VIRTUAL OBJECT INTERACTION METHOD, APPARATUS, STORAGE MEDIUM AND ELECTRONIC DEVICE
Patent Information
- Application Number
- JP2023549970
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-08-30
- Filing Date
- 2022-05-31
- Publication Date
- 2025-01-08
- Estimated Expiration
- 2042-05-31
Smart Images

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Abstract
Description
Cross-references to related applications
[0001] This disclosure claims priority to a Chinese patent application having application number 202111004857.7, filed on August 30, 2021, entitled "Virtual object interaction method, apparatus, storage medium and electronic device," the entire contents of which are incorporated herein by reference. [Technical field]
[0002] The present disclosure relates to the field of computer technology, and in particular to a virtual object interaction method, a virtual object interaction apparatus, a computer-readable storage medium and an electronic device. [Background technology]
[0003] With the development of computer technology and the diversification of terminal functions, the types of games that can be played on terminals are becoming more and more numerous, among which shooting games are relatively popular. In shooting games, a terminal displays a virtual scene on an interface, displays virtual objects in the virtual scene, and a user controls the virtual object through the terminal to compete against other virtual objects.
[0004] In shooting games, the field of view is narrow, players often need to aim when attacking a target, and virtual objects are generally far away, so long-range shooting is the main combat method. In contrast, users have relatively little interest in close-range combat.
[0005] Currently, when a user controls a virtual object to engage in close-range combat, he or she can directly attack the target virtual object by triggering the close-range combat skill. However, the distance and aiming issues are not taken into account during the entire process of close-range interaction, resulting in a low probability of hitting the target, which degrades the user's operation experience.
[0006] It should be noted that the information disclosed in the above background art section is used only to enhance understanding of the background of the present disclosure and may include information that does not constitute related art known to those skilled in the art. Summary of the Invention
[0007] A first aspect of the present disclosure provides a virtual object interaction method for providing a graphical user interface including a virtual scene and at least one close-range interaction skill control on a terminal device, the method comprising: displaying a followable area on the graphical user interface in response to a touch operation acting on a first close-range interaction skill control; locking a target virtual object in the virtual scene based on an orientation of the aim in the trackable area; Following the locked target virtual object in response to a release operation acting on the first close-range interaction skill control; The method includes performing collision detection for the followed target virtual object, and initiating an interaction with the target virtual object based on a detection result.
[0008] In an exemplary embodiment of the present disclosure, locking a target virtual object in the virtual scene based on a direction of an aim in the trackable area includes: aiming at the target virtual object in the virtual scene based on an orientation of the aim in the trackable area; and locking the target virtual object when an angle between the target virtual object and a direction of the aim satisfies a condition for activating a lock function.
[0009] In an exemplary embodiment of the present disclosure, aiming at the target virtual object in the virtual scene based on an orientation of an aim in the trackable area includes: When a touch operation that brings the aim closer to the target virtual object is detected, the aim is controlled so as to be biased toward acceleration; When a touch operation that moves the aim away from the target virtual object is detected, the aim is controlled so as to be biased toward deceleration.
[0010] In an exemplary embodiment of the present disclosure, aiming at the target virtual object in the virtual scene based on an orientation of an aim in the trackable area further includes: When it is detected that the target virtual object moves in a direction away from the aim, the aim is controlled to move in the same direction as the target virtual object so that the aim is aimed at the target virtual object.
[0011] In an exemplary embodiment of the present disclosure, following the locked target virtual object in response to a release operation acting on the first close-range interaction skill control includes: and controlling, in response to a release operation acting on the first close-range interaction skill control, the first virtual object to move to the locked target virtual object when it is detected that a distance between a first virtual object and the target virtual object is greater than a first distance.
[0012] In an exemplary embodiment of the present disclosure, when detecting that a distance between the first virtual object and the target virtual object is greater than a first distance, controlling the first virtual object to move to the locked target virtual object includes: when detecting that a distance between the first virtual object and a target virtual object is greater than a first distance, performing radiation detection with a current orientation of the aim as a direction; and when a first virtual object in the virtual scene for which the radiation is detected is the target virtual object, controlling the first virtual object to move to the locked target virtual object.
[0013] In an exemplary embodiment of the present disclosure, when locking a target virtual object in the virtual scene based on an orientation of an aim in the trackable area, the method further comprises: displaying an energy replenishment progress control in the graphical user interface for triggering an interaction skill; and automatically initiating an interaction with the target virtual object when the energy replenishment progress control indicates that energy replenishment is complete.
[0014] In an exemplary embodiment of the present disclosure, a collision detection box is mounted on the first virtual object, and collision detection is performed on the followed target virtual object, and an interaction is started on the target virtual object based on the detection result. performing collision detection between the first virtual object and the target virtual object in the collision detection box; and adjusting an interaction with the target virtual object based on the real-time detection result.
[0015] In an exemplary embodiment of the present disclosure, the method further comprises: automatically searching for the target virtual object in the virtual scene based on an orientation of aim of the trackable area; and distinctively displaying an interface of the trackable area when the target virtual object appears in the trackable area.
[0016] In an exemplary embodiment of the present disclosure, the method further comprises: In response to a touch operation acting on a second close-range interaction skill control, automatically locate and lock onto the target virtual object in the virtual scene; and following the locked target virtual object to initiate an interaction with the target virtual object.
[0017] A second aspect of the present disclosure provides a virtual object interaction device, including a display module, a lock module, a following module, and an interaction module; The display module is configured to display a followable area on the graphical user interface in response to a touch operation acting on the first close-range interaction skill control; a locking module configured to lock a target virtual object in the virtual scene based on an orientation of the aim in the trackable area; a following module configured to follow the locked target virtual object in response to a release operation acting on the first close-range interaction skill control; The interaction module is configured to perform collision detection on the followed target virtual object, and initiate an interaction with the target virtual object based on a detection result.
[0018] A third aspect of the present disclosure provides a computer readable storage medium storing a computer program which, when executed by a processor, implements the method according to any one of the above.
[0019] A fourth aspect of the present disclosure provides an electronic device including a processor and a memory for storing executable instructions for the processor, the processor performing any one of the methods by executing the executable instructions.
[0020] It should be noted that the above general description and the following detailed description are merely exemplary and explanatory and are not intended to limit the present disclosure. [Brief description of the drawings]
[0021] The drawings herein are incorporated into the specification, show embodiments consistent with the present disclosure, and are used together with the specification to explain the principles of the present disclosure. Obviously, the drawings in the following description are merely some embodiments of the present disclosure, and those skilled in the art can obtain other drawings based on these drawings without paying creative labor. [Figure 1] FIG. 1 is a schematic diagram of a system architecture of a virtual object interaction method and apparatus to which an embodiment of the present disclosure is applied. [Diagram 2] 1 is a flowchart of a virtual object interaction method according to an embodiment of the present disclosure. [Diagram 3] FIG. 13 is a schematic diagram of a traceable area in an embodiment of the present disclosure. [Figure 4] 13 is a flowchart of a lock virtual object in an embodiment of the present disclosure. [Diagram 5] FIG. 13 is a schematic diagram showing sector-shaped detection of a user's sliding motion during aim assistance in an embodiment of the present disclosure. [Figure 6] FIG. 13 is a schematic diagram of a target virtual object being locked in a trackable area in an embodiment of the present disclosure. [Figure 7] 13 is a flowchart of following a target virtual object in an embodiment of the present disclosure. [Figure 8] 1 is a flowchart of an interaction with a target virtual object in an embodiment of the present disclosure. [Figure 9] FIG. 2 is a schematic diagram of a graphical user interface in an embodiment of the present disclosure. [Figure 10] FIG. 2 is a block diagram of a virtual object interaction device according to an embodiment of the present disclosure. [Figure 11] FIG. 1 is a schematic diagram of a configuration of an electronic device to which an embodiment of the present disclosure is applied. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0022] Next, the exemplary embodiments will be described in more detail with reference to the drawings. However, the exemplary embodiments can be implemented in various forms and should not be understood to be limited to the examples described herein. On the contrary, these embodiments are provided to make the present disclosure more comprehensive and complete, and to fully convey the concept of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be incorporated in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a thorough understanding of the embodiments of the present disclosure. However, those skilled in the art will recognize that the technical aspects of the present disclosure can be implemented or other methods, components, devices, steps, etc. can be adopted without omitting one or more of the specific details. In other cases, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.
