Methods for controlling virtual characters, computer devices, and readable storage media
By using interactive interfaces and trigger controls in virtual scenes to determine the scope and objects of interaction, remote interaction is achieved, solving the problem of users needing to move long distances in large open-world virtual scenes, and improving interaction efficiency and user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SHANGHAI NING YU NETWORK TECHNOLOGY CO LTD
- Filing Date
- 2026-04-30
- Publication Date
- 2026-06-30
AI Technical Summary
In large-scale open-world virtual scenes on mobile devices, users need to move long distances to interact with objects, resulting in low interaction efficiency.
This invention provides a method for controlling virtual characters. By displaying an interactive interface and triggering controls, it allows users to determine the scope and objects of interaction on the interface and to perform remote interaction through target props, thereby reducing long-distance movement.
It improves the efficiency of interaction in virtual scenarios, simplifies the interaction process, and optimizes the user experience.
Smart Images

Figure CN122298013A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction technology, and in particular to a method for controlling a virtual character, a computer device, a computer-readable storage medium, and a computer program product. Background Technology
[0002] In large-scale open-world virtual environments on mobile devices, users often need to interact with or trigger various interactive objects distributed throughout the map while exploring, solving puzzles, or progressing through the game, such as mechanisms that control bridges and gates, or runes that change the state of the environment.
[0003] In related technologies, if a user needs to interact with an interactive object, they often need to first control a virtual character to move to the location of the interactive object, and then trigger the function of the interactive object through touch operation. When the interactive object is on the opposite bank or in complex terrain, or when there are multiple interactive objects in the scene, the user needs to move repeatedly and over long distances on the map, which consumes a lot of time and results in low interaction efficiency. Summary of the Invention
[0004] Therefore, it is necessary to provide a method for controlling virtual characters, a computer device, a computer-readable storage medium, and a computer program product that can improve the efficiency of interaction, in response to the above-mentioned technical problems.
[0005] Firstly, this application provides a method for controlling a virtual character, including:
[0006] The interactive interface includes a first trigger control and a virtual character.
[0007] In response to the triggering operation of the first triggering control, the virtual character is controlled to enter the preparation state of the target interaction command, and the virtual character and the target control in the preparation state are displayed on the interaction interface.
[0008] In response to a first trigger operation on the target control, a first interaction range and a first interaction object are determined, and the first interaction range and the first interaction object are displayed on the interactive interface;
[0009] In response to the release operation of the target control, the target prop corresponding to the target interaction command is controlled to interact with the first interactive object according to the first interaction range, and the interaction process between the target prop and the first interactive object is displayed on the interaction interface.
[0010] In one embodiment, the step of determining a first interaction range and a first interaction object in response to a first trigger operation on the target control, and displaying the first interaction range and the first interaction object on the interactive interface, includes:
[0011] In response to a first trigger operation on the target control, the target direction corresponding to the first interaction range is determined;
[0012] In response to the farthest interaction range along the target direction being within the visible area of the interactive interface, a first interaction range is determined within the visible area of the interactive interface; or, in response to the farthest interaction range along the target direction exceeding the visible area of the interactive interface, the viewing angle is adjusted and a first interaction range is determined within the adjusted visible area of the interactive interface.
[0013] Identify the first interactive object located within the first interaction range;
[0014] On the interactive interface, the first interactive range is displayed with a first display effect, and the first interactive object is displayed with a second display effect.
[0015] In one embodiment, determining the first interactive object located within the first interaction range includes:
[0016] Within the first interaction range, at least one candidate object that meets the interaction conditions is determined based on the terrain height and the virtual character;
[0017] From at least one candidate object that meets the interaction conditions, the candidate object that is closest to the virtual character is determined as the first interaction object.
[0018] In one embodiment, displaying the interaction process between the target prop and the first interactive object on the interactive interface includes:
[0019] The interactive interface displays the process of the target prop moving along the first interactive range, and the process of the target prop hitting the first interactive object.
[0020] In one embodiment, the method further includes:
[0021] In response to the first interactive object being a state-variable object, the first interactive object is controlled to switch from its current state to a preset state, and the first interactive object is displayed on the interactive interface in the preset state; or...
[0022] In response to the first interactive object being a resource data object, the virtual character is controlled to obtain the corresponding resource data, and a resource data acquisition prompt is displayed on the interactive interface.
[0023] In one embodiment, the method further includes:
[0024] In response to a second trigger operation on the target control, a second interaction range and a second interaction object are determined, and the second interaction range and the second interaction object are displayed on the interactive interface, wherein the second interaction object is a transmission type;
[0025] In response to the release operation of the target control, the virtual character is controlled to interact with the second interactive object according to the second interaction range, and the interaction process between the virtual character and the second interactive object is displayed on the interactive interface.
[0026] In one embodiment, the step of controlling the virtual character to interact with the second interactive object according to the second interaction range in response to the release operation of the target control, and displaying the interaction process between the virtual character and the second interactive object on the interactive interface, includes:
[0027] When the second interactive object is of the instant teleportation type, in response to the release operation of the target control, the virtual character is controlled to teleport to the location of the second interactive object, and the display data corresponding to the teleportation process is displayed on the interactive interface, wherein the teleportation process is the process of the virtual character moving to the location of the second interactive object.
[0028] In one embodiment, the step of controlling the virtual character to interact with the second interactive object according to the second interaction range in response to the release operation of the target control, and displaying the interaction process between the virtual character and the second interactive object on the interactive interface, includes:
[0029] When the second interactive object is of the delayed transmission type, in response to the release operation of the target control, the second interactive object is displayed in an active display state on the interactive interface, and the third interactive range corresponding to the second interactive object is displayed.
[0030] In one embodiment, the method further includes:
[0031] Upon receiving a delayed transmission trigger operation and the virtual character being within the third interaction range, the virtual character is transmitted to the target location or target interaction scene associated with the second interaction object, and the virtual character is displayed at the target location or target interaction scene on the interaction interface.
[0032] In one embodiment, the received delayed transmission trigger operation includes:
[0033] Received a trigger operation on a second interactive object of the delayed delivery type; or,
[0034] A trigger operation is received for the second trigger control, which is the target control for activating the transmission function.
[0035] In one embodiment, the interactive interface further includes a motion control, and the method further includes:
[0036] In response to the triggering operation of the movement control, the virtual character is controlled to move, and the display data corresponding to the movement process of the virtual character is displayed on the interactive interface.
[0037] In one embodiment, the method further includes:
[0038] When the virtual character leaves the third interaction range, the teleportation function of the second trigger control is disabled, and a prompt indicating that the teleportation function of the second trigger control is disabled is displayed on the interaction interface.
[0039] In one embodiment, the method further includes:
[0040] When the virtual character leaves the third interaction range, a countdown timer is displayed on the interaction interface;
[0041] If the countdown ends and the virtual character has not yet entered the third interaction range, the second interactive object is controlled to be inactive, and the second interactive object is displayed in an inactive form on the interaction interface.
[0042] In one embodiment, the method further includes:
[0043] In response to the target item hitting a non-interactive object, the hit effect of the non-interactive object is displayed, and the virtual character is controlled to exit the preparation state of the target interaction command;
[0044] or,
[0045] In response to the target prop failing to hit any interactive object or flying out of the visible area of the interactive interface during flight, the virtual character is controlled to exit the preparation state of the target interactive command.
[0046] Secondly, this application also provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to perform the following steps:
[0047] The interactive interface includes a first trigger control and a virtual character.
[0048] In response to the triggering operation of the first triggering control, the virtual character is controlled to enter the preparation state of the target interaction command, and the virtual character and the target control in the preparation state are displayed on the interaction interface.
[0049] In response to a first trigger operation on the target control, a first interaction range and a first interaction object are determined, and the first interaction range and the first interaction object are displayed on the interactive interface;
[0050] In response to the release operation of the target control, the target prop corresponding to the target interaction command is controlled to interact with the first interactive object according to the first interaction range, and the interaction process between the target prop and the first interactive object is displayed on the interaction interface.
[0051] Thirdly, this application also provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, performs the following steps:
[0052] The interactive interface includes a first trigger control and a virtual character.
[0053] In response to the triggering operation of the first triggering control, the virtual character is controlled to enter the preparation state of the target interaction command, and the virtual character and the target control in the preparation state are displayed on the interaction interface.
