Method, apparatus, electronic device and storage medium for controlling a virtual character

The method enhances virtual character control by using click operations for attack actions and slide operations for determining target actions on a graphical user interface, addressing inconsistencies and errors in existing technologies.

JP2025514897APending Publication Date: 2025-05-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
JP2024538961
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-04-21
Filing Date
2023-05-15
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

Existing technologies for controlling virtual characters in touch devices face inconsistencies and errors when players change attack actions or convert offense and defense, due to limitations in human-computer interaction methods.

Method used

A method for controlling virtual characters that displays a first attack control on a graphical user interface, allowing players to perform attack actions with click operations and determine target actions from an action set with slide operations, enabling rapid and consistent control of virtual characters.

Benefits of technology

This method improves the consistency and speed of controlling virtual characters, reducing the likelihood of erroneous operations by allowing players to switch controls without releasing their finger or moving their gaze.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention relates to a method, an apparatus, an electronic device, and a storage medium for controlling a virtual character. The method includes a step (S102) of displaying a first attack control on a graphical user interface, and a step (S104) of controlling the virtual character to execute a first attack action corresponding to the first attack control in response to a first touch operation acting on the first attack control if the first touch operation is a click operation, and determining a first target action from a first action set according to the slide operation and controlling the virtual character to execute the first target action in response to the first touch operation is a slide operation. The virtual character can be quickly controlled to change an attacking action or convert between offense and defense, improving the convenience of operation and reducing the problem of erroneous touching.
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Description

CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This disclosure claims priority to a Chinese patent application bearing application number 202310452466.4 and entitled “Method, Apparatus, Electronic Device, and Storage Medium for Controlling Virtual Characters,” filed on April 21, 2023, the contents of which are incorporated herein by reference.

[0002] This disclosure claims priority to a Chinese patent application bearing application number 202210558052.5 and entitled "Method, Apparatus and Electronic Device for Controlling Virtual Characters," filed on May 19, 2022, the contents of which are incorporated herein by reference. [Technical field]

[0003] The present disclosure relates to the field of gaming technology, and in particular to a method for controlling a virtual character, an apparatus for controlling a virtual character, an electronic device, and a storage medium. [Background technology]

[0004] Action games (ACT) are a type of electronic game. In a broad sense, they refer to all real-time interactive games that contain action elements, such as shooting games and sports games, and in a narrow sense, they refer to games in which physical combat and cold weapons are the primary means of combat.

[0005] In recent years, with the popularity of mobile terminals, many shooting games for mobile touch terminals have appeared. However, compared with shooting games that mainly use long-range shooting as the main combat method, games that use physical combat and cold weapons as the main combat methods have more diverse combat attack methods, more changeable combat attack actions, and more flexible conversion of attack and defense.

[0006] Due to the limitations of touch as a method of human-computer interaction, technical solutions related to controlling the physical combat and / or cold weapon combat of virtual characters on touch devices may have the following technical problems: when a player controls a virtual character to change attacking actions or transform offense and defense, the operation is inconsistent and it is easy to touch incorrectly. Summary of the Invention [Problem to be solved by the invention]

[0007] The present disclosure provides a method for controlling a virtual character, an apparatus for controlling a virtual character, an electronic device and a computer-readable storage medium, which at least partially address the deficiencies of related technical solutions. [Means for solving the problem]

[0008] In a first aspect, an embodiment of the present disclosure provides a method for controlling a virtual character, the method including: displaying a first attack control on a graphical user interface; and, in response to a first touch operation acting on the first attack control, if the first touch operation is a click operation, controlling the virtual character to perform a first attack action corresponding to the first attack control; and, if the first touch operation is a slide operation, determining a first target action from a first action set in response to the slide operation and controlling the virtual character to perform the first target action.

[0009] In a second aspect, an embodiment of the present disclosure also provides an apparatus for controlling a virtual character, the apparatus including: a control display module configured to display a first attack control on a graphical user interface; and a character control module configured to, in response to a first touch operation acting on the first attack control, control the virtual character to perform a first attack action corresponding to the first attack control if the first touch operation is a click operation, and to determine a first target action from a first action set in response to the slide operation and control the virtual character to perform the first target action if the first touch operation is a slide operation.

[0010] In a third aspect, an embodiment of the present disclosure also provides an electronic device, comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of controlling a virtual character as described above.

[0011] In a fourth aspect, an embodiment of the present disclosure also provides a computer-readable storage medium having computer-executable instructions stored thereon, the computer-executable instructions, when invoked and executed by a processor, causing the processor to implement the method of controlling a virtual character as described above.

[0012] In the method of controlling a virtual character provided by an embodiment of the present disclosure, a user (player) can control the virtual character to perform a first attack action by touching a first attack control of a graphical user interface, and the user can also control the virtual character to determine a first target action from a first action set and perform the first target action by touching the first attack control of the graphical user interface. That is, the first attack control can not only control the virtual character to perform the first attack action, but also control the virtual character to perform the first target action. Specifically, when a first touch operation acting on the first attack control is a click operation, the virtual character is controlled to perform the first attack action, and when the first touch operation is a slide operation, the virtual character is controlled to determine a first target action from a first action set according to the slide operation and perform the first target action. The first target action may be the above-mentioned first attack action or another action. In this way, when the user needs to control the virtual character to perform a first attack action, this can be achieved by clicking the first attack control originally displayed in the graphical user interface, and when the user needs to control the virtual character to perform an action such as a jump action, a defense action, etc., this can also be achieved by sliding the first attack control in addition to touching the jump control, the defense control, etc. originally displayed in the graphical user interface. The method of determining the first target action from the first action set in response to the slide operation allows the user to more quickly and consistently achieve the continuation of the first attack action and the first target action.When the virtual character needs to be controlled to perform an action in the first action set, the user can accurately determine the first target action from the first action set according to the slide operation only by a slide operation on the first attack control without lifting his / her finger and clicking on other controls in the graphical user interface. In the whole process of the virtual character from the first attack action to the first target action, the user does not need to find and position another control (such as a control corresponding to a defense action, a jump action, etc.) in the interface, but can easily determine the first target action from the first action set by a slide operation on the first attack control, and then trigger the virtual character to perform the first target action, thereby realizing rapid control of the virtual character, such as fast control of the change of attack action or the conversion of offense and defense. In this operation process, the user can switch the control without lifting his / her finger or moving his / her gaze, and the user can respond quickly during the interaction, which makes the operation more convenient and effectively reduces the problem of erroneous operation caused by too many interface controls. At the same time, this method of quickly controlling the virtual character also improves the consistency of the user operation. [Brief description of the drawings]

[0013] In order to more clearly describe the technical solutions in specific embodiments of the present disclosure or related technologies, the drawings that need to be used in the description of specific embodiments or related technologies are briefly introduced below. Obviously, the drawings in the following description are some embodiments of the present disclosure, and those skilled in the art can obtain other drawings based on these drawings without creative efforts. [Figure 1] 1 is a schematic flowchart of a method for controlling a virtual character provided by an embodiment of the present disclosure. [Diagram 2] 11 is a schematic flowchart of a method for controlling another virtual character provided by an embodiment of the present disclosure. [Diagram 3] FIG. 2 is a schematic diagram of a graphical user interface provided by one embodiment of the present disclosure. [Figure 4] 11 is a schematic flowchart of a method for controlling another virtual character provided by an embodiment of the present disclosure. [Diagram 5] FIG. 1 is a schematic diagram of a graphical user interface corresponding to a close-range combat scene provided by one embodiment of the present disclosure. [Figure 6] FIG. 13 is a schematic diagram of a graphical user interface corresponding to another close-range combat scene provided by an embodiment of the present disclosure. [Figure 7] FIG. 2 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure. [Figure 8] FIG. 2 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure. [Figure 9] FIG. 2 is a schematic diagram of an attack scene provided by one embodiment of the present disclosure. [Figure 10] FIG. 2 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure. [Figure 11] FIG. 2 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure. [Figure 12] 11 is a schematic flowchart of a method for controlling another virtual character provided by an embodiment of the present disclosure. [Figure 13] 11 is a schematic flowchart of a method for controlling another virtual character provided by an embodiment of the present disclosure. [Figure 14] FIG. 1 is a schematic diagram of a method for defining action subsets and character states provided by one embodiment of the present disclosure. [Figure 15] FIG. 13 is a schematic diagram of another method for defining action subsets and character states provided by one embodiment of the present disclosure. [Figure 16]FIG. 13 is a schematic diagram of another method for defining action subsets and character states provided by one embodiment of the present disclosure. [Figure 17] 11 is a schematic flowchart of a method for controlling another virtual character provided by an embodiment of the present disclosure. [Figure 18] 1 is a schematic diagram of a custom editing interface for an action set provided by one embodiment of the present disclosure. [Figure 19] 11 is a schematic diagram of an editing interface for the correspondence between virtual weapons and action sets provided by one embodiment of the present disclosure. FIG. [Figure 20] FIG. 2 is a schematic structural diagram of a device for controlling a virtual character provided by an embodiment of the present disclosure. [Figure 21] FIG. 1 is a schematic structural diagram of an apparatus for controlling another virtual character provided by an embodiment of the present disclosure. [Figure 22] FIG. 1 is a schematic structural diagram of an apparatus for controlling another virtual character provided by an embodiment of the present disclosure. [Figure 23] FIG. 1 is a schematic diagram of an electronic device provided according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] The technical solutions of the present disclosure are clearly and completely described below with reference to the embodiments, but it is clear that the described embodiments are not all the embodiments but are a part of the embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative efforts are included in the scope of protection of the present disclosure.

[0015] First, terms related to this disclosure will be explained.

[0016] (1) Virtual scene (game scene) A virtual scene is a virtual scene that is displayed (or provided) when an application is running on a terminal or a server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene, and the virtual environment can be sky, land, sea, etc., and the land includes environmental elements such as desert, city, etc. Among them, the virtual scene is a scene with a complete game logic of virtual objects controlled by a user, for example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for a player to control virtual objects for combat, and examples of the virtual scene include at least one element of a mountain, a plain, a river, a lake, an ocean, a desert, a sky, a plant, a building, and a vehicle. For example, in the case of a 2D or 2.5D card game, a virtual scene is a scene that displays the release of cards or virtual objects corresponding to the cards, and examples of virtual scenes include "field" elements or other elements that can display an arena, a battlefield, or other card battle situation; in the case of a 2D or 2.5D multiplayer online tactical competition game, a virtual scene is a 2D or 2.5D terrain scene for the virtual objects to fight in, and examples of virtual scenes include elements such as canyon-style mountains, railroad tracks, rivers, classrooms, tables and chairs, and podiums.

[0017] (2) Game Interface The game interface refers to an interface corresponding to an application provided or displayed through a graphical user interface, and includes a UI interface and a game screen for a player to interact with. In an optional embodiment, the UI interface may include game controls (e.g., skill controls, movement controls, function controls, etc.), instruction signs (e.g., direction signs, role instruction signs, etc.), information display areas (e.g., kill counts, game time, etc.), or game setting controls (e.g., system settings, store, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to a virtual scene displayed by a terminal device, and the game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic within the virtual scene.

[0018] (3) Virtual Objects A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object may be a virtual person, a virtual animal, an animated person, etc. The virtual object may be a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual person competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is set in advance or dynamically determined based on the number of clients participating in the battle, but this is not limited in the embodiment of the present disclosure. In one possible implementation form, a user can control a virtual object to move in the virtual scene, for example, the virtual object can be controlled to run, jump, crawl, etc., and the virtual object can also be controlled to fight other virtual objects using skills, virtual props, etc. provided by the application.

[0019] (4) Player Character A player character refers to a virtual object that a player can manipulate and move within a game environment, and is also called a player virtual character or a player virtual object, and in some electronic games, may be called a spirit character or a hero character. The player character may be at least one of different forms, such as a virtual person, a virtual animal, a virtual vehicle, and the like.

[0020] The applicant of the present disclosure has found, in the course of long-term research and development, that technical solutions related to controlling physical combat and / or cold weapon combat of virtual characters on touch terminals may have the following technical problems due to limitations imposed by the human-computer interaction method of touch: when a player manipulates a virtual character to change an attacking action or convert between offense and defense, the operation is inconsistent and erroneous operation is likely to occur. The present disclosure provides a method, apparatus, electronic device, and computer-readable storage medium for controlling a virtual character that at least partially solves the deficiencies of the related technical solutions.

[0021] The method for controlling a virtual character of the present invention accepts a control operation on the virtual character via a touch terminal device.

[0022] In one possible embodiment, the control logic code of the virtual character can be executed on the touch terminal device or the server. The touch terminal device can be a local terminal device. When the method of controlling a virtual character is executed on the server, the method can be implemented and executed according to a cloud interaction system, and the cloud interaction system includes a server and a client device.

[0023] In an optional embodiment, various cloud applications such as cloud games can be executed in the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the execution mode of cloud games, the execution body of the game program and the display body of the game screen are separated, the storage and execution of the method for controlling the virtual character are completed on the cloud game server, and the role of the client device is to send and receive data and display the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc., while the terminal device that processes information is the cloud game server on the cloud. When playing a game, the player operates the client device to send an operation command to the cloud game server, and the cloud game server executes the game according to the operation command, encodes and compresses data such as the game screen, and returns it to the client device via the network. Finally, the game screen is decoded and output by the client device.

[0024] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device is configured to store a game program and display a game screen. The local terminal device is configured to interact with the player through a graphical user interface, i.e., the game program is downloaded, installed, and then executed through an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the player in various ways, for example, by rendering and displaying it on a display screen of the terminal, or by providing it to the player through a holographic projection. For example, the local terminal device may include a display and a processor, the display configured to display a graphical user interface, the graphical user interface including a game screen, and the processor configured to execute the game, generate the graphical user interface, and control the display of the graphical user interface on the display.

[0025] In one possible embodiment, an embodiment of the present disclosure provides a method for controlling a virtual character, and provides a graphical user interface through a touch terminal, where the touch terminal may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Referring to FIG. 1, the method for controlling a virtual character according to an embodiment of the present disclosure includes the following steps:

[0026] Step S102: Display a first attack control in a graphical user interface.

[0027] This embodiment provides a graphical user interface via a touch terminal, and optionally, in addition to the first attack control, the graphical user interface also includes at least a part of a game scene and a virtual character (here specifically referring to the player's virtual character).

[0028] Step S104: in response to a first touch operation acting on a first attack control, if the first touch operation is a click operation, the virtual character is controlled to perform a first attack action corresponding to the first attack control, and if the first touch operation is a slide operation, a first target action is determined from a first action set in response to the slide operation, and the virtual character is controlled to perform the first target action.

[0029] The above method displays a first attack control on a touch graphical user interface, and the user can control the virtual character to perform a first attack action by touching the control, and the user can also control the virtual character to determine a first target action from a first action set and perform the first target action by touching the first attack control. That is, the first attack control can not only control the virtual character to perform the first attack action, but also control the virtual character to perform the first target action. Specifically, when a first touch operation acting on the first attack control is a click operation, the virtual character is controlled to perform the first attack action, and when the first touch operation is a slide operation, the virtual character is controlled to determine a first target action from a first action set according to the slide operation and perform the first target action. The first target action may be the above-mentioned first attack action or another action. When the user needs to control the virtual character to perform a first attack action, the user can achieve this by clicking the first attack control originally displayed in the graphical user interface, and when the user needs to control the virtual character to perform an action such as a jump action, a defense action, etc., the user can also achieve this by sliding the first attack control in addition to touching the jump control, the defense control, etc. originally displayed in the graphical user interface. The method of determining the first target action from the first action set according to the sliding operation described above allows the user to realize the continuation of the first attack action and the first target action more quickly and consistently.When the virtual character needs to be controlled to perform an action in the first action set, the user can accurately determine the first target action from the first action set according to the slide operation only by a slide operation on the first attack control without lifting his / her finger and clicking on other controls in the graphical user interface. In the whole process of the virtual character from the first attack action to the first target action, the user does not need to find and position another control (such as a control corresponding to a defense action, a jump action, etc.) in the interface, but can easily determine the first target action from the first action set by a slide operation on the first attack control, and then control the virtual character to perform the first target action, thereby realizing rapid control of the virtual character, such as rapid control of the change of attack action or the conversion of offense and defense. In this operation process, the user can switch the control without lifting his / her finger or moving his / her gaze, and the user can respond quickly during the interaction, making the operation more convenient and effectively reducing the problem of erroneous operation caused by too many interface controls. At the same time, this method of quickly controlling the virtual character also improves the consistency of the user operation.

[0030] Here, the first target action can be a non-attack action, such as a jump action, a sword swing action, a dodge action, a sliding shovel action, a crawl action, or a crouch action.

[0031] The correspondence between the actions in the first action set and the slide operation can be set in advance, and different actions can be associated with different slide operation modes. For example, the actions in the first action set correspond to the slide direction of the slide operation, and when the slide direction of the slide operation acting on the first attack control is different, the first target action determined from the first action set according to the slide operation is different. Based on this, the first action set includes direction information and action information corresponding to the direction information. Correspondingly, determining the first target action from the first action set according to the slide operation includes determining an action in the first action set that matches the direction of the slide operation as the first target action.

[0032] The direction information included in the first action set may be at least two directions among four directions, namely up, down, left, and right, or at least two directions among upper left, directly above, upper right, directly right, lower right, directly below, lower left, and directly left, and each direction corresponds to one action. For example, when the first action set includes a jump action and a crouch action, and the direction information of the jump action is the upward direction and the direction information of the crouch action is the downward direction, a sliding operation in the upward direction can be associated with a jump action, and a sliding operation in the downward direction can be associated with a crouch action, and when the first touch operation acting on the first attack control is a sliding operation in the upward direction, the first target action is determined as a jump action from the first action set, and the virtual character is controlled to perform the jump action. Similarly, when the first touch operation acting on the first attack control is a sliding operation in the downward direction, the first target action is determined as a crouch action from the first action set, and the virtual character is controlled to perform the crouch action.

[0033] The above method can match the action in the first action set according to the direction of the slide operation acting on the first attack control by associating the action information of the first action set with the direction information. For example, by setting an action corresponding to the same action direction as the direction of the slide operation as the first target action so that the action direction of the first target action coincides with the direction of the slide operation, it is more in line with the user's operation habits and reduces the memory cost of the correspondence between the slide operation and the target action.

[0034] Determining a first target action from a first action set in response to the slide operation includes determining a first target action from a first action set in response to the slide operation and a state of a virtual character. Here, the state of the virtual character mainly includes information about the motion of the virtual character, for example, the state of the virtual character may include a position state and / or a posture of the virtual character. The position state may include a ground state, a floating state, etc. Optionally, the floating state refers to an unsupported air state of the virtual character in the virtual scene, for example, a state in which the virtual character jumps up into the air. The ground state refers to a supported state of the virtual character in the virtual scene, for example, a state in which the virtual character is stepping on the ground (i.e., the ground supports the virtual character). The posture includes a standing state, a crouching state, a prone state, a jumping state, etc. In this way, by considering the correlation between the state of the virtual character and the next action suitable for the virtual character to perform, user operation and memory cost are further simplified.

[0035] Optionally, the first action set includes at least two action subsets, each action subset corresponding to one state of the virtual character. Based on this, determining a first target action from the first action set in response to the above-mentioned sliding operation and the state of the virtual character includes determining a target action subset from the first action set in response to the state of the virtual character, and determining a first target action from the target action subset in response to the sliding operation. By dividing the actions in the first action set into multiple action subsets in response to the state of the virtual character, more detailed division can be achieved when controlling the virtual character to perform the actions, and the control of the virtual character becomes more accurate.

[0036] Taking the above-mentioned virtual character states as an example including a ground state and a floating state, the first action set corresponding to the first attack control includes two action subsets, a first action subset corresponding to the ground state and a second action subset corresponding to the floating state, where the first action subset may include a sword swing action, an evasion action, a rising dragon attack action, etc. The second action subset may include a sword swing action, a downward slash attack action, an evasion action, etc. The above-mentioned virtual character states may be set based on the identity or actual needs of the virtual character, and the embodiments of the present disclosure are not limited thereto.

[0037] Optionally, the first action set is a user-customized set, and the user can customize the first action set based on usage habits, the identity of the virtual character, and personal preferences, and during the definition process, a correspondence between the actions in the first action set and the direction of the slide operation may be included, and a correspondence between a subset of actions in the first action set and the state of the virtual character may be included.

[0038] In addition to the above-mentioned first attack control, the above-mentioned graphical user interface may include other controls, and these controls may be persistent or non-persistent controls. Based on this, the above-mentioned method further includes the steps of displaying the first control on the graphical user interface, and controlling the virtual character to perform an action corresponding to the first control in response to a second touch operation acting on the first control.

[0039] Here, the second touch operation may be a click operation, a double click operation, a press and hold operation, etc., and specifically, can be flexibly set according to the needs of the game design, and the embodiments of the present disclosure are not limited thereto.

[0040] When the touch terminal receives a second touch operation acting on the first control, it controls the virtual character to perform an action corresponding to the first control, where the action corresponding to the first control is a pre-defined action for the control, and may be a posture control action or a defense action, etc. The direction of the action is usually the direction in which the virtual character is currently facing, and the orientation of the virtual character can be controlled by a movement control (such as a movement joystick).

[0041] For example, if the first control is an avoidance control, the action corresponding to the first control is an avoidance action, and the direction of the avoidance action is the direction in which the virtual character is currently facing. As a possible embodiment, if the first control is an avoidance control, the avoidance control may be a directional control. That is, the avoidance control is configured with a default avoidance direction, and the direction of the avoidance action of the virtual character is the default avoidance direction. Alternatively, as another possible embodiment, the avoidance direction of the avoidance action is determined by the type of the second touch operation acting on the first control (i.e., the avoidance control). For example, if the second touch operation is a left sliding operation, the virtual character avoids to the left, if the second touch operation is a right sliding operation, the virtual character avoids to the right, and if the second touch operation is a click operation, the virtual character avoids to the direction in which the virtual character is currently facing.