[0023] In addition, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings indicate the same or similar parts, and therefore repeated explanations are omitted. Some of the block diagrams shown in the drawings are functional entities that do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software form, in one or more hardware modules or integrated circuits, or in different networks and / or processor devices and / or microcontroller devices.
[0024] First, some of the nouns and terms that appear in the course of describing the embodiments of the present disclosure will be explained.
[0025] A virtual scene is a virtual scene that is displayed (or provided) while an application is running on a terminal or a server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene may be either a two-dimensional virtual scene or a three-dimensional virtual scene, and the virtual environment may be sky, land, sea, etc., where the land includes environmental elements such as desert, city, etc. Here, the virtual scene is a scene in which a user controls a virtual object to complete the game logic, for example, in a sandbox-type three-dimensional shooting game, the virtual scene is a three-dimensional game world in which a player controls a virtual object to compete, and an exemplary virtual scene includes at least one element of a mountain river, a plain, a river, a lake, an ocean, a desert, a sky, a plant, an architecture, and a vehicle, and in the case of a two-dimensional or three-dimensional multiplayer online tactical competition game, the virtual scene is a two-dimensional or three-dimensional terrain scene in which a virtual object competes, and an exemplary virtual scene may include elements such as a canyon-like mountain range, a railroad track, and a river.
[0026] A virtual object is a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object may be a virtual person, a virtual animal, an animated character, etc. The virtual object may be a character controlled by a player through an input device, or an artificial intelligence (AI) placed in a virtual environment battle by training, or a non-player character (NPC) placed in a virtual scene battle. Optionally, the virtual object is a virtual person that competes in the virtual scene. Optionally, the embodiment of the present disclosure is not limited because the number of virtual objects in a virtual scene battle is preset or dynamically determined according to the number of clients participating in the battle. In one possible implementation form, a user can control a virtual object to move in the virtual scene, for example, to control the virtual object to run, hop, crawl, etc., and can also control the virtual object to fight other virtual objects using skills, virtual tools, etc. provided by the application.
[0027] FIG. 1 shows a schematic diagram of a system architecture in which an exemplary application environment of the virtual object interaction method and apparatus of the present disclosure can be applied.
[0028] As shown in FIG. 1, the system architecture 100 may include one or more of terminal devices 101, 102, 103, a network 104, and a server 105. The network 104 is used as a medium to provide a communication link between the terminal devices 101, 102, 103 and the server 105. The network 104 may include various connection types, such as wired, wireless communication links, or optical fiber cables. Here, the terminal devices 101, 102, 103 may be various electronic devices, including but not limited to desktop computers, portable computers, smartphones, tablets, and the like. Taking the terminal device 101 as an example, the terminal device 101 may install and run an application supporting a virtual scene. Optionally, the application may include either a First-Person Shooting (FPS) game, a third-person shooter game, or a multiplayer gunfight survival game. When the terminal device 101 executes the application, the terminal device 101 displays a graphical user interface of the application on the screen, and can load and display a virtual scene being played at the current stage in the application based on a user's start operation on the graphical user interface. Specifically, the terminal device 101 responds to a touch operation acting on the first close-range interaction skill control, displays a trackable area on the graphical user interface, locks a target virtual object in the virtual scene based on the direction of the aim in the trackable area, tracks the locked target virtual object in response to a release operation acting on the first close-range interaction skill control, performs collision detection on the tracked target virtual object, and starts an interaction with the target virtual object based on the detection result. Note that the numbers of terminal devices, networks, and servers in FIG. 1 are merely examples.According to implementation needs, there may be any number of terminal devices, networks, and servers, for example, the server 105 may be one server, a server cluster of multiple servers, a cloud computing platform, or a virtualization center, and the server 105 may be used to provide background services for applications supporting virtual scenes.
[0029] The virtual object interaction method provided by the embodiment of the present disclosure is generally executed by one or more of the terminal devices 101, 102, and 103, and therefore the virtual object interaction device is generally installed in the terminal device 101, 102, and 103. However, those skilled in the art will understand that the virtual object interaction method provided by the embodiment of the present disclosure may also be executed by the server 105, and therefore the virtual object interaction device may be installed in the server 105, and this embodiment is not particularly limited.
[0030] Technical aspects of the embodiments of the present disclosure will be described in detail below.
[0031] In a shooting game, a terminal displays a virtual scene on an interface, displays a virtual object in the virtual scene, and a user controls the virtual object through the terminal to fight against other virtual objects. In a shooting game, the field of view is narrow, and it is often necessary to aim when attacking a target, and the position of the virtual object is generally far away, so long-distance shooting is the main combat method, and users are relatively less interested in close-range combat.
[0032] Currently, when a user controls a virtual object to engage in close-range combat, he or she can directly attack the target virtual object by triggering a close-range combat skill, but the entire process of close-range interaction does not take into account distance and aiming issues, resulting in a low probability of hitting the target and degrading the user's operation experience. For example, if the aiming time is insufficient, it is difficult to hit the target; or, if the target is far away, it is difficult to hit the target and it is difficult to judge whether it can be hit; or, it is difficult to hit the target when it moves.
[0033] For one or more of the above problems, this embodiment provides a virtual object interaction method that can be applied to one or more of the terminal devices 101, 102, 103, and can also be applied to the server 105, and is not particularly limited in this embodiment. This virtual object interaction method can be applied to a terminal device for providing a graphical user interface that can include a virtual scene and at least one close-range interaction skill control. Illustratively, the graphical user interface includes a game view screen, and the game view screen can include at least a partial game scene, at least a partial first virtual object located in the game scene, and other virtual objects. Here, the terminal device may be a local terminal device or a client device in a cloud interaction system. As shown in FIG. 2, the virtual object interaction method can include the following steps S210 to S240.
[0034] In step S210, in response to a touch operation acting on a first close-range interaction skill control, a followable area is displayed on the graphical user interface; In step S220, lock a target virtual object in the virtual scene based on an orientation of the aim in the trackable region; In step S230, in response to a release operation acting on the first close-range interaction skill control, the locked target virtual object is tracked; In step S240, collision detection is performed on the followed target virtual object, and an interaction is started with respect to the target virtual object based on the detection result.
[0035] In the virtual object interaction method provided by the exemplary embodiment of the present disclosure, in response to a touch operation acting on a first close-range interaction skill control, a followable area is displayed on a graphical user interface, a target virtual object is locked in the virtual scene based on the direction of the aim in the followable area, and in response to a release operation acting on the first close-range interaction skill control, the locked target virtual object is followed, collision detection is performed on the followed target virtual object, and an interaction with the target virtual object is initiated based on the detection result. In this way, when a user controls a virtual object to initiate a close-range interaction, the method supports aiming, locking, and following the target virtual object, providing a new close-range interaction method. Meanwhile, in the process of close-range interaction, the method can increase the hit rate of the target by aiming, locking, and following the target virtual object, and further enhance the user's operation experience; and further, the target following can be determined based on real-time collision detection, and the operation experience of the user using the close-range interaction skill can be further optimized.
