attack the virtual objects inside the cylindrical virtual barrier, and the virtual objects inside the cylindrical virtual barrier cannot attack the virtual objects outside the cylindrical virtual barrier either.

[0431] Based on the center point, a cylindrical virtual barrier with a radius of 8 meters and a height of 6 meters can be generated, which can clear the speed applied to the virtual objects belonging to the second group by all the virtual objects of the cylindrical virtual barrier, and apply a force in the opposite direction of the target point to the virtual objects of the second group and a movement speed reduction effect with a duration of 3 seconds and an amplitude of 50%. The magnitude of the force is related to the distance between the second group of virtual objects being knocked away and the center point. The closer the distance, the greater the magnitude of the force.

[0432] See Figure 43 , Figure 43 is the process schematic of the skill release method in the virtual scenario provided by the embodiment of the present application Figure 6 , hereinafter in conjunction with Figure 43The virtual barriers corresponding to tactical skills and special skills are explained. In step 4301, the virtual barrier is displayed. In step 4302, it is determined whether there is a virtual object that collides with the virtual barrier, that is, whether there is a virtual object that will cause damage to the virtual object in the display area of the virtual barrier.

[0433] If it exists, step 4303 can be executed. In step 4303, it is determined whether it is a virtual object released by a shooting instruction. If so, step 4304 is executed. In step 4304, the virtual object is cleared. For example, if the virtual object released by the shooting instruction is an arrow, the arrow can be cleared to prevent the arrow from causing damage to the virtual object.

[0434] If not, execute step 4305. In step 4305, determine whether the virtual object is a virtual throwing object. If yes, execute step 4306. In step 4306, clear the virtual throwing object.

[0435] If not, execute step 4307. In step 4307, determine whether the virtual object is the ray that causes damage. The ray that causes damage can be any virtual object or ray corresponding to a virtual skill. If yes, execute step 4308. In step 4308, the ray stops at the collision point, that is, the ray that causes damage stops at the collision point with the virtual barrier.

[0436] If not, execute step 4309. In step 4309, determine whether the virtual object is a damage determination area. If so, execute step 4310. In step 4310, the damage in the damage determination area is not effective. For example, the damage determination area is a foggy area that will reduce the health of the virtual object. The fog can be controlled to not be effective for the virtual object protected by the virtual barrier.

[0437] The skill release method in a virtual scene provided by the embodiment of the present application creates a gameplay in various shooting games that can provide reliable cover for teammates who are far away, reducing the negative feedback experience of users being attacked by multiple enemy virtual objects without cover. The skill release method in a virtual scene provided by the embodiment of the present application has the following technical effects.

[0438] 1. Mechanism design of passive skills: Users can provide assistance to friendly virtual objects in negative states without additional interaction, greatly enhancing the practicality of the protection gameplay. 2. Mechanism design of tactical skills and shield generation logic that fits the terrain: Reduces the loopholes in the shelters that do not fit the ground caused by irregular terrains such as slopes for players, and greatly improves the safety and terrain compatibility of the created shelters. Mechanism design of special skills and teleportation logic: Provides a gameplay of providing shelters for friendly virtual objects at a long distance and eliminating the threats of existing enemy virtual objects. The teleportation logic design enables the first virtual object to be in the same indoor space as the friendly virtual object when it teleports to the side of the friendly virtual object, and the situation where the first virtual object is outdoors and the friendly virtual object is indoors or vice versa will not occur.

[0439] Next, the implementation of the skill release device 455 in the virtual scene provided by the embodiment of the present application as a software module will be further described. In some embodiments, as Figure 2 shown, the software module in the skill release device 455 in the virtual scene stored in the memory 450 may include:

[0440] A display module 4551, configured to display a first virtual object and a second virtual object in the virtual scene, where the first virtual object and the second virtual object belong to a first group;

[0441] A response module 4552, configured to respond to the release of a target skill by the first virtual object. If the distance between the first virtual object and the second virtual object is less than a first distance threshold, display a virtual barrier, where the virtual barrier acts on at least the second virtual object to block the attacks of virtual objects in a second group.

[0442] In some embodiments, the response module 4552 is further configured to, if the target skill is a passive skill of the first virtual object, automatically trigger the first virtual object to release the target skill in response to the second virtual object being knocked down and the distance between the first virtual object and the second virtual object being less than a second distance threshold.

