Method, device, electronic device and computer program for controlling an object in a virtual scene
By introducing a method that uses connect buttons to enable synchronous action and attack operations in virtual scenes, the efficiency of human-computer interaction is improved, addressing the challenges of high operational difficulty and accuracy in existing technologies.
Patent Information
- Application Number
- JP2023571193
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-12-31
- Filing Date
- 2022-09-23
- Publication Date
- 2025-04-02
- Estimated Expiration
- 2042-09-23
AI Technical Summary
Existing human-computer interaction technologies require high operational difficulty and accuracy for users to perform simultaneous fire and action operations in virtual scenes, leading to reduced efficiency.
The implementation of a method that displays a virtual scene with a virtual object, including an attack button, action buttons, and connect buttons, allowing users to perform actions and attack operations synchronously by triggering the connect button, thereby simplifying the operation of multiple functions with a single button.
This approach enhances user operational efficiency by allowing simultaneous performance of actions and attack operations, reducing the complexity and difficulty of traditional multi-finger click operations.
Smart Images

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Abstract
Description
[Technical field]
[0001] (CROSS-REFERENCE TO RELATED APPLICATIONS) This application is filed based on a Chinese patent application having application number 202111227167.8 and filing date of October 21, 2021, and a Chinese patent application having application number 202111672352.8 and filing date of December 31, 2021, and claims priority to the two Chinese patent applications, the entire contents of which are incorporated by reference into this application.
[0002] The present application relates to human-computer interaction technology, and in particular to a method, an apparatus, an electronic device, a computer program product and a computer-readable storage medium for controlling an object in a virtual scene. [Background technology]
[0003] Display technology based on graphics processing hardware has expanded the means of environmental sensing and information acquisition. In particular, multimedia technology for virtual scenes can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs through human-computer interaction engine technology. There are various typical application scenarios, such as simulating the process of competition between virtual objects in virtual scenes such as games.
[0004] The human-computer interaction between the virtual scene and the user is realized by a human-computer interaction interface, in which multiple buttons are displayed, and after each button is triggered, the virtual object can be controlled to perform a corresponding operation, for example, after a jump button is triggered, the virtual object can be controlled to jump in the virtual scene; in a battle scene, the virtual object may need to perform shooting and other actions simultaneously, for example, the virtual object can shoot while lying down, thereby not only lying in wait but also attacking the enemy; however, in the related technology, in order to perform shooting and other actions simultaneously, the user needs to use multiple fingers to perform frequent clicking operations, which requires high operation difficulty and precision, thereby reducing the efficiency of human-computer interaction. Summary of the Invention [Means for solving the problem]
[0005] SUMMARY OF THE DISCLOSURE The embodiments of the present application provide a method, an apparatus, an electronic device, a computer program product and a computer-readable storage medium for controlling an object in a virtual scene, which can improve the efficiency of controlling a virtual scene.
[0006] The technical solutions of the embodiments of the present application are realized as follows.
[0007] An embodiment of the present application provides a method for controlling an object in a virtual scene executed by an electronic device, the method for controlling an object in a virtual scene comprising: displaying a virtual scene, the virtual scene including a virtual object having an attack item; displaying an attack button and at least one action button and displaying at least one connection button, each of the connection buttons being used to connect the attack button and one of the action buttons; and a step of controlling the virtual object to execute an action associated with a target action button in response to a trigger operation on a target connection button, and controlling the virtual object to synchronously perform an attack operation using the attack item, wherein the target action button is an action button connected to the target connection button of the at least one action button, and the target connection button is a selected one of the at least one connection buttons.
[0008] An embodiment of the present application provides a virtual scene object control device, the virtual scene object control device comprising: A display module and a control module, The display module is configured to display a virtual scene, the virtual scene including a virtual object having an attack item; The display module is further configured to display an attack button and at least one action button, and display at least one connection button, each of the connection buttons being used to connect the attack button and one of the action buttons; The control module is configured to control the virtual object to execute an action associated with a target action button in response to a trigger operation on a target connection button, and to control the virtual object to synchronously perform an attack operation using the attack item, the target action button being an action button connected to the target connection button among the at least one action button, and the target connection button being a selected one of the at least one connection buttons.
[0009] An embodiment of the present application provides an electronic device, the electronic device comprising: a memory for storing computer executable instructions; and a processor for implementing the virtual scene object control method provided in the embodiments of the present application when executing the computer-executable instructions stored in the memory.
[0010] An embodiment of the present application provides a computer-readable storage medium having stored thereon computer-executable instructions for, when executed by a processor, implementing a method for controlling an object in a virtual scene provided in an embodiment of the present application.
[0011] An embodiment of the present application provides a computer program product including a computer program or computer executable instructions which, when executed by a processor, implements the method for controlling objects in a virtual scene provided in the embodiment of the present application.
[0012] The embodiments of the present application have the following beneficial effects:
[0013] An attack button and an action button are displayed, a connection button for connecting the attack button and one of the action buttons is displayed, and in response to a trigger operation on the target connection button, a virtual object is controlled so as to execute an action associated with the target action button and synchronously perform an attack operation using an attack item. By arranging the connection button, an action and an attack operation can be performed simultaneously, which is equivalent to simultaneously realizing multiple functions using a single button, saving operation time and thereby improving control efficiency in a virtual scene. [Brief description of the drawings]
[0014] [Figure 1] 1 is a schematic diagram of a display interface of a virtual scene object control method provided by the related art; [Figure 2A] 1 is a schematic diagram of an application mode of a virtual scene object control method according to an embodiment of the present application; [Figure 2B] 1 is a schematic diagram of an application mode of a virtual scene object control method according to an embodiment of the present application; [Diagram 3] FIG. 2 is a structural schematic diagram of an electronic device that applies the virtual scene object control method according to an embodiment of the present application; [Figure 4A] 1 is a schematic flowchart of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 4B] 1 is a schematic flowchart of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 4C] 1 is a schematic flowchart of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 5A] 1 is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 5B] 1 is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 5C] 1 is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 5D] 1 is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 5E] 1 is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 6A] 2 is a schematic diagram of the logic of a method for controlling objects in a virtual scene according to an embodiment of the present application; [Figure 6B] 2 is a schematic diagram of the logic of a method for controlling objects in a virtual scene according to an embodiment of the present application; [Figure 6C] 2 is a schematic diagram of the logic of a method for controlling objects in a virtual scene according to an embodiment of the present application; [Figure 7A] 2 is a schematic diagram of the logic of a method for controlling objects in a virtual scene according to an embodiment of the present application; [Figure 7B] 2 is a schematic diagram of the logic of a method for controlling objects in a virtual scene according to an embodiment of the present application; [Figure 7C]2 is a schematic diagram of the logic of a method for controlling objects in a virtual scene according to an embodiment of the present application; [Figure 8] 2 is a schematic diagram of the logic of a method for controlling objects in a virtual scene according to an embodiment of the present application; [Figure 9A] 1 is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 9B] 1 is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 9C] 1 is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 9D] 1 is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application; [Figure 9E] 1 is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application is described in more detail below with reference to the drawings, and the described embodiments should not be regarded as limitations on the present application. All other embodiments that can be obtained by those skilled in the art without any creative efforts belong to the protection scope of the present application.
[0016] With respect to "some embodiments" described below, a subset of all possible embodiments is described, but it is understood that "some embodiments" may be the same or different subsets of all possible embodiments, and may be combined with each other if not inconsistent.
[0017] The terms "first / second / third" described below are merely used to distinguish between similar objects and do not represent a particular order to the objects, and it is understood that "first / second / third" may be interchanged with a particular order or order when possible, such that the embodiments of the present application described herein may be implemented in orders other than those illustrated or described herein.
[0018] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art. The terms used herein are not intended to limit the present application, but are merely for describing the embodiments of the present application.
[0019] Before describing the embodiments of the present application in more detail, the nouns and terms related to the embodiments of the present application will be explained, and the nouns and terms related to the embodiments of the present application will be applied to the following interpretation.
[0020] 1) Virtual Scene: A scene different from the real world output by a device, in which visual perception of the virtual scene can be formed with the naked eye or with the aid of a device, such as a two-dimensional image output by a display screen, a three-dimensional image output by a stereoscopic display technology such as stereoscopic projection, virtual reality, and augmented reality technology, etc. In addition, various possible hardware can be used to form various perceptions that simulate the real world, such as auditory perception, tactile perception, olfactory perception, and motion perception.
[0021] In response to 2): A term to express a condition or state on which an operation to be performed depends, and when the condition or state on which it depends is satisfied, the operation or operations to be performed may be in real time or may have a set delay. Unless otherwise specified, there is no order of execution restriction on the operations to be performed.
[0022] 3) Client: An application executed within a terminal to provide various services, such as a game client.
[0023] 4) Virtual Object: An object that interacts with a virtual scene and is controlled by a user or a robot program (e.g., an artificial intelligence-based robot program) and can be stationary, move, and perform various actions in the virtual scene, such as various characters in a game.
[0024] 5) Button: a control for human-computer interaction in the human-computer interaction interface of the virtual scene, which has a pattern mark and is bound with a certain processing logic, and when a user triggers the button, the corresponding processing logic is executed.
[0025] Referring to FIG. 1, FIG. 1 is a schematic diagram of a display interface of an object control method of a virtual scene provided by the related technology. In the virtual scene, a virtual object needs to shoot and move simultaneously. For example, a virtual object can shoot while lying down, thereby not only lying in wait but also attacking an enemy. However, in the related technology, in order to shoot and move simultaneously (movements include sticking head out to the left and right, crouching, and lying down), a user needs to frequently click using multiple fingers, which requires high operational difficulty and precision. In the human-computer interaction interface 301 of FIG. 1, a direction button 302, an attack button 303, and an action button 304 are displayed. Usually, the direction button 302 is controlled by the thumb of the left hand, and the attack button 303 or the action button 304 is controlled by the thumb of the right hand. For the virtual scene of a mobile phone terminal, the human-computer interaction interface is usually controlled by the thumbs of the left hand and the right hand. That is, the default operation mode is a two-finger operation mode, in which one thumb controls the direction, and the other thumb controls the virtual object to perform a specific operation. Therefore, it is difficult for users to simultaneously perform shooting and action operations through the default two-finger key operation, and they can only adjust the button layout to simultaneously perform shooting and action operations through multi-finger (at least three) operations. However, the multi-finger operation also requires a high learning cost and skill, which increases the proportion of the button area on the screen, and is likely to cause interference with the user's field of vision, making the operation experience difficult for many users.
[0026] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for controlling an object in a virtual scene, and by arranging a connection button, the action and attack operations can be performed simultaneously after the connection button is triggered, which is equivalent to using a single button to realize multiple functions simultaneously, thereby improving the operation efficiency of the user. In the following, exemplary applications of the electronic device provided by the embodiments of the present application are described, and the electronic device provided by the embodiments of the present application can be implemented as various types of user terminals, such as notebook computers, tablet computers, desktop computers, set-top boxes, mobile devices (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable game devices), etc.
[0027] In order to facilitate understanding of the virtual scene object control method provided by the embodiment of the present application, an exemplary implementation scenario of the virtual scene object control method provided by the embodiment of the present application is first described. The virtual scene may be output entirely based on the terminal, or may be output based on the cooperation of the terminal and the server.
[0028] In some embodiments, the virtual scene may be an environment for game characters to interact with, for example, game characters competing in a virtual scene, and by controlling the movement of virtual objects, the two can interact with each other in the virtual scene, thereby allowing users to relieve stress in their lives during the course of the game.
[0029] In one implementation scenario, referring to FIG. 2A, FIG. 2A is a schematic diagram of an application mode of the virtual scene object control method according to an embodiment of the present application, which is applied to several application modes that can fully rely on the computing capabilities of the terminal 400 to perform correlated data calculations of the virtual scene, for example, a standalone / offline mode game performs output of the virtual scene via a terminal 400 such as a smartphone, a tablet computer, and a virtual reality / augmented reality device.