[0036] The above steps of this embodiment are described in detail below.
[0037] In step S210, in response to a touch operation acting on a first close-range interaction skill control, a followable area is displayed on the graphical user interface.
[0038] In an exemplary embodiment of the present disclosure, a first-person shooter game can be taken as an example for explanation, and the first-person shooter game refers to a shooting game that the user can play from a first-person perspective, and the screen of the virtual environment during the game is a screen for observing the virtual environment from the perspective of a first virtual object. Specifically, an application supporting a virtual scene is installed on a terminal device, that is, a first-person shooter game can be installed on the terminal device, and thus, when the terminal device executes the application, a screen for viewing the virtual scene from a first-person perspective can be displayed on the screen of the terminal device, and various controls such as close-range interaction skill control and long-range shooting skill control can be displayed. Here, the user can control the first virtual object through the terminal device, and the virtual object interacting with the first virtual object can be the target virtual object. Note that the virtual object interaction method of the present disclosure can also be applied to third-person shooter games and multi-player gunfight survival games, but the present disclosure is not specifically limited thereto.
[0039] In one possible implementation, when the target virtual object is in the first target interaction area, the user can perform a touch operation on the first close-range interaction skill control displayed on the terminal device screen to control the first virtual object and prepare to start interacting with the target virtual object. Here, the first target interaction area may be a close-range interaction area determined by a first interaction radius. For example, the first interaction radius may be a physical distance between the first virtual object and the aiming point, the size of the first interaction radius may be configured according to actual demand, and the corresponding first target interaction area may be a cone-shaped area with the first interaction radius as the central axis.
[0040] In this example, the touch operation may be a long press, a slide, or the like, and the terminal device may display the trackable area on the graphical user interface in response to the touch operation. The trackable area may be a first target interaction area in a three-dimensional space, but from the user's point of view, the trackable area may be a two-dimensional planar area to which the first target interaction area in the three-dimensional space is mapped. When the target virtual object is in the two-dimensional planar area, the first virtual object may initiate an interaction. Preferably, the trackable area is a circular area mapped by the first target interaction area, and a contour portion of the circular area may be displayed on the terminal device screen. As an example, the entire contour of the circular area may be displayed, or a part of the contour of the circular area may be displayed. In another example, the shape of the trackable area may be preset by a related technical person, and the present disclosure is not specifically limited thereto.
[0041] As shown in FIG. 3, a schematic diagram of a followable area in a virtual scene is shown, and FIG. 3 includes a first close-range interaction skill control 301, a followable area 302, a target virtual object 303, and a crosshair 304, and other skill controls are not shown in FIG. 3. Illustratively, when the touch operation is a long press operation, when a user presses the first close-range interaction skill control 301 with a finger, the followable area 302 can be displayed in the graphical user interface. The user can aim, lock, and follow the target virtual object 303 appearing in the followable area 302 while continuing to press the first close-range interaction skill control 301. The center position of the followable area 302 is the crosshair 304, and the crosshair 304 can be used to help the user aim at the target, and the display style of the crosshair 304 can be a small dot, a small circle, a small cross, etc. The user can also set the display style of the crosshair 304 according to his or her own operation habits. When the user ends the long press operation, i.e., releases the finger from the interaction interface, the target virtual object 303 can be automatically aimed at via the aiming 304 immediately, and an interaction can be initiated with respect to the target virtual object 303. In this method, by triggering the first close-range combat interaction skill control, a real-time preview of the trackable target range can be provided to the user, which helps the user determine the trackable area, and performs a subsequent operation on the target virtual object based on the aiming direction of the trackable area, thereby improving the user's operation experience.
[0042] In step S220, a target virtual object is locked in the virtual scene based on an orientation of the aim in the trackable region.
[0043] Here, the aiming direction in the trackable area corresponds to the aiming direction of the first virtual object, that is, the aiming direction can be used to indicate the aiming direction of the first virtual object. Here, the aiming direction is the shooting direction in which the scene screen obtained by shooting the virtual scene with the virtual camera (corresponding to the user's eye) of the virtual scene is displayed in whole or in part on the aiming interface, and indicates the line of sight of the user.
[0044] The user can automatically search for a target virtual object in the virtual scene based on the current orientation of the aim, and when the target virtual object appears within a trackable area corresponding to the current orientation of the aim, i.e., when the user finds the target virtual object within that area, the interface of the trackable area can be distinctively displayed, such as by changing the color of the aim and making the outline of the trackable area bold.
[0045] When the target virtual object is not found in the trackable area corresponding to the current orientation of the aim, the user can adjust the aim orientation by performing a touch operation such as a slide operation on the user interface, and search for the target virtual object in the corresponding trackable area. For example, the trackable area corresponding to the current orientation of the aim is area A, and when the target virtual object is not found in area A, the user can change the aim orientation by a slide operation acting on the terminal device screen. Note that the scene screen in the trackable area to which the aim corresponds at any time is the scene screen in which the virtual camera photographs the virtual scene at that time. Therefore, the user changes the aim orientation by a left or right slide operation, and in fact, this slide operation controls the lens of the virtual camera in the virtual scene to deflect to the right or left, that is, controls the game scene in the current game screen to move in the opposite direction to the user's slide direction, thereby adjusting the aim orientation. When the lens of the virtual camera is deflected, the trackable area to which the aim corresponds changes to area B, and the target virtual object is searched for in area B. The direction of the aim can be adjusted throughout the process until the target virtual object is found in the trackable area. Similarly, when the user finds the target virtual object in the trackable area, the interface of the trackable area can be distinctively displayed to indicate to the user that the user has found the target virtual object, such as by changing the color of the aim and bolding the outline of the trackable area.
[0046] As shown in FIG. 4, a target virtual object within the trackable area can be locked in steps S410 and S420.
[0047] In step S410, the target virtual object is aimed in the virtual scene based on an aim direction in the trackable region.
[0048] In one example, when the target virtual object appears in the trackable area, the target virtual object may be located in the middle position of the trackable area, or may be located on the left or right side of the trackable area. If the target virtual object is located in the middle position of the trackable area, at this time, the position of the aim and the position of the target virtual object overlap, indicating that the user or the first virtual object is aiming at the target virtual object, and after aiming, the user can activate the close-range combat interaction skill and interact with the target virtual object, for example, hit the virtual object. If the target virtual object is located on the left or right side of the trackable area, the aim can be used to assist in aiming at the target virtual object.
[0049] Exemplarily, when the target virtual object is located on the left or right side of the trackable area, the user can change the direction of the aim to aim at the target virtual object by a slide operation acting on the screen of the terminal device. Specifically, the terminal device can detect the position of the target virtual object in real time, and can simultaneously detect the direction of the slide operation for each frame. Here, the direction of the slide operation may be a slide direction that brings the aim closer to the target virtual object, or may be a slide direction that moves the aim away from the target virtual object. When the direction of the slide operation is detected for each frame, a fan detection can be performed along the direction of the slide operation to determine whether the target virtual object is within the corresponding fan area. If the target virtual object is within the corresponding fan area, the lens deflection angle by the slide operation can be increased or decreased according to the direction of the slide operation. In this method, an incremental displacement is provided to the aim, which is the aim direction of the user or the first virtual object, based on the slide operation acting on the screen of the terminal device by the user and the position of the target virtual object, making it easier for the user to aim at the target.