[0443] In some embodiments, the display module 4551 is further configured to display a wrapped virtual barrier that wraps the second virtual object to block the attacks of virtual objects in the second group on the second virtual object; wherein, as the second virtual object moves, the wrapped virtual barrier moves synchronously with the second virtual object.

[0444] In some embodiments, the display module 4551 is further configured to, if there are multiple knocked-down virtual objects in the first group, determine the virtual object with the highest priority among the knocked-down virtual objects as the second virtual object, and display a first action identifier in an area associated with the second virtual object; wherein the first action identifier is configured to indicate that the target skill has acted on the second virtual object;

[0445] The response module 4552 is further configured to, in response to the first virtual object releasing a target skill, display a virtual barrier acting on the second virtual object based on the first action identifier if the distance between the first virtual object and the second virtual object is less than a first distance threshold.

[0446] In some embodiments, the display module 4551 is also used to determine the virtual object that meets one of the following conditions as the virtual object with the highest priority if there are multiple virtual objects knocked down in the first group: the virtual object has the smallest distance from the first virtual object and does not carry other virtual barriers; does not carry other virtual barriers and has the smallest distance from the first virtual object among virtual objects that do not carry other virtual barriers; does not carry other virtual barriers and has been knocked down for the longest time.

[0447] In some embodiments, the response module 4552 is also used to automatically trigger the first virtual object to release the target skill, and then, in response to the first virtual object being knocked down and the target skill being activated, trigger the first virtual object to release the target skill again, and display a wrapping virtual barrier that wraps the first virtual object.

[0448] In some embodiments, the response module 4552 is also used to automatically cancel the display of the virtual barrier after the virtual barrier is displayed in response to at least one of the following being met: the duration of displaying the virtual barrier reaches a first duration threshold; the second virtual object recovers from a knocked-down state to a combat state; the attack of the virtual objects in the second group against the first group meets the attack conditions; wherein the attack conditions include at least one of the following: the number of attacks is greater than the attack number threshold, the attack intensity is greater than the intensity threshold, the attack frequency is greater than the frequency threshold, and the attack duration is greater than the second duration threshold.

[0449] In some embodiments, the first group also includes a third virtual object; the response module 4552 is further used to display the virtual barrier, and in response to the first virtual object being knocked down, when the third virtual object has the target skill, if the distance between the third virtual object and the first virtual object is greater than or equal to the second distance threshold, display movement guidance information; the movement guidance information is used to guide the first virtual object to move toward the third virtual object, so as to trigger the target skill of the third virtual object when the distance between the third virtual object and the first virtual object is less than the second distance threshold.

[0450] In some embodiments, the response module 4552 is also used to, before displaying the virtual barrier, if the target skill is an active skill of the first virtual object, control the first virtual object to perform a skill release operation of the target skill and release the target skill in response to a release instruction for the target skill.

[0451] In some embodiments, the display module 4551 is further configured to display a virtual barrier in the shape of a three-dimensional geometric body, wherein the virtual barrier has a geometric space and target transparency; wherein the second virtual object is located in the geometric space of the virtual barrier.

[0452] In some embodiments, the display module 4551 is also used to transmit the first virtual object to an area adjacent to the second virtual object; and display a virtual barrier in the shape of a three-dimensional geometric body; wherein the first virtual object and the second virtual object are in the geometric space of the virtual barrier to block the virtual objects in the second group from attacking the first virtual object and the second virtual object.

[0453] In some embodiments, the first virtual object is located in a first virtual subspace, and the second virtual object is located in a second virtual subspace; the display module 4551 is further configured to, in response to a release instruction for the target skill, control the first virtual object to display a distance indicator in the first virtual subspace before executing a skill release operation of the target skill, wherein the distance indicator is configured to indicate the distance between the first virtual object and the second virtual object;

[0454] The response module 4552 is further configured to control the first virtual object to perform a skill release operation of the target skill in response to a release instruction for the target skill based on the distance identifier;

[0455] The display module 4551 is further configured to transmit the first virtual object from the first virtual subspace to an adjacent area of the second virtual object in the second virtual subspace.

