Skill casting method and apparatus for virtual character, and device and storage medium
By setting up a dedicated area in the touch layer and using the end position of the drag operation to determine the accuracy of the release caused by the small size of the virtual character, the precise release of virtual skills is achieved, improving the efficiency and ease of use of human-computer interaction.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2025-09-15
- Publication Date
- 2026-04-23
AI Technical Summary
Because the virtual characters are too small, the precision of releasing virtual skills in a three-dimensional virtual environment is not high, making it impossible to accurately release virtual skills to the virtual characters controlled by the user.
A dedicated first area is set up in the touch layer. Virtual skills can be accurately released by dragging the device to this area. Since the touch layer is different from the horizontal plane of the three-dimensional virtual environment, the interactive object can be accurately released without complicated operations.
It improves the accuracy and efficiency of virtual skill release, reduces the cost of learning interactive operations, and enhances the ease of use of human-computer interaction.
Smart Images

Figure CN2025121240_23042026_PF_FP_ABST
Abstract
Description
Virtual character skill release methods, devices, equipment, and storage media
[0001] This application claims priority to Chinese Patent Application No. 202411457966.8, filed on October 17, 2024, entitled “Method, Apparatus, Device and Storage Medium for Releasing Skills of Virtual Characters”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] This application relates to the field of computer technology, and in particular to a method, apparatus, device, and storage medium for releasing skills of a virtual character. Background Technology
[0003] With the continuous development of computer technology, the types of applications that support virtual environments are increasing. Terminal devices can display virtual characters and skill controls within these applications.
[0004] When a virtual skill affects a virtual character controlled by the user, the skill release process usually involves the user triggering the skill control, dragging the aiming area displayed in the 3D virtual environment a certain distance away from the virtual character's current location (so that the terminal device can recognize the dragging operation), and then dragging the aiming area back to the virtual character's current location, thus releasing the virtual skill to the user's controlled virtual character.
[0005] Because dragging back to the virtual character's current location requires aiming at that location to unleash virtual skills on the user-controlled character, the small size of the virtual character limits the precision of the dragging operation, making it impossible to accurately unleash virtual skills on the user-controlled character. Summary of the Invention
[0006] This application provides a method, apparatus, device, and storage medium for releasing skills of a virtual character, which can be used to improve the efficiency of human-computer interaction. The technical solution is as follows:
[0007] On one hand, embodiments of this application provide a method for releasing skills of a virtual character, the method being executed by a computer device, the method comprising:
[0008] Displays a first virtual character located in a three-dimensional virtual environment and an aiming skill control located in the touch layer. The aiming skill control is used to release the virtual skills of the first virtual character to the aiming area after being triggered.
[0009] In response to the fact that the end position of the drag operation on the aiming skill control is located in the first area of the touch layer, the virtual skill is released to the first virtual character;
[0010] The virtual skill's effect on the first virtual character is displayed in the three-dimensional virtual environment;
[0011] The plane in which the touch layer is located is different from the horizontal plane in the three-dimensional virtual environment.
[0012] On the other hand, a skill release device for a virtual character is provided, the device comprising:
[0013] The display module is used to display a first virtual character located in a three-dimensional virtual environment and an aiming skill control located in the touch layer. The aiming skill control is used to release the virtual skills of the first virtual character to the aiming area after being triggered.
[0014] The release module is used to release the virtual skill to the first virtual character in response to the fact that the end position of the drag operation on the aiming skill control is located in the first area of the touch layer;
[0015] The display module is also used to display the effect of the virtual skill on the first virtual character in the three-dimensional virtual environment;
[0016] The plane in which the touch layer is located is different from the horizontal plane in the three-dimensional virtual environment.
[0017] On the other hand, embodiments of this application provide a computer device, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to enable the computer device to implement any of the above-described methods for releasing the skills of a virtual character.
[0018] On the other hand, embodiments of this application provide a non-volatile computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to enable a computer to implement any of the above-described methods for releasing the skills of a virtual character.
[0019] On the other hand, embodiments of this application provide a computer program product or computer program, which includes computer instructions loaded and executed by a processor to enable the computer to implement any of the above-described methods for releasing the skills of a virtual character.
[0020] This application improves the accuracy and efficiency of releasing virtual skills to the first virtual character by setting a dedicated first area in the touch layer. Interactive objects only need to control the end position of the drag operation to fall within this first area to accurately release virtual skills to the first virtual character. Furthermore, since the end of the drag operation is achieved by stopping the touch, this application allows for precise release of virtual skills to the first virtual character by performing a drag operation in the touch layer and simultaneously stopping the touch in the first area of the touch layer. Interactive objects can release virtual skills to the first virtual character without complex interactive operations, reducing the cost of learning interactive operations, improving usability, and thus increasing the efficiency of human-computer interaction. Attached Figure Description
[0021] Figure 1 is a schematic diagram of a touch layer provided in an embodiment of this application;
[0022] Figure 2 is a schematic diagram of an interactive interface provided in an embodiment of this application;
[0023] Figure 3 is a schematic diagram of the display after a click-aiming skill control is provided in an embodiment of this application;
[0024] Figure 4 is a schematic diagram of the structure of a computer system provided in an embodiment of this application;
[0025] Figure 5 is a flowchart of a method for releasing the skills of a virtual character according to an embodiment of this application;
[0026] Figure 6 is a schematic diagram showing the display after an aiming skill control is triggered according to an embodiment of this application;
[0027] Figure 7 is a schematic diagram of a first region provided in an embodiment of this application;
[0028] Figure 8 is a schematic diagram of a second region provided in an embodiment of this application;
[0029] Figure 9 is a schematic diagram showing a first region and a second region according to an embodiment of this application;
[0030] Figure 10 is a schematic diagram showing a first region and a second region according to an embodiment of this application;
[0031] Figure 11 is a schematic diagram showing the reference distance between a roulette wheel area and a first area according to an embodiment of this application;
[0032] Figure 12 is a schematic diagram of a first region provided in an embodiment of this application;
[0033] Figure 13 is a schematic diagram showing a first region and a second region according to an embodiment of this application;
[0034] Figure 14 is a schematic diagram of a fourth region provided in an embodiment of this application;
[0035] Figure 15 is an overall flowchart of a virtual character skill release method provided in an embodiment of this application;
[0036] Figure 16 is a schematic diagram of the structure of a skill release device for a virtual character provided in an embodiment of this application;
[0037] Figure 17 is a schematic diagram of the structure of a server provided in an embodiment of this application;
[0038] Figure 18 is a schematic diagram of the structure of a terminal device provided in an embodiment of this application. Detailed Implementation
[0039] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0040] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0041] First, a brief introduction to the terms used in the embodiments of this application:
[0042] A 3D virtual environment is a simulated three-dimensional space created using computer technology. Within this environment, interactive objects can interact with virtual characters using various input devices such as keyboards, mice, touchscreens, gamepads, motion capture systems, or virtual reality headsets. Virtual environments typically offer a high degree of immersion, simulating visual, auditory, and even tactile experiences found in the real world. 3D virtual environments allow interactive objects to explore complex worlds, perform tasks, and solve puzzles. By utilizing 3D technology to create realistic scenes, characters, and storylines, the attractiveness of the interaction and the engagement of the interactive objects are greatly enhanced. In some embodiments, a 3D virtual environment may also be referred to as a 3D virtual scene, a 3D virtual world, etc.; and the interactive objects may also be referred to as users, players, etc.
[0043] Virtual character: refers to a movable character in a three-dimensional virtual environment. This movable character can be at least one of virtual human, virtual animal, or anime character. A virtual character can be a three-dimensional model within the three-dimensional virtual environment, with each virtual character possessing its own shape and volume, occupying a portion of the space within the three-dimensional virtual world. Optionally, a virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and this virtual character achieves different external appearances by wearing different skins.
[0044] The touch layer is a layer on a touchscreen device that can be understood as a capture device for touch events triggered by interactive objects within the interface. Located on top of the interface and not on the same horizontal plane as the 3D virtual environment, the touch layer handles touch input from interactive objects. On a touchscreen device, the touch layer is the first point of contact between the interactive object and the 3D virtual environment. The touch layer typically contains touchable elements such as buttons, sliders, virtual joysticks, and controls. When a touch event occurs (such as a finger touching or dragging), the touch layer detects the event, converts the data into a recognizable operation signal, and then triggers the corresponding interactive control logic, such as the movement of a virtual character or the release of virtual skills.
[0045] Dual-joystick mode is a game control method specially designed for terminal devices. It simulates the two analog sticks on a traditional game controller, used to control the movement of the virtual character and the view / aiming. This is achieved through two fixed virtual joysticks on the touch layer. The left joystick controls the virtual character's forward, backward, left, and right turns, while the right joystick controls the virtual character's view. It should be noted that the joystick mentioned in this application refers specifically to the right joystick.
[0046] Aiming skill controls are interactive elements displayed on the touch layer that indicate the direction and release area of aiming skills. They are trigger controls for virtual skills that require precise aiming at the aiming area during interaction.
[0047] The aiming skill control includes a joystick. When a trigger operation of the aiming skill control is performed, the joystick and a draggable wheel area of the joystick are displayed on the touch layer. Exemplarily, the wheel area is centered on the center point of the aiming skill control. The size of the wheel area can be set based on experience or flexibly adjusted according to application scenarios or needs; this embodiment does not limit this. Exemplarily, the initial display position of the joystick is centered on the center point of the aiming skill control. The size of the joystick can be set based on experience or flexibly adjusted according to application scenarios or needs; this embodiment does not limit this. It should be noted that the drag operation can be understood as, in response to a drag operation of the joystick, displaying the movement of the joystick within the wheel area according to the drag direction and distance.
[0048] Referring to Figure 1, a schematic diagram of a touch layer is shown, which displays an aiming skill control 11 and a left joystick 12. In response to the triggering operation of the aiming skill control 11, a right joystick 13 is displayed, and the draggable range of the right joystick 13 is the range where the wheel area 14 is located.
[0049] The implementation methods of aiming-type skill controls include, but are not limited to, buttons, icons, gesture recognition prompts, keyboard combinations, or specific buttons on a game controller. When an aiming-type skill control is displayed as an icon, the display position of the skill icon includes, but is not limited to, being located at the bottom of the touch layer or in the skill bar on the side of the touch layer. After the aiming-type skill control is triggered, an aiming area is displayed in the three-dimensional virtual environment. The aiming area can be displayed in at least one of the following forms: circle, line segment, three-star, hexagon, and fan shape.