[0054] In response to a first trigger operation on the target control, a first interaction range and a first interaction object are determined, and the first interaction range and the first interaction object are displayed on the interactive interface;
[0055] In response to the release operation of the target control, the target prop corresponding to the target interaction command is controlled to interact with the first interactive object according to the first interaction range, and the interaction process between the target prop and the first interactive object is displayed on the interaction interface.
[0056] Fourthly, this application also provides a computer program product, including a computer program that, when executed by a processor, performs the following steps:
[0057] The interactive interface includes a first trigger control and a virtual character.
[0058] In response to the triggering operation of the first triggering control, the virtual character is controlled to enter the preparation state of the target interaction command, and the virtual character and the target control in the preparation state are displayed on the interaction interface.
[0059] In response to a first trigger operation on the target control, a first interaction range and a first interaction object are determined, and the first interaction range and the first interaction object are displayed on the interactive interface;
[0060] In response to the release operation of the target control, the target prop corresponding to the target interaction command is controlled to interact with the first interactive object according to the first interaction range, and the interaction process between the target prop and the first interactive object is displayed on the interaction interface.
[0061] The aforementioned virtual character control method, computer device, computer-readable storage medium, and computer program product can first display an interactive interface, which includes a first trigger control and a virtual character. Then, in response to a trigger operation on the first trigger control, the virtual character is controlled to enter a preparation state for a target interaction command, and the virtual character and target control in the preparation state are displayed on the interactive interface. In response to a first trigger operation on the target control, a first interaction range and a first interaction object are determined, and the first interaction range and the first interaction object are displayed on the interactive interface. In response to a release operation on the target control, the target prop corresponding to the target interaction command is controlled to interact with the first interaction object according to the first interaction range, and the interaction process between the target prop and the first interaction object is displayed on the interactive interface. Therefore, by triggering the first trigger control, the virtual character can be controlled to enter the preparation state and display the target control. Then, based on the operation of the target control, the first interaction range and the first interaction object can be determined and displayed. After the release operation is detected, the target prop is called to interact with the target object within the specified interaction range, and the interaction process is displayed synchronously. Thus, remote interaction can be achieved without controlling the virtual character to come into close contact with each interaction object, reducing long-distance movement and repetitive operations, effectively improving the interaction efficiency in open virtual scenes, and optimizing the overall user experience. Attached Figure Description
[0062] To more clearly illustrate the technical solutions in the embodiments of this application or related technologies, the drawings used in the description of the embodiments of this application or related technologies will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0063] Figure 1 This is a flowchart illustrating a method for controlling a virtual character in one embodiment;
[0064] Figure 2 This is a flowchart illustrating the process of determining the first interaction scope and the first interaction object in one embodiment.
[0065] Figure 3This is a schematic diagram of the first interactive area in an interactive interface in one embodiment;
[0066] Figure 4 This is a schematic diagram of the interactive interface after the viewpoint has been adjusted in one embodiment.
[0067] Figure 5 This is a schematic diagram of the candidate objects in the interactive interface of one embodiment;
[0068] Figure 6 This is a flowchart illustrating a virtual character control method in another embodiment;
[0069] Figure 7 This is a schematic diagram of the second interaction range and the second interaction object in an interactive interface in one embodiment;
[0070] Figure 8 This is a schematic diagram of a virtual character being transmitted to a second interactive object in an interactive interface in one embodiment.
[0071] Figure 9 This is a flowchart illustrating the control method for a virtual character in yet another embodiment;
[0072] Figure 10 This is a flowchart illustrating the control method for a virtual character in another embodiment;
[0073] Figure 11 This is a flowchart illustrating a method for controlling a virtual character in a game scene, as shown in one embodiment.
[0074] Figure 12 This is a schematic diagram showing the default form of a virtual character in an interactive interface in one embodiment;
[0075] Figure 13 This is a schematic diagram illustrating the relevant information of the skill corresponding to the target interaction command in one embodiment;
[0076] Figure 14 This is a schematic diagram showing a virtual character in a ready state in an interactive interface in one embodiment;
[0077] Figure 15 This is a schematic diagram illustrating the display of special effects of a target control in an interactive interface in one embodiment;
[0078] Figure 16 This is a schematic diagram illustrating the typical display of a target control in an interactive interface in one embodiment;
[0079] Figure 17 This is a schematic diagram of the second interactive range and the second interactive object in the form of a dragon bow in an interactive interface, as shown in one embodiment.
[0080] Figure 18This is a schematic diagram of an interactive interface targeting a first interactive object in one embodiment;
[0081] Figure 19 This is a schematic diagram of the target prop flying in the interactive interface in one embodiment;
[0082] Figure 20 This is a schematic diagram of delayed transmission activation in the interactive interface of one embodiment;
[0083] Figure 21 This is a schematic diagram illustrating a virtual character leaving the third interaction area in an interactive interface in one embodiment.
[0084] Figure 22 This is a schematic diagram of the delayed transmission point being closed in the interactive interface in one embodiment;
[0085] Figure 23 This is a schematic diagram of the control process of a virtual character in one embodiment;
[0086] Figure 24 This is an internal structural diagram of a computer device in one embodiment. Detailed Implementation
[0087] To make the objectives, technical solutions, and advantages of this application clearer, the following detailed description is provided in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative and not intended to limit the scope of this application.
[0088] It should be noted that the terms "first," "second," etc., used in this application can be used to describe various elements, but these elements are not limited by these terms. These terms are only used to distinguish the first element from the second element. The terms "comprising" and "having," and any variations thereof, used in this application, are intended to cover non-exclusive inclusion. The term "multiple" used in this application refers to two or more. The term "and / or" used in this application refers to one of the embodiments, or any combination of multiple embodiments.
[0089] In one embodiment, such as Figure 1 As shown, a method for controlling a virtual character is provided. This embodiment illustrates the method applied to a terminal. It is understood that this method can also be applied to a server, and to a system including both a terminal and a server, and is implemented through interaction between the terminal and the server. In this embodiment, the method includes the following steps:
[0090] Step 102: Display the interactive interface, which includes a first trigger control and a virtual character.
[0091] The interactive interface can be the current human-computer interaction interface, and can be adapted to different devices such as mobile terminals, computer terminals, and tablet terminals. It can be a virtual scene interface under the default scene or the default stage. This application does not limit it in this regard.
[0092] In addition, the first trigger control can be a function trigger control, used to respond to the trigger operation and trigger the associated preset instructions or functions. It can be a button, icon, or a specified touch area, etc., and this application does not limit it.
[0093] In addition, virtual characters can serve as a means for users to control virtual scenarios, and this application does not limit this.
[0094] It is understood that the first trigger control and the virtual character can be set in any display position on the interactive interface. For example, the first trigger control can be set in the lower left area of the interactive interface, and the virtual character can be displayed in the center of the interactive interface; or both the first trigger control and the virtual character can be displayed in the center area of the interactive interface, etc. This application does not limit this.
[0095] Step 104: In response to the triggering operation of the first triggering control, control the virtual character to enter the preparation state of the target interaction command, and display the virtual character and the target control in the preparation state on the interaction interface.
[0096] The triggering operation of the first triggering control can be of various types, such as clicking, tapping, long pressing, sliding, dragging, etc. This application does not limit this.
[0097] In addition, the target interaction command can be an interaction command generated in response to the triggering operation. For example, in a game scene, the target interaction command can be to prepare to use a polymorph, etc. This application does not limit this.
[0098] In addition, the virtual character in the preparation state can be the virtual character that enters the state corresponding to the target interaction command. Different preparation forms can be set according to the scene. For example, it can be the dragon bow state, or it can be the virtual avatar state that unlocks the transformation spell, etc. This application does not limit this.
[0099] In addition, the target control can be a functional control corresponding to the target interaction command, and its display form can be switched according to the needs of the scene. For example, it can be a circular control or a virtual joystick, etc. This application does not limit it in this regard.
[0100] It is understood that the virtual character and target control in the ready state can be set in any display position on the interactive interface. For example, the target control can be set in the lower left area of the interactive interface, and the virtual character can be displayed in the center of the interactive interface; or the target trigger control and the virtual character can both be displayed in the center area of the interactive interface, etc. This application does not limit this.
[0101] Therefore, in this embodiment of the application, when a trigger operation on the first trigger control is detected, the virtual character can be controlled to enter the preparation state corresponding to the target interaction command. Then, the virtual character in the preparation state and the target control can be displayed on the interaction interface to visually prompt the user about the currently executable interaction operation, thereby improving the convenience of interaction and the accuracy of operation in the virtual scene.