[0042] In one possible embodiment, the first set of actions includes an action corresponding to a first control.

[0043] In a battle scene, when a touch operation on the first attack control is used to control the virtual character to perform an attack action, in the process of attacking, it is sometimes necessary to avoid or defend against the enemy's attack, and sometimes it is necessary to change the attack method, so that it is necessary to change the control to change the attack method, and to avoid or defend while attacking. In order to avoid excessive movement of the player's line of sight when switching the control, in this embodiment, even when the first control is displayed on the graphical user interface, the first action set includes an action corresponding to the first control, so that the user can also determine the action corresponding to the first control from the first action set as the first target action by a slide operation acting on the first attack control, and further, the virtual character can be controlled to perform the action corresponding to the first control without switching from the first attack control to the first control. Then, the player can consistently and accurately control the conversion of the attack action or the conversion of offense and defense of the virtual character. For example, after a player controls a virtual character to perform an attack action by a first attack control, if the player wants to control the virtual character to perform a defense action according to changes in the surrounding battle situation, the player can determine a defense action from a first action set corresponding to the first attack control by a slide operation acting on the first attack control, and quickly realize the conversion from attack to defense. Compared with the related art solution, the player's touch finger does not need to move from the first attack control to the defense control set in the graphic user interface and release it to perform a click operation, improving the continuity of the transition from attack to defense, reducing the difficulty for the user to find the defense control in the graphical user interface during battle, and reducing the possibility of erroneous operation.

[0044] Optionally, the method includes the steps of: displaying a first control set when the first touch operation is a long press operation; determining a first target control from among the controls included in the first control set according to a slide operation following the long press operation; and controlling the virtual character to perform an action corresponding to the first target control (i.e., the above-mentioned first target action), where the controls included in the first control set correspond to the actions included in the first action set, i.e., the first action set is a set of actions corresponding to each control in the first control set. In this way, the user can determine the first target action in the first action set more intuitively and clearly, reducing memory costs and improving operation accuracy.

[0045] A long press operation is an operation in which the duration of touch between the touch medium (such as a finger) and the control is longer than a time threshold, which may be a time set by the game developer or user, such as 0.2 seconds, 0.3 seconds, or 0.5 seconds.

[0046] The above-mentioned long press operation and successive slide operations mean that the first touch operation can include two stages, the first stage being a long press operation and the second stage being a slide operation, and since the finger does not lift (does not leave the touch screen) during the two-stage operation, the long press operation and the slide operation are operationally consistent.

[0047] The above-mentioned display of the first control set allows the user to determine the position of each control in the control set more intuitively and clearly, and when a specific control in the first control set needs to be operated, the user can accurately determine the first target control from the first control set by only sliding operation without lifting his / her finger and clicking on other controls in the graphical interface. During the whole process, the user does not need to search for and position another control (a control corresponding to an action such as a defense action, a jump action, etc.) in the interface, and the first target control can be easily determined from the first control set by the first touch operation (long press operation + sliding operation) on the first attack control, and further, by triggering the virtual character to perform the first target action corresponding to the first target control, rapid control of the virtual character is realized, such as rapid control of the change of attack action or the conversion of offense and defense.

[0048] Referring to an embodiment of the present disclosure shown in FIG. 2, another method for controlling a virtual character is provided, which includes the following steps.

[0049] Step S202: Display a first attack control on a graphical user interface.

[0050] Step S204: In response to a first touch operation acting on the first attack control, if the first touch operation is a long press operation, display a first control set.

[0051] Step S206: In response to a slide operation subsequent to the long press operation, a first target control is determined from among the controls included in the first control set, and the virtual character is controlled to perform an action corresponding to the first target control.

[0052] Here, the controls included in the first control set correspond to the actions included in the first action set.

[0053] The method shown in Fig. 2 is similar to the method shown in Fig. 1. When the first touch operation is a click operation, the virtual character is controlled to execute a first attack action corresponding to a first attack control. When the first touch operation is a slide operation, a first target action is determined from a first action set in response to the slide operation, and the virtual character is controlled to execute the first target action.

[0054] The above method provides an intuitive reference base for the user to operate the control by long pressing the first control set displayed by the first attack control, and the user can determine the position of each control in the control set more intuitively and clearly. When a specific control in the first control set needs to be operated, the user can accurately determine the first target control from the first control set by only sliding operation without releasing the finger and clicking other controls in the graphical interface. During the whole process, the user does not need to search for and position another control (a control corresponding to an action such as a defense action, a jump action, etc.) in the interface, and can easily determine the first target control from the first control set. Furthermore, by triggering the virtual character to perform the first target action corresponding to the first target control, rapid control of the virtual character is realized, such as rapid control of the change of attack action or the conversion of offense and defense.

[0055] Referring to the schematic diagram of the graphical user interface in the selectable embodiment shown in FIG. 3, this diagram includes a virtual character A (i.e., the above-mentioned virtual character, which is the player's virtual character) and a virtual character B fighting with the virtual character A. A first control 11 and a second control 12 (i.e., a first attack control) are displayed in the lower right corner of the graphical user interface, and when the player's finger presses and holds the second control 12, a first control set is displayed around the second control 12, and the first control set includes a control 13 (i.e., a third control, which is the same control as the action corresponding to the first control), and then, when the player slides the finger of the long press operation from the second control 12 to the control 13, the touch terminal controls the virtual character to perform the action corresponding to the first control.

[0056] In possible embodiments, the first set of controls may also include other controls, such as control 14, control 15, and control 16 of Figure 3. These other controls are used to trigger the virtual character to perform other attacking actions or to trigger the virtual character to perform evasive or defensive actions.

[0057] Regardless of whether the first set of controls is displayed in the above embodiment, during operation, the user does not need to lift his / her finger or move his / her gaze to achieve control switching, so that the user can react quickly during the interaction, making the operation easier and effectively reducing the problem of erroneous operation caused by too many interface controls. At the same time, this method of quickly controlling the virtual character also improves the consistency of user operation.

[0058] An embodiment of the present invention provides a method for controlling another virtual character, and provides a graphical user interface through a touch terminal, and the touch terminal may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Referring to Figure 4, the method for controlling a virtual character according to another embodiment of the present disclosure includes the following steps:

[0059] Step S402: Display a first control and a second control on a graphical user interface, where the second control is a first attack control.

[0060] This embodiment provides a graphical user interface through a touch terminal, and optionally, in addition to the first control and the second control, the graphical user interface also includes at least a part of a game scene and a virtual character (particularly referring to a player's virtual character here). Here, the first control may be a permanent control other than an attack control, such as a jump control, a sword swing control, an evasion control, a sliding shovel control, a crawl control, or a crouch control.

[0061] Step S404: In response to a second touch operation acting on the first control, control the virtual character to perform an action corresponding to the first control.

[0062] Here, the second touch operation may be a click operation, a double click operation, a press and hold operation, etc., and specifically, can be flexibly set according to the needs of the game design, and the embodiments of the present disclosure are not limited thereto.

[0063] Step S406: In response to a long press operation acting on the second control, display a first set of controls, where the first set of controls includes at least a third control, and the third control is used to trigger the virtual character to perform an action corresponding to the first control.

[0064] The third control and the first control may be visually identical controls, e.g., the icon of the third control is the same as the icon of the first control, or the third control and the first control may be visually distinct controls, e.g., if the first control and the third control both correspond to an avoidance action, the avoidance graphic in the icon of the first control is filled with green and the avoidance graphic in the icon of the third control is filled with red, or the icon of the first control is a circular icon and the icon of the third control is a sector icon.

[0065] When the touch operation acting on the second control is a click operation, the first control is not displayed, and the virtual character is controlled to perform a first attack action corresponding to the second control.

[0066] Optionally, a click action here is an action acting on a second control whose duration is within a pre-set time threshold.

[0067] Step S408: In response to a slide operation subsequent to a long press operation acting on the second control, a first target control is determined from among the controls included in the first control set in accordance with the slide operation, and the virtual character is controlled to perform an action corresponding to the first target control.

[0068] Optionally, the above-mentioned slide operation refers to an operation in which the length of the moving trajectory of the touch point of the touch operation acting on the second control exceeds a preset length threshold. As a specific method for determining the above-mentioned first target control, the control designated by the slide operation may be set as the first target control, or the control corresponding to the position of the touch point at the end of the slide operation may be set as the first target control.

[0069] The distinction between the click operation and the slide operation is a conventional technical means in this field, so it will not be explained here again.

[0070] According to the method for controlling a virtual character corresponding to FIG. 4 in the embodiment of the present disclosure, a user (player) can control a virtual character to perform an action (e.g., a jump action, a defense action, etc.) corresponding to a first control of a graphical user interface by touching the first control. A user can also display a control set (referred to as a first control set) corresponding to the first attack control by long pressing a first attack control (i.e., a second control) of the graphical user interface, the first control set includes a third control capable of triggering the virtual character to perform an action corresponding to the first control, and when a touch operation acting on the second control is a click operation, the virtual character can be controlled to perform a first attack action, and when a slide operation is performed after a long press operation acting on the second control, a first target control is determined from among the controls included in the first control set according to the slide operation, and the virtual character is controlled to perform an action corresponding to the first target control. When the first target control is the third control in the first control set, the virtual character can be controlled to perform an action corresponding to the first control in the graphical user interface. In this manner, when a user needs to control the virtual character to perform a first attack action, the user clicks on the first attack control originally displayed in the graphical user interface and then long presses the first attack control to display a control set corresponding to the first attack control (referred to as a first control set), wherein the first control set includes a third control that can trigger the virtual character to perform the action corresponding to the first control.When the user needs to control the virtual character to perform an action such as a jump action, a defense action, etc., the user can achieve this by touching the first control originally displayed in the graphical user interface, and the slide operation acting on the first attack control can trigger the third control in the control set (denoted as the first control) to control the virtual character to perform an action such as a jump action, a defense action, etc. The above-mentioned displayed first control set allows the user to determine the position of each control in the control set more intuitively and clearly, and when a specific control in the first control set needs to be operated, the user can accurately determine the first target control from the first control set by only a slide operation without releasing the finger and clicking on other controls in the graphical interface. During the whole process, the user does not need to search for and position another control (a control corresponding to an action such as a defense action, a jump action, etc.) in the interface, and the slide operation on the second control can easily determine the first target control from the first control set, and further, by triggering the virtual character to perform an action corresponding to the first target control, rapid control of the virtual character is realized, such as rapid control of the change of attack action or the conversion of offense and defense. The first set of controls can be displayed when the second control receives a long press, providing an intuitive reference base for the user to operate the controls, and the user does not need to remember how to trigger a control in the first set of controls, but can simply slide towards any control in the first set of controls that needs to be operated, and if the user has memorized the correspondence between each control in the first set of controls and the direction of the slide, the second control does not need to be long pressed and the first set of controls will disappear.This approach reduces to some extent the occlusion of the interface by the first set of controls and improves to some extent the speed and consistency of switching the actions of the virtual character.

[0071] Referring to the schematic diagram of the graphical user interface corresponding to the close-range combat scene shown in FIG. 5, a sword swing control 17 (corresponding to the above-mentioned first control) and a side attack control 18 (corresponding to the above-mentioned second control) are displayed at the lower right of the graphical user interface control, and a vertical attack control 19, an evasion control 20, and a jump control 21 are also displayed. Assuming that the player's virtual character A and the enemy's virtual character B both have long swords and the player clicks the side attack control continuously, the player's virtual character A will perform multiple consecutive side attacks on the enemy's virtual character B, or perform corresponding consecutive attacks depending on the number of clicks on the side attack control 18 and the time interval. At this time, if the player notices that the enemy is about to launch a special move (i.e., an attacking action that causes greater damage), and wants to control the player's virtual character A to swing his sword (which is a character's defensive action, and is usually used when the enemy character is about to attack with a special move, and the player operates the sword swing control to make the character perform a sword swing action, thereby defending against the enemy's special move and knocking down the enemy's weapon), the player needs to move his finger from the currently clicked side attack control 18 to the resident sword swing control 17 in the interface and click it, and in this process, the finger needs to "lift-move-click the sword swing control", and since there is a certain interval between the side attack control 18 and the sword swing control 17, this process is time-consuming and not fast and consistent, and is easy to click by mistake, and it is difficult to click the sword swing control quickly and accurately.

[0072] Based on the above problem of fast, inconsistent, and easy to erroneously click, this embodiment provides a method for controlling a corresponding virtual character, and following the corresponding example of FIG. 5, when the player continues to click the side attack control 18, the player's virtual character A will perform multiple consecutive side attacks on the enemy's virtual character, or perform corresponding consecutive attacks according to the number of clicks on the side attack control 18 and the time interval. The side attack control 18 in this embodiment corresponds to a first action set, and the first action set can include a sword swing action, and the sword swing action corresponds to a right sliding direction. At this time, if the player notices that the enemy is about to perform a special move and wants to control the player's virtual character A to swing the sword, the player can slide his finger to the right from the side attack control 18 to control the virtual character A to switch from the attack action to the sword swing action. In the process of the virtual character quickly switching from the attack action to the sword swing action described above, the switching is performed by a finger sliding operation, so that the operation is simple, fast, and consistent, and erroneous operation is reduced.

[0073] Alternatively, based on the above problems of fast, inconsistent, and easy to mistakenly click, this embodiment provides another corresponding schematic diagram of a graphical user interface shown in FIG. 6. Following the corresponding example of FIG. 5, when the side attack control 18 is triggered by a long press (for example, the player may be preparing to use a charge attack), a first control set including a sword swing control 17a is displayed around the side attack control 18 of this embodiment, and the sword swing control 17a in the first control set is visually identical to the resident sword swing control 17 in the graphical user interface. At this time, if the player notices that the enemy is about to perform a special move and wants to control the player's virtual character A to swing the sword, the player can slide his finger from the side attack control 18 to the sword swing control 17a in the first control set, or move his finger from the side attack control 18 in the direction of the sword swing control 17a in the first control set. In this process, the fingers can perform a long press and slide action on the same control, i.e., the side attack control 18, in a relatively simple, fast, consistent and difficult to accidentally click, allowing the player's virtual character to quickly switch from an attack action to a sword swinging defensive action.

[0074] In a possible embodiment, the action corresponding to the first control is a non-attack action. The first control set displayed by triggering the second control (the control corresponding to the first attack action) may include a third control, and the action corresponding to the third control may be a non-attack action. This method of including a control corresponding to a non-attack action in the control set corresponding to the attack control can quickly switch the virtual character from an attack action to a non-attack action, which can better meet the needs of practical applications.

[0075] The actions corresponding to the first control are defensive actions, evasive actions, jumping actions, crouching actions, sliding shovel actions, crawling actions, etc., and these actions are usually frequently used in close combat scenes. Using these actions as the actions corresponding to the first control can further improve the convenience of operation.

[0076] Defensive actions, evasive actions, jumping actions, crouching actions, sliding shovel actions, crawling actions, etc. are common virtual actions in games. Defensive actions are actions in which the player character resists an attack to reduce damage received, and optionally, a sword swing action is a defensive action that may cause the attacker to drop his or her weapon. Evasive actions are short-distance (usually predetermined by the game system or calculated by the game system) high-speed movement actions in which the player character avoids enemy attacks. Usually, it is high-speed movement, and its speed is faster than the movement speed in the virtual character's default situation, and the default situation includes a situation in which the virtual character moves without the aid of skills, props, vehicles, etc. Usually, the distance is short, for example, 1 meter, 2 meters, 3 meters, 5 meters, 10 meters, etc. in the virtual environment. The short distance here is compared to other long-distance movements, for example, in some games, the virtual character can achieve long-distance movement in the virtual environment using props such as zip lines. The virtual character can enter a high-speed running state to travel long distances within the virtual environment, such as a "run-and-run" feature common in some games. A jump action is an action in which the player character jumps in an upward direction. A crouching action is an action in which the player character crouches downward. A sliding shovel action is an action in which the player character lowers their center of gravity (e.g., crouches or leans forward) to sprint. A crawling action is an action in which the player character crouches and moves.

[0077] Optionally, the method includes canceling the display of the first set of controls such that when manipulation of a control in the first set of controls is no longer required, the first set of controls is no longer displayed, thereby reducing unnecessary occlusion of the interface by the first set of controls.

[0078] As a possible embodiment, canceling the display of the first control set may include canceling the display of the first control set in response to the end of the first touch operation. Optionally, if the first touch operation is a click operation, the first control set may not be displayed. If the first touch operation is a long press followed by a slide operation, the display of the first control set is canceled when the finger of the slide operation is removed from the touch terminal screen. In this way, the method of canceling the display of the first control set when the first touch operation is ended is simple and reasonable, and when the first touch operation is ended, that is, when there is no need to operate the controls in the first control set, the display of the first control set is immediately canceled, thereby shortening the time that the first control set occupies the graphical user interface, and optimizing the graphical user interface.

[0079] In another example, the above step of canceling the display of the first control set may also include one of the following: (1) canceling the display of the first control set in response to determining the first target control; (2) canceling the display of the first control set in response to the duration of the first touch operation reaching a set time threshold; (3) canceling the display of the first control set in response to the virtual character performing an action corresponding to the first target control. The specific method of canceling the display of the first control set may be selected according to actual needs, and the present embodiment is not limited thereto.

[0080] Optionally, the above-mentioned first action set includes a first sub-action set and a second sub-action set. The first sub-action set is an action set corresponding to a resident control in the graphical user interface, and the second sub-action set is an action set corresponding to a non-resident control in the graphical user interface. During the game, a target action set can be determined from the first action set according to the state of the virtual character, and then a target action can be determined from the target action set according to the slide operation. When the above-mentioned graphical user interface displays a first control set, in a possible embodiment, the first control set includes a first sub-control set and a second sub-control set, and the controls included in the first sub-control set are a subset of the resident controls, and the controls included in the second sub-control set are a subset of the non-resident controls. The above method takes into consideration that there is usually a certain preference for the combat scenes in the game, and some games prefer close combat scenes, while some games prefer long-distance combat scenes, so some controls are permanently displayed in the graphical user interface according to the combat scenes preferred in a particular game.

[0081] The first control and the second control (i.e., the first attack control) displayed on the graphical user interface may both be permanent controls. Then, the second control is permanently displayed on the graphical user interface as an attack control, and the first control is permanently displayed on the graphical user interface as a non-attack control, and the control set corresponding to the second control (the first attack control) may include a third control, which is used to control the virtual character to perform an action corresponding to the first control. As a possible embodiment, the first control set also includes a fourth control, and the first control set includes a first sub-control set and a second sub-control set, the first sub-control set includes the third control, the second sub-control set includes the fourth control, and the controls included in the first sub-control set are a subset of the permanent controls, and the controls included in the second sub-control set are a subset of the non-resident controls. In this embodiment, the first control set is divided into a first sub-control set and a second sub-control set depending on whether the control is a resident control or not, so that non-resident controls do not need to be continuously displayed in the graphical user interface, but can only be displayed through the display of the first control set, thereby alleviating the problem of having a large number of controls in the graphical user interface.

[0082] Referring to the schematic diagram of another graphical user interface shown in FIG. 7, based on the above FIG. 6, the first control set corresponding to the side attack control 18 includes, in addition to the above sword swing control 17a, an evasion control 20a, a combined jump and side attack control 22, and a combined crouch and side attack control 23, where the sword swing control 17a and the evasion control 20a are controls in the first sub-control set, and the combined jump and side attack control 22 and the combined crouch and side attack control 23 are controls in the second sub-control set. Among them, the combined jump and side attack control 22 is used to trigger the virtual character to perform a jump action and a side attack action in sequence, and the combined crouch and side attack control 23 is used to trigger the virtual character to perform a crouch action and a side attack action in sequence.

[0083] In the first control set in FIG. 7, the evasion control 20a is located to the left of the side attack control 18, the sword swing control 17a is located to the right of the side attack control 18, the combined jump and side attack control 22 is located on the upper side of the side attack control 18, and the combined crouch and side attack control 23 is located on the lower side of the side attack control 18. Such a control layout method makes it easier for the player to distinguish each control in the first control set, and after the player clicks the side attack control 18 once or multiple times to trigger the virtual character to perform a side attack action, the player can continue to touch the side attack control 18, and the touch can press the side attack control 18 without releasing the finger, and the above-mentioned first control set shown in FIG. 6 is displayed around the side attack control 18, and according to the player's different operations on the first control set shown in FIG. 7, there are several situations as follows:

[0084] (1) The finger pressing the side attack control 18 is slid from the position of the side attack control 18 to the right, that is, the finger slides toward the sword swing control 17a, and after sliding to a certain extent, for example, if the sliding distance is greater than the set distance threshold, the virtual character is controlled to execute the sword swing action corresponding to the sword swing control 17a, and the player does not need to search for the sword swing control 17 among the resident controls, and can switch the virtual character from the side attack action corresponding to the side attack control 18 to the sword swing action corresponding to the sword swing control 17a without changing the landing position of the finger, making the operation smoother and more convenient and reducing the problem of erroneous touch. In addition, when the virtual character is in a side attack charge state, the aforementioned rightward sliding operation directly interrupts the charge state of the virtual character by the sword swing action, and the virtual character can quickly transition from the attack state to the defense state.

[0085] (2) When the finger pressing the side attack control 18 slides leftward from the position of the side attack control 18, that is, the finger slides toward the evasion control 20a, and after sliding to a certain extent, for example, to the area where the evasion control 20a is located, the virtual character is controlled to perform an evasion action corresponding to the evasion control 20a, and the player does not need to search for the evasion control 20 among the resident controls in the graphical user interface, and can switch the virtual character from the side attack action corresponding to the side attack control 18 to the evasion action corresponding to the evasion control 20a without changing the landing position of the finger. As mentioned above, this method of switching the actions corresponding to the two controls by one slide makes the operation smoother and more convenient. At the same time, when the virtual character is in the process of a side attack, the above-mentioned leftward sliding operation causes the side attack action of the virtual character to be directly interrupted by the evasion action, realizing a quick evasion and reducing the degree of damage to the virtual character.