[0050] FIG. 5 shows a schematic diagram of the fan-shaped detection of the user's slide operation during the aim assistance. Here, the direction of the slide operation is a slide direction 305 that moves the aim 304 closer to the target virtual object 303, that is, the current game scene is moved to the left. The direction of the slide operation may be a slide direction 306 that moves the aim 304 away from the target virtual object 303, that is, the current game scene is moved to the right. When the slide direction 305 is detected for each frame, a fan-shaped detection is performed along the slide direction 305 to determine whether the target virtual object 303 is within the corresponding fan-shaped region 307, that is, whether the target is within the game scene moved to the left. When the target virtual object 303 is located within the fan-shaped region 307, the slide operation moves the aim closer to the target virtual object 303, so that the lens deflection angle can be increased (i.e., lens acceleration deflection). When the slide direction 306 is detected for each frame, a fan-shaped detection is performed along the slide direction 306 to determine whether the target virtual object 303 is within the corresponding fan-shaped region 308. If the target virtual object 303 is not located within the sector region 308, the slide operation moves the aim away from the target virtual object 303, so the lens deflection angle can be reduced (i.e., lens deceleration deflection).
[0051] For example, normally, sliding 100 pixels can generate a lens deflection of 20 degrees, and in this example, when the aim is brought closer to the target virtual object by the sliding action, the lens deflection angle when sliding 100 pixels can be expanded to 40 degrees. Note that if the lens only deflects 30 degrees to aim at the target virtual object, the lens deflection when sliding 100 pixels can be smartly expanded from 20 degrees to 30 degrees instead of expanding from 20 degrees to 40 degrees. When the aim is moved away from the target virtual object by the sliding action, the lens deflection angle when sliding 100 pixels can be reduced to 10 degrees, and the user can feel a small amount of friction force when performing the sliding action.
[0052] In this example, the acceleration and deceleration of the lens deflection can be used to provide aiming assistance and also provide the user with a small amount of lens tracking. For example, when the slide operation performed by the user is not directly aimed at the target virtual object, a small amount of deflection vector can be smartly added to the lens, allowing the user to aim at the target more accurately.
[0053] In another example, in the process of aiming at the target virtual object, the target virtual object may move. Illustratively, when it is detected that the target virtual object is moving in a direction away from the aim, the aim can be controlled to move in the same direction as the target virtual object, for example, when the target virtual object moves left from the aim and moves away from the aim, the aim can automatically move left, but the displacement of the aim movement is partially reduced. In this method, the aim can automatically follow the target virtual object and move a certain distance, making it easier for the user to aim at the moving virtual object and reducing the difficulty of the user's operation.
[0054] In step S420, if the angle between the target virtual object and the direction of the aim satisfies a condition for activating a lock function, the target virtual object is locked.
[0055] Specifically, the terminal device can detect the position of the target virtual object in real time, the current orientation of the aiming is the viewing angle direction of the first virtual object, the line direction between the first virtual object and the target virtual object, that is, the line direction between the aiming and the target virtual object, and can determine whether the target virtual object meets the activation condition of the locking function based on the angle between the current orientation of the aiming and the line direction. For example, when this angle meets a preset angle, the locking function for locking the target virtual object can be automatically activated. For example, when the angle is less than or equal to 5 degrees, the target virtual object can be automatically locked.
[0056] When the target virtual object is locked, an energy replenishment progress control for triggering an interaction skill may also be displayed on the graphical user interface, and when the energy replenishment progress control displays the completion of energy replenishment, an interaction with the target virtual object may be automatically started. Here, the display format of the energy replenishment progress control may be at least one of a progress bar, a number, and a letter. Preferably, when the user locks the target virtual object, a rectangular bar-shaped progress bar is displayed on the target virtual object, and the energy replenishment state of the close-range skill is displayed on the progress bar, and when the progress bar is full, the close-range skill is automatically triggered, and the first-person virtual object can start attacking the target virtual object. Note that the display position, shape, and color of the progress bar may be preset by relevant engineers according to actual needs, or may be set by the user based on his or her own operating habits. Using the progress bar, the state where the close-range combat skill is currently located can be easily displayed, improving the user experience.
[0057] Referring to FIG. 6, a schematic diagram of locking a target virtual object in a trackable area is shown. When the target virtual object 303 is located in the trackable area 302, the interface of the trackable area 302 changes, that is, the outline of the trackable area 302 becomes thicker, indicating that an attack target appears in the trackable area 302. After the trackable area 302 auxiliary aims at the target virtual object 303, if the angle between the target virtual object 303 and the direction of the aim 304 meets a preset angle, the lock function can be automatically activated to lock the target virtual object 303. When the target virtual object 303 is locked, a ring-shaped progress bar can also be displayed on the target virtual object 303, and the time count in the middle of the ring can be used to represent the energy replenishment stage of the close-range combat skill. Illustratively, the time count currently displayed on the ring-shaped progress bar in FIG. 6 is 7s, and when the time count is displayed at 10s, the replenishment of the close-range combat skill is completed, and at this time, an attack can be automatically started on the target virtual object 303.
[0058] In step S230, in response to a release operation acting on the first close-range interaction skill control, the locked target virtual object is followed.
[0059] In an optional example, when the touch operation that the user applies to the first close-range interaction skill control is a pressing operation, the corresponding release operation can be an operation in which the finger is lifted off the interaction interface, i.e., the finger is lifted up. Note that the touch operation and release operation in this example are continuous operations that can be sustained for a certain period of time.
[0060] After aiming and locking the target virtual object, the terminal device can detect the current positions of the first virtual object and the target virtual object in real time and determine the distance between the first virtual object and the target virtual object. If the distance between the first virtual object and the target virtual object is far, when the first virtual object launches a close-up attack directly on the target virtual object, it cannot hit the target virtual object. Therefore, in this example, a charge effect can be provided for the close-up skill to solve the distance problem during close-up interaction.
[0061] Exemplarily, after locking the target virtual object, the user may release his / her finger from the interaction interface to terminate the pressing operation. In response to the user's finger lifting operation, if the distance between the first virtual object and the target virtual object is greater than the first distance, the first virtual object may be controlled to rapidly move to the locked target virtual object to follow the target virtual object.
[0062] As shown in FIG. 7, in steps S710 and S720, the locked target virtual object is followed.
[0063] In step S710, if it is detected that the distance between the first virtual object and the target virtual object is greater than the first distance, radiation detection is performed with the current orientation of the aim as the direction.
[0064] When the distance between the first virtual object and the target virtual object is greater than the first distance, in order to attack the target virtual object accurately, the first virtual object can automatically move a certain distance quickly to the target virtual object to follow and attack the target virtual object. In the process of the first virtual object moving to the target virtual object, radiation detection can be performed with the current orientation of the aim as the direction, that is, radiation detection can be performed along the current orientation of the aim, for example, radiation can be generated in the current orientation of the aim to detect whether there is a target ahead.
[0065] In step S720, if the first virtual object in the virtual scene that is subjected to the radiation detection is the target virtual object, the first virtual object is controlled to move to the locked target virtual object.
[0066] In the process of the first virtual object moving to the target virtual object, radiation can be emitted from the current direction of the aiming to continuously detect whether there is a target in front. If the first virtual object detected by radiation in front remains the target virtual object, the first virtual object can continue to be controlled to quickly approach the target virtual object. For example, the first virtual object can move to the target virtual object at a first speed, where the first speed is greater than the moving speed of the first virtual object when the close-range combat skill control is not triggered. The first virtual object can also move to the target virtual object at a first acceleration, and the first virtual object can also quickly approach the target virtual object by moving instantaneously.