[0102] Step 106: In response to the first trigger operation on the target control, determine the first interaction range and the first interaction object, and display the first interaction range and the first interaction object on the interactive interface.
[0103] The first triggering operation can be an operation on the target control in the default interaction scenario or default task stage. There are many types of triggering operations, such as touch operation, mouse operation, keyboard operation, joystick operation, etc. Touch operation can be clicking, selecting, dragging, sliding, long pressing, continuous touching, etc. This application does not limit this.
[0104] Furthermore, the first interaction range can be determined based on the first triggering operation, indicating the interaction path or the coverage area of the interaction effect. It can be presented in a default style, such as a rectangular area display, or it can be displayed in other visual styles. The first interaction object can be an interactive object within the first interaction range, and it can be any type of object, such as props, mechanisms, runes, etc. This application does not limit it in this regard.
[0105] Therefore, in this embodiment of the application, when a first trigger operation on the target control is detected, the first interaction range and the first interaction object can be determined based on the first trigger operation, and the first interaction range and the first interaction object can be displayed on the interaction interface. By intuitively displaying the effective interaction area and the interaction target to be acted upon, it is easy for users to quickly identify the interactive range and object, providing conditions for subsequent remote interaction, minimizing invalid interaction operations, and improving the accuracy and operational efficiency of remote interaction in the virtual scene.
[0106] Step 108: In response to the release operation of the target control, control the target prop corresponding to the target interaction command to interact with the first interaction object according to the first interaction range, and display the interaction process between the target prop and the first interaction object on the interaction interface.
[0107] The release operation can be understood as ending the triggering operation on the target control, such as a release operation or a lift operation, and this application does not limit it.
[0108] In addition, the target prop can be a virtual interactive carrier corresponding to the target interaction command, such as missiles, bullets, arrows, etc., and this application does not limit it in this regard.
[0109] In addition, the interaction process may include the flight of the target prop, the contact between the target prop and the first interactive object, and the hit effect of the first interactive object, etc., which are not limited in this application.
[0110] Therefore, in this embodiment of the application, when a release operation on the target control is detected, the target prop corresponding to the target interaction command can be controlled to interact with the first interactive object within the first interaction range. Then, the interaction process between the target prop and the first interactive object can be displayed on the interaction interface, completing the triggering of long-distance directional interaction. There is no need to control the virtual character to approach various scene objects at close range, which effectively simplifies the interaction operation process. It can be applied to special environments such as the opposite bank or complex terrain, avoiding repeated long-distance movement, saving time, and improving interaction efficiency. At the same time, through complete dynamic visual display, the exploration efficiency of virtual scene can be improved, effectively enhancing the player experience.
[0111] Optionally, the process of the target prop moving along the first interactive range and the process of the target prop hitting the first interactive object can be displayed on the interactive interface.
[0112] The process of the target prop moving along the first interaction range can be a flight process or other movement methods, and this application does not limit it.
[0113] Understandably, when a release operation on the target control is detected, the target prop can be controlled to contact and interact with the selected first interactive object along the effective area of the first interaction range. For example, the flight process of the target prop and the process of hitting the first interactive object can be displayed in the interactive interface, the motion trajectory generated during the flight process can be displayed in a highlighted form, and the hitting or striking process of the first interactive object can be displayed in the form of corresponding special effects, etc. This application does not limit this.
[0114] It is understandable that when the first interactive object interacts with the target item, if the target item hits the first interactive object, the corresponding interaction logic will be triggered.
[0115] Optionally, in response to the first interactive object being a state-variable object, the first interactive object is controlled to switch from its current state to a preset state, and the first interactive object is displayed on the interactive interface in the preset state.
[0116] Among them, a state-variable object can be understood as a scene object whose state changes after being affected by a target prop. The prop can be an environmental interaction object, such as a mechanism, a gate, a bridge, etc., or it can be a dynamic object, such as a non-player character (NPC) or a virtual character controlled by other users. This application does not limit this.
[0117] In addition, different types of state-variable objects can be configured with different preset states. For example, environmental mechanisms can correspond to a triggered state, gates, bridges, etc. can correspond to an open or damaged state, non-player characters can correspond to a controlled state, other virtual characters can correspond to an attacked state, and so on. This application does not limit this.
[0118] Therefore, in this embodiment, when the first interactive object is a state-variable object, if a target item is detected hitting the first interactive object, the preset state of the first interactive object after switching can be displayed on the interactive interface. This allows for remote triggering of the interactive object's state change through a remote hit by the target item, eliminating the need for the virtual character to physically contact the target object. This simplifies the scene interaction process, provides direct interactive feedback through visual state changes, and optimizes the overall user experience.
[0119] Optionally, in response to the first interactive object being a resource data object, the virtual character is controlled to obtain the corresponding resource data, and a resource data acquisition prompt is displayed on the interactive interface.
[0120] The resource data object can be a collectable virtual asset, such as points, equipment, props, energy supplies, etc. The resource data acquisition prompt can be used to display the acquisition result, and its form can be various, such as floating text prompts, animations, icon displays, sound effects or numerical updates on the interactive interface, etc. This application does not limit this.
[0121] For example, if the first interactive object is equipment A, and it is detected that equipment A is hit by a target item, the corresponding equipment A can be assigned to the virtual character. Afterwards, the resource acquisition result can be prompted on the interactive interface through text pop-ups or other means. This application does not limit this.
[0122] Therefore, by hitting resource data objects with target props, resources can be acquired from a distance or outside complex and dangerous areas. This allows users to obtain the corresponding resources remotely without having to reach the actual location of the resource data objects during scene exploration and decryption. This avoids frequent movement and location jumps, effectively improving interaction efficiency and optimizing the user experience.
[0123] Therefore, in this embodiment of the application, the interaction method of the target prop hitting the first interactive object can not only trigger the state change of the environment, but also complete the acquisition of virtual resources. It can realize the interaction needs of different types of interactive objects, and display various remote interaction results such as state switching and resource acquisition on the interactive interface, which effectively improves the exploration efficiency of virtual scene and the overall user experience.
[0124] In the aforementioned method for controlling a virtual character, an interactive interface is first displayed, including a first trigger control and a virtual character. Then, in response to a trigger operation on the first trigger control, the virtual character is controlled to enter a preparation state for the target interaction command, and the virtual character and target control in the preparation state are displayed on the interactive interface. In response to a first trigger operation on the target control, a first interaction range and a first interaction object are determined, and the first interaction range and the first interaction object are displayed on the interactive interface. In response to a release operation on the target control, the target prop corresponding to the target interaction command is controlled to interact with the first interaction object according to the first interaction range, and the interaction process between the target prop and the first interaction object is displayed on the interactive interface. Thus, by triggering the first trigger control, the virtual character is controlled to enter a preparation state and the target control is displayed. Based on the operation on the target control, the first interaction range and the first interaction object are determined and displayed. After detecting a release operation, the target prop is invoked to interact with the target object within the specified interaction range, and the interaction process is displayed synchronously. This eliminates the need for the virtual character to physically contact each interaction object, enabling remote interaction, reducing long-distance movement and repetitive operations, effectively improving interaction efficiency in open virtual scenes, and optimizing the overall user experience.
[0125] In one exemplary embodiment, such as Figure 2 As shown, step 106 includes steps 202 to 210. Wherein:
[0126] Step 202: In response to the first trigger operation on the target control, determine the target direction corresponding to the first interaction range.
[0127] The target direction can be the interaction direction determined based on data information such as the touch position and operation trajectory of the first trigger operation.
[0128] Therefore, in this embodiment of the application, when the first trigger operation on the target control is detected, the target direction corresponding to the first interaction range can be determined based on behavioral data such as touch position and sliding trajectory. By matching the target direction corresponding to the user's operation behavior in real time, a directional reference is provided for subsequent remote interaction, which effectively improves the convenience and accuracy of subsequent interaction operations.
[0129] Step 204: In response to the farthest interaction range along the target direction being within the visible area of the interaction interface, determine the first interaction range within the visible area of the interaction interface.
[0130] The maximum interaction range can be the maximum distance that can be acted upon under the current target interaction command. It can be a pre-set default value, or it can be adaptively changed according to the current interaction scenario. This application does not limit this.
[0131] In addition, the visible area of the interactive interface can be the range or area of the interface that can be normally displayed and seen on the current terminal screen, and this application does not limit this.