[0086] (3) The finger that pressed the side attack control 18 is slid upward from the position of the side attack control 18, that is, the finger is slid toward the combined jump and side attack control 22, and after sliding to a certain extent, for example, to the area where the combined jump and side attack control 22 is located, the finger is released, thereby controlling the virtual character to perform a combined jump and side attack action corresponding to the combined jump and side attack control 22, and the sliding direction of the sliding operation can be determined through the displayed first control set, and the finger can be released when the combined jump and side attack action is to be performed, and the finger can be raised halfway to perform the combined jump and side attack control. Without clicking the roll 22, the virtual character can switch from the side attack action corresponding to the side attack control 18 to the jump and side attack action corresponding to the combined jump and side attack control 22, which not only makes the operation smoother and more convenient, but also adjusts the attack method according to the posture of the enemy character, such as making the enemy character jump by sliding upward as described above based on the first side attack of the virtual character, so that the virtual character can jump and attack the enemy character again sideways, and such a continuous attack method with different postures can quickly change the attack action. At the same time, the combined jump and side attack control 22 located above the side attack control 18 also takes into account that the jump direction is upward at the setting position of the control, which is more suitable for the operating habits.

[0087] (4) When the finger pressing the side attack control 18 slides downward from the position of the side attack control 18, that is, the finger slides toward the combined control 23 for crouching and side attack, and after sliding to a certain extent, for example, into the area where the combined control 23 for crouching and side attack is located, the virtual character is controlled to perform a combined action of crouching and side attack corresponding to the combined control 23 for crouching and side attack, and the sliding direction of the sliding operation can be determined through the displayed first control set, and the virtual character can perform a combined action of crouching and side attack corresponding to the combined control 23 for crouching and side attack without lifting the finger to click the combined control 23 for crouching and side attack during the sliding operation. The virtual character can switch from a corresponding side attack action to a crouching and side attack action corresponding to the crouching and side attack combined control 23, which not only makes the operation smoother and more convenient, but also allows the virtual character to adjust its own attack method according to the attack of the enemy character by using the downward sliding operation described above based on the first side attack of the virtual character. For example, when the enemy character makes a side attack, the virtual character can crouch and at the same time make a side attack on the enemy character again, which not only allows the virtual character to avoid the side attack of the enemy character, but also allows the virtual character to inflict side attack damage on the enemy character again, thereby increasing the probability of defeating the enemy character and allowing the attack movement to be changed quickly.

[0088] In the above-mentioned first control set, the settings of the combined control of jump and side attack and the combined control of crouch and side attack have an inherent logical association relationship with the side attack control, and the side attack control is mainly used for the purpose of attacking enemy characters by side attacks. Based on this, the attack method arranged in the first control set is the side attack, and such an arrangement method mainly takes into consideration that when a player clicks the side attack control, the probability of applying the attack skill of the side attack is high. Compared with clicking the side attack control multiple times to achieve consecutive attacks, the arrangement method of the combined control of jump and side attack, the combined control of crouch and side attack can add character posture adjustment on top of the side attack, making the operation faster and more convenient, and the functions more abundant and powerful. Furthermore, such a method of triggering a combined action does not require two separate controls, and the combined action can be triggered by only triggering the combined control of jump and side attack or the combined control of crouch and side attack once, resulting in high trigger efficiency and simplified operation.

[0089] Optionally, the controls in the first control set can be adjusted according to the attack habits of the user. For example, the combined control of jump and side attack and the combined control of crouch and side attack in the first control set can be replaced with a combined control of jump and vertical attack and a combined control of crouch and vertical attack. Alternatively, only one of the combined control of jump and side attack and the combined control of crouch and side attack can be replaced with a control having a vertical attack function, which can be a combined control or a separate vertical attack control.

[0090] Referring to the schematic diagram of another graphical user interface shown in FIG. 8, this embodiment will be described by taking an example in which the second control is a vertical attack control 19. The first control set corresponding to the vertical attack control 19 includes a sword swing control 17a, an evasion control 20a, a jump and vertical attack combined control 24, and a crouch and vertical attack combined control 25, where the sword swing control 17a and the evasion control 20a are controls in the first sub-control set, and the jump and vertical attack combined control 24 and the crouch and vertical attack combined control 25 are controls in the second sub-control set. Among them, the jump and vertical attack combined control 24 is used to trigger the above-mentioned virtual character to perform a jump action and a vertical attack action in sequence, and the crouch and vertical attack combined control 25 is used to trigger the above-mentioned virtual character to perform a crouch action and a vertical attack action in sequence.

[0091] In order to make it easier for the player to distinguish between the controls in the first control set, the evasion control 20a in the first control set in FIG. 8 is located on the left side of the vertical attack control 19, the sword swing control 17a is located on the right side of the vertical attack control 19, the combined jump and vertical attack control 24 is located on the upper side of the vertical attack control 19, and the combined crouch and vertical attack control 25 is located on the lower side of the vertical attack control 19. After the player clicks the vertical attack control 19 once or multiple times to trigger the virtual character to perform a vertical attack action, the player can continue to touch the vertical attack control 19, and the touch is performed when the finger is pressed on the vertical attack control 19 and the finger does not need to be released, and the above-mentioned first control set as shown in FIG. 7 is displayed around the vertical attack control 19, and there are several situations as follows according to the player's different operations on the first control set shown in FIG. 8.

[0092] (1) When the finger pressing the vertical attack control 19 slides from the position of the vertical attack control 19 to the right, that is, the finger slides toward the sword swing control 17a, and after sliding to a certain extent, for example, into the area where the sword swing control 17a is located, the virtual character is controlled to immediately execute a vibration action corresponding to the sword swing control 17a, so that the player does not need to search for the sword swing control 17 among the resident controls in the graphical user interface, and can switch the virtual character from the vertical attack action corresponding to the vertical attack control 19 to the sword swing action corresponding to the sword swing control 17a without changing the landing position of the finger, making the operation smoother and more convenient and reducing the problem of erroneous touch. In addition, when the character is in a vertical attack charge state, the aforementioned rightward sliding operation directly interrupts the charge state of the virtual character by the sword swing action, and the virtual character can quickly transition from the attack state to the defense state.

[0093] (2) The finger pressing the vertical attack control 19 is slid leftward from the position of the vertical attack control 19, i.e., the finger slides toward the evasion control 20a in the first control set, and after a certain amount of sliding, for example, if the sliding distance is greater than a preset distance threshold, the virtual character is controlled to perform an evasion action corresponding to the evasion control 20a, and the player does not need to search for the evasion control 20 among the resident controls in the graphical user interface, and can switch the virtual character from the vertical attack action corresponding to the vertical attack control 19 to the evasion action corresponding to the evasion control 20a without changing the landing position of the finger. As mentioned above, this method of switching the actions corresponding to the two controls by one slide makes the operation smoother and more convenient. In addition, when the virtual character is in the process of a vertical attack, the above-mentioned leftward sliding operation causes the vertical attack action of the virtual character to be directly interrupted by the evasion action, realizing a quick evasion and reducing the degree of damage to the virtual character.

[0094] (3) The finger that pressed the vertical attack control 19 slides upward from the position of the vertical attack control 19, that is, the finger slides toward the combined jump and vertical attack control 24 in the first control set, and after sliding to a certain extent, for example, to the area where the combined jump and vertical attack control 24 is located, the finger is released, thereby controlling the virtual character to perform a combined jump and vertical attack action corresponding to the combined jump and vertical attack control 24, and the sliding direction of the sliding operation can be determined through the displayed first control set, and the finger can be lifted when performing the combined jump and vertical attack action, and the finger can be lifted halfway to perform the combined jump and vertical attack action. Without clicking the combined jump and vertical attack control 24, the virtual character can switch from the vertical attack action corresponding to the vertical attack control 19 to the jump and vertical attack action corresponding to the combined jump and vertical attack control 24, which not only makes the operation smoother and more convenient, but also adjusts the attack method according to the posture of the enemy character, such as making the enemy character jump by the above-mentioned upward sliding operation based on the first vertical attack of the virtual character, so that the virtual character can attack the enemy character vertically again while jumping, and such an attack method with continuous and different postures can quickly change the attack action. At the same time, the combined jump and vertical attack control 24 located above the vertical attack control 19 also takes into account that the jump direction is upward at the setting position of the control, which is more suitable for the operating habits.

[0095] (4) When the finger pressing the vertical attack control 19 slides downward from the position of the vertical attack control 19, that is, the finger slides toward the combined crouch and vertical attack control 25, and after sliding to a certain extent, for example, into the area where the combined crouch and vertical attack control 25 is located, the virtual character is controlled to perform a combined action of crouch and vertical attack corresponding to the combined crouch and vertical attack control 25, and the sliding direction can be determined through the displayed first control set, and the virtual character will perform a combined action of crouch and vertical attack corresponding to the vertical attack control 19 without lifting the finger and clicking the combined crouch and vertical attack control 25 during the sliding operation. From an attack action, it is possible to switch to a crouching and vertical attack action corresponding to the combined control 25 of crouching and vertical attack, which not only makes the operation smoother and more convenient, but also allows the user to adjust his or her own attack method according to the enemy character's attack by using the downward sliding operation described above based on the virtual character's first vertical attack. For example, when the enemy character makes a horizontal attack, the virtual character can crouch and attack the enemy character vertically again at the same time, which not only allows the user to avoid the enemy character's horizontal attack, but also allows the user to inflict vertical attack damage on the enemy character again, thereby increasing the probability of defeating the enemy character and allowing the user to quickly change attack movements.

[0096] In the above-mentioned first control set, the settings of the combined control of jump and vertical attack and the combined control of crouch and vertical attack have an inherent logical relationship with the vertical attack control, and the vertical attack control is mainly used for the purpose of attacking enemy characters by vertical attacks. Based on this, the attack method arranged in the first control set is vertical attack, and such an arrangement method mainly takes into consideration that when a player clicks the vertical attack control, the probability of applying the attack skill of the vertical attack is high. Compared with clicking the vertical attack control multiple times to achieve consecutive attacks, the arrangement method of the jump and vertical attack control, the crouch and vertical attack control allows the player to perform the vertical attack action again without lifting his / her finger, and not only that, but also allows the character posture adjustment to be added on top of the vertical attack, making the operation faster and more convenient, and the functions more abundant and powerful. Furthermore, such a method of triggering a combined action does not require two separate controls, and the combined action can be triggered by only triggering the combined control of jump and vertical attack or the combined control of crouch and vertical attack once, thereby reducing the complexity of the operation, making the trigger more efficient, simplifying the operation, and effectively reducing the fatigue of the player during the game.

[0097] Optionally, the combined jump and vertical attack control and the combined crouch and vertical attack control in the first control set corresponding to the vertical attack control may be replaced with a combined jump and side attack control or a combined crouch and side attack control according to the player's operation preference, or only one of them may be replaced with a control having a side attack function, which may be a combined control or a separate side attack control.

[0098] The above-mentioned graphical user interface includes a movement control area, and the movement control area and the operation area in which the first attack control is arranged are located on both sides of the graphical user interface, respectively. Controlling the virtual character to perform an avoidance action (here, referring to the avoidance control in the first control set) may include determining an avoidance direction corresponding to the avoidance control according to the character orientation control operation in the movement control area, and controlling the virtual character to perform the avoidance action toward the avoidance direction, or controlling the virtual character to perform the avoidance action toward a preset avoidance direction according to a preset avoidance direction of the avoidance control. Specifically, in (2) corresponding to the above-mentioned FIG. 7 and FIG. 8, both trigger the avoidance control in the first control set. In the embodiment of the present disclosure, the following several methods are provided to determine the direction of the avoidance action.

[0099] (21) The evasion direction is determined by the left movement joystick (or the left movement control area). In this method, when the movement joystick is operated with the left hand, the direction of the character's evasion action becomes the same as the control direction of the movement joystick. For example, in the process of the right hand finger sliding left from the position of the side attack control 18 to trigger the evasion control 20a of the first control set, if the left hand finger drags the movement joystick to move left, the virtual character turns left and performs an evasion action to the left at the current position.

[0100] (22) If there is no control operation on the movement joystick, determine the current direction of the virtual character as the avoidance direction. In this manner, when the avoidance control 20a in the first control set is triggered, if the left hand does not operate the movement joystick, an avoidance action is performed in the current direction of the virtual character.

[0101] (23) The avoidance control has direction information, and the direction corresponding to the avoidance control is determined as the avoidance direction, and in this method, regardless of whether or not there is an operating action on the moving joystick, it can be ignored, and the virtual character is controlled to perform an avoidance action in the direction corresponding to the avoidance control. For example, if the avoidance control 20a in the first control set is set to the right direction, when the avoidance control 20a in the first control set is triggered, the virtual character is controlled to perform an avoidance action to the right at the current position.

[0102] (24) The avoidance control has direction information, and the avoidance direction is determined based on the direction corresponding to the avoidance control and the direction of operating the movement joystick. In this method, when the avoidance control in the first control set is triggered and there is a control operation of the movement joystick at the same time, the control direction of the movement joystick is prioritized as the avoidance direction, and when the avoidance control in the first control set is triggered and there is no control operation of the movement joystick at the same time, the direction corresponding to the avoidance control is used as the avoidance direction.

[0103] The direction of the above-mentioned evasion control can be set by the player in the settings, and if the player does not set this item, the direction of the evasion control will be the default direction.

[0104] The above-mentioned first attack control, the horizontal attack control and the vertical attack control, can be simultaneously displayed in the graphical user interface of the game as permanent controls in the same game. Of course, in addition to the above-mentioned horizontal attack control and vertical attack control, other attack controls may also be permanent or non-resident controls displayed in the graphical user interface of the game. The other attack controls may also constitute a control set similar to the first control set. Based on this, the above method may further include displaying a fifth control on the graphical user interface, where the fifth control is a second attack control, and the attack angle of the first attack action corresponding to the first attack control is different from the attack angle of the second attack action corresponding to the second attack control.

[0105] The attack direction of the attack action usually coincides with the orientation of the virtual character, the attack direction guides the virtual character towards which target object to attack, and the attack angle of the attack action usually refers to the trajectory direction of the action trajectory of the attack action, for example, how to attack the target object, whether to attack from top to bottom or left to right, etc.

[0106] Among these, the first attack action is a melee attack action in which the included angle between a virtual attack damage surface determined based on the movement of the melee weapon in the three-dimensional virtual environment (which may be a surface determined by the movement trajectory of the melee weapon in the three-dimensional virtual environment, or a surface determined by the start position and end position of the movement of the melee weapon in the three-dimensional virtual environment) and a specified plane (ground, horizontal plane) in the three-dimensional virtual environment is less than an angle threshold. The virtual attack damage surface may be a flat surface or a curved surface, and the included angle may be an included angle between a plane and a plane, or an included angle between a tangent plane corresponding to a curved surface and a plane. The second attack action is a melee attack action in which the included angle between a virtual attack damage surface determined based on the movement of the melee weapon in the three-dimensional virtual environment and a specified plane in the three-dimensional virtual environment is greater than an angle threshold. During the first attack action performed by the first virtual character, the target virtual character that collides with the virtual attack damage surface receives attack damage of the first attack action. Referring to the schematic diagram of the attack scene shown in Fig. 9, the first attack action in Fig. 9 is an example of a horizontal attack action corresponding to a sword 70, and a virtual attack damage surface 72 is determined by a movement trajectory 71 of the sword 70 in the three-dimensional virtual environment. When the designated plane in the three-dimensional virtual environment is a horizontal plane 73, the virtual attack damage surface 72 and the horizontal plane 73 form an included angle 723. The second attack action is an example of a vertical attack action corresponding to a sword 70, and when a virtual attack damage surface 75 is determined by a movement trajectory 74 of the sword 70 in the three-dimensional virtual environment, the virtual attack damage surface 75 and the horizontal plane 73 form an included angle 753. The included angle 753 formed by the virtual attack damage surface 75 of the vertical attack action and the horizontal plane 73 is larger than the included angle 723 formed by the virtual attack damage surface 72 and the horizontal plane 73 of the horizontal attack action.

[0107] Based on displaying the above-mentioned second attack control on the graphical user interface similarly to the above-mentioned first attack control, the above-mentioned method further includes the steps of: in response to a third touch operation acting on the second attack control, if the third touch operation is a click operation, controlling the virtual character to perform a second attack action corresponding to the second attack control; and, if the third touch operation is a slide operation, determining a second target action from a second action set in response to the slide operation and controlling the virtual character to perform the second target action. If the third touch operation is a long press operation, a second control set is displayed, and in response to a slide operation following the long press operation, determining a second target control from among the controls included in the second control set, and controlling the virtual character to perform an action corresponding to the second target control, where the control included in the second control set corresponds to the action included in the second action set. Here, the second control set can include the above-mentioned third control, and the third control is used to trigger the virtual character to perform an action corresponding to the above-mentioned first control.

[0108] In this embodiment, by displaying the above-mentioned second attack control (i.e., the fifth control) on the graphical user interface, the user (player) can control the virtual character to perform an action of an attack angle corresponding to the second attack control (e.g., a horizontal attack action, a vertical attack action, etc.) by touching the second attack control in the graphical user interface. The user can also display a control set (referred to as the second control set) corresponding to the second attack control by long pressing the second attack control in the graphical user interface, and the second control set includes a third control that can be used to trigger and control the virtual character to perform an action corresponding to the first control. If the touch operation is a click operation, the virtual character can be controlled to perform the second attack action, if the touch operation is a slide operation, the second target control is determined from the controls included in the second control set according to the slide operation, and the virtual character can be controlled to perform an action corresponding to the second target control, and if the second target control is the third control in the first control set, the virtual character can be controlled to perform an action corresponding to the first control in the graphical user interface. In this manner, when a user needs to control the virtual character to perform a second attack action, the user can click on the second attack control originally displayed in the graphical user interface and long press the second attack control to display a control set corresponding to the second attack control (referred to as the second control set), wherein the second control set includes a third control that can be used to trigger and control the virtual character to perform the action corresponding to the first control.When the user needs to control the virtual character to perform an action such as a horizontal attack action, a vertical attack action, etc., the user can achieve this by touching the fifth control originally displayed in the touch graphical user interface, and can also achieve this by touching the third control in the control set (referred to as the second control set) corresponding to the second attack control, and the displayed second control set allows the user to determine the position of each control in the control set more intuitively and clearly, and when a specific control in the second control set needs to be operated, the user can accurately determine the second target control from the second control set based on the slide operation only with a slide operation without releasing the finger and clicking on other controls in the graphical user interface. In the whole process, the user does not need to find and position another control (a control corresponding to an action such as a horizontal attack action, a vertical attack action, etc.) in the interface, and can easily determine the second target control from the second control set only with a slide operation on the second attack control, and further trigger the virtual character to perform the action corresponding to the second target control, thereby realizing rapid control of the virtual character, such as high-speed control of the change in attack action or the conversion of offense and defense. When the second attack control is long-pressed, the second set of controls will appear, providing an intuitive reference base for users to operate the controls, and users do not need to remember how to trigger the controls in the second set of controls. When they need to operate any control in the second set of controls, they can do so by sliding toward that control. In this operation process, users can switch controls without lifting their fingers or moving their eyes, allowing users to respond quickly during interactions without requiring special memorization, making operation more convenient and effectively reducing the problem of erroneous operation caused by too many interface controls.At the same time, this method of quickly controlling virtual characters also improves the consistency of user operations.

[0109] When the above horizontal attack control is used as the first attack control, the above vertical attack control is used as the second attack control, and the above evasion control is used as the first control, when the player needs to horizontally attack the enemy virtual character, he can touch the first attack control, and when the player needs to vertically attack the enemy character, he can touch the first attack control, and during the attack, he can slide and select the aim control from the corresponding control set to evade the attack action of the enemy virtual character.

[0110] Optionally, the method includes canceling the display of the second set of controls such that when manipulation of a control in the second set of controls is no longer required, the second set of controls is no longer displayed, thereby reducing unnecessary occlusion of the interface by the second set of controls.

[0111] As a possible embodiment, canceling the display of the second control set may include canceling the display of the second control set in response to the end of the third touch operation. If the third touch operation is a click operation, the second control set is not displayed. If the third touch operation is a long press followed by a slide operation, the display of the second control set is canceled when the finger of the slide operation is removed from the touch terminal screen. In this way, the method of canceling the display of the second control set when the third touch operation is ended is simple and reasonable, and when the third touch operation is ended, that is, when there is no need to operate the controls in the second control set, the display of the second control set is immediately canceled, thereby shortening the time that the second control set occupies the graphical user interface, and optimizing the graphical user interface.

[0112] In another example, the above step of canceling the display of the second control set may also include one of the following: (1) canceling the display of the second control set in response to determining the second target control; (2) canceling the display of the second control set in response to the duration of the third touch operation reaching a set time threshold; (3) canceling the display of the second control set in response to the virtual character performing an action corresponding to the second target control. The specific method of canceling the display of the second control set may be selected according to actual needs, and the present embodiment is not limited thereto.

[0113] Optionally, the description of other related processes and technical effects regarding the second attack control may refer to the above content corresponding to the first attack control, and will not be described again in the embodiments of the present disclosure.

[0114] In an optional embodiment, the graphical user interface includes a first attack control, and when a first touch operation acting on the first attack control is a long press operation, and the pressing time is equal to or greater than a first time threshold, the virtual character is controlled to perform a third attack action. Optionally, the third attack action and the first attack action have different damage values ​​inflicted on the enemy virtual character. For example, the third attack action and the first attack action have different attack strengths and / or attack durations corresponding thereto, specifically, the first attack action is a normal attack and the third attack action is a charge attack. When the first attack control is long pressed, the first set of controls is displayed and the virtual character is controlled to perform the third attack action, thereby expanding the function of the first attack control, and the player can use different operation methods for the first attack control in various battle scenes to trigger the virtual character to perform different attack actions and achieve different attack effects.