[0050] This application uses a circular aiming area as an example for explanation. The aiming area described below is assumed to be circular. Referring to Figure 2, a schematic diagram of an interactive interface is shown. The camera captures the image of the three-dimensional virtual environment and displays the image in part A of Figure 2 (the plane containing the three-dimensional virtual environment). The three-dimensional virtual environment includes a virtual character 21 and an aiming area 22. Part B of Figure 2 (the plane containing the touch layer) displays the image shown on the touch layer plane described in Figure 1. When the interactive object drags the right joystick 23 within the wheel area 24, the aiming area 22 in the three-dimensional virtual environment moves accordingly. When the aiming area 22 is positioned at the feet of the virtual character in the three-dimensional virtual environment, it is determined that the virtual character is being aimed at. The three-dimensional virtual environment image in part A of Figure 2, combined with the touch layer image displayed in part B of Figure 2, results in the interactive interface image described in part C of Figure 2.
[0051] The triggering method of the aiming skill control in this application is described below.
[0052] Method 1: Click.
[0053] The clicking operation can be understood as pressing the aiming skill control vertically on the display screen, without sliding or dragging on the screen, and then lifting it vertically. It should be noted that clicking the aiming skill control applies to virtual skills, including but not limited to virtual skills that do not require selecting a target, location, or direction of release, as well as virtual skills where the system automatically selects the target, location, or direction based on user-defined logic. Examples include virtual skills that increase the attack speed or health of the first virtual character controlled by the interactive object.
[0054] After clicking the aiming skill control, the virtual skill can be released in ways including, but not limited to, targeting the virtual character with the lowest attribute value (i.e., health) within the skill's casting range. For example, the casting range is the area within which the virtual skill will produce an effect after release. For example, the effects produced by the virtual skill can include both beneficial and detrimental effects (also known as attack effects). Beneficial effects may include, but are not limited to, increasing attribute values, increasing movement speed, and defending against attacks; detrimental effects may include, but are not limited to, initiating an attack, reducing movement speed, and reducing attribute values.
[0055] For example, the attribute values of a virtual character can be displayed through attribute bars or numerical values.
[0056] For example, referring to Figure 3, a display diagram after clicking an aiming skill control is shown. Figure 3 includes a first virtual character 301 controlled by an interactive object, other virtual characters 302 controlled by other interactive objects, and other virtual characters 303 controlled by other interactive objects. The attribute value corresponding to the first virtual character 301 is the attribute value displayed in the attribute bar 304, the attribute value corresponding to the other virtual character 302 is the attribute value displayed in the attribute bar 305, and the attribute value corresponding to the other virtual character 303 is the attribute value displayed in the attribute bar 306. An aiming skill control 307 is displayed in the lower right corner. In response to the click operation of the aiming skill control 307, the virtual skill is automatically released to the virtual character 302 with the lowest current attribute value.
[0057] For example, after clicking the aiming skill control, the release method of the virtual skill may also include: releasing the virtual skill to the virtual character with the highest attribute value within the casting range of the virtual skill, releasing the virtual skill to a virtual character within the casting range of the virtual skill that is in the same faction as the first virtual character controlled by the interactive object, releasing the virtual skill to a virtual character within the casting range of the virtual skill that is in a different faction from the first virtual character controlled by the interactive object, etc.
[0058] Method 2: Drag and drop.
[0059] The drag-and-drop operation can be understood as the behavior of an interactive object controlling a hand to slide or drag a certain distance parallel to the display interface before lifting the hand. Virtual skills released through drag-and-drop operations include, but are not limited to, virtual skills that require selecting the release direction, such as selecting to release a virtual skill towards the upper left corner of the display screen after triggering the drag-and-drop operation and before releasing the virtual skill; or virtual skills that require selecting the release location, such as selecting the location of virtual character A after triggering the drag-and-drop operation and before releasing the virtual skill, i.e., releasing a virtual skill towards an enemy during the interaction; or selecting the location of the first virtual character controlled by the interactive object and releasing a virtual skill, i.e., releasing a virtual skill towards oneself during the interaction.
[0060] In related technologies, interactive objects need to control the aiming area in a three-dimensional virtual environment through aiming-type skill controls on the touch layer. Due to the small size of the virtual character, the operation accuracy is not high when aiming the virtual character. In addition, the aiming area needs to be dragged a certain distance away from the current position of the virtual character and then dragged back to the current position of the virtual character. For interactive objects, the operation process is cumbersome.
[0061] To further illustrate the technical solutions provided in the embodiments of this application, a detailed description is provided below in conjunction with the accompanying drawings and specific implementation methods. Although the embodiments of this application provide method operation steps as shown in the following embodiments or drawings, more or fewer operation steps may be included in the method based on conventional or non-inventive effort. For steps that do not logically have a necessary causal relationship, the execution order of these steps is not limited to the execution order provided in the embodiments of this application. In actual processing or when the control device executes the method, it may be executed sequentially or in parallel according to the method shown in the embodiments or drawings.
[0062] Other features and advantages of this application will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the application. The objectives and other advantages of this application may be realized and obtained by means of the structures particularly pointed out in the written description, claims, and drawings.
[0063] Figure 4 shows a schematic diagram of a computer system provided in an embodiment of this application. The computer system includes a terminal device 401 and a server 402. The terminal device 401 is a terminal device used by the interactive object. A game client capable of providing a real-time combat interface is installed and running on the terminal device 401. The skill release method for a virtual character provided in this embodiment can be executed by the terminal device 401, or it can be executed jointly by the terminal device 401 and the server 402; this embodiment does not limit the execution of this method.
[0064] Terminal device 401 has an application that supports virtual environment installed and running. Interactive objects can use terminal device 401 to control the first virtual character to perform activities in the virtual environment provided by the application, so as to realize the interaction process between the interactive object and terminal device 401 based on the first virtual character. These activities include, but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking other virtual characters, throwing, changing position, etc.
[0065] This application does not limit the applications that support virtual environments. Exemplarily, applications supporting virtual environments include, but are not limited to: VR (Virtual Reality) applications, AR (Augmented Reality) applications, 3D mapping applications, game applications, social applications, and interactive entertainment applications. Exemplarily, game applications include, but are not limited to, multiplayer online battle arena (MOBA) games, open-world games, or massively multiplayer online games (MMOGs). In some embodiments, the application may also be referred to as a client.
[0066] In some embodiments, applications supporting virtual environments can support at least one operating system, and applications running on different operating systems can communicate with each other. In some embodiments, applications supporting virtual environments are applications developed based on a 3D engine. In some embodiments, applications supporting virtual environments are standalone applications or network-connected applications.
[0067] Server 402 provides background services for applications supporting virtual environments installed on terminal device 401. In one possible implementation, server 402 undertakes the main computing work, and terminal device 401 undertakes the secondary computing work; or, server 402 undertakes the secondary computing work, and terminal device 401 undertakes the main computing work; or, server 402 and terminal device 401 collaborate on computing using a distributed computing architecture.
[0068] In one possible implementation, terminal device 401 is any electronic product capable of human-computer interaction with an interactive object through one or more means such as a keyboard, touchpad, touch screen, remote control, gamepad, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, handheld portable gaming devices, PPCs (Pocket PCs), tablets, laptops, desktop computers, smart car systems, smart TVs, smart speakers, smartwatches, and in-vehicle terminals, but it is not limited to these.
[0069] Server 402 can be a standalone physical server, a server cluster or distributed system composed 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 communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. This application embodiment does not limit this. Server 402 communicates directly or indirectly with terminal device 401 via wired or wireless communication methods, which is not limited here. Server 402 has data receiving, data processing, and data sending functions. Of course, server 402 may also have other functions, which are not limited in this application embodiment.
[0070] Terminal device 401 can refer to one of a plurality of terminal devices. This embodiment uses terminal device 401 as an example. Those skilled in the art will know that the number of terminal devices 401 can be more or less. For example, there may be only one terminal device 401, or there may be dozens or hundreds of terminal devices 401, or more. This application embodiment does not limit the number or type of terminal devices 401.
[0071] The virtual character skill release method provided in this application embodiment can be executed by terminal device 401, server 402, or interactively by terminal device 401 and server 402. This application embodiment does not limit this. In some embodiments, terminal device 401 uses the virtual character skill release method provided in this application embodiment to send uplink data to server 402. The uplink data includes at least one of a request to release a virtual skill to a first virtual character or a result of releasing a virtual skill to a first virtual character. Server 402 verifies the legality of the uplink data sent by terminal device 401 and simultaneously sends downlink data to terminal device 401. The downlink data includes data from terminal device 401 and other terminal devices that have passed the legality verification.
[0072] For example, as shown in FIG4, the terminal device 401 can execute the virtual character skill release method provided in this application embodiment based on the following process: Referring to part (1) of FIG4, the terminal device 401 displays a first virtual character 403 located in a three-dimensional virtual environment and an aiming skill control 404 located in the touch layer. The aiming skill control 404 is used to release the virtual skill of the first virtual character to the aiming area after being triggered; Referring to part A of FIG4, the touch layer of the display interface of the terminal device 401 displays a first area 405, wherein the first area 405 and the second area 406 do not intersect, and the second area 406 is the area in the touch layer used to cancel skill release; the first area 405 and the third area 407 do not intersect, and the third area 407 is the common landing point area of the aiming skill control. The common landing point area is determined based on the landing point position of the drag operation when releasing virtual skills to other virtual characters besides the first virtual character. The first area 405 is The area is a reference distance beyond the third area 407; in response to the end position of a drag operation targeting a skill control being located in the first area of the touch layer, and the drag distance of the drag operation being greater than the second distance threshold, and the drag distance of the drag operation being greater than the first distance threshold, and the operation duration of the drag operation being less than the duration threshold, a virtual skill is released to the reference position of the first virtual character in the three-dimensional virtual environment. The first distance threshold is a distance threshold used to determine whether to cancel the skill release, and the second distance threshold is a distance threshold used to determine whether the operation type of this operation is a drag operation or a click operation; the reference position is the position of the first virtual character in the three-dimensional virtual environment after the end of the drag operation buffer time, the buffer time is the time for the virtual skill to buffer from the first state to the second state, the first state is the triggered state of the virtual skill when the drag operation ends, and the second state is the released state of the virtual skill, and the skill effect of the virtual skill on the first virtual character is displayed in the three-dimensional virtual environment.
