Virtual object control method and apparatus, device, and storage medium
Patent Information
- Application Number
- KR1020247024399
- Authority / Receiving Office
- KR · KR
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2020-04-15
- Filing Date
- 2021-03-01
- Publication Date
- 2026-08-14
- Estimated Expiration
- 2041-03-01
Smart Images

Figure 112024078583427-PAT00001_ABST
Abstract
Description
Technology Field
[0001] The present application is a divisional application of Patent Application No. 10-2021-7034293 filed on October 22, 2021, by the domestic written submission of International Application No. PCT / CN2021 / 078458 filed on March 1, 2021, which claims priority to Chinese Patent Application No. 202010297051.0, filed on April 15, 2020, with the title of the invention "Method and apparatus for controlling virtual objects, device and storage medium", the full text of which is incorporated herein by reference.
[0002] The embodiments of the present application relate to the field of computer technology, particularly to virtual object control methods and devices, devices and storage media. Background Technology
[0003] A battle game is a game where multiple user accounts compete in the same scene. Optionally, a combat game can be a MOBA (Multiplayer Online Battle Arena) game.
[0004] Conventionally, during game battles, target virtual objects were searched for in real-time and used as attack targets based on pre-set enemy selection rules. Since the target virtual object is determined in real-time according to the virtual scene at the current time, the target virtual object determined in different virtual scenes may differ.
[0005] In conventional technology, the target virtual object determined for different virtual scenes may differ, and consequently, the goal selection result lacks directionality and stability.
[0006] Embodiments of the present application provide a virtual object control method, apparatus, device, and storage medium for providing a target selection result having directionality and stability. The technical solution is as follows:
[0007] In one aspect, an embodiment of the present application provides a virtual object control method applicable to a terminal, said method:
[0008] Step of displaying a virtual combat interface - the virtual combat interface includes n virtual objects and a function triggering control, the function triggering control is configured to trigger an attack function for one of the virtual objects, and n is a positive integer - ;
[0009] A step of receiving a first trigger operation for the above-mentioned function triggering control; and
[0010] A step of determining a first virtual object among the n virtual objects as an attack target based on operation information of the first trigger operation in response to the first trigger operation satisfying an activation condition - the operation information is information obtained based on an activated target aiming function, and the target aiming function is used to select an attack target for the attack function -
[0011] Includes
[0012] According to another aspect, an embodiment of the present application provides an attack target determination device, said device:
[0013] An interface display module configured to display a virtual combat interface - the virtual combat interface includes n virtual objects and a function triggering control, the function triggering control is configured to trigger an attack function for one of the virtual objects, and n is a positive integer - ;
[0014] An operation receiving module configured to receive a first trigger operation for the above-mentioned function triggering control; and
[0015] A target determination module configured to determine a first virtual object among the n virtual objects as an attack target based on operation information of the first trigger operation in response to the first trigger operation satisfying an activation condition - the operation information is information obtained based on an activated target aiming function, and the target aiming function is used to select an attack target for the attack function -
[0016] Includes
[0017] According to another aspect, an embodiment of the present application provides a computer device, said computer device comprising a processor and memory, said memory storing at least one instruction, at least one program, a code set, or a set of instructions, said at least one instruction, said at least one program, said code set, or said set of instructions is loaded and executed by said processor to implement a virtual object control method described in the foregoing aspect.
[0018] The above computer device includes a terminal and a server.
[0019] According to another aspect, an embodiment of the present application provides a computer-readable storage medium, said computer-readable storage medium stores at least one instruction, at least one program, a code set, or a set of instructions, said at least one instruction, said at least one program, said code set, or said set of instructions is loaded and executed by said processor to implement a virtual object control method described in the foregoing aspect.
[0020] According to another perspective, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, and the computer instructions are stored on a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to cause the computer device to perform the virtual object control method described in any one of the embodiments above.
[0021] The technical solution provided in the embodiments of the present application may include the following beneficial effects:
[0022] The virtual object used as an attack target is determined from multiple virtual objects by activating the target aiming function of the functional triggering control according to the attribute information of the operation signal. Compared to conventional technology, where the target virtual object is determined in real-time each time according to the virtual scene at the current time and the target virtual object determined in different virtual scenes may differ, according to the technical solution provided in the embodiment of the present application, the attack target is directly determined using the target aiming function of the functional triggering control and the attribute information of the operation signal, so that the determined attack target can be maintained in an unchanged state for other virtual scenes, thereby providing directionality and stability to the attack target for other virtual scenes. Brief explanation of the drawing
[0023] To more clearly explain the technical solutions in the embodiments of this application, the accompanying drawings necessary for explaining the embodiments are briefly described below. Clearly, in the following description, the accompanying drawings illustrate only some embodiments of this application, and those skilled in the art can still derive other accompanying drawings from the accompanying drawings without creative effort. FIG. 1 is a schematic diagram of an implementation environment according to an embodiment of the present application. FIG. 2 is a schematic structural diagram of a terminal according to an embodiment of the present application. FIG. 3 is a flowchart of a virtual object control method according to an embodiment of the present application. FIG. 4 is an exemplary schematic diagram of a function triggering control according to the present application. FIG. 5 is an exemplary schematic diagram of a virtual combat interface according to the present application. FIG. 6 is a flowchart of a virtual object control method according to another embodiment of the present application. FIG. 7 is an exemplary schematic diagram of another virtual combat interface according to the present application. FIG. 8 is an exemplary schematic diagram of a target removal control according to the present application. FIG. 9 is an exemplary schematic diagram of another virtual combat interface according to the present application. FIG. 10 is an exemplary schematic diagram of another virtual combat interface according to the present application. FIG. 11 is an exemplary flowchart of a virtual object control method according to an embodiment of the present application. FIG. 12 is an exemplary flowchart of a virtual object control method according to another embodiment of the present application. FIG. 13 is a block diagram of an attack target determination device according to an embodiment of the present application. FIG. 14 is a block diagram of an attack target determination device according to another embodiment of the present application. FIG. 15 is a structural block diagram of a terminal according to an embodiment of the present application. FIG. 16 is a schematic structural diagram of a server according to an embodiment of the present application. Specific details for implementing the invention
[0024] To make the purpose, technical solution, and advantages of the present application clearer, the following describes an implementation of the present application in detail with reference to the attached drawings.
[0025] First, the terms related to the embodiments of the present application are briefly introduced as follows.
[0026] 1. Virtual Scene
[0027] A virtual scene, also known as a virtual environment, is a scene that is displayed (or provided) when a client of an application, such as a game application, is executed on a terminal. A virtual scene refers to a scene created for a virtual object to perform an activity (e.g., a game competition). A virtual scene may be, for example, a virtual house, a virtual island, or a virtual map. A virtual scene may be a simulated scene of the real world, a semi-simulated semi-virtual scene, or a completely fictional scene. A virtual scene may be a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene. This is not limited to the embodiments of the present application.