[0115] Controlling the virtual character to execute a third attack action when the first touch operation is a long press operation and the pressing time is equal to or longer than a first time threshold may include controlling the virtual character to execute a preparatory action for the third attack action when the first touch operation is a long press operation, and controlling the virtual character to execute the third attack action after the pressing time is equal to or longer than the first time threshold. The preparatory action for the third attack action may be an action of controlling the posture of the virtual character or controlling the virtual character to hold a weapon. A specific preparatory action is associated with a weapon currently held by the virtual character, a battle scene in which the virtual character is currently in, or a third attack action corresponding to the first attack control. The preparatory action for the third attack action is used to instruct the virtual character to prepare to execute the third attack action.

[0116] Controlling the virtual character to perform the third attack action when the first touch operation is a long press operation and the press and hold time is equal to or greater than a first time threshold may further include triggering the virtual character to perform the third attack action when the first touch operation is a long press operation and the press and hold time of the long press operation is equal to or greater than the first time threshold and less than a second time threshold when the long press operation is terminated, the second time threshold being greater than the first time threshold. Alternatively, automatically triggering the virtual character to perform the third attack action when the first touch operation is a long press operation and the press and hold time of the long press operation is equal to or greater than the second time threshold.

[0117] The method of triggering the virtual character to perform the third attack action can be specifically selected according to the actual game, and the embodiment of the present disclosure is not limited thereto. Take an example where the third attack action is a charge attack of the first attack action, when the player presses and holds the first attack control, it means that the player wants to perform a charge attack, and when the pressing and holding time is between the first time threshold and the second time threshold, when the player releases his / her finger to end the long pressing operation, the virtual character is controlled to perform a charge attack (i.e., the third attack action), or when the player's long pressing time exceeds the second time threshold, the virtual character is automatically controlled to perform a charge attack.

[0118] In a possible embodiment, similar to the first touch operation corresponding to the first attack control, the method further includes controlling the virtual character to perform a fourth attack action when the third touch operation corresponding to the second attack control is a long press operation and the press and hold time is equal to or longer than a first time threshold, the fourth attack action and the second attack action having different damage values ​​to the enemy virtual character.

[0119] The above-mentioned first time threshold and second time threshold can be preset according to an actual game, and the embodiment is not limited thereto.

[0120] Based on the above-mentioned long press triggering a third attack action, the above-mentioned method further comprises: if the first touch operation is a long press operation, and the duration of the long press operation is equal to or greater than a first time threshold and less than a second time threshold, then in response to a slide operation following the long press operation, a third target control is determined from the first set of controls, and the virtual character is controlled to perform an action corresponding to the third target control. In this way, in the process of the player long pressing the first attack control to trigger the third attack action, if the player wants the virtual character to abandon the execution of the third attack action due to the need of the battle (even if the virtual character can currently perform the third attack action), the player can slide the finger based on the long press operation, determine the third target control (e.g., defense control) from the first control set according to the direction of the finger slide operation, and further trigger the virtual character to perform the action corresponding to the third target control, so that the battle strategy can be adjusted in a timely manner, for example, the third attack action that can be performed can be timely interrupted and immediately enter a defense action, so that the battle scene in the game is more consistent with the actual process in the actual battle, and the game experience is more vivid and realistic. However, in the conventional technology, if the first touch operation is a long press operation, and the pressing time of the long press operation is equal to or greater than the first time threshold and less than the second time threshold, the virtual character is controlled to perform the third attack action in response to the end of the long press operation. Then, when the player releases his finger to end the long press action and clicks the defense control on the graphical user interface again, the virtual character will first perform a third attack action and then perform a defense action, making it impossible for the virtual character to timely adjust its combat strategy or timely switch between attack and defense states.

[0121] The method further includes, when the first touch operation is a short press operation whose pressing time is less than a first time threshold, determining a third target action from the first control set in response to a slide operation following the short press operation, and controlling the virtual character to perform the third target action. In this way, when the player wants to trigger a charge operation by pressing and holding the first attack control, he or she changes his or her mind based on the battle scene and wants to interrupt the uncompleted charge operation, he or she does not need to release his or her finger, but can immediately perform a slide operation to trigger the virtual character to quickly switch to another target action, thereby realizing timely adjustment of the battle strategy and improving the flexibility of the game operation.

[0122] For example, if the first attack control is pressed and held to display the first control set, and the third attack action is a charge attack, if the player wants to interrupt the current charge attack and quickly enter into a sword swing action, the player can slide his finger to the third target control in the first control set without lifting his finger, thereby interrupting the current charge attack and directly controlling the virtual character to perform the action corresponding to the third target control, which further allows the player to quickly defend against an attack by an enemy virtual character and obtain a greater combat advantage. If the player wants to interrupt the current charge attack and quickly enter into another action, the player can slide his finger to the corresponding target control in the first control set (e.g., the first target control, the second target control, or the third target control) without lifting his finger, thereby interrupting the current charge attack and directly controlling the virtual character to perform the action corresponding to the target control, which further improves the flexibility of game operation.

[0123] As a possible embodiment, the step of determining the first target action may include a step of checking the first target action from the first action set according to the sliding direction of the slide operation, or a step of checking the first target action from the first action set according to the sliding trajectory of the slide operation. For example, an action in the first action set corresponding to the sliding direction of the slide operation is determined as the first target action; or, when the first control set is displayed, a control in the first control set toward which the sliding direction of the slide operation is directed is determined as the first target control, and an action corresponding to the first target control is determined as the first target action; or, a control in the first control set that is closest to the end position point of the sliding trajectory of the slide operation is determined as the first target control, and an action corresponding to the first target control is determined as the first target action. By the above method, the first target action can be determined quickly and accurately from the first action set.

[0124] The timing for determining a first target control from among the controls included in the first control set in response to the above-mentioned slide operation may include any of the following: (1) when the movement distance of the touch point by the slide operation reaches a set distance threshold; (2) when the movement distance of the touch point of the slide operation reaches the set distance threshold and the movement ends; (3) when the touch point of the slide operation moves to an area where the first target control is located; (4) when the touch point of the slide operation moves to an area where the first target control is located and the movement ends.

[0125] The first control set can be displayed in various ways, for example, in the form of a roulette around the second control. Based on this, displaying the first control set includes displaying a first roulette including the first control set, in which the controls in the first control set are arranged. Usually, the first roulette is arranged near the first attack control, making it easier for the player to select the target control from the roulette. As a possible embodiment, the first roulette surrounds the first attack control, or the first roulette surrounds a preset position in a blank area of ​​the graphical user interface, and optionally, the preset position is associated with the position of the second control, for example, the preset position is a point within a first distance range from the center of the first attack control.

[0126] For the embodiment of the first roulette surrounding the first attack control, the format of the first roulette can refer to the format of the first control set in the schematic diagrams of the graphical user interface in Figures 7 and 8. Of course, the format of the first roulette can also adopt other variations of this format.

[0127] During the display process of the first roulette mentioned above, the resident controls in the graphical user interface remain displayed in their original positions. In order to reduce the occlusion effect of the first roulette on the resident controls, there is a certain interval between each resident control, in this way, during the display process of the roulette, the player can not only quickly select the next control that needs to be triggered from the roulette, but also easily select other resident controls other than the roulette based on the needs of actual combat.

[0128] The transparency of the first roulette wheel is greater than a preset transparency threshold, thus reducing the occlusion effect of the first roulette wheel on persistent controls in the graphical user interface.

[0129] To further reduce the problem of erroneous touches, the direction from the first attack control to the third control in the first control set is different from the direction from the first attack control to the fourth control in the first control set. For example, the third control and the fourth control in the first control set are respectively on the left and right sides of the first attack control. Such a control arrangement makes it easier for players to accurately select the corresponding target control during a slide operation.

[0130] As a possible embodiment, the above method further includes displaying a first control instruction in a first direction of the first attack control and displaying a second control instruction in a second direction of the first attack control, where the first control instruction is used to indicate that a control in the first control set is displayed in the first direction of the first attack control when the first control set corresponding to the first attack control is displayed; the second control instruction is used to indicate that a control in the first control set is displayed in the second direction of the first attack control when the first control set corresponding to the first attack control is displayed. The above-mentioned first control instruction and second control instruction may be a preset graphic mark or a graphic + color mark, etc., as long as they can achieve the purpose of indicating that a control in the first control set corresponds to the corresponding direction of the first attack control. Taking the graphical user interface shown in Figures 7 and 8 as an example, the arrow-like graphics on the outer circle of the first attack control are the first control instruction and the second control instruction, such as the control instruction 18a in Figure 8. The number of the first control instruction and the second control instruction is related to the number of controls in the first control set, and each control in the first control set corresponds to one control instruction. As a possible embodiment, when the first control set is not displayed, the control instruction is also included in the displayed first attack control, so that the player can distinguish between a control with a control set (or an action set) and a control without a control set (or an action set), and the player can know in advance information such as in which direction the control in the control set (or action set) exists.

[0131] The included angle between the ray starting from the first attack control and pointing to the third control in the first control set and the ray starting from the first attack control and pointing to the fourth control in the first control set is greater than the angle threshold. The angle threshold can be any value between 20°-45°, for example, the angle threshold is 20°, 30°, or 45°, etc. In this way, the method of setting the position of the control in the first control set can effectively reduce the problem of erroneous touch of the slide operation.

[0132] As a possible embodiment, the first control may be an avoidance control. Based on this, the method includes controlling the virtual character to perform a first avoidance action in response to a click operation on the avoidance control, and controlling the virtual character to perform a second avoidance action in response to a long press operation on the avoidance control, where the first avoidance action and the second avoidance action have different avoidance distances and / or post-avoidance states, the states including jogging or sprinting. This method of triggering avoidance actions corresponding to the avoidance controls in response to different operation types allows multiple actions to be implemented for one control, simplifying the number of controls in a graphical user interface.

[0133] As another possible embodiment, the first control may be a jump control. Based on this, the method includes controlling the virtual character to perform a first jump action in response to a click operation on the jump control, and controlling the virtual character to perform a second jump action in response to a long press operation on the jump control, where the first jump action and the second jump action have different jump postures and / or jump heights. This method of triggering a jump action corresponding to a jump control according to different operation types can realize multiple actions for one control, simplifying the number of controls in a graphical user interface.

[0134] As a possible embodiment, the evasion control may be configured with an action set including a crouching action, whereby, based on controlling the virtual character to evade, the virtual character is quickly controlled to crouch and evade an attack of an enemy virtual character by a sliding operation. Alternatively, the above-mentioned evasion control may be configured with a control set including a crouching control, whereby, based on controlling the virtual character to evade, the virtual character is quickly controlled to crouch and evade an attack of an enemy virtual character by a sliding operation.

[0135] The graphical user interface further includes a sixth control, the sixth control being a jump control. The method further includes: in response to a fourth touch operation acting on the sixth control, if the fourth touch operation is a click operation, controlling the virtual character to perform a jump action, and if the fourth touch operation is a slide operation, determining a fourth target action from a third action set in response to the slide operation and controlling the virtual character to perform the fourth target action, the third action set including at least a crouch action.

[0136] The above method further includes a step of displaying a third control set when the fourth touch operation is a long press operation, determining a fourth target control from among the controls included in the third control set in response to a slide operation following the long press operation, and controlling the virtual character to perform an action corresponding to the fourth target control, and a step of canceling the display of the third control set in response to an end of the fourth touch operation.

[0137] The technique corresponding to the sixth control, the avoidance control, is similar to the techniques corresponding to the second and fifth controls described above, and therefore will not be described here.

[0138] As another possible embodiment, the jump control may be configured as a control set including a crouch control, whereby based on controlling the virtual character to jump, the virtual character is quickly controlled to crouch and avoid attacks of enemy virtual characters by sliding operations.

[0139] The above graphical user interface further includes a sixth control, the sixth control being a jump control, and the above method further includes the following steps:

[0140] (1) determining a type of a fourth touch operation according to a fourth touch operation acting on a sixth control; (2) if the fourth touch operation is a click operation, control the virtual character to perform a jump action; if the fourth touch operation is a long press and then a slide operation, display a third control set, determine a fourth target control from the controls included in the third control set according to the slide operation, and control the virtual character to perform an action corresponding to the fourth target control, the third control set including at least a crouch control, and the crouch control is used to trigger the virtual character to perform a crouch action; (3) Cancel the display of the third set of controls.

[0141] The technique corresponding to the jump control, which is the sixth control, is similar to the technique corresponding to the second and fifth controls described above, and therefore will not be described here.

[0142] Referring to the schematic diagram of another graphical user interface shown in FIG. 10, this embodiment will be described by taking an example in which the sixth control is an avoidance control, and the third control set corresponding to the avoidance control 20 includes a crouch control 26, which is located below the avoidance control. When the player clicks the avoidance control, the virtual character performs an avoidance action corresponding to the avoidance control. At the same time, the third control set as shown in FIG. 10 is displayed around the avoidance control, but in this embodiment, the third control set only has a crouch control, and considering that the crouch control is for shortening the height of the virtual character, the crouch control in the third control set in the figure is set directly below the avoidance control. Of course, as a possible embodiment, the first control set can also be placed diagonally below the avoidance control.

[0143] When the player's finger slides downward from the position of the dodge control, that is, the finger slides toward the crouch control, and after sliding to a certain extent, for example, into the area where the crouch control is located, the virtual character is controlled to perform a crouch action corresponding to the crouch control, and by moving the finger from the dodge control to the lower crouch control through a sliding operation, the player character can switch from the dodge action corresponding to the dodge control to the crouch action corresponding to the crouch control, making the operation smoother and more convenient, and effectively reducing the problem of mis-touching.

[0144] In addition to the above-mentioned attack control, posture adjustment control (the above-mentioned jump, crouch, or dodge control), or defense control (the above-mentioned sword swing control), the virtual character in this embodiment will also have some special skills. Correspondingly, the above-mentioned method may further include displaying a seventh control on the graphical user interface, where the seventh control is a skill control for triggering the virtual character to perform a skill release, and the first attack control is an action control for triggering the virtual character to perform a first attack action. By setting the skill control, the player can perform a skill attack on the enemy virtual character in a timely manner, thereby enhancing the attack effect.

[0145] The skills corresponding to the above skill controls have a cooldown time, while the actions corresponding to the above action controls do not have a cooldown time. That is, when a skill control is triggered and a virtual character uses a skill, a timer is counted at the same time, and only when the timer reaches its cooldown time can the skill control be triggered again to make the virtual character use the skill. In contrast, since no cooldown time is set for an action control, there is no need to wait after an action control is triggered, and the next action control can be directly triggered, allowing the virtual character to continuously perform the action corresponding to the action control.

[0146] In games, different virtual characters usually have different skills, and different virtual characters can have the ability to perform the same action. Based on this, there are a first virtual character and a second virtual character in the virtual environment, the skills possessed by the first virtual character are different from the skills possessed by the second virtual character, and both the first virtual character and the second virtual character can perform a first attack action. For example, the first virtual character has a defensive skill against a specified attack, and when the defensive skill is released, the opponent's specified attack is nullified, and the second virtual character has a skill that doubles the attack damage, and when the skill is released, the current attack will inflict double damage on the opponent. Both the first virtual character and the second virtual character can perform an attack action of a horizontal attack or vertical attack, and actions such as jumping, evasion, etc.

[0147] In a possible embodiment, the first attack action is a contact attack action using the limbs and / or weapon of the virtual character. A contact attack refers to an attack in which the limbs or weapon of the attacker comes into contact with the victim. For example, punching an enemy's body with a fist or cutting or stabbing an enemy's body with a knife or sword are common close-quarters attack actions in games.

[0148] As a possible embodiment, when the first touch operation is a slide operation, the step of determining a first target action from a first action set in response to the slide operation and controlling the virtual character to perform the first target action may include the steps of: when the first touch operation is a slide operation, determining a first target action from a first action set in response to the slide operation, determining whether an action interruption condition is satisfied based on a current action state of the virtual character and the first target action, and, if satisfied, controlling the virtual character to perform the first target action.

[0149] The above-mentioned current action state refers to the action that the virtual character was performing before the current slide operation. For example, if the player clicked the side attack control (or jump control) before performing the current slide operation, the "current action state of the virtual character" here means the action state in which the player clicked the side attack control (or jump control) and the virtual character is currently performing a side attack (or jump).

[0150] The step of determining whether an action interruption condition is met based on the current action state of the virtual character and the first goal action may include:

[0151] If the action corresponding to the control that triggers the virtual character to execute the current action state and the first target action are both collective actions of multiple actions, the action interruption condition is met; If an interruption point is set in the action trajectory corresponding to the current action state performed by the virtual character, and the trigger time of the first target action occurs after the time corresponding to the interruption point, the action interruption condition is met, for example, an interruption to the evasion action is added at 0.2 seconds in the attack trajectory of side attack 1, and if the player triggers the evasion command after the action of side attack 1 has been played for 0.2 seconds (for example, by triggering the evasion command by a sliding operation acting on the first attack control), the virtual character will interrupt the current side attack action and immediately perform the evasion action, and conversely, if the side attack action has not been played for 0.2 seconds and the player triggers the evasion command, the virtual character will not interrupt the current side attack action, i.e., the evasion command will not be effective.

[0152] An action interruption condition is met if the first goal action is included in a predefined interruption action set corresponding to a control that triggers the virtual character to perform the current action state.

[0153] The method also includes not controlling the virtual character to perform the first goal action if the action abort condition is not satisfied, or alternatively, controlling the virtual character to continue performing the currently uncompleted action if the action abort condition is not satisfied.

[0154] In a possible embodiment, if the above action interruption condition is not met, the virtual character may be controlled to continue executing the currently uncompleted action, and upon completion of the execution of the currently uncompleted action, the first target action may be executed.

[0155] In an optional embodiment, the controls in the first control set and the persistent controls can have differentiated functions. Take the graphical user interface shown in FIG. 7 as an example, there is a sword swing control on the right side of the side attack control in the first control set, and there is also a sword swing control (a persistent control in the graphical user interface) on the right side outside the first control set, and the sword swing control in the roulette allows the player to quickly perform a sword swing action by sliding, and the performed sword swing action can interrupt the action currently being performed by the virtual character to achieve the purpose of quickly releasing the sword swing action. The sword swing control persistent in the graphical user interface allows the virtual character to perform a sword swing action after completing the current action, and such a sword swing trigger mechanism does not affect the completion degree of the current action of the virtual character, and allows the virtual character to obtain all the incentive value corresponding to the action.

[0156] Using the control in the first control set may affect the degree of completion of the action currently being performed by the virtual character, since the control in the first control set may quickly perform a sword swing action. Thus, when using the control in the first control set, the incentive value that the virtual character obtains for the action may be determined according to the degree of completion of the current action state of the virtual character. Based on this, the above-mentioned method further includes updating incentive information corresponding to the virtual character according to the degree of completion of the current action state performed by the virtual character. For example, the degree of completion of the action state is positively related to the incentive value, the higher the degree of completion, the higher the incentive value, and the highest incentive value is the incentive value corresponding to the original action. For example, if the degree of completion of the action state exceeds 90% of the original action, all the incentive value of the action is obtained, and if the degree of completion of the action state is less than 90% of the original action, only half of all the incentive value of the action is obtained.

[0157] As a possible embodiment, in the above technology, based on the fact that an action corresponding to a control in the first set of controls is triggered after the completion of the sliding operation, there may be a regret mechanism, i.e., during the sliding operation, if the sliding trajectory or the sliding direction pointing from the third control to the fourth control, the fourth control is determined as the target control, and the virtual character is controlled to perform the action corresponding to the fourth control.

[0158] In order to better understand the above technology, this embodiment provides an example of an application scenario, and referring to the schematic diagram of a graphical user interface shown in Figure 11, the content displayed by the graphical user interface includes a game scene and a virtual object (or called a virtual character) in the game scene, and the player controls the virtual object to move in the game scene. Various controls are shown in the interface of Figure 11, and the controls are displayed in the game scene, and each control is introduced as follows:

[0159] In the embodiment, the backpack control 1000 is used to trigger a backpack interface to be displayed on the graphical user interface through a touch operation on the backpack control, and to browse items and props in the backpack, including, but not limited to, medicines, weapons, accessories, armor, and other props. In an optional embodiment, the edge of the backpack control 1000 is provided with an edge line to indicate the amount of items in the backpack. The touch operation on the backpack control 1000 may be a click, double click, long press, slide, etc.

[0160] In the movement control 1002, the shaded circle is the joystick of the movement control. In an optional embodiment, the movement control 1002 is configured with a movement response area, where the movement response area may be the same size as the movement control 1002. That is, the area in the graphical user interface corresponding to the movement control 1002 is the movement response area. In an optional embodiment, the size of the movement response area may be larger than the size of the movement control 1002. That is, the movement control 1002 is provided in the movement response area. Specifically, the graphical user interface is divided into left and right areas from the center, and the left area is the movement response area of ​​the movement control 1002. Through a touch operation acting on the movement response area of ​​the movement control 1002, a movement control command is triggered, and the movement direction of the virtual object is controlled according to the movement control command. Among them, the touch operation acting on the movement response area of ​​the movement control 1002 may be an operation such as clicking, double clicking, long pressing, sliding, etc.

[0161] The attack control 1014 triggers an attack command through a specific touch operation acting on the attack response area of ​​the attack control 1014, and controls the virtual character to perform an attack action in the game scene according to the attack command. Among them, the attack action triggered by the attack control 1014 corresponds to the current equipment state of the virtual character. For example, if the virtual character is equipped with a long-range weapon, the attack action triggered by the attack control is a shooting action, that is, the right hand can perform a shooting operation by triggering the attack control 1014; if the virtual character is equipped with a close-range weapon, the attack action triggered by the attack control 1014 is a slashing action, etc. In an optional embodiment, only one of the attack controls 1014 is displayed and set on the lower right side of the graphical user interface. Alternatively, in a feasible embodiment, there may be two attack controls, one is the attack control 1004 on the left side of the graphical user interface, and one is the attack control 1014 on the right side of the graphical user interface. Among them, the display position of the attack control can be adjusted according to a position setting command, and the position setting command may be triggered in the setting interface or may be triggered during the game. Among them, the specific touch operation acting on the attack control may be a click, a double click, or a long press operation, where the click or double click is used to control the virtual character to perform a normal attack action, and the long press operation is used to control the virtual character to perform a charge attack action. The attack control 1014 in this embodiment has a control instruction, and when a long press operation is performed on the attack control 1014, a first control set is displayed on the graphical user interface, and the first control set may include at least one of a posture action control, a defense control, or another attack control.When the touch operation is a slide operation, a first target control is determined from a first control set in response to the slide operation, and the virtual character is controlled to execute an action corresponding to the first target control.