[0456] In some embodiments, the second virtual object is located at the center point of the virtual barrier, and the display module 4551 is further used to move the fourth virtual object out of the virtual barrier when displaying the virtual barrier whose shape is a three-dimensional geometric body, if the distance between the fourth virtual object in the second group and the second virtual object is less than a third distance threshold.

[0457] In some embodiments, the display module 4551 is further configured to, when displaying a virtual barrier having a three-dimensional geometric shape, remove unexploded projectiles thrown by virtual objects in the second group if the virtual barrier contains any unexploded projectiles.

[0458] In some embodiments, the display module 4551 is also used to, when displaying the virtual barrier having a three-dimensional geometric shape, reduce the attribute value of the fourth virtual object if the distance between the fourth virtual object in the second group and the second virtual object is less than a fourth distance threshold, and display a special effect of reducing the attribute value, wherein the special effect corresponds to the type of the attribute value.

[0459] In some embodiments, the response module 4552 is also used to control the first virtual object to perform the preparatory operation of the target skill in response to the preparatory instruction for the target skill; display an indicator of the virtual barrier in the virtual scene, and the indicator is used to indicate the generation position of the virtual barrier in the virtual scene; based on the indicator, in response to the release instruction for the target skill, control the first virtual object to perform the skill release operation of the target skill.

[0460] In some embodiments, the virtual barrier is a virtual barrier in the shape of a plane image; the display module 4551 is further configured to display an indicator of the virtual barrier in the shape of a plane image in the virtual scene, wherein the orientation of the indicator is a first orientation;

[0461] The response module 4552 is further configured to display the indicator oriented in a second orientation in response to an instruction to adjust the orientation of the indicator of the virtual barrier in the shape of a planar image;

[0462] The response module 4552 is further configured to control the first virtual object to perform a skill release operation of the target skill in response to a release instruction for the target skill based on the second direction indicator.

[0463] In some embodiments, the response module 4552 is also used to control the first virtual object to perform a preparatory operation for the target skill and display a virtual barrier in a preparatory state in response to a preparatory instruction for the target skill; to adjust the position of the virtual barrier in the preparatory state in the virtual scene in response to a position adjustment instruction for the virtual barrier in the preparatory state; and based on the adjusted position, to control the first virtual object to perform a skill release operation for the target skill and release the target skill in response to a release instruction for the target skill.

[0464] In some embodiments, the response module 4552 is further used to, during the process of adjusting the position of the virtual barrier in the virtual scene, display a second action identifier at the second virtual object in response to the virtual barrier being able to act on the second virtual object based on the current position of the virtual barrier, wherein the second action identifier is used to indicate that the virtual barrier acts on the second virtual object.

[0465] In some embodiments, the display module 4551 is further used to display a virtual barrier in the shape of a plane figure that fits the virtual ground on the virtual ground of the virtual scene; wherein the second virtual object and the first virtual object are located on the same side of the virtual barrier, and the second virtual object and the virtual objects in the second group are located on the opposite side of the virtual barrier.

[0466] In some embodiments, the response module 4552 is also used to control the target skill to be in a cooling state after displaying the virtual barrier; in response to the duration of the target skill in the cooling state reaching the target duration, activate the target skill to display the virtual barrier when the first virtual object releases the target skill.

[0467] In some embodiments, the response module 4552 is further used to control the first virtual object to project a virtual prop toward the fifth virtual object in response to a projection instruction for the fifth virtual object in the second group; when the level of the first virtual object reaches a level threshold, control the virtual prop to penetrate the virtual barrier; when the level of the first virtual object does not reach the level threshold, display the process of the virtual prop being blocked by the virtual barrier.

[0468] In some embodiments, a display module is configured to display a first virtual object in a virtual scene;

[0469] a response module, configured to, in response to the first virtual object being knocked down by another virtual object in the virtual scene, control the first virtual object to release a target skill, and display a virtual barrier acting on the first virtual object based on the target skill;

[0470] Wherein, the virtual barrier is used to block attacks on the first virtual object by other virtual objects.

[0471] In some embodiments, a display module is configured to display a first virtual object in a virtual scene;

[0472] A response module is configured to, in response to a preparation instruction for a target skill, control the first virtual object to perform a preparation operation for the target skill, wherein the target skill is used to generate a virtual barrier acting on the first virtual object;

[0473] The display module is further configured to display an indicator of the virtual barrier in the virtual scene, and the indicator is used to indicate a generation position of the virtual barrier in the virtual scene;

[0474] The response module is further configured to, based on the indicator, in response to a release instruction for the target skill, control the first virtual object to perform a release operation for the target skill, and generate the virtual barrier at the generation position, where the virtual barrier is used to block attacks on the first virtual object by other virtual objects.