[0028] 2. Virtual Objects
[0029] A virtual object is a virtual character controlled by a user account in an application. For example, the application is a game application. A virtual object is a game character controlled by a user account of the game application. A virtual object may be in the form of a human, an animal, a cartoon, or other forms. This is not limited to the embodiments of this application. A virtual object may be presented in a three-dimensional or two-dimensional form. This is not limited to the embodiments of this application.
[0030] In different game applications, the actions that can be performed by virtual objects controlled by a user account may differ. For example, in a shooting game application, a user account can control virtual objects to perform actions such as shooting, running, jumping, picking up a gun, switching weapons, and reloading bullets.
[0031] Of course, in addition to game applications, virtual objects may also be presented to the user and may be other types of applications, such as augmented reality (AR) applications, social applications, or interactive entertainment applications. This is not limited to the embodiments of this application. Furthermore, the form and function of the virtual object may vary from application to application and may be pre-configured according to actual requirements. This is not limited to the embodiments of this application.
[0032] 3. Normal Attack
[0033] An attack is a case where a virtual object in a virtual environment triggers a function of another virtual object to change the attribute value of that virtual object. For example, a virtual object's attribute value includes hit points, and an attack is a case where the hit points of the virtual object that triggered the function decrease after the virtual object triggers the function of another virtual object. A normal attack is an attack method performed by a virtual object by default in a virtual scene. That is, there is no need to trigger a normal attack through skill settings, and there is no need to consume additional attributes such as energy value or mana value during triggering. In some embodiments, normal attacks have no cooldown time and can be triggered continuously. Optionally, a virtual object may also trigger a skill attack in a virtual scene, and the attack impact generated by a skill attack is greater than the attack impact generated by a normal attack.
[0034] FIG. 1 is a schematic diagram of an implementation environment according to an embodiment of the present application. The implementation environment may include a terminal (10) and a server (20).
[0035] The terminal (10) may be a mobile phone, personal computer, tablet computer, e-book reader, video game console, MP4 (Moving Picture Experts Group Audio Layer IV) player, etc.
[0036] A client of a game application, for example, a client of a shooting game application, may be installed on the terminal (10). The shooting game application includes a first-person shooter (FPS) game application, a third-person shooter (TPS) game application, a MOBA game application, a multiplayer gunfight survival game application, etc. Optionally, the game application may be a standalone application, such as a standalone 3D game application, or a network online application.
[0037] The server (20) is configured to provide backend services to a client of an application (e.g., a game application) at the terminal (10). For example, the server (20) may be a backend server for an application (e.g., a game application). The server (20) may be a single server, a server cluster including multiple servers, or a cloud computing service center.
[0038] The terminal (10) can communicate with the server (20) through the network (30). The network (30) may be a wired network or a wireless network.
[0039] In the method embodiment of the present application, the execution entity of each step may be a terminal. FIG. 2 is a schematic structural diagram of a terminal according to an embodiment of the present application. The terminal (10) may include a main board (110), an external input / output device (120), a memory (130), an external interface (140), a touch system (150), and a power supply (160).
[0040] Processing elements such as a processor and a controller are integrated into the main board (110).
[0041] The external input / output device (120) may include a display component (e.g., a display screen), a sound playback component (e.g., a speaker), a sound collection component (e.g., a microphone), and various buttons.
[0042] Memory (130) stores program code and data.
[0043] The external interface (140) may include an earphone interface, a charging interface, a data interface, etc.
[0044] The touch system (150) can be integrated into a button of a display component or an external input / output device (120), and the touch system (150) is configured to detect touch operations performed by a user on the display component or the button.
[0045] The power supply (160) is configured to supply power to other components of the terminal (10).
[0046] In an embodiment of the present application, the processor of the main board (110) executes or calls program code and data stored in memory to create a user interface (UI) (e.g., a game interface) and presents the created UI (e.g., a game interface) using an external input / output device (120). While presenting the UI (e.g., a game interface), touch operations performed during the interaction between the user and the UI (e.g., a game interface) can be detected using a touch system (150), and a response to the touch operations is provided.
[0047] The technical solution of the present application is described below using various embodiments.
[0048] FIG. 3 is a flowchart of a virtual object control method according to one embodiment of the present application. An example of applying the method to a terminal illustrated in FIG. 1 is used for the description. For example, this method is applied to a game application installed and running on a terminal. This method includes the following steps:
[0049] Step 301: Display the virtual combat interface.
[0050] In some embodiments, the user runs a game application installed on the terminal. A virtual battle interface is displayed in the game application. The virtual battle interface is configured to display an interactive game environment provided by the game so that the user can control virtual objects. That is, the virtual battle interface is a game battle interface displayed in the game application.
[0051] The virtual combat interface includes a virtual environment picture obtained by observing the virtual environment and a control layer on the virtual environment picture. The virtual environment picture includes n virtual objects in a game scene, where n is a positive integer. The control layer includes a function triggering control. In some embodiments, the function triggering control is configured to trigger a normal attack on a virtual object. The function triggering control is configured to trigger a normal attack of the main controlled virtual object on another virtual object. The main controlled virtual object is a virtual object currently controlled by the terminal.
[0052] Optionally, the virtual environment picture includes other elements of the virtual environment, such as virtual buildings, virtual props, and virtual items. The control layer includes other operation controls, such as joystick controls and skill casting controls. Joystick controls are operation controls configured to control the main controlled virtual object to move. Skill casting controls are operation controls that control the main controlled virtual object to cast skills. There may be multiple skill casting controls.
[0053] Optionally, n virtual objects are divided into different teams (or camps, groups, etc.). Virtual objects belonging to different teams are hostile to each other. Conversely, virtual objects belonging to the same team are teammates. For example, 10 users participate in the same game battle, and the 10 users can form multiple different teams. For instance, each team may contain 5 users. In the case of a team, virtual objects controlled by the 5 users in that team are hostile to virtual objects controlled by users in other teams. Conversely, virtual objects controlled by the 5 users in that team are teammates to each other.
[0054] Step 302: Receive a first trigger operation for the function triggering control.
[0055] In some embodiments, a user operates a function triggering control in a virtual combat interface. In response, a game application acquires an operation signal corresponding to the function triggering control.
[0056] In some embodiments, the first trigger operation includes at least one of a single click / tap operation, a double click / tap operation, a press operation, a drag operation, a slide operation, etc. This is not limited to this embodiment of the application.