[0132] Understandably, if the furthest interactive range extending along the target direction falls entirely within the visible area of the interactive interface, the corresponding first interactive range can be determined within that visible area along the target direction. (See attached reference.) Figure 3 As shown, the target direction is... Figure 3 The direction indicated by the diamond icon of the target control in the figure represents the furthest interactive range extending from the virtual character along the target direction, as shown in the gray shaded area in the figure, which is the first interactive range. This first interactive range can be a rectangle, a fan shape, etc., and its presentation style can also be designed as a color display, glowing effect, blinking effect, etc., which are not limited in this application.
[0133] Therefore, in this embodiment of the application, if the farthest interaction range along the target direction is still within the visible area of the interaction interface, the corresponding first interaction range can be directly determined within the visible area of the current interaction interface, thereby avoiding problems such as interaction exceeding the range or being invisible, and ensuring the reliability of the overall interaction.
[0134] Step 206: In response to the farthest interaction range along the target direction exceeding the visible area of the interactive interface, adjust the viewpoint and determine the first interaction range within the adjusted visible area of the interactive interface.
[0135] Understandably, if the furthest interaction range along the target direction exceeds the visible area of the current interface, the viewing angle can be adjusted so that the furthest interaction range falls within the adjusted visible area. (See attached image.) Figure 4 After the viewing angle is adjusted, the furthest interaction range falls within the adjusted visible area. The corresponding first interaction range can then be determined within this adjusted visible area. Therefore, by dynamically adjusting the viewing angle, the entire interaction area can be fully displayed on the interface, avoiding gaps or anomalies in the interaction range due to screen boundary limitations. This expands the effective range of a single interaction operation, thus providing a foundation for subsequent remote operations.
[0136] Step 208: Determine the first interactive object located within the first interaction range.
[0137] Within the first interaction range, there may be multiple interactive objects, which can further determine the first interactive object to be interacted with.
[0138] Optionally, within the first interaction range, at least one candidate object that meets the interaction conditions can be determined based on the terrain height and the virtual character. Then, from the at least one candidate object that meets the interaction conditions, the candidate object that is closest to the virtual character can be determined as the first interaction object.
[0139] The interaction conditions may include terrain height difference thresholds, spatial location restrictions, etc. Meeting the interaction conditions means that it will not hinder the normal release of the target interaction command. This application does not limit this.
[0140] Understandably, during the screening process, objects within the first interaction range whose height difference from the virtual character's current terrain height is less than a terrain height difference threshold and which are not spatially obstructed by the virtual character can be identified as candidate objects. Then, from these candidate objects, the one closest to the virtual character is selected and designated as the first interaction object. For example, in situations like... Figure 5 In the interactive interface shown, the differences between the current terrain height of objects A, B, and C and the virtual character are all less than the terrain height difference threshold, and there is no spatial obstruction between them and the virtual character. Therefore, objects A, B, and C can be identified as candidate objects. Since object B is closest to the virtual character, it can be identified as the first interactive object.
[0141] It should be noted that the above-mentioned objects A, B and C are merely illustrative examples and should not be used as a limitation on the number, location, type, etc. of objects in the embodiments of this application.
[0142] Optionally, in the process of selecting the first interactive object, factors such as terrain height, static obstruction, orientation, and straight-line collision can be further considered.
[0143] For example, it can detect the terrain height difference between candidate objects and virtual characters, eliminating objects whose terrain height difference exceeds a threshold; identify static obstacles such as walls and buildings in the interactive scene and eliminate them as well; filter objects within the target direction range and eliminate those that deviate from the target direction range; detect straight-line paths between the virtual character and each object and eliminate objects with physical occlusion. Objects that do not meet the above interaction conditions are eliminated, and objects that meet all the above interaction conditions are determined as candidate objects. Therefore, filtering candidate objects through multi-dimensional interaction conditions can effectively improve the accuracy and reliability of the filtering, avoid invalid interactions such as visual occlusion, and reduce the occurrence of false selections.
[0144] Step 210: On the interactive interface, display the first interactive range with a first display effect and display the first interactive object with a second display effect.
[0145] The first display effect can be used to highlight the first interactive area, and it can have various presentation forms, such as preset outlines, different background colors, gradients, dashed frames, widening, overall highlighting, and other visual styles. The second display effect can be different from the first display effect and can be used to highlight the target object to be interacted with. It can have various presentation forms, such as outer outlines, character highlighting, special effects display, etc., and this application does not limit it in this regard.
[0146] Therefore, in this embodiment of the application, the interaction range and the target object to be interacted with can be distinguished by differentiated visual effects, so that users can quickly identify the interaction boundary and the target object, improve interaction efficiency, and reduce the rate of misinteraction.
[0147] Understandably, upon detecting a release operation on the target control, the interaction between the target item and the first interactive object can be triggered. During actual interaction, there may be instances where the target item misses the first interactive object; in such cases, the virtual character can be controlled to exit the preparation state of the target interaction command.
[0148] Optionally, in response to a target item hitting a non-interactive object, display the hit effect on the non-interactive object and control the virtual character to exit the preparation state of the target interaction command.
[0149] The hit effect can be understood as the result of the target object being affected by the target item. It can be presented in various ways, such as animation, sound effects, text, etc. The hit effects corresponding to different objects can be the same or different, and this application does not limit this.
[0150] If the target item hits a non-interactive object, that is, it does not hit the first selected interactive object but hits another interactive object, the corresponding hit effect can be displayed to prompt the user about the hit object and its status in this interaction.
[0151] It is understandable that if the target item does not hit the first selected interactive object, but hits other interactive objects, the interaction can be considered complete. Afterwards, the virtual character can be controlled to exit the preparation state of the target interaction command, revert to the default state or the original state before entering the preparation state, and functions disabled in the preparation state are restored to normal availability, etc. This application does not limit this.
[0152] Optionally, in response to the target prop failing to hit any interactive object or flying out of the visible area of the interactive interface during flight, the virtual character is controlled to exit the preparation state of the target interactive command.
[0153] If the target item fails to hit any interactive object during flight, or flies out of the visible area of the interactive interface, it is still considered a complete interaction process. After confirming that the interaction has been completed, the virtual character can be controlled to exit the preparation state of the target interaction command, restore to the default state, or restore to the initial state before entering the preparation state. At this time, the functions that were disabled in the preparation state will also be restored to normal available state, etc. This application does not limit this.
[0154] Therefore, in this embodiment of the application, for various non-ideal interaction situations such as target prop hit deviation or flying out of the visible area of the interaction interface, the virtual character can be controlled to exit the preparation state after a single interaction, avoiding the virtual character being locked in the preparation state for a long time. At the same time, the functions that are restricted in the preparation state can be restored to the available state, thereby effectively improving the interaction adaptability and optimizing the user operation experience.
[0155] In this embodiment, the direction of the interaction target can be determined based on the first trigger operation on the target control. Then, based on whether the farthest interaction range under this direction exceeds the visible area, the first interaction range within the visible area is determined, and the first interactive object is selected. The first interaction range and the first interactive object are displayed through different display effects, thereby ensuring the complete display of the interaction area. Through differentiated display effects, the probability of user misoperation can be reduced, the interaction efficiency and accuracy in the virtual scene can be improved, and the user experience can be enhanced.
[0156] In one exemplary embodiment, such as Figure 6 As shown, the virtual character control method further includes steps 602 to 604. Wherein:
[0157] Step 602: In response to the second trigger operation on the target control, determine the second interaction range and the second interaction object, and display the second interaction range and the second interaction object on the interaction interface. The second interaction object is of the transmission type.
[0158] The second triggering operation and the first triggering operation can correspond to different interaction scenarios. The second triggering operation can be a triggering operation on the target control under a specified interaction scenario, such as a triggering operation on the target control under an interaction scenario after completing a specified task or unlocking a specified function. The first triggering operation can be a triggering operation under a default interaction scenario or a default task stage, etc. This application does not limit this.
[0159] In addition, there can be a variety of triggering operations on the target control, such as touch operation, mouse operation, keyboard operation, virtual joystick operation, etc. Touch operation can be clicking, selecting, dragging, sliding, continuous touching, pressing, etc. This application does not limit this.
[0160] In addition, the second interaction range can be determined by the second triggering operation, and can indicate the interaction path and the area covered by the action. It can be presented in the default rectangular style, or it can be displayed in other visual styles, etc. This application does not limit this.