[0475] An embodiment of the present application provides a computer program product, which includes a computer program or computer-executable instructions, and the computer program or computer-executable instructions are stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, so that the electronic device executes the skill release method in the virtual scene as described above in the embodiments of the present application.

[0476] An embodiment of the present application provides a computer-readable storage medium, in which computer-executable instructions or a computer program are stored. When the computer-executable instructions or the computer program are executed by a processor, the processor will be caused to execute the skill release method in the virtual scene provided by the embodiments of the present application. For example, Figure 3 the skill release method in the virtual scene shown.

[0477] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disc, or CD-ROM; or may be various devices including one or any combination of the above memories.

[0478] In some embodiments, the computer-executable instructions may be in the form of a program, software, software module, script, or code, and may be written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0479] By way of example, the computer-executable instructions may or may not correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, in one or more scripts stored in a Hyper Text Markup Language (HTML) document, stored in a single file dedicated to the program under discussion, or stored in multiple cooperating files (e.g., files that store one or more modules, subroutines, or portions of code).

[0480] By way of example, the computer-executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0481] The skill release method in the virtual scenario provided by the embodiments of the present application can display a first virtual object and a second virtual object in the virtual scenario. The first virtual object and the second virtual object belong to a first group. In response to the first virtual object releasing a target skill, if the distance between the first virtual object and the second virtual object is less than a distance threshold, a virtual barrier is displayed. The virtual barrier acts on at least the second virtual object to block the attacks of virtual objects in a second group.

[0482] Through the skill release method in the virtual scenario provided by the embodiments of the present application, a skill can be released through the first virtual object, and a virtual barrier for blocking the attacks of virtual objects in the second group is displayed, which can enrich the content displayed in the virtual scenario, improve the resource utilization rate of the electronic device. Moreover, the user can control the first virtual object to release the skill according to actual usage requirements, so that the virtual barrier can be displayed at the corresponding time and position, which is equivalent to being able to block attacks according to actual usage requirements, can block the attacks of virtual objects in the second group by releasing skills, enriches the ways of blocking attacks, and can enrich the diversity of the gameplay corresponding to the target skill, improve the user's gaming experience, and further improve the resource utilization rate of the electronic device. The virtual barrier acts on at least the second virtual object that belongs to the same group as the first virtual object, which can enrich the diversity of interactions between virtual objects and can solve Technical Problem 1.

[0483] As mentioned above, the above are only embodiments of the present application and are not used to limit the protection scope of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A skill release method in a virtual scene, characterized in that: The method comprises: Displaying a first virtual object and a second virtual object in a virtual scene, wherein the first virtual object and the second virtual object belong to a first group; In response to the first virtual object releasing a target skill, if the distance between the first virtual object and the second virtual object is less than a first distance threshold, a virtual barrier is displayed, and the virtual barrier acts on at least the second virtual object to block attacks from virtual objects in the second group.

2. The method according to claim 1, wherein Before displaying the virtual barrier, the method further includes: If the target skill is a passive skill of the first virtual object, in response to the second virtual object being knocked down and the distance between the first virtual object and the second virtual object is less than a second distance threshold, the first virtual object is automatically triggered to release the target skill.

3. The method according to claim 2, wherein The display of the virtual barrier comprises: displaying a virtual barrier that wraps around the second virtual object to block the virtual objects in the second group from attacking the second virtual object; Here, along with the movement of the second virtual object, the wrapping virtual barrier moves synchronously with the second virtual object.

4. The method according to claim 2, wherein Before displaying the virtual barrier, the method further includes: If there are multiple knocked-down virtual objects in the first group, determine the virtual object with the highest priority among the multiple knocked-down virtual objects as the second virtual object, and display a first action indicator in an associated area of the second virtual object; The first action identifier is used to indicate that the target skill acts on the second virtual object; In response to the first virtual object releasing a target skill, if the distance between the first virtual object and the second virtual object is less than a first distance threshold, displaying a virtual barrier includes: In response to the first virtual object releasing a target skill, if the distance between the first virtual object and the second virtual object is less than a first distance threshold, a virtual barrier acting on the second virtual object is displayed based on the first action identifier.