[0057] Step 303: In response to the first trigger operation satisfying the activation condition, the first virtual object among n virtual objects is determined as the attack target based on the operation information of the first trigger operation.
[0058] In some embodiments, when a first trigger operation is received, the target aiming function is activated in response to the fact that the first trigger operation satisfies the activation condition. That is, the operation information is information obtained based on the activated target aiming function. The target aiming function is used to select an attack target for a general attack. Aiming is the process of providing a directional attack when attacking in a virtual environment. Aiming can be performed on a virtual object in the virtual environment, that is, the main controlled virtual object designates a direction or object before the attack. Alternatively, aiming can be performed on a virtual item in the virtual environment, that is, the main controlled virtual object designates a virtual item to be attacked. The attack target is not limited in this embodiment of the present application. In this embodiment of the present application, the target aiming function is used to designate a target before the attack, that is, to clearly designate the virtual target that the attack points to. The target aiming function may target one or more virtual objects. This is not limited in this embodiment of the present application.
[0059] Optionally, the function triggering control includes an activation area and a targeting area. If the user's touch operation on the function triggering control is within the activation area, the function triggering control can be activated and used. If the user's touch operation on the function triggering control is outside the activation area and within the targeting area, the target targeting function of the function triggering control can be used. That is, as the operation position of the first trigger operation moves from the activation area to the targeting area, the first virtual object is determined as an attack target based on the operation information of the first trigger operation.
[0060] Optionally, the activation area and the aiming area are two concentric circles, and the diameter of the circle corresponding to the activation area is smaller than the diameter of the circle corresponding to the aiming area. That is, the activation area is the inner circle of the concentric circles, and the aiming area is the annular region of the outer circle corresponding to the concentric circles.
[0061] For example, FIG. 4 is an exemplary schematic diagram of a function triggering control. The function triggering control may include an activation area (41) and a targeting area (42). As shown in FIG. 4 (a), when a user touches the activation area with a finger, the function triggering control is activated and can be used. As shown in FIG. 4 (b), when a user touches a location outside the activation area (41) and inside the targeting area (42) with a finger, the target targeting function of the function triggering control can be used.
[0062] In this case, the activation of the target aiming function in response to the first trigger operation (i.e., the first operation signal) satisfying the activation condition includes: activating the target aiming function of the function triggering control in response to the first operation signal moving from the activation area to the aiming area. In other words, the target aiming function is activated when the user's finger slides from the activation area to the aiming area.
[0063] After the target aiming function of the triggering function is activated, the first virtual object among n virtual objects is determined as the attack target of a general attack according to the operation information of the first trigger operation. The operation information of the first trigger operation is used to indicate related information corresponding to the first trigger operation, for example, direction information of the first trigger operation.
[0064] The first virtual object is a virtual object hostile to the main controlled virtual object controlled by the target user account.
[0065] In a possible implementation, the step of determining a first virtual object among n virtual objects as an attack target based on the operation information of a first trigger operation may include the following steps:
[0066] (1) A step of displaying a target selection area in a virtual combat interface based on direction information of the first trigger operation; and
[0067] (2) A step of determining a first virtual object within a target selection area as an attack target in response to the termination of the first trigger operation.
[0068] Direction information is the direction of the real-time touch point of the first operation signal relative to the center point of the function triggering control. The real-time touch point is the user's touch point in the virtual combat interface in real time. After acquiring the direction information of the first trigger operation, the client can determine a target selection area based on the direction of the real-time touch point relative to the center point of the function triggering control indicated by the direction information, and display the target selection area of the virtual combat interface. The target selection area is an area for selecting an attack target.
[0069] Subsequently, when the first trigger operation is detected to have ended, that is, when the user's finger is detected leaving the terminal screen, the client determines the first virtual object in the target selection area as a direct attack target.
[0070] For example, FIG. 5 is an exemplary schematic diagram of a virtual combat interface. In the virtual combat interface (50), the direction information of the first trigger operation is the direction of the real-time touch point (51) of the first trigger operation relative to the center point (52) of the function triggering control. A target selection area (53) may be displayed in the virtual combat interface (50) according to the direction information. Subsequently, the user's finger leaves the screen of the terminal, the client detects that the first trigger operation has ended, and determines the first virtual object (54) within the target selection area (53) as the attack target.
[0071] In another possible implementation, the step of determining a first virtual object among n virtual objects as an attack target based on operation information of a first trigger operation includes: a step of determining an operation type of the first trigger operation; and a step of determining the first virtual object among the n virtual objects as an attack target according to the operation type.
[0072] Operation types may include single-click / tap operations, double-click / tap operations, press operations, drag operations, slide operations, etc. Various types of operations correspond to various methods of determining the attack target. For example, if the operation type is a double-click / tap operation, the virtual object closest to the target virtual object is selected and determined as the attack target; and if the operation type is a press operation, the virtual object with the lowest hit point is selected and determined as the attack target.
[0073] In another possible implementation, the step of determining a first virtual object among n virtual objects as an attack target based on operation information of a first trigger operation includes: determining the number of operations of the first trigger operation; and determining the first virtual object among the n virtual objects as an attack target according to the number of operations.
[0074] The number of operations is the number of operation combos corresponding to the first trigger operation. If the number of combos is different, the virtual object selected as the attack target is also different. For example, if the number of combos is 2, the virtual object closest to the target virtual object is selected and determined as the attack target; if the number of combos is 3, the virtual object relatively close to the target virtual object is selected and determined as the attack target.
[0075] In another possible implementation, the step of determining the first virtual object among n virtual objects as an attack target based on the operation information of the first trigger operation comprises: the step of determining the press information of the first trigger operation; and the step of determining the first virtual object among the n virtual objects as an attack target according to the press information.
[0076] Press information may include a press pressure value. If the pressure value falls within a different pressure range, the virtual object selected as the attack target is also different. For example, when the pressure value is in the first pressure range, the virtual object closest to the target virtual object is selected and determined as the attack target; when the pressure value is in the second pressure range, the virtual object relatively closer to the target virtual object is selected and determined as the attack target.
[0077] In another possible implementation, the step of determining a first virtual object among n virtual objects as an attack target based on operation information of a first trigger operation includes: determining duration information of a first trigger operation; and determining the first virtual object among the n virtual objects as an attack target according to the duration information.
[0078] Duration information is the operation press duration corresponding to the first trigger operation. If the press duration is different, the virtual object selected as the attack target is also different. For example, if the press duration is longer than 0 and shorter than the first duration, the virtual object closest to the target virtual object is selected and determined as the attack target; and if the press duration is longer than the first duration and shorter than the second duration, the virtual object relatively closer to the target virtual object is selected and determined as the attack target.