[0067] If the first virtual object detected by radiation in the virtual scene is not the target virtual object, that is, during the movement to the target virtual object, another virtual object appears between the first virtual object and the target virtual object, the user can decide whether to adjust the following object. Illustratively, the first virtual object can dash to the other virtual object to perform a hitting action, and at this time, the following object is changed from the target virtual object to the other virtual object that appears between the first virtual object and the target virtual object. In this example, by continuing the radiation detection forward, it is possible to decide whether to adjust the following object based on the real-time radiation detection result, which avoids the inability to rationally follow the target in front of you due to the target position changing or entanglement, and makes the whole process smarter and more natural.
[0068] In another exemplary embodiment, after the user aims at the target virtual object, the user can directly start interacting with the target virtual object without locking the target virtual object. Also, when the target virtual object is determined to be an attack target and the distance between the first virtual object and the target virtual object is equal to or less than the second distance, that is, the distance between the first virtual object and the target virtual object is close, the first virtual object can hit the target virtual object without dashing forward. At this time, the first virtual object can directly start interacting with the target virtual object instead of following the target virtual object.
[0069] In step S240, collision detection is performed on the followed target virtual object, and an interaction is started with respect to the target virtual object based on the detection result.
[0070] After the user determines the target virtual object as the following object, the user can dash to the target virtual object. Here, a collision detection box is mounted on the first virtual object, and the collision detection box can be used for collision detection between the first virtual object and the target virtual object. During the dash, the collision detection box is used to perform continuous collision detection on the target virtual object and the first virtual object, and based on the real-time detection result, it can be determined whether to trigger a collision early, that is, whether to release a close-range combat skill such as a strike or a slashing motion early.
[0071] As shown in FIG. 8, in steps S810 and S820, an interaction is started with respect to a target virtual object.
[0072] In step S810, collision detection is performed between the first virtual object and the target virtual object in the collision detection box.
[0073] In one example, the collision detection box may be a bounding box, where the bounding box means that the combination of objects is completely contained in a relatively simple closed space, and the use of the bounding box can usually be used to accelerate a certain detection process. For example, the overlapping relationship between objects can be detected, and first, it can be roughly detected by the bounding box of the object, and if the two bounding boxes do not overlap, there is necessarily no intersection between the two corresponding original objects. Exemplarily, a bounding box is created for each bone model, i.e., each virtual object, and it can be determined whether a collision occurs between the virtual objects by detecting whether the bounding boxes have an overlap. Here, the bounding box may be an axis-aligned bounding box (AABB), an oriented bounding box (OBB), etc. Exemplarily, the AABB box can be statically detected, and it can be detected whether two stationary packaging boxes intersect, and the detection result can be intersecting or not intersecting. In the case of the OBB box, the size and orientation of the box can be determined based on the bone model of the virtual object, and specifically, the axis of the OBB box can be determined based on the spatial distribution of the bone nodes. Whether the first virtual object collides with another virtual object is determined by collision detection between OBB boxes. In another example, the space can be divided through a spatial index to perform collision detection of virtual objects in the space, and this method can filter unnecessary detection and improve the efficiency of collision detection.
[0074] In step S820, an interaction with the target virtual object is adjusted based on a real-time detection result.
[0075] During the dash of the first virtual object, if an overlap between the bounding box of the first virtual object and another virtual object is detected, or if the position of the target virtual object is changed, so that the distance between the first virtual object and the target virtual object is reduced and an overlap between the bounding box of the first virtual object and the target virtual object is detected in advance, the user can decide whether to pre-trigger a collision based on the detection result. For example, if the first virtual object encounters another virtual object in the process of dashing to the target virtual object and it is detected that the bounding box of the first virtual object and the bounding box of the target virtual object overlap, it is necessary to pre-trigger a collision and hit the virtual object. If the target virtual object is constantly moving to the first virtual object in the process of dashing to the target virtual object and it is detected that the bounding box of the first virtual object and the bounding box of the target virtual object overlap, it is necessary to pre-trigger a collision and hit the target virtual object. Note that, if the first virtual object continuously moves toward the target virtual object at high speed using a dash action during the dash and the user decides to pre-trigger a collision, it is necessary to immediately stop dashing and switch from the dash action to a hitting action.
[0076] In an exemplary embodiment of the present disclosure, a new close-range operation method is provided that can support the player's aim, lock, and close-range following during the close-range interaction process, not only realizing diversification of the form of close-range interaction, but also optimizing the operation experience using the user's close-range interaction skills. Such a close-range combat operation method is suitable for close-range combat with a small attack range, for example, a small close-range interaction radius or a small close-range interaction angle. Here, the interaction angle means the angle between the connection direction between the first virtual object and the target virtual object and the current orientation of the first virtual object. If the close-range interaction radius is small, the left and right movement of the first virtual object will also greatly change the close-range interaction angle, making it difficult to capture the target, so it is necessary to provide the user with an aim function.
[0077] In another exemplary embodiment, when at least one virtual object appears in the second target interaction area, the user can perform a touch operation on the second close-range interaction skill control displayed on the terminal device screen to control the first virtual object to start an interaction with the target virtual object. Here, the touch operation may be an operation such as clicking, double-clicking, etc. The second target interaction area is a close-range interaction area determined by a second interaction radius, and the second interaction radius is larger than the first interaction radius. When the distance between the first virtual object and the target virtual object belongs to close-range interaction but is relatively far, the range of close-range combat is large or the requirement for immediacy is high, there is no need to aim when starting an interaction with the target virtual object, and the operation difficulty is low.
[0078] Exemplarily, in response to a touch operation by the user acting on the second close-range interaction skill control, the terminal device can automatically search for and lock onto an optimal target within the second target interaction area for the first virtual object, and dash toward and hit the optimal target. Here, the optimal target may be a virtual object that is closest to the first virtual object, may be a virtual object that has the smallest interaction angle with the first virtual object, or may be a virtual object that simultaneously meets the virtual objects that are closest in distance and have the smallest interaction angle. In addition, in the process of dashing toward the target, the first virtual object can actively track the target, further reducing the difficulty of the operation.
[0079] In a specific exemplary embodiment, referring to Figure 9, a schematic diagram of a graphical user interface is shown. The interface may include a game scene and a virtual object present in the game scene, the game scene is not shown in Figure 9, and a player can control a first virtual object to move within the game scene. The interface of Figure 9 shows various skill controls displayed above the game scene.
[0080] For example, the first target interaction area that can realize the close-range interaction may be an attack range determined by an interaction radius of 5 meters in physical distance, and the second target interaction area may be an attack range determined by an interaction radius of 10 meters in physical distance. When the virtual object appears in the different target interaction areas, the player can select different close-range combat interaction skills. For example, when the virtual object appears in the first target interaction area, the player can select the first close-range interaction skill and realize the interaction through the first close-range interaction skill control. When the virtual object appears in the second target interaction area, the player can select the second close-range interaction skill and realize the interaction through the second close-range interaction skill control. When the player appears in an area other than the second target interaction area, for example, when the interaction radius is greater than 10 meters, the player can select the long-range combat interaction skill and realize the interaction through the long-range interaction skill control.
[0081] If a virtual object appears in the first target interaction area, the player can start an attack after aiming at the virtual object using the first close-range interaction skill. Illustratively, the player can perform a long press operation acting on the first close-range interaction skill control 901, and when the player presses the skill control, a followable area 903 can be displayed on the graphical user interface. While the player continues to press this skill control, the virtual object 905 can be assisted by aiming via the aiming line 904 to facilitate the player in aiming at the target. After determining the virtual object 905 as an attack target, the player may lock it or directly start an attack without locking it. When an attack target is locked, a progress bar of the energy supply state of a certain skill can be displayed, and when the progress bar is full, an attack skill can be automatically activated to start an attack on the target. When an attack target is not locked, the long press operation can be ended, i.e., the finger can be lifted to start an attack on the target. By detecting the distance between the first virtual object and the virtual object 905 before starting an attack on the virtual object 905, a charge effect can be provided for the close-range interaction skill based on the distance between the two, that is, the first virtual object can dash to the virtual object 905, and further avoid missing the target due to distance issues.