[0161] Additionally, the second interactive object can be an interactive object selected from the second interaction scope. It is of the transmission type and can be used to teleport virtual characters to a target location or target interaction scene, etc. This application does not impose any limitations on this.
[0162] Therefore, in this embodiment of the application, when a second trigger operation on the target control is detected, the second interaction range and the second interaction object can be determined based on the second trigger operation, and the second interaction range and the second interaction object can be displayed on the interaction interface. By intuitively displaying the effective second interaction area and the interactive object of the transmission type, it is convenient for users to quickly identify the interactive range and the interactive object of the transmission type, which provides conditions for subsequent remote interaction and transmission, and improves the accuracy and operation efficiency of remote interaction and transmission in the virtual scene.
[0163] Step 604: In response to the release operation of the target control, control the virtual character to interact with the second interactive object within the second interaction range, and display the interaction process between the virtual character and the second interactive object on the interactive interface.
[0164] The release operation can refer to terminating or ending the second triggering operation on the target control, such as a release operation or a lift operation, and this application does not limit it.
[0165] In addition, the interaction between the virtual character and the second interactive object can be understood as teleporting the virtual character to the target location of the second interactive object according to the second interaction range, or jumping to the target interaction scene associated with the second interactive object, such as a target copy, etc. This application does not limit this.
[0166] In addition, the interaction process can be a complete process of virtual character completing location teleportation or interaction scene switching, which may include teleporting virtual character from the current location to the location of the second interactive object, or teleporting virtual character from the current interaction scene to the target interaction scene associated with the second interactive object, etc. This application does not limit this.
[0167] Optionally, if the second interactive object is of the instant teleportation type, in response to the release operation of the target control, the virtual character is controlled to teleport to the location of the second interactive object, and the display data corresponding to the teleportation process is displayed on the interactive interface, wherein the teleportation process is the process of the virtual character moving to the location of the second interactive object.
[0168] The displayed data may include the virtual character disappearing from its original position, special effects displayed within the second interaction range, the virtual character reappearing at the target location of the second interactive object, or reappearing in the target interaction scene, and may also include text prompts or icon feedback on the interactive interface. This application does not limit this.
[0169] For example, see attached document. Figure 7 and appendix Figure 8 When the second interactive object is Figure 7 When a teleportation point or station is shown, upon receiving a release operation on the target control, the virtual character can be controlled to teleport to the location of that teleportation point or the associated target location, such as... Figure 8 As shown, virtual characters can teleport or teleport to the target location associated with the teleportation point, etc., but this application does not limit this.
[0170] Therefore, in this embodiment of the application, when the second interactive object is of the instant teleportation type, if a release operation on the target control is detected, the virtual character can be controlled to teleport to the target location, and the complete teleportation process of the virtual character can be displayed on the interactive interface. Long-distance directional teleportation can be achieved without exiting the current operation mode and re-entering the teleportation mode, which effectively simplifies the operation process, saves time, and improves the interaction efficiency. At the same time, by displaying the teleportation process in a complete dynamic visual manner, the exploration efficiency of the virtual scene is greatly improved, and the user experience is also enhanced.
[0171] In this embodiment, in response to a second trigger operation on the target control, a second interaction range and a second interaction object are determined and displayed on the interactive interface. The second interaction object is of the transmission type. In response to a release operation on the target control, the virtual character is controlled to interact with the second interaction object according to the second interaction range, and the interaction process between the virtual character and the second interaction object is displayed on the interactive interface. Thus, based on the second trigger operation of the target control, the corresponding second interaction range and the second interaction object of the transmission type can be determined and displayed on the interface. After detecting the control release operation, the virtual character can be controlled to complete the interaction with the transmission object, and the complete interaction process can be visualized. Therefore, long-distance directional transmission can be achieved without exiting the current operation mode and re-entering the transmission mode, effectively simplifying the operation process, saving time, improving interaction efficiency, and enhancing the user experience.
[0172] In one exemplary embodiment, such as Figure 9 As shown, the virtual character control method further includes steps 902 to 904. Wherein:
[0173] Step 902: If the second interactive object is of the delayed delivery type, in response to the release operation of the target control, the second interactive object is displayed in an active display state on the interactive interface, and the third interactive range corresponding to the second interactive object is displayed.
[0174] Delayed transmission can be understood as the transmission function being activated or enabled, but the transmission action will not be performed immediately; this application does not limit this.
[0175] In addition, the release operation can terminate the triggering operation on the target control, such as a release operation or a lift operation, and this application does not limit it in this way.
[0176] Additionally, the activation display status can be used to indicate that the delivery function of the second interactive object has been activated. This can be displayed through corresponding effects or highlighting styles to prompt the user that the delayed delivery function is activated and available.
[0177] In addition, the third interaction range can be understood as the area of action corresponding to the delayed transmission function. Its presentation can take many forms, such as circular or rectangular outlines, or it can be displayed with different background colors and glowing effects. This application does not limit this.
[0178] Therefore, in this embodiment of the application, when the second interactive object is of the delayed transmission type, if a release operation on the target control is detected, the second interactive object can be displayed on the interactive interface by activating the display state, and the corresponding third interactive range can be displayed to prompt the user to perform subsequent transmission operations within the third interactive range.
[0179] Step 904: Upon receiving a delayed transmission trigger operation and with the virtual character within the third interaction range, the virtual character is transmitted to the target location or target interaction scene associated with the second interaction object, and the virtual character is displayed at the target location or target interaction scene on the interaction interface.
[0180] Optionally, receiving a delayed delivery trigger operation may include receiving a trigger operation on a second interactive object of the delayed delivery type; or, receiving a trigger operation on a second trigger control, where the second trigger control is a target control that activates the delivery function.
[0181] Specifically, if a trigger operation on a second interactive object with an activated delayed transmission function is detected, it can be determined that a delayed transmission trigger operation has been received. This application does not limit this aspect.
[0182] Alternatively, after the second interactive object has activated the delayed delivery function, the target control can be displayed as a second trigger control in the interactive interface. If a trigger operation on this second trigger control is detected, it can be determined that a delayed delivery trigger operation has been received.
[0183] It is understood that the aforementioned delayed transmission triggering operations can include any interactive operation such as clicking, swiping, pressing, or long-pressing, and this application does not limit this.
[0184] In addition, the target location can be the location associated with the second interactive object, which can be the location where the second interactive object is located, or it can be other locations associated with the second interactive object. The target interaction scenario can be other scenarios associated with the second interactive object, such as other copies, other task stages, etc. This application does not limit this.
[0185] It is understood that if a delayed transmission trigger operation is received and the virtual character is within the third interaction range, the virtual character can be transmitted to the target location or target interaction scene associated with the second interaction object, and displayed in the target location or target interaction scene on the interaction interface. Simultaneously, corresponding visual content can also be displayed, such as the virtual character disappearing from its original location, a third interaction range effect being displayed, or the virtual character reappearing at the target location associated with the second interaction object or in the target interaction scene. Text prompts or icon guidance can also be provided on the interaction interface. This application does not limit this aspect.
[0186] Therefore, in this embodiment of the application, delayed transmission can effectively reduce erroneous transmissions caused by unintentional operations, reduce the occurrence of various unexpected transmission behaviors, improve the accuracy of interactive operations, and better enhance the user experience.
[0187] Optionally, the interactive interface may also include a movement control, which, in response to a triggering operation on the movement control, controls the virtual character to move and displays the corresponding data of the virtual character's movement process on the interactive interface.
[0188] Typically, when a virtual character is in a ready state, the movement controls are locked and unavailable, preventing the virtual character from moving freely. In this embodiment, after the delayed transmission function is activated, the movement controls remain available. Users can trigger the movement controls to control the virtual character's movement. Thus, the terminal can control the virtual character to enter or leave the third interaction area based on the detected triggering of the movement controls, etc. This application does not limit this.
[0189] In addition, during the movement of the virtual character, corresponding display data, such as the movement trajectory and displacement effects of the virtual character, can be displayed in real time on the interactive interface. This application does not limit this.
[0190] Therefore, in this embodiment of the application, if a trigger operation on the movement control is detected, the virtual character can be controlled to move, and the relevant screen of the movement process can be displayed synchronously. This allows the virtual character to move freely during the delayed transmission phase, and the position of the virtual character can be flexibly adjusted, effectively improving the flexibility of the interaction process in the delayed transmission mode and further optimizing the overall user control experience.
