Method and apparatus for virtual scene interaction processing, electronic device, and computer program
The interaction processing method simplifies skill release in virtual scenes by integrating click and slide operations into a single slide action, addressing inefficiencies and improving success rates in releasing special skills.
Patent Information
- Application Number
- JP2024564510
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-09-23
- Filing Date
- 2023-08-24
- Publication Date
- 2025-05-27
AI Technical Summary
Existing human-computer interaction technologies for virtual scenes, particularly in card strategy games, face inefficiencies and low success rates in releasing special skills, which require multiple operations such as clicks and drags.
An interaction processing method and apparatus that allows for a seamless connection between click and slide operations, enabling the selection of a target virtual object and the release position for a skill with a single slide operation, thereby simplifying the skill release process.
This approach improves the operation efficiency and success rate of skill release by reducing the number of required operations from multiple steps to a single slide operation, enhancing the overall gaming experience.
Smart Images

Figure 2025516261000001_ABST
Abstract
Description
Technical Field
[0001] This application claims priority based on a Chinese patent application with an application number of 2022111652713 filed with the Chinese Patent Office on September 23, 2022, and the entire content thereof is incorporated herein by reference.
[0002] This application relates to the technical field of human-computer interaction, and in particular, to an interaction processing method and apparatus for virtual scenes, an electronic device, and a computer program.
Background Art
[0003] The human-computer interaction technology for virtual scenes based on graphics processing hardware can realize various interactions between virtual objects (objects) controlled by users or artificial intelligence according to the needs of actual applications, and has broad practical value. For example, in virtual scenes such as games, the actual combat process between virtual objects can be simulated.
[0004] Taking a card strategy game as an example, the skills of some virtual objects are relatively special and are divided into "ordinary skills" and "stealing skills". Among them, the release of ordinary skills can be achieved by normally using a single drag operation on the skill card, but the release of stealing skills requires two steps, that is, the first step: select the target of stealing; and the second step: select the release target after the stealing is completed. In other words, the entire release process of stealing skills requires two click operations and one drag operation, so the operation efficiency and success rate are relatively low.
Summary of the Invention
Problems to be Solved by the Invention
[0005] Embodiments of the present application aim to provide an interaction processing method and apparatus for a virtual scene, an electronic device, and a computer program that can improve the operation efficiency of skill release.
Means for Solving the Problem
[0006] According to an embodiment of the present application, an interaction processing method for a virtual scene is provided, which is executed by an electronic device. Such a method includes: displaying a virtual scene; displaying at least one second virtual object's label in response to a click operation on the skill control of a first virtual object; highlighting the label of at least one target second virtual object selected by the first slide operation in response to a first slide operation on the label of the at least one second virtual object, wherein the first slide operation is performed from the touch point of the click operation when the click operation is maintained without being released; and controlling the first virtual object to release at least one target skill at the release position of the first slide operation in response to the release of the first slide operation, wherein the at least one target skill is the skill possessed by the at least one target second virtual object.
[0007] According to an embodiment of the present application, an interaction processing apparatus for a virtual scene is provided. Such an apparatus includes a display module and a control module. The display module is configured to display a virtual scene. The display module is further configured to display at least one second virtual object's label in response to a click operation on the skill control of a first virtual object. The display module is further configured to highlight the labels of at least one target second virtual object selected by the first slide operation in response to the first slide operation on the label of the at least one second virtual object, wherein the first slide operation is performed from the touch point of the click operation when the click operation is maintained without being released. The control module is configured to control the first virtual object to release at least one target skill at the release position of the first slide operation in response to the release of the first slide operation, wherein the at least one target skill is a skill possessed by the at least one target second virtual object.
[0008] According to an embodiment of the present application, an electronic device is provided, which a memory storing executable instructions (computer programs); and a processor connected to the memory, The processor is configured to realize the virtual scene interaction processing method provided in the embodiment of the present application by executing the executable instructions stored in the memory.
[0009] According to an embodiment of the present application, a computer-readable storage medium is provided, in which computer-executable instructions are stored, and such instructions are used to realize the virtual scene interaction processing method provided in the embodiment of the present application when executed by a processor.
[0010] According to an embodiment of the present application, a computer program product is provided, which includes a computer program or computer-executable instructions, and such program or instructions are used to realize the virtual scene interaction processing method provided in the embodiment of the present application when executed by a processor.
Advantages of the Invention
[0011] When a click operation is performed on the skill control of the first virtual object, display the label of at least one second virtual object that can be used for the operation, and support a first slide operation. The first slide operation is performed from the touch point of the click operation when the click operation is maintained without being released, so as to realize a seamless connection between click and slide, and the target second virtual object that needs to acquire the skill and the release position of the target skill can be sequentially set only by one slide operation, which can realize the effect that the number of operations is saved compared with the conventional technology that requires the target second virtual object that needs to acquire the skill and the release position of the target skill to be set respectively by multiple operations, and the operation efficiency and success rate of skill release can be improved.
Brief Description of the Drawings
[0012]
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Embodiments for Carrying Out the Invention
[0013] To make the objectives, technical solutions, and advantages of the present application clearer, the present application will be described in detail below in conjunction with the drawings. The described embodiments do not limit the present application, and all other embodiments obtained by those skilled in the art without creative labor also fall within the protection scope of the present application.
[0014] In the following description, the expression "some embodiments" means a subset of all possible embodiments. However, as can be understood, "some embodiments" may be the same subset or different subsets of all possible embodiments, and as long as there is no contradiction, they can be combined with each other.
[0015] As can be understood, in the embodiments of the present application, regarding related data such as user information, when the embodiments of the present application are applied to a product or technology, it is necessary to obtain the user's permission or consent. Also, the collection, use, and processing of related data need to comply with the relevant laws and standards of the relevant countries and regions.
[0016] Also, in the following description, the terms "first / second..." are used only to distinguish similar objects and do not represent a specific order for the objects. As can be understood, when "first / second..." is permitted, the specific order can be exchanged so that the embodiments of the present application described herein are implemented in an order other than the order illustrated or described herein.
[0017] Unless otherwise specified, all technical terms and scientific terms used herein have the same meaning as commonly understood by those skilled in the art. The terms used herein are used only for the purpose of explaining the embodiments of the present application and do not limit the present application.
[0018] Before explaining the embodiments of the present application in detail, nouns and terms related to the embodiments of the present application will be explained. The nouns and terms related to the embodiments of the present application are suitable for the following interpretations.
[0019] 1) According to / in response to: Used to represent the conditions or states on which the operations to be executed depend. When the dependent conditions or states are satisfied, the one or more operations to be executed may be real-time or may have a set delay. Unless otherwise specified, there is no order restriction on the multiple operations to be executed.
[0020] 2) Virtual scene: A scene that is displayed (or provided) when an application program is executed on a terminal device. The scene may be a simulation environment for the real world, a semi-simulation and semi-fictitious environment, or even a completely fictitious virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene may include sky, land, sea, etc., and the land may include environmental elements such as deserts and cities, and the user can control the virtual object to move in the virtual scene.
[0021] 3) Virtual object: It is an image of various people or things that can interact in a virtual scene, or an object that can move in a virtual scene. The movable object can be a virtual person, a virtual animal, an anime character, etc., for example, a person, an animal, etc. displayed in the virtual scene. The virtual object may be one virtual image in the virtual scene representing the user. The virtual scene may include a plurality of virtual objects, and each virtual object has a unique shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0022] 4) Scene data: It is characteristic data representing a virtual scene, for example, it may be the area of the construction area in the virtual scene, the style of the building where the virtual scene is currently located, etc., and may also include the position of the virtual building in the virtual scene, the floor area of the virtual building, etc.
[0023] 5) Client: An application program executed on a terminal device to provide various services, for example, a video playback client, a game client, etc.
[0024] The embodiments of this application provide a method, an apparatus, an electronic device, a computer-readable storage medium, and a computer program product for interaction processing of a virtual scene, and can improve the operation efficiency of skill release. To more easily understand the method for interaction processing of a virtual scene provided by the embodiments of this application, first, an exemplary implementation scene of the method for interaction processing of a virtual scene provided by the embodiments of this application is described. The virtual scene in the method for interaction processing of a virtual scene provided by the embodiments of this application may be completely output based on a terminal device, or may be output based on the cooperation between the terminal device and a server.
[0025] In some embodiments, the virtual scene may be an environment for virtual objects (e.g., game characters) to interact. For example, it may be for game characters to engage in battles in the virtual scene. By controlling the actions of the game characters, two-way interactions in the virtual scene can be carried out, thereby enabling the user to relieve the stress of daily life during gameplay.
[0026] As an implementation scene, referring to FIG. 1A, FIG. 1A is a diagram showing an application mode of the interaction processing method of the virtual scene provided in the embodiment of the present application. It depends entirely on the computing power of the graphics processing hardware of the terminal device 400 to complete the calculation of the relevant data of the virtual scene 100. Some application modes, for example, are suitable for stand-alone / offline games and can complete the output of the virtual scene by various different types of terminal devices 400 such as smartphones, tablet computers, virtual reality / augmented reality devices, etc.
[0027] By way of example, the types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).
[0028] When forming the visual perception of the virtual scene 100, the terminal device 400 calculates the data required for display by the graphics computing hardware, completes the loading, parsing, and rendering of the display data, and then outputs, by the graphics output hardware, a video frame capable of forming the visual perception of the virtual scene, for example, a video frame that can show a two-dimensional display effect on the display screen of a smartphone, or a video frame that can realize a three-dimensional display effect by projecting onto the lens of augmented reality / virtual reality glasses. Also, to realize various perceptions, the terminal device 400 may further form one or more of auditory perception, tactile perception, motion perception, and taste perception by different hardware.