[0082] When the virtual object appears in the second target interaction area, the player can use the second close-range interaction skill to launch an attack on the optimal target in the second target interaction area. Illustratively, the player can perform a touch operation acting on the second close-range interaction skill control 902, and when the player clicks the skill control, the first virtual object can automatically search for and lock onto the optimal target in the second target interaction area to launch an attack. When the virtual object 906 and the virtual object 907 are located in the second target interaction area, it can be seen that the virtual object 906 is closer to the first virtual object than the virtual object 907, and the angle between the connection direction of the virtual object 906 and the first virtual object and the current orientation of the first virtual object is smaller. Therefore, it can be determined that the virtual object 906 is the optimal target at the current time. In addition, the second close-range interaction skill is a close-range combat skill that takes effect immediately when pressed, and can have the enemy lock function by itself, eliminating the need for additional aiming, reducing the difficulty of operation for players and improving the player's operation experience.
[0083] In the virtual object interaction method provided by the exemplary embodiment of the present disclosure, in response to a touch operation acting on a first close-range interaction skill control, a followable area is displayed on a graphical user interface, a target virtual object is locked in the virtual scene based on the direction of the aim in the followable area, and in response to a release operation acting on the first close-range interaction skill control, the locked target virtual object is followed, collision detection is performed on the followed target virtual object, and an interaction with the target virtual object is initiated based on the detection result. In this way, when a user controls a virtual object to initiate a close-range interaction, the method supports aiming, locking, and following the target virtual object, providing a new close-range interaction method. Meanwhile, in the process of close-range interaction, the method can improve the hit rate of the target by aiming, locking, and following the target virtual object, and further improve the user's operation experience; and further, the target following can be determined based on real-time collision detection, and the operation experience of the user using the close-range interaction skill can be further optimized.
[0084] It should be noted that although the accompanying figures depict steps of the methods in this disclosure in a particular order, this is not intended to require or imply that the steps must be performed in that particular order or that all illustrated steps must be performed in order to achieve desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be merged into a single step execution, or a single step may be broken down into multiple step executions.
[0085] Further, this embodiment provides a virtual object interaction device. As shown in Figure 10, the virtual object interaction device 1000 includes a display module 1010, a lock module 1020, a follow module 1030 and an interaction module 1040, where: The display module 1010 is configured to display a followable area on the graphical user interface in response to a touch operation acting on the first close-range interaction skill control; a locking module 1020 configured to lock a target virtual object in the virtual scene based on an orientation of the aim in the trackable area; the following module 1030 is configured to follow the locked target virtual object in response to a release operation acting on the first close-range interaction skill control; The interaction module 1040 is configured to perform collision detection on the followed target virtual object, and initiate an interaction with the target virtual object based on a detection result.
[0086] In an alternative embodiment, the locking module 1020 includes an aiming unit and a locking unit. an aiming unit configured to aim at the target virtual object in the virtual scene based on an orientation of a crosshair in the trackable area; A locking unit is configured to lock the target virtual object when an angle between the target virtual object and the aiming orientation satisfies an activation condition for a locking function.
[0087] In an alternative embodiment, the aiming unit includes a first aiming assistance sub-unit and a second aiming assistance sub-unit; The first aim assistance subunit is configured to control the aim to be biased toward acceleration when a touch operation is detected that brings the aim closer to the target virtual object; The second aim assistance subunit is configured to control the aim to be deflected to decelerate when a touch operation that moves the aim away from the target virtual object is detected.
[0088] In an alternative embodiment, the aiming unit further includes a third aiming assistance subunit; The third aiming assistance subunit is configured to control the movement of the aim in the same direction as the target virtual object so as to aim the aim at the target virtual object when it detects that the target virtual object moves in a direction away from the aim.
[0089] In an alternative embodiment, the tracking module 1030 includes a tracking unit, The following unit is configured to respond to a release operation acting on the first close-range interaction skill control, and to control the first virtual object to move toward the locked target virtual object when the following unit detects that a distance between the first virtual object and the target virtual object is greater than a first distance.
[0090] In an alternative embodiment, the tracking unit includes a radiation detection subunit and a tracking subunit; The radiation detection subunit is configured to perform radiation detection in a direction corresponding to a current orientation of the aim when the radiation detection subunit detects that a distance between the first virtual object and a target virtual object is greater than a first distance; The following subunit is configured to control, when a first virtual object in the virtual scene from which the radiation is detected is the target virtual object, the first virtual object to be moved to the locked target virtual object.
[0091] In an alternative embodiment, the locking unit includes a progress display subunit and an automatic interaction subunit; The progress display subunit is configured to display an energy replenishment progress control for triggering an interaction skill in the graphical user interface; The automatic interaction subunit is configured to automatically initiate an interaction with the target virtual object when the energy replenishment progress control indicates that energy replenishment is complete.
[0092] In an alternative embodiment, a collision detection box is mounted on the first virtual object, and the interaction module 1030 includes a collision detection unit and an interaction adjustment unit; a collision detection unit configured to perform collision detection for the first virtual object and the target virtual object in the collision detection box; The interaction adjustment unit is configured to adjust an interaction with the target virtual object based on a real-time detection result.
[0093] In an alternative embodiment, the virtual object interaction device 1000 further includes a target search module and a distinction display module; a target search module configured to automatically search for the target virtual object in the virtual scene based on an aim direction of the trackable area; The distinctive display module is configured to distinctively display an interface of the trackable area when the target virtual object appears in the trackable area.
[0094] In an alternative embodiment, the virtual object interaction device 1000 further includes an auto-lock module and a target following module; an auto-lock module configured to automatically locate and lock onto the target virtual object in the virtual scene in response to a touch operation acting on the second close-range interaction skill control; A target following module is configured to follow the locked target virtual object to initiate an interaction with the target virtual object.
[0095] The details of each module in the virtual object interaction device are described in detail in the corresponding virtual object interaction method, so the description will be omitted here.
[0096] Each module in the above device may be a central processor, a network processor, a digital signal processor, a dedicated integrated circuit, a field programmable gate array or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component, etc. Each module may also be implemented in the form of software, firmware, etc. Each processor in the above device may be an independent processor or may be integrated.
[0097] Exemplary embodiments of the present disclosure also provide a computer-readable storage medium having stored thereon a program product capable of implementing the methods described herein. In some possible embodiments, various aspects of the present disclosure may be implemented as a program product for causing an electronic device to perform steps according to various embodiments of the present disclosure described in the "Method" section above herein, when the program product is running on the electronic device, for example: In response to a touch operation acting on a first close-range interaction skill control, displaying a followable area on the graphical user interface; locking a target virtual object in the virtual scene based on an orientation of the aim in the trackable area; In response to a release operation acting on the first close-range interaction skill control, following the locked target virtual object; Collision detection is performed on the followed target virtual object, and an interaction is initiated with the target virtual object based on the detection result.
[0098] Optionally, locking a target virtual object in the virtual scene based on an orientation of an aim in the trackable region comprises: aiming at the target virtual object in the virtual scene based on an orientation of the aim in the trackable area; and locking the target virtual object when an angle between the target virtual object and a direction of the aim satisfies a condition for activating a lock function.