[0191] In this embodiment, for the second interactive object of the delayed transmission type, the delayed transmission function is activated by releasing the target control and the corresponding third interaction range is displayed. When the delayed transmission trigger operation is met and the virtual character is within the third interaction range, location transmission or interaction scene jump can be performed, and the virtual character is displayed in the target location or target interaction scene. Thus, through the delayed transmission mechanism, users can predict the interaction area in advance and flexibly adjust the position of the virtual character, effectively reducing the problems caused by accidental triggering. At the same time, there is no need to exit the current preparation state and re-enter the transmission mode to realize long-distance directional transmission or interaction scene switching, which effectively simplifies the operation process, eliminates the redundant operation of mode switching, saves time, improves interaction efficiency, and provides a convenient user experience.
[0192] In one exemplary embodiment, such as Figure 10 As shown, the virtual character control method further includes steps 1002 to 1006. Wherein:
[0193] Step 1002: When the virtual character leaves the third interaction range, the teleportation function of the second trigger control is disabled, and a prompt indicating that the teleportation function of the second trigger control is disabled is displayed on the interaction interface.
[0194] The notification that the transmission function is disabled can be presented in various ways, such as text notifications, icon notifications, sound effect notifications, animation notifications, etc. This application does not limit this.
[0195] Understandably, if the virtual character is detected to have left the third interaction range, the teleportation function of the second trigger control can be disabled, and a corresponding disabling prompt can be displayed on the interactive interface to inform the user that the current virtual character has left the third interaction range and cannot perform teleportation operations outside the third interaction range, thus preventing the user from forcibly triggering teleportation in an invalid area and from making erroneous operations.
[0196] Step 1004: When the virtual character leaves the third interaction range, display a countdown prompt on the interaction interface.
[0197] Step 1006: When the countdown ends and the virtual character has not yet entered the third interaction range, control the second interaction object to be inactive, and display the second interaction object in an inactive display form on the interaction interface.
[0198] The countdown timer can be used to indicate the remaining valid time of the delayed transmission function. It can be presented in various ways, such as dynamically decreasing numbers, progress bars, flashing icons, sound effects, animations, etc. This application does not limit the presentation of the countdown timer.
[0199] Understandably, even after the virtual character leaves the third interaction area, the delayed teleportation function remains active. Displaying a countdown timer on the page informs the user that the teleportation function is about to expire. If the virtual character re-enters the third interaction area before the countdown ends, the countdown and its notification cease, and the teleportation operation continues. If the virtual character remains outside the third interaction area after the countdown ends, the teleportation function fails, the second interactive object is simultaneously switched to an inactive state, and is displayed as inactive in the current interaction interface.
[0200] It should be noted that steps 1002 and 1004 can be executed in parallel. Step 1002 can be executed first and then step 1004, or step 1004 can be executed first and then step 1002. This application does not limit this.
[0201] In this embodiment, when the virtual character is not within the third interaction range, the teleportation capability of the second trigger control can be disabled and a disabling prompt can be displayed. Simultaneously, a countdown timer is triggered. If the virtual character still hasn't entered the third interaction range by the end of the countdown, the activation state of the second interactive object is canceled, restoring it to an inactive state. Therefore, when the virtual character exceeds the effective range of delayed teleportation, teleportation operations can be promptly restricted and a prompt can be displayed to minimize invalid triggering behavior. By setting a countdown timer, the effective time of delayed teleportation can be reasonably constrained, improving the rationality of the interaction and optimizing the user experience.
[0202] It is understood that the virtual character control method provided in this application can be applied to any human-computer interaction scenario. The following example uses a game scenario. Figure 11 The method for controlling the virtual character provided in this application is explained.
[0203] Step 1102: Display the interactive interface, which includes a first trigger control and a virtual character.
[0204] For example, in such Figure 12 In the interactive interface shown, the current interactive scene is the default scene, and the virtual character is displayed in the default image, such as the default avatar form.
[0205] It should be noted that the schematic diagram of the interactive interface is for illustrative purposes only. The number, arrangement, and shape of the controls in the interactive interface can be adjusted according to the actual application scenario, and this application does not impose any restrictions on this.
[0206] Step 1104: In response to the triggering operation of the first triggering control, control the virtual character to enter the preparation state of the target interaction command, and display the virtual character and the target control in the preparation state on the interaction interface.
[0207] For example, in such Figure 13 The interactive interface shown allows you to view detailed information about the skill corresponding to the target interaction command, such as the skill name and effect description. Upon receiving a trigger operation on the first trigger control, you can control the virtual character to enter the preparation state for the target interaction command, such as the preparation state for the archery skill. At this time, the virtual character can perform actions such as... Figure 14 The avatar shown is in a magical preparation state for transformation. The first control in the lower left corner of the interface is the target control, including the outer circle, inner circle, and dragon bow icon. The second control in the middle is the movement control, currently grayed out and disabled. The third control is the tracking control.
[0208] Optionally, when the target control is displayed on the interactive interface, a more prominent appearance effect or display effect can be set. For example... Figure 15 As shown, the target control can be highlighted to indicate that the corresponding operation control for the archery skill has been activated. This highlighting can be a brief flash or it can last for a preset duration, and then switch back to normal. Figure 16 The standard format shown is displayed in the interactive interface.
[0209] Step 1106: In response to the first trigger operation on the target control, determine the first interaction range and the first interaction object, and display the first interaction range and the first interaction object on the interactive interface.
[0210] For example, upon detecting the first trigger operation on the target control, the corresponding first interaction area can be displayed on the interactive interface, such as... Figure 3 As shown, the rectangular area with an outline is the first interaction range, which can also be called the skill release path. The display style of this rectangular area can be flexibly set according to actual needs, such as using a glowing effect, highlighting, a fixed color, gradient, etc. This application does not limit this.
[0211] In practical implementation, the target direction corresponding to the first interaction range can be determined first based on the detected first trigger operation on the target control, such as... Figure 3 The direction indicated by the white diamond mark on the target control is the target direction. A ray can then be generated starting from the virtual character and extending along the target direction, forming a rectangular effective area. The length, width, display color, and style of this rectangular effective area can be pre-configured, or can be adaptively adjusted based on the current interaction scenario and task progress; this application does not impose any limitations on this.
[0212] If the furthest interaction range exceeds the visible area of the interface, the viewing angle can be adjusted to ensure the furthest interaction range is fully visible within the interface's view. For example... Figure 4 As shown, by adjusting the viewing angle, the furthest interaction range beyond the visible area can fall back into the visible area of the interaction interface. At the same time, the first interaction range and the first interaction object can be displayed on the interaction interface. The glowing rectangular area is the first interaction range, and the object with the outline is the first interaction object selected by filtering. The outline effect can be adjusted according to actual needs, such as white outline, colored outline, etc. This application does not limit it.
[0213] Step 1108: In response to the release operation of the target control, control the target prop corresponding to the target interaction command to interact with the first interaction object according to the first interaction range, and display the interaction process between the target prop and the first interaction object on the interaction interface.
[0214] Specifically, the interactive interface can display the process of the target item moving along the first interactive range, as well as the process of the target item hitting the first interactive object. For example, if the target item is a projectile such as an arrow or bullet, the interactive interface can fully display the flight process of the arrow or bullet along the skill release path, and the process of hitting the first interactive object.
[0215] Optionally, in response to the first interactive object being a state-variable object, the first interactive object is controlled to switch from its current state to a preset state, and the first interactive object is displayed on the interactive interface in the preset state.
[0216] For example, if the first interactive object is a scene mechanism, its default state is "on". After the target item hits the mechanism, it can be activated from its current "off" state to "on", and the interactive interface will display that the mechanism is activated. This application does not limit this.
[0217] Optionally, in response to the first interactive object being a resource data object, the virtual character is controlled to obtain the corresponding resource data, and a resource data acquisition prompt is displayed on the interactive interface.
[0218] For example, if the resource data object is a points reward, after the target item hits the points reward object, the virtual character can obtain the corresponding points reward, and a prompt will pop up on the interactive interface indicating that the virtual character has obtained the points reward, etc. This application does not limit this.
[0219] Alternatively, if the resource data object is an equipment or item object, after the target item hits the equipment or item object, the virtual character can obtain the corresponding equipment or item, and a prompt that the virtual character has obtained the equipment or item will be displayed on the interactive interface. This application does not limit this.
[0220] Step 1110: In response to the second trigger operation on the target control, determine the second interaction range and the second interaction object, and display the second interaction range and the second interaction object on the interaction interface. The second interaction object is of the transmission type.