5. The method according to claim 4, characterized in that The method further comprises: If there are multiple knocked-down virtual objects in the first group, a virtual object that meets one of the following conditions is determined as the virtual object with the highest priority: The distance to the first virtual object is the smallest and no other virtual barriers are present; a virtual object that does not carry other virtual barriers and has the smallest distance to the first virtual object among virtual objects that do not carry other virtual barriers; The character who does not carry any other virtual barriers and is knocked down for the longest time.

6. The method according to any one of claims 2-5, characterized in that, After automatically triggering the first virtual object to release the target skill, the method further includes: In response to the first virtual object being knocked down and the target skill being activated, the first virtual object is triggered again to release the target skill, and a wrapping virtual barrier wrapping the first virtual object is displayed.

7. The method according to any one of claims 2 to 5, characterized in that: After displaying the virtual barrier, the method further includes: In response to at least one of the following being satisfied, the virtual barrier is automatically canceled from being displayed: The duration of displaying the virtual barrier reaches a first duration threshold; The second virtual object recovers from a knocked-down state to a combat state; The attack of the virtual objects in the second group on the first group meets the attack condition; The attack condition includes at least one of the following: the number of attacks is greater than an attack number threshold, the attack intensity is greater than an intensity threshold, the attack frequency is greater than a frequency threshold, and the attack duration is greater than a second duration threshold.

8. The method according to any one of claims 2-5, characterized in that, The first group further includes a third virtual object; after displaying the virtual barrier, the method further includes: In a case where the third virtual object has the target skill, in response to the first virtual object being knocked down, if the distance between the third virtual object and the first virtual object is greater than or equal to the second distance threshold, displaying movement guidance information; The movement guidance information is used to guide the first virtual object to move toward the third virtual object, so as to trigger the target skill of the third virtual object when the distance between the third virtual object and the first virtual object is less than the second distance threshold.

9. The method according to claim 1, characterized in that Before displaying the virtual barrier, the method further includes: If the target skill is an active skill of the first virtual object, in response to a release instruction for the target skill, the first virtual object is controlled to execute a skill release operation of the target skill and release the target skill.

10. The method according to claim 9, wherein The display of the virtual barrier comprises: Displaying a virtual barrier in the shape of a three-dimensional geometric body, wherein the virtual barrier has geometric space and target transparency; The second virtual object is located in the geometric space of the virtual barrier.

11. The method according to claim 10, characterized in that The virtual barrier, whose display shape is a three-dimensional geometric body, includes: Transmitting the first virtual object to an adjacent area of the second virtual object; Displaying a virtual barrier in the shape of a three-dimensional geometric body; The first virtual object and the second virtual object are located in the geometric space of the virtual barrier to block the virtual objects in the second group from attacking the first virtual object and the second virtual object.

12. The method according to claim 11, characterized in that The first virtual object is located in a first virtual subspace, and the second virtual object is located in a second virtual subspace; Before controlling the first virtual object to execute a skill release operation of the target skill in response to a release instruction for the target skill, the method further includes: Displaying a distance marker in the first virtual subspace, where the distance marker is used to indicate the distance between the first virtual object and the second virtual object; In response to the release instruction for the target skill, controlling the first virtual object to perform a skill release operation of the target skill includes: Based on the distance identifier, in response to a release instruction for the target skill, controlling the first virtual object to perform a skill release operation of the target skill; The transmitting the first virtual object to an adjacent area of the second virtual object includes: The first virtual object is transferred from the first virtual subspace to an adjacent area of the second virtual object in the second virtual subspace.

13. The method according to claim 10, characterized in that The second virtual object is located at a center point of the virtual barrier, and the method further includes: When a virtual barrier having a three-dimensional geometric shape is displayed, if the distance between a fourth virtual object in the second group and the second virtual object is less than a third distance threshold, the fourth virtual object is moved outside the virtual barrier.

14. The method according to claim 10, characterized in that The method further comprises: When a virtual barrier having a three-dimensional geometric shape is displayed, if unexploded projectiles thrown by the virtual objects in the second group exist in the virtual barrier, the unexploded projectiles are cleared.