[0099] Optionally, aiming at the target virtual object in the virtual scene based on an aim orientation in the trackable region comprises: When a touch operation that brings the aim closer to the target virtual object is detected, the aim is controlled so as to be biased toward acceleration; When a touch operation that moves the aim away from the target virtual object is detected, the aim is controlled so as to be biased toward deceleration.
[0100] Optionally, aiming at the target virtual object in the virtual scene based on an orientation of an aim in the trackable region further comprises: When it is detected that the target virtual object moves in a direction away from the aim, the aim is controlled to move in the same direction as the target virtual object so that the aim is aimed at the target virtual object.
[0101] Optionally, in response to a release operation acting on the first close range interaction skill control, following the locked target virtual object includes: and controlling, in response to a release operation acting on the first close-range interaction skill control, the first virtual object to move to the locked target virtual object when it is detected that a distance between a first virtual object and the target virtual object is greater than a first distance.
[0102] Optionally, controlling the first virtual object to move to the locked target virtual object when detecting that a distance between the first virtual object and the target virtual object is greater than a first distance includes: when detecting that a distance between the first virtual object and a target virtual object is greater than a first distance, performing radiation detection with a current orientation of the aim as a direction; and when a first virtual object in the virtual scene for which the radiation is detected is the target virtual object, controlling the first virtual object to move to the locked target virtual object.
[0103] Optionally, when locking a target virtual object in the virtual scene based on an orientation of an aim in the trackable region, the method further comprises: displaying an energy replenishment progress control in the graphical user interface for triggering an interaction skill; and automatically initiating an interaction with the target virtual object when the energy replenishment progress control indicates that energy replenishment is complete.
[0104] Optionally, a collision detection box is mounted on the first virtual object, and performing collision detection on the followed target virtual object and starting an interaction with the target virtual object based on the detection result includes: performing collision detection between the first virtual object and the target virtual object in the collision detection box; and adjusting an interaction with the target virtual object based on the real-time detection result.
[0105] Optionally, the method further comprises: automatically searching for the target virtual object in the virtual scene based on an orientation of aim of the trackable area; and distinctively displaying an interface of the trackable area when the target virtual object appears in the trackable area.
[0106] Optionally, the method further comprises: In response to a touch operation acting on a second close-range interaction skill control, automatically locate and lock onto the target virtual object in the virtual scene; and following the locked target virtual object to initiate an interaction with the target virtual object.
[0107] The above method supports aiming, locking and following the target virtual object when the user controls a virtual object to initiate close-range interaction, providing a new close-range interaction method; meanwhile, by aiming, locking and following the target virtual object during the close-range interaction process, the target hitting rate can be improved and the user's operation experience can be further improved; and the following target can be determined based on real-time collision detection, so as to further optimize the operation experience of the user using close-range interaction skills.
[0108] The program product may be a portable compact disk read only memory (CD-ROM), may contain program code, and may run on an electronic device such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this file, a readable storage medium may be any tangible medium that contains or stores a program that can be used in conjunction with or to direct the execution of a system, apparatus, or device.
[0109] The program product may use any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of more than one. More specific examples (non-limiting list) of readable storage media include an electrical connection, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
[0110] A computer-readable signal medium may include a data signal propagated either in baseband or as part of a carrier wave carrying readable program code. Such a propagated data signal may take a variety of forms, including, but not limited to, an electromagnetic signal, an optical signal, or any suitable combination of the above. A readable signal medium may be any readable medium other than a readable storage medium that can transmit, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device.
[0111] The program code contained in the readable medium may be transmitted over any suitable medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the above.
[0112] Program code for carrying out the operations of the present disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages, e.g., Java, C++, and the like, as well as conventional procedural programming languages, such as "C" or similar programming languages. The program code can run entirely on the user computing device, partially on the user device, as an independent package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. When referring to a remote computing device, the remote computing device can be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., can be connected via the Internet using an Internet Service Provider).
[0113] An exemplary embodiment of the present disclosure also provides an electronic device capable of implementing the above-mentioned method. Hereinafter, an electronic device 1100 according to such an exemplary embodiment of the present disclosure will be described with reference to Fig. 11. The electronic device 1100 shown in Fig. 11 is merely an example and does not limit the function and scope of use of the embodiment of the present disclosure.
[0114] 11, the electronic device 1100 may be represented in the form of a general-purpose computing device. The components of the electronic device 1100 may include, but are not limited to, at least one processing unit 1110, at least one storage unit 1120, a bus 1130 connecting different system components including the storage unit 1120 and the processing unit 1110, and a display unit 1140.
[0115] The storage unit 1120 stores program code that the processing unit 1110 may execute to cause the processing unit 1110 to perform steps according to various embodiments of the present disclosure described in the "Method" section above herein. For example, the processing unit 1110 may perform any one or more of the method steps of Figures 2, 4, 7, and 8. Also, for example, In response to a touch operation acting on a first close-range interaction skill control, displaying a followable area on the graphical user interface; locking a target virtual object in the virtual scene based on an orientation of the aim in the trackable area; In response to a release operation acting on the first close-range interaction skill control, following the locked target virtual object; Collision detection is performed on the followed target virtual object, and an interaction is initiated with the target virtual object based on the detection result.
[0116] Optionally, locking a target virtual object in the virtual scene based on an orientation of an aim in the trackable region comprises: aiming at the target virtual object in the virtual scene based on an orientation of the aim in the trackable area; and locking the target virtual object when an angle between the target virtual object and a direction of the aim satisfies a condition for activating a lock function.
[0117] Optionally, aiming at the target virtual object in the virtual scene based on an aim orientation in the trackable region comprises: When a touch operation that brings the aim closer to the target virtual object is detected, the aim is controlled so as to be biased toward acceleration; When a touch operation that moves the aim away from the target virtual object is detected, the aim is controlled so as to be biased toward deceleration.
[0118] Optionally, aiming at the target virtual object in the virtual scene based on an orientation of an aim in the trackable region further comprises: When it is detected that the target virtual object moves in a direction away from the aim, the aim is controlled to move in the same direction as the target virtual object so that the aim is aimed at the target virtual object.
[0119] Optionally, in response to a release operation acting on the first close range interaction skill control, following the locked target virtual object includes: and controlling, in response to a release operation acting on the first close-range interaction skill control, the first virtual object to move to the locked target virtual object when it is detected that a distance between a first virtual object and the target virtual object is greater than a first distance.
[0120] Optionally, controlling the first virtual object to move to the locked target virtual object when detecting that a distance between the first virtual object and the target virtual object is greater than a first distance includes: when detecting that a distance between the first virtual object and a target virtual object is greater than a first distance, performing radiation detection with a current orientation of the aim as a direction; and when a first virtual object in the virtual scene for which the radiation is detected is the target virtual object, controlling the first virtual object to move to the locked target virtual object.
[0121] Optionally, when locking a target virtual object in the virtual scene based on an orientation of an aim in the trackable region, the method further comprises: displaying an energy replenishment progress control in the graphical user interface for triggering an interaction skill; and automatically initiating an interaction with the target virtual object when the energy replenishment progress control indicates that energy replenishment is complete.
[0122] Optionally, a collision detection box is mounted on the first virtual object, and performing collision detection on the followed target virtual object and starting an interaction with the target virtual object based on the detection result includes: performing collision detection between the first virtual object and the target virtual object in the collision detection box; and adjusting an interaction with the target virtual object based on the real-time detection result.
[0123] Optionally, the method further comprises: automatically searching for the target virtual object in the virtual scene based on an orientation of aim of the trackable area; and distinctively displaying an interface of the trackable area when the target virtual object appears in the trackable area.