[0029] As an example, in the terminal device 400, the client 410 (for example, a stand-alone game application) is executed. In the execution process of the client 410, a virtual scene including role-playing is output. The virtual scene may be an environment for game characters to interact. For example, it may be a flat ground, a street, a valley, etc. for game characters to fight. Taking the display of the virtual scene 100 from a third-person perspective as an example, a first virtual object 101 is displayed in the virtual scene 100. Among them, the first virtual object 101 may be a game character controlled by the user. That is, the first virtual object 101 is controlled by the actual user and moves in the virtual scene 100 according to the operations of the actual user on a controller (for example, a touch panel, a voice control switch, a keyboard, a mouse, a joystick, etc.). For example, when the actual user moves the joystick to the right, the first virtual object 101 moves to the right in the virtual scene 100. Also, the actual user may control the first virtual object 101 to perform actions such as standing still, jumping, or shooting.
[0030] For example, in the virtual scene 100, skill controls (e.g., skill cards) corresponding to a plurality of virtual objects are respectively displayed; when the client 410 receives a click (tap) operation of the user on the skill control 102 corresponding to the first virtual object 101, it displays the labels (e.g., avatars) of at least one second virtual object (i.e., the virtual object having the skill that the user wants to steal); subsequently, the client 410 highlights the label of at least one target second virtual object selected by the first slide operation in response to the first slide operation on the label of at least one second virtual object, thereby indicating that the label of at least one target second virtual object is in a selected state. Among them, the first slide operation is performed from the touch point of the click operation when the click operation is maintained without being released. For example, when the click operation of the user is maintained without being released, it slides upward, and assuming that the slide trajectory passes through the label 103 of the game character B (i.e., the target second virtual object), by highlighting the label 103 of the game character, it can be indicated that the label 103 of the game character B is in a selected state (i.e., the user needs to control the first virtual object 101 to steal the skill possessed by the game character B); thereafter, the client 410 controls the first virtual object 101 to release one target skill at the release position 104 of the first slide operation in response to the release of the first slide operation. Among them, the target skill is the skill possessed by the game character B. In this way, the user can complete both skill stealing and release with only one slide operation, so the operation efficiency of skill release can be improved.
[0031] As another implementation scene, referring to FIG. 1B, FIG. 1B is a diagram showing an application mode of the interaction processing method of the virtual scene provided in the embodiment of the present application, which is applicable to the terminal device 400 and the server 200, and is suitable for an application mode in which the calculation of the virtual scene is completed depending on the computing power of the server 200 and the virtual scene is output by the terminal device 400.
[0032] Taking the formation of visual perception of the virtual scene 100 as an example, the server 200 calculates the relevant display data (e.g., scene data) of the virtual scene, and transmits the calculation result to the terminal device 400 via the network 300. The terminal device 400 completes the loading, analysis, rendering, etc. of the display data depending on the graphics operation hardware, and forms visual perception by outputting the virtual scene depending on the graphics output hardware. For example, it may output a video frame that can show a two-dimensional display effect on the display screen of a smartphone, or a video frame that can realize a three-dimensional display effect by projecting onto the lens of an augmented reality / virtual reality glasses. Also, regarding the perception of the form of the virtual scene, for the sake of understanding, it may be output by the corresponding hardware of the terminal device 400. For example, it may form auditory perception using a microphone, or form tactile perception using a vibrator, etc.
[0033] As an example, in the terminal device 400, the client 410 (e.g., a network version of a game application) is executed, and interacts with other users through the connection server 200 (e.g., a game server). Taking the terminal device 400 outputting the virtual scene 100 of the client 410 and displaying the virtual scene 100 from a third-person perspective as an example, a first virtual object 101 is displayed in the virtual scene 100. Among them, the first virtual object 101 may be a game character controlled by the user, that is, the first virtual object 101 is controlled by the actual user, and moves in the virtual scene 100 according to the operations of the actual user on the controller (e.g., a touch panel, a voice control switch, a keyboard, a mouse, a joystick, etc.). For example, when the actual user moves the joystick to the right, the first virtual object 101 moves to the right in the virtual scene 100. Also, the actual user may control the first virtual object 101 to perform actions such as standing still, jumping, or shooting.
[0034] For example, in the virtual scene 100, skill controls (such as skill cards) corresponding to a plurality of virtual objects are respectively displayed; when the client 410 receives a click operation on the skill control 102 corresponding to the first virtual object 101 by the user, it displays the label (such as an avatar) of at least one second virtual object (that is, the virtual object with the skill the user wants to steal); subsequently, in response to a first slide operation on the label of at least one second virtual object, the client 410 displays the label of at least one target second virtual object selected by the first slide operation (that is, indicating that the label of at least one target second virtual object is in a selected state), among which, the first slide operation is implemented from the touch point of the click operation when the click operation is maintained without being released, for example, when the user's click operation is maintained without being released, it slides up, and assuming that the slide trajectory passes through the label 103 of the game character B (that is, the target second virtual object), by highlighting the label 103 of the game character, it indicates that the label 103 of the game character B is in a selected state (that is, the user wants to control the first virtual object 101 to steal the skill possessed by the game character B); thereafter, in response to the release of the first slide operation, the client 410 controls the first virtual object 101 to release one target skill at the release position 104 of the first slide operation, among which, the target skill is the skill possessed by the game character B. In this way, the user can complete both skill stealing and release with only one slide operation, thus improving the operation efficiency of skill release.
[0035] In some embodiments, the terminal device 400 may further implement the interaction processing method of the virtual scene provided in the embodiments of the present application by executing a computer program. For example, the computer program may be a native program or software module in an operating system (OS), or may be a local application program (APP, Application). That is, a program that needs to be executed by being installed in the operating system, such as a card strategy game APP (i.e., the above-mentioned client 410), and may also be an applet, that is, a program that can be executed only by being downloaded in a browser environment. Furthermore, it may be a game applet that can be embedded in any APP. In short, the above-mentioned computer program may be an application program, module, or plug-in in any form.
[0036] Taking the case where the computer program is an application program as an example, when actually implemented, in the terminal device 400, an application program that supports the virtual scene is installed and executed. The application program may be any one of a first-person shooting game (FPS, First-Person Shooting game), a third-person shooting game, a virtual reality application program, a 3D map program, or a multiplayer shooting survival game. The user uses the terminal device 400 to control the virtual character in the virtual scene to perform activities, and the activities may include at least one of adjusting the body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building virtual buildings, but are not limited thereto. By way of example, the virtual character may be a virtual person, such as a simulated human character, an anime character, etc.
[0037] In some other embodiments, the embodiments of the present application may also be implemented by cloud technology. Cloud technology refers to a hosting technology that integrates a series of resources such as hardware, software, and network within a wide area network or local area network to realize data calculation, storage, processing, and sharing.
[0038] Cloud technology is a general term for network technology, information technology, integration technology, platform management technology, application technology, etc. based on the business model application of cloud computing. It forms a resource pool, can be used on demand, and is flexible and convenient. Cloud computing technology is expected to provide important support. A large amount of resources for computing and storage are required for the background services of the technical network system.
[0039] By way of example, the server 200 in FIG. 1B may be an independent physical server, a server group or distributed system composed of multiple physical servers. Furthermore, it may also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data, and artificial intelligence platforms. The terminal device 400 may be a smartphone, tablet computer, notebook computer, desktop computer, smart speaker, smart watch, in-vehicle terminal, etc., but is not limited thereto. The terminal device 400 and the server 200 may be directly or indirectly connected by means of wired or wireless communication, and the embodiments of the present application do not limit this.
[0040] Next, the configuration of the electronic device provided in the embodiments of the present application will be described. Taking the case where the electronic device is a terminal device as an example, referring to FIG. 2, FIG. 2 is a diagram showing the configuration of the electronic device 500 provided in the embodiments of the present application. The electronic device 500 shown in FIG. 2 includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. Each component in the electronic device 500 may be connected by a bus system 540. As can be understood, the bus system 540 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 540 may further include a power bus, a control bus, and a status signal bus. For the convenience of description, in FIG. 2, various buses are denoted as the bus system 540.
[0041] The processor 510 may be an integrated circuit chip, having the ability to process signals. For example, it may be a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, individual gates, transistor logic devices, individual hardware components, etc. Among them, the general-purpose processor may be a microprocessor, any conventional processor, etc.
[0042] The user interface 530 includes one or more output devices 531 that enable the presentation of media content. For example, it may include one or more speakers and / or one or more visual display screens. The user interface 530 further includes one or more input devices 532. For example, it may include user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch panel, a camera head, other input buttons, controls, etc.
[0043] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid state memory, hard disk drives, optical disk drives, and the like. The memory 550 optionally includes one or more storage devices that are physically remote from the processor 510.
[0044] The memory 550 includes volatile memory or non-volatile memory, and may also include both volatile memory and non-volatile memory. The non-volatile memory may be ROM (Read Only Memory), and the volatile memory may be RAM (Random Access Memory). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0045] In some embodiments, the memory 550 can store data for supporting various operations, examples of such data including programs, modules, and data structures, or subsets or supersets thereof. This will be illustrated by way of example below.
[0046] Operating system 551: A system program that processes various basic system services and executes hardware-related tasks, including, for example, a framework layer, a core library layer, a driver layer, etc., and is used to implement various basic services and process hardware-based tasks.
[0047] Network communication module 552: Used to reach other computing devices via one or more (wired or wireless) network interfaces 520. Exemplary network interfaces 520 include Bluetooth, WiFi, USB (Universal Serial Bus), etc.
[0048] Prompt module 553: It is used to cause information to be presented by one or more output devices 531 (such as a display screen, a speaker, etc.) associated with the user interface 530 (for example, a peripheral device, a user interface for operating display content and information).