[0030] When forming a visual sensation of a virtual scene, the terminal 400 calculates and displays the necessary data through the graphics computing hardware, performs loading, parsing and rendering of the display data, and the graphics output hardware outputs the video frames that can form the visual sensation for the virtual scene, for example, displays the two-dimensional video frames on the display screen of the smartphone, or projects the video frames to realize the three-dimensional display effect on the lens of the augmented reality / virtual reality glasses. In addition, in order to enrich the sensory effect, the device can further employ different hardware to form one or more of auditory sensation, tactile sensation, motion sensation, and taste sensation.
[0031] As an example, terminal 400 may run a client (e.g., a standalone game application) and, during execution of the client, output a virtual scene involving role-playing, the virtual scene being an environment for game characters to interact with, which may be, for example, a plain, a street, a valley, etc., in which the game characters may compete. The virtual scene includes a virtual object 110, a connection button 120, an action button 130, and an attack button 140, and the virtual object 110 may be a game character controlled by a user (or called a player), i.e., the virtual object 110 is controlled by a real user and moves in the virtual scene in response to the real user's operation on a controller (including a touch screen, a sound switch, a keyboard, a mouse, a joystick, etc.), for example, when the real user moves the joystick to the left, the virtual object moves to the left in the virtual scene, in response to a trigger operation on the action button 130, the virtual object is controlled to perform an action in the virtual scene, in response to a trigger operation on the attack button 140, the virtual object is controlled to perform an attack operation in the virtual scene, and in response to a trigger operation on the connection button 120, the virtual object is controlled to perform an action and synchronously perform an attack operation.
[0032] In another implementation scenario, refer to FIG. 2B. FIG. 2B is a schematic diagram of an application mode of a virtual scene object control method according to an embodiment of the present application, which is applied to a terminal 400 and a server 200, and is generally applied to an application mode in which virtual scene calculation is performed depending on the computing capability of the server 200, and the virtual scene is output on the terminal 400.
[0033] For example, to form a visual sense of a virtual scene, the server 200 calculates and transmits display data related to the virtual scene to the terminal 400. The terminal 400 relies on graphics computing hardware to load, analyze, and render the calculated display data, and relies on graphics output hardware to form a visual sense, for example, to display a two-dimensional video frame on a display screen of a smartphone, or to project a video frame to realize a three-dimensional display effect on the lens of an augmented reality / virtual reality glasses. It can be understood that the sense of the form of the virtual scene can be outputted with the help of corresponding hardware of the terminal, for example, to form an auditory sense using a microphone output, and to form a tactile sense using a vibrator output.
[0034] For example, the terminal 400 executes a client (such as an online version of a game application), and a virtual scene includes a virtual object 110, a connection button 120, an action button 130, and an attack button 140, and performs game interactions with other users by accessing a game server (i.e., the server 200). In response to a trigger operation on the connection button 120, the client transmits action configuration information for the virtual object 110 to perform an action and action configuration information for synchronously performing an attack action using an attack item to the server 200 via the network 300. The server 200 calculates display data of the action configuration information and the action configuration information based on the above information, and transmits the above display data to the client. The client relies on graphics computing hardware to perform loading, analysis, and rendering of the calculated display data, and relies on graphics output hardware to output the virtual scene to form a visual perception, i.e., displays a screen in which the virtual object 110 performs an action associated with the target action button and synchronously performs an attack action using an attack item.
[0035] In some embodiments, the terminal 400 can realize the virtual scene object control method provided by 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 the operating system, a local application (APP), i.e., a program that needs to be installed in the operating system to run, such as a game APP (i.e., the above-mentioned client), a mini-program, i.e., a program that can be run simply by downloading it to a browser environment, or even a game mini-program that can be embedded in any APP. In short, the above-mentioned computer program may be any form of application program, module, or plug-in.
[0036] The embodiments of the present application may be realized by Cloud Technology, which refers to a hosting technology that unifies a set of resources such as hardware, software, and networks in a wide area network or local area to realize data calculation, storage, processing, and sharing.
[0037] Cloud technology is a collective term for network technology, information technology, integration technology, management platform technology, and application technology based on cloud computing business model applications, which form a resource pool that can be used as needed, flexibly and conveniently. Cloud computing technology will become an important support. The background services of technical network systems require a large amount of computing and storage resources.
[0038] For example, the server 200 may be an independent physical server, a server cluster or a distributed system consisting of multiple physical servers, or a cloud server providing 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, CDN, big data and artificial intelligence platforms. The terminal 400 may be, but is not limited to, a smartphone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, etc. The terminal 400 and the server 200 may be directly or indirectly connected by wired communication or wireless communication, but this is not limited in the embodiment of the present application.
[0039] Referring to Fig. 3, Fig. 3 is a structural schematic diagram of an electronic device according to an embodiment of the present application, in which a terminal 400 shown in Fig. 3 includes at least one processor 410, a memory 450, at least one network interface 420 and a user interface 430. Each component in the terminal 400 is coupled with each other via a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between these components. The bus system 440 includes a power bus, a control bus and a status signal bus in addition to a data bus. However, for the sake of clarity, various buses are all marked as the bus system 440 in Fig. 3.
[0040] The processor 410 may be an integrated circuit chip having signal processing capabilities, such as a general purpose processor, a digital signal processor (DSP) or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component, etc., where a general purpose processor may be a microprocessor or any conventional processor, etc.
[0041] The user interface 430 includes one or more output devices 431 that enable the display of media content, including one or more speakers and / or one or more visual displays. The user interface 430 further includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, other input buttons and buttons.
[0042] Memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical disk drives, etc. Memory 450 may include one or more storage devices that are physically separate from processor 410.
[0043] The memory 450 may include volatile or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be Read Only Memory (ROM), and the volatile memory may be Random Access Memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0044] In some embodiments, memory 450 may store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as illustratively described below.
[0045] The operating system 451 includes system programs, such as a framework layer, a core library layer, a driver layer, etc., for processing various basic system services and executing hardware-related tasks, and is used to realize various basic services and process hardware-based tasks.
[0046] The network communications module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420; exemplary network interfaces 420 include Bluetooth, Wireless Compatibility (WiFi), Universal Serial Bus (USB), etc.
[0047] The display module 453 is used to enable the display of information (e.g., a user interface for operating peripherals and displaying content and information) via one or more output devices 431 (e.g., a display, speakers, etc.) associated with the user interface 430.
[0048] The input processing module 454 is used to detect one or more user inputs or interactions from one of the one or more input devices 432 and to interpret the detected inputs or interactions.
[0049] In some embodiments, the virtual scene object controller provided by the embodiments of the present application can be realized by software, and Fig. 3 shows a virtual scene object controller 455 stored in a memory 450, and the virtual scene object controller 455 can be software in the form of a program or plug-in, etc., and includes a display module 4551 and a control module 4552, and these modules are logical, so they can be arbitrarily combined or further divided according to the realized functions. The functions of each module are described below.
[0050] In some embodiments, the terminal or server can realize the virtual scene object control method provided by 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, a local application (APP), i.e., a program that needs to be installed in an operating system to run, such as a game APP or an instant messaging APP, a mini program, i.e., a program that can be run simply by downloading it into a browser environment, and even a mini program that can be embedded in any APP. In short, the above computer program may be any form of application program, module, or plug-in.
[0051] The object control method for a virtual scene provided by the embodiment of the present application can be executed by the terminal 400 in Fig. 2A alone, or can be executed by the terminal 400 and the server 200 in Fig. 2B in cooperation with each other. For example, in step 103, in response to a trigger operation for a target connection button operation, controlling a virtual object to execute an action associated with a target action button and controlling a virtual object to synchronously perform an attack operation using an attack item can be executed by the terminal 400 and the server 200 in cooperation with each other, and the server 200 determines an execution result in which the virtual object executes an action associated with the target action button and synchronously performs an attack operation using an attack item, and then returns the execution result to the terminal 400 for display.
[0052] In the following, the virtual scene object control method provided by the embodiment of the present application is described as an example that is executed solely by the terminal 400 in Fig. 2A. Referring to Fig. 4A, Fig. 4A is a schematic flowchart of the virtual scene object control method according to the embodiment of the present application, and the steps shown in Fig. 4A are described in combination.
[0053] It should be noted that the method shown in Fig. 4A can be performed by various types of computer programs executed by the terminal 400, and is not limited to the above-mentioned client, such as the above-mentioned operating system 451, software modules and scripts. Therefore, the client should not be considered as a limitation on the embodiment of the present application. In the following example, the virtual scene is applied to a game, but should not be considered as a limitation on the virtual scene.
[0054] In step 101, a virtual scene is displayed.
[0055] For example, the terminal executes a client and outputs a virtual scene including a role play during execution of the client, the virtual scene being an environment for game characters to interact with, for example, a plain, a street, a valley, etc., for game characters to fight against each other. The virtual scene includes a virtual object having an attack item, the virtual object being a game character controlled by a user (also called a player), i.e., the virtual object is controlled by a real user and moves in the virtual scene in response to the real user's operation on a controller (including a touch screen, a sound switch, a keyboard, a mouse, a joystick, etc.), for example, when the real user moves the joystick to the left, the first virtual object can move to the left in the virtual scene, can remain still in place, can jump, and can also use various functions (e.g., skills and items). The attack item is a virtual item that can be used and held by the virtual object and has an attack function, the attack item including at least one of a shooting item, a throwing item, and a fighting item.
[0056] In step 102, an attack button and at least one action button are displayed, as well as at least one connection button.
[0057] For example, each connection button is used to connect one attack button and one action button, for example, attack button A, action button B1, action button C1, and action button D1 are displayed, and connection button B2 is displayed between action button B1 and attack button A, connection button C2 is displayed between action button C1 and attack button A, and connection button D2 is displayed between action button D1 and attack button A, the number of connection buttons is the same as the number of action buttons, and each action button corresponds to one connection button.
[0058] In step 103, in response to a trigger operation on the target connection button, a virtual object is controlled to execute an action associated with the target action button, and the virtual object is controlled to synchronously perform an attack operation using an attack item.
[0059] As an example, the target action button is an action button connected to a target connection button of the at least one action button, and the target connection button is a selected one of the at least one connection buttons. For example, in a case where an attack button A, an action button B1, an action button C1, and an action button D1 are displayed in a human-computer interaction interface, a connection button B2 is displayed between the action button B1 and the attack button A, a connection button C2 is displayed between the action button C1 and the attack button A, and a connection button D2 is displayed between the action button D1 and the attack button A, and the target connection button is the connection button B2, in response to a trigger operation on the connection button B2, the action button B1 connected to the connection button B2 is identified as the target action button, thereby controlling a virtual object to execute an action associated with the action button B1, and controlling the virtual object to synchronously perform an attack operation using an attack item.
[0060] For example, refer to FIG. 9A, which is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which a connection button 902A is displayed on a human-computer interaction interface 901A, and the connection button 902A is used to connect an attack button 903A and an action button 904A, and the connection button 902A is installed between the attack button 903A and the action button 904A. The areas where the connection button 902A, the attack button 903A, and the action button 904A are located all belong to an operation area, and the connection button 902A, the attack button 903A, and the action button 904A are all embedded in the operation area. As shown in FIG. 9A, buttons can be displayed in the operation area embedded in the virtual scene. Referring to Fig. 9C, Fig. 9C is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which a connection button 902C is displayed on a human-computer interaction interface 901C, the connection button 902C is used to connect an attack button 903C and an action button 904C, and the connection button 902C is located between the attack button 903C and the action button 904C. The areas where the connection button 902C, the attack button 903C and the action button 904C are located all belong to an operation area, and the operation area is independent of the virtual scene, and the buttons can be displayed in the operation area independent of the virtual scene as shown in Fig. 9C.
[0061] In some embodiments, referring to FIG. 4B, FIG. 4B is a schematic flowchart of a method for controlling an object in a virtual scene according to an embodiment of the present application, and displaying an attack button and at least one action button in step 102 can be realized by steps 1021 to 1022 in FIG. 4B.
[0062] In step 1021, an attack button associated with the attack item currently held by the virtual object is displayed.
[0063] As an example, when an attack button is triggered, the virtual object performs an attack operation using an attack item; if the attack item currently held by the virtual object is a pistol, a pistol attack button is displayed; if the attack item currently held by the virtual object is a crossbow, a crossbow attack button is displayed; if the attack item currently held by the virtual object is a grenade, a grenade attack button is displayed.