[0079] In some other possible implementations, determining the first virtual object among n virtual objects as an attack target based on the operation information of the first trigger operation may be done in a different way. This is not limited to this embodiment of the application.
[0080] Optionally, if the target selection area includes multiple virtual objects, the client may determine all of the multiple virtual objects as attack targets, or select one virtual object among the multiple virtual objects and determine that virtual object as an attack target. When one virtual object among the multiple virtual objects is selected and determined as an attack target, one of the following selection methods may be used: determining the virtual object with the lowest hit point among the multiple virtual objects as an attack target, or determining the virtual object closest to the target virtual object among the multiple virtual objects as an attack target. The target virtual object is a virtual object corresponding to a target user account, and the virtual object is randomly selected as an attack target from among the multiple virtual objects. The selection method is not limited to this embodiment of the present application.
[0081] For example, the target selection area is an arc-shaped region with the locations of the target virtual object as vertices, and the centerline direction of the target selection area corresponds to direction information.
[0082] The target virtual object is a virtual object corresponding to (controlled by) the target user account. The target user account can be the user account logged in to the client.
[0083] In this case, the target selection area may be arc-shaped, and the location of the target virtual object is taken as a vertex. The direction of the arc's centerline corresponds to direction information, that is, it corresponds to the direction of the real-time touch point of the first trigger operation relative to the center point of the function triggering control.
[0084] The arc shape may be a fan shape, a fan ring, etc. In some other examples, the target selection area may alternatively be a knife shape or other shapes. This is not limited to this embodiment of the application.
[0085] For example, as shown in FIG. 5, the target selection area (53) is in the shape of a fan, and the centerline direction (55) of the target selection area corresponds to the direction information (56).
[0086] As another example, the relative direction between the center point of the target selection area and the position of the target virtual object corresponds to direction information, and the distance between the center point of the target selection area and the position of the target virtual object corresponds to the distance between the real-time touch point and the center point of the function triggering control.
[0087] In this case, the target selection area may be a closed pattern such as a circle or a polygon. The relative direction between the center point of the target selection area and the position of the target virtual object corresponds to direction information, that is, the direction of the real-time touch point of the first trigger operation relative to the center point of the function triggering control. Additionally, the distance between the center point of the target selection area and the position of the target virtual object corresponds to the distance between the real-time touch point and the center point of the function triggering control. For example, the ratio of the distance between the center point of the target selection area and the position of the target virtual object to the distance between the real-time touch point and the center point of the function triggering control is a fixed value.
[0088] After the distance between the real-time touch point and the center point of the function triggering control becomes greater than the specified distance, the distance between the center point of the target selection area and the location of the target virtual object no longer depends on the distance between the real-time touch point and the center point of the function triggering control.
[0089] Based on the foregoing, according to the technical solution provided in this embodiment of the present application, a virtual object used as an attack target is determined from a plurality of virtual objects by activating the target aiming function of the functional triggering control and according to the attribute information of the operation signal. Compared to the prior art, where the target virtual object is determined in real-time each time according to the virtual scene at the current time and the target virtual object determined in different virtual scenes may differ, according to the technical solution provided in the embodiment of the present application, the attack target is directly determined using the target aiming function of the functional triggering control and the attribute information of the operation signal; thus, the determined attack target can be maintained without change for other virtual scenes, thereby providing directionality and stability to the attack target.
[0090] FIG. 6 is a flowchart of a virtual object control method according to another embodiment of the present application. An example of applying the method to the terminal shown in FIG. 1 is used for illustrative purposes. As shown in FIG. 6, the method comprises the following steps:
[0091] Step 601: Display the virtual combat interface.
[0092] This step is identical or similar to the content of step 301 in the aforementioned embodiment of FIG. 3. Therefore, details are not described again here.
[0093] The virtual combat interface includes a virtual environment screen and a control layer on the virtual environment screen. The virtual environment picture contains n virtual objects in the game scene, where n is a positive integer. The control layer includes function triggering controls. The function triggering controls are configured to trigger normal attacks of the virtual objects.
[0094] Step 602: Determine m candidate virtual objects that satisfy the selection criteria from n virtual objects, where m is a positive integer and m≤n.
[0095] The client detects virtual objects that satisfy selection conditions among n virtual objects and determines the virtual objects that satisfy selection conditions as candidate virtual objects.
[0096] Selection conditions include: the virtual object is alive, the virtual object is not in the virtual combat interface, or the distance between the virtual object and the target virtual object is greater than a preset distance, and the target virtual object is the virtual object corresponding to the target user account.
[0097] In other words, if a virtual object is alive, enters a certain range near a target virtual object, and has the virtual object's line of sight in the virtual combat interface, the virtual object can be determined as a candidate virtual object.
[0098] Step 603: Display the identifiers of m candidate virtual objects.
[0099] After a candidate virtual object satisfying the selection criteria is determined, the identifier of the candidate virtual object is displayed in the virtual combat interface. The identifier of the candidate virtual object is used to uniquely identify the virtual object.
[0100] For example, the identifier of a candidate virtual object may be an avatar of the candidate virtual object. In some other examples, the identifier of a candidate virtual object may be other information. This is not limited to this embodiment of the application.
[0101] For example, FIG. 7 is an exemplary schematic diagram of another virtual combat interface. An avatar (71) of a candidate virtual object may be displayed in the virtual combat interface (50).
[0102] Step 604: Receive a selection signal for the identifier of the second virtual object among m candidate virtual objects.
[0103] After the identifiers of m candidate virtual objects are determined and displayed, the user can make a selection from the m candidate virtual objects. For example, the user can trigger a selection signal by clicking the avatar of a candidate virtual object (the second virtual object) among the m candidate virtual objects.
[0104] Step 605: Determine the second virtual object as the attack target.
[0105] In response to this, the client obtains a selection signal corresponding to the second virtual object and directly determines the second virtual object as the attack target.
[0106] Based on the foregoing, according to the technical solution provided in this embodiment of the present application, an identifier of a candidate virtual object is displayed, and after a selection signal corresponding to the identifier of a virtual object is obtained among the candidate virtual objects, that virtual object is directly determined as an attack target. Compared to the prior art, where the target virtual object is determined in real time according to the virtual scene at the current time and the target virtual object determined in different virtual scenes may differ, according to the technical solution provided in this embodiment, the user selects the identifier of a virtual object and directly selects an attack target in the virtual combat interface, thereby ensuring the accuracy of the attack selection.
[0107] In an optional embodiment provided based on the embodiment of FIG. 3, the aforementioned virtual object control method may further include the following steps.