[0049] Input processing module 554: It is used to detect one or more user inputs or interactions from one or more of the one or more input devices 532, and process (for example, translate) the detected input or interaction.
[0050] In some embodiments, the devices provided in the embodiments of the present application may be implemented in a software manner. FIG. 2 shows an interaction processing device 555 for a virtual scene stored in the memory 550, which may be software in the form of a program, a plugin, etc., and includes the following software modules, namely, a display module 5551, a control module 5552, a decision module 5553, an acquisition module 5554, and a switching module 5555. Since these modules are logical, based on the functions to be realized, any combination or further division can also be performed. Note that, for the sake of convenience, all the above modules are shown at once in FIG. 2, but the implementation when the interaction processing device 555 for the virtual scene includes only the display module 5551 and the control module 5552 is not excluded. Hereinafter, the functions of each module will be described.
[0051] Hereinafter, the interaction processing method for a virtual scene provided in the embodiments of the present application will be specifically described in conjunction with exemplary applications and implementations of the terminal device provided in the embodiments of the present application.
[0052] Referring to FIG. 3, FIG. 3 is a flowchart of the interaction processing method for a virtual scene provided in the embodiments of the present application, and the description will be made in conjunction with the steps shown in FIG. 3.
[0053] Note that the method shown in FIG. 3 may be executed by various forms of computer programs executed by the terminal device, and is not limited to the client. For example, it may further be the above-mentioned operating system, software module, script, applet, etc. Therefore, taking the following client as an example does not limit the embodiments of the present application. Also, for the convenience of explanation, the terminal device and the client executed by the terminal device are not specifically distinguished below.
[0054] Step 301: Display a virtual scene.
[0055] Here, the virtual scene may include skill controls (for example, skill controls displayed in the form of cards, hereinafter abbreviated as skill cards) corresponding to a plurality of virtual objects respectively.
[0056] In some embodiments, a client (for example, a card strategy game APP) that supports a virtual scene is installed on the terminal device. When the user turns on the client installed on the terminal device (for example, the terminal device receives a click operation of the user on the icon corresponding to the card strategy game APP displayed on the desktop), and when the terminal device executes the client, the virtual scene can be displayed on the human-computer interaction interface of the client. Among them, the virtual scene includes skill cards corresponding to a plurality of virtual objects respectively.
[0057] In some other embodiments, in the human-computer interaction interface of the client, the virtual scene may be displayed from the first-person perspective (for example, acting as a virtual object in the game from the user's own perspective), or may be displayed from the third-person perspective (for example, the player plays the game by chasing the first virtual object in the game). Furthermore, the virtual scene may be displayed from an aerial perspective. Among them, these perspectives can be flexibly switched based on the user's instructions.
[0058] As an example, the first virtual object may be an object controlled by a user in a game. Of course, the virtual scene may further include other virtual objects. For example, such other virtual objects may be controlled by other users or by a robot program. The virtual object may belong to (be classified into) any one of a plurality of camps. There may be a hostile or cooperative relationship between the camps, and the camps in the virtual scene may include one or all of these relationships.
[0059] Taking the display of the virtual scene from the first-person perspective as an example, the virtual scene displayed on the human-computer interaction interface may include the following, that is, the field-of-view area of the first virtual object determined based on the observation position and the viewing angle of the first virtual object in the complete virtual scene, and a part of the virtual scene located in the field-of-view area in the complete virtual scene (that is, the displayed virtual scene may be a part of the panoramic virtual scene). Since the first-person perspective is the most influential observation perspective for the user, the immersion feeling in the user's operation process can be realized.
[0060] Taking the display of the virtual scene from the bird's-eye perspective as an example, the virtual scene displayed on the human-computer interaction interface may include the following, that is, a part of the virtual scene corresponding to the zoom operation and displayed on the human-computer interaction interface in response to the zoom operation on the panoramic virtual scene, that is, the displayed virtual scene may be a part of the panoramic virtual scene. Thereby, the operability in the user's operation process can be improved, and thus the efficiency of human-computer interaction can be improved.
[0061] Step 302: Display the labels of at least one second virtual object in response to a click operation on the skill control of the first virtual object.
[0062] In some embodiments, the skill control of the first virtual object may have two different modes, namely, the extended mode and the main body mode. Among them, the extended mode is a mode that controls the first virtual object to use the skills of other virtual objects (for example, when the first virtual object and the target second virtual object belong to the same camp, it is the borrowing mode, that is, the first virtual object can borrow the skills of the target second virtual object when the target second virtual object permits it. Also, when the first virtual object and the target second virtual object belong to different camps, it is the stealing mode, that is, the first virtual object can use the skills of the target second virtual object even without the permission of the target second virtual object). The main body mode is a mode that controls the first virtual object to release its own skills. Taking the case where the first virtual object and the target second virtual object belong to different camps as an example, when the current mode of the skill control of the first virtual object is the main body mode, before the terminal device displays the labels of at least one second virtual object in response to a click operation on the skill control of the first virtual object, it may further execute the following process, that is, in response to a mode switching operation on the skill control of the first virtual object, switch the mode where the skill control of the first virtual object is located from the main body mode to the stealing mode (for example, a switching button is displayed on the skill control, and when a click operation on the switching button by the user is received, the mode where the skill control is located can be switched).
[0063] As an example, taking the case where the first virtual object is game character A, and assuming that the skills of game character A are relatively special and include "ordinary skill" and "stealing skill", correspondingly, the skill control of game character A has two different modes, namely, the stealing mode (corresponding to the "stealing skill") and the main body mode (corresponding to the "ordinary skill"). In other words, when the user wants to control game character A to release the "stealing skill", first, it is necessary to switch the mode where the skill control of game character A is located to the stealing mode, and then game character A can be controlled to release the "stealing skill". In this way, by reusing different modes with the same set of skill controls, the space occupied by the skill control in the virtual scene can be effectively reduced, and the user's gaming experience can be improved.
[0064] In some other embodiments, when the terminal device displays the label (such as an avatar or a name) of at least one second virtual object, it may further perform the following processing, that is, perform highlighting display (such as highlight display, blinking display, adding a bounding box, etc.) on the skill control of the first virtual object to indicate that the skill control of the first virtual object is in a selected state, and display a guide label (such as a guide icon, including an arrow, explanatory text (text), etc.). Among them, the guide label is used to guide the selection of the label of at least one second virtual object. In this way, by presenting the guide label, it is convenient for the user to select the label of at least one second virtual object.
[0065] Note that the second virtual object in the embodiments of this application is a general term for virtual objects that the first virtual object wants to steal skills from, and is not a specific virtual object in a virtual scene. For example, if there are a first camp and a second camp that confront each other in a virtual scene, the first virtual object belongs to the first camp, and the first virtual object wants to steal the skills of the virtual objects included in the second camp, then all the virtual objects included in the second camp may be referred to as the second virtual object. Also, the skill that the first virtual object steals from the second virtual object may or may not be a skill that the first virtual object itself does not have. For example, if the first virtual object has skills 1, 2, and 3, and the second virtual object has skills 3, 4, and 5, then the first virtual object can steal skills 4 and 5 of the second virtual object. Also, since the skills of the first virtual object have a cooling time limit and cannot be continuously released, when the skill 3 of the first virtual object is in the cooling time, the first virtual object can steal the skill 3 of the second virtual object to immediately release the skill 3. Note that the embodiments of this application do not specifically limit this.
[0066] Step 303: In response to a first slide operation on the label of at least one second virtual object, highlight the label of at least one target second virtual object selected by the first slide operation.
[0067] Here, the first slide operation is performed from the touch point of the click operation when the click operation is maintained without being released.
[0068] As an example, taking the first virtual object as the game character A, referring to FIG. 4A, which is a diagram showing an application scenario of the virtual scene interaction processing method provided in the embodiment of the present application. As shown in FIG. 4A, when receiving a click operation of the user on the skill control 601 of the game character A, avatars corresponding to five second virtual objects can be displayed respectively. At this time, when the user maintains the click operation without releasing it, a first slide operation can be performed from the touch point 602 of the click operation (that is, the first slide operation starts from the touch point 602 of the click operation). Also, assuming that the slide trajectory of the first slide operation triggered by the user passes through the avatar 604 of the game character C, the slide trajectory 603 of the first slide operation can be displayed starting from the touch point 602 of the click operation.
[0069] In some embodiments, before highlighting the label of at least one target second virtual object selected by the first slide operation, the terminal device can further execute the following processing, that is, determine the label (for example, avatar) of at least one second virtual object passed by the slide trajectory of the first slide operation as the label of at least one target second virtual object selected by the first slide operation.
[0070] As an example, when the terminal device receives a click operation of the user on the skill card of the first virtual object (for example, the game character A), the labels of five second virtual objects are displayed, which are respectively the avatar of the game character B, the avatar of the game character C, the avatar of the game character D, the avatar of the game character E, and the avatar of the game character F. And assuming that the slide trajectory of the first slide operation triggered by the user passes through the avatar of the game character D, by highlighting the avatar of the game character D, it can be indicated that the avatar of the game character D is in the current selected state (that is, the user wants to control the game character A to steal the skill possessed by the game character D).
[0071] In some other embodiments, before highlighting the label of at least one target second virtual object selected by the first slide operation, the terminal device can further perform the following processing, that is, determine the label of at least one second virtual object within the closed area formed by the slide trajectory of the first slide operation as the label of at least one target second virtual object selected by the first slide operation.