[0064] In step 1022, at least one action button is displayed around the attack button.
[0065] For example, refer to Fig. 5A, Fig. 5A is a schematic diagram of a display interface of a virtual scene object control method according to an embodiment of the present application, in which a connection button 502A is displayed on a human-computer interaction interface 501A, and three connection buttons 502A are displayed between an attack button 503A and three action buttons 504A, in Fig. 5A, the three connection buttons 502A are displayed around the attack button 503A, and the three action buttons 504A are displayed around the attack button 503A, and each action button is associated with one action, for example, the action button 504A is associated with a crouching action, and the other two action buttons are associated with a prone action and a jump action, respectively. The layout scheme of displaying at least one action button around the attack button can improve the convenience of operation.
[0066] In some embodiments, the type of the at least one action button includes at least one of an action button associated with a high-frequency action and an action button associated with a target action, where the high-frequency action is a candidate action among a plurality of candidate actions, the operation frequency of which is higher than an operation frequency threshold, the target action adapts to a state of the virtual object in the virtual scene, and the adaptation of the target action to the state of the virtual object in the virtual scene represents that the target action is suitable for being performed on the virtual object in the current virtual scene, for example, when the state of the virtual object in the virtual scene is a state of being attacked, the action suitable for being performed in the current virtual scene is a jump action, and the jump action is a target action that adapts to the state of the virtual object in the virtual scene, and at least one adapting target action is arranged for each state of the virtual object in the virtual scene, and by personalizing and setting the actions associated with the action buttons, the user's operation efficiency can be improved, and the actions expected by the user when the user performs a human-computer interaction operation can be more conveniently triggered and performed.
[0067] As an example, the operation frequency threshold is obtained by statistically analyzing past data. For example, the server can collect statistics on the actual operation frequency of each candidate action in interaction data from the most recent week and perform an averaging process on the actual operation frequencies of multiple candidate actions, with the result of the averaging process being the operation frequency threshold, and the interaction data here may be all interaction data from the most recent week.
[0068] As an example, when an action button is triggered, the action performed by the virtual object may be an action set by default. Referring to FIG. 5E, FIG. 5E is a schematic diagram of a display interface of a method for controlling objects in a virtual scene according to an embodiment of the present application, in which a crouch action button 504-1E, a prone action button 504-2E, and a jump action button 504-3E are displayed on a human-computer interaction interface 501E, and in response to a user's trigger operation on the crouch action button 504-1E, the virtual object is controlled to solely perform a crouch action, in response to a user's trigger operation on the prone action button 504-2E, the virtual object is controlled to solely perform a prone action, and in response to a user's trigger operation on the jump action button 504-3E, the virtual object is controlled to solely perform a jump action.
[0069] For example, the crouch motion button 504-1E, the prone motion button 504-2E, and the jump motion button 504-3E in FIG. 5E may be set as defaults.
[0070] For example, the action button may be further personalized and set, for example, the action button is an action button associated with a high frequency action, the high frequency action being a candidate action whose operation frequency among the plurality of candidate actions is higher than the operation frequency threshold of virtual object A, or the high frequency action being a candidate action whose operation frequency among the plurality of candidate actions is higher than the operation frequency threshold of virtual object B of the same camp, for example, based on the operation data of virtual object A, it is determined that the number of times that virtual object A performs a jump action is higher than the operation frequency threshold of virtual object A, and the operation frequency threshold of virtual object A is the average value of the number of times that virtual object A performs each action, the jump action is the high frequency action among the plurality of candidate actions. Based on the operation data of virtual object B of the same camp, it is determined that the number of times that virtual object B of the same camp performs a jump action is higher than the operation frequency threshold of virtual object B, and the operation frequency threshold of virtual object B is the average value of the number of times that virtual object B performs each action, the jump action is the high frequency action among the plurality of candidate actions. The action button may be further associated with a target action, and the target action is adapted to a state of the virtual object in the virtual scene, for example, when there are many enemies in the virtual scene, virtual object A needs to hide itself, so the action adapted to the state of virtual object A in the virtual scene is a prone action, and at this time, the prone action is the target action.
[0071] In some embodiments, displaying at least one connection button in step 102 may be realized by the following technical solutions: For each action button of the at least one action button, display a connection button for connecting the action button and the attack button, where the connection button has at least one of a display attribute including an icon indicating that the connection button is disabled when the connection button is in a disabled state, and a display attribute including an icon indicating that the connection button is enabled when the connection button is in an enabled state. Displaying the connection buttons in different states with different display attributes, thereby effectively notifying the user that the connection button can be triggered or cannot be triggered, improving the user's operation efficiency, and avoiding the output of invalid operations.
[0072] For example, when the connection button is set to off, a prohibited icon is displayed on the layer above the layer where the connection button is located, and when the connection button is set to on, an available icon is displayed on the layer above the layer where the connection button is located. For example, the available icon may be the icon of the connection button itself, and referring to Fig. 5D, Fig. 5D is a schematic diagram of a display interface of a virtual scene object control method according to an embodiment of the present application, when the connection button is set to off, a prohibited icon 505D is displayed on the connection button 503D, and when the connection button is set to on, the prohibited icon 505D is hidden on the connection button 503D, and only the icon of the connection button 503D itself is displayed, and when the prohibited icon is displayed, it may be displayed directly over the icon of the connection button 503D itself.
[0073] In some embodiments, displaying at least one connection button in step 102 can be realized by the following technical solution: Identify an action that is adapted to the state of a virtual object in a virtual scene, set a button associated with the corresponding action as a target action button, and display only a connection button for connecting the target action button and an attack button. Since only the target connection button associated with the target action button is displayed, it can save the proportion of the field of view caused by simultaneously displaying multiple connection buttons, and provide a larger display area for the virtual scene; since the displayed connection button is just the connection button that the user needs to use, it improves the efficiency of the user to find a suitable connection button, and improves the degree of intelligence of human-computer interaction.
[0074] For example, only a connection button for connecting the target action button and the attack button is displayed, and no connection buttons between other action buttons and the attack button are displayed. Referring to Fig. 9D, Fig. 9D is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which a connection button 902D is displayed in a human-computer interaction interface 901D, the connection button 902D is used to connect the attack button 903D and the action button 904D, and the connection button 902D is installed between the attack button 903D and the action button 904D. In Fig. 9D, only the action button 904D corresponding to the crouch action, the attack button 903D, and the connection button 902D corresponding to the crouch action are displayed, and the action button 904D corresponding to the crouch action is the target action button, the crouch action is an action associated with the target action button, and the crouch action is adapted to the state of the virtual object in the virtual scene. For example, if there are many enemies in the virtual scene, the user needs to attack the enemies and hide properly at the same time, so the action that adapts to the state of the virtual objects in the virtual scene is the crouching action.
[0075] In some embodiments, displaying at least one connection button in step 102 may be realized by the following technical solutions: for a target action button of the at least one action button, display a connection button for connecting the target action button and an attack button based on a first display manner, and for other action buttons other than the target action button of the at least one action button, display a connection button for connecting the other action buttons and the attack button based on a second display manner, thereby prominently notifying the user of triggering the connection button associated with the target action button, and improving the user's operation efficiency.
[0076] For example, refer to FIG. 9E, which is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which a connection button 902E is displayed on a human-computer interaction interface 901E, and the connection button 902E is used to connect the attack button 903E and the crouching action button 904E; a connection button 905E is displayed on a human-computer interaction interface 901E, and the connection button 905E is used to connect the attack button 903E and the crouching action button 906E; when the crouching action button is the target action button, the connection button 902E for connecting the attack button 903E and the crouching action button 904E is displayed based on a first display scheme, and the connection button 905E for connecting the attack button 903E and the crouching action button 906E is displayed based on a second display scheme, and the prominence of the first display scheme is higher than that of the second display scheme. For example, the brightness of the first display method is higher than the brightness of the second display method, and for example, the color contrast of the first display method is higher than the color contrast of the second display method.
[0077] For example, the connection button can be displayed at all times, for example, the connection button can be displayed as needed, i.e., the connection button is switched from a hidden state to a visible state. Displaying as needed refers to highlighting when a condition for displaying as needed is met. The condition for displaying as needed includes at least one of the following: an interaction occurs between the group to which the virtual object belongs and another group, for example, an engagement occurs between the group to which the virtual object belongs and another group, and a distance between the virtual object and another virtual object of the other group is smaller than a distance threshold. The group to which the virtual object belongs refers to a squadron to which the virtual object belongs, and at least one virtual object in the virtual scene can form one squadron and act in the virtual scene. For example, the connection button can be highlighted as needed, i.e., highlighted when always displayed, for example, a dynamic effect of the connection button is displayed. Highlighting as needed refers to highlighting when a condition for highlighting is met, and the condition for highlighting includes at least one of the following: an interaction occurs between the group to which the virtual object belongs and another group, and a distance between the virtual object and another virtual object of the other group is smaller than a distance threshold.
[0078] In some embodiments, interaction data of a virtual object and scene data of a virtual scene are obtained, and the scene data includes at least one of environment data of the virtual scene, weather data of the virtual scene, and battle situation data of the virtual scene. The interaction data of the virtual object includes at least one of a position of a virtual object in a virtual scene A, a life value of the virtual object, equipment data of the virtual object, and comparison data of both sides of a battle. Based on the interaction data and the scene data, a neural network model is invoked to predict a composite action, where the composite action includes an attack action and a target action. The action button associated with the target action is the target action button. The target action can be more accurately determined through the manner of neural network prediction, and the associated target action button can be further determined, so that the degree of adaptation between the composite action and the current virtual scene can be higher, and the user's operation efficiency can be improved.
[0079] For example, in a sample virtual scene pair, sample interaction data between each sample virtual object in each sample virtual scene is collected, in the sample virtual scene pair, sample scene data of each sample virtual scene is collected, a training sample is constructed based on the collected sample interaction data and the sample scene data, the training sample is used as the input of a neural network model to be trained, sample composite actions adapted to the sample virtual scenes are used as labeled data, the neural network model is trained, and the neural network model is thereby invoked to predict the composite action based on the interaction data and the scene data.
[0080] In some embodiments, a similar past virtual scene of the virtual scene is determined, the similarity between the similar past virtual scene and the virtual scene is greater than a similarity threshold, and a most frequent action in the similar past virtual scene is determined, where the most frequent action is a candidate action with the highest operation frequency among a plurality of candidate actions, and the action button associated with the most frequent action is the target action button. The scene neural network model can more accurately determine the similarity of the scene, thereby improving the accuracy of determining the similar past virtual scene, and the most frequent action obtained based on the similar past virtual scene can be optimally applied to the current virtual scene, so that the user can subsequently accurately and efficiently control the virtual object to perform the corresponding action in the virtual scene, thereby effectively improving the user's operation efficiency.
[0081] For example, a similar past virtual scene B of virtual scene A is determined, the similarity between virtual scene A and the similar past virtual scene B is greater than a similarity threshold, interaction data of virtual scene A and interaction data of the past virtual scene are collected, and a scene similarity prediction process is performed by calling a scene neural network model based on the interaction data to obtain the scene similarity between virtual scene A and the past virtual scene, where the interaction data includes at least one of the position of a virtual object in virtual scene A, the life value of the virtual object, the equipment data of the virtual object, and the comparison data of both sides in the battle.
[0082] In some embodiments, the manner in which each connection button is used to connect one attack button and one action button includes that the connection button partially overlaps one attack button and one action button, respectively, and the display area of the connection button is connected to one attack button and one action button by a connection mark, respectively. By visually associating the connection button with the attack button and the action button, respectively, in an overlapping manner, the user can be notified of the connection relationship between the multiple buttons arranged in the human-computer interaction interface without affecting the field of view, thereby avoiding erroneous triggering of the connection button; for example, a user originally wants to shoot and jump a virtual object synchronously, but the connection relationship represented by the button layout is not clear, so the user triggers the connection button between the crouching action button and the shooting button, thereby causing the virtual object to crouch and shoot synchronously.
