Virtual object control method and apparatus, device, medium, and product
By displaying a control area and confirming the operation when a virtual object can release a skill, the complexity and computational overhead of virtual object skill release operations are solved, thus improving human-computer interaction efficiency and computational efficiency.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2026-01-04
- Publication Date
- 2026-07-30
AI Technical Summary
Existing methods for releasing virtual object skills require high precision, resulting in low efficiency in human-computer interaction and high computational overhead.
By displaying a control area when a skill can act on a virtual object itself, users can confirm the action within this area to release the skill, avoiding the need to select a release target in the virtual scene and reducing collision detection and raycasting calculations.
It reduces the difficulty of operation, reduces the time spent selecting and releasing targets, improves the efficiency of human-computer interaction, and reduces the processor load of computer equipment.
Smart Images

Figure CN2026070111_30072026_PF_FP_ABST
Abstract
Description
Methods, devices, equipment, media, and products for controlling virtual objects
[0001] This application claims priority to Chinese Patent Application No. 202510109533.1, filed on January 21, 2025, entitled "Control Method, Apparatus, Computer Equipment and Storage Medium for Virtual Objects", the entire contents of which are incorporated herein by reference. Technical Field
[0002] This application relates to the field of human-computer interaction technology, and in particular to a method, apparatus, device, medium and product for controlling virtual objects. Background Technology
[0003] The variety of video games is constantly increasing, including shooting games and role-playing games. In video games, players can control virtual objects within a virtual environment, such as controlling virtual objects to unleash their skills. Currently, controlling a virtual object to unleash a skill requires selecting a target object from the virtual environment so that the skill can be applied to that target. However, the current method of controlling virtual objects to unleash skills requires high precision, resulting in low human-computer interaction efficiency. Summary of the Invention
[0004] This application provides a method, apparatus, device, medium, and product for controlling virtual objects. The technical solution is as follows:
[0005] On the one hand, a method for controlling a virtual object is provided, the method being executed by a terminal, the method comprising:
[0006] In response to a pre-release operation of having a skill on a first virtual object, if the skill can act on the first virtual object itself, a control area of the first virtual object is displayed, wherein the first virtual object is a virtual object controlled by the terminal, and the control area is used to use the first virtual object as the release target of the skill;
[0007] In response to a confirmation operation within the control area, the first virtual object is controlled to release the skill to itself.
[0008] On the other hand, a control device for a virtual object is provided, the device comprising:
[0009] The display module is used to respond to a pre-release operation of having a skill on a first virtual object. When the skill can act on the first virtual object itself, the control area of the first virtual object is displayed. The first virtual object is a virtual object controlled by a terminal. The control area is used to use the first virtual object as the release target of the skill.
[0010] A control module is configured to control the first virtual object to release the skill to itself in response to a confirmation operation within the control area.
[0011] On the other hand, a computer device is provided, 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 perform the operations performed by the virtual object control method as described above.
[0012] On the other hand, a computer-readable storage medium is provided that stores at least one computer program, which is loaded and executed by a processor to implement the operations performed by the virtual object control method as described above.
[0013] In another aspect, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the operations performed by the virtual object control method as described above.
[0014] In the solution provided in this application embodiment, when controlling the first virtual object to release a skill, a pre-trigger operation is first triggered to ensure that the first virtual object possesses a skill. If the skill can act on the first virtual object itself, the control area of the first virtual object will be displayed so that a confirmation operation can be triggered in the control area, thereby enabling the control of the first virtual object to release the skill on itself. On the one hand, when releasing a skill on the first virtual object itself, it is not necessary to select a release target from the virtual objects displayed in the virtual scene before releasing the skill, which can reduce the difficulty of using the first virtual object as the release target, thereby reducing the time required for selecting the release target, ensuring the convenience of controlling the first virtual object to release the skill on itself, and thus improving the efficiency of human-computer interaction. On the other hand, by triggering a confirmation operation in the control area to release the skill on the first virtual object itself, the computational requirements such as collision detection and ray casting required for the selection process of the first virtual object in the virtual scene in the traditional method are eliminated, thereby reducing the computational overhead of the computer device for the process of the first virtual object releasing the skill on itself and reducing the instantaneous load of the computer device's processor during the skill release process. Attached Figure Description
[0015] Figure 1 is a structural block diagram of a computer system provided in an embodiment of this application;
[0016] Figure 2 is a flowchart of a virtual object control method provided in an embodiment of this application;
[0017] Figure 3 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0018] Figure 4 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0019] Figure 5 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0020] Figure 6 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0021] Figure 7 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0022] Figure 8 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0023] Figure 9 is a schematic diagram of a virtual scene provided in an embodiment of this application;
[0024] Figure 10 is a schematic diagram of another virtual scene provided in an embodiment of this application;
[0025] Figure 11 is a schematic diagram of another virtual scene provided in an embodiment of this application;
[0026] Figure 12 is a schematic diagram of another virtual scene provided in an embodiment of this application;
[0027] Figure 13 is a schematic diagram of another virtual scene provided in an embodiment of this application;
[0028] Figure 14 is a schematic diagram of another virtual scene provided in an embodiment of this application;
[0029] Figure 15 is a schematic diagram of another virtual scene provided in an embodiment of this application;
[0030] Figure 16 is a schematic diagram of the skill options provided in an embodiment of this application;
[0031] Figure 17 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0032] Figure 18 is a schematic diagram of the structure of a virtual object control device provided in an embodiment of this application;
[0033] Figure 19 is a schematic diagram of the structure of a terminal provided in an embodiment of this application;
[0034] Figure 20 is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0035] 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, the information involved in this application, the data used to render virtual scenes, and events were all obtained with full authorization.
[0036] First, a brief introduction to the terms used in the embodiments of this application:
[0037] World game: refers to a game that allows users to explore within a game world; the map area of a world game is often quite large. In this application, the map in the world game is