[0108] After determining the first virtual object as the attack target, the client can further detect in real time whether the first virtual object satisfies the loss condition. The loss condition is a condition used to detect whether the attack target is in a loss state.
[0109] The loss conditions include at least one of the following: the first virtual object is in a dead state, the first virtual object is not in the virtual combat interface, or the distance between the first virtual object and the target virtual object is greater than a preset distance, and the target virtual object is a virtual object corresponding to the target user account.
[0110] In other words, if the first virtual object dies, the first virtual object has no line of sight in the virtual combat interface, or the distance between the first virtual object and the target virtual object is detected to be greater than a preset distance, the first virtual object is considered to satisfy the loss condition.
[0111] (1) In response to the first virtual object satisfying the loss condition, it is determined that the first virtual object is in a loss state.
[0112] After the first virtual object is detected to satisfy the loss condition, it is determined that the first virtual object is in a loss state.
[0113] (2) In response to the fact that there are no other virtual objects determined as attack targets within the target period in which the first virtual object is in a lost state, the first virtual object is maintained as an attack target.
[0114] The client can detect in real time whether the user determines another virtual object as a new attack target within the target duration during which the first virtual object is in a lost state. If no other virtual object is determined as an attack target within the target period, the first virtual object remains as the attack target.
[0115] Based on the foregoing, according to the technical solution provided in this embodiment, if a virtual object selected as an attack target is lost, and the user does not redefine the attack target within the target period, the determined virtual object is maintained as an attack target. Therefore, the secondary operational costs required for the user to redefine the determined attack target in a short period of time after losing the determined attack target can be reduced.
[0116] According to another optional embodiment provided based on the embodiment of FIG. 3, after determining the first virtual object among n virtual objects as the attack target based on the operation information of the first trigger operation in step 303, the next step may additionally be performed: the step of casting a skill to the attack target in response to receiving a trigger operation corresponding to the skill casting control.
[0117] In other words, after the attack target is determined, the user can touch the skill casting control to trigger and generate a trigger signal for the skill casting control. In response, if the client acquires the trigger signal corresponding to the skill casting control, it can cast a skill on the determined attack target.
[0118] Optionally, the step of casting a skill on an attack target in response to receiving a trigger operation corresponding to the skill casting control may include the following steps:
[0119] (1) In response to receiving a trigger operation corresponding to the skill casting control, acquire skill attribute information corresponding to the skill casting control.
[0120] In response to receiving a trigger operation corresponding to a skill casting control, the client may obtain skill attribute information corresponding to the skill casting control, and the skill attribute information is used to represent the basic attribute of the skill.
[0121] Skill attribute information may include skill casting rules. Skill casting rules are conditions that must be satisfied for successful skill casting. For example, skill casting rules may include a specific target type of the skill, the effective casting range of the skill, etc. This is not limited to this embodiment of the application.
[0122] (2) In response to the attack target satisfying the skill casting rule, cast a skill on the attack target.
[0123] Next, the client can detect whether the determined attack target satisfies the skill casting rules. If it is determined that the attack target satisfies the skill casting rules, the client can cast the skill directly on the attack target.
[0124] Additionally, among n virtual objects, a second virtual object that satisfies both the selection condition and the skill casting rule is determined as an attack target in response to an attack target that does not satisfy the skill casting rule.
[0125] For example, assuming that a specific target type of a skill corresponding to skill casting control is a virtual object, if the determined attack target is a virtual object, the attack target is determined to satisfy the skill casting rule, and the skill can be cast on the attack target. Conversely, if the determined attack target is determined to be a building, the attack target is determined not to satisfy the skill casting rule, and the skill cannot be cast on the attack target. In this case, the client can re-select an attack target that satisfies both the selection condition and the skill casting rule.
[0126] Based on the foregoing, according to the technical solution provided in this embodiment, when a user uses skill casting control, if there is a determined attack target, the skill is preferentially cast to the attack target, thereby providing directionality and stability to skill casting.
[0127] In another optional embodiment provided based on the embodiment of FIG. 3, after determining a first virtual object among n virtual objects as an attack target based on the operation information of the first trigger operation in step 303, the method comprises: receiving a deselection signal corresponding to the first virtual object; and canceling the determination of the first virtual object as an attack target based on the deselection signal.
[0128] In other words, after the first virtual object is determined as an attack target, the determination of the first virtual object as an attack target can be further cancelled. After receiving a deselection signal corresponding to the first virtual object, the client cancelled the determination of the first virtual object as an attack target.
[0129] Receiving a deselection signal corresponding to a first virtual object includes the following three methods:
[0130] (1) Receive a trigger operation corresponding to the identifier of the first virtual object.
[0131] After the first virtual object is determined to be an attack target, the user may touch the identifier of the first virtual object displayed on the virtual combat interface, for example, the avatar of the first virtual object. In response, the client may receive a trigger operation corresponding to the identifier of the first virtual object and cancel the determination of the first virtual object as an attack target.
[0132] (2) Receive a trigger operation corresponding to the target cancellation control.
[0133] The target cancellation control is configured to cancel the decision of a virtual object as an attack target. The target cancellation control may be an operation control that has only the function of canceling the decision of the attack target, or it may be an operation control that has other functions in addition to the function of canceling the decision of the attack target.
[0134] For example, as shown in FIG. 8, the target cancellation control may be a soldier key (81) or a tower key (82).
[0135] (3) Receive a second trigger operation corresponding to the function triggering control.
[0136] The second trigger operation is a sliding motion out of the function triggering control by a certain distance.
[0137] In other words, if the user's finger moves out of the triggering function by a specified distance, it is decided to cancel the decision of the first virtual object, which is the attack target.
[0138] Based on the foregoing, according to the technical solution provided in this embodiment of the present application, after a virtual object used as an attack target is determined, the determination of the virtual object as an attack target can also be cancelled, thereby improving the flexibility of setting attack targets and enhancing the user experience.
[0139] In another optional embodiment provided based on the embodiment of FIG. 3, after determining the first virtual object among n virtual objects as an attack target based on the operation information of the first trigger operation in step 303, the method may further include the step of labeling and displaying the first virtual object in a virtual combat interface.
[0140] Labeling and displaying the first virtual object in a virtual combat interface may include the following two methods:
[0141] (1) Highlight the identifier of the first virtual object in the virtual combat interface.
[0142] The identifier of the first virtual object may be the avatar of the first virtual object, the hit point icon of the first virtual object, the model of the first virtual object, etc.
[0143] Optionally, highlighting the identifier of the first virtual object in the virtual combat interface comprises, but is not limited to, at least one of the following steps: adding a color label to the hit point icon of the first virtual object; and adding an identifier of a special shape (e.g., a bracket) to the model of the first virtual object and adding a color halo to the feet of the model of the first virtual object. In some other embodiments, the identifier of the first virtual object may alternatively be highlighted in a different form. This is not limited to this embodiment of the application.