[0072] By way of example, when the terminal device receives a click operation of the user on the skill card of the first virtual object (for example, game character A), the labels of five second virtual objects are displayed, each being the avatar of game character B, the avatar of game character C, the avatar of game character D, the avatar of game character E, and the avatar of game character F, and when the avatars of game character D and game character E are simultaneously present within the closed area formed by the slide trajectory of the first slide operation triggered by the user (for example, the user draws a large circle to capture the avatars of game character D and game character E), the terminal device can highlight the avatars of game character D and game character E, so as to indicate that the avatars of game character D and game character E are currently in a selected state (that is, the user wants to control game character A to steal the skills possessed by game character D and game character E).
[0073] In some embodiments, after highlighting the label of at least one target second virtual object selected by the first slide operation, the terminal device can further perform the following processing, that is, with the current touch point of the first slide operation as the center, display a skill range indicator control corresponding to at least one target skill (that is, the skill possessed by at least one target second virtual object), wherein the skill range indicator control is used to indicate the influence range of at least one target skill.
[0074] As an example, for the affected range, display parameters that can be distinguished from the unaffected range may be adopted, such as different color parameters, brightness parameters, etc. Of course, the affected range may be displayed as a closed geometric figure such as a circle or a rectangle.
[0075] As an example, taking the target second virtual object as the game character B, after the terminal device highlights the avatar of the game character B, further, centering on the current touch point of the first slide operation (that is, the point of contact with the human-computer interaction interface), a skill range indicator control corresponding to the skill (for example, skill 2) possessed by the game character B can be displayed. Among them, the skill range indicator control is used to indicate the affected range of skill 2. In this way, by displaying the skill range indicator control, the user can grasp at a glance the affected range of the stolen skill, which is advantageous for the subsequent release of skills.
[0076] In some other embodiments, when at least one target skill has an adjustable affected range attribute, before the terminal device displays the skill range indicator control corresponding to at least one target skill, the following processing can be further executed, that is, obtaining the pressure parameter (for example, pressure value) of the first slide operation; and determining the affected range of at least one target skill based on the pressure parameter, where the size of the affected range has a positive correlation with the pressure parameter, for example, it may be a positive linear correlation or a positive non-linear correlation.
[0077] As an example, taking the target skill as Skill 2, when the influence range of Skill 2 has an adjustable attribute, for example, when the influence range of Skill 2 can be adjusted based on the pressure parameter of the first slide operation, before the terminal device displays the skill range indicator control corresponding to Skill 2, the following processing can be further executed, that is, obtaining the pressure value of the first slide operation; and looking up the mapping relationship table based on the pressure value, and determining the size obtained by the lookup as the size of the influence range of Skill 2, where the mapping relationship table includes the mapping relationship between the pressure value and the size of the influence range, and the larger the pressure value, the larger the corresponding size of the influence range. In this way, the user can flexibly adjust the influence range of the target skill by adjusting the pressure value of the first slide operation, and can improve the user's gaming experience.
[0078] In some embodiments, when at least one target skill has an adjustable influence range attribute, before the terminal device displays the skill range indicator control corresponding to at least one target skill, the following processing can be further executed, that is, determining the closed area formed by the slide trajectory in the virtual scene of the first slide operation as the influence range of at least one target skill.
[0079] As an example, taking the target skill as Skill 2, when the influence range of Skill 2 has an adjustable attribute, before the terminal device displays the skill range indicator control corresponding to Skill 2, the following processing can be further executed, that is, determining the closed area formed by the slide trajectory of the first slide operation triggered by the user in the virtual scene (for example, the sand table for the virtual object to perform activities) as the influence range of Skill 2. For example, when the user draws a circle on the sand table, this circle can be used as the influence range of Skill 2. In this way, the user can flexibly adjust the influence range of the target skill and can improve the user's gaming experience.
[0080] In some embodiments, referring to FIG. 5A, FIG. 5A is a flowchart of a method for processing interactions of a virtual scene provided in an embodiment of the present application. As shown in FIG. 5A, before the terminal device executes step 303 shown in FIG. 3, it may further execute step 305 shown in FIG. 5A. The following description will be made in conjunction with the steps shown in FIG. 5A.
[0081] Step 305: Among the signs of at least one second virtual object, highlight the sign of the second virtual object that matches (corresponds to) the feature of the first virtual object.
[0082] In some embodiments, before highlighting the label of the second virtual object that matches the features of the first virtual object (e.g., game character A) (such as its type, skills, hit points (HP), etc.), the terminal device can further perform the following processing, that is, based on a selection rule (e.g., selecting the second virtual object with the minimum similarity to the skills of the first virtual object, or selecting the second virtual object with the minimum hit points), at least one second virtual object (including game character B, game character C, and game character D) is selected as the second virtual object that matches the features of game character A (for example, game character D with the minimum similarity to the skills of game character A can be determined as the game character that matches game character A); or, based on the features of at least one second virtual object (including game character B, game character C, and game character D) (such as its skills, hit points, etc.), a machine learning model is called to perform prediction processing to obtain the score of each second virtual object (for example, the score of game character B is 80, the score of game character C is 85, and the score of game character D is 90), and the second virtual object with the highest score (i.e., game character D) is determined as the second virtual object that matches the features of game character A. In other words, the terminal device can recommend that the user select game character D by highlighting the avatar of game character D among the avatars of game character B, game character C, and game character D, thus saving the user's selection time.
[0083] As an example, the machine learning model may be various types of neural networks, for example, a deep neural network. The machine learning model may be trained in a supervised manner. The training samples may be the features of the sample virtual object (for example, the skills, health values, etc. it has), and the corresponding label is the score labeled for the sample virtual object. In the training stage, the machine learning model predicts a predicted score calculated based on the sample virtual object, and the difference between the predicted score and the pre-labeled score can be used as an error signal. Thus, the parameters of the machine learning model can be updated by combining the backpropagation algorithm.
[0084] Note that when the terminal device highlights the label of at least one target second virtual object selected by the first slide operation, it can cancel the highlighting of the label of the second virtual object that matches the feature of the first virtual object.
[0085] Taking as an example that the first virtual object is the game character A, when the terminal device receives a click operation from the user on the skill card of the game character A, it displays the labels of five second virtual objects, each being the avatar of game character B, the avatar of game character C, the avatar of game character D, the avatar of game character E, and the avatar of game character F, and assuming that game character C is a game character that matches the features of game character A, the terminal device can highlight the avatar of game character C, that is, the avatar of game character C may be in a pre-selected state for recommendation to the user. If the user then does not select the avatar of game character C recommended by the server and selects the avatar of game character D (for example, the slide trajectory of the first slide operation triggered by the user passes through the avatar of game character D), when the terminal device highlights the avatar of game character D, it can cancel the highlighting of the avatar of game character C to avoid interfering with the user.
[0086] In some other embodiments, referring to FIG. 5B, FIG. 5B is a flowchart of a method for interacting with a virtual scene provided in an embodiment of the present application. As shown in FIG. 5B, after the terminal device executes step 303 shown in FIG. 3, it can further execute step 306 shown in FIG. 5B. The following will be described in conjunction with the steps shown in FIG. 5B.
[0087] Step 306: In response to each second pressing operation in which the pressure parameter is greater than the pressure parameter threshold, cancel the highlighted display of the label of at least one target second virtual object, and sequentially highlight the labels of other second virtual objects.
[0088] Here, the label of the other second virtual object is the label of the second virtual object that is not selected by the first sliding operation among the labels of at least one second virtual object, and the second pressing operation is performed at the current touch point of the first sliding operation when the first sliding operation is maintained without being released.
[0089] As an example, taking the first virtual object as the game character A, referring to FIG. 4B, FIG. 4B is a diagram showing an application scene of the virtual scene interaction processing method provided in the embodiment of the present application. As shown in FIG. 4B, skill cards corresponding to a plurality of game characters are displayed in the virtual scene 600. When the terminal device receives a click operation of the user on the skill card 605 corresponding to the game character A (the skill card 605 is in the current stealing mode), five avatars of other game characters are displayed in the virtual scene 600, and the game character A can steal the skills of these five other game characters. For example, it includes the avatar 606 of the game character B, the avatar 607 of the game character C, the avatar 608 of the game character D, the avatar 609 of the game character E, and the avatar 610 of the game character F. When the slide trajectory of the slide operation performed when maintaining that the touch point of the user's click operation is not released passes through the avatar 607 of the game character C, the terminal device can highlight the avatar 607 of the game character C to indicate that the avatar 607 of the game character C is in a selected state. Further, when the user does not like the avatar of the currently selected game character, the switching may be performed by further pressing the avatar of the currently selected game character.For example, when receiving a pressing operation of the user on the avatar 607 of the game character C, the highlighting of the avatar 607 of the game character C can be canceled, and the highlighting can be switched to the avatars of other game characters. For example, when receiving the first pressing operation of the user on the avatar 607 of the game character C, the highlighting of the avatar 607 of the game character C can be canceled, and the avatar 608 of the game character D can be highlighted (that is, the selection state is switched from the avatar 607 of the game character C to the avatar 608 of the game character D). When receiving the second pressing operation of the user on the avatar 607 of the game character C, the highlighting of the avatar 608 of the game character D can be canceled, and the avatar 609 of the game character E can be highlighted (that is, the selection state is switched from the avatar 608 of the game character D to the avatar 609 of the game character E). In other words, when the user presses the avatar 607 of the game character C each time, the selection state can be switched to the avatar of the next game character. In this way, the user can realize the switching of the virtual object (that is, the target second virtual object) that needs to steal skills only by pressing the same position, so as to improve the user's gaming experience.