[0083] For example, referring to Fig. 9A, Fig. 9A is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which a connection button 902A is further displayed in the human-computer interaction interface 901A, which is used to connect the attack button 903A and the action button 904A, and the connection button 902A is installed between the attack button 903A and the action button 904A and partially overlaps the display area of the attack button 903A and the action button 904A. Referring to Fig. 9B, Fig. 9B is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which the connection mark includes at least one of an arrow, a curve, and a line segment. A connection button 902B is further displayed in the human-computer interaction interface 901B, which is used to connect the attack button 903B and the action button 904B. The connection button 902B is placed between the attack button 903B and the action button 904B, and there is no overlap with the display areas of the attack button 903B and the action button 904B. The connection button 902B is connected to the attack button 903B and the action button 904B by a line (arrow, curve, line segment).
[0084] In some embodiments, referring to FIG. 4C, which is a schematic flowchart of a method for controlling an object in a virtual scene according to an embodiment of the present application, before displaying at least one connection button in step 102, step 104 is executed.
[0085] In step 104, conditions that must be met to automatically display at least one connect button are determined.
[0086] By way of example, the conditions may include at least one of: an interaction occurs between the group of virtual objects and another virtual object of the other group, e.g., an engagement occurs between the group of virtual objects and a virtual object of the other group, or a distance between the virtual object and the other virtual object of the other group is less than a distance threshold.
[0087] For example, a connection button can be displayed according to a condition, and when the condition is not met, only an attack button and an action button can be displayed, and when the condition is met, the connection button can be displayed, thereby ensuring the user's combat vision, and when an interaction occurs between the group of virtual objects and other virtual objects of another group, for example, when a combat occurs, at least one connection button is automatically displayed, and when the distance between the virtual object and other virtual objects of the other group is less than a distance threshold, at least one connection button is automatically displayed.
[0088] As an example, the connect button can be kept in a displayed state, and when the attack button and at least one action button are displayed, the at least one connect button is always displayed synchronously, so that even if no interaction occurs between the group of virtual objects and other virtual objects of other groups, or even if the distance between the virtual object and other virtual objects of other groups is not less than a distance threshold, i.e., in either case, the display of the connect button can be kept, so that the user can trigger the connect button at any time, thereby improving the flexibility of user operation.
[0089] In some embodiments, after displaying an attack button and at least one action button and displaying at least one connect button, a plurality of candidate actions are displayed in response to a replacement operation on any of the action buttons, where any of the plurality of candidate actions are different from the action associated with the at least one action button, and in response to a selection operation on the plurality of candidate actions, the action associated with any of the action buttons is replaced with the selected candidate action.
[0090] For example, the virtual scene object control method provided by the embodiment of the present application provides an adjustment function of an action button, and in the process of a battle in a virtual scene, provides a replacement function of the action button, and replaces the action associated with the action button with another action, thereby flexibly switching between various actions. A connection button is displayed on the human-computer interaction interface, and the connection button is used to connect the attack button and the action button, and the attack button is associated by default with the virtual item currently held by the virtual object. In response to a replacement operation on the action button, a plurality of candidate button contents to be replaced are displayed, that is, a plurality of candidate actions are displayed. For example, the button content of the action button is a crouching action, and in response to a selection operation on the plurality of candidate actions to be replaced, the selected candidate button content is updated to the action button to replace the crouching action, that is, the button content of the action button whose original button content is crouching is supported to be replaced with a prone action, and may also be replaced with a head thrusting action, and a combination attack method of a shooting action and a head thrusting action can be realized, which can realize a plurality of action combinations without occupying a large display area, thereby realizing a plurality of combination attack methods.
[0091] For example, the virtual scene object control method provided by the embodiment of the present application provides an adjustment function of an action button, which can be automatically replaced according to the user's operation habits; during the battle process of the virtual scene, an action button replacement function is provided, and the action associated with the action button is replaced with another action, thereby flexibly switching between various actions; a connection button is displayed on the human-computer interaction interface, and the connection button is used to connect the attack button and the action button, and the attack button is associated by default with the virtual item currently held by the virtual object; in response to the user's replacement operation or in response to a change in the virtual scene, the button content obtained by automatic matching is updated to the action button to replace the crouching action, that is, the button content of the action button whose original button content is crouching is replaced with the button content obtained by automatic matching, for example, supporting replacing with a prone action; the automatic matching process is obtained by matching based on the virtual scene, that is, the action adapted to the virtual scene is obtained as the button content, thereby intelligently realizing multiple action combinations without occupying a large display area, thereby realizing multiple combination attack modes.
[0092] In some embodiments, the attack item is in a single attack mode. In step 103, controlling the virtual object to perform an action associated with the target action button and controlling the virtual object to synchronously perform an attack operation using the attack item can be realized by the following technical solutions. When the virtual object is controlled to perform an action associated with the target action button once, and the posture after the completion of the execution of the action is different from the posture before the execution of the action, the virtual object recovers the posture before the execution of the action, and the virtual object is controlled to perform an attack operation using the attack item once, and the virtual object is controlled to perform an instantaneous action by an instantaneous operation, so that a lightweight operation can be performed, which is convenient for a user to perform flexible interaction operations during a match.
[0093] For example, the actions whose posture after the action is completed is different from the posture before the action is completed include a prone action and a crouching action, and the trigger operation on the connection button is a non-dragable and instantaneous operation, for example, the trigger operation is a click operation, and the virtual object is controlled to perform the action associated with the target action button once, and if the action is a prone action or a crouching action, the virtual object recovers the posture before the action is performed, that is, the virtual object recovers the posture of standing. If the posture after the action is completed is the same as the posture before the action is performed, for example, if the action is a jump action, since the jump action is completed once, it recovers to the posture before the action is performed, that is, since the action itself has the ability to recover, there is no need to recover the virtual object to the posture before the action is performed, and from the time when the virtual object is controlled to perform the action associated with the target action button, the virtual object is controlled to perform an attack operation using an attack item once, and the viewing angle does not change during the entire process.
[0094] For example, refer to FIG. 7C, which is a logic diagram of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which in step 701C, a connection button between an attack button and a crouching action button is triggered, or a connection button between an attack button and a prone action button is triggered. In step 702C, a virtual object is controlled to perform a single shooting operation (firing a single bullet), and step 703C is synchronously performed. In step 703C, after controlling the virtual object to complete the corresponding action, it recovers to the posture before the action is performed, for example, recovers to a standing posture after a crouching action or a prone action, and does not perform other actions after performing steps 702C and 703C, because the trigger operation is a non-dragable and instantaneous operation.
[0095] In some embodiments, the trigger operation is a sustained operation on the target connection button. Before the virtual object recovers its posture before the execution of the action, it maintains the posture after the completion of the execution of the action until the trigger operation is released. If a movement trajectory is generated by the trigger operation, the viewing angle of the virtual scene is synchronously updated according to the direction and angle of the movement trajectory, and in response to the release of the trigger operation, the updating of the viewing angle of the virtual scene is stopped. In the related art, the change of the viewing angle is realized by the direction button 302 in FIG. 1, and in the embodiment of the present application, the connection button is reused and the viewing angle is updated by dragging on the connection button, thereby reducing the user's operation difficulty in the battle process and improving human-computer interaction efficiency and operation efficiency.
[0096] For example, the actions in which the posture after the completion of the action is different from the posture before the action is performed include a prone action and a crouching action, and the trigger operation on the connection button is a sustained drag operation, for example, the trigger operation is a pressing operation, and before the virtual object recovers the posture before the action, if the posture after the completion of the action is different from the posture before the action is performed, for example, if the action is a prone action or a crouching action, the posture of the prone action or crouching action is maintained until the trigger operation is released, and if a movement trajectory is generated by the trigger operation, that is, if the trigger operation on the connection button is dragged, the viewing angle of the virtual scene is synchronously updated based on the direction and angle of the movement trajectory, and if a movement trajectory is generated, the trigger operation is not released and therefore the posture after the completion of the action is different from the posture before the action is performed, the posture is maintained even if a movement trajectory is generated, and if the posture after the completion of the action is the same as the posture before the action is performed, the posture before the action is performed is maintained at the same time as the movement trajectory is generated, for example, a standing posture is maintained, and in response to the trigger operation being released, the updating of the viewing angle of the virtual scene is stopped.
[0097] For example, refer to FIG. 7A, which is a schematic diagram of the logic of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which when a virtual item is in a single-shot mode, the single-shot mode refers to triggering the connection button each time, and performing only one attack operation. In step 701A, trigger the connection button between the attack button and the crouching action button, or trigger the connection button between the attack button and the prone action button. In step 702A, control the virtual object to perform a single shooting operation (firing a single bullet), and synchronously perform step 703A. In step 703A, control the virtual object to perform a corresponding action, for example, a crouching action or a prone action. In step 704A, perform step 702A, control the virtual object not to shoot again, and synchronously perform step 705A, perform step 703A, and control the virtual object to maintain a crouching action or a prone action. In step 706A, it is determined whether a movement trajectory occurs due to the trigger operation on the connection button, which corresponds to determining whether the user drags the connection button to move it. When the user does not drag the connection button to move it, step 705A and step 704A are continued, and when the user drags the connection button to move it, step 707A is executed. In step 707A, after executing steps 705A and 704A, the visual angle of the virtual object is controlled to move according to the movement trajectory of the trigger operation. In step 708A, it is determined whether the trigger operation has been stopped, that is, it is determined whether the user's finger has been released. If the trigger operation has not been stopped, step 707A is executed, and if the trigger operation has been stopped, step 709A is executed. In step 709A, the virtual object is controlled to restore the movement to a standing posture, and the movement of the visual angle is stopped.
[0098] In some embodiments, the attack item is in the continuous attack mode, and controlling the virtual object to perform an action associated with the target action button and controlling the virtual object to synchronously perform an attack operation using the attack item in step 103 may be realized by the following technical solutions: if the posture after the completion of the action is different from the posture before the action, control the virtual object to perform the action associated with the target action button once, maintain the posture after the action is completed, if the posture after the action is completed is the same as the posture before the action is completed, control the virtual object to perform the action associated with the target action button once, control the virtual object to continuously perform an attack operation using the attack item from the time of controlling the virtual object to perform the action associated with the target action button, if the posture after the action is completed is different from the posture before the action is completed, in response to the trigger operation being released, the virtual object recovers the posture before the action is completed, and stops controlling the virtual object to continuously perform an attack operation using the attack item, and if the posture after the action is completed is the same as the posture before the action is completed, in response to the trigger operation being released, stops controlling the virtual object to continuously perform an attack operation using the attack item. To improve a user's attack efficiency through consecutive attacks, and to maintain a posture after a movement is completed during consecutive attacks, thereby effectively improving an attack effect.
[0099] In some embodiments, if the posture after the completion of the execution of the action is the same as the posture before the execution of the action, the virtual object may be controlled to perform the action associated with the target action button multiple times until the trigger operation is released. For example, if the action is a jump action, the virtual object may be controlled to perform the jump action multiple times until the trigger operation is released, i.e., the virtual object continues to jump while maintaining shooting.
[0100] For example, actions in which the posture after completion of the action is different from the posture before the action is performed include at least one of a prone action and a crouching action, and actions in which the posture after completion of the action is the same as the posture before the action is performed include a jump, and the trigger operation on the connection button is non-dragable and belongs to an instantaneous operation, for example, the trigger operation is a click operation, and an attack can be stopped after maintaining continuous attacks within a set time, or an attack can be stopped after performing a set number of attacks in succession, and since the trigger operation is instantaneous, the virtual object recovers the posture before the action is performed, or the virtual object maintains the posture after the action before the attack is completed and the virtual object recovers the posture before the action is performed after the attack is completed, and since dragging and moving do not occur with the trigger operation, the viewing angle of the virtual scene does not change.
[0101] For example, refer to FIG. 6C, which is a schematic diagram of the logic of a method for controlling an object in a virtual scene according to an embodiment of the present application. When the virtual item is in a rapid-fire firing mode, in step 601C, trigger the connection button between the attack button and the crouching action button, or trigger the connection button between the attack button and the crouching action button. In step 602C, control the virtual object to perform a shooting operation, and synchronously execute step 603C. In step 603C, control the virtual object to perform a corresponding action, for example, a crouching action or a crouching action. In step 604C, execute step 602C and then control the virtual object to maintain the rapid-fire shooting operation, and synchronously execute step 605C, and execute step 603C and then control the virtual object to maintain the crouching action or the crouching action. In step 606C, determine whether the trigger operation has been stopped, i.e., determine whether the finger has been released, and if the trigger operation has been stopped, execute step 607C. In step 607C, execution of the shooting operation is stopped and the movement resumes to a standing position.