[0144] For example, as shown in FIG. 9, brackets (91) are displayed around the model of the attack target (90) in the virtual combat interface (50), and colored halos (92) are displayed on the foot portion of the model.
[0145] (2) In the virtual battle interface, an association identifier used to indicate the association relationship between the first virtual object and the first virtual object is displayed.
[0146] The association identifier is used to indicate the association relationship between the identifier of the first virtual object and the first virtual object, that is, the correspondence relationship between the identifier of the first virtual object and the first virtual object.
[0147] For example, the associative identifier may be a connecting line that links the identifier of the first virtual object with the first virtual object. In some other examples, the associative identifier may alternatively be another identifier used to link the first virtual object with the identifier of the first virtual object. This is not limited to this embodiment of the application.
[0148] For example, as illustrated in FIG. 10, a connection line (101) for connecting the avatar of the first virtual object and the first virtual object may be displayed in the virtual combat interface (50).
[0149] Based on the foregoing, according to the technical solution provided in this embodiment, after a virtual object is determined to be an attack target, the virtual object can be labeled and displayed in a virtual combat interface, thereby allowing the user to be more clear about the virtual object determined to be an attack target.
[0150] FIG. 11 is an exemplary flowchart of a virtual object control method according to one embodiment of the present application. In this embodiment, an example of applying the method to a client of a game application installed and executed on a terminal and a server in the implementation environment shown in FIG. 1 is primarily used for explanation. This method may include the following steps.
[0151] Step 1101: The target client sends a target setting request to the server based on the operation information of the first trigger operation.
[0152] The target setting request is used to request that the first virtual object among n virtual objects be determined as the attack target.
[0153] Optionally, the goal setting request further includes identifier information of the first virtual object.
[0154] Accordingly, the server receives a goal setting request.
[0155] Step 1102: The server sends a goal setting request to another client.
[0156] The other client is a client corresponding to the virtual object participating in the game battle.
[0157] Step 1103: The target client determines the first virtual object as the attack target.
[0158] In other words, the target client determines the first virtual object as the target of the general attack.
[0159] Step 1104: The target client labels and displays the first virtual object in the virtual combat interface.
[0160] In some embodiments, the identifier of the first virtual object is highlighted, or the associated identifier of the first virtual object is highlighted.
[0161] Step 1105: The target client obtains a deselection signal corresponding to the first virtual object.
[0162] In some embodiments, when the terminal receives a deselection signal of the first virtual object, the client obtains the deselection signal.
[0163] Step 1106: The target client sends a target cancellation request to the server in response to obtaining a deselection signal corresponding to the first virtual object.
[0164] A target cancellation request is used to request the cancellation of the first virtual object setting for the attack target.
[0165] Step 1107: The server sends a goal cancellation request to another client.
[0166] Step 1108: The target client cancels its determination of the first virtual object as an attack target.
[0167] FIG. 12 is an exemplary flowchart of a virtual object control method according to another embodiment of the present application. In this embodiment, the method is primarily described in an example applied to a client of a game application installed and executed on a terminal and a server in the implementation environment shown in FIG. 1. This method may include the following steps.
[0168] Step 1201: The target client obtains a trigger signal corresponding to the skill casting control.
[0169] Step 1202: The target client obtains skill attribute information corresponding to the skill casting control.
[0170] Skill attribute information may include skill casting rules.
[0171] Step 1203: The target client detects whether the attack target satisfies the skill casting rule.
[0172] If the attack target satisfies the skill casting rule, step 1204 is performed; if the attack target does not satisfy the skill casting rule, step 1205 is performed.
[0173] Step 1204: The target client sends the attack target's identifier information and a skill casting request to the server.
[0174] Step 1205: The target client determines a second virtual object among n virtual objects that satisfies both the selection condition and the skill casting rule as the attack target.
[0175] Step 1206: The server sends the attack target's identifier information and a skill casting request to other clients.
[0176] Step 1207: Display the skill casting for the attack target in the target client's virtual combat interface.
[0177] The following describes an apparatus embodiment of the present application that can be used to carry out the method embodiment of the present application. For details not disclosed in the apparatus embodiment of the present application, reference may be made to the method embodiment of the present application.
[0178] FIG. 13 is a block diagram of an attack target determination device according to one embodiment of the present application. The device has a function that implements the example of a virtual object control method described above, and the function may be implemented in hardware or in hardware that executes the software. The device may be the terminal described above or may be placed in a terminal. The device (1300) may include an interface display module (1301), an operation receiving module (1302), and a target determination module (1303).
[0179] The interface display module (1301) is configured to display a virtual combat interface, the virtual combat interface includes n virtual objects and a function triggering control, the function triggering control is configured to trigger an attack function for one of the virtual objects, and n is a positive integer.
[0180] The operation receiving module (1302) is configured to receive a first trigger operation for the function triggering control.
[0181] The target determination module (1303) is configured to determine the first virtual object among n virtual objects as an attack target based on the operation information of the first trigger operation in response to the first trigger operation satisfying the activation condition, the operation information is information obtained based on the activated target aiming function, and the target aiming function is used to select an attack target for the attack function.
[0182] Based on the foregoing, according to the technical solution provided in the present embodiment of the application, a virtual object used as an attack target is determined from among a plurality of virtual objects by activating the target aiming function of the functional triggering control and according to the attribute information of the operation signal. Compared to the prior art, where the target virtual object is determined in real-time each time according to the virtual scene at the current time and the target virtual object determined in different virtual scenes may differ from one another, according to the technical solution provided in the embodiment of the application, the attack target is directly determined using the target aiming function of the functional triggering control and the attribute information of the operation signal, so that the determined attack target can be maintained in an unchanged state for other virtual scenes, thereby providing directionality and stability to the attack target for other virtual scenes.
[0183] In some possible designs, the target determination module (1303) displays a target selection area in a virtual combat interface based on direction information of a first trigger operation, wherein the direction information is the direction of the real-time touch point of the first trigger operation relative to the center point of the function triggering control; and is configured to determine a first virtual object within the target selection area as an attack target in response to the termination of the first trigger operation.
[0184] In some possible designs, the target selection area is an arc-shaped area with the location of the target virtual object as a vertex, and the centerline direction of the target selection area corresponds to direction information; or the relative direction between the center point of the target selection area and the location of the target virtual object corresponds to direction information, and the distance between the center point of the target selection area and the location of the target virtual object corresponds to the distance between the real-time touch point and the center point of the function triggering control.