[0073] Due to the different display style of the first area, refer to part B of Figure 4, where the touch layer of the terminal device 401 displays a different style of first area 408. First area 408 and second area 409 do not intersect; second area 409 is the area in the touch layer used to cancel skill release. First area 408 and third area 410 do not intersect; third area 410 is the common landing point area for aiming skill controls. The common landing point area is determined based on the landing point position of the drag operation when releasing virtual skills to virtual characters other than the first virtual character. First area 408 is the area at a reference distance from third area 410. In response to the end position of the drag operation for the aiming skill control being located in the first area of the touch layer, and the drag operation's... If the drag distance is greater than the second distance threshold, and the drag distance of the drag operation is greater than the first distance threshold, and the operation duration of the drag operation is less than the duration threshold, the virtual skill is released to the reference position of the first virtual character in the three-dimensional virtual environment. The first distance threshold is used to determine whether to cancel the skill release, and the second distance threshold is used to determine whether the operation type of this operation is a drag operation or a click operation. The reference position is the position of the first virtual character in the three-dimensional virtual environment after the end of the drag operation buffer time. The buffer time is the time for the virtual skill to buffer from the first state to the second state. The first state is the triggered state of the virtual skill when the drag operation ends, and the second state is the released state of the virtual skill. The skill effect of the virtual skill on the first virtual character is displayed in the three-dimensional virtual environment.
[0074] Those skilled in the art should understand that the terminal device 401 and server 402 described above are merely illustrative examples. Other related technologies or terminal devices or servers that may appear in the future, if applicable to this application, should also be included within the scope of protection of this application, and are hereby incorporated by reference.
[0075] Based on the computer system shown in Figure 4 above, this application embodiment provides a method for releasing the skills of a virtual character. This method can be executed by a terminal device 401, a server 402, or through interaction between the terminal device 401 and the server 402. This application embodiment does not limit the specific implementation of this method. That is, the method for releasing the skills of a virtual character provided in this application embodiment can be executed by a computer device, which can be a terminal device or a server. This application embodiment uses the execution of the skill release method of a virtual character by a terminal device as an example. As shown in Figure 5, the method for releasing the skills of a virtual character provided in this application embodiment may include the following steps 501 to 503.
[0076] In step 501, a first virtual character located in a three-dimensional virtual environment and an aiming skill control located in a touch layer are displayed. The aiming skill control is used to release the virtual skills of the first virtual character to the aiming area after being triggered.
[0077] In this design, the plane containing the touch layer differs from the horizontal plane in the 3D virtual environment. That is, the plane of the touch layer is misaligned with the horizontal plane in the 3D virtual environment. This setting allows for a visually clear distinction between the plane of the touch layer and the horizontal plane in the 3D virtual environment, thus clearly differentiating between operations performed on the plane of the touch layer and operations performed on the horizontal plane in the 3D virtual environment. This reduces operational inconsistencies, improves operational accuracy, and ultimately enhances human-computer interaction efficiency. The horizontal plane in the 3D virtual environment refers to a two-dimensional plane perpendicular to the direction of gravity within the 3D virtual environment.
[0078] The first virtual character refers to an interactive object that is a movable character in a three-dimensional virtual environment, controlled by a terminal device. The first virtual character can be a virtual person, virtual animal, anime character, etc. The interactive object can control the virtual character through peripheral components or by clicking on a touchscreen display.
[0079] The targeting area is a virtual region in a 3D virtual environment that the interactive object pre-aims at, intending to unleash a virtual skill. For example, the purpose of releasing a virtual skill may include an attack, in which case the targeting area is the virtual region in the 3D virtual environment that the interactive object pre-aims at, intending to attack. In some embodiments, the virtual skill may also be called a virtual targeting skill. For example, when the interactive object pre-aims at region A where virtual character A is located, after triggering the targeting skill control, the virtual targeting skill unleashes an attack on region A where virtual character A is currently located; or, when the interactive object pre-aims at region B where a first virtual character controlled by the interactive object is located, after triggering the targeting skill control, the virtual targeting skill unleashes an attack on region B where the first virtual character controlled by the interactive object is currently located.
[0080] Virtual skills are functional elements designed to enhance the interactivity and depth of the interaction process. Virtual skills grant virtual characters special abilities, such as increased attack power, improved defense, health regeneration, and enemy control. Virtual skills can be divided into two main categories: passive skills and active skills. Passive skills do not require manual activation by the interacting object; they automatically take effect as long as the virtual character possesses the skill and meets certain conditions, such as natural health regeneration and increased resistance. Active skills require manual activation by the interacting object through clicking, dragging, or pressing buttons, such as casting magic or launching melee attacks.
[0081] It should be noted that virtual skills include skills that directly increase the attribute values of the first virtual character, or control skills that affect the rhythm of interaction. Virtual skills are broadly categorized into attack skills that directly damage enemies, defensive skills that reduce damage taken during interaction, control skills that affect enemy actions, healing and buffing skills that enhance the overall strength of the interaction team, and passive skills that take effect automatically without requiring active use. When a virtual skill possessed by the first virtual character is released, it can attack other virtual characters or provide a buff to the first virtual character itself. It should be noted that this can be achieved using the same virtual skill—that is, when the same virtual skill is released on other virtual characters, it attacks them; when released on the first virtual character, it provides a buff. Alternatively, it can be achieved using different virtual skills—that is, the first virtual character possesses a virtual skill A specifically designed to be released on itself, and when virtual skill A is released on itself, it provides a buff.
[0082] It should be noted that the virtual skills involved in this application can produce beneficial effects on the first virtual character. As for whether the virtual skill will cause attacks on other virtual characters interacting with the first virtual character, this application does not limit it. In other words, when the virtual skill is used to produce a beneficial effect on the first virtual character, the target of the virtual skill needs to be adjusted to the first virtual character. When the virtual skill is used to produce a negative effect on other virtual characters, the target of the virtual skill needs to be adjusted to the other virtual characters. Alternatively, the setting can be changed so that the virtual skill has no effect on other virtual characters, and only produces a beneficial effect on the first virtual character when it is used on the first virtual character.
[0083] This application does not limit the number of virtual skills possessed by the first virtual character; it can be one or more, including but not limited to virtual skills required by the first virtual character during interaction, virtual skills initially possessed by the first virtual character, and virtual skills acquired by the first virtual character during interaction. For example, the ways in which the first virtual character acquires virtual skills during interaction may include, but are not limited to, completing tasks, attacking other virtual characters, and leveling up.
[0084] Displaying the first virtual character can be understood as an application-based startup operation, where the terminal device displays the first virtual character in the plane of the three-dimensional virtual environment. The display position of the first virtual character in the plane of the three-dimensional virtual environment is related to the position of the first virtual character in the three-dimensional virtual environment, the position and orientation of the camera used to capture images of the three-dimensional virtual environment, etc.
[0085] The display of aiming-type skill controls can be understood as the terminal device displaying aiming-type skill controls on the plane where the touch layer is located based on the application's launch operation. The display position of the aiming-type skill controls on the plane where the touch layer is located can be set based on experience, or flexibly adjusted according to application scenarios and requirements, etc., and this application embodiment does not limit this. For example, the display position of the aiming-type skill controls on the plane where the touch layer is located can be the lower right corner area of the plane where the touch layer is located, or it can be the lower left corner area of the plane where the touch layer is located, etc.
[0086] In step 502, in response to the end position of the drag operation on the aiming skill control being located in the first area of the touch layer, the virtual skill is released to the first virtual character.
[0087] For information on aiming-type skill controls, please refer to the previous section; they will not be repeated here.
[0088] Drag and drop operations are typically implemented on touch-enabled terminal devices, such as smartphones or tablets. The user controls the direction and force of a virtual skill by dragging a virtual joystick on the screen. When the user's finger first touches the joystick, the system recognizes this point as the starting point of the drag operation. At this point, the preparation phase for skill release begins, and the user controls the direction of the virtual skill release by moving their finger across the screen. Furthermore, the drag distance is usually proportional to the range or force of the virtual skill. The user can adjust the force or range of the virtual skill by controlling the drag distance. It should be noted that a detailed explanation of drag and drop operations is provided above and will not be repeated here. For example, the system can refer to the operating system within the terminal device, or the system within the terminal device's operating system used to run applications.
[0089] The end of a drag-and-drop operation can be understood as the interactive object's finger leaving the display screen or returning to the starting point of the joystick. The ending position of the drag-and-drop operation is the touch position on the display screen when the finger leaves the screen. The ending method for the finger leaving the screen is that the system determines the drag-and-drop operation has ended when the interactive object's finger is lifted off the display screen; that is, the ending position is the position on the display screen when the finger is lifted, which is the position on the touch layer. The ending method for returning to the starting point of the joystick is that the interactive object can drag the finger and then slowly move it back to the starting point of the joystick; that is, the ending position is the position on the display screen when the joystick position is transferred to the touch layer. This application does not restrict the ending method of the drag-and-drop operation.
[0090] As an optional implementation, releasing a virtual skill to a first virtual character in response to the end position of a drag operation targeting an aiming skill control being located in a first area of the touch layer includes: releasing a virtual skill to a first virtual character in response to the end position of a drag operation targeting an aiming skill control being located in a first area of the touch layer and the drag distance of the drag operation being greater than a second distance threshold; wherein, the second distance threshold is a distance threshold used to determine whether the operation type of this operation is a drag operation or a click operation.
[0091] By pre-setting a second distance threshold, a clear distinction is made between drag and click operations. This prevents the interactive object from being mistakenly identified as a drag operation when it intends to click the aiming skill control due to shaky hands or other reasons. This protects against drag operations and improves the accuracy of click or drag-triggered operations based on aiming skill controls.
[0092] This application does not limit the method for determining the second distance threshold, including but not limited to: based on human experience; or, based on the interaction habits of the interactive object.
[0093] The operation methods for drag-and-drop and click-and-click are explained in detail above and will not be repeated here.
[0094] Since the interactive object is generally human, their input is subject to unavoidable physiological limitations, such as hand tremors and dragging when clicking. Therefore, the input of the interactive object is never perfectly perpendicular to the display screen, and there is always a slight offset from the center of the aiming skill control. The method for determining whether the operation type is drag or click based on the second distance threshold includes, but is not limited to: if the drag distance is less than the second distance threshold, the system assumes the interactive object subjectively intends to perform a click operation and classifies the operation type as click; if the drag distance is greater than or equal to the second distance threshold, the system assumes the interactive object subjectively intends to perform a drag operation and classifies the operation type as drag.