[0102] In some embodiments, the trigger operation is a sustained operation, such as a sustained pressing operation, on the target connection button, and in response to the trigger operation generating a movement trajectory, the viewing angle of the virtual scene is synchronously updated based on the direction and angle of the movement trajectory, and in response to the trigger operation being released, the updating of the viewing angle of the virtual scene is stopped. In the related art, the change of the viewing angle is realized by the direction button 302 in FIG. 1, and in the embodiments of the present application, the connection button is reused and the viewing angle is updated by dragging on the connection button, thereby reducing the user's operation difficulty in the battle process and improving the human-computer interaction efficiency and operation efficiency.
[0103] For example, refer to FIG. 6A, which is a schematic diagram of the logic of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which, when a virtual item is in a rapid-fire firing mode, in step 601A, a connection button between an attack button and a crouching action button is triggered, or a connection button between an attack button and a crouching action button is triggered. In step 602A, a virtual object is controlled to perform a shooting operation, and step 603A is synchronously performed. In step 603A, a virtual object is controlled to perform a corresponding action, for example, a crouching action or a crouching action. In step 604A, a virtual object is controlled to maintain a rapid-fire action after performing step 602A, and step 605A is synchronously performed. In step 605A, a virtual object is controlled to maintain a crouching action or a crouching action after performing step 603A. In step 606A, it is determined whether a movement trajectory is generated by the trigger operation on the connection button, that is, it is determined whether the finger is dragged. If the finger is not dragged, step 605A and step 604A are executed, and if the finger is dragged, step 607A is executed. In step 607A, after executing step 605A and step 604A, the visual angle of the virtual object is controlled so as to move according to the movement trajectory of the trigger operation. In step 608A, it is determined whether the trigger operation is stopped, that is, it is determined whether the finger is released. If the trigger operation is not stopped, step 607A is executed, and if the trigger operation is stopped, step 609A is executed. In step 609A, shooting is stopped, the action is restored to a standing posture, and the movement of the visual angle is stopped.
[0104] In some embodiments, the operation modes of the target action button include a manual mode and a lock mode. Here, the manual mode is used to stop triggering the target connection button after the trigger operation is released, and the lock mode is used to continue automatic triggering of the target connection button after the trigger operation is released. Controlling the virtual object to execute an operation associated with the target action button and controlling the virtual object to synchronously perform an attack operation using an attack item in step 103 can be realized by the following technical solutions. When the target action button is controlled to enter the manual mode by the trigger operation, the virtual object is controlled to execute an operation associated with the target action button during a period when the trigger operation is not released, and the virtual object is controlled to synchronously perform an attack operation using an attack item. When the target action button is controlled to enter the lock mode by the trigger operation, the virtual object is controlled to execute an operation associated with the target action button during a period when the trigger operation is not released and a period after the trigger operation is released, and the virtual object is controlled to synchronously perform an attack operation using an attack item. The lock mode allows the user's hands to be released, and even if the trigger operation is released, the attack can be maintained and the corresponding operation can be continued, effectively improving the user's operation efficiency.
[0105] For example, during the period after the trigger operation is released, the attack can be stopped after maintaining continuous attacks for a set duration, the attack can be stopped after a set number of attacks are performed consecutively, or if a trigger operation in the locked mode is received again, the virtual object stops using the attack item to perform continuous attack operations, and if the posture after the completion of the action is different from the posture before the action is performed, the virtual object regains the posture before the action is performed.
[0106] As an example, the connection button in the virtual scene object control method provided by the embodiment of the present application can be triggered automatically and persistently. That is, the connection button has not only a manual mode but also a lock mode. In the lock mode, when the connection button is triggered, the virtual object can automatically repeatedly execute a composite action (e.g., a single shot operation and a jump operation), and the difficulty of the operation is reduced. Taking the attack operation associated with the connection button as an example of a single shot operation, in response to a lock trigger operation on the connection button, the single shot operation is automatically repeatedly executed, and the jump operation is automatically repeatedly executed. For example, when the time during which the user presses the connection button reaches a predetermined time length, the pressing operation is determined as a lock trigger operation, the connection button is locked, and even if the user's finger is released, the virtual object maintains the action corresponding to the connection button, for example, continuously performs a single shot and continuously jumps. In response to the user's operation of clicking the connection button again, the connection button is unlocked, and the virtual object releases the action corresponding to the connection button, for example, stops the execution of a single shot and stops jumping. Locking the connection button is advantageous for the virtual object to continuously execute attacks and actions, thereby improving operation efficiency; in particular, for single attacks and single actions, locking the connection button can realize automatic continuous attacks, thereby improving operation efficiency.
[0107] In some embodiments, when the virtual scene is in a button setting state, the virtual scene being in a button setting state represents that the virtual scene is not in a battle state, so that the user can set the button with confidence. In response to a selection operation on at least one connection button, each selected connection button is displayed according to a target display manner, where the target display manner is more prominent than the display manner of the non-selected connection buttons. For each selected connection button, the following processing is performed: When the connection button is in a disabled state, in response to an on operation on the connection button, a disabled icon of the connection button is hidden and the connection button is marked in an on state; when the connection button is in an on state, in response to a disabled operation on the connection button, a disabled icon is displayed on the connection button and the connection button is marked in a disabled state. The usable state of the connection button is set and displayed according to the user's personalized setting, thereby improving human-computer interaction efficiency and the degree of personalization, and improving the user's operation efficiency.
[0108] For example, refer to FIG. 8. FIG. 8 is a logic diagram of a method for controlling an object in a virtual scene according to an embodiment of the present application. In step 801, a switch setting logic operation is received for a target connection button. In step 802, a switch option of the target connection button is displayed, and step 803 is executed simultaneously. In step 803, the outer frame of the connection button is highlighted and a connection guideline is displayed. In step 804, it is determined whether a click operation is received for a blank area, and if a click operation for a blank area is not received, it continues with steps 802 and 803, and if a click operation for a blank area is received, it executes step 805. In step 805, the switch option is hidden and step 806 is executed. In step 806, the highlight is removed for the outer frame of the connection button and the connection guideline is hidden. After step 802 and step 803, it executes step 807. In step 807, a click operation for the switch option is received. In step 808, it is determined whether the switch option is "on", and if the switch option is "on", it executes step 809. In step 809, the switch option is switched to "off" to display a disabled icon in the upper layer of the connect button, and if the switch option is "off", execute step 810. In step 810, the switch option is switched to "on" to hide the disabled icon in the upper layer of the connect button.
[0109] Below, an exemplary application of the embodiments of the present application in one practical application scenario is described.
[0110] The terminal executes a client (e.g., a standalone game application) and outputs a virtual scene including a role play during the execution of the client, where the virtual scene is an environment for game characters to interact with, for example, a plain, a street, a valley, etc., for game characters to fight against each other. The virtual scene includes a virtual object, a connection button, an action button, and an attack button, where the virtual object may be a game character controlled by a user (also called a player), i.e., the virtual object is controlled by a real user and moves in the virtual scene in response to the real user's operation on a controller (including a touch screen, a sound switch, a keyboard, a mouse, a joystick, etc.), for example, when the real user moves the joystick to the left, the virtual object moves to the left in the virtual scene, in response to a trigger operation on the action button, the virtual object is controlled to perform an action in the virtual scene, in response to a trigger operation on the attack button, the virtual object is controlled to perform an attack operation in the virtual scene, and in response to a trigger operation on the connection button, the virtual object is controlled to perform an action and synchronously perform an attack operation.
[0111] Hereinafter, an example will be described in which the attack button is a shooting button and the attack operation is a shooting operation, but the attack operation is not limited to the shooting operation, and the attack button may be applied as a button for using other attack items, for example, it is possible to attack using different attack items. Here, the attack items include at least one of a gun, a crossbow, and a grenade. The attack button displayed in the human-computer interaction interface is associated by default with the attack item currently held by the virtual object, and when the virtual item held by the virtual object is switched from a pistol to a crossbow, the virtual item associated with the attack button is automatically switched from the pistol to the crossbow.
[0112] Referring to FIG. 1, the default layout of the virtual scene human-computer interaction interface 301 displays three action buttons 304 around the right side of an attack button 303, which correspond to crouch, prone, and jump actions, respectively. 5A, a connection button 502A is further displayed in the human-computer interaction interface 501A, and three connection buttons 502A are displayed between an attack button 503A and three action buttons 504A, and in response to a user's trigger operation on the connection button 502A, a virtual object 505A can be controlled to simultaneously perform a shooting operation and a corresponding action by one key. For example, the action button 504A corresponding to the triggered connection button 502A in FIG. 5 is used to control the virtual object 505A to perform a crouching action, that is, a virtual object 505A can be controlled to simultaneously perform a shooting operation and a crouching action by one key. In response to a user's trigger operation on the attack button 503A, the virtual object is controlled to solely perform an attack operation, and in response to a user's trigger operation on the action button 504A, the virtual object is controlled to solely perform a crouching action.
[0113] As an example, the attack button may be used as the origin, and more action buttons may be connected to the attack button, such as a connection button between the shooting button and the aim down sight button, which performs a shooting operation and an aim down sight operation simultaneously in response to a trigger operation on the connection button, a connection button between the shooting button and a head thrust button, which performs a shooting operation and a head thrust operation simultaneously in response to a trigger operation on the connection button, and a connection button between the shooting button and a sliding tackle button, which performs a shooting operation and a sliding tackle operation simultaneously in response to a trigger operation on the connection button.
[0114] Referring to FIG. 5B, FIG. 5B is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which a connection button 502B is further displayed on a human-computer interaction interface 501B, the connection button 502B is used to connect an attack button 503B and an action button 504B, and when the action button 504B is triggered, the virtual object performs a prone action; the connection button 502B is displayed between the attack button 503B and the action button 504B, and in response to a user's trigger operation on the connection button 502B, one key can be used to control the virtual object 505B to simultaneously perform a shooting action and a prone action; in response to a user's trigger operation on the attack button 503B, the virtual object 505B is controlled to independently perform an attack action; and in response to a user's trigger operation on the action button 504B, the virtual object is controlled to independently perform a prone action.
[0115] Referring to FIG. 5C, FIG. 5C is a schematic diagram of a display interface of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which a connection button 502C is further displayed in a human-computer interaction interface 501C, and the connection button 502C is displayed between an attack button 503C and an action button 504C, and in response to a user's trigger operation on the connection button 502C, a virtual object 505C can be controlled to simultaneously perform a shooting operation and a jumping action by one key, and in response to a user's trigger operation on the action button 504C, the virtual object is controlled to independently perform a jumping action.
[0116] 5E, a crouching action button 504-1E, a prone action button 504-2E, and a jump action button 504-3E are displayed in the human-computer interaction interface 501E, an attack button 503E is further displayed in the human-computer interaction interface 501E, a crouching connection button 502-1E is displayed between the attack button 503E and the crouching action button 504-1E, a prone connection button 502-2E is displayed between the attack button 503E and the prone action button 504-2E, and a jump connection button 502-3E is displayed between the attack button 503E and the jump action button 504-3E. In response to a trigger operation by the user on the attack button 503E, the virtual object 505E is controlled to perform an attack action alone. In response to a trigger operation by the user on the crouching action button 504-1E, the virtual object is controlled to perform a crouching action alone. In response to a user's trigger operation on the lie down action button 504-2E, the virtual object is controlled so as to execute a lie down action alone.In response to a user's trigger operation on the jump action button 504-3E, the virtual object is controlled so as to execute a jump action alone.