[0185] In some possible designs, the functional triggering control includes an activation area and a targeting area; and the target determination module (1303) is configured to determine a first virtual object as an attack target based on the operation information of the first trigger operation in response to the operation position of the first trigger operation moving from the activation area to the targeting area.
[0186] In some possible designs, as illustrated in FIG. 14, the device (1300) further includes a candidate determination module (1304) and an identifier display module (1305).
[0187] The candidate determination module (1304) is configured to determine m candidate virtual objects that satisfy selection conditions among n virtual objects, where m is a positive integer and m ≤ n.
[0188] The identifier display module (1305) is configured to display the identifiers of m candidate virtual objects.
[0189] The operation receiving module (1302) is further configured to receive a selection signal for the identifier of the second virtual object among m candidate virtual objects.
[0190] The target determination module (1303) is further configured to determine the second virtual object as an attack target.
[0191] In some possible designs, as shown in FIG. 14, the device (1300) further includes a condition detection module (1306) and a state determination module (1307).
[0192] A condition detection module (1306) is configured to detect whether the first virtual object satisfies a loss condition, and the loss condition includes at least one of the following: the first virtual object is in a dead state, the first virtual object is not in a virtual combat interface, or the distance between the first virtual object and the target virtual object is greater than a preset distance.
[0193] The state determination module (1307) is configured to determine that the first virtual object is in a loss state in response to the first virtual object satisfying the loss condition.
[0194] The target determination module (1303) is further configured to maintain the first virtual object as an attack target in response to the absence of other virtual objects determined as attack targets within the target period in which the first virtual object is in a lost state.
[0195] In some possible designs, as shown in FIG. 14, the device (1300) further includes a skill casting module (1308).
[0196] The skill casting module (1308) is configured to cast a skill on an attack target in response to receiving a trigger operation corresponding to the skill casting control.
[0197] In some possible designs, the skill casting module (1308) is configured to: acquire skill attribute information corresponding to the skill casting control in response to receiving a trigger operation corresponding to the skill casting control, wherein the skill attribute information includes a skill casting rule; and to cast a skill on an attack target in response to an attack target that satisfies the skill casting rule.
[0198] In some possible designs, the target determination module (1303) is further configured to determine a second virtual object among n virtual objects that satisfies both the selection condition and the skill casting rule as the attack target in response to the attack target not satisfying the skill casting rule.
[0199] In some possible designs, as shown in FIG. 14, the device (1300) further includes a select deselection module (1309) and a target cancellation module (1310).
[0200] The deselection module (1309) is configured to receive a deselection signal corresponding to the first virtual object.
[0201] The target cancellation module (1310) is configured to cancel determining the first virtual object as an attack target based on a selection cancellation signal.
[0202] In some possible designs, the deselection module (1309) may receive: a trigger operation corresponding to the identifier of the first virtual object; or a trigger operation corresponding to the target cancellation control; or a second trigger operation corresponding to the function triggering control.
[0203] In some possible designs, as shown in FIG. 14, the device (1300) further includes a label display module (1311).
[0204] The label display module (1311) is configured to highlight the identifier of the first virtual object in the virtual combat interface; or the label display module (1311) is configured to display an association identifier used to display the association relationship between the identifier of the first virtual object and the first virtual object in the virtual combat interface.
[0205] When the device provided in the aforementioned embodiment implements the function of the device, the division of the aforementioned function module is merely an example for illustrative purposes. In actual applications, functions may be assigned to and completed in different function modules according to requirements; that is, the internal structure of the device may be divided into different function modules to implement all or part of the function described above. Furthermore, the device and method embodiments provided in the aforementioned embodiment belong to the same concept. For specific implementation processes, the method embodiments may be referenced, and further details are not described herein.
[0206] FIG. 15 is a structural block diagram of a terminal according to one embodiment of the present application. Generally, the terminal (1500) includes a processor (1501) and a memory (1502).
[0207] The processor (1501) may include one or more processing cores, for example, a 4-core processor or an 8-core processor. The processor (1501) may be implemented in at least one hardware form among a Digital Signal Processor (DSP), a Field Programmable Gate Array (FPGA), and a Programmable Logic Array (PLA). Alternatively, the processor (1501) may include a main processor and a coprocessor. The main processor is a processor that processes data in an awake state, also known as a Central Processing Unit (CPU), and the coprocessor is a low-power processor that processes data in a standby state. In some embodiments, the processor (1501) may be integrated with a Graphics Processing Unit (GPU). The GPU is configured to render and draw content that needs to be displayed on a display. In some embodiments, the processor (1501) may further include an Artificial Intelligence (AI) processor. The AI processor is configured to handle computing tasks related to machine learning.
[0208] The memory (1502) may include one or more computer-readable storage media. The computer-readable storage media may be non-transient. The memory (1502) may further include high-speed RAM (random access memory) and one or more non-volatile memories, such as magnetic disk storage devices and flash storage devices. In some embodiments, the non-transient computer-readable storage media within the memory (1502) is configured to store at least one instruction, at least one program, a code set, or a set of instructions, and the at least one instruction, at least one program, a code set, or a set of instructions is configured to be executed by the processor (1501) to implement the virtual object control method provided in the method embodiments of the present application.
[0209] In some embodiments, the terminal (1500) may alternatively include a peripheral interface (1503) and at least one peripheral. The processor (1501), memory (1502), and peripheral interface (1503) may be connected via a bus or signal cable. Each peripheral may be connected to the peripheral interface (1503) via a bus, signal cable, or circuit board. Specifically, the peripheral may include at least one of a communication interface (1504), a display screen (1505), an audio circuit (1506), a camera component (1507), a positioning component (1508), and a power supply (1509).
[0210] Those skilled in the art will understand that the structure illustrated in FIG. 15 is not limited to the terminal (1500), and that the terminal may include more or fewer components than illustrated in the drawing, some components may be combined, or other component arrangements may be used.
[0211] FIG. 16 is a schematic structural diagram of a server according to an embodiment of the present application. Specifically:
[0212] The server (1600) includes a system memory (1604) comprising a CPU (1601), RAM (1602), and read-only memory (ROM) (1603), and a system bus (1605) connecting the system memory (1604) and the CPU (1601). The server (1600) further includes a basic input / output system (I / O system) (1606) that supports information transfer between devices of the computer, and a mass storage device (1607) configured to store an operating system (1613), an application (1614), and other program modules (1615).
[0213] The basic I / O system (1606) includes a display (1608) configured to display information and an input device (1609), such as a mouse or keyboard, configured for inputting information by a user. Both the display (1608) and the input device (1609) are connected to the CPU (1601) by an input / output controller (1610) connected to the system bus (1605). The basic I / O system (1606) may further include an input / output controller (1610) to receive and process input from multiple other devices, such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller (1610) may further provide output to a display screen, printer, or other type of output device.