[0095] When the drag distance of the drag operation is greater than the second distance threshold, it can be understood that the interactive object expects to perform a drag operation on the aiming skill control. At this time, if the end position of the drag operation on the aiming skill control is located in the first area of the touch layer, the operation of releasing the virtual skill to the first virtual character will be executed first.
[0096] In an exemplary embodiment, after the aiming skill control is triggered, a joystick and a draggable wheel area of the joystick are displayed on the touch layer. The wheel area is mapped to the application range of the virtual skill, and the joystick is mapped to the aiming area in the three-dimensional virtual environment, with the aiming area located within the application range. The application range is the area within which the virtual skill can produce an effect after being released; in some embodiments, the application range may also be referred to as the casting range. When a dragging operation of the joystick on the wheel area is detected, the aiming area moves within the application range, simulating the movement of the joystick within the wheel area.
[0097] For example, referring to Figure 6, which shows a display diagram of an aiming skill control after it is triggered, since the wheel area 601 is mapped to the virtual skill's application range 602, and the joystick 603 is mapped to the aiming area 604 in the three-dimensional virtual environment, when the joystick 603 is dragged on the wheel area 601 in response to the drag operation of the joystick 603, the aiming area 604 always moves from the virtual character 605 as the center within the large circle of the application range 602, simulating the joystick 603 moving within the wheel area 601. Arrow 606 in Figure 6 maps the movement of arrow 607.
[0098] The first area is set on the touch layer. When the end position of the drag operation is within the first area, the virtual skill is released to the first virtual character. In other words, the first area can be understood as an area specifically for releasing virtual skills to the first virtual character controlled by the interactive object itself.
[0099] The timing of displaying the first area is not limited in this application. It can be continuously displayed from the start of the interaction; or, it can be displayed in response to a dragging distance greater than or equal to a display threshold, i.e., the first area is displayed after the joystick is dragged across the wheel area to or beyond the display threshold; or, it can be displayed when the attribute value of the first virtual character reaches an attribute threshold during the interaction. The display threshold is a numerical value that constrains the dragging distance of the dragging operation. The display threshold can be set based on experience or flexibly adjusted according to the application scenario or requirements; this application does not limit this. The attribute threshold is a threshold that constrains the attribute value of the first virtual character. The attribute threshold can be set based on experience or flexibly adjusted according to the application scenario or requirements; this application does not limit this.
[0100] The following describes the settings for the first area.
[0101] Style 1: As an optional implementation, the first area is an area with regular patterns on the touch layer.
[0102] By setting a region with regular shapes as the first region in the touch layer, the interactive object can more intuitively and clearly perceive the area of the first region during the interaction process. When it is necessary to release virtual skills to the first virtual character, the drag operation can be quickly completed to the designated position, thereby improving the efficiency of human-computer interaction.
[0103] The region defined by the regular graphic can be understood as an interactive area with a specific shape and boundary defined on the touch layer. The first region corresponds to a virtual skill that can be released towards the first virtual character controlled by the user. For example, a circular, rectangular, or elliptical graphic can be designated as the region where a virtual skill can be released towards the first virtual character. When an interactive object is dragged on the display screen, the system detects whether the end position of the operation enters the boundary of the regular graphic and falls within its region. If it does, the system executes the release of the virtual skill towards the first virtual character. The type of graphic in the first region is not limited in this application and includes, but is not limited to, circles, squares, trapezoids, rectangles, and ellipses.
[0104] For example, Figure 7 is a schematic diagram of a first region, in which a circular closed area is displayed on the touch layer as the first region 701.
[0105] It should be noted that when the first region is a region with regular graphics, this application does not limit the display style on the region with regular graphics. For example, the region with regular graphics may display a prompt message "Release to the first virtual character"; or, the region with regular graphics may display a virtual animation representing the first virtual character; or, the region with regular graphics may display an attribute box simulating the addition of attribute values to the first virtual character.
[0106] Style 2: As an optional implementation, the first region is a first included angle region on the touch layer, and the vertex of the first included angle region is determined based on the aiming skill control.
[0107] The first region is the area within the first included angle, without a clear closed boundary. This expands the usable area of the first region, allowing interactive objects to simply stop the drag operation at any position within the first included angle when dragging. This makes triggering the release of virtual skills to the first virtual character more convenient and accurate, thereby improving the efficiency of releasing virtual skills to the first virtual character.
[0108] The first included angle region is the region formed by the vertex, the first direction boundary line, and the second direction boundary line.
[0109] The method of determining the vertex is not limited in this application, and includes, but is not limited to, using the center point of the aiming wheel area as the vertex. The aiming wheel area refers to the wheel area displayed after the aiming skill control is triggered. In some embodiments, the method of determining the vertex may also include using the center point of the aiming skill control as the vertex. In some embodiments, the method of determining the vertex may also be using any point on the boundary of the aiming skill control as the vertex.
[0110] The method for determining the first and second directional boundary lines is not limited in this application, including but not limited to: setting them based on human experience; or dividing the circular wheel area equally in all directions and determining the first and second directional boundary lines according to historical distribution density, where historical distribution density is the distribution density of the end position of drag operation in historical interaction data on the touch layer; or custom setting the first and second directional boundary lines according to the interaction habits of the interactive object.
[0111] For example, the range formed by historical distribution density greater than or equal to the density threshold is used as the range formed by the first directional boundary line and the second directional boundary line. That is, by analyzing the historical distribution density, the position where the interactive object habitually ends the drag operation is determined as the first included angle region, making it more convenient for the interactive object to locate the end position of the drag operation to the range of the first region represented by the first included angle.
[0112] It should be noted that the first directional boundary line includes straight lines and curves, and this application does not limit the style of the first directional boundary line; the second directional boundary line includes straight lines and curves, and this application does not limit the style of the second directional boundary line.
[0113] The location of the first area on the touch layer will be explained in detail below.
[0114] As an alternative implementation, the first region and the second region do not overlap, and the second region is the area in the touch layer used to cancel skill release.
[0115] The first area is set in a position that does not intersect with the second area, clearly distinguishing the first and second areas with different functions. This reduces confusion of interactive objects, improves the usability of the touch layer, and reduces the risk of accidental touches. In other words, when an interactive object expects to release a virtual skill to the first virtual character, there will be no accident that cancels the virtual skill, thus improving the accuracy of releasing virtual skills.
[0116] Canceling skill release can be understood as an interactive object terminating the release of a virtual skill during its animation or execution through a specific operation. The interactive object can cancel the upcoming virtual skill in a timely manner based on changes in the interaction situation to avoid unnecessary energy consumption or errors.
[0117] The fact that the first and second regions do not overlap can be understood as the first and second regions being completely separate and independent on the touch layer, with no overlapping parts. Operations of interactive objects in one region will not affect the other region.
[0118] It should be noted that the first and second regions can be visually reinforced to enhance the sense of boundary between them. This application does not restrict the region style of the second region; it can be the same as or different from the region style of the first region. The region style of the second region will be described below.
[0119] Style 1: As an optional implementation, the second area is an area with regular patterns on the touch layer.
[0120] The description of the first region, which features regular graphics, is provided above and will not be repeated here. This application does not limit the display style of the graphics in the second region. For example, a "Cancel" prompt may be displayed on the region with regular graphics; or, a cross may be displayed on the region with regular graphics to represent cancellation; or, an animation simulating the cancellation of releasing a virtual skill may be displayed on the region with regular graphics.
[0121] For example, referring to the schematic diagram of a second area shown in Figure 8, the circular area 801 with a cross indicates the second area where the virtual skill is canceled.
[0122] Style 2: As an optional implementation, the second region is a second included angle region on the touch layer, and the vertex of the second included angle region is determined based on the aiming skill control.
[0123] The second included-angle region is the area formed by a vertex, a third-direction boundary line, and a fourth-direction boundary line. The method of determining the vertex is not limited in this application, and includes, but is not limited to, using the center point of the aiming wheel area as the vertex, the center point of the aiming skill control as the vertex, or any point on the boundary of the aiming skill control as the vertex. In some embodiments, the vertex of the second included-angle region is the same as the vertex of the first included-angle region. In other embodiments, the vertex of the second included-angle region is different from the vertex of the first included-angle region.
[0124] The method for determining the third and fourth directional boundary lines is not limited in this application, including but not limited to: setting them based on human experience; or dividing the circular wheel area equally in all directions and determining the third and fourth directional boundary lines according to historical distribution density, where historical distribution density is the distribution density of the end position of drag operations on the touch layer in historical interaction data; or custom setting the third and fourth directional boundary lines according to the interaction habits of the interactive object.
[0125] For example, the range formed by historical distribution density greater than or equal to the density threshold is taken as the range formed by the third directional boundary line and the fourth directional boundary line. That is, by analyzing the historical distribution density, the position where the interactive object habitually ends the drag operation is determined as the second included angle region, making it more convenient for the interactive object to position the end position of the drag operation to the range of the second region represented by the second included angle.
[0126] It should be noted that the third-direction boundary line includes straight lines and curves, and this application does not restrict the style of the third-direction boundary line; the fourth-direction boundary line includes straight lines and curves, and this application does not restrict the style of the fourth-direction boundary line.
[0127] As an optional implementation, releasing a virtual skill to a first virtual character in response to the end position of a drag operation on an aiming skill control being located in a first area of the touch layer includes: releasing a virtual skill to a first virtual character in response to the end position of a drag operation on an aiming skill control being located in a first area of the touch layer and the drag distance of the drag operation being greater than a first distance threshold, wherein the first distance threshold is a distance threshold used to determine whether to cancel the skill release.
[0128] As long as the end position of the drag operation is in the first area and the drag distance is greater than the first distance threshold, the virtual skill is released to the first virtual character first, which improves the accuracy and clarity of releasing the virtual skill to the first virtual character, thereby improving the efficiency of human-computer interaction.
[0129] It should be noted that the method of determining whether to cancel skill release based on the first distance threshold applies to the style of the second area described above, which is the style of the second corner area on the touch layer.
[0130] This application does not limit the method for determining the first distance threshold, including but not limited to: based on human experience; or, the radius of the wheel area is the first distance threshold; or, it is determined by customizing it according to the interaction habits of the interactive object.