[0162] The posture action controls 1008 and 1010 trigger posture adjustment commands through touch operations acting on the posture controls to adjust the posture of a virtual character in a game scene. Among these, when the posture action control 1008 is triggered, the virtual character can be controlled to perform a jump action, and when the posture action control 1010 is triggered, the virtual object can be controlled to perform an evasion action. The posture action controls 1008 and 1010 are mainly used in scenes in which a virtual character evades an attack by an enemy virtual character in close combat. According to the needs of the actual application scene, the posture action controls can also include other controls such as a crouch control and a sprint control. Among these, the touch operations acting on the posture action controls can be operations such as clicking, double clicking, long pressing, sliding, etc.

[0163] The sword swing control 1011 is used to quickly knock down an enemy's weapon, and after the player touches the sword swing control 1011 to knock down the enemy's weapon, the player's virtual character can pick up the weapon. The touch operation acting on the sword swing control may be an operation such as clicking, double-clicking, long pressing, sliding, etc.

[0164] Regarding the weapon slot 1012, triggering the weapon slot allows the player to switch weapons used. The touch action acting on the weapon slot may be an action such as clicking, double clicking, long pressing, sliding, etc.

[0165] The field of view adjustment control 1026 (which may be a small eye icon) is used to control the shooting parameters of the virtual camera representing the game image, thereby adjusting the field of view image of the game scene displayed in the graphical user interface. In an optional embodiment, when it is determined that a touch operation acting on the field of view adjustment control 1026 is detected, the shooting parameters of the virtual camera are adjusted according to the touch operation, and the shooting parameters include, but are not limited to, the position, orientation, and field of view angle of the virtual camera. In order to facilitate the user's operation, a designated blank area in the graphical user interface can also be used to adjust the field of view screen of the game scene. Among these, the touch operation on the field of view adjustment control 1026 may be an operation such as clicking, double-clicking, long pressing, sliding, etc.

[0166] The marking control 1028 marks a virtual character, a virtual object, etc. in a game scene through a touch operation acting on the marking control. The touch operation applied to the marking control 1028 may be an operation such as clicking, double clicking, long pressing, sliding, etc.

[0167] The settings control 1032 is used to set basic features of the current game. Clicking on the control 1032 displays a settings menu for the user to perform configuration operations.

[0168] Of the message controls 1034 and 1036, the message control 1034 can be used to view system notifications, and the message control 1036 can be used to view messages sent by teammates or to send messages to teammates.

[0169] The minimap 1038 is used to display the location of the virtual character controlled by the player, and may also display the locations of some other players' virtual characters.

[0170] In addition to the above controls, lock controls, hook lock controls, lens mode switching controls, combat encyclopedia controls, speaker open / close controls, microphone open / close controls, facial expression controls, text chat controls, etc. may also be included, and the functions of these controls may refer to related games, and the embodiments of the present disclosure will not be described again.

[0171] The movement control of the virtual character may include the following two control methods.

[0172] (1) In the non-remote combat mode, when the movement joystick is moved downward, the virtual character's orientation is adjusted to face the virtual camera, and the virtual character is controlled to move based on the current orientation. In the non-remote combat mode, the virtual character's orientation is controlled through the movement joystick, and when the movement joystick is dragged downward, the virtual character can be rotated to face the virtual camera, and the movement based on this is more in line with the way people move in real combat scenes. For example, in a close-combat scene, if the player's virtual character is defeated by the attack of the enemy virtual character, the player may choose to temporarily run away, and the running speed and sense of direction will be stronger and clearer if the player turns and runs away facing forward, rather than running backward. As another example, in a close-combat scene, when the enemy virtual character suddenly approaches the player's virtual character from behind, in order to quickly attack the enemy virtual character, the player can drag the movement joystick downward with the left hand to quickly turn the player's virtual character, and at the same time operate the attack control with the right hand to launch an attack action on the approaching enemy virtual character. This movement joystick function can improve the player's response speed during combat, which is more in line with the actions taken in real combat.

[0173] (2) In the remote combat mode, taking into consideration that it is usually necessary to provide an aiming function or locking function for a remote weapon in remote combat, in the remote combat mode, when the movement joystick is moved downward, the virtual character is controlled to move backwards, and the orientation of the virtual character is still disposed with its back to the virtual camera so as not to affect the implementation of the aiming function or locking function in a remote attack.

[0174] It should be noted that the movement joystick in the embodiment of the present disclosure further has one function, namely, adjust the moving speed of the virtual character according to the drag amplitude of the movement joystick, and the larger the drag amplitude of the movement joystick per unit time, the faster the moving speed of the virtual character. In this way, the player can make the virtual character transition from a brisk walk to a sprint action only by operating the left hand, without operating a specific sprint control with the right hand. Therefore, there is no need to set a sprint control on the right side, and the number of controls that reside on the page is reduced. Based on this function, if the player is currently in a sprint action, even if he pulls back the movement joystick, the sprint state will not be interrupted, and the sprint state of the virtual character will be maintained for a certain period of time, and if the player does not quickly drag the movement joystick again within this time, the virtual character will be controlled to enter a brisk walk state from the sprint state, and if the player quickly drags the movement joystick again within this time, the virtual character will continue to be controlled in the sprint state. This setting method can avoid the direct slowdown of the character caused by dragging the movement joystick to the edge of the movable area and then being unable to move again, while also reducing the problem of excessive strain on the fingers caused by continuously dragging the movement joystick quickly. If the virtual character needs to run to a certain target position to complete the current task, the player can drag the movement joystick quickly multiple times to make the virtual character sprint to the target position, saving the task execution time and ensuring the task is completed successfully.

[0175] In the aforementioned virtual character's close-combat scene, the attack direction is mainly controlled by snap, and snap indicates an auxiliary steering function, which is a function point on the action trajectory, and its main function is to assist the player to adjust the steering toward the enemy's target when launching an attack action. That is, if the target is not locked, the attack direction of the player's virtual character is the direction in which the character is currently facing. If there is a locked target, the attack direction is the orientation of the locked target. In order to make the attack process more realistic, in this embodiment, a direction adjustment function point is set on the trajectory of the attack action corresponding to the attack control, and when launching an attack action, the direction adjustment function point takes the attack direction of the attack action as a reference for adjusting the orientation of the character, and adjusts the orientation of the character to face the attack direction so that the character faces the locked target and launches the attack action.

[0176] Based on the above-described virtual character orientation control, in order to prevent the screen in the game scene from suddenly switching in accordance with the character's orientation and affecting the player's vision, in this embodiment, the shooting angle of the virtual camera is bound to the motion root point (motionroot point, this point does not change even if the character's orientation changes) of the player's virtual character, and the shooting angle of the virtual camera moves in accordance with the movement of the character's motion root point, so that the game scene presented to the player does not change when the player's virtual character simply changes orientation.

[0177] In an optional embodiment, a method of controlling another virtual character is provided, and referring to FIG. 12, the method includes the following steps.

[0178] In step S1202, a first attack control is displayed on a graphical user interface.

[0179] Here, the first attack control corresponds to a first action set, and the first action set includes at least two action subsets, each of which corresponds to one state of the virtual character, and in this embodiment, when the state of the virtual character includes two states, a ground state and a floating state, the two action subsets included in the first action set are a first action subset corresponding to the ground state and a second action subset corresponding to the floating state, respectively.

[0180] The first action set corresponding to the above-mentioned first attack control, the action subsets in the first action set, and the virtual character state corresponding to each action subset can all be customized according to the needs of the user, and can be customized on the setting page of the game. For example, the setting page can provide multiple attack controls for the user to select the first attack control, provide multiple action lists for the user to select the first action set corresponding to the first attack control, and divide the first action set into operation windows of multiple action subsets and provide multiple states for the user to select the action subset corresponding to each state. This customization method can reduce the user's understanding cost and facilitate the operation.

[0181] In step S1204, in response to a first touch operation acting on the first attack control, if the first touch operation is a slide operation, a target action subset is determined from the first action set according to a state of the virtual character, and a first target action is determined from the target action subset according to the slide operation.

[0182] Optionally, when the state of the virtual character is a ground state, a first action subset is determined as a target action subset according to the correspondence relationship between the states and the action subsets described above, and when the state of the virtual character is a floating state, a second action subset is determined as a target action subset according to the correspondence relationship between the states and the action subsets described above.

[0183] When the first touch operation is a click operation, the virtual character is controlled to perform a first attack action corresponding to the first attack control.

[0184] The first attack control has pre-set processing methods corresponding to different touch operation modes, and when the first touch operation acts on the first attack control, different processing methods are triggered according to the touch operation mode of the first touch operation. In this way, since the first attack control has multiple functions, not only is the convenience of operation improved, but the number of controls placed on the page is also reduced.

[0185] In step S1206, the virtual character is controlled to perform a first target action.

[0186] The above method displays a first attack control on the graphical user interface through touch, but when the first touch operation acting on the first attack control is a slide operation, a target action subset is determined from a first action set according to the state of the virtual character, a first target action is determined from the target action subset according to the slide operation, and the virtual character is controlled to perform the first target action. The first target action may be an attack action or a defense action, a jump action, and other actions. The above-mentioned method of determining a target action subset according to the state of the virtual character and further determining a first target action from the target action subset according to the slide operation allows the user to achieve the continuation between the first attack action and the first target action more quickly and consistently, and when it is necessary to control the virtual character to perform a certain action in the target action subset, it can be triggered by a slide operation acting on the first attack control without the user releasing his / her finger and clicking on other controls in the graphical user interface, and rapid control of the virtual character is realized, such as quickly controlling the change of attack action or the conversion of offense and defense. In this operation process, the user can switch the control without lifting his / her finger or moving his / her gaze. At the same time, the method of determining the target action subset according to the state of the virtual character reduces the complexity of the operation and the user's game fatigue, and allows the user to respond quickly during the interaction, making the operation more convenient and effectively reducing the problem of erroneous operation caused by too many interface controls. At the same time, this method of quickly controlling the virtual character also improves the consistency of the user's operation.

[0187] An embodiment of the present disclosure also provides a method for controlling another virtual character, the method including providing a graphical user interface through a touch terminal, the touch terminal may be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system. In this embodiment, an example is given in which a first action set is displayed and the state of the virtual character includes a ground state and a floating state. FIG. 13 is a schematic flowchart of a method for controlling another virtual character according to an embodiment of the present disclosure, the method including the following steps:

[0188] In step S1302, a first attack control is displayed on a graphical user interface.

[0189] The relevant information of the action set corresponding to the first attack control is similar to the description information in the method shown in FIG. 12 above, so it will not be described again here. Here, the display position of the action in each action subset in the first action set is set in advance. Referring to the schematic diagram of the method for defining action subsets and character states shown in FIG. 14, the first action set is displayed in the form of a roulette, and the roulette is divided into four sectors. Roulette scheme 1 is the first action subset corresponding to the ground state of the virtual character (the hatched box in the figure indicates that the ground state is selected at this time). As shown in the figure, the user can set the rising dragon action, the sword swing action, and the evasion action to different positions of the roulette respectively as needed, if the user wants to continue adding actions to the first action subset, the user can drag the corresponding action control from the right side to the "+" position of the roulette, and if the user wants to delete an action in the first action subset, the user can delete it by clicking the "x" icon corresponding to the action control in the roulette. If the user wants to reconfigure the first action subset, the user can also click the roulette reset control below. Once you have finished configuring the first subset of actions, you can click the Save control below to complete this configuration.

[0190] Referring to the schematic diagram of another method of defining action subsets and character states shown in FIG. 15, similar to the configuration corresponding to the ground state described above, FIG. 15 is a schematic diagram of the configuration of the second action subset mainly corresponding to the floating state. Here, the roulette scheme 1 is the second action subset corresponding to the floating state of the virtual character. As shown in the figure, the hatched box indicates that the floating state is selected. The user can set the downward slash attack action, the sword swing action, and the evasion action to different positions of the roulette respectively as needed, and the editing and saving method of the second action subset is similar to the above-mentioned first action subset, so it will not be described again here.

[0191] In some scenes, the actions on the roulette can be set repeatedly, that is, the same action control can be set at different positions on the roulette.

[0192] For the same state of the virtual character, multiple action subsets can be set correspondingly. As shown in FIG. 16, a schematic diagram of another method for defining action subsets and character states, in this figure, the ground state corresponds to two first action subsets, and as shown in FIG. 16, roulette scheme 1 can be set to correspond to one first action subset, and roulette scheme 2 can be set to correspond to another first action subset, where different roulette schemes can correspond to different attack controls, or different weapon equipments of the same attack control can correspond to different roulette schemes. The editing and saving method of the first action subset is similar to the above content, so it will not be described again here.

[0193] Each action in the above action subset corresponds to one sector, and if there are less than four actions in the action subset, there may be empty sectors. Of course, the sector division method of the roulette is not limited to the four-sector division method of Figures 14 to 16, and more sectors can be divided as necessary, but this embodiment is not limited thereto.

[0194] In step S1304, in response to a first touch operation on the first attack control, if the first touch operation is a click operation, the virtual character is controlled to perform a first attack action corresponding to the first attack control.

[0195] In step S1306, if the first touch operation is a long press operation, a target action subset is determined from the first action set according to the state of the virtual character, and a target control set corresponding to the target action subset is displayed.

[0196] The above-mentioned target control set is a control set corresponding to an action in the target action subset. In this embodiment, an example of displaying the target control set by using a roulette will be described.

[0197] When the state of the virtual character is a ground state, according to the correspondence relationship between the above states and the action subsets, the determined target control set is a control set corresponding to the first action subset. When the state of the virtual character is a floating state, according to the correspondence relationship between the above states and the action subsets, the determined target control set is a control set corresponding to the second action subset. When the state of the virtual character is switched, the displayed target control set will also be switched accordingly.

[0198] In step S1308, if a slide operation is performed following the long press operation of the first touch operation, a first target control is determined from the target control set in response to the slide operation.

[0199] Specifically, the first target control may be determined based on the direction of the slide operation or the trajectory of the slide operation.

[0200] In step S1310, the virtual character is controlled to perform an action corresponding to the first target control.

[0201] Similar to the previous embodiment, the displayed target control set can be cancelled based on time or event to reduce occlusion of other controls or scenes in the interface.

[0202] The above method displays a first attack control on a graphical user interface via a touch, the first attack control corresponds to a first action set, the first action set includes at least two action subsets, each action subset corresponds to one state of a virtual character. If the first touch operation acting on the first attack control is a click operation, the virtual character is controlled to perform a first attack action, and if the first touch operation is a long press operation, a target action subset is determined from the first action set according to the state of the virtual character, and a target control set corresponding to the target action subset is displayed. If a long press operation is followed by a slide operation, a first target action is determined from the target action set according to the slide operation, and the virtual character is controlled to perform an action corresponding to the first target action, and the action corresponding to the first target control may be an action such as an attack action or a defense action, a jump action, etc. The above method of determining an action subset based on the state of a virtual character and displaying a target control set can more intuitively guide the user's slide operation, and further determines a first target control based on the slide operation to make the virtual character perform an action corresponding to the first target control. In this manner, the user can achieve the continuation between the first attack action and the first target action more quickly and consistently, and when it is necessary to control the virtual character to perform an action in the target action subset, it can be triggered by a sliding operation acting on the first attack control without the user having to lift his finger and click on other controls in the graphical user interface, thereby realizing rapid control of the virtual character, such as rapid control of changes in attacking actions or conversions between offense and defense.In this operation process, the user can switch the control without lifting his / her finger or moving his / her gaze, and at the same time, the method of determining the target action subset according to the state of the virtual character and displaying the corresponding control reduces the complexity of the operation and the user's game fatigue, allows the user to respond quickly during the interaction, makes the operation more convenient, and effectively reduces the problem of erroneous operation caused by too many interface controls. At the same time, this method of quickly controlling the virtual character also improves the consistency of the user operation.

[0203] An embodiment of the present disclosure provides a method for controlling a virtual character. The method can be implemented based on the method provided in the above embodiment. Referring to the flowchart of the method for controlling a virtual character shown in Figure 17, the method includes the following steps:

[0204] In step S1702, a second action control corresponding to a second action is provided at a predetermined position in the graphical user interface according to the virtual character's current action and the fourth action set.

[0205] Here, the current action of the virtual character refers to the last action performed by the virtual character, the fourth action set is a pre-configured action set, at least one fourth action set can be pre-configured, the fourth action set includes at least two actions, and the second action set is an action in the fourth action set.

[0206] The predetermined position can be preset according to operation habits and can be determined based on the position of a control that triggers the virtual character to perform the current action described above, for example, the predetermined position is a position adjacent to the left side of the control that triggers the virtual character to perform the current action described above.

[0207] Assuming that a player clicks on a first attack control and the virtual character performs a first attack action corresponding to the first attack control, and the first attack action is pre-mapped to a fourth action set, when the virtual character performs the first attack action, a second action control corresponding to the second action is provided at a predetermined position in the graphical user interface (e.g., a position adjacent to the left of the first attack control).

[0208] In step S1704, in response to a trigger operation on the second action control, the virtual character is controlled to perform a second action.

[0209] The trigger operation of the second action control may be a click action. The second action may be an attack action, a defense action, or a stance action, etc.

[0210] If the virtual character does not currently have an action, or if the current action is not associated with the fourth action set, then the second action control described above is not displayed in the graphical user interface so that the graphical user interface is simpler and clearer.

[0211] The above method provides a second action control corresponding to the second action at a predetermined position in the graphical user interface according to the virtual character's current action and the fourth action set when the virtual character performs a current action, thereby making it more convenient to trigger the virtual character to perform the second action when the virtual character performs a current action. The method of providing the second action control at a predetermined position not only can reduce the redundancy of controls that reside on the page, but also can make the second action control easier to touch, reducing the problem of accidentally touching the control.

[0212] As a possible embodiment, the above-mentioned fourth action set includes at least two actions and an action sequence, among which the action sequence is usually set according to the need to control the virtual character in the game scene, so that the sequence in which each action in the fourth action set is performed is more suitable for the operation needs.

[0213] When the above fourth action set includes at least two actions, both of the two actions can be referred to as second actions. On this basis, providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and the action sequence of the fourth action set includes providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and the action sequence of the fourth action set. The second actions in the fourth action set can be sequentially executed according to the action sequence and displayed at the above-mentioned predetermined positions.

[0214] Furthermore, the method further includes providing a third action control corresponding to the third action at a predetermined position of the graphical user interface according to the second action and the fourth action set, and controlling the virtual character to perform the third action in response to a trigger operation on the third action control. The fourth action set includes a plurality of actions, and the above-mentioned second action and third action are both actions in the third action set, and the third action is located after the second action in the action sequence. For example, in some touch terminal games, a general operation for performing an air attack is to click a jump control and then click an attack control to realize the air attack in order. Meanwhile, according to the action in the above-mentioned fourth action set, the jump control and the attack control can be displayed in order at the same predetermined position, and the user can control the virtual character to perform an air attack as necessary without moving the position of his / her finger, which greatly simplifies the user's touch operation.

[0215] As another example, the fourth action set associated with the current action includes a normal attack, an air follow-up attack, a rising dragon, a downward slash attack, a one-stage charge, a two-stage charge, and a sword swing execution, and the action sequence is (1) normal attack, (2) air follow-up attack, (3) rising dragon, (4) downward slash attack, (5) one-stage charge, (6) two-stage charge, and (7) sword swing execution. When the virtual character performs the current action, according to the above action sequence, the normal attack control is displayed at a predetermined position first, and when the virtual character performs a normal attack action after touching the normal attack control, the air follow-up control is switched to and displayed at the predetermined position, and when the air follow-up control is touched, the virtual character performs an air follow-up action, and then the rising dragon control is displayed at the predetermined position, and thus, when the user stops touching the control at the predetermined position or the controls in the fourth action set complete sequential execution according to the numbers, the control displayed at the predetermined position is not switched, or the display of the above second action control at the predetermined position is canceled.

[0216] The controls and their action order in the fourth action set can be customized. Referring to the schematic diagram of the custom editing interface of the action set shown in FIG. 18, the interface provides six action controls, including normal attack, air follow-up, rising dragon, downward slash attack, one-stage charge and two-stage charge, for the user to select among them. The user can add the action to the appropriate position in the action set by dragging the icon of the action control to the lower order prompt bar. The user can also edit and change the action order in the order prompt bar. For example, to delete an action in the action set, the user can select the icon of the action displayed in the order prompt bar, and the icon can display an "X", and the user can click the icon again to delete the action from the action set. If the user needs to continue adding actions to the action set, the user can click the "+" control in the order prompt bar, select the action he / she wants to add from the action list, and add it to the action set.

[0217] In order to avoid conflicts caused by one current action corresponding to multiple fourth action sets, when editing an action set, a starting action is set to only one fourth action set, and after the starting action is used, the icon of the action can be locked to indicate that the icon cannot be repeatedly set as a starting action, so that other action sets cannot select the action corresponding to this starting action.

[0218] After the second action control is displayed at the predetermined position, if there is a touch operation on the second action control, the virtual character is controlled to execute the second action, and a third action control is displayed at the predetermined position. If no touch operation on the second action control is accepted within a first period during which the second action control is displayed, the second action control displayed at the predetermined position is cancelled, and the third action control is no longer displayed at the predetermined position.