[0221] Understandably, after a virtual character completes a designated task and unlocks a designated scene, they can unlock a teleportation skill. Within the designated interactive scene after completing the task, a second trigger operation on the target control determines the second interaction range and the second interactive object of the teleportation type. The second interaction range can also be called the teleportation path, and the second interactive object of the teleportation type can also be called a teleportation point, teleportation station, etc. The second interaction range and the second interactive object can then be displayed on the interactive interface, such as... Figure 7 The interactive interface shown depicts a second interactive area within a shaded rectangular region. Objects with outlines and starburst effects represent second interactive objects of a teleportation type, i.e., teleportation points. It should be noted that the above example is merely illustrative and should not be construed as limiting the display method or style of the second interactive area and second interactive objects in the embodiments of this application. In practical applications, adjustments can be made in any acceptable manner according to the scenario or requirements. For example, glowing effects, white outlines, colored outlines, gradient effects, blinking animations, and bouncing effects can be configured. This application does not limit these features.
[0222] Step 1112: In response to the release operation of the target control, control the virtual character to interact with the second interactive object within the second interaction range, and display the interaction process between the virtual character and the second interactive object on the interactive interface.
[0223] Understandably, when the second interactive object is of the instant teleportation type, such as an instant teleportation point or teleportation station, the virtual character can be controlled to teleport to the target location associated with the second interactive object based on the detected release operation of the target control. For example, a virtual character displayed in avatar form can be teleported by... Figure 7 Location, teleport to Figure 8 The target location associated with the teleportation point shown. Alternatively, the virtual character displayed in the form of a dragon bow can be... Figure 17 Teleport to your current location Figure 8 The target copy is shown below. Additionally, the interaction between the virtual character and the teleportation point can be displayed on the interactive interface. For example, in... Figure 18 The interactive interface shown can display an arrow-shaped aiming indicator, in situations such as... Figure 19 The interactive interface shown can display the aiming adjustment process.
[0224] Understandably, when the second interactive object is of the delayed delivery type, it can be displayed in an active display state on the interactive interface based on the detected release operation on the target control, along with the corresponding third interactive range. For example, in Figure 20 The interactive interface shown has a glowing, highlighted icon with a starburst effect on the right, indicating an active teleportation point. The circular shaded area represents the third interactive zone, and the text message reads "Delayed teleportation point activated."
[0225] It is understandable that, upon receiving a delayed transmission trigger operation and with the virtual character within the third interaction range, the virtual character is transmitted to the target location or target interaction scene associated with the second interaction object, and the virtual character is displayed at the target location or target interaction scene on the interaction interface.
[0226] For example, in Figure 20 In the interactive interface shown, the second trigger control is a transmission control, that is, the target control for activating the transmission function. A delayed transmission trigger operation can be confirmed upon receiving a trigger operation on the second trigger control or a touch operation on the delayed transmission point. Optionally, a delayed transmission trigger operation can also be confirmed upon receiving a touch operation within the third interactive area, etc., but this application does not limit this.
[0227] Understandably, if a trigger operation is received for the teleportation control, the virtual character can be teleported to the target location associated with the second interactive object. After the teleportation is complete, the teleportation control can revert to the form of the target control, for example, from... Figure 20 The transmit button shown has changed to the following: Figure 8 The virtual joystick style shown.
[0228] Understandably, during the delayed transmission phase, the movement controls become available again, allowing users to control the virtual character's free movement through triggering actions on the movement controls. For example, users can control the virtual character to leave the third interaction area, such as when receiving a message. Figure 20 The movement control shown can be triggered to allow the virtual character to move freely.
[0229] Understandably, when the virtual character leaves the third interaction range, the teleportation function of the second trigger control is disabled, and a disabled teleportation function prompt and countdown prompt are displayed on the interaction interface; when the countdown ends and the virtual character has not yet entered the third interaction range, the second interactive object is inactive, and the second interactive object is displayed as inactive on the interaction interface.
[0230] For example, in Figure 21In the interactive interface shown, after the virtual character leaves the third interactive area indicated by the circular shadow, the second trigger control, i.e., the teleportation control, is disabled. The interactive interface can display a disabled teleportation function prompt and a countdown timer. For example, the second trigger control is displayed in gray as disabled, along with a countdown timer such as "Left the interactive area, the teleportation point will close after 00:10." If the virtual character has not entered the third interactive area after the countdown ends, the teleportation point can be deactivated, i.e., closed. The interactive interface can then display a prompt such as... Figure 22 The message displayed is "Delayed teleportation point is closed".
[0231] The following is combined Figure 23 The control process of the virtual character provided in this application is explained.
[0232] like Figure 23 As shown, the control process can be divided into three stages: preconditions, firing process, and firing end.
[0233] The prerequisite stage is for unlocking the archery skill, which requires meeting two basic conditions: the virtual character must be in Dragon Bow form, which can be unlocked through the corresponding quest process; and the virtual character must be in Avatar form, which can be unlocked through quests or controlled by Polymorph. Once the prerequisite conditions of scene switching and virtual character form change are met, the virtual character has learned the archery skill and can use it normally.
[0234] The second stage is the shooting process. Upon receiving a trigger operation on the skill button (the first trigger control) on the main interface, the terminal can control the virtual character to enter the preparation state for the archery skill. At the same time, the terminal can adjust the viewpoint, such as raising the viewpoint, to display the complete shooting range, i.e., the interaction range, in the interactive interface, and can also play shooting actions or shooting effects.
[0235] When a trigger operation, such as a drag operation, is received on the virtual joystick (target control), the terminal can determine the corresponding firing direction based on the drag trajectory, and the interactive interface can simultaneously display the firing direction. When a release operation is received on the virtual joystick, the terminal can control the missile to be launched along the firing direction.
[0236] The third stage is the end-of-firing stage. After the missile is launched, the terminal can execute the corresponding interactive logic based on the hit result.
[0237] If the target is not hit or an obstacle is encountered, the terminal can play a hit feedback effect, then end the shooting performance and control the virtual character to exit the shooting preparation state and return to the normal interaction mode.
[0238] If the shooting fails to hit any interactive object or flies out of the visible area of the interactive interface, the terminal can determine that the interaction has been completed, end the shooting performance, and control the virtual character to exit the shooting preparation state.
[0239] If an interactive target object (object, obj) is hit, the interactive logic of that target object (obj) can be triggered, such as state changes or resource acquisition. After the interactive logic is executed, the shooting performance ends, and the virtual character exits the shooting preparation state.
[0240] It is understandable that instant teleportation or delayed teleportation refers to the interaction mode corresponding to the second trigger operation of the target control in a specified interaction scenario. The teleportation interaction of the virtual character can be completed by operating the target control.
[0241] Therefore, in this embodiment, after the virtual character enters the preparation state, based on the first trigger operation on the target control, the first interaction range and the first interaction object can be determined and displayed. After detecting the release operation, the target prop is invoked to interact with the target object within the specified interaction range, and the complete interaction process is displayed simultaneously. Thus, remote interaction can be achieved without controlling the virtual character to make close contact with each interaction object, reducing long-distance movement and repetitive operations. In a specified interaction scenario, the virtual character can be controlled to teleport to the target location or target interaction scenario through the second trigger operation and release operation on the target control. Thus, long-distance directional teleportation can be achieved without exiting the current operation mode and re-entering the teleportation mode, effectively simplifying the operation process, saving time, improving interaction efficiency, and enhancing the user experience.
[0242] It should be noted that the above-mentioned schematic diagrams of the interactive interfaces are merely illustrative examples. The number of controls, their arrangement, shape, virtual characters, interactive ranges, and display or presentation forms of interactive objects can all be adjusted according to the actual application scenario, and this application does not impose any limitations on them.
[0243] It should be understood that although the steps in the flowcharts of the embodiments described above are shown sequentially according to the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order restriction on the execution of these steps, and they can be executed in other orders. Moreover, at least some steps in the flowcharts of the embodiments described above may include multiple steps or multiple stages. These steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these steps or stages is not necessarily sequential, but can be performed alternately or in turn with other steps or at least some of the steps or stages in other steps. It is understood that the steps in different embodiments can be freely combined as needed, and all non-contradictory solutions formed by such combinations are within the scope of protection of this application.
[0244] Based on the same inventive concept, this application also provides a virtual character control device for implementing the virtual character control method described above. The solution provided by this device is similar to the solution described in the above method; therefore, the specific limitations in one or more virtual character control device embodiments provided below can be found in the limitations of the virtual character control method described above, and will not be repeated here.