[0131] The methods for determining whether to cancel skill release based on a first distance threshold include, but are not limited to: if the drag distance of the drag operation is greater than or equal to the first distance threshold, canceling the skill release; if the drag distance of the drag operation is less than the first distance threshold, releasing the virtual skill to other virtual characters, wherein the other virtual characters are the objects that interact with the first virtual character. For example, other virtual characters may include virtual characters in the same faction as the first virtual character, or virtual characters in a different faction.
[0132] When the dragging distance of the drag operation is greater than the first distance threshold, it can be understood that the drag operation has entered the area of the second region. At this time, if the end position of the drag operation for the aiming skill control is located in the first region of the touch layer, the operation of releasing the virtual skill to the first virtual character will be executed first.
[0133] The following section provides a detailed introduction to the two styles of the first area described above.
[0134] When the style of the first area is a region with regular graphics, and the first area is set within the second included angle area, in response to the end position of the drag operation for the aiming skill control being located in the first area with regular graphics in the touch layer, the virtual skill is released to the first virtual character.
[0135] When the style of the first area is the first corner area of the touch layer, and the first area and the second area have an intersection, in response to the end position of the drag operation for the aiming skill control being located in the intersection, the virtual skill is released to the first virtual character.
[0136] It should be noted that when the style of the first area is the first corner area on the touch layer, and the style of the second area is the second corner area on the touch layer, the first corner area and the second corner area can share the area boundary line, or the first corner area and the second corner area can not share the area boundary line. This application does not impose any restrictions on this.
[0137] For example, the range formed by historical distribution density greater than or equal to the density threshold is used as the range of the second included angle. That is, by analyzing the historical distribution density, the area where the interactive object often habitually ends the drag operation is determined as the second included angle, making it more convenient for the interactive object to locate the end position of the drag operation to the range of the second area represented by the second included angle.
[0138] It should be noted that when the style of the first area is the first corner area on the touch layer and the style of the second area is the second corner area on the touch layer, this application does not restrict the division method of the first corner area and the second corner area on the touch layer. The following provides a detailed explanation of the division method of the first corner area and the second corner area.
[0139] For example, the first included angle corresponding to the first side that does not satisfy the interaction habits of the interactive object is set as the first region, and the second included angle corresponding to the second side that satisfies the interaction habits of the interactive object is set as the second region. Not satisfying the interaction habits of the interactive object can be understood as the distribution density of the end position when the interactive object performs a drag operation, determined through historical interaction data, being less than a density threshold; satisfying the interaction habits of the interactive object can be understood as the distribution density of the end position when the interactive object performs a drag operation, determined through historical data, being greater than or equal to a density threshold. That is, during the interaction, the probability of the interactive object canceling the release of a virtual skill is greater than the probability of releasing a virtual skill to the first virtual character.
[0140] For example, referring to Figure 9, which shows a schematic diagram of a first and second region, the circular wheel region 901 is divided equally in each direction. The region within angle 'a' formed by the first directional boundary line A and the second directional boundary line B is designated as the first region. Then, the corresponding second region is obtained based on the region within angle 360-'a'. In this case, the direction for canceling skill release is determined by using the position that better satisfies the end of the drag operation of the interactive object relative to the right and top of the aiming skill control, while the direction for releasing the virtual skill to the first virtual character is determined by using the position that less satisfies the end of the drag operation of the interactive object relative to the aiming skill control to the left.
[0141] For example, referring to Figure 10, the circular wheel area 1001 is divided equally in each direction. When the area within angle c formed by the first directional boundary line C and the second directional boundary line D is divided into the first area, the corresponding second area is obtained based on the area within angle 360-c. In this case, the direction that cancels skill release is taken as the right side of the end position of the interactive object drag operation relative to the aiming skill control, and the direction that releases virtual skill to the first virtual character is taken as the left and top of the end position of the interactive object drag operation relative to the aiming skill control.
[0142] In summary, this application does not limit the size of the angle between the first included angle range of the first region and the second included angle range of the second region.
[0143] Next, let's introduce another type of first area's location on the touch layer.
[0144] As an optional implementation, the first region and the third region do not overlap. The third region is the common landing point area of the aiming skill control. The common landing point area is determined based on the landing point position of the drag operation when releasing virtual skills to other virtual characters besides the first virtual character.
[0145] The first area avoids the third area, preventing the interactive object from accidentally touching the first area during the interaction process of releasing virtual skills to other virtual characters, thus improving the accuracy of triggering the release of virtual skills to the first virtual character.
[0146] Other virtual characters are those other than the first virtual character in the three-dimensional virtual environment, including but not limited to non-player characters (NPCs) or virtual characters controlled by other interactive objects. These characters will change over time, as the interaction progresses, and as the interactive objects' actions change.
[0147] The third area can be understood as the area where the drag operation ends when the interactive object performs a drag operation on the aiming skill control in order to release virtual skills to other virtual characters.
[0148] The common landing point area can be understood as the area formed by the landing point of the drag operation when it is necessary to release virtual skills to other virtual characters during the interaction process.
[0149] The method for determining the common landing point area based on the landing point position of the drag operation when releasing virtual skills to other virtual characters includes: determining the distribution density of the landing point position of the drag operation when releasing virtual skills to other virtual characters, and determining the area where the landing point position with the distribution density is greater than the landing point threshold as the common landing point area.
[0150] There are multiple landing points for dragging operations when releasing virtual skills to other virtual characters, and each landing point has a corresponding distribution density. For example, the distribution density of any landing point can be determined based on the number of dragging operations that end at that landing point among multiple dragging operations. Multiple dragging operations refer to all dragging operations performed by the interactive object when releasing virtual skills to other virtual characters within a historical time period. The historical time period can be set based on experience or flexibly adjusted according to application scenarios or needs; this embodiment does not limit this.
[0151] For example, determining the distribution density of a given landing position based on the number of drag operations ending at any landing position can be achieved by using the number of drag operations ending at any landing position as the distribution density of that landing position. Alternatively, determining the distribution density of a given landing position can also be achieved by using the ratio of the number of drag operations ending at any landing position to the total number of drag operations as the distribution density of that landing position.
[0152] After determining the distribution density corresponding to each of the multiple landing points, the region where the distribution density of the landing points is greater than the landing point threshold is designated as the commonly used landing point region. The landing point threshold can be set based on experience or flexibly adjusted according to the application scenario or requirements; this embodiment does not limit this. For example, the region where the distribution density of the landing points is greater than the landing point threshold can refer to the smallest area among regions of a specific shape containing landing points with a distribution density greater than the landing point threshold. The specific shape can include, but is not limited to, circles, rectangles, ellipses, trapezoids, etc.
[0153] In an exemplary embodiment, the method of determining the frequently used landing point area based on the landing point position of the drag operation when releasing virtual skills to other virtual characters further includes: taking the area with the smallest area among all landing points of the drag operation when releasing virtual skills to other virtual characters in a specific shape as the frequently used landing point area. In some embodiments, the specific shape is circular, and the frequently used landing point area is a circular wheel area.
[0154] For example, when the frequently used landing point area is the joystick area, the process of releasing a virtual skill to other virtual characters by ending the drag operation within the frequently used landing point area is as follows: The interactive object activates the joystick area of the aiming skill control by touching or pressing the joystick. Through dragging, it selects other virtual characters to attack. The joystick is used to adjust the aiming direction of the virtual skill. The interactive object can push the joystick towards the target direction to define the aiming area. The system will automatically calculate the release angle and distance of the virtual skill. Releasing the joystick releases the virtual skill immediately.
[0155] For example, taking the commonly used landing point area as the wheel area, and the style of the first area as an area with regular graphics on the touch layer, as shown in Figure 7 above, the first area 701 and the wheel area 702 do not intersect.
[0156] For example, taking the commonly used landing point area as the wheel area, and the style of the first area as the first corner area on the touch layer, as shown in Figure 9 above, although the first area includes the left half of the wheel area 902, when the end position of the drag operation is in the left half of the wheel area 902, the virtual skill is released to other virtual characters first. When the end position of the drag operation is outside the wheel area, the end position of the drag operation is defaulted to the first area, and the virtual skill is released to the first virtual character.
[0157] As an optional implementation, the distance between the first region and the third region is not less than the reference distance; in other words, the first region is the region that is a reference distance away from the third region.
[0158] A reference distance is set between the first and third regions. If the drag operation ends within the reference distance outside the third region, the virtual skill cannot be released to the first virtual character. This enhances the accuracy of determining whether the end position of the drag operation belongs to the first region, thereby improving the interaction efficiency of interactive objects.
[0159] This application does not limit the method of determining the distance between the first region and the third region. For example, the minimum distance between each location in the first region and each location in the third region is taken as the distance between the first region and the third region. For example, the distance between the center point of the first region and the center point of the third region is taken as the distance between the first region and the third region.
[0160] The reference distance is used to constrain the shortest distance between the first area and the third area. This application does not limit the method of determining the reference distance, including but not limited to setting it based on human experience; or custom setting it based on the interaction habits of the interactive object; or determining the reference distance corresponding to the virtual skill that needs to be released to the first virtual character based on the correspondence between virtual skills and distance.
[0161] Referring to Figure 11, a schematic diagram showing the reference distance between the roulette area and the first area is provided. Based on the division of the first and second areas in Figure 9, Figure 11 shows the reference distance d between the first area and the roulette area 1101.
[0162] It should be noted that when there is a reference distance between the first area and the third area, the ending position of the drag operation in the first area is achieved as follows: after triggering the drag operation, the joystick is dragged to the edge of the wheel area, and an animation of the joystick being dragged to the edge of the wheel area is displayed on the touch layer. Then, the drag operation continues in the direction of the first area. At this time, the touch layer can display an animation of the joystick continuing to move in the direction of the first area based on the drag operation, or it can display the joystick stopping at the edge of the wheel area to which it has been dragged. This application does not limit the content of the display animation in the drag operation.
[0163] Next, let's introduce another type of first area's location on the touch layer.
[0164] As an optional implementation, the first region is determined based on the distribution of the locations of other virtual characters in the three-dimensional virtual environment in the historical interaction data, where the other virtual characters are those that interact with the first virtual character.
[0165] The first area is determined based on the location of other virtual characters in the 3D virtual environment. When laying out the first area in the touch layer, the locations where other virtual characters often appear are taken into account, making the layout of the first area more reasonable. This reduces conflicts with the locations where other virtual characters often appear when the interactive object is dragged, improves the efficiency of releasing virtual skills to the first virtual character, and thus improves the efficiency of human-computer interaction.