[0219] The fourth action set is an action set determined from at least two action sets according to a current action. For example, the current action of the virtual character is the first action of the fourth action set. Alternatively, in order to associate an action with the fourth action set, as a possible embodiment, a starting action is configured in the fourth action set, and the starting action may not be an action included in the fourth action set, or may be the first action included in the fourth action set. One starting action is configured in each of the fourth action sets, and different fourth action sets correspond to different starting actions, thus providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and the fourth action set when the current action of the virtual character is the same as the starting action.

[0220] When the attack control is touched to trigger the virtual character to perform an attack action, if the attack action is a starting action of a fourth action set, a second action control corresponding to a second action is displayed in the graphical user interface according to the fourth action set.

[0221] In order to give a more appropriate prompt to the user, the second action control displayed at the predetermined position can also be marked with set prompt information, for example, text prompt information or symbol prompt information can be displayed at the end of the second action control to inform the user that the second action control is a special control that the next action continues, and the user can control the virtual character in sequence and continuously by clicking the controls displayed at the predetermined position in sequence.

[0222] Optionally, the predetermined position may periodically display each motion action in the fourth action set, and is not limited to displaying the second action and a control corresponding to the second action, and is not limited to displaying the last motion action in the fourth action set and then stopping the display. The icon of the second action control may be consistent with the content of the action, and may be in the form of the jump control 1008 in FIG. 11 if the second action control is a jump control.

[0223] Providing a second action control corresponding to a second action in a graphical user interface based on a current action of the virtual character and a fourth action set includes providing a second action control corresponding to the second action in a graphical user interface based on a virtual weapon used by the virtual character, the current action of the virtual character, and the fourth action set. This method can meet a user's need to use different fourth action sets with different weapons in a game, making the control of the virtual character more consistent with actual application scenes.

[0224] As a possible embodiment, providing a second action control corresponding to a second action in the graphical user interface based on the virtual weapon used by the virtual character, the current action of the virtual character, and a fourth action set as described above includes: determining a candidate action set according to the virtual weapon used by the virtual character; determining a fourth action set from the candidate action set according to the current action of the virtual character; and providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and an action order of the fourth action set.

[0225] The one virtual weapon can correspond to multiple action sets, and these action sets are the candidate action sets. The correspondence between the virtual weapon and the action set can be customized. Referring to the schematic diagram of the editing interface of the correspondence between the virtual weapon and the action set shown in FIG. 19, the left side of the figure is a virtual weapon list, and selectable virtual weapons are provided, such as long sword, long sword, broadsword, dagger, gun, and nunchuck. The right side is an editing interface of the fourth action set corresponding to the currently selected virtual weapon, and each virtual weapon can include multiple fourth action sets. The figure takes as an example a case where the action set corresponding to the long sword (the hatched box in the figure indicates the currently selected virtual weapon) includes scheme 1, scheme 2, and scheme 3, and the scheme 1 includes normal attack, rising dragon, one-stage charge, and two-stage charge, and an action in the set can be added through the editing control, and the action order in the set can be changed. At the same time, it can also include editing the corresponding action set through the editing control corresponding to scheme 2 and scheme 3.

[0226] In the above method, the same action can be reused as a starting motion in candidate action sets corresponding to different virtual weapons, but the starting motions of each set of candidate action sets corresponding to the same virtual weapon are different.

[0227] The actions in the fourth action set above may be actions corresponding to a transient control of a graphical user interface or actions corresponding to a persistent control of a graphical user interface. The actions in the fourth action set may be triggered by a persistent control in a graphical user interface or by an in-place action control, and the two do not affect each other.

[0228] In a possible embodiment, the control size, transparency, and position of the action control (corresponding to the action of the fourth action set) displayed at the predetermined position in the graphical user interface can be customized according to the user's preference. The action control displayed at the predetermined position may use the same icon, or may switch between icons corresponding to different actions depending on the order of the actions in the fourth action set.

[0229] The above-mentioned second action is an action located next to the current action (i.e., the latest action performed by the virtual character) in the fourth action set. For example, if the virtual character is currently performing a normal attack action, the second action is the next action adjacent to the normal attack action according to the action order in the fourth action set.

[0230] As a possible embodiment, the method further includes, in response to the click operation acting on the first attack control, controlling the virtual character to perform a fourth attack action upon receiving a click operation acting on the first attack control within a first time period after controlling the virtual character to perform the first attack action, where the fourth attack action may be a charge attack or heavy attack action that is more powerful than the first attack action. That is, the user can continuously click the same attack control within a certain time period to inflict different attack damages on the enemy virtual character.

[0231] As a possible embodiment, the method further includes, in response to the click operation acting on the first attack control, controlling the virtual character to perform the first attack action upon receiving a click operation acting on the first attack control a first time after controlling the virtual character to perform the first attack action, and if a click operation on the first attack control is received again after the first time, controlling the virtual character to perform the first attack action, thereby allowing multiple attacks of the same level to be performed on the same attack control.

[0232] Based on the above method embodiment, an embodiment of the present disclosure also provides an apparatus for controlling a virtual character, and referring to FIG. 20 , the apparatus includes:

[0233] The control display module 2001 displays a first attack control on a graphical user interface.

[0234] The character control module 2002, in response to a first touch operation acting on a first attack control, controls the virtual character to perform a first attack action corresponding to the first attack control if the first touch operation is a click operation, and determines a first target action from a first action set in response to the slide operation and controls the virtual character to perform the first target action if the first touch operation is a slide operation.

[0235] The above device displays a first attack control on a graphical user interface, and the user can control the virtual character to execute a first attack action by touching the control, and the user can also control the virtual character to determine a first target action from a first action set and execute the first target action by touching the first attack control. That is, the first attack control can control the virtual character not only to execute the first attack action, but also to execute the first target action. Specifically, when the first touch operation acting on the first attack control is a click operation, the virtual character is controlled to execute the first attack action, and when the first touch operation is a slide operation, the virtual character is controlled to determine a first target action from a first action set according to the slide operation and execute the first target action. The first target action may be the above-mentioned first attack action or another action. When the user needs to control the virtual character to perform a first attack action, the user can achieve this by clicking the first attack control originally displayed in the graphical user interface, and when the user needs to control the virtual character to perform an action such as a jump action, a defense action, etc., the user can also achieve this by sliding the first attack control in addition to touching the jump control, the defense control, etc. originally displayed in the graphical user interface. The method of determining the first target action from the first action set according to the sliding operation described above allows the user to realize the continuation of the first attack action and the first target action more quickly and consistently.When the virtual character needs to be controlled to perform an action in the first action set, the user can accurately determine the first target action from the first action set according to the slide operation only by a slide operation acting on the first attack control without lifting his / her finger and clicking on other controls in the graphical user interface. In the whole process of the virtual character from the first attack action to the first target action, the user does not need to find and position another control (such as a control corresponding to a defense action, a jump action, etc.) in the interface, but can easily determine the first target action from the first action set by a slide operation on the first attack control only, and then control the virtual character to perform the first target action, thereby realizing rapid control of the virtual character, such as rapid control of the change of attack action or the conversion of offense and defense. In this operation process, the user can switch the control without lifting his / her finger or moving his / her gaze, and the user can respond quickly during the interaction, making the operation more convenient and effectively reducing the problem of erroneous operation caused by too many interface controls. At the same time, this method of quickly controlling the virtual character also improves the consistency of the user operation.

[0236] The above-mentioned first action set includes directional information and action information corresponding to the directional information, and correspondingly, the character control module 2002 is also configured to determine an action in the first action set that matches the direction of the slide operation as a first target action.

[0237] The character control module 2002 is also configured to determine a first target action from a first action set according to the sliding operation and a state of the virtual character.

[0238] The first action set includes at least two action subsets, and correspondingly, the character control module 2002 is also configured to determine a target action subset from the first action set based on a state of the virtual character, and to determine a first target action from the target action subset based on the sliding operation.

[0239] The states of the virtual character include a ground state and a floating state.

[0240] The first action set above is a user-customized set.

[0241] The character control module 2002 is also configured to, when the first touch operation is a long press operation, display a first control set, and in response to a slide operation following the long press operation, determine a first target control from among the controls included in the first control set, and control the virtual character to perform an action corresponding to the first target control, where a control included in the first control set corresponds to an action included in the first action set.

[0242] The first action set includes a first sub-action set and a second sub-action set, the first sub-action set being an action set corresponding to a persistent control within the graphical user interface, and the second sub-action set being an action set corresponding to a transient control within the graphical user interface.

[0243] A direction from the first attack control to a third control in the first set of controls is different from a direction from the first attack control to a fourth control in the first set of controls.

[0244] The character control module 2002 is also configured to identify a first target action from the first action set according to a slide trajectory of the slide operation.

[0245] The character control module 2002 also determines the first target action from the first action set in response to the slide operation when the first touch operation is a slide operation, determines whether an action interruption condition is satisfied based on the current action state of the virtual character and the first target action, and if satisfied, controls the virtual character to perform the first target action, does not control the virtual character to perform the first target action, or if not satisfied, controls the virtual character to continue performing the currently uncompleted action.

[0246] The character control module 2002 also controls the virtual character to perform a fourth attack action if a click operation acting on the first attack control is received within a first time period after controlling the virtual character to perform a first attack action in response to a click operation acting on the first attack control.

[0247] The character control module 2002 also controls the virtual character to perform a first attack action if a click operation acting on the first attack control is received a first time after controlling the virtual character to perform the first attack action in response to a click operation acting on the first attack control.

[0248] The above-mentioned control display module 2001 is also configured to display a first control on the graphical user interface, and correspondingly, the character control module 2002 also controls a virtual character to perform an action corresponding to the first control in response to a second touch operation acting on the first control.

[0249] The action corresponding to the first control is a non-offensive action. The action corresponding to the first control may be a defensive action, an evasive action, a jump action, a crouching action, or a crawling action.

[0250] Optionally, the first set of actions includes an action that corresponds to the first control.

[0251] The first control and the first attack control displayed in the graphical user interface are persistent controls within the graphical user interface, the first action set includes a first sub-action set and a second sub-action set, the first sub-action set being an action set corresponding to persistent controls within the graphical user interface, and the second sub-action set being an action set corresponding to non-persistent controls within the graphical user interface.

[0252] The first control set includes a first sub-control set and a second sub-control set, the controls included in the first sub-control set being a subset of resident controls, and the controls included in the second sub-control set being a subset of non-resident controls.

[0253] The control display module 2001 is also configured to display a second attack control on the graphical user interface, and an attack angle of a first attack action corresponding to the first attack control is different from an attack angle of a second attack action corresponding to the second attack control.

[0254] The character control module 2002 also responds to a third touch operation acting on the second attack control by controlling the virtual character to execute a second attack action corresponding to the second attack control if the third touch operation is a click operation, determining a second target action from the second action set in response to the slide operation and controlling the virtual character to execute the second target action if the third touch operation is a slide operation, displaying a second control set if the third touch operation is a long press operation, determining a second target control from among the controls included in the second control set in response to a slide operation following the long press operation, and controlling the virtual character to execute an action corresponding to the second target control, where the control included in the second control set corresponds to an action included in the second action set.

[0255] The control display module 2001 is also configured to cancel the display of the second set of controls, optionally in response to the termination of a third touch operation.

[0256] The character control module 2002 is also configured to: control the virtual character to perform a third attack action if the first touch operation is a long press operation and the pressing time is equal to or greater than a first time threshold; control the virtual character to perform a preparation action for a third attack action if the first touch operation is a long press operation, and control the virtual character to perform the third attack action after the pressing time is equal to or greater than the first time threshold; trigger the virtual character to perform a third attack action when the first touch operation is a long press operation and the pressing time of the long press operation is equal to or greater than a first time threshold and less than a second time threshold when the long press operation is terminated, where the second time threshold is greater than the first time threshold; automatically trigger the virtual character to perform a third attack action when the first touch operation is a long press operation and the pressing time of the long press operation is equal to or greater than the second time threshold. When the first touch operation is a long press operation and the duration of the long press operation is equal to or longer than a first time threshold and shorter than a second time threshold, a third target action is determined from the first action set in response to a slide operation following the long press operation, and the virtual character is controlled to perform the third target action.

[0257] Optionally, the character control module 2002 is also configured to identify a first target action from the first action set in response to a slide trajectory of the slide operation.

[0258] The control display module 2001 is also configured to display a first roulette including a first set of controls, with the controls in the first set of controls disposed on the first roulette.

[0259] The first roulette surrounds the first attack control.

[0260] The first roulette surrounds a preset position of a blank area of ​​the graphical user interface.

[0261] A direction from the first attack control to a third control in the first set of controls is different from a direction from the first attack control to a fourth control in the first set of controls.

[0262] The control display module 2001 is also configured to display a first control instruction in a first direction of a first attack control and a second control instruction in a second direction of the first attack control, where the first control instruction indicates that a control in the first control set is displayed in the first direction of the first attack control when a first control set corresponding to the first attack control is displayed, and the second control instruction indicates that a control in the first control set is displayed in the second direction of the first attack control when the first control set corresponding to the first attack control is displayed.

[0263] The included angle between a ray starting from the first attack control and pointing to a third control in the first set of controls and a ray starting from the first attack control and pointing to a fourth control in the first set of controls is greater than an angle threshold.

[0264] The first control mentioned above is an avoidance control, and the character control module 2002 also controls the virtual character to perform a first avoidance action in response to a click operation on the avoidance control, and controls the virtual character to perform a second avoidance action in response to a press and hold operation on the avoidance control, where the first avoidance action and the second avoidance action differ in an avoidance distance and / or a state after the avoidance, the state including jogging or sprinting.

[0265] The first attack action may be a contact attack action performed by the limbs and / or weapons of the virtual character.

[0266] The character control module 2002 also determines a first target control from the controls included in the first control set in response to the slide operation when the first touch operation is a slide operation, and determines whether an action interruption condition is met based on the current action state of the virtual character and the action corresponding to the first target control, and if so, controls the virtual character to perform the action corresponding to the first target control.

[0267] The graphical user interface further includes a sixth control, the sixth control being a jump control, and the character control module 2002 also controls the virtual character to execute a jump action if the fourth touch operation is a click operation, determines a fourth target action from the third action set in response to the slide operation if the fourth touch operation is a slide operation, and controls the virtual character to execute the fourth target action, the third action set including at least a crouch action, displays a third control set if the fourth touch operation is a long press operation, determines a fourth target control from among the controls included in the third control set in response to a slide operation following the long press operation, and controls the virtual character to execute an action corresponding to the fourth target control, and cancels the display of the third control set in response to the end of the fourth touch operation. Cancels the display of the third control set in response to the end of the fourth touch operation.

[0268] The above-mentioned control display module 2001 is also configured to display a seventh control on the graphical user interface, where the seventh control is a skill control for triggering the virtual character to perform a skill cast and the second control is an action control for triggering the virtual character to perform a first attack action.

[0269] The skills that correspond to the above skill controls have a cooldown period, while the actions that correspond to the action controls do not have a cooldown period.

[0270] In a virtual environment corresponding to the above-mentioned graphical user interface, there are a first virtual character and a second virtual character, a skill possessed by the first virtual character is different from a skill possessed by the second virtual character, and both the first virtual character and the second virtual character are capable of performing a first attack action.

[0271] The first attack action is a contact attack action performed with the limbs and / or weapon of the virtual character.

[0272] Based on the above method embodiment, an embodiment of the present disclosure also provides an apparatus for controlling a virtual character, as shown in FIG. 21 , the apparatus includes:

[0273] The control providing module 2101 is configured to provide a second action control corresponding to a second action at a predetermined position of a graphical user interface according to a current action of the virtual character and a fourth action set.

[0274] The operation execution module 2102 controls the virtual character to perform a second action in response to a trigger operation on the second action control.

[0275] The above device provides a second action control corresponding to the second action at a predetermined position in the graphical user interface according to the virtual character's current action and the fourth action set when the virtual character performs the current action, thereby making it more convenient to trigger the virtual character to perform the second action when the virtual character performs the current action. The method of providing the second action control at a predetermined position not only can reduce the redundancy of controls that the second action control resides on the page, but also can make the second action control easier to touch, reducing the problem of accidentally touching the control.

[0276] The fourth action set includes at least two actions and action sequences.

[0277] The control providing module 2101 is also configured to provide a second action control corresponding to a second action in a graphical user interface according to a current action of the virtual character and an action order of the fourth action set.

[0278] The control providing module 2101 is also configured to provide a third action control corresponding to a third action at the predetermined position of the graphical user interface according to the second action and the fourth action set, and correspondingly, the operation executing module 2102 also controls the virtual character to perform the third action in response to a trigger operation on the third action control.

[0279] The fourth action set is an action set determined from at least two action sets according to the current action, the current action being a first priority action of the second action set.

[0280] Further, the control providing module 2101 is also configured to provide a second action control corresponding to a second action in a graphical user interface based on a virtual weapon used by the virtual character, a current action of the virtual character, and a fourth action set.

[0281] The control providing module 2101 is also configured to determine a candidate action set according to a virtual weapon used by the virtual character, determine a fourth action set from the candidate action sets according to a current action of the virtual character, and provide a second action control corresponding to a second action in a graphical user interface according to the current action of the virtual character and an action order of the fourth action set.

[0282] In a possible embodiment, the second action is the action next to the current action in the fourth action set.

[0283] Based on the above method embodiment, an embodiment of the present disclosure also provides an apparatus for controlling a virtual character, as shown in FIG. 22 , the apparatus includes:

[0284] The first display module 2202 is configured to display a first control and a second control on a graphical user interface, where the second control is a first attack control.

[0285] The first control module 2204, in response to a second touch operation acting on the first control, controls the virtual character to perform an action corresponding to the first control.

[0286] The second display module 2206 is configured to display a first set of controls in response to a long press operation acting on the second control, where the first set of controls includes at least a third control, and the third control is used to trigger the virtual character to perform an action corresponding to the first control, and when the touch operation acting on the second control is a click operation, not display the first control and control the virtual character to perform a first attack action corresponding to the second control.

[0287] The second control module 2208, in response to a slide operation followed by a long press operation acting on the second control, determines a first target control from among the controls included in the first control set in accordance with the slide operation, and controls the virtual character to perform an action corresponding to the first target control.

[0288] In the above-mentioned device for controlling a virtual character provided by an embodiment of the present disclosure, a user (player) can control a virtual character to perform an action (e.g., a jump action, a defense action, etc.) corresponding to a first control of a graphical user interface by touching the first control. The user can also display a control set (referred to as a first control set) corresponding to the first attack control by long pressing a first attack control (i.e., a second control) of the graphical user interface, and the first control set includes a third control that can trigger the virtual character to perform an action corresponding to the first control. When a slide operation is performed after the long press operation, a first target control is determined from among the controls included in the first control set according to the slide operation, and the virtual character is controlled to perform an action corresponding to the first target control. When the first target control is the third control in the first control set, the virtual character can be controlled to perform an action corresponding to the first control in the graphical user interface. In this manner, when a user needs to control the virtual character to perform a first attack action, the user clicks on the first attack control originally displayed in the graphical user interface and then long presses the first attack control to display a control set corresponding to the first attack control (referred to as a first control set), wherein the first control set includes a third control that can trigger the virtual character to perform the action corresponding to the first control.When the user needs to control the virtual character to perform an action such as a jump action, a defense action, etc., the user can achieve this by touching the first control originally displayed in the graphical user interface, and the slide operation acting on the first attack control triggers the third control in the control set (denoted as the first control) to control the virtual character to perform an action such as a jump action, a defense action, etc. The displayed first control set allows the user to determine the position of each control in the control set more intuitively and clearly, and when a specific control in the first control set needs to be operated, the user can accurately determine the first target control from the first control set by only a slide operation without releasing the finger and clicking on other controls in the graphical interface. During the whole process, the user does not need to search for and position another control (a control corresponding to an action such as a defense action, a jump action, etc.) in the interface, and the slide operation on the second control can easily determine the first target control from the first control set, and further, by triggering the virtual character to perform an action corresponding to the first target control, rapid control of the virtual character is realized, such as rapid control of the change of attack action or the conversion of offense and defense. The first set of controls can be displayed when the second control receives a long press, providing an intuitive reference base for the user to operate the controls, and the user does not need to remember how to trigger a control in the first set of controls, but can simply slide towards any control in the first set of controls that needs to be operated, and if the user has memorized the correspondence between each control in the first set of controls and the direction of the slide, the second control does not need to be long pressed and the first set of controls will disappear.This approach reduces to some extent the occlusion of the interface by the first set of controls and improves to some extent the speed and consistency of switching the actions of the virtual character.

[0289] Regardless of whether the first set of controls is displayed in the above embodiment, during operation, the user does not need to lift his / her finger or move his / her gaze to achieve control switching, so that the user can react quickly during the interaction, making the operation easier and effectively reducing the problem of erroneous operation caused by too many interface controls. At the same time, this method of quickly controlling the virtual character also improves the consistency of user operation.

[0290] The implementation principle and technical effects of the device for controlling a virtual character provided by the embodiments of the present invention are similar to those of the embodiments of the method for controlling a virtual character described above. Therefore, for the sake of brevity, reference may be made to the corresponding content of the embodiments of the method for controlling a virtual character described above for parts not mentioned in the embodiments of the device for controlling a virtual character.

[0291] An embodiment of the present disclosure also provides an electronic device, and Fig. 23 is a schematic structural diagram of the electronic device. The electronic device 2300 includes a processor 2301 and a memory 2304, the memory 2304 stores computer-executable instructions that can be executed by the processor 2301, and the processor 2301 executes the computer-executable instructions to realize the method for controlling the virtual character.

[0292] Specifically, the processor 2301: displaying a first attack control in a graphical user interface; In response to a first touch operation acting on a first attack control, if the first touch operation is a click operation, controlling the virtual character to perform a first attack action corresponding to the first attack control, and if the first touch operation is a slide operation, determining a first target action from a first action set in response to the slide operation and controlling the virtual character to perform the first target action.