15. The method according to claim 10, wherein The method further comprises: When displaying a virtual barrier shaped as a three-dimensional geometric body, if the distance between a fourth virtual object in the second group and the second virtual object is less than a fourth distance threshold, the attribute value of the fourth virtual object is reduced, and a special effect of reducing the attribute value is displayed, where the special effect corresponds to the type of the attribute value.

16. The method according to any one of claims 9 to 15, characterized in that: In response to the release instruction for the target skill, controlling the first virtual object to perform a skill release operation of the target skill includes: In response to a preparatory instruction for the target skill, controlling the first virtual object to perform a preparatory operation for the target skill; Displaying an indicator of the virtual barrier in the virtual scene, wherein the indicator is used to indicate a generated position of the virtual barrier in the virtual scene; Based on the indicator, in response to a release instruction for the target skill, the first virtual object is controlled to perform a skill release operation of the target skill.

17. The method according to claim 16, wherein The virtual barrier is a virtual barrier in the shape of a plane image; The indicator for displaying the virtual barrier in the virtual scene includes: In the virtual scene, an indicator of a virtual barrier in the shape of a plane image is displayed, and the orientation of the indicator is a first orientation; The method further comprises: In response to an instruction to adjust the orientation of the indicator of the virtual barrier in the shape of a planar image, displaying the indicator oriented in a second orientation; The controlling the first virtual object to perform a skill release operation of the target skill based on the indicator and in response to a release instruction for the target skill includes: Based on the second direction indicator, in response to a release instruction for the target skill, the first virtual object is controlled to perform a skill release operation of the target skill.

18. The method according to any one of claims 9-15, characterized in that, In response to the release instruction for the target skill, controlling the first virtual object to execute a skill release operation of the target skill and release the target skill includes: In response to a preparatory instruction for the target skill, controlling the first virtual object to perform a preparatory operation for the target skill and displaying a virtual barrier in a preparatory state; In response to a position adjustment instruction for the virtual barrier in the standby state, adjusting the position of the virtual barrier in the standby state in the virtual scene; Based on the adjusted position, in response to a release instruction for the target skill, the first virtual object is controlled to perform a skill release operation of the target skill and release the target skill.

19. The method according to any one of claims 9-15, characterized in that, The display of the virtual barrier comprises: Displaying a virtual barrier in a planar shape that fits the virtual ground on the virtual ground of the virtual scene; The second virtual object and the first virtual object are located on the same side of the virtual barrier, and the second virtual object and the virtual objects in the second group are located on different sides of the virtual barrier.

20. The method according to claim 1, characterized in that, After displaying the virtual barrier, the method further includes: Control the target skill to be in a cooldown state; In response to the duration of the target skill being in the cooldown state reaching the target duration, activate the target skill to display the virtual barrier when the first virtual object releases the target skill.

21. The method according to claim 1, wherein After displaying the virtual barrier, the method further includes: In response to a projection instruction for a fifth virtual object in the second group, control the first virtual object to project a virtual item towards the fifth virtual object; When the level of the first virtual object reaches the level threshold, control the virtual item to penetrate the virtual barrier; When the level of the first virtual object does not reach the level threshold, display the process of the virtual item being blocked by the virtual barrier.

22. A skill release device in a virtual scene, characterized in that The device includes: A display module for displaying a first virtual object and a second virtual object in a virtual scene, where the first virtual object and the second virtual object belong to a first group; A response module for, in response to the first virtual object releasing a target skill, if the distance between the first virtual object and the second virtual object is less than a first distance threshold, display a virtual barrier that at least acts on the second virtual object and is used to block attacks from virtual objects in a second group.

23. An electronic device, characterized in that: The electronic device includes: A memory for storing computer-executable instructions or a computer program; A processor for, when executing the computer-executable instructions or the computer program stored in the memory, implementing the skill release method in the virtual scene according to any one of claims 1 to 21.

24. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that: The computer-executable instructions or the computer program, when executed by the processor, implement the skill release method in the virtual scene according to any one of claims 1 to 21.

25. A computer program product comprising computer executable instructions or a computer program, characterized in that The computer-executable instructions or the computer program, when executed by the processor, implement the skill release method in the virtual scene according to any one of claims 1 to 21.