[0166] Other virtual characters are described in the above-mentioned introductions and will not be repeated here.
[0167] Historical interaction data is a collection of data recording past interactions between interactive objects and other virtual characters. It includes detailed information such as the location of other virtual characters, their movement trajectories, and skill release locations. The location of other virtual characters can be understood as their position when they first enter the 3D virtual environment to participate in the interaction; or their position when they briefly appear in the 3D virtual environment; or their position when they reappear in the 3D virtual environment after a break. This application does not impose any restrictions on the location of other virtual characters.
[0168] The distribution of locations in a 3D virtual environment can be understood as hotspot areas formed by locations where other virtual characters frequently appear.
[0169] The method for determining the first region based on the distribution of the locations of other virtual characters in the 3D virtual environment according to historical interaction data includes, but is not limited to: defining the region where the location distribution density is less than a distribution threshold as the first region. In other words, the first region is set in areas where other virtual characters do not frequently appear. This reduces the probability of accidentally touching other virtual characters when the interactive object ends a drag operation in the first region, making the ending position of the drag operation more accurately located in the first region.
[0170] For example, the 3D virtual environment is divided into multiple regions, and the position distribution density corresponding to each region is statistically analyzed. Regions with position distribution densities less than a distribution threshold are identified from among the multiple regions, and a first region is determined based on these regions with distribution densities less than the distribution threshold. The distribution threshold can be set empirically or flexibly adjusted according to application scenarios or requirements; this embodiment does not limit its implementation.
[0171] For example, the location distribution density corresponding to any region is determined based on the number of locations where other virtual characters appear that are situated within that region. For example, the number of locations where other virtual characters appear that are situated within that region is used as the location distribution density corresponding to any region. For example, the ratio of the number of locations where other virtual characters appear that are situated within that region to the total number of locations where other virtual characters appear is used as the location distribution density corresponding to any region. In some embodiments, the locations where other virtual characters appear may refer to all locations where other virtual characters appear within a reference time period. The reference time period can be set based on experience or flexibly adjusted according to needs; this embodiment does not limit this.
[0172] For example, the number of regions with a distribution density less than the distribution threshold may be one or more. If the number of regions with a distribution density less than the distribution threshold is one, then the region with a distribution density less than the distribution threshold is directly taken as the first region. If the number of regions with a distribution density less than the distribution threshold is multiple, any one of the multiple regions with a distribution density less than the distribution threshold can be taken as the first region, or the region with the smallest distribution density among the multiple regions with a distribution density less than the distribution threshold can be taken as the first region, or the combined region of the multiple regions with a distribution density less than the distribution threshold can be taken as the first region.
[0173] The following section will explain the location of the first region in the three-dimensional virtual environment by combining different styles of the first region.
[0174] For example, referring to the schematic diagram of a first area shown in Figure 12, based on the above Figure 7, since other virtual characters appear in the upper right A area of the touch layer by default, the first area 1201 is set in the lower left of the touch layer.
[0175] When the first region is a region with a regular graphic on the touch layer as described above, and the second region is also a region with a regular graphic on the touch layer as described above, as an optional implementation, the first region and the second region are respectively displayed on the touch layer in the direction of the aiming skill control relative to the touch layer. The direction of the aiming skill control relative to the touch layer can be understood as the orientation of the display position of the aiming skill control in the touch layer. For example, if the aiming skill control is displayed on the right side of the touch layer, then the direction of the aiming skill control relative to the touch layer is right; if the aiming skill control is displayed on the left side of the touch layer, then the direction of the aiming skill control relative to the touch layer is left. When the aiming skill control is displayed on the right side of the touch layer, the first and second areas are also displayed on the right side of the touch layer. This makes it easier for interactive objects to reach the first or second area more easily when performing drag operations based on the aiming skill control. In addition, the position and direction of the first and second areas on the touch layer are the same as the position and direction of the aiming skill control on the touch layer, so that interactive objects can reach the first or second area without changing their operating hand when performing drag operations. When an interactive object uses its right hand to operate the aiming skill control, it can simultaneously perform drag operations to the first or second area with its right hand.
[0176] It should be noted that when the aiming skill control is placed in the lower right corner of the touch layer on the display interface, the interactive object is accustomed to using the right thumb to operate the aiming skill control. Therefore, a more natural and comfortable interactive experience is to drag all drag operations towards the right side of the touch layer. Thus, placing the first and second areas on the right side of the touch layer satisfies the subjective requirements of the design.
[0177] It should be noted that when the first region is a region with a regular pattern on the touch layer as described above, and the second region is also a region with a regular pattern on the touch layer as described above, this application does not limit the area of the first region and the area of the second region. The area of the first region may be smaller than the area of the second region; or, the area of the first region may be larger than the area of the second region; or, the area of the first region may be the same as the area of the second region.
[0178] For example, referring to the schematic diagram of a first region and a second region shown in Figure 13, the aiming skill control 1301 is located on the right side of the touch layer, and the first region 1302 and the second region 1303 are both located on the right side of the touch layer.
[0179] It should be noted that when the touch layer has both a first region and a second region, the display style of the first region and the second region is not limited in this application, including but not limited to: the first region is a region with a regular pattern on the touch layer, and the second region is also a region with a regular pattern on the touch layer; or, the first region is a region with a regular pattern on the touch layer, and the second region is a second included-angle region on the touch layer; or, the first region is a first included-angle region on the touch layer, and the second region is a region with a regular pattern on the touch layer; or, the first region is a first included-angle region on the touch layer, and the second region is a second included-angle region on the touch layer.
[0180] As an optional implementation, releasing a virtual skill to a first virtual character in response to the end position of a drag operation targeting an aiming skill control being located in a first area of the touch layer includes: releasing a virtual skill to a first virtual character in response to the end position of a drag operation targeting an aiming skill control being located in a first area of the touch layer and the operation duration of the drag operation being less than a duration threshold.
[0181] By setting a preset time threshold, the interactive object needs to position the end of the drag operation within the first area within the time threshold to release a virtual skill to the first virtual character. This increases the fun of skill release, thereby increasing the interactive object's interest and ultimately improving human-computer interaction efficiency.
[0182] The duration threshold is the maximum duration from the start to the end of a drag-and-drop operation intended to release a virtual skill to the first virtual character. When the duration of the drag-and-drop operation is less than the duration threshold, the system assumes that the interactive object intends to release a virtual skill to the first virtual character. That is, if the interactive object completes the drag-and-drop operation within the duration threshold, it is determined that the interactive object clearly needs to release a virtual skill to the first virtual character.
[0183] This application does not restrict the method of setting the duration threshold, including but not limited to: setting it based on human experience; or determining the duration threshold corresponding to the current three-dimensional virtual environment based on the correspondence between the three-dimensional virtual environment and the duration; or custom setting the duration threshold based on the interaction habits of the interactive object.
[0184] As an optional implementation, the method further includes: in response to the end position of the drag operation on the aiming skill control being located in a first area in the touch layer, and the operation duration of the drag operation being greater than or equal to a duration threshold, canceling the release of the virtual skill, or releasing the virtual skill to other virtual characters, wherein the other virtual characters are characters that interact with the first virtual character.
[0185] When the duration of a drag-and-drop operation is greater than or equal to a duration threshold, an unexpected event may occur during the interaction, preventing the priority execution of releasing virtual skills to the first virtual character. This achieves a rational and convenient control logic for releasing virtual skills, thereby increasing the fun of the interaction and thus improving the human-computer interaction rate.
[0186] The duration threshold is described in the above-mentioned introduction and will not be repeated here.
[0187] The fact that the duration of a drag-and-drop operation is greater than or equal to the duration threshold can be understood as follows: if an unexpected event occurs during the drag-and-drop operation, the drag-and-drop operation will be slowed down; or if the drag-and-drop operation stays at the end position for a longer period of time so that the duration is greater than or equal to the duration threshold, the virtual skill will no longer be released to the first virtual character even if the end position of the drag-and-drop operation is in the first area.
[0188] Cancel releasing a virtual skill can be understood as follows: during the drag-and-drop operation, if the interactive object detects an interactive content with higher priority than releasing a virtual skill to the first virtual character, then the release of the virtual skill is canceled. Releasing a virtual skill to other virtual characters can be understood as follows: during the drag-and-drop operation, if other virtual characters that the interactive object intends to attack appear in the area of the 3D virtual environment corresponding to the first area of the touch layer, the interactive object needs to release a virtual skill to other virtual characters to obtain a higher benefit effect than releasing a virtual skill to the first virtual character, thus switching from releasing a virtual skill to releasing a virtual skill to other virtual characters.
[0189] The process of releasing virtual skills to the first virtual character is described below.
[0190] As an optional implementation, a virtual skill is released to the current position of the first virtual character in the 3D virtual environment; the current position is the position of the first virtual character in the 3D virtual environment when the drag operation ends. Based on this, releasing the virtual skill immediately after the drag operation ends improves the efficiency of virtual skill release. In addition, the release of virtual skills can be achieved without complex logic, resulting in a smaller computational load.
[0191] When the drag-and-drop operation ends, the current position of the first virtual character in the 3D virtual environment is determined. Releasing a virtual skill to the first virtual character defaults to releasing the skill at the current location.
[0192] It should be noted that the current position can be the foot position of the first virtual character in the 3D virtual environment when the drag operation ends; or the head position of the first virtual character in the 3D virtual environment. This application does not limit the definition of the current position of the first virtual character.
[0193] As an optional implementation, releasing a virtual skill to a first virtual character includes: releasing the virtual skill to a reference position in a three-dimensional virtual environment where the first virtual character is located; the reference position is the position of the first virtual character in the three-dimensional virtual environment after the drag operation ends and the buffer time is the time for the virtual skill to buffer from a first state to a second state, the first state is the triggered state of the virtual skill when the drag operation ends, and the second state is the state in which the virtual skill is released.
[0194] Considering the buffer time between the triggering and release of a virtual skill, during which the first virtual character may move continuously in the three-dimensional virtual environment, releasing the virtual skill at the reference position of the first virtual character improves the accuracy of the virtual skill release, thereby improving the interactive experience of the interactive object and thus improving the efficiency of human-computer interaction.