[0293] In an optional embodiment, based on the above-mentioned solution, the above-mentioned first action set includes directional information and action information corresponding to the directional information, and determining a first target action from the first action set in response to the above-mentioned slide operation can be specifically achieved by performing a step of determining an action in the first action set that matches the direction of the slide operation as the first target action.

[0294] In an optional embodiment, based on the above-mentioned solution, determining a first target action from a first action set in response to the above-mentioned slide operation can be specifically achieved by performing a step of determining a first target action from a first action set in response to the slide operation and a state of the virtual character.

[0295] In an optional embodiment, based on the above-mentioned solution, the first action set includes at least two action subsets, and determining a first target action from the first action set according to the above-mentioned sliding operation and a state of the virtual character can be specifically achieved by performing a step of determining a target action subset from the first action set based on a state of the virtual character, and a step of determining a first target action from the target action subset based on the sliding operation.

[0296] In an optional embodiment, based on the above solution, the states of the virtual character include a ground state and a floating state.

[0297] In an optional embodiment, based on the above solution, the first set of actions is a user-customized set.

[0298] In an optional embodiment, based on the aforementioned solution, the method may further include the steps of displaying a first control on a graphical user interface, and controlling a virtual character to perform an action corresponding to the first control in response to a second touch operation acting on the first control.

[0299] In an optional embodiment, based on the above solution, the following steps can also be performed: A first action set includes an action corresponding to a first control.

[0300] In an optional embodiment, based on the above solution, if the first touch operation is a long press operation, a step of displaying a first control set, determining a first target control from among the controls included in the first control set according to a slide operation subsequent to the long press operation, and controlling the virtual character to perform an action corresponding to the first target control, where the control included in the first control set corresponds to an action included in a first action set, can also be performed.

[0301] In an optional embodiment, based on the above solution, the action corresponding to the first control is a non-aggressive action.

[0302] In an optional embodiment, based on the above solution, the action corresponding to the first control is a defensive action, an evasive action, a jump action, a crouching action, a sliding shovel action, or a crawling action.

[0303] In an optional embodiment, a step of canceling the display of the first set of controls may also be performed based on the above solution.

[0304] In an optional embodiment, based on the above-mentioned solution, canceling the display of the first control set described above can be specifically achieved by performing a step of canceling the display of the first control set in response to the end of the first touch operation.

[0305] In an optional embodiment, based on the above solution, the first control and the first attack control displayed in the above graphical user interface are persistent controls within the graphical user interface.

[0306] In an optional embodiment, based on the above solution, the first action set includes a first sub-action set and a second sub-action set, the first sub-action set being an action set corresponding to a resident control in the graphical user interface, and the second sub-action set being an action set corresponding to a non-resident control in the graphical user interface.

[0307] In an optional embodiment, based on the above solution, the first control set includes a first sub-control set and a second sub-control set, and the controls included in the first sub-control set are a subset of resident controls, and the controls included in the second sub-control set are a subset of non-resident controls.

[0308] In an optional embodiment, based on the above solution, a step of displaying a second attack control on the graphical user interface may also be performed, where an angle of attack of a first attack action corresponding to the first attack control is different from an angle of attack of a second attack action corresponding to the second attack control.

[0309] In an optional embodiment, based on the above solution, the method can further perform the steps of: in response to a third touch operation acting on the second attack control, if the third touch operation is a click operation, controlling the virtual character to perform a second attack action corresponding to the second attack control; and, if the third touch operation is a slide operation, determining a second target action from a second action set in response to the slide operation, and controlling the virtual character to perform the second target action.

[0310] In an optional embodiment, based on the above solution, if the third touch operation is a long press operation, the step of displaying a second control set, determining a second target control from among the controls included in the second control set according to a slide operation following the long press operation, and controlling the virtual character to perform an action corresponding to the second target control can be further performed. In this case, the control included in the second control set corresponds to an action included in the second action set.

[0311] In an optional embodiment, a further step of canceling the display of the second set of controls may be performed based on the above solution.

[0312] In an optional embodiment, based on the above-mentioned solution, canceling the display of the second control set described above can be specifically achieved by performing a step of canceling the display of the second control set in response to the end of the third touch operation.

[0313] In an optional embodiment, based on the above solution, a step of controlling the virtual character to perform a third attack action can be further performed if the first touch operation is a long press operation and the press and hold time is equal to or greater than a first time threshold.

[0314] In an optional embodiment, based on the above solution, controlling the virtual character to perform a third attack action when the first touch operation is a long press operation and the pressing time is equal to or greater than a first time threshold can be specifically achieved by performing the steps of: controlling the virtual character to perform a preparatory action for the third attack action when the first touch operation is a long press operation; and controlling the virtual character to perform the third attack action after the pressing time is equal to or greater than the first time threshold.

[0315] In an optional embodiment, based on the aforementioned solution, controlling the virtual character to perform a third attack action when the first touch operation is a long press operation and the pressing time is equal to or greater than a first time threshold can be specifically achieved by performing a step of triggering the virtual character to perform the third attack action when the first touch operation is a long press operation and the pressing time of the long press operation is equal to or greater than the first time threshold and less than a second time threshold when the long press operation is terminated, where the second time threshold is greater than the first time threshold.

[0316] In an optional embodiment, based on the above solution, a further step can be performed: if the first touch operation is a long press operation and the duration of the long press operation is equal to a second time threshold, automatically triggering the virtual character to perform a third attack action.

[0317] In an optional embodiment, based on the above-described solution, if the first touch operation is a long press operation and the duration of the long press operation is equal to or greater than a first time threshold and less than a second time threshold, the method can further include the step of determining a third target action from the first action set in response to a slide operation following the long press operation, and controlling the virtual character to perform the third target action.

[0318] In an optional embodiment, based on the aforementioned solution, determining a first target action from a first action set in response to the above-mentioned slide operation can be specifically achieved by performing a step of identifying a first target action from a first action set in response to a slide trajectory of the slide operation.

[0319] In an optional embodiment, based on the above-mentioned solution, displaying the above-mentioned first control set can be specifically achieved by performing a step of displaying a first roulette including the first control set, where the controls in the first control set are arranged on the first roulette.

[0320] In an optional embodiment, based on the above solution, the first roulette surrounds the first attack control.

[0321] In an optional embodiment, based on the above solution, said first roulette surrounds a preset position in a blank area of ​​the graphical user interface.

[0322] In an optional embodiment, based on the above solution, the direction of pointing from the first attack control to the third control in the first control set is different from the direction of pointing from the first attack control to the fourth control in the first control set.

[0323] In an optional embodiment, based on the above solution, the step of displaying a first control indication in a first direction of the first attack control and a second control indication in a second direction of the first attack control may be further performed, where the first control indication indicates that a control in the first control set is displayed in the first direction of the first attack control when a first control set corresponding to the first attack control is displayed, and the second control indication indicates that a control in the first control set is displayed in the second direction of the first attack control when the first control set corresponding to the first attack control is displayed.

[0324] In an optional embodiment, based on the above solution, the included angle between a ray starting from the first attack control and pointing to a third control in the first control set and a ray starting from the first attack control and pointing to a fourth control in the first control set is greater than an angle threshold.

[0325] In an optional embodiment, based on the above solution, the above-mentioned first control is an avoidance control, and the method can further perform the steps of controlling the virtual character to perform a first avoidance action in response to a click operation on the avoidance control, and controlling the virtual character to perform a second avoidance action in response to a long press operation on the avoidance control, where the first avoidance action and the second avoidance action differ in an avoidance distance and / or a state after the avoidance, and the state includes jogging or sprinting.

[0326] In an optional embodiment, based on the aforementioned solution, the above-mentioned graphical user interface further includes a sixth control, the sixth control being a jump control, and in response to a fourth touch operation acting on the sixth control, the method can further perform the steps of: controlling the virtual character to perform a jump action if the fourth touch operation is a click operation; and determining a fourth target action from a third action set in response to the slide operation and controlling the virtual character to perform the fourth target action if the fourth touch operation is a slide operation, where the third action set includes at least a crouch action.

[0327] In an optional embodiment, based on the above solution, if the fourth touch operation is a long press operation, the following steps can be further performed: displaying a third control set, determining a fourth target control from among the controls included in the third control set in response to a slide operation following the long press operation, and controlling the virtual character to perform an action corresponding to the fourth target control; and canceling the display of the third control set in response to an end of the fourth touch operation.

[0328] In an optional embodiment, based on the above solution, a step of displaying a seventh control on the graphical user interface can be further performed, where the seventh control is a skill control for triggering the virtual character to perform a skill cast and the first control is an action control for triggering the virtual character to perform a first attack action.

[0329] In an optional embodiment, based on the above solution, the skills corresponding to the skill controls have a cooldown time, and the actions corresponding to the action controls do not have a cooldown time.

[0330] In an optional embodiment, based on the aforementioned solution, in the virtual environment corresponding to the above graphical user interface, there are a first virtual character and a second virtual character, a skill possessed by the first virtual character is different from a skill possessed by the second virtual character, and both the first virtual character and the second virtual character can perform a first attack action.

[0331] In an optional embodiment, based on the above solution, the first attack action is a contact attack action performed by the limbs and / or weapons of the virtual character.

[0332] In an optional embodiment, based on the aforementioned solution, when the first touch operation is a slide operation, determining a first goal action from a first action set in response to the slide operation, and controlling the virtual character to perform the first goal action can be specifically achieved by performing the steps of: when the first touch operation is a slide operation, determining a first goal action from a first action set in response to the slide operation, and determining whether an action interruption condition is satisfied based on a current action state of the virtual character and the first goal action, and if satisfied, controlling the virtual character to perform the first goal action.

[0333] In an optional embodiment, based on the above solution, a further step of not controlling the virtual character to perform the first goal action if not satisfied can be performed.

[0334] In an optional embodiment, based on the above solution, the further step of controlling the virtual character to continue performing the currently uncompleted action if not satisfied can be performed.

[0335] In an optional embodiment, based on the above solution, the method may further include the steps of providing a second action control corresponding to the second action at a predetermined position of the graphical user interface according to a current action of the virtual character and a fourth action set, and controlling the virtual character to perform the second action in response to a trigger operation on the second action control.

[0336] In an optional embodiment, based on the above solution, the fourth set of actions includes at least two actions and action sequences.

[0337] In an optional embodiment, providing a second action control corresponding to a second action at a predetermined position in the graphical user interface in accordance with the current action of the virtual character and the fourth action set described above can be specifically achieved by performing a step of providing a second action control corresponding to the second action in the graphical user interface in accordance with the current action of the virtual character and an action order of the fourth action set.

[0338] In an optional embodiment, based on the above solution, the method may further include the steps of: providing a third action control corresponding to a third action at a predetermined position of the graphical user interface according to the second action and the fourth action set; and controlling the virtual character to perform the third action in response to a trigger operation on the third action control.

[0339] In an optional embodiment, based on the above solution, said fourth action set is an action set determined from at least two action sets according to the current action.

[0340] In an optional embodiment, based on the above solution, providing a second action control corresponding to a second action in the graphical user interface according to the current action of the virtual character and the fourth action set described above can be specifically achieved by performing a step of providing a second action control corresponding to the second action in the graphical user interface based on a virtual weapon used by the virtual character, the current action of the virtual character, and the fourth action set.

[0341] In an optional embodiment, based on the above-mentioned solution, providing a second action control corresponding to a second action in a graphical user interface based on a virtual weapon used by the above-mentioned virtual character, a current action of the virtual character, and a fourth action set can be specifically achieved by performing the steps of determining a candidate action set according to a virtual weapon used by the virtual character, determining a fourth action set from the candidate action set according to a current action of the virtual character, and providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and an action order of the fourth action set.

[0342] In an optional embodiment, based on the above solution, the second action is the action next to the current action in the fourth action set.

[0343] In an optional embodiment, based on the above solution, a step of controlling the virtual character to perform a fourth attack action may be further performed if a click operation acting on the first attack control is received within a first time period after controlling the virtual character to perform the first attack action in response to a click operation acting on the first attack control.

[0344] In an optional embodiment, based on the above solution, a step of controlling the virtual character to perform a first attack action may be further performed if a click operation acting on the first attack control is received a first time after controlling the virtual character to perform the first attack action in response to a click operation acting on the first attack control.

[0345] During the above virtual character control process, the user (player) can control the virtual character to perform a first attack action by touching a first attack control of the graphical user interface, and the user can also determine a first target action from a first action set and control the virtual character to perform the first target action by touching the first attack control of the graphical user interface. That is, the first attack control not only controls the virtual character to perform the first attack action, but also controls the virtual character to perform the first target action. Specifically, when the first touch operation acting on the first attack control is a click operation, the virtual character is controlled to perform the first attack action, and when the first touch operation is a slide operation, the virtual character is controlled to determine a first target action from a first action set according to the slide operation and perform the first target action. The first target action may be the above-mentioned first attack action or another action. In this way, when the user needs to control the virtual character to perform a first attack action, this can be achieved by clicking the first attack control originally displayed in the graphical user interface, and when the user needs to control the virtual character to perform an action such as a jump action, a defense action, etc., this can also be achieved by sliding the first attack control in addition to touching the jump control, the defense control, etc. originally displayed in the graphical user interface. The method of determining the first target action from the first action set in response to the slide operation allows the user to more quickly and consistently achieve the continuation of the first attack action and the first target action.When the virtual character needs to be controlled to perform an action in the first action set, the user can accurately determine the first target action from the first action set according to the slide operation only by a slide operation on the first attack control without lifting his / her finger and clicking on other controls in the graphical user interface. In the whole process of the virtual character from the first attack action to the first target action, the user does not need to find and position another control (such as a control corresponding to a defense action, a jump action, etc.) in the interface, but can easily determine the first target action from the first action set by a slide operation on the first attack control, and then control the virtual character to perform the first target action, thereby realizing rapid control of the virtual character, such as rapid control of the change of attack action or the conversion of offense and defense. In this operation process, the user can switch the control without lifting his / her finger or moving his / her gaze, and the user can respond quickly during the interaction, making the operation more convenient and effectively reducing the problem of erroneous operation caused by too many interface controls. At the same time, this method of quickly controlling the virtual character also improves the consistency of the user operation.

[0346] In the embodiment shown in FIG. 23, the electronic device 2300 also includes a bus 2302 and a communication interface 2303 , where the processor 2301 , the communication interface 2303 and the memory 2304 are connected via the bus 2302 .

[0347] Among them, the memory 2304 may include a high-speed random access memory (RAM) and may also include a non-volatile memory such as at least one disk memory. At least one communication interface 2303 (which may be wired or wireless) realizes a communication connection between the system network element and at least one other network element, and may use the Internet, a wide area network, a local network, a metropolitan area network, etc. The bus 2302 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, an EISA (Extended Industry Standard Architecture) bus, etc. The bus 2302 may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one double-headed arrow is used in FIG. 23, but this does not mean that there is only one bus or only one type of bus.

[0348] The processor 2301 may be an integrated circuit chip with signal processing functions. During the implementation process, each step of the above method can be completed by a hardware integrated logic circuit in the processor 2301 or an instruction in the form of software. The above-mentioned processor 2301 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc., or may be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA) or other programmable logic device, a discrete gate or transistor logic device, and a discrete hardware component. The general-purpose processor may be a microprocessor, and the processor may be any conventional processor, etc. The steps of the method disclosed in connection with the embodiments of the present disclosure may be directly implemented by a hardware decode processor, or may be performed by a combination of hardware modules and software modules in the decode processor. The software module can be arranged in a storage medium matured in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is arranged in the memory, and the processor 2301 reads the information in the memory and combines with its hardware to complete the steps of the method for controlling a virtual character according to the above embodiment.

[0349] An embodiment of the present disclosure also provides a computer-readable storage medium, in which computer-executable instructions are stored, and when the computer-executable instructions are retrieved and executed by a processor, the computer-executable instructions cause the processor to perform the above-mentioned method for controlling a virtual character. For specific implementation, please refer to the above-mentioned method embodiment.

[0350] Specifically, computer-executable instructions stored on a computer-readable storage medium cause a processor to displaying a first attack control in a graphical user interface; In response to a first touch operation acting on a first attack control, if the first touch operation is a click operation, the virtual character is controlled to perform a first attack action corresponding to the first attack control, and if the first touch operation is a slide operation, a first target action is determined from a first action set in response to the slide operation, and the virtual character is controlled to perform the first target action.

[0351] In an optional embodiment, based on the above-mentioned solution, the above-mentioned first action set includes directional information and action information corresponding to the directional information, and determining a first target action from the first action set in response to the above-mentioned slide operation can be specifically achieved by performing a step of determining an action in the first action set that matches the direction of the slide operation as the first target action.

[0352] In an optional embodiment, based on the above-mentioned solution, determining a first target action from a first action set in response to the above-mentioned slide operation can be specifically achieved by performing a step of determining a first target action from a first action set in response to the slide operation and a state of the virtual character.

[0353] In an optional embodiment, based on the above-mentioned solution, the first action set includes at least two action subsets, and determining a first target action from the first action set according to the above-mentioned sliding operation and a state of the virtual character can be specifically achieved by performing a step of determining a target action subset from the first action set based on a state of the virtual character, and a step of determining a first target action from the target action subset based on the sliding operation.

[0354] In an optional embodiment, based on the above solution, the states of the virtual character include a ground state and a floating state.

[0355] In an optional embodiment, based on the above solution, the first set of actions is a user-customized set.

[0356] In an optional embodiment, based on the aforementioned solution, the method may further include the steps of displaying a first control on a graphical user interface, and controlling a virtual character to perform an action corresponding to the first control in response to a second touch operation acting on the first control.

[0357] In an optional embodiment, based on the above solution, the following steps can also be performed: A first action set includes an action corresponding to a first control.

[0358] In an optional embodiment, based on the above solution, if the first touch operation is a long press operation, the step of displaying a first control set, determining a first target control from among the controls included in the first control set according to a slide operation subsequent to the long press operation, and controlling the virtual character to perform an action corresponding to the first target control, where the control included in the first control set corresponds to an action included in the first action set, can be further performed.

[0359] In an optional embodiment, based on the above solution, the action corresponding to the first control is a non-aggressive action.

[0360] In an optional embodiment, based on the above solution, the action corresponding to the first control is a defensive action, an evasive action, a jump action, a crouching action, a sliding shovel action, or a crawling action.

[0361] In an optional embodiment, a further step of canceling the display of the first set of controls may be performed based on the above solution.

[0362] In an optional embodiment, based on the above-mentioned solution, canceling the display of the first control set described above can be specifically achieved by performing a step of canceling the display of the first control set in response to the end of the first touch operation.

[0363] In an optional embodiment, based on the above solution, the first control and the first attack control displayed in the above graphical user interface are persistent controls within the graphical user interface.

[0364] In an optional embodiment, based on the above solution, the first action set includes a first sub-action set and a second sub-action set, the first sub-action set being an action set corresponding to a resident control in the graphical user interface, and the second sub-action set being an action set corresponding to a non-resident control in the graphical user interface.

[0365] In an optional embodiment, based on the above solution, the first control set includes a first sub-control set and a second sub-control set, and the controls included in the first sub-control set are a subset of resident controls, and the controls included in the second sub-control set are a subset of non-resident controls.

[0366] In an optional embodiment, based on the above solution, a step of displaying a second attack control on the graphical user interface may be further performed, wherein an attack angle of a first attack action corresponding to the first attack control is different from an attack angle of a second attack action corresponding to the second attack control.

[0367] In an optional embodiment, based on the above solution, the method can further perform the steps of: in response to a third touch operation acting on the second attack control, if the third touch operation is a click operation, controlling the virtual character to perform a second attack action corresponding to the second attack control; and, if the third touch operation is a slide operation, determining a second target action from a second action set in response to the slide operation, and controlling the virtual character to perform the second target action.

[0368] In an optional embodiment, based on the above solution, if the third touch operation is a long press operation, the step of displaying a second control set, determining a second target control from among the controls included in the second control set according to a slide operation following the long press operation, and controlling the virtual character to perform an action corresponding to the second target control can be further performed. In this case, the control included in the second control set corresponds to an action included in the second action set.

[0369] In an optional embodiment, a further step of canceling the display of the second set of controls may be performed based on the above solution.

[0370] In an optional embodiment, based on the above-mentioned solution, canceling the display of the second control set described above can be specifically achieved by performing a step of canceling the display of the second control set in response to the end of the third touch operation.

[0371] In an optional embodiment, based on the above solution, a step of controlling the virtual character to perform a third attack action can be further performed if the first touch operation is a long press operation and the press and hold time is equal to or greater than a first time threshold.

[0372] In an optional embodiment, based on the above solution, controlling the virtual character to perform a third attack action when the first touch operation is a long press operation and the pressing time is equal to or greater than a first time threshold can be specifically achieved by performing the steps of: controlling the virtual character to perform a preparatory action for the third attack action when the first touch operation is a long press operation; and controlling the virtual character to perform the third attack action after the pressing time is equal to or greater than the first time threshold.

[0373] In an optional embodiment, based on the aforementioned solution, controlling the virtual character to perform a third attack action when the first touch operation is a long press operation and the pressing time is equal to or greater than a first time threshold can be specifically achieved by performing a step of triggering the virtual character to perform the third attack action when the first touch operation is a long press operation and the pressing time of the long press operation is equal to or greater than the first time threshold and less than a second time threshold when the long press operation is terminated, where the second time threshold is greater than the first time threshold.

[0374] In an optional embodiment, based on the above solution, a further step can be performed: if the first touch operation is a long press operation and the duration of the long press operation is equal to a second time threshold, automatically triggering the virtual character to perform a third attack action.

[0375] In an optional embodiment, based on the above-described solution, if the first touch operation is a long press operation and the duration of the long press operation is equal to or greater than a first time threshold and less than a second time threshold, the method can further include the step of determining a third target action from the first action set in response to a slide operation following the long press operation, and controlling the virtual character to perform the third target action.