[0090] In some other embodiments, after highlighting the label of at least one target second virtual object selected by the first slide operation, the terminal device can further perform the following processing, that is, perform the following processing for the label of each target second virtual object, that is, display the skill list of the target second virtual object corresponding to the label of the target second virtual object (for example, avatar or name); in response to each third pressing operation on the label of the target second virtual object, sequentially highlight each skill in the skill list, among which, the third pressing operation is performed at the current touch point of the first slide operation when the first slide operation is maintained without being released, and the highlighted skill is the target skill (that is, the skill that the first virtual object wants to steal from the target second virtual object); or, in response to the second slide operation on the skill list of the target second virtual object, highlight the skills in the skill list passed by the slide trajectory of the second slide operation (for example, if the skill list includes four skills, namely skill 1, skill 2, skill 3 and skill 4, and the slide trajectory of the second slide operation triggered by the user passes through skill 2, then determine skill 2 as the target skill, that is, the user wants to control the first virtual object to steal the skill 2 possessed by the target second virtual object), among which, the highlighted skill is the target skill, and among which, the second slide operation is performed from the last touch point of the first slide operation when the first slide operation is maintained without being released. For example, taking the target second virtual object as the game character C as an example, as shown in FIG. 4A, when the avatar of the game character C is in a selected state, the skill list of the game character C can be displayed. At this time, when the user maintains the first slide operation without being released, the user can perform the second slide operation from the last touch point of the first slide operation (that is, the position where the avatar 604 of the game character C is located). For example, if the slide trajectory of the second slide operation triggered by the user passes through the second skill in the skill list, the second skill can be highlighted, that is, the terminal device can determine the second skill as the skill that the game character A wants to steal from the game character C (that is, the target skill).
[0091] As an example, taking the case where the target second virtual object is the game character C, referring to FIG. 4C, which is a diagram showing an application scenario of the virtual scene interaction processing method provided in the embodiment of the present application. As shown in FIG. 4C, when the terminal device highlights the avatar 607 of the game character C, the skill list 611 of the game character C can be further displayed in the virtual scene 600. Among them, the skill list 611 displays icons corresponding to three skills respectively possessed by the game character C, which are the icon 612 of skill 1, the icon 613 of skill 2, and the icon 614 of skill 3. At this time, the user can select the skill that needs to be stolen (i.e., the target skill) from the skill list 611 by pressing the avatar 607 of the game character C. For example, assuming that the icon of the first skill in the skill list 611 (i.e., the icon 612 of skill 1) is in the default selected state, when the user's first pressing operation on the avatar 607 of the game character C is received, the highlighting of the icon 612 of skill 1 can be cancelled, and the icon 613 of skill 2 can be highlighted (i.e., the selection state is switched from the icon 612 of skill 1 to the icon 613 of skill 2). When the user's second pressing operation on the avatar 607 of the game character C is received, the highlighting of the icon 613 of skill 2 can be cancelled, and the icon 614 of skill 3 can be highlighted (i.e., the selection state is switched from the icon 613 of skill 2 to the icon 614 of skill 3). In this way, the user can realize the switching of the skill that needs to be stolen only by the pressing operation on the same position, so as to improve the user's gaming experience.
[0092] In some embodiments, the target skill may be determined according to a predetermined rule (rule) in addition to being manually selected by the user. For example, the terminal device may further determine the target skill in the following manner, that is, perform the following processing for each target second virtual object, that is, determine the specific (predetermined) skill of the target second virtual object (for example, the ultimate skill, that is, the ultimate technique) as the target skill; determine the latest (most recent) skill released by the target second virtual object as the target skill; or determine the skill with the most release times (release times) released by the target second virtual object as the target skill.
[0093] Continuing, refer to FIG. 3.
[0094] Step 304: In response to the release of the first slide operation, control the first virtual object to release at least one target skill at the release position of the first slide operation.
[0095] Here, at least one target skill is a skill that at least one target second virtual object has.
[0096] In some embodiments, when the number of at least one target skill is plural, the terminal device can control the above-mentioned first virtual object to release at least one target skill at the release position of the first slide operation in the following manner, that is, control the first virtual object to sequentially release a plurality of target skills or release a plurality of target skills simultaneously within the influence range indicated by the skill range indicator control.
[0097] As an example, taking the number of target skills as 3, for example, when the slide trajectory of the first slide operation triggered by the user passes through the avatars of game character B, game character C, and game character D, the first virtual object (e.g., game character A) controlled by the user steals the skills possessed by game character B, game character C, and game character D respectively (for example, it is assumed that game character A steals skill 2 from game character B, skill 3 from game character C, and skill 4 from game character D). In this case, in response to the release of the first slide operation, the terminal device can control game character A to sequentially release skill 2, skill 3, and skill 4 within the influence range indicated by the skill range indicator control, or control game character A to release skill 2, skill 3, and skill 4 simultaneously.
[0098] It should be noted that when the terminal device controls the first virtual object to release at least one target skill at the release position of the first slide operation, it may release by selecting a position, regardless of whether there is a virtual object near the position. Also, when the first virtual object releases the skill stolen from the target second virtual object (i.e., the target skill), the target second virtual object may temporarily lose the ability to release the target skill. Of course, the target second virtual object may continue to release the target skill, but the embodiments of this application do not specifically limit this.
[0099] In some embodiments, when the target skill has an upper limit on the number of attacks (times) (for example, it can only cause damage to at most three virtual targets) or the energy released by the target skill is fixed (that is, the more virtual targets the target skill attacks, the smaller the impact on each virtual target), the terminal device may further determine a third virtual target affected by at least one target skill in any one of the following ways, that is, within the influence range of at least one target skill, at least one third virtual target selected according to a selection rule (for example, it may be selected according to the health value or may be selected according to the defense ability) (for example, the third virtual target with the lowest health value or the third virtual target with the lowest defense ability) is determined as the third virtual target affected by at least one target skill; or, based on the characteristics (such as health value, position, defense ability, type, etc.) of at least one third virtual target within the influence range of at least one target skill, a machine learning model is called to perform prediction processing, the probability that each third virtual target is affected is obtained, and the third virtual target with a probability greater than the probability threshold (for example, the third virtual target with the highest probability of being affected) is determined as the third virtual target affected by at least one target skill.
[0100] As an example, taking the target skill as Skill 2, if Skill 2 has an upper limit on the number of attacks, for example, Skill 2 can only cause damage to at most three game characters, the terminal device can select the game characters within the influence range of Skill 2 based on the selection rule. For example, it can select the game character with the lowest health value (for example, Game Character B) or the game character with the lowest defense ability (for example, Game Character C). In this way, it can be controlled that the target skill released by the first virtual target (for example, Game Character A) only causes damage to the enemy game characters with attack value, so as to avoid the equal distribution of damage, further accelerate the progress of the game, and save the communication resources and computing resources of the terminal device and the server.
[0101] In some other embodiments, when at least one target skill is a continuous release skill (i.e., a skill that can be released multiple times continuously), the terminal device can further perform the following processing, that is, in response to a first pressing operation in which the pressure parameter is greater than the pressure parameter threshold, control the first virtual object to release at least one target skill at the position where the first pressing operation is performed, among which, when the first pressing operation maintains that the first slide operation is not released, the first pressing operation is performed at the current touch point of the first slide operation (i.e., the point in contact with the human-computer interaction interface).
[0102] By way of example, taking the target skill as Skill 2, and assuming that Skill 2 is a skill that can be released multiple times (for example, assuming that Skill 2 can be released 3 times), in addition to the terminal device being able to control the first virtual object (for example, game character A) to release Skill 2 at the release position of the first slide operation, it can also be controlled to release Skill 2 at the position marked before the release position (i.e., the position where the first pressing operation is performed) of the game character A. For example, in the process where the user triggers the first slide operation, by performing a pressing operation with a pressure value greater than the pressure value threshold at position 1 of the virtual scene to mark a release position, and then the user continues to slide and performs a pressing operation with a pressure value greater than the pressure value threshold at position 2 of the virtual scene to mark another release position, and finally assuming that the user releases the first slide operation at position 3 of the virtual scene, the terminal device can control the game character A to release Skill 2 at positions 1, 2, and 3 of the virtual scene sequentially, or control the game character A to release Skill 2 at positions 1, 2, and 3 of the virtual scene simultaneously. In the embodiments of this application, there is no specific limitation on this. In this way, for continuous release skills, the user can mark multiple release positions with only one slide operation, so as to improve the operation efficiency of skill release and save the communication resources and computing resources of the terminal device and the server.
[0103] In some embodiments, when the number of at least one target skill is plural, the terminal device can be controlled in the following manner to enable the above-mentioned first virtual object to release at least one target skill at the release position of the first slide operation, that is, the following processing is executed for each third virtual object within the influence range centered on the release position. That is, control is performed such that the first virtual object sequentially releases a plurality of target skills with respect to the third virtual object; or, the first virtual object releases one target skill with respect to the third virtual object (that is, does not repeat the attack), and control is performed such that the target skills released with respect to different third virtual objects are different.
[0104] As an example, taking the number of target skills as 3, for example, if the first virtual object (e.g., game character A) steals the skills 2 of game character B, skill 3 of game character C, and skill 4 of game character D respectively, when there is only one game character (e.g., game character E) near the release position, the terminal device can control game character A to sequentially release skills 2, skill 3, and skill 4 to game character E. When there are multiple game characters (including game character F, game character G, and game character H, for example) near the release position, the terminal device can control game character A to release one matching (corresponding) skill to each game character. For example, if the defense ability of game character F is the lowest, skill 2 that can further destroy the defense ability can be released to game character F. If the magic resistance of game character G is the highest (i.e., magic skills cannot cause a large amount of damage to game character G), skill 3 that can cause physical damage to game character G can be released. If the body armor of game character H is the highest (i.e., physical skills cannot cause a large amount of damage to game character H), skill 4 that can cause magic damage to game character H can be released. In this way, since there is a one-to-one correspondence between the target skills and the third virtual object, the maximization of the overall damage can be guaranteed.