[0117] Referring to FIG. 5D, the user can control whether to turn on the connection button in the custom setting, and a button custom interface 506D is displayed in the human-computer interaction interface 501D, indicating that the user can make custom settings for the buttons in the human-computer interaction interface 501D. In response to the user's trigger operation on any of the connection buttons 503D, an on button 502D and an off button 504D are displayed above the connection button 503D, and the on button 502D and the off button 504D can control the on / off of the connection button 503D, that is, control the connection button 503D to be displayed or hidden during the battle. Only one button is operable between the on button and the off button, and referring to FIG. 5D, in response to the trigger operation on the off button 504D, the on button 502D is displayed in an operable state, and a prohibited icon 505D is displayed on the connection button 503D. In response to a trigger operation on the on button 502D, the off button 504D is displayed in an operable state, the prohibited icon 505D is hidden on the connection button 503D, and the prohibited icon 505D is displayed on the connection button 503D.After that, in response to a trigger operation on a blank area of the human-computer interaction interface 501D, the on button 502D and the off button 504D are hidden.
[0118] Referring to FIG. 6A, when the virtual item is in a rapid-fire firing mode, in step 601A, a connection button between an attack button and a crouching action button is triggered, or a connection button between an attack button and a crouching action button is triggered. In step 602A, a virtual object is controlled to perform a shooting operation, and step 603A is synchronously executed. In step 603A, a virtual object is controlled to perform a corresponding action, for example, a crouching action or a crouching action. In step 604A, after executing step 602A, a virtual object is controlled to maintain a continuous shooting operation, and step 605A is synchronously executed. In step 605A, after executing step 603A, a virtual object is controlled to maintain a crouching action or a crouching action. In step 606A, it is determined whether a movement trajectory is generated by the trigger operation on the connection button, that is, it is determined whether a finger is dragged. If the finger is not dragged, step 605A and step 604A are executed, and if the finger is dragged, step 607A is executed. In step 607A, after executing steps 605A and 604A, the viewing angle of the virtual object is controlled so as to move according to the movement trajectory of the trigger operation. In step 608A, it is determined whether the trigger operation has stopped, that is, whether the finger has been released. If the trigger operation has not stopped, step 607A is executed, and if the trigger operation has stopped, step 609A is executed. In step 609A, shooting is stopped, the action returns to a standing position, and the movement of the viewing angle is stopped.
[0119] For example, in the continuous fire mode of a weapon, a user receives an operation of clicking a connection button between an attack button and a crouching action button, or receives an operation of clicking a connection button between an attack button and a prone action button, and the user clicks the connection button, which corresponds to simultaneously triggering continuous shooting and an action. At the same time as starting shooting, a corresponding crouching action or prone action is performed, and if the user continues to press the connection button and does not release the finger, the trigger of continuous shooting is maintained and the action is maintained. The user can control the movement of the viewing angle while maintaining the trigger of continuous shooting and maintaining the action by simply dragging the finger while holding down the connection button, and if the user does not release the finger, the continuous shooting is maintained and the crouching action or prone action is maintained, and if the user releases the finger, the shooting is stopped, the crouching action or prone action is restored to a standing position, and the movement of the viewing angle is stopped.
[0120] Referring to FIG. 6B, FIG. 6B is a schematic diagram of the logic of a method for controlling an object in a virtual scene according to an embodiment of the present application. When the virtual item is in a rapid-fire firing mode, in step 601B, trigger a connection button between an attack button and a jump action button. In step 602B, control a virtual object to perform a shooting operation, and synchronously execute step 603B. In step 603B, control a virtual object to perform a single jump action. In step 604B, control a virtual object to maintain a continuous shooting operation after executing step 602B, and synchronously execute step 605B. In step 605B, control a virtual object to maintain a state in which it does not jump after executing step 603B, and the action recovers to a standing posture. In step 606B, determine whether a movement trajectory is generated by the trigger operation on the connection button, i.e., determine whether a finger is dragged. If the finger is not dragged, execute step 605B and step 604B, and if the finger is dragged, execute step 607B. In step 607B, after executing steps 605B and 604B, the viewing angle of the virtual object is controlled so as to move according to the movement trajectory of the trigger operation. In step 608B, it is determined whether the trigger operation has been stopped, that is, whether the finger has been released. If the trigger operation has not been stopped, step 607B is executed, and if the trigger operation has been stopped, step 609B is executed. In step 609B, shooting is stopped and the movement of the viewing angle is stopped.
[0121] For example, in the weapon's continuous fire mode, the user receives an operation of clicking the connection button between the attack button and the jump action button, and the user's clicking of the connection button corresponds to triggering continuous shooting and action simultaneously. At the same time as starting shooting, the single jump action is completed and the character recovers to a standing state, and if the user continues to press the connection button and does not release the finger, the trigger of the continuous shooting action is maintained, but after the single jump action is completed, the character action recovers to a standing posture and does not repeat the trigger of the jump action. The user can control the movement of the visual angle while maintaining the action by maintaining the trigger of the continuous shooting by simply dragging the finger while pressing the connection button, and when the jump action is completed, the movement of the visual angle is controlled while controlling only the continuous shooting, and if the user does not release the finger, the continuous shooting is maintained but the subsequent jump action is not triggered. When the user releases the finger, the continuous shooting is stopped and the movement of the visual angle is stopped.
[0122] 7A, FIG. 7A is a schematic diagram of the logic of a method for controlling an object in a virtual scene according to an embodiment of the present application, in which, when the virtual item is in a single-shot firing mode, in step 701A, a connection button between an attack button and a crouching action button is triggered, or a connection button between an attack button and a prone action button is triggered. In step 702A, a virtual object is controlled to perform a single-shot shooting operation (firing a single bullet), and step 703A is synchronously performed. In step 703A, a virtual object is controlled to perform a corresponding action, for example, a crouching action or a prone action. In step 704A, after performing step 702A, the virtual object is controlled not to shoot again, and step 705A is synchronously performed. In step 705A, after performing step 703A, the virtual object is controlled to maintain a crouching action or a prone action. In step 706A, it is determined whether a movement trajectory is generated by the trigger operation on the connection button, i.e., it is determined whether a finger is dragged. If the finger is not dragged, step 705A and step 704A are executed, and if the finger is dragged, step 707A is executed. In step 707A, after executing steps 705A and 704A, the visual angle of the virtual object is controlled to move according to the movement trajectory of the trigger operation. In step 708A, it is determined whether the trigger operation is stopped, i.e., it is determined whether a finger is released. If the trigger operation is not stopped, step 707A is executed, and if the trigger operation is stopped, step 709A is executed. In step 709A, the movement is restored to a standing posture, and the movement of the visual angle is stopped.
[0123] For example, in the single shot firing mode of a weapon, the user receives an operation of clicking a connection button between an attack button and a crouching action button, or receives an operation of clicking a connection button between an attack button and a prone action button, and the user clicks the connection button, which corresponds to simultaneously triggering a single shot and an action. The single shot is performed and the corresponding crouching action or prone action is performed at the same time. If the user continues to press the connection button and does not release the finger, the single shot is not triggered again after the single shot is completed, and only the continuous trigger of the crouching action or prone action is maintained. The user can control the movement of the visual angle while performing a single shot and maintaining the action by simply dragging the finger while holding down the connection button. When the single shot is completed, the movement of the visual angle is controlled while maintaining only the action. If the user does not release the finger, the crouching action or prone action is maintained and the movement of the visual angle is controlled at the same time. After the single shot is completed, the shooting is stopped and the shooting is not triggered again. When the user releases the finger, the crouching action or prone action of the virtual object is restored to a standing position and the movement of the visual angle is stopped.
[0124] Referring to FIG. 7B, if the virtual item is in a single shot mode, in step 701B, a connection button between the attack button and the jump action button is triggered. In step 702B, a virtual object is controlled to perform a shooting operation (firing a single bullet), and step 703B is synchronously executed. In step 703B, a virtual object is controlled to perform a single jump action. In step 704B, after executing step 702B, the virtual object is controlled not to shoot again, and step 705B is synchronously executed. In step 705B, after executing step 703B, the virtual object is controlled not to jump, and the action is controlled to maintain a state of recovering to a standing posture. In step 706B, it is determined whether a movement trajectory is generated by the trigger operation on the connection button, that is, whether a finger is dragged. If the finger is not dragged, step 705B and step 704B are executed, and if the finger is dragged, step 707B is executed. In step 707B, after executing steps 705B and 704B, the visual angle of the virtual object is controlled to move according to the movement trajectory of the trigger operation. In step 708B, it is determined whether the trigger operation has been stopped, that is, whether the finger has been released. If the trigger operation has not been stopped, step 707B is executed, and if the trigger operation has been stopped, step 709B is executed. In step 709B, the movement of the visual angle is stopped.
[0125] For example, in the single shot firing mode of a weapon, a user receives an operation of clicking a connection button between an attack button and a jump action button, and the user's clicking of the connection button corresponds to simultaneously triggering a single shot and an action operation. At the same time as starting a single shot, the single jump action is completed and restored to a standing state, and even if the user continues to press the connection button, shooting is not triggered again after the single shot is completed, and after the single jump action is completed, the action of the virtual object is restored to a standing posture and does not repeat the trigger of the jump action. The user can control the movement of the visual angle while maintaining the trigger of the single shot by simply dragging his finger while holding down the connection button, and when the single shot and jump action are completed, only the movement of the visual angle is controlled, and when the user releases his finger, the movement of the visual angle is stopped.
[0126] Referring to FIG. 8, in step 801, a switch setting logic operation for a target connection button is received. In step 802, a switch option for the target connection button is displayed, and step 803 is executed simultaneously. In step 803, the outer frame of the connection button is highlighted, and a connection guideline is displayed. In step 804, it is determined whether a click operation for a blank area is received, and if a click operation for a blank area is not received, steps 802 and 803 are continued, and if a click operation for a blank area is received, step 805 is executed. In step 805, the switch option is hidden, and step 806 is executed. In step 806, the highlight display for the outer frame of the connection button is canceled, and the connection guideline is hidden. After step 802 and step 803, step 807 is executed. In step 807, a click operation for a switch option is received. In step 808, it is determined whether the switch option is "on", and if the switch option is "on", step 809 is executed. In step 809, the switch option is switched to "off" to display a disabled icon in the upper layer of the connect button, and if the switch option is "off", execute step 810. In step 810, the switch option is switched to "on" to hide the disabled icon in the upper layer of the connect button.
[0127] For example, after receiving a switch setting logic operation for a target connection button, the human-computer interaction interface is in a state where layout setting is possible, and in response to a trigger operation for any of the connection buttons, a switch option is displayed above the corresponding connection button, and the outer frame of the triggered connection button is simultaneously highlighted and a connection guideline is displayed. At this time, in response to a click operation on a blank area, the switch option can be hidden, and at the same time, the highlighting of the outer frame of the previously triggered connection button is canceled and the guideline is hidden. In response to a trigger operation for the switch option, if the switch option is "on", the switch option is switched to "off", and at the same time, a prohibited icon is displayed on the upper layer of the connection button or the connection button is not displayed. This indicates that the connection button function is not turned on and cannot be used during a match or cannot be sensed during a match. The switch settings of the connection buttons may be set collectively or symmetrically. In response to a trigger operation for the switch option, if the switch option is "off", the switch option is switched to "on", and the prohibited icon is hidden on the upper layer of the connection button. This indicates that the connection button function is activated and can be used during a match or can be sensed during a match.
[0128] In some embodiments, the virtual scene object control method provided by the embodiments of the present application provides an adjustment function of an action button, and in the course of a battle in a virtual scene, provides a replacement function of the action button, and replaces the action associated with the action button with another action, thereby flexibly switching between various actions. A connection button is displayed on the human-computer interaction interface, and the connection button is used to connect the attack button and the action button, and the attack button is associated by default with the virtual item currently held by the virtual object. In response to a replacement operation on the action button, a plurality of candidate button contents to be replaced are displayed, and the button content of the action button is a crouching action, and in response to a selection operation on the plurality of candidate actions to be replaced, the selected candidate button content is updated to the action button to replace the crouching action, that is, the button content of the action button whose original button content is crouching is supported to be replaced with a prone action, and may also be replaced with a head thrust action, and a combination attack method of a shooting operation and a head thrust action can be realized, and thus a plurality of action combinations can be realized without occupying a large display area, thereby realizing a plurality of combination attack methods.