[0376] In an optional embodiment, based on the aforementioned solution, determining a first target action from a first action set in response to the above-mentioned slide operation can be specifically achieved by performing a step of identifying a first target action from a first action set in response to a slide trajectory of the slide operation.

[0377] In an optional embodiment, based on the above-mentioned solution, displaying the above-mentioned first control set can be specifically achieved by performing a step of displaying a first roulette including the first control set, where the controls in the first control set are arranged on the first roulette.

[0378] In an optional embodiment, based on the above solution, the first roulette surrounds the first attack control.

[0379] In an optional embodiment, based on the above solution, said first roulette surrounds a preset position in a blank area of ​​the graphical user interface.

[0380] In an optional embodiment, based on the above solution, the direction of pointing from the first attack control to the third control in the first control set is different from the direction of pointing from the first attack control to the fourth control in the first control set.

[0381] In an optional embodiment, based on the above solution, the step of displaying a first control indication in a first direction of the first attack control and a second control indication in a second direction of the first attack control may be further performed, where the first control indication indicates that a control in the first control set is displayed in the first direction of the first attack control when a first control set corresponding to the first attack control is displayed, and the second control indication indicates that a control in the first control set is displayed in the second direction of the first attack control when the first control set corresponding to the first attack control is displayed.

[0382] In an optional embodiment, based on the above solution, the included angle between a ray starting from the first attack control and pointing to a third control in the first control set and a ray starting from the first attack control and pointing to a fourth control in the first control set is greater than an angle threshold.

[0383] In an optional embodiment, based on the above solution, the above-mentioned first control is an avoidance control, and the method can further perform the steps of controlling the virtual character to perform a first avoidance action in response to a click operation on the avoidance control, and controlling the virtual character to perform a second avoidance action in response to a long press operation on the avoidance control, where the first avoidance action and the second avoidance action differ in an avoidance distance and / or a state after the avoidance, and the state includes jogging or sprinting.

[0384] In an optional embodiment, based on the aforementioned solution, the above-mentioned graphical user interface further includes a sixth control, the sixth control being a jump control, and in response to a fourth touch operation acting on the sixth control, the method can further perform the steps of: controlling the virtual character to perform a jump action if the fourth touch operation is a click operation; and determining a fourth target action from a third action set in response to the slide operation and controlling the virtual character to perform the fourth target action if the fourth touch operation is a slide operation, where the third action set includes at least a crouch action.

[0385] In an optional embodiment, based on the above solution, if the fourth touch operation is a long press operation, the following steps can be further performed: displaying a third control set, determining a fourth target control from among the controls included in the third control set in response to a slide operation following the long press operation, and controlling the virtual character to perform an action corresponding to the fourth target control; and canceling the display of the third control set in response to an end of the fourth touch operation.

[0386] In an optional embodiment, based on the above solution, a step of displaying a seventh control on the graphical user interface can be further performed, where the seventh control is a skill control for triggering the virtual character to perform a skill release and the first attack control is an action control for triggering the virtual character to perform a first attack action.

[0387] In an optional embodiment, based on the above solution, the skills corresponding to the skill controls have a cooldown time, and the actions corresponding to the action controls do not have a cooldown time.

[0388] In an optional embodiment, based on the aforementioned solution, in the virtual environment corresponding to the above graphical user interface, there are a first virtual character and a second virtual character, a skill possessed by the first virtual character is different from a skill possessed by the second virtual character, and both the first virtual character and the second virtual character can perform a first attack action.

[0389] In an optional embodiment, based on the above solution, the first attack action is a contact attack action performed by the limbs and / or weapons of the virtual character.

[0390] In an optional embodiment, based on the aforementioned solution, when the first touch operation is a slide operation, determining a first goal action from a first action set in response to the slide operation, and controlling the virtual character to perform the first goal action can be specifically achieved by performing the steps of: when the first touch operation is a slide operation, determining a first goal action from a first action set in response to the slide operation, and determining whether an action interruption condition is satisfied based on a current action state of the virtual character and the first goal action, and if satisfied, controlling the virtual character to perform the first goal action.

[0391] In an optional embodiment, based on the above solution, a further step of not controlling the virtual character to perform the first goal action if not satisfied can be performed.

[0392] In an optional embodiment, based on the above solution, the further step of controlling the virtual character to continue performing the currently uncompleted action if not satisfied can be performed.

[0393] In an optional embodiment, based on the above solution, the method may further include the steps of providing a second action control corresponding to the second action at a predetermined position of the graphical user interface according to a current action of the virtual character and a fourth action set, and controlling the virtual character to perform the second action in response to a trigger operation on the second action control.

[0394] In an optional embodiment, based on the above solution, the fourth set of actions includes at least two actions and action sequences.

[0395] In an optional embodiment, providing a second action control corresponding to a second action in the graphical user interface according to the current action of the virtual character and the fourth action set described above can be specifically achieved by performing a step of providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and an action order of the fourth action set.

[0396] In an optional embodiment, based on the above solution, the method may further include the steps of: providing a third action control corresponding to a third action at a predetermined position of the graphical user interface according to the second action and the fourth action set; and controlling the virtual character to perform the third action in response to a trigger operation on the third action control.

[0397] In an optional embodiment, based on the above solution, said fourth action set is an action set determined from at least two action sets according to the current action.

[0398] In an optional embodiment, based on the above solution, providing a second action control corresponding to a second action in the graphical user interface according to the above-mentioned virtual character's current action and fourth action set can be specifically achieved by performing a step of providing a second action control corresponding to a second action in the graphical user interface based on a virtual weapon used by the virtual character, the virtual character's current action, and the fourth action set.

[0399] In an optional embodiment, based on the above-mentioned solution, providing a second action control corresponding to a second action in a graphical user interface based on a virtual weapon used by the above-mentioned virtual character, a current action of the virtual character, and a fourth action set can be specifically achieved by performing the steps of determining a candidate action set according to a virtual weapon used by the virtual character, determining a fourth action set from the candidate action set according to a current action of the virtual character, and providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and an action order of the fourth action set.

[0400] In an optional embodiment, based on the above solution, the second action is the action next to the current action in the fourth action set.

[0401] In an optional embodiment, based on the above solution, a step of controlling the virtual character to perform a fourth attack action may be further performed if a click operation acting on the first attack control is received within a first time period after controlling the virtual character to perform the first attack action in response to a click operation acting on the first attack control.

[0402] In an optional embodiment, based on the above solution, a step of controlling the virtual character to perform a first attack action may be further performed if a click operation acting on the first attack control is received a first time after controlling the virtual character to perform the first attack action in response to a click operation acting on the first attack control.

[0403] During the above virtual character control process, the user (player) can control the virtual character to perform a first attack action by touching a first attack control of the graphical user interface, and the user can also determine a first target action from a first action set and control the virtual character to perform the first target action by touching the first attack control of the graphical user interface. That is, the first attack control not only controls the virtual character to perform the first attack action, but also controls the virtual character to perform the first target action. Specifically, when the first touch operation acting on the first attack control is a click operation, the virtual character is controlled to perform the first attack action, and when the first touch operation is a slide operation, the virtual character is controlled to determine a first target action from a first action set according to the slide operation and perform the first target action. The first target action may be the above-mentioned first attack action or another action. In this way, when the user needs to control the virtual character to perform a first attack action, this can be achieved by clicking the first attack control originally displayed in the graphical user interface, and when the user needs to control the virtual character to perform an action such as a jump action, a defense action, etc., this can also be achieved by sliding the first attack control in addition to touching the jump control, the defense control, etc. originally displayed in the graphical user interface. The method of determining the first target action from the first action set in response to the slide operation allows the user to more quickly and consistently achieve the continuation of the first attack action and the first target action.When the virtual character needs to be controlled to perform an action in the first action set, the user can accurately determine the first target action from the first action set according to the slide operation only by a slide operation on the first attack control without lifting his / her finger and clicking on other controls in the graphical user interface. In the whole process of the virtual character from the first attack action to the first target action, the user does not need to find and position another control (such as a control corresponding to a defense action, a jump action, etc.) in the interface, but can easily determine the first target action from the first action set by a slide operation on the first attack control, and then control the virtual character to perform the first target action, thereby realizing rapid control of the virtual character, such as rapid control of the change of attack action or the conversion of offense and defense. In this operation process, the user can switch the control without lifting his / her finger or moving his / her gaze, and the user can respond quickly during the interaction, making the operation more convenient and effectively reducing the problem of erroneous operation caused by too many interface controls. At the same time, this method of quickly controlling the virtual character also improves the consistency of the user operation.

[0404] The computer program product of the method, apparatus, and electronic device for controlling a virtual character provided by the embodiments of the present disclosure includes a computer-readable storage medium storing a program code, and the instructions included in the program code can be used to execute the method in the above-mentioned method embodiments. For specific implementation, please refer to the method embodiments, and will not be described again here.

[0405] Unless otherwise stated, the relative order of components and steps, formulas, and numerical values ​​described in these examples are not intended to limit the scope of the disclosure.

[0406] When functions are implemented in the form of a software functional unit and sold or used as an independent product, the functions can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present disclosure may be essentially embodied in the form of a software product, or a part of the technical solution may be embodied in the form of a software product. The computer software product is stored in a storage medium and includes some instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods of various embodiments of the present disclosure. The aforementioned storage medium includes various media that can store program codes, such as U disks, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical disks.

[0407] In describing this disclosure, directions or positions indicated by "center," "top," "bottom," "left," "right," "vertical," "horizontal," "inside," "outside," etc. are based on the orientations or positions shown in the drawings and are for convenience of describing this disclosure only, and do not indicate or imply that the devices or elements shown must have a particular orientation or be constructed or operated in a particular orientation, and therefore should not be construed as limiting this disclosure. Additionally, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0408] Finally, it should be noted that the above examples are only specific embodiments of the present disclosure, and are used to explain the technical solutions of the present disclosure, but are not limited thereto, and the protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above examples, those skilled in the art can easily come up with modifications or changes to the technical solutions described in the above examples within the disclosed technical scope, and can replace some of the technical features with equivalent substitutes, and these modifications, changes, or substitutions do not deviate from the essence of the corresponding technical solutions from the technical spirit and scope, and all of them are included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. 1. A method for controlling a virtual character, comprising: displaying a first attack control in a graphical user interface; in response to a first touch operation acting on the first attack control, if the first touch operation is a click operation, controlling the virtual character to execute a first attack action corresponding to the first attack control, and if the first touch operation is a slide operation, determining a first target action from a first action set in response to the slide operation and controlling the virtual character to execute the first target action.

16. A method for controlling a virtual character comprising:

2. the first action set includes direction information and action information corresponding to the direction information; The step of determining a first target action from a first action set in response to the slide operation includes: determining an action in the first action set that matches the direction of the slide operation as a first target action 2. The method according to claim 1 .

3. The step of determining a first target action from a first action set in response to the slide operation includes: determining a first target action from a first action set according to the slide operation and a state of the virtual character; 2. The method according to claim 1 .

4. the first action set includes at least two action subsets; determining a first target action from a first action set according to the slide operation and a state of the virtual character, determining a target subset of actions from the first set of actions based on a state of the virtual character; determining a first desired action from the subset of desired actions based on the slide operation; 4. The method according to claim 3 .

5. The states of the virtual character include a grounded state and a floating state.

5. The method according to claim 4 .

6. The first action set is a user-customized set.

2. The method according to claim 1 .

7. The method comprises: displaying a first control in a graphical user interface; and in response to a second touch operation acting on the first control, controlling a virtual character to perform an action corresponding to the first control.

2. The method according to claim 1 .

8. The first action set includes an action that corresponds to the first control.

8. The method according to claim 7 .

9. The method comprises: When the first touch operation is a long press operation, a first control set is displayed, and in response to a slide operation subsequent to the long press operation, a first target control is determined from the controls included in the first control set, and the virtual character is controlled to execute an action corresponding to the first target control, and the control included in the first control set corresponds to an action included in the first action set.

2. The method according to claim 1 .

10. The action corresponding to the first control is a non-aggressive action.

8. The method according to claim 7 .

11. The action corresponding to the first control is a defense action, an evasion action, a jump action, a crouching action, a sliding shovel action, or a crawling action.

8. The method according to claim 7 .

12. The method comprises: canceling the display of the first set of controls.

10. The method of claim 9 .

13. The step of canceling the display of the first control set includes: canceling display of the first control set in response to an end of the first touch operation.

13. The method of claim 12.

14. The first control and the first attack control displayed in the graphical user interface are persistent controls within the graphical user interface.

8. The method according to claim 7 .

15. The first action set includes a first sub-action set and a second sub-action set, the first sub-action set being an action set corresponding to a resident control in the graphical user interface, and the second sub-action set being an action set corresponding to a non-resident control in the graphical user interface.

2. The method according to claim 1 .

16. The first control set includes a first sub-control set and a second sub-control set, the controls included in the first sub-control set being a subset of resident controls, and the controls included in the second sub-control set being a subset of non-resident controls.

10. The method of claim 9 .

17. The method comprises: Displaying a second attack control in a graphical user interface, wherein an angle of attack of a first attack action corresponding to the first attack control is different from an angle of attack of a second attack action corresponding to the second attack control.

2. The method according to claim 1 .

18. The method comprises: in response to a third touch operation acting on the second attack control, when the third touch operation is a click operation, controlling the virtual character to perform a second attack action corresponding to the second attack control; and when the third touch operation is a slide operation, determining a second target action from a second action set in response to the slide operation, and controlling the virtual character to perform the second target action.

18. The method of claim 17.

19. The method comprises: When the third touch operation is a long press operation, a second control set is displayed, and a second target control is determined from the controls included in the second control set in response to a slide operation subsequent to the long press operation, and the virtual character is controlled to execute an action corresponding to the second target control, and the control included in the second control set corresponds to an action included in the second action set.

20. The method of claim 18.

20. The method comprises: canceling the display of the second set of controls.

20. The method of claim 19 .

21. The step of canceling the display of the second control set includes: and canceling the display of the second control set in response to an end of the third touch operation.

21. The method of claim 20.

22. The method comprises: and controlling the virtual character to perform a third attack action when the first touch operation is a long press operation and the press time is equal to or longer than a first time threshold.

10. The method of claim 9 .

23. and controlling the virtual character to perform a third attack action when the first touch operation is a long press operation and the press time is equal to or longer than a first time threshold. and when the first touch operation is a long press operation, controlling the virtual character to perform a preparatory action for a third attack action, and controlling the virtual character to perform the third attack action after a time period during which the touch operation is continued is equal to or longer than a first time threshold.

23. The method of claim 22.

24. and controlling the virtual character to perform a third attack action when the first touch operation is a long press operation and the press time is equal to or longer than a first time threshold. and if the first touch operation is a long press operation, and if a pressing time of the long press operation is equal to or longer than a first time threshold and shorter than a second time threshold when the long press operation is terminated, triggering the virtual character to perform a third attack action when the long press operation is terminated, wherein the second time threshold is greater than the first time threshold.

23. The method of claim 22.

25. The method comprises: and automatically triggering the virtual character to perform a third attack action when the first touch operation is a long press operation and a duration of the long press operation is equal to the second time threshold.

25. The method of claim 24.

26. The method comprises: and when the first touch operation is a long press operation and the duration of the long press operation is equal to or longer than a first time threshold and shorter than a second time threshold, determining a third target action from the first action set in response to a slide operation subsequent to the long press operation, and controlling the virtual character to execute the third target action.

25. The method of claim 24.

27. The step of determining a first target action from the first action set in response to the slide operation includes: and confirming a first target action from the first action set according to a slide trajectory of the slide operation.

2. The method according to claim 1 .

28. The step of displaying the first set of controls includes: displaying a first roulette including the first control set, the first roulette having controls in the first control set arranged thereon; 10. The method of claim 9 .

29. The first roulette surrounds the first attack control 29. The method of claim 28.

30. The first roulette surrounds a preset position of a blank area of ​​the graphical user interface.

29. The method of claim 28.

31. A direction from the first attack control to a third control in the first set of controls is different from a direction from the first attack control to a fourth control in the first set of controls.

10. The method of claim 9 .

32. The method comprises: The method further includes the steps of displaying a first control indication in a first direction of the first attack control and a second control indication in a second direction of the first attack control, the first control indication indicating that a control in the first control set is displayed in the first direction of the first attack control when a first control set corresponding to the first attack control is displayed, and the second control indication indicating that a control in the first control set is displayed in the second direction of the first attack control when the first control set corresponding to the first attack control is displayed.

10. The method of claim 9 .

33. The included angle between a ray starting from the first attack control and pointing to a third control in the first set of controls and a ray starting from the first attack control and pointing to a fourth control in the first set of controls is greater than an angle threshold.

10. The method of claim 9 .

34. the first control is an avoidance control; The method comprises: controlling a virtual character to perform a first avoidance action in response to a click operation on the avoidance control; and controlling a virtual character to perform a second evasive action in response to a long press operation on the evasive control; The first avoidance action and the second avoidance action differ in an avoidance distance and / or a state after the avoidance, and the state includes jogging or sprinting.

8. The method according to claim 7 .

35. the graphical user interface further includes a sixth control, the sixth control being a jump control; The method comprises: in response to a fourth touch operation acting on the sixth control, controlling the virtual character to perform a jump action if the fourth touch operation is a click operation; and when the fourth touch operation is a slide operation, determining a fourth target action from a third action set in response to the slide operation and controlling a virtual character to perform the fourth target action; The third action set includes at least a crouching action.

2. The method according to claim 1 .

36. The method comprises: When the fourth touch operation is a long press operation, displaying a third control set, determining a fourth target control from the controls included in the third control set in response to a slide operation subsequent to the long press operation, and controlling the virtual character to execute an action corresponding to the fourth target control; and canceling display of the third control set in response to an end of the fourth touch operation.

36. The method of claim 35.

37. The method comprises: Displaying a seventh control in a graphical user interface, the seventh control being a skill control for triggering the virtual character to perform a skill cast, and the first attack control being an action control for triggering the virtual character to perform a first attack action.

2. The method according to claim 1 .

38. The skill corresponding to the skill control has a cooldown time, and the action corresponding to the action control has no cooldown time.

38. The method of claim 37.

39. A virtual environment corresponding to the graphical user interface includes a first virtual character and a second virtual character, a skill possessed by the first virtual character is different from a skill possessed by the second virtual character, and both the first virtual character and the second virtual character are capable of performing the first attack action.

38. The method of claim 37.

40. The first attack action is a contact attack action performed by the limbs and / or weapons of the virtual character.

2. The method according to claim 1 .

41. When the first touch operation is a slide operation, the step of determining a first target action from the first action set in response to the slide operation and controlling the virtual character to perform the first target action includes: When the first touch operation is a slide operation, determining a first target action from the first action set according to the slide operation, and determining whether an action interruption condition is satisfied based on a current action state of the virtual character and the first target action; if satisfied, controlling the virtual character to perform the first goal action.

2. The method according to claim 1 .

42. The method comprises: if not satisfied, not controlling the virtual character to perform the first goal action.

42. The method of claim 41 .

43. The method comprises: If not, controlling the virtual character to continue performing the currently uncompleted action.

42. The method of claim 41 .

44. The method comprises: providing a second action control corresponding to a second action at a predetermined position of a graphical user interface according to a current action of the virtual character and a fourth action set; and controlling the virtual character to perform the second action in response to a trigger operation on the second action control.

2. The method according to claim 1 .

45. The fourth action set includes at least two actions and action sequences.

45. The method of claim 44.

46. providing a second action control corresponding to a second action in a graphical user interface according to a current action of the virtual character and a fourth action set, providing a second action control corresponding to a second action in a graphical user interface according to a current action of the virtual character and an action sequence of the fourth action set.

46. ​​The method of claim 45.

47. The method comprises: providing a third action control corresponding to a third action at the predetermined location of a graphical user interface according to the second action and the fourth set of actions; and controlling the virtual character to perform the third action in response to a trigger operation on the third action control.

45. The method of claim 44.

48. The fourth action set is an action set determined from at least two action sets according to the current action.

45. The method of claim 44.

49. providing a second action control corresponding to a second action in a graphical user interface according to a current action of the virtual character and a fourth action set, providing a second action control in a graphical user interface corresponding to a second action based on a virtual weapon used by the virtual character, a current action of the virtual character, and a fourth action set.

45. The method of claim 44.

50. providing a second action control in a graphical user interface corresponding to a second action based on a virtual weapon used by the virtual character, a current action of the virtual character, and a fourth action set, determining a set of candidate actions according to a virtual weapon used by the virtual character; determining a fourth action set from the candidate action sets according to a current action of the virtual character; and providing a second action control corresponding to a second action in a graphical user interface according to a current action of the virtual character and an action order of the fourth action set.

50. The method of claim 49.

51. The second action is a next action in the fourth action set after the current action.

46. ​​The method of claim 45.

52. The method comprises: and controlling the virtual character to perform a fourth attack action when a click operation acting on the first attack control is received within a first time period after controlling the virtual character to perform a first attack action in response to a click operation acting on the first attack control.

2. The method according to claim 1 .

53. The method comprises: and controlling the virtual character to perform a first attack action when a click operation acting on the first attack control is received a first time after controlling the virtual character to perform a first attack action in response to the click operation acting on the first attack control.

2. The method according to claim 1 .

54. A device for controlling a virtual character, comprising: a control display module configured to display the first attack control on a graphical user interface; a character control module configured to: in response to a first touch operation acting on the first attack control, if the first touch operation is a click operation, control the virtual character to perform a first attack action corresponding to the first attack control; and, if the first touch operation is a slide operation, determine a first target action from a first action set in response to the slide operation, and control the virtual character to perform the first target action. A device for controlling a virtual character.

55. An electronic device comprising a processor and a memory, The memory stores computer executable instructions executable by the processor to execute the computer executable instructions to implement a method for controlling a virtual character according to any one of claims 1 to 53.

1. An electronic device comprising:

56. Computer executable instructions are stored, which when invoked and executed by a processor cause the processor to implement a method for controlling a virtual character according to any one of claims 1 to 53. A computer-readable storage medium comprising:

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