[0195] The buffer duration can be understood as the delay between the initial triggered state and the final released state of a virtual skill. When an interactive object triggers a virtual skill, the first stage is "input recognition." The game engine in the terminal device needs to recognize the input that triggers the virtual skill and confirm that it is a valid skill trigger. This process may include input filtering to prevent continuous skill releases due to rapid input, which could affect game balance. After confirming the skill trigger, the terminal device packages this instruction into a data packet and prepares to send it to the server. During the transmission of the data packet from the terminal device to the server, network latency occurs. Network latency is determined by multiple factors, including the physical distance between the interactive object's terminal device and the server, network conditions, and server processing capacity. After receiving the instruction that the virtual skill has been triggered, the server performs a series of logical processes, including checking the player's skill cooldown status, resource consumption (such as mana and energy points), and the validity of the skill target. This series of logical processes ensures the fairness of the game and the rationality of skill release.
[0196] When the first virtual character moves in real time in the three-dimensional virtual environment, after a buffer period, the virtual skill is released to the position of the first virtual character in the three-dimensional virtual environment. This can achieve precise application of the virtual skill to the first virtual character and avoid the virtual skill being deviated from the first virtual character due to the first virtual character moving during the buffer period.
[0197] Having introduced the above method of releasing virtual skills to the first virtual character by having the end position of the drag operation located in the first area of the touch layer, we will now introduce another way to release virtual skills to the first virtual character.
[0198] As an optional implementation, the method further includes: releasing a virtual skill to a first virtual character in response to the end position of a drag operation targeting a skill control being located in a fourth region of the three-dimensional virtual environment; wherein the fourth region is a region centered on the first virtual character on a horizontal plane in the three-dimensional virtual environment.
[0199] By combining the drag operation of the touch layer based on the aiming skill control with the fourth area in the three-dimensional virtual environment, the virtual skill is released to the first virtual character when the end position of the drag operation on the touch layer is equivalent to being in the fourth area of the three-dimensional virtual environment. By setting the fourth area in the three-dimensional virtual environment and releasing the virtual skill directly to the fourth area that has been positioned under the feet of the first virtual character through the drag operation on the touch layer, the accuracy of releasing the virtual skill is improved.
[0200] The fourth region is a region centered on the current location of the first virtual character in the three-dimensional virtual environment. The shape of the fourth region is not limited in this application and may include, but is not limited to, an ellipse centered on the location of the first virtual character; or, a rectangle centered on the location of the first virtual character. The method for determining the size of the fourth region is not limited in this application and may include, but is not limited to: determining it based on human experience; or, determining the fourth region corresponding to the first virtual character based on the correspondence between virtual characters and regions; or, determining the fourth region corresponding to the currently to-be-released virtual skill based on the correspondence between virtual skills and regions; or, customizing the size of the fourth region based on the interaction habits of the interacting objects.
[0201] The display method of the fourth region is not limited in this application, including but not limited to: as an optional implementation, the method further includes: in response to the drag distance of the drag operation for the aiming skill control being greater than a second distance threshold, displaying the fourth region on a horizontal plane in the three-dimensional virtual environment; wherein, the second distance threshold is a distance threshold used to determine whether the operation type of this operation is a drag operation or a click operation.
[0202] When it is determined that the target-oriented skill control triggers a drag operation, a fourth area is displayed in the 3D virtual environment, saving computing resources when no drag operation occurs, thereby improving interaction efficiency.
[0203] The second distance threshold, drag operation, and click operation are described in the above-mentioned introduction and will not be repeated here.
[0204] If the drag distance of the aiming skill control is greater than the second distance threshold, it can be understood that the drag operation, rather than the click operation, needs to be triggered.
[0205] When a drag operation is detected, a fourth area is displayed in the 3D virtual environment. It should be noted that the display effect of the fourth area in the 3D virtual environment includes, but is not limited to, moving along with the movement of the first virtual character in the 3D virtual environment.
[0206] The fact that the end position of the drag operation is located in the fourth region of the 3D virtual environment can be understood as the fourth region of the 3D virtual environment being converted into the first region of the touch layer. It is determined whether the end position of the drag operation that occurred on the touch layer is in the first region formed by the conversion. If the end position is in the first region formed by the conversion, it proves that the end position of the drag operation is in the fourth region of the 3D virtual environment.
[0207] It should be noted that this application does not limit the method of converting the fourth region in the 3D virtual environment to the first region on the touch layer. As an optional implementation, the region position coordinates corresponding to the fourth region can be converted to the region position coordinates corresponding to the first region on the touch layer through a mapping matrix. However, it should be noted that in this case, the first region after mapping is not displayed on the touch layer. When the interactive object is dragged on the touch layer, it can be dragged towards the fourth region in the observed 3D virtual environment.
[0208] If the end position of the drag operation on the two-dimensional plane of the touch layer is located in the first region transformed by the fourth region according to the mapping matrix, it proves that the end position is in the fourth region, that is, the virtual skill is released to the first virtual character.
[0209] For example, referring to the schematic diagram of a fourth region shown in Figure 14, the fourth region 1401 is displayed in a three-dimensional virtual environment with the first virtual character 1402 as the center. It should be noted that the fourth region 1401 is not the same type of region as the aiming region 604 shown in Figure 6 above.
[0210] In step 503, the effect of the virtual skill on the first virtual character is displayed in the three-dimensional virtual environment.
[0211] When a virtual skill is released, the terminal device first detects and confirms the operation. Once the virtual skill is released, the game engine immediately activates the skill effects related to the virtual skill's effect on the first virtual character. These skill effects include not only the animation of the first virtual character releasing the virtual skill, but also the reaction animation of the first virtual character after experiencing the virtual skill, and even interactive changes in the surrounding environment, to enhance the visual impact and immersion of the skill effects. This application does not limit the display style or content of the skill effects, as long as the interactive object can perceive the influence of the virtual skill on the first virtual character.
[0212] This application improves the accuracy and efficiency of releasing virtual skills to the first virtual character by setting a dedicated first area in the touch layer. Interactive objects only need to control the end position of the drag operation to fall within this first area to accurately release virtual skills to the first virtual character. Furthermore, since the end of the drag operation is achieved by stopping the touch, this application allows for precise release of virtual skills to the first virtual character by performing a drag operation in the touch layer and simultaneously stopping the touch in the first area of the touch layer. Interactive objects can release virtual skills to the first virtual character without complex interactive operations, reducing the cost of learning interactive operations, improving usability, and thus increasing the efficiency of human-computer interaction.
[0213] See Figure 15 for an overall flowchart of a virtual character's skill release method.
[0214] Step 1: The interactive object triggers the aiming skill control.
[0215] For the aiming skill controls, please refer to the relevant description in step 501 above, which will not be repeated here.
[0216] Step 2: The interactive object completes the trigger operation for the aiming skill control.
[0217] Step 3: Determine if the triggering operation is a click operation. If the triggering operation is a click operation, proceed to step 4. If the triggering operation is not a click operation (i.e., the triggering operation is a drag operation), proceed to step 5.
[0218] Step 4: Release the virtual skill according to the release method corresponding to the click operation.
[0219] Step 5: Determine if the end position of the drag operation is in the first area. If the end position of the drag operation is in the first area, proceed to step 6. If the end position of the drag operation is not in the first area, proceed to step 7.
[0220] The first region is described in steps 501 and 502 above, and will not be repeated here.
[0221] Step 6: Release virtual skills on the first virtual character.
[0222] Step 7: Determine if the end position of the drag operation is in the second area. If the end position of the drag operation is in the second area, proceed to step 8. If the end position of the drag operation is not in the second area, proceed to step 9.
[0223] The second area is described in step 502 above, and will not be repeated here.
[0224] Step 8: Cancel the release of virtual skills.
[0225] Step 9: Based on the position of the joystick relative to the wheel area during the drag operation, determine the aiming area within the energy application range according to the mapping relationship, and release the virtual skill to the aiming area.
[0226] Referring to Figure 16, this application embodiment provides a skill release device for a virtual character, the device comprising:
[0227] Display module 1601 is used to display a first virtual character located in a three-dimensional virtual environment and an aiming skill control located in the touch layer. The aiming skill control is used to release the virtual skills of the first virtual character to the aiming area after being triggered.
[0228] Release module 1602 is used to release a virtual skill to the first virtual character in response to the end position of a drag operation targeting the aiming skill control being located in the first area of the touch layer;
[0229] The display module 1601 is also used to display the skill effects of virtual skills on the first virtual character in a three-dimensional virtual environment;
[0230] The plane where the touch layer is located is different from the horizontal plane in the three-dimensional virtual environment.
[0231] In one possible implementation, the first region is a region with a regular pattern on the touch layer.
[0232] In one possible implementation, the first region is a first included angle region on the touch layer, and the vertex of the first included angle region is determined based on the aiming skill control.
[0233] In one possible implementation, the first region and the second region do not overlap, and the second region is the area in the touch layer used to cancel skill release.
[0234] In one possible implementation, the first and third regions do not overlap. The third region is the common landing point area for aiming skill controls. The common landing point area is determined based on the landing point position of the drag operation when releasing virtual skills to other virtual characters besides the first virtual character.
[0235] In one possible implementation, the device further includes:
[0236] The determination module is used to determine the distribution density of landing points; the area where the distribution density is greater than the landing point threshold is located is determined as the common landing point area.
[0237] In one possible implementation, the distance between the first region and the third region is not less than the reference distance.
[0238] In one possible implementation, the release module 1602 is used to release a virtual skill to the first virtual character in response to the fact that the end position of the drag operation for the aiming skill control is located in the first area of the touch layer and the drag distance of the drag operation is greater than a first distance threshold; wherein, the first distance threshold is a distance threshold used to determine whether to cancel the skill release.
[0239] In one possible implementation, the release module 1602 is used to release a virtual skill to the first virtual character in response to the fact that the end position of the drag operation for the aiming skill control is located in the first area of the touch layer and the drag distance of the drag operation is greater than a second distance threshold; wherein, the second distance threshold is a distance threshold used to determine whether the operation type of this operation is a drag operation or a click operation.
[0240] In one possible implementation, the release module 1602 is further configured to release a virtual skill to the first virtual character in response to the end position of the drag operation targeting the aiming skill control being located in a fourth region of the three-dimensional virtual environment; wherein the fourth region is a region on a horizontal plane in the three-dimensional virtual environment centered on the first virtual character.
[0241] In one possible implementation, the release module 1602 is further configured to display a fourth region on a horizontal plane in the three-dimensional virtual environment in response to a drag operation on an aiming skill control where the drag distance is greater than a second distance threshold; wherein the second distance threshold is a distance threshold used to determine whether the operation type of the current operation is a drag operation or a click operation.