[0124] Optionally, the method further comprises: In response to a touch operation acting on a second close-range interaction skill control, automatically locate and lock onto the target virtual object in the virtual scene; and following the locked target virtual object to initiate an interaction with the target virtual object.
[0125] The above method supports aiming, locking and following the target virtual object when the user controls a virtual object to initiate close-range interaction, providing a new close-range interaction method; meanwhile, by aiming, locking and following the target virtual object during the close-range interaction process, the target hitting rate can be improved and the user's operation experience can be further improved; and the following target can be determined based on real-time collision detection, so as to further optimize the operation experience of the user using close-range interaction skills.
[0126] The storage unit 1120 may include a readable medium in the form of volatile storage, such as a random access memory (RAM) 1121 and / or a cache storage 1122 , and may also include a read only memory unit (ROM) 1123 .
[0127] The storage unit 1120 may also include, but is not limited to, programs / utilities 1124 having a set (at least one) of program modules 1125, including an operating system, one or more applications, other program modules, and program data, each or some combination of these examples may include the implementation of a network environment.
[0128] Bus 1130 may represent one or more of several classes of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphical acceleration port, a processing unit, or a local bus using any of a number of bus structures.
[0129] The electronic device 1100 may also communicate with one or more external devices 1200, such as a keyboard, a pointing device, a Bluetooth device, one or more devices that allow a user to interact with the electronic device 1100, and / or any device (router, modem, etc.) that allows the electronic device 1100 to communicate with one or more other computing devices. This communication may occur via an input / output (I / O) interface 1150. The electronic device 1100 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network such as the Internet) via a network adapter 1160. As shown, the network adapter 1160 communicates with other modules of the electronic device 1100 via a bus 1130. Although not shown, it should be understood that other hardware and / or software modules may be used in combination with the electronic device 1100, including, but not limited to, microcode, device drives, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0130] From the above description of the embodiments, it is easy for a person skilled in the art to understand that the exemplary embodiments described herein can be realized by software, and can be realized by combining necessary hardware with software. Therefore, the technical aspect according to the embodiment of the present disclosure includes a plurality of instructions (which may be a personal computer, a server, a terminal device, or a network device) stored on a non-volatile storage medium (which may be a CD-ROM, a USB disk, a removable hard disk, etc.) or a network, for executing the method according to the exemplary embodiment of the present disclosure.
[0131] It is also understood that the above-mentioned drawings are schematic illustrations of the processes involved in the method according to the exemplary embodiments of the present disclosure, and are not intended to be limiting. It is also understood that the processes shown in the above-mentioned drawings are not intended to indicate or limit the time sequence of these processes. It is also understood that these processes may be performed, for example, synchronously or asynchronously in multiple modules.
[0132] It should be noted that, although the above detailed description refers to several modules or units of an apparatus for performing operations, such division is not mandatory. In fact, according to an embodiment of the present disclosure, features and functions of two or more of the above-mentioned modules or units may be embodied in one module or unit. Conversely, features and functions of one of the above-mentioned modules or units may be further divided and embodied in multiple modules or units.
[0133] It should be understood that the present disclosure is not limited to the exact construction described above and illustrated in the drawings, but various modifications and variations are possible without departing from the scope of the present disclosure, which is limited only by the appended claims.
Claims
1. A method for virtual object interaction, comprising providing a graphical user interface including a virtual scene and at least one close-range interaction skill control on a terminal device, the method comprising: displaying a followable area on the graphical user interface in response to a touch operation acting on a first close-range interaction skill control; locking a target virtual object in the virtual scene based on an orientation of the aim in the trackable area; Following the locked target virtual object in response to a release operation acting on the first close-range interaction skill control; and performing collision detection on the followed target virtual object and initiating an interaction with the target virtual object based on a detection result. A method for interacting with a virtual object, comprising:
2. Locking a target virtual object in the virtual scene based on an orientation of a target in the trackable area includes: aiming at the target virtual object in the virtual scene based on an orientation of the aim in the trackable area; and locking the target virtual object when an angle between the target virtual object and the direction of the aim satisfies a condition for activating a lock function. The method of claim 1, wherein the virtual object interaction is performed in a virtual object interaction mode.
3. Aiming at the target virtual object in the virtual scene based on a direction of aim in the trackable area includes: When a touch operation that brings the aim closer to the target virtual object is detected, the aim is controlled so as to be biased toward acceleration; and when a touch operation that moves the aim away from the target virtual object is detected, controlling the aim so that the aim is deflected to decelerate. The method for virtual object interaction according to claim 2 .
4. Aiming at the target virtual object in the virtual scene based on an orientation of the aim in the trackable area further comprises: and when it is detected that the target virtual object moves in a direction away from the aim, controlling the aim to move in the same direction as the target virtual object so that the aim is aimed at the target virtual object. The method for virtual object interaction according to claim 2 .
5. Following the locked target virtual object in response to a release operation acting on the first close-range interaction skill control includes: and controlling, in response to a release operation acting on the first close-range interaction skill control, the first virtual object to move to the locked target virtual object when it is detected that a distance between the first virtual object and the target virtual object is greater than a first distance. The method of claim 1, wherein the virtual object interaction is performed in a virtual object interaction mode.
6. When detecting that a distance between the first virtual object and the target virtual object is greater than a first distance, controlling the first virtual object to move to the locked target virtual object includes: When it is detected that the distance between the first virtual object and the target virtual object is greater than a first distance, performing radiation detection with the current orientation of the aim as a direction; and when a first virtual object in the virtual scene from which the radiation is detected is the target virtual object, controlling the first virtual object to move to the locked target virtual object. The method for virtual object interaction according to claim 5 .
7. When locking a target virtual object in the virtual scene based on an orientation of the aim in the trackable area, the method further comprises: displaying an energy replenishment progress control in the graphical user interface for triggering an interaction skill; and automatically starting an interaction with the target virtual object when the energy replenishment progress control indicates that energy replenishment is complete. The method for virtual object interaction according to claim 2 .
8. A collision detection box is mounted on the first virtual object, and collision detection is performed on the followed target virtual object, and an interaction is started on the target virtual object based on the detection result. performing collision detection between the first virtual object and the target virtual object in the collision detection box; and adjusting an interaction with the target virtual object based on the real-time detection result. The method for virtual object interaction according to claim 5 .
9. The method further comprises: automatically searching for the target virtual object in the virtual scene based on an orientation of aim of the trackable area; and when the target virtual object appears in the trackable area, distinctively displaying an interface of the trackable area. The method of claim 1, wherein the virtual object interaction is performed in a virtual object interaction mode.
10. The method further comprises: In response to a touch operation acting on a second close-range interaction skill control, automatically locate and lock onto the target virtual object in the virtual scene; and following the locked target virtual object to initiate an interaction with the target virtual object. The method of claim 1, wherein the virtual object interaction is performed in a virtual object interaction mode.
11. A virtual object interaction device including a display module, a lock module, a follow module, and an interaction module, The display module is configured to display a followable area on a graphical user interface in response to a touch operation acting on the first close-range interaction skill control; The locking module is configured to lock a target virtual object in a virtual scene based on an orientation of the aim in the trackable area; the following module is configured to follow the locked target virtual object in response to a release operation acting on the first close-range interaction skill control; The interaction module is configured to perform collision detection on the followed target virtual object and initiate an interaction with the target virtual object based on a detection result. A virtual object interaction device comprising:
12. Stores a computer program which, when executed by a processor, implements the method according to any one of claims 1 to 10. A computer-readable storage medium comprising:
13. 1. An electronic device including a processor and a memory for storing executable instructions for the processor, The processor executes the executable instructions to perform the method of any one of claims 1 to 10.
1. An electronic device comprising:
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