[0214] The mass storage device (1607) is connected to the CPU (1601) via a mass storage controller (not shown) connected to the system bus (1605). The mass storage device (1607) and the associated computer-readable media provide non-volatile storage to the server. That is, the mass storage device (1607) may include a computer-readable media (not shown), such as a hard disk or CD-ROM.
[0215] Generally, computer-readable media may include computer storage media and communication media. Computer storage media include volatile and non-volatile media, and removable and non-removable media implemented using any method or technology used to store information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media include RAM, ROM, EPROM (Erasable Programmable ROM), flash memory or other solid-state storage technologies, CD-ROM, DVD or other optical storage devices, magnetic cassettes, magnetic tapes, or magnetic disk storage devices or other magnetic storage devices. Certainly, those skilled in the art will understand that computer storage media are not limited to the types mentioned above. System memory (1604) and mass storage devices (1607) may be collectively referred to as memory.
[0216] According to various embodiments of the present application, the server (1600) may also be connected to and executed on a remote computer on a network using a network such as the Internet. That is, the server (1600) may be connected to a network (1612) using a network interface unit (1611) connected to a system bus (1605), or may be connected to another type of network or remote computer system (not shown) using a network interface unit (1611).
[0217] Memory further comprises at least one instruction, at least one program, a code set, or an instruction set. At least one instruction, at least one program, a code set, or an instruction set is stored in memory and configured to be executed by one or more processors to implement the aforementioned virtual object control method.
[0218] In an exemplary embodiment, a computer device is further provided. The computer device may be a terminal or a server. The computer device includes a processor and memory, the memory stores at least one instruction, at least one program, a code set, or an instruction set, and at least one instruction, at least one program, a code set, or an instruction set is loaded and executed by the processor to implement the aforementioned virtual object control method.
[0219] In an exemplary embodiment, a computer-readable storage medium is provided, storing at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, at least one program, a code set, or an instruction set implements the virtual object control method described above when executed by a processor.
[0220] In an exemplary embodiment, a computer program product is further provided, and the computer program product is used to implement the aforementioned virtual object control method when executed by a processor.
[0221] The term "plural" as used herein should be understood to mean two or more. "And / or" describes an association between associated objects and indicates that three relationships may exist. For example, A and / or B may represent three cases: only A exists, both A and B exist, and only B exists. The character " / " generally indicates an "or" relationship between connected objects.
[0222] The foregoing description is merely an exemplary embodiment of the present application and is not intended to limit the application. Any modification, equivalent replacement, or improvement made within the spirit and principles of the present application falls within the scope of protection of the present application.
Claims
Claim 1 A virtual object control method performed by a terminal, comprising: a step of displaying a virtual combat interface - said virtual combat interface includes n virtual objects and a function triggering control, said function triggering control is configured to trigger an attack function for one of the virtual objects, where n is a positive integer -; a step of determining m candidate virtual objects among said n virtual objects that satisfy selection conditions before a trigger operation for a skill casting control is performed - m is a positive integer and m ≤ n -; a step of displaying identifiers of said m candidate virtual objects - said identifiers of said candidate virtual objects are used to uniquely identify said virtual objects -; a step of receiving a selection signal for an identifier of a target virtual object among said m candidate virtual objects; and a step of determining said target virtual object as an attack target. Claim 2 A virtual object control method according to claim 1, further comprising the step of determining the target virtual object as an attack target, and then casting a skill to the attack target in response to receiving a trigger operation corresponding to a skill casting control. Claim 3 A virtual object control method according to claim 2, wherein the step of casting a skill on an attack target in response to receiving a trigger operation corresponding to the skill casting control comprises: a step of acquiring skill attribute information corresponding to the skill casting control in response to receiving a trigger operation corresponding to the skill casting control - said skill attribute information includes a skill casting rule -; and a step of casting a skill on an attack target in response to the fact that the attack target satisfies the skill casting rule. Claim 4 A virtual object control method according to claim 3, further comprising the step of determining a target virtual object among the n virtual objects that satisfies both the selection condition and the skill casting rule as the attack target in response to the attack target not satisfying the skill casting rule. Claim 5 A virtual object control method according to claim 1, further comprising: a step of determining the target virtual object as an attack target, and receiving a deselection signal corresponding to the attack target; and a step of canceling the determination of the attack target based on the deselection signal. Claim 6 A virtual object control method according to claim 5, wherein the step of receiving a selection deselection signal corresponding to the attack target comprises: receiving a trigger operation corresponding to an identifier of the attack target; or receiving a trigger operation corresponding to a target cancellation control; or receiving an operation that slides out by a certain distance from the function triggering control. Claim 7 A virtual object control method according to claim 1, further comprising the step of, after determining the target virtual object as an attack target, highlighting the identifier of the attack target in the virtual combat interface. Claim 8 A virtual object control method according to claim 1, further comprising the step of, after determining the target virtual object as an attack target, displaying in the virtual combat interface an association identifier used to indicate an association relationship between the identifier of the attack target and the attack target—the association identifier is used to indicate a correspondence relationship between the identifier of the attack target and the attack target. Claim 9 A virtual object control method according to claim 7, wherein the step of highlighting the identifier of the attack target comprises at least one of the steps of: adding a color label to the hit point icon of the attack target; adding a bracket identifier to the model of the attack target; or adding a color halo to the foot of the model of the attack target. Claim 10 In claim 8, the virtual object control method, wherein the association identifier is a connecting line connecting the identifier of the attack target and the attack target. Claim 11 A virtual object control method according to claim 8, wherein satisfying the above selection condition means that the virtual object is alive and enters a certain range of the main controlled virtual object controlled by the terminal, and the virtual object's field of view is in the virtual combat interface. Claim 12 An attack target determination device comprising: an interface display module configured to display a virtual combat interface, wherein the virtual combat interface includes n virtual objects and a function triggering control, and the function triggering control is configured to trigger an attack function for one of the virtual objects, and n is a positive integer; a candidate determination module configured to determine m candidate virtual objects satisfying selection conditions among the n virtual objects before a trigger operation for a skill casting control is performed, wherein m is a positive integer and m ≤ n; an identifier display module configured to display the identifiers of the m candidate virtual objects, wherein the identifiers of the candidate virtual objects are used to uniquely identify the virtual objects; an operation receiving module configured to receive a selection signal for the identifier of a target virtual object among the m candidate virtual objects; and a target determination module configured to determine the target virtual object as an attack target. Claim 13 A computer device comprising a processor and memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement a method according to any one of claims 1 to 11.
Citation Information
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