[0105] In some embodiments, the terminal device can further implement controlling the above-mentioned first virtual object to release at least one target skill at the release position of the first slide operation in the following manner, that is, obtaining the slide direction when the first slide operation is released; and controlling the first virtual object to release at least one target skill starting from the release position of the first slide operation and in the slide direction.
[0106] As an example, taking the target skill as Skill 2, in response to the release of the first slide operation, the terminal device acquires the slide direction when the first slide operation is released. Subsequently, the first virtual object (for example, game character A) can be controlled to release Skill 2 starting from the release position of the first slide operation (for example, position 1 in the virtual scene) and moving in the slide direction. In this way, the distribution direction of the virtual objects that need to be attacked is clarified, and the virtual objects in the corresponding direction can be automatically locked and the skill can be released in a throwing manner along the corresponding direction (that is, the slide direction). This can avoid the problem that it takes time to drag to the corresponding position because the virtual object that needs to be attacked is far away, and the operation efficiency of skill release can be further improved.
[0107] In some other embodiments, the terminal device can further control the above-mentioned first virtual object to release at least one target skill at the release position of the first slide operation in the following manner, that is, acquire the slide direction when the first slide operation is released; and control the first virtual object to release at least one target skill for the third virtual object within a predetermined angular range centered on the slide direction (for example, ±10° centered on the slide direction, where the clockwise direction is the positive direction here) starting from the release position of the first slide operation. In this way, the distribution direction of the virtual objects that need to be attacked is clarified, and the virtual objects in the corresponding direction can be automatically locked and the skill can be released in a throwing manner along the corresponding direction (that is, the slide direction). This can avoid the problem that it takes time to drag to the corresponding position because the virtual object that needs to be attacked is far away, and the operation efficiency of skill release can be further improved.
[0108] Note that the target second virtual object and the third virtual object in the embodiments of this application may be the same virtual object. For example, the first virtual object (e.g., game character A) steals the skill (e.g., skill 2) possessed by game character B and can release skill 2 to game character B. Of course, the target second virtual object and the third virtual object may also be different virtual objects. For example, game character A steals skill 2 possessed by game character B and can release skill 2 to game character C. However, the embodiments of this application do not specifically limit this.
[0109] In some embodiments, the terminal device can further execute the following process, that is, starting from the touch point of the click operation, display the slide trajectory of the first slide operation. For example, when the terminal device receives a click operation by the user on the skill control of the first virtual object (e.g., game character A), starting from the touch point of the click operation, display the slide trajectory following the first slide operation triggered by the user. In this way, the user can clearly grasp the target second virtual object (i.e., the virtual object that needs to steal the skill) and the release position of the target skill passed by the slide trajectory, so that the operation efficiency of skill release can be further improved.
[0110] By the virtual scene interaction processing method provided in the embodiments of this application, by designing an attached two-point slide operation (where one point is used to determine the target second virtual object and the other point is used to determine the release position of the target skill), the player can be made to complete the stealing and release of the skill simultaneously with only one slide operation. In this way, the operation efficiency of skill release can be improved, so that the communication resources and computing resources of the terminal device and the server can be saved.
[0111] Next, taking the card strategy game as an example, an exemplary application of the embodiments of this application in one actual application scenario will be described.
[0112] In the battle of the card strategy game, it is a common way to select the skill release target by dragging the skill card (corresponding to the above-mentioned skill control) to the target point on the sand table. In this case, generally only the selection of one round (for example, selecting the dragged target point) is supported. However, the skills of some game characters are relatively special and can be divided into "ordinary skills" and "stealing skills". Among them, the release of ordinary skills can be achieved by normally using the method of dragging the skill card once, while the release of stealing skills requires two steps, that is, the first step: select the stealing target (that is, first, it is necessary to select which game character's skill to steal); and the second step: after the stealing is completed, select the release target (that is, then, it is necessary to select which game character to release the stolen skill to). Since different stealing skills have different skill range indicators, after the player controls the game character to steal the skills of other game characters, it is necessary to perform the selection operation of target release once again, and the server cannot be made to directly release the stolen skills to the stealing target (object) by default.
[0113] As can be seen, in the scheme provided by the related technology, the entire process of releasing the stealing skill requires two click operations and one drag operation. In a fast real-time team battle, it belongs to a very long operation process. Therefore, the operation efficiency of skill release decreases, and if there is a mistake in any one of the three operations, the entire process will be cancelled. In addition, since the time of the entire operation process is too long, during the operation process, the game character controlled by the player may die, the stealing target (that is, the enemy game character to be stolen the skill) may die, or the release target (that is, the enemy game character to release the stolen skill to) may often die. As a result, the operation is cancelled, this operation fails, and the operation failure rate becomes high.
[0114] In view of this, the embodiments of the present application provide a method for processing interactions in a virtual scene. By designing an attached two-point drag operation, a player can complete both skill stealing and release simultaneously with only one drag operation, thus shortening the operation process, shortening the conventional three steps to one step, and improving the operation efficiency and success rate of skill release.
[0115] Hereinafter, the method for processing interactions in a virtual scene provided by the embodiments of the present application will be specifically described.
[0116] In some embodiments, referring to FIG. 6A, FIG. 6A is a diagram showing an application scene of the method for processing interactions in a virtual scene provided by the embodiments of the present application. As shown in FIG. 6A, in the scheme provided by the embodiments of the present application, regarding the design of the card surface, the conventional copy button is cancelled, and a new switching button 700 is designed. By clicking the switching button 700, a user can realize the switching between the stealing skill and the normal skill (including group skills and single skills, and the group skill is taken as an example for explanation in FIG. 6A). For example, when the current mode where the skill card is located is the stealing mode and the user's click operation on the switching button 700 is received, the skill card can be switched from the stealing mode to the main body mode. Also, since the player's need to use the stealing skill is greater than that of the normal skill, the default mode of the skill card may be the stealing mode.
[0117] In some other embodiments, referring to FIG. 6B, FIG. 6B is a diagram showing an application scenario of an interaction processing method for a virtual scene provided in an embodiment of the present application. As shown in FIG. 6B, when a player wants to release a stealing skill, the player may directly drag the skill card of the game character having the stealing skill. For example, when the client receives an upward drag operation triggered by the player on the skill card 801, the client can highlight the skill card 801 to indicate that the skill card 801 is currently in a selected state, and at the same time, a drag guide arrow 802 can also be displayed. In addition, five game character avatars may be displayed above the skill card 801 to indicate that five targets that need to be stolen can be selected. When the player continuously drags the guide arrow 802 upward to the five selection items (i.e., game character avatars), the selected selection item becomes in a selected state. For example, if the player drags the guide arrow 802 to the position where the avatar 803 of game character B is located, the avatar 803 of game character B becomes in a selected state, and at the same time, the central point of the guide arrow 802 can be attached to the position where the avatar of game character B is located, indicating that one stealing target has been selected. In addition, when the player moves the finger back or drags downward, the current selection can be cancelled.After that, if the player continues to drag the guide arrow 802 on the sand table, the avatar of the game character touched by the guide arrow 802 will be in a selected state, and the specific skill range indicator control of the stealing target can be displayed. For example, if the avatar 804 of the game character C on the sand table is touched by the guide arrow 802, by highlighting the avatar 804 of the game character C, it can be indicated that the avatar 804 of the game character C is in a selected state. At the same time, the skill range indicator control 805 corresponding to the skill stolen from the game character B can also be displayed. All enemy game characters within the influence range indicated by the skill range indicator control 805 (for example, the current selection is to steal the ultimate skill of the game character B and release it within the range of a circle centered on the game character C) can be affected by the effect of the skill. Also, when the player releases the hand, it is regarded as a decision to release. Moreover, when moving to a blank area or dragging back, it is regarded as canceling the current selection. After the drag operation is successfully released, the client first plays the stealing video, and then plays the skill release video. All enemy game characters within the influence range indicated by the skill range indicator will be affected by the skill until the entire operation process ends.
[0118] In some other embodiments, referring to FIG. 6C, FIG. 6C is a diagram showing an application scenario of the interaction processing method for the virtual scene provided in the embodiment of the present application. As shown in FIG. 6C, when the stealing skill is a single skill, the skill range indicator at the time of release has no influence range, and the effect of the skill only acts on a single entity (for example, only damages the game character C corresponding to the avatar 804).
[0119] Hereinafter, the interaction processing method for the virtual scene provided in the embodiment of the present application will be continuously described in conjunction with FIG. 7.
[0120] As an example, referring to FIG. 7, FIG. 7 is a flowchart of a method for interacting with a virtual scene provided in an embodiment of the present application, and the description will be made in conjunction with the steps shown in FIG. 7. The following client is executed on a terminal, and may be a dedicated client for a game installed on the terminal, or may be a game applet installed in another application program (for example, an instant communication client) of the terminal. The game applet does not need to be installed and is a program that can be used immediately after being downloaded. In addition, the other application program is installed with a browser environment that can be used to execute the game applet.
[0121] Step 701: The client displays a skill card corresponding to a game character having a stealing skill.
[0122] In some embodiments, when it is determined by the client that the player has selected a game character with a stealing skill (for example, game character A) and is currently in the team battle stage, the skill card of game character A can be displayed in the virtual scene, and the mode where the skill card is located by default is the stealing mode.
[0123] Step 702: The client displays first-round selection items above the skill card in response to a drag operation on the skill card.
[0124] In some embodiments, when the player presses down and drags the skill card upward, the skill card may be displayed in a selected state, and when the player drags upward, a guide arrow can be displayed starting from the center of the skill card in the direction of the player's finger. Also, when the skill card is in a selected state, five selection items for the first round, for example, the avatars of five enemy game characters, can be displayed above the skill card to represent the targets that can be the objects of stealing.