[0245] In one exemplary embodiment, a computer device is provided, which may be a terminal, and its internal structure diagram may be as follows: Figure 24As shown, the computer device includes a processor, memory, input / output interfaces, a communication interface, a display unit, and an input device. The processor, memory, and input / output interfaces are connected via a system bus, and the communication interface, display unit, and input device are also connected to the system bus via the input / output interfaces. The processor provides computing and control capabilities. The memory includes non-volatile storage media and internal memory. The non-volatile storage media stores the operating system and computer programs. The internal memory provides an environment for the operation of the operating system and computer programs stored in the non-volatile storage media. The input / output interfaces are used for exchanging information between the processor and external devices. The communication interface is used for wired or wireless communication with external terminals; wireless communication can be achieved through Wi-Fi, mobile cellular networks, Near Field Communication (NFC), or other technologies. When the computer program is executed by the processor, it implements a method for controlling a virtual character. The display unit is used to form a visually visible image and can be a display screen, a projection device, or a virtual reality imaging device. The display screen can be an LCD screen or an e-ink screen. The input device of the computer device can be a touch layer covering the display screen, or buttons, trackballs, or touchpads set on the casing of the computer device, or external keyboards, touchpads, or mice, etc.
[0246] Those skilled in the art will understand that Figure 24 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.
[0247] In one embodiment, a computer device is also provided, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above method embodiments.
[0248] In one embodiment, a computer-readable storage medium is provided having a computer program stored thereon that, when executed by a processor, implements the steps in the above method embodiments.
[0249] In one embodiment, a computer program product is provided, including a computer program that, when executed by a processor, implements the steps in the above method embodiments.
[0250] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of the relevant data must comply with relevant regulations.
[0251] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium, and when executed, it can include the processes of the embodiments of the above methods. Any references to memory, databases, or other media used in the embodiments provided in this application can include at least one of non-volatile memory and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetic random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory can include random access memory (RAM) or external cache memory, etc. By way of illustration and not limitation, RAM can take many forms, such as Static Random Access Memory (SRAM) or Dynamic Random Access Memory (DRAM). The databases involved in the embodiments provided in this application may include at least one type of relational database and non-relational database. Non-relational databases may include, but are not limited to, blockchain-based distributed databases. The processors involved in the embodiments provided in this application may be general-purpose processors, central processing units, graphics processing units, digital signal processors, programmable logic devices, quantum computing-based data processing logic devices, artificial intelligence (AI) processors, etc., and are not limited to these.
[0252] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this application.
[0253] The embodiments described above are merely illustrative of several implementation methods of this application, and while the descriptions are specific and detailed, they should not be construed as limiting the scope of this patent application. It should be noted that those skilled in the art can make various modifications and improvements without departing from the concept of this application, and these all fall within the protection scope of this application. Therefore, the protection scope of this application should be determined by the appended claims.
Claims
1. A method for controlling a virtual character, characterized in that, The method includes: The interactive interface includes a first trigger control and a virtual character. In response to the triggering operation of the first triggering control, the virtual character is controlled to enter the preparation state of the target interaction command, and the virtual character and the target control in the preparation state are displayed on the interaction interface. In response to a first trigger operation on the target control, a first interaction range and a first interaction object are determined, and the first interaction range and the first interaction object are displayed on the interactive interface; In response to the release operation of the target control, the target prop corresponding to the target interaction command is controlled to interact with the first interactive object according to the first interaction range, and the interaction process between the target prop and the first interactive object is displayed on the interaction interface.
2. The method according to claim 1, characterized in that, The step of responding to a first trigger operation on the target control, determining a first interaction range and a first interaction object, and displaying the first interaction range and the first interaction object on the interactive interface includes: In response to a first trigger operation on the target control, the target direction corresponding to the first interaction range is determined; In response to the farthest interaction range along the target direction being within the visible area of the interactive interface, a first interaction range is determined within the visible area of the interactive interface; or, in response to the farthest interaction range along the target direction exceeding the visible area of the interactive interface, the viewing angle is adjusted and a first interaction range is determined within the adjusted visible area of the interactive interface. Identify the first interactive object located within the first interaction range; On the interactive interface, the first interactive range is displayed with a first display effect, and the first interactive object is displayed with a second display effect.
3. The method according to claim 2, characterized in that, The step of determining the first interactive object located within the first interaction range includes: Within the first interaction range, at least one candidate object that meets the interaction conditions is determined based on the terrain height and the virtual character; From at least one candidate object that meets the interaction conditions, the candidate object that is closest to the virtual character is determined as the first interaction object.
4. The method according to claim 1, characterized in that, The process of displaying the interaction between the target prop and the first interactive object on the interactive interface includes: The interactive interface displays the process of the target prop moving along the first interactive range, and the process of the target prop hitting the first interactive object.
5. The method according to claim 1, characterized in that, The method further includes: In response to the first interactive object being a state-variable object, the first interactive object is controlled to switch from its current state to a preset state, and the first interactive object is displayed on the interactive interface in the preset state; or... In response to the first interactive object being a resource data object, the virtual character is controlled to obtain the corresponding resource data, and a resource data acquisition prompt is displayed on the interactive interface.
6. The method according to claim 1, characterized in that, The method further includes: In response to a second trigger operation on the target control, a second interaction range and a second interaction object are determined, and the second interaction range and the second interaction object are displayed on the interactive interface, wherein the second interaction object is a transmission type; In response to the release operation of the target control, the virtual character is controlled to interact with the second interactive object according to the second interaction range, and the interaction process between the virtual character and the second interactive object is displayed on the interactive interface.
7. The method according to claim 6, characterized in that, The step of responding to a release operation on the target control, controlling the virtual character to interact with the second interactive object within the second interaction range, and displaying the interaction process between the virtual character and the second interactive object on the interactive interface, includes: When the second interactive object is of the instant teleportation type, in response to the release operation of the target control, the virtual character is controlled to teleport to the location of the second interactive object, and the display data corresponding to the teleportation process is displayed on the interactive interface, wherein the teleportation process is the process of the virtual character moving to the location of the second interactive object.
8. The method according to claim 6, characterized in that, The step of responding to a release operation on the target control, controlling the virtual character to interact with the second interactive object within the second interaction range, and displaying the interaction process between the virtual character and the second interactive object on the interactive interface, includes: When the second interactive object is of the delayed transmission type, in response to the release operation of the target control, the second interactive object is displayed in an active display state on the interactive interface, and the third interactive range corresponding to the second interactive object is displayed.
9. The method according to claim 8, characterized in that, The method further includes: Upon receiving a delayed transmission trigger operation and the virtual character being within the third interaction range, the virtual character is transmitted to the target location or target interaction scene associated with the second interaction object, and the virtual character is displayed at the target location or target interaction scene on the interaction interface.
10. The method according to claim 9, characterized in that, The received delayed transmission trigger operation includes: Received a trigger operation on a second interactive object of the delayed delivery type; or, A trigger operation is received for the second trigger control, which is the target control for activating the transmission function.
11. The method according to claim 9, characterized in that, The interactive interface also includes a motion control, and the method further includes: In response to the triggering operation of the movement control, the virtual character is controlled to move, and the display data corresponding to the movement process of the virtual character is displayed on the interactive interface.
12. The method according to claim 9, characterized in that, The method further includes: When the virtual character leaves the third interaction range, the teleportation function of the second trigger control is disabled, and a prompt indicating that the teleportation function of the second trigger control is disabled is displayed on the interaction interface.
13. The method according to claim 9, characterized in that, The method further includes: When the virtual character leaves the third interaction range, a countdown timer is displayed on the interaction interface; If the countdown ends and the virtual character has not yet entered the third interaction range, the second interactive object is controlled to be inactive, and the second interactive object is displayed in an inactive form on the interaction interface.
14. The method according to claim 1, characterized in that, The method further includes: In response to the target item hitting a non-interactive object, the hit effect of the non-interactive object is displayed, and the virtual character is controlled to exit the preparation state of the target interaction command; or, In response to the target prop failing to hit any interactive object or flying out of the visible area of the interactive interface during flight, the virtual character is controlled to exit the preparation state of the target interactive command.
15. A computer device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the steps of the method according to any one of claims 1 to 14.
16. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the method according to any one of claims 1 to 14.
17. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the steps of the method according to any one of claims 1 to 14.