[0129] In some embodiments, the virtual scene object control method provided by the embodiments of the present application provides a function of preventing erroneous touching, and confirms that the current trigger operation is a valid trigger operation according to the set number of presses, press time, and press pressure. For example, if the number of presses of the trigger operation on the connection button A is greater than the set number of presses of the operation button corresponding to the connection button A, or if the press time of the trigger operation on the connection button A is greater than the set press time of the operation button corresponding to the connection button A, or if the press pressure of the trigger operation on the connection button A is greater than the set press pressure of the operation button corresponding to the connection button A, the virtual object is controlled to perform a composite action corresponding to the connection button A, thereby preventing the user from erroneously touching the connection button.
[0130] In some embodiments, the virtual scene object control method provided by the embodiment of the present application provides various forms of connection buttons. Referring to FIG. 9A, a connection button 902A is further displayed in the human-computer interaction interface 901A, and the connection button 902A is used to connect the attack button 903A and the action button 904A. The connection button 902A is disposed between the attack button 903A and the action button 904A, and partially overlaps the display areas of the attack button 903A and the action button 904A. Referring to FIG. 9B, FIG. 9B is a schematic diagram of a display interface of the virtual scene object control method according to the embodiment of the present application, and a connection button 902B is further displayed in the human-computer interaction interface 901B, and the connection button 902B is used to connect the attack button 903B and the action button 904B. The connection button 902B is disposed between the attack button 903B and the action button 904B, and there is no overlapping portion between the display areas of the attack button 903B and the action button 904B. The connection button 902B is connected by lines to the attack button 903B and the action button 904B.
[0131] In some embodiments, the virtual scene object control method provided by the embodiments of the present application provides different display timings of the connection button. For example, the connection button can be always displayed, and for example, the connection button can be displayed as needed, i.e., the connection button is switched from a hidden state to a displayed state. The condition for displaying as needed includes at least one of: an interaction occurs between the group to which the virtual object belongs and another group; and the distance between the virtual object and another virtual object of the other group is smaller than a distance threshold; for example, the connection button can be highlighted as needed, i.e., the button is highlighted when always displayed, and for example, a dynamic effect of the connection button is displayed. The condition for highlighting includes at least one of: an interaction occurs between the group to which the virtual object belongs and another group; and the distance between the virtual object and another virtual object of the other group is smaller than a distance threshold.
[0132] In some embodiments, the connection button in the virtual scene object control method provided by the embodiments of the present application can be automatically and persistently triggered, and the connection button has a manual mode and a lock mode. In the lock mode, when the connection button is triggered, the virtual object can automatically perform a composite action (e.g., a single shot operation and a jump operation) repeatedly, and the operation difficulty is reduced. Taking the attack action associated with the connection button as an example of a single shot operation, in response to a lock trigger operation on the connection button, the single shot operation is automatically performed repeatedly, and the jump operation is automatically performed repeatedly. For example, when the time during which the user presses the connection button reaches a predetermined time length, the pressing operation is determined as a lock trigger operation, the connection button is locked, and even after the user releases his / her finger, the virtual object maintains the action corresponding to the connection button, for example, performs single shots continuously, and jumps continuously. In response to the user clicking the connection button again, the connection button is unlocked, and the virtual object releases the action corresponding to the connection button, for example, stops performing single shots and stops jumping. Locking the connection button is advantageous for the virtual object to continuously execute attacks and actions, thereby improving operation efficiency; in particular, for single attacks and single actions, locking the connection button can realize automatic continuous attacks, thereby improving operation efficiency.
[0133] The manual mode and the lock mode may be switched based on the operation parameters, i.e., may be triggered based on different operation parameters of the same type of operation. Taking the operation as an example that the operation is a pressing operation, for example, if the pressing number of times of the trigger operation on the connection button A is greater than the set pressing number, or if the pressing time of the trigger operation on the connection button A is greater than the set pressing time, or if the pressing pressure of the trigger operation on the connection button A is greater than the set pressing pressure, it is determined that the connection button is in the lock mode, i.e., the connection button is locked. Otherwise, the connection button is in the manual mode. The manual mode and the lock mode may be triggered based on the same type of operation, for example, if the trigger operation on the connection button A is a click operation, it is determined that the connection button is in the manual mode, and if the trigger operation on the connection button A is a slide operation, it is determined that the connection button is in the lock mode.
[0134] The virtual scene object control method provided by the embodiments of the present application supports the addition of three connection buttons, each of which is used to correspond to a shooting button and each action button. The connection button corresponding to the shooting button and the crouching action button, the connection button corresponding to the shooting button and the prone action button, and the connection button corresponding to the shooting button and the jump action button help users to quickly perform operations that originally required clicking two buttons at the same time with one key, and can also simultaneously control the movement of the visual angle, realize various attacking actions with low learning cost and easy operation, and have relatively broad application prospects in the field of virtual scene interaction.
[0135] In order to reduce the difficulty of learning the operation and allow more users to quickly master different types of attack operations, the virtual scene object control method provided by the embodiment of the present application provides a connection button, and its connection form is to combine a shooting button and three action buttons into three connection buttons respectively, click the connection button to trigger the shooting operation and the corresponding action at the same time, and achieve the effect of clicking one button to trigger two functions at the same time. For example, clicking the connection button between the shooting button and the jump action button triggers the virtual object to shoot while jumping. The high-level attack method that combines action and attack is more intuitively opened to the user by the connection button, which is favorable for the user to perform quick operation and perform multiple attack and action combined operations, and is favorable for improving the operation experience of all users. In addition, the connection button can be personalized and determined to be turned on or off by custom settings, and the combination of different connection buttons reduces the difficulty of operation and improves the flexibility of operation at the same time.
[0136] In the following, an exemplary structure of the virtual scene object control device 455 according to the embodiment of the present application, which is implemented as a software module, will be continued to be described. In some embodiments, as shown in FIG. 3, the embodiment of the present application provides a virtual scene object control device, and the software modules in the virtual scene object control device 455 stored in the memory 450 may include a display module 4551 and a control module 4552. The display module 4551 is configured to display a virtual scene, where the virtual scene includes a virtual object with an attack item, and the display module 4551 is further configured to display an attack button and at least one action button, and to display at least one connection button, where each connection button is used to connect one attack button and one action button. The control module 4552 is configured to control the virtual object to execute an action associated with the target action button in response to a trigger operation on the target connection button, and to control the virtual object to synchronously perform an attack operation using an attack item, where the target action button is an action button connected to a target connection button of the at least one action button, and the target connection button is a selected one of the at least one connection buttons.
[0137] In some embodiments, the display module 4551 is further configured to display an attack button associated with an attack item currently held by the virtual object and to display at least one action button around the attack button, such that when the attack button is triggered, the virtual object performs an attack operation using the attack item, and each action button is associated with one action.
[0138] In some embodiments, the type of the at least one action button includes at least one of an action button associated with a high-frequency action and an action button associated with a target action, where the high-frequency action is a candidate action among a plurality of candidate actions having an operation frequency higher than an operation frequency threshold, and the target action is adapted to a state of a virtual object in the virtual scene.
[0139] In some embodiments, the display module 4551 is further configured to display, for each action button of the at least one action button, a connect button for connecting the action button and the attack button, the connect button having at least one of a display attribute including an icon indicating that the connect button is disabled when the connect button is in a disabled state and a display attribute including an icon indicating that the connect button is enabled when the connect button is in an enabled state.
[0140] In some embodiments, the display module 4551 is further configured to display, for a target action button of the at least one action button, a connection button for connecting the target action button and the attack button, where the action associated with the target action button adapts to a state of a virtual object in the virtual scene; or the display module 4551 is further configured to display, for a target action button of the at least one action button, a connection button for connecting the target action button and the attack button based on a first display scheme, and to display, for other action buttons other than the target action button of the at least one action button, a connection button for connecting the other action buttons and the attack button based on a second display scheme.
[0141] In some embodiments, the display module 4551 is further configured to acquire interaction data of the virtual object and scene data of the virtual scene, and, based on the interaction data and the scene data, invoke the neural network model to predict a composite action, where the composite action includes an attack operation and a target action, and set an action button associated with the target action as the target action button.
[0142] In some embodiments, the display module 4551 is further configured to determine a similar past virtual scene of the virtual scene, a similarity between the similar past virtual scene and the virtual scene is greater than a similarity threshold, determine a most frequent action in the similar past virtual scene, the most frequent action being a candidate action having a highest operation frequency among the multiple candidate actions, and set an action button associated with the most frequent action as a target action button.
[0143] In some embodiments, the manner in which each connection button is used to connect one attack button and one action button includes that the connection button partially overlaps one attack button and one action button respectively, and the display area of the connection button is connected to one attack button and one action button respectively by a connection mark.
[0144] In some embodiments, prior to displaying the at least one connection button, the display module 4551 is further configured to determine conditions to be met for automatically displaying the at least one connection button, the conditions including at least one of: an interaction occurs between the group of virtual objects and other virtual objects of the other groups; a distance between the virtual object and other virtual objects of the other groups is less than a distance threshold.
[0145] In some embodiments, after displaying the attack button and the at least one action button, and displaying the at least one connect button, the display module 4551 is further configured to, in response to a replacement operation on any of the action buttons, display a plurality of candidate actions, all of the plurality of candidate actions being different from the action associated with the at least one action button, and, in response to a selection operation on the plurality of candidate actions, replace the action associated with any of the action buttons with the selected candidate action.
[0146] In some embodiments, the attack item is in the single attack mode, and the control module 4552 is further configured to control the virtual object to perform the action associated with the target action button once, and if a posture after completion of the action is different from a posture before the action is performed, control the virtual object to perform a single attack operation using the attack item from the time the virtual object regains the posture before the action is performed, and control the virtual object to perform the action associated with the target action button.
[0147] In some embodiments, the trigger operation is a sustained operation on the target connection button, before the virtual object resumes the posture before the execution of the action, and the control module 4552 is further configured to maintain the posture after the execution of the action is completed until the trigger operation is released, and if the trigger operation results in a movement trajectory, synchronously update the viewing angle of the virtual scene based on the direction and angle of the movement trajectory, and stop updating the viewing angle of the virtual scene in response to the trigger operation being released.
[0148] In some embodiments, the attack item is in the continuous attack mode, and the control module 4552 is further configured to: control the virtual object to perform the action associated with the target action button once if the posture after completion of the execution of the action is different from the posture before the execution of the action; maintain the posture after completion of the execution of the action; control the virtual object to perform the action associated with the target action button once if the posture after completion of the execution of the action is the same as the posture before the execution of the action; control the virtual object to continuously perform an attack operation using the attack item from the time of controlling the virtual object to perform the action associated with the target action button; if the posture after completion of the execution of the action is different from the posture before the execution of the action, in response to the trigger operation being released, cause the virtual object to recover the posture before the execution of the action, and stop controlling the virtual object to continuously perform the attack operation using the attack item; and if the posture after completion of the execution of the action is the same as the posture before the execution of the action, in response to the trigger operation being released, stop controlling the virtual object to continuously perform the attack operation using the attack item.
[0149] In some embodiments, the control module 4552 is further configured to synchronously update a viewing angle of the virtual scene based on a direction and angle of the movement trajectory in response to a trigger operation causing a movement trajectory, and to stop updating the viewing angle of the virtual scene in response to the trigger operation being released.
[0150] In some embodiments, the operation modes of the target action button include a manual mode and a locked mode, the manual mode is used to stop triggering of the target connection button after a trigger operation is released, and the locked mode is used to continue automatic triggering of the target connection button after the trigger operation is released; the control module 4552 is further configured to, when controlling the target action button to enter the manual mode by a trigger operation, control the virtual object to perform an operation associated with the target action button during a period when the trigger operation is not released, and to control the virtual object to synchronously perform an attack operation using an attack item; and, when controlling the target action button to enter the lock mode by a trigger operation, control the virtual object to perform an operation associated with the target action button during a period when the trigger operation is not released and a period after the trigger operation is released, and to control the virtual object to synchronously perform an attack operation using an attack item.