[0242] In one possible implementation, the release module 1602 is used to release a virtual skill to the first virtual character in response to the fact that the end position of the drag operation for the aiming skill control is located in the first area of the touch layer and the operation duration of the drag operation is less than the duration threshold.
[0243] In one possible implementation, the release module 1602 is further configured to, in response to the fact that the end position of the drag operation for the aiming skill control is located in the first area of the touch layer and the operation duration of the drag operation is greater than or equal to the duration threshold, cancel the release of the virtual skill, or release the virtual skill to other virtual characters, the other virtual characters being characters that interact with the first virtual character.
[0244] In one possible implementation, the first region is determined based on the distribution of the locations of other virtual characters in the three-dimensional virtual environment in the historical interaction data, where the other virtual characters are those that interact with the first virtual character.
[0245] In one possible implementation, the release module 1602 is used to release a virtual skill to a reference position where the first virtual character is located in the three-dimensional virtual environment; the reference position is the position of the first virtual character in the three-dimensional virtual environment after the end of the drag operation buffer time, the buffer time is the time for the virtual skill to buffer from the first state to the second state, the first state is the triggered state of the virtual skill when the drag operation ends, and the second state is the released state of the virtual skill.
[0246] In one possible implementation, the release module 1602 is used to release a virtual skill to the current location of the first virtual character in the three-dimensional virtual environment; wherein the current location is the position of the first virtual character in the three-dimensional virtual environment when the drag operation ends.
[0247] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process and beneficial effects are detailed in the method embodiments, which will not be repeated here.
[0248] In an exemplary embodiment, a computer device is also provided, comprising a processor and a memory storing at least one computer program. The at least one computer program is loaded and executed by one or more processors to enable the computer device to implement any of the aforementioned methods for releasing the skills of a virtual character. The computer device can be a server or a terminal device. The structures of the server and the terminal device will be described below.
[0249] Figure 17 is a schematic diagram of a server provided in an embodiment of this application. The server can vary considerably depending on its configuration or performance. It may include one or more Central Processing Units (CPUs) 1701 and one or more memories 1702. The one or more memories 1702 store at least one computer program, which is loaded and executed by the one or more processors 1701 to enable the server to implement the virtual character skill release methods provided in the various method embodiments described above. Of course, the server may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated upon here.
[0250] Figure 18 is a schematic diagram of a terminal device provided in an embodiment of this application. The terminal device can be: a PC, mobile phone, smartphone, PDA, wearable device, handheld portable gaming device, PPC, tablet computer, laptop computer, desktop computer, smart car system, smart TV, smart speaker, smartwatch, or in-vehicle terminal. The terminal device may also be referred to as user equipment, portable terminal device, laptop terminal device, desktop terminal device, or other names.
[0251] Typically, a terminal device includes a processor 1801 and a memory 1802.
[0252] Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0253] The memory 1802 may include one or more computer-readable storage media, which may be non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1802 is used to store at least one instruction, which is executed by the processor 1801 to cause the terminal device to implement the skill release method for a virtual character provided in the method embodiments of this application. In some embodiments, the non-transitory computer-readable storage medium may also be referred to as a non-volatile computer-readable storage medium.
[0254] In some embodiments, the terminal device may also optionally include a display screen 1805.
[0255] Display screen 1805 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1805 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1801 for processing. In this case, display screen 1805 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1805, disposed on the front panel of the terminal device; in other embodiments, there may be at least two display screens, disposed on different surfaces of the terminal device or in a folded design; in still other embodiments, display screen 1805 may be a flexible display screen, disposed on a curved or folded surface of the terminal device. Furthermore, display screen 1805 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. Display screen 1805 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode). In some embodiments, the first virtual character, aiming skill controls, etc. involved in the method embodiments of this application are displayed on the display screen 1805.
[0256] Those skilled in the art will understand that the structure shown in Figure 18 does not constitute a limitation on the terminal device, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0257] In an exemplary embodiment, a non-volatile computer-readable storage medium is also provided, which stores at least one computer program that is loaded and executed by a processor to enable a computer to implement any of the above-described methods for releasing the skills of a virtual character.
[0258] In one possible implementation, the aforementioned non-volatile computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, a floppy disk, and an optical data storage device, etc.
[0259] In an exemplary embodiment, a computer program product or computer program is also provided, which includes computer instructions loaded and executed by a processor to enable the computer to implement any of the above-described methods for releasing the skills of a virtual character.
[0260] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, historical interaction data involved in this application was obtained with full authorization.
[0261] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.
[0262] The above description is merely an exemplary embodiment of this application and does not limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.
Claims
1. A method of skill release of a virtual character, wherein, The method is performed by a computer device, and the method includes: Displays a first virtual character located in a three-dimensional virtual environment and an aiming skill control located in the touch layer. The aiming skill control is used to release the virtual skills of the first virtual character to the aiming area after being triggered. In response to the fact that the end position of the drag operation on the aiming skill control is located in the first area of the touch layer, the virtual skill is released to the first virtual character; The virtual skill's effect on the first virtual character is displayed in the three-dimensional virtual environment; The plane in which the touch layer is located is different from the horizontal plane in the three-dimensional virtual environment.
2. The method of claim 1, wherein, The first region is a region with a regular pattern on the touch layer.
3. The method of claim 1 or 2, wherein, The first region is a first included angle region on the touch layer, and the vertex of the first included angle region is determined based on the aiming skill control.
4. The method according to any one of claims 1 to 3, wherein, The first region and the second region do not overlap, and the second region is the area in the touch layer used to cancel skill release.
5. The method according to any one of claims 1 to 4, wherein, The first region and the third region do not overlap. The third region is the common landing point region of the aiming skill control. The common landing point region is determined based on the landing point position of the drag operation when releasing the virtual skill to other virtual characters besides the first virtual character.
6. The method of claim 5, wherein, The method further includes: Determine the distribution density of the landing points; The region where the distribution density is greater than the landing point threshold is defined as the commonly used landing point region.
7. The method of claim 5 or 6, wherein, The distance between the first region and the third region is not less than the reference distance.
8. The method of any one of claims 1 to 7, wherein, The step of releasing the virtual skill to the first virtual character in response to the end position of the drag operation on the aiming skill control being located in the first area of the touch layer includes: In response to the fact that the end position of the drag operation on the aiming skill control is located in the first area of the touch layer, and the drag distance of the drag operation is greater than a first distance threshold, the virtual skill is released to the first virtual character; The first distance threshold is a distance threshold used to determine whether to cancel skill release.
9. The method according to any one of claims 1 to 8, wherein, The step of releasing the virtual skill to the first virtual character in response to the end position of the drag operation on the aiming skill control being located in the first area of the touch layer includes: In response to the fact that the end position of the drag operation on the aiming skill control is located in the first area of the touch layer, and the drag distance of the drag operation is greater than the second distance threshold, the virtual skill is released to the first virtual character; The second distance threshold is a distance threshold used to determine whether the operation type of this operation is the drag operation or the click operation.
10. The method according to any one of claims 1 to 9, wherein, The method further includes: In response to the fact that the end position of the drag operation on the aiming skill control is located in the fourth region of the three-dimensional virtual environment, the virtual skill is released to the first virtual character; The fourth region is the area on the horizontal plane of the three-dimensional virtual environment centered on the first virtual character.
11. The method of claim 10, wherein, The method further includes: In response to a dragging operation targeting the aiming skill control where the dragging distance exceeds a second distance threshold, the fourth region is displayed on a horizontal plane in the three-dimensional virtual environment; The second distance threshold is a distance threshold used to determine whether the operation type of this operation is the drag operation or the click operation.
12. The method of any one of claims 1 to 11, wherein, The step of releasing the virtual skill to the first virtual character in response to the end position of the drag operation on the aiming skill control being located in the first area of the touch layer includes: In response to the fact that the end position of the drag operation for the aiming skill control is located in the first area of the touch layer, and the operation duration of the drag operation is less than the duration threshold, the virtual skill is released to the first virtual character.
13. The method of any one of claims 1 to 12, wherein, The method further includes: In response to the fact that the end position of the drag operation on the aiming skill control is located in the first area of the touch layer, and the operation duration of the drag operation is greater than or equal to the duration threshold, the release of the virtual skill is canceled, or the virtual skill is released to another virtual character, wherein the other virtual character is a character that interacts with the first virtual character.
14. The method of any one of claims 1 to 13, wherein, The first region is determined based on the distribution of the locations of other virtual characters in the three-dimensional virtual environment in the historical interaction data, where the other virtual characters are those that interact with the first virtual character.
15. The method of any one of claims 1 to 14, wherein, The step of releasing the virtual skill to the first virtual character includes: Release the virtual skill at the reference position where the first virtual character is located in the three-dimensional virtual environment; The reference position is the position of the first virtual character in the three-dimensional virtual environment after the drag operation ends and the buffer time is elapsed. The buffer time is the time it takes for the virtual skill to buffer from the first state to the second state. The first state is the triggered state of the virtual skill when the drag operation ends, and the second state is the released state of the virtual skill.
16. The method of any one of claims 1 to 15, wherein, The step of releasing the virtual skill to the first virtual character includes: Release the virtual skill at the current location of the first virtual character in the three-dimensional virtual environment; The current location refers to the position of the first virtual character in the three-dimensional virtual environment when the drag operation ends.
17. A virtual character skill release device, comprising: The device includes: The display module is used to display a first virtual character located in a three-dimensional virtual environment and an aiming skill control located in the touch layer. The aiming skill control is used to release the virtual skills of the first virtual character to the aiming area after being triggered. The release module is used to release the virtual skill to the first virtual character in response to the fact that the end position of the drag operation on the aiming skill control is located in the first area of the touch layer; The display module is also used to display the effect of the virtual skill on the first virtual character in the three-dimensional virtual environment; The plane in which the touch layer is located is different from the horizontal plane in the three-dimensional virtual environment.
18. A computer device, wherein, The computer device includes a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to enable the computer device to implement the skill release method for a virtual character as described in any one of claims 1 to 16.
19. A non-transitory computer readable storage medium, wherein, The non-volatile computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to enable the computer to implement the skill release method for a virtual character as described in any one of claims 1 to 16.
20. A computer program product, wherein, The computer program product includes computer instructions that are loaded and executed by a processor to enable the computer to implement the skill release method of the virtual character as described in any one of claims 1 to 16.
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