[0125] Step 703: The client determines whether the player continues the selection. If yes, execute Step 704; if no, execute Step 705.
[0126] Step 704: The client attaches the central point of the arrow to the selected item.
[0127] In some embodiments, after the player drags the arrow to the selection item in the first round, the selection item touched by the arrow becomes the selected state. For example, if the player drags the arrow to the position where the avatar of game character B is located, the avatar of game character B becomes the selected state. At the same time, one point of the arrow can be attached to the selected selection item (for example, the avatar of game character B), and the client determines that the selection result of the first round has been determined. For example, if the player drags the arrow to the avatar of game character B, the client determines that the player's current operation is to select and steal the skill of game character B.
[0128] Step 705: The client cancels the current selection.
[0129] In some embodiments, when the client detects that the player moves the arrow to a blank area and releases it, the client determines that the current selection is cancelled, and the player can reselect by dragging again.
[0130] Step 706: The client determines whether the player continues to drag the arrow upward to the second-round selection item. If yes, execute Step 707; if no, execute Step 708.
[0131] Step 707: The client highlights the avatar of the selected enemy game character.
[0132] Step 708: The client cancels the current selection.
[0133] In some embodiments, after the player selects the target of theft, the player may further make a second-round selection (i.e., select the target of liberation). When the client detects that the player continuously drags the arrow upward to the avatar of the local character on the sand table to make a selection, the selected avatar of the local character becomes the selected state. For example, when the client detects that the player continuously drags the arrow upward to the position where the avatar of game character C is located, the avatar of game character C can be highlighted. That is, the client determines that the player's current operation is to release the stolen skill for game character C. Also, when the client detects that the player drags the arrow to a blank area and releases it, the client determines that the current selection is cancelled.
[0134] Step 709: Control by the client to make the game character release the stolen skill against the selected enemy game character.
[0135] In some embodiments, the client determines that the player has also made a second-round selection based on the first-round selection. For example, if the player selects game character B and game character C respectively, the client determines that the player's final selection result is to steal the skill of game character B and release it for game character C. After the client detects that the player has released the hand, the client determines that the release has been determined, and automatically plays the video of game character A stealing game character B, and the video of releasing the stolen skill for game character C.
[0136] In the method for processing interaction of virtual scenes provided in the embodiments of the present application, through the interaction based on two-point attachment dragging, instead of the conventional three-step operation, the same skills can be released with only one drag operation, which can greatly improve the operation efficiency and the success rate of skill release during actual combat of the operation. Moreover, it can improve the user's gaming experience and save the communication resources and computing resources of the terminal device and the server.
[0137] Hereinafter, an exemplary configuration in which the virtual scene interaction processing device 555 provided in the embodiments of the present application is implemented as a software module will be continuously described. In some embodiments, as shown in FIG. 2, the software module in the virtual scene interaction processing device 555 stored in the memory 550 may include a display module 5551 and a control module 5552.
[0138] The display module 5551 is configured to display a virtual scene, where the virtual scene includes skill controls corresponding to a plurality of virtual objects respectively. The display module 5551 is further configured to display the labels of at least one second virtual object in response to a click operation on the skill control of the first virtual object. The display module 5551 is further configured to highlight the labels of at least one target second virtual object selected by the first slide operation in response to a first slide operation on the labels of at least one second virtual object, where the first slide operation is performed from the touch point of the click operation when the click operation is maintained without being released. The control module 5552 is used to control the first virtual object to release at least one target skill at the release position of the first slide operation in response to the release of the first slide operation, where at least one target skill is the skill possessed by at least one target second virtual object.
[0139] In some embodiments, the virtual scene interaction processing device 555 further includes a determination module 5553, which is configured to determine the label of at least one second virtual object passed by the slide trajectory of the first slide operation as the label of at least one target second virtual object selected by the first slide operation.
[0140] In some embodiments, the determination module 5553 is further configured to determine the label of at least one second virtual object within the closed area formed by the slide trajectory of the first slide operation as the label of at least one target second virtual object selected by the first slide operation.
[0141] In some embodiments, the display module 5551 is further configured to display a skill range indicator control corresponding to at least one target skill centered on the current touch point of the first slide operation, wherein the skill range indicator control is used to indicate the influence range of at least one target skill.
[0142] In some embodiments, the control module 5552 is further used to control the sequential release or simultaneous release of a plurality of target skills when the first virtual object is within the influence range indicated by the skill range indicator control.
[0143] In some embodiments, the virtual scene interaction processing device 555 further includes an acquisition module 5554, which is configured to obtain the pressure parameter of the first slide operation. The determination module 5553 is further configured to determine the influence range of at least one target skill based on the pressure parameter, wherein the size of the influence range is positively correlated with the pressure parameter.
[0144] In some embodiments, the determination module 5553 is further configured to determine the closed area formed by the slide trajectory within the virtual scene of the first slide operation as the influence range of at least one target skill.
[0145] In some embodiments, when at least one target skill is a continuous release skill, the control module 5552 is further configured to control, in response to a first pressing operation in which a pressure parameter is greater than a pressure parameter threshold value, the first virtual object to release at least one target skill at the position where the first pressing operation is performed. Among them, the first pressing operation is performed at the current touch point of the first slide operation when the first slide operation is maintained so as not to be released.
[0146] In some embodiments, when the number of at least one target skill is plural, the control module 5552 is further configured to perform the following processing for each third virtual object within the influence range centered on the release position, that is, to control the first virtual object to sequentially release a plurality of target skills for the third virtual object; or to control the first virtual object to release one target skill for the third virtual object, and the target skills released for different third virtual objects are different.
[0147] In some embodiments, the acquisition module 5554 is further configured to obtain the slide direction when the first slide operation is released, and the control module 5552 is further used to control the first virtual object to release at least one target skill starting from the release position of the first slide operation and in the slide direction.
[0148] In some embodiments, the determination module 5553 is further configured to determine a third virtual object affected by at least one target skill in any one of the following ways, that is, determine at least one third virtual object selected according to a selection rule within the influence range of at least one target skill as a third virtual object affected by at least one target skill; and based on the characteristics of at least one third virtual object within the influence range of at least one target skill, call a machine learning model to perform prediction processing, obtain the probability that each third virtual object is affected, and determine a third virtual object whose probability is greater than a probability threshold as a third virtual object affected by at least one target skill.
[0149] In some embodiments, the acquisition module 5554 is further configured to obtain the sliding direction when the first slide operation is released, and the control module 5552 is further used to control at least one target skill to be released for a third virtual object within a predetermined angular range centered on the sliding direction with the release position of the first virtual object as the starting point.
[0150] In some embodiments, the display module 5551 is further configured to cancel the highlighted display of the label of at least one target second virtual object and sequentially highlight the labels of other second virtual objects in response to each second pressing operation when the pressure parameter is greater than the pressure parameter threshold, wherein the labels of the other second virtual objects are the labels of the second virtual objects that are not selected by the first slide operation among the labels of at least one second virtual object, and the second pressing operation is performed at the current touch point of the first slide operation when the first slide operation is maintained without being released.
[0151] In some embodiments, the display module 5551 is further configured to highlight a label of at least one second virtual object that matches a feature of the first virtual object among the labels of at least one second virtual object; and to cancel the highlighting of the label of the second virtual object that matches the feature of the first virtual object when highlighting the label of at least one target second virtual object selected by the first slide operation.
[0152] In some embodiments, the display module 5551 is further configured to perform the following processing for each label of the target second virtual object, that is, to display a skill list of the target second virtual object corresponding to the label of the target second virtual object; in response to each third pressing operation on the label of the target second virtual object, sequentially highlight each skill in the skill list, wherein the third pressing operation is performed at the current touch point of the first slide operation when the first slide operation is maintained without being released, and the highlighted skill is the target skill; or, in response to a second slide operation on the skill list of the target second virtual object, highlight the skills in the skill list passed by the slide trajectory of the second slide operation, wherein the highlighted skills are the target skills, and the second slide operation is performed from the last touch point of the first slide operation when the first slide operation is maintained without being released.
[0153] In some embodiments, the determination module 5553 is further configured to perform one of the following processing for each target second virtual object, that is, to determine a specific skill of the target second virtual object as the target skill; to determine the latest (most recent) skill released by the target second virtual object as the target skill; and to determine the skill with the most release times of the target second virtual object as the target skill.
[0154] In some embodiments, the display module 5551 is further configured to highlight the skill control of the first virtual object and display a guide label, wherein the guide label is used to guide the selection of the label of at least one second virtual object.
[0155] In some embodiments, the skill control of the first virtual object has an extended mode and a main body mode. Among them, the extended mode is a mode that controls the first virtual object to use the skills of other virtual objects, and the main body mode is a mode that controls the first virtual object to release its own skills. The interaction processing device 555 of the virtual scene further includes a switching module 5555, which is configured to switch the skill control of the first virtual object from the main body mode to the extended mode according to the mode switching operation on the skill control of the first virtual object.
[0156] In some embodiments, the display module 5551 is further configured to display the slide trajectory of the first slide operation starting from the touch point of the click operation.
[0157] It should be noted that the description of the device in the embodiments of this application is the same as the description in the embodiments of the above method, and has the same advantageous effects as the embodiments of the method. Therefore, the detailed description is omitted here. For the unmentioned technical details of the virtual scene interaction processing device provided in the embodiments of this application, they can be understood based on the description of any of the drawings in FIG. 3, FIG. 5A, or FIG. 5B.
[0158] In the embodiments of this application, a computer program product is provided. The computer program product includes a computer program or computer-executable instructions, and the computer program or computer-executable instructions are stored in a computer-readable storage medium. By reading the computer-executable instructions from the computer-readable storage medium and executing the computer-executable instructions, the processor of the computer device enables the computer device to implement the above-mentioned virtual scene interaction processing method in the embodiments of this application.