[0151] In some embodiments, when the virtual scene is in a button setting state, the display module 4551 is further configured to, in response to a selection operation on the at least one connection button, display each selected connection button according to a target display scheme that is more prominent than the display schemes of the non-selected connection buttons, and to, for each selected connection button, in response to an on operation on the connection button, hide a disabled icon on the connection button and mark the connection button in an on state when the connection button is in a disabled state, and in response to a disable operation on the connection button, display a disabled icon on the connection button and mark the connection button in a disabled state when the connection button is in an on state.
[0152] An embodiment of the present application provides a computer program product, which includes a computer program or computer executable instructions, and the computer executable instructions are stored in a computer-readable storage medium. A processor of an electronic device reads the computer executable instructions from the computer-readable storage medium, and the processor executes the computer executable instructions to cause the electronic device to perform the above-mentioned method of controlling an object in a virtual scene of the embodiment of the present application.
[0153] An embodiment of the present application provides a computer-readable storage medium having executable instructions stored thereon, and when the executable instructions are stored and executed by a processor, the processor performs a virtual scene object control method provided by an embodiment of the present application, for example, a virtual scene object control method shown in Figures 4A to 4C.
[0154] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM, or may be a variety of devices including one or any combination of the above memories.
[0155] In some embodiments, the executable instructions take the form of a program, software, software module, script, or code, and may be written in any type of programming language (including compiled or interpreted, or declarative or procedural languages), and may be arranged in any type, including as a stand-alone program, or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0156] By way of example, the executable instructions do not necessarily correspond to a file in a file system, but may be stored in a portion of a file that stores other programs or data, such as in one or more scripts within a HyperText Markup Language (HTML) document, in a file dedicated to the program being discussed, or in multiple cooperating files (e.g., files that store one or more modules, subroutines, or code sections).
[0157] As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communications network.
[0158] As described above, in an embodiment of the present application, attack buttons and action buttons are displayed, and connection buttons for connecting one attack button and one action button are displayed. In response to a trigger operation on the target connection button, a virtual object is controlled to execute an action associated with the target action button and synchronously perform an attack operation using an attack item, and the arrangement of the connection button allows the action and attack operation to be performed simultaneously, which is equivalent to simultaneously realizing multiple functions using a single button, thereby improving the user's operational efficiency.
[0159] The above description is only the embodiment of the present application, and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application. [Explanation of symbols]
[0160] 110 Virtual Objects 120 Connect button 130 Action button 140 Attack Button 200 Servers 300 Network 301 Human Computer Interaction Interface 302 Directional Button 303 Attack Button 304 Action button 400 terminals 410 Processor 420 Network Interface 420 (wired or wireless) network interface 430 User Interface 431 Output Device 432 Input Device 440 Bus System 450 Memory 451 Operating Systems 452 Network Communication Module 453 Display Module 454 Input Processing Module 455 Object Control Device 501A Human Computer Interaction Interface 501B Human Computer Interaction Interface 501C Human Computer Interaction Interface 501D Human Computer Interaction Interface 501E Human Computer Interaction Interface 502-1E Connect button 502-2E Connect button 502-3E Jump connection button 502A Connect button 502B Connect button 502C Connect button 502D On button 503A Attack button 503B Attack button 503C Attack button 503D Connect button 503E Attack button 504-1E Operation button 504-2E Operation button 504-3E Jump action button 504A Operation button 504B Operation button 504C Operation button 504D Off button 505A Virtual Objects 505B Virtual Objects 505C Virtual Objects 505D Icon 505E Virtual Objects 506D Button Custom Interface 901A Human Computer Interaction Interface 901B Human Computer Interaction Interface 901C Human Computer Interaction Interface 901D Human Computer Interaction Interface 901E Human Computer Interaction Interface 902A Connect button 902B Connect button 902C Connect button 902D Connect button 902E Connect Button 903A Attack button 903B Attack button 903C Attack button 903D Attack button 903E Attack button 904A Operation Button 904B Operation button 904C Operation button 904D Operation button 904E Operation button 905E Connect Button 906E Operation Button 4551 Display Module 4552 Control Module
Claims
1. 1. A method for controlling an object in a virtual scene, executed by an electronic device, comprising: displaying a virtual scene, the virtual scene including a virtual object having an attack item; displaying an attack button and at least one action button and at least one connection button, each of the connection buttons comprising: The connection button overlaps one of the attack buttons and one of the action buttons, respectively; or The display area of the connection button is connected to one of the attack buttons and one of the action buttons by a connection mark. used to connect one of the attack buttons and one of the action buttons to include: a step of controlling the virtual object to execute an action associated with a target action button in response to a trigger operation on a target connection button, and controlling the virtual object to synchronously perform an attack operation using the attack item, wherein the target action button is an action button connected to the target connection button of the at least one action button, and the target connection button is a selected one of the at least one connection buttons.
2. The step of displaying the attack button and at least one action button includes: displaying an attack button associated with an attack item currently held by the virtual object, wherein when the attack button is triggered, the virtual object performs the attack operation using the attack item; The method of claim 1 , further comprising the step of: displaying at least one action button around the attack button, each action button being associated with one action.
3. The at least one action button type is An action button associated with a high frequency action; an action button associated with a target action; The high frequency action is a candidate action among a plurality of candidate actions, the operation frequency of which is higher than an operation frequency threshold, and the target action is adapted to a state of the virtual object in the virtual scene. The method of claim 1 .
4. The step of displaying at least one connect button comprises: displaying, for each of the at least one action buttons, a connection button for connecting the action button and the attack button; The connection button has at least one of a display attribute including an icon indicating that the connection button is disabled when the connection button is in a disabled state and a display attribute including an icon indicating that the connection button is enabled when the connection button is in a usable state. The method of claim 1 .
5. The step of displaying at least one connect button comprises: displaying, for a target action button of the at least one action button, a connection button for connecting the target action button and the attack button, wherein an action associated with the target action button is adapted to a state of the virtual object in the virtual scene; or for a target action button among the at least one action button, displaying a connection button for connecting the target action button and the attack button based on a first display method, and for an action button other than the target action button among the at least one action button, displaying a connection button for connecting the other action button and the attack button based on a second display method. The method of claim 1 .
6. acquiring interaction data of the virtual object and scene data of the virtual scene; calling a neural network model to predict a composite action based on the interaction data and the scene data, the composite action including the attack operation and a target action; and setting an action button associated with the target action as the target action button. A method for controlling objects in a virtual scene according to claim 5.
7. determining a similar past virtual scene of the virtual scene, the similarity between the similar past virtual scene and the virtual scene being greater than a similarity threshold; The method further includes: a step of determining a most frequently occurring action in the similar past virtual scene, the most frequently occurring action being a candidate action having a highest operation frequency among a plurality of candidate actions; and a step of setting an action button associated with the most frequently occurring action as the target action button. A method for controlling an object in a virtual scene according to claim 5.
8. Prior to displaying at least one connection button, the method for controlling an object in a virtual scene comprises: determining a condition to be met for automatically displaying the at least one connect button, the condition comprising: an interaction occurs between the group of virtual objects and other virtual objects of other groups; a distance between the virtual object and another virtual object in another group is less than a distance threshold. The method of claim 1 .
9. After displaying an attack button and at least one action button and displaying at least one connection button, the method for controlling an object in a virtual scene includes: displaying a plurality of candidate actions in response to a replacement operation on any of the action buttons, each of the plurality of candidate actions being different from the action associated with the at least one action button; and in response to a selection operation for the plurality of candidate actions, replacing an action associated with any of the action buttons with the selected candidate action. The method of claim 1 .
10. The attack item is in a single attack mode; The step of controlling the virtual object to execute the action associated with the target action button and controlling the virtual object to synchronously perform an attack operation using the attack item includes: controlling the virtual object to perform a single action associated with the target action button, and if a posture after the completion of the action is different from a posture before the action is performed, causing the virtual object to recover a posture before the action is performed; and controlling the virtual object to perform one attack operation using the attack item from the time when the virtual object is controlled to execute the action associated with the target action button. The method of claim 1 .
11. the trigger operation is a continuous operation on the target connection button; Before the virtual object regains its posture before the execution of the action, the method for controlling an object in a virtual scene comprises: maintaining the posture after the completion of execution of the movement until the trigger operation is released; When the trigger operation generates a movement trajectory, synchronously updating a viewing angle of the virtual scene according to a direction and an angle of the movement trajectory; and stopping updating the viewing angle of the virtual scene in response to the trigger operation being released. The method of claim 10 .
12. The attack item is in continuous attack mode; The step of controlling the virtual object to execute the action associated with the target action button and controlling the virtual object to synchronously perform an attack operation using the attack item includes: When a posture after the completion of the execution of the action is different from a posture before the execution of the action, controlling the virtual object to execute the action associated with the target action button once, and maintaining the posture after the completion of the execution of the action; When the posture after the completion of the execution of the action is the same as the posture before the execution of the action, controlling the virtual object to perform the action associated with the target action button once; and controlling the virtual object so as to continuously perform an attack operation using the attack item from the time when the virtual object is controlled to execute the action associated with the target action button, The method for controlling an object in a virtual scene comprises: When a posture after the completion of the execution of the action is different from a posture before the execution of the action, in response to the release of the trigger operation, causing the virtual object to recover the posture before the execution of the action and stopping control of the virtual object so as to continuously perform an attack operation using the attack item; and if the posture after the completion of the execution of the action is the same as the posture before the execution of the action, in response to the trigger operation being released, stopping the control of the virtual object to continuously perform an attack operation using the attack item. The method of claim 1 .
13. The trigger operation is a continuous operation on the target connection button, and the method for controlling an object in a virtual scene includes: In response to the trigger operation generating a motion trajectory, synchronously updating a viewing angle of the virtual scene based on a direction and angle of the motion trajectory; and stopping updating the viewing angle of the virtual scene in response to the trigger operation being released. The method of claim 12 .
14. The operation modes of the target operation button include a manual mode and a lock mode, the manual mode is used to stop triggering of the target connection button after the trigger operation is released, and the lock mode is used to continue automatic triggering of the target connection button after the trigger operation is released; The step of controlling the virtual object to execute the action associated with the target action button and controlling the virtual object to synchronously perform an attack operation using the attack item includes: When controlling the target action button to enter the manual mode by the trigger operation, during a period in which the trigger operation is not released, controlling the virtual object to execute an action associated with the target action button and controlling the virtual object to synchronously perform an attack operation using the attack item; and when controlling the target action button to enter a lock mode by the trigger operation, controlling the virtual object to execute an action associated with the target action button during a period in which the trigger operation is not released and a period after the trigger operation is released, and controlling the virtual object to synchronously perform an attack operation using the attack item. The method of claim 1 .
15. When the virtual scene is in a button setting state, the method for controlling an object in the virtual scene includes: displaying each selected connection button according to a target display manner in response to a selection operation on at least one connection button, the target display manner being more prominent than a display manner of a non-selected connection button; For each selected connection button, when the connection button is in a disabled state, hiding an icon indicating that the connection button is disabled and marking the connection button in an on state in response to an on operation of the connection button; and when the connection button is in an on state, in response to a disabling operation on the connection button, displaying the disabling icon on the connection button and marking the connection button in the disabling state. The method of claim 1 .
16. 1. A virtual scene object control device, comprising: A display module and a control module, The display module is configured to display a virtual scene, the virtual scene including a virtual object having an attack item; The display module is further configured to display an attack button and at least one action button, and to display at least one connect button, each of the connect buttons being: the connect button overlapping one of the attack buttons and one of the action buttons, respectively; or The display area of the connection button is connected to one of the attack buttons and one of the action buttons by a connection mark. used to connect one of the attack buttons and one of the action buttons to include The control module is configured to control the virtual object to execute an action associated with a target action button in response to a trigger operation on a target connection button, and to control the virtual object to synchronously perform an attack operation using the attack item, the target action button being an action button connected to the target connection button among the at least one action button, and the target connection button being a selected one of the at least one connection buttons.
17. a memory for storing computer executable instructions; A processor for implementing the method for controlling an object in a virtual scene according to any one of claims 1 to 15, when executing computer-executable instructions stored in the memory.
18. A computer program product causing a computer to execute the method for controlling objects in a virtual scene according to any one of claims 1 to 15.
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