[0159] In an embodiment of the present application, a computer-readable storage medium storing computer-executable instructions is provided, in which computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor is caused to execute the interaction processing method of the virtual scene provided in the embodiment of the present application, for example, the interaction processing method of the virtual scene shown in FIG. 3, FIG. 5A, or FIG. 5B.
[0160] In some embodiments, the computer-readable storage medium may be a storage device such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic disk, optical disk, CD-ROM, etc., and may be various devices including one or any combination of these storage devices.
[0161] In some embodiments, the computer-executable instructions may adopt a program, software, software module, script, or code, and may be written in any form of programming language (including compiled language or interpreted language, or declarative or procedural language), and may be deployed in any form. For example, it may be deployed as an independent program, or as other units such as a module, component, subroutine, etc. that can be used in an appropriate computing environment.
[0162] By way of example, the computer-executable instructions may be deployed to be executed on one electronic device, or may be deployed to be executed on a plurality of electronic devices at one location, or may be distributed at a plurality of locations and deployed to be executed on a plurality of electronic devices connected to each other by a communication network.
[0163] As described above, the preferred embodiments of the present application have been described. However, the present application is not limited to this embodiment. Without departing from the spirit of the present application, any changes to the present application belong to the technical scope of the present application.
Claims
1. A method for processing interaction of a virtual scene executed by an electronic device, comprising: displaying a virtual scene; displaying at least one second virtual object's label in response to a click operation on a skill control of a first virtual object; highlighting at least one target second virtual object's label selected by the first slide operation in response to a first slide operation on the at least one second virtual object's label, wherein the first slide operation is an operation executed from a touch point of the click operation when the click operation is maintained without being released; and controlling the first virtual object to release at least one target skill at a release position of the first slide operation in response to the release of the first slide operation, wherein the at least one target skill is a skill possessed by the at least one target second virtual object.
2. The method according to claim 1, wherein before highlighting at least one target second virtual object's label selected by the first slide operation, the method further comprises determining at least one second virtual object's label passed by a slide trajectory of the first slide operation as at least one target second virtual object's label selected by the first slide operation.
3. The method according to claim 1, wherein before highlighting at least one target second virtual object's label selected by the first slide operation, the method further comprises determining at least one second virtual object's label within a closed area formed by a slide trajectory of the first slide operation as at least one target second virtual object's label selected by the first slide operation.
4. The method according to claim 1, wherein after highlighting at least one target second virtual object's label selected by the first slide operation, the method further comprises displaying a skill range indicator control corresponding to the at least one target skill centered on a current touch point of the first slide operation, wherein the skill range indicator control is used to indicate an influence range of the at least one target skill.
5. The method according to claim 4, wherein when the number of the at least one target skill is plural, the step of controlling the first virtual object to release at least one target skill at the release position of the first slide operation comprises: the step of controlling the first virtual object to sequentially release the plurality of target skills or simultaneously release the plurality of target skills within the influence range indicated by the skill range indicator control, the method.
6. The method according to claim 4, wherein when the influence range of the at least one target skill has an adjustable attribute, before displaying the skill range indicator control corresponding to the at least one target skill, the method further comprises: the step of obtaining a pressure parameter of the first slide operation; and the step of determining the influence range of the at least one target skill based on the pressure parameter, wherein the size of the influence range is positively correlated with the pressure parameter, the method.
7. The method according to claim 4, wherein when the influence range of the at least one target skill has an adjustable attribute, before displaying the skill range indicator control corresponding to the at least one target skill, the method further comprises: the step of determining, as the influence range of the at least one target skill, a closed area formed by a slide locus within the virtual scene of the first slide operation, the method.
8. The method according to any one of claims 1 to 7, wherein when the at least one target skill is a continuous release skill, the method further comprises: the step of controlling the first virtual object to release the at least one target skill at the execution position of the first pressing operation in response to a first pressing operation in which a pressure parameter is greater than a pressure parameter threshold, wherein the first pressing operation is an operation executed at the current touch point of the first slide operation when the first slide operation is maintained without being released, the method.
9. The method according to any one of claims 1 to 7, wherein when the number of the at least one target skill is plural, the step of controlling the first virtual object to release at least one target skill at the release position of the first slide operation comprises: for each third virtual object within the influence range centered on the release position Control so that the first virtual object sequentially releases a plurality of the target skills for the third virtual object; or Control so that the first virtual object releases one of the target skills for the third virtual object, and the target skills released for different third virtual objects are different A method including the step of executing a process.
10. The method according to any one of Claims 1 to 7, wherein The step of controlling the first virtual object to release at least one target skill at the release position of the first slide operation is The step of obtaining the slide direction when the first slide operation is released; and A method including the step of controlling the first virtual object to release at least one target skill in the slide direction starting from the release position of the first slide operation.
11. The method according to any one of Claims 1 to 7, further comprising Determining at least one third virtual object selected according to a selection rule within the influence range of the at least one target skill as a third virtual object affected by the at least one target skill; and Based on the characteristics of at least one third virtual object within the influence range of the at least one target skill, calling a machine learning model to perform prediction processing, obtaining the probability that each third virtual object is affected, and determining a third virtual object whose probability is greater than a probability threshold as a third virtual object affected by the at least one target skill A method including the step of determining a third virtual object affected by the at least one target skill in any one of the methods.
12. The method according to any one of Claims 1 to 7, wherein The step of controlling the first virtual object to release at least one target skill at the release position of the first slide operation is The step of obtaining the slide direction when the first slide operation is released; and A method including the step of controlling the first virtual object to release at least one target skill for a third virtual object within a predetermined angular range centered on the slide direction starting from the release position.
13. The method according to any one of Claims 1 to 7, wherein After highlighting the label of at least one target second virtual object selected by the first slide operation, the method further comprises In response to each second pressing operation in which the pressure parameter is greater than the pressure parameter threshold value, cancel the highlighted display of the label of the at least one target second virtual object, and sequentially highlight the labels of other second virtual objects, wherein the labels of the other second virtual objects are the labels of second virtual objects that are not selected by the first slide operation among the labels of the at least one second virtual object, and the second pressing operation is an operation executed at the current touch point of the first slide operation when the first slide operation is maintained without being released, the method including the step.
14. The method according to any one of Claims 1 to 7, In response to a first slide operation on the label of the at least one second virtual object, before highlighting the label of at least one target second virtual object selected by the first slide operation, the method further includes the step of highlighting the label of the second virtual object that matches the feature of the first virtual object among the labels of the at least one second virtual object, when highlighting the label of at least one target second virtual object selected by the first slide operation, the method further includes the step of canceling the highlighted display of the label of the second virtual object that matches the feature of the first virtual object.
15. The method according to any one of Claims 1 to 7, after highlighting the label of at least one target second virtual object selected by the first slide operation, the method further for each label of the target second virtual object, display the skill list of the target second virtual object corresponding to the label of the target second virtual object; in response to each third pressing operation on the label of the target second virtual object, sequentially highlight each skill in the skill list, the third pressing operation being an operation executed at the current touch point of the first slide operation when the first slide operation is maintained without being released, and the skill to be highlighted being the target skill; or In response to a second slide operation on the skill list of the target second virtual object, highlight the skills in the skill list through which the slide trajectory of the second slide operation passes. The highlighted skills are the target skills. The second slide operation is an operation executed from the last touch point of the first slide operation when the first slide operation is maintained without being released. A method including the step of executing a process.
16. The method according to any one of Claims 1 to 7, further comprising: For each of the target second virtual objects, Determine a specific skill of the target second virtual object as the target skill; Determine the latest skill released by the target second virtual object as the target skill; and Determine the skill with the most release times of the target second virtual object as the target skill. A method including the step of executing one of the processes.
17. The method according to Claim 1, wherein The virtual scene includes skill controls corresponding to a plurality of virtual objects respectively, When displaying the label of the at least one second virtual object, the method further includes: Highlighting the skill control of the first virtual object and displaying a guide label, where the guide label is used to guide the selection of the label of the at least one second virtual object.
18. The method according to any one of Claims 1 to 7, wherein The skill control of the first virtual object has an extended mode and a main body mode. The extended mode is a mode for controlling the first virtual object to use the skills of other virtual objects, and the main body mode is a mode for controlling the first virtual object to release its own skills. When the current mode of the skill control of the first virtual object is the main body mode, in response to a click operation on the skill control of the first virtual object, before displaying the label of the at least one second virtual object, the method further includes: Switching the skill control of the first virtual object from the main body mode to the extended mode in response to a mode switching operation on the skill control of the first virtual object.
19. The method according to any one of Claims 1 to 7, further comprising: A method comprising the step of displaying a slide trajectory of the first slide operation starting from a touch point of the click operation.
20. An apparatus for processing interactions in a virtual scene, comprising a display module and a control module, wherein the display module is used to display a virtual scene, the display module is further used to display a label of at least one second virtual object in response to a click operation on a skill control of a first virtual object, the display module is further used to highlight a label of at least one target second virtual object selected by the first slide operation in response to a first slide operation on the label of the at least one second virtual object, the first slide operation being an operation executed from a touch point of the click operation when the click operation is maintained without being released, the control module is used to control, in response to the first slide operation being released, the first virtual object to release at least one target skill at a release position of the first slide operation, the at least one target skill being a skill possessed by the at least one target second virtual object.
21. An electronic device comprising a processor and a memory connected to the processor, wherein the memory stores a computer program, the processor is configured to implement the method according to any one of claims 1 to 7 by executing the computer program.
22. A program for causing a computer to execute the method according to any one of claims 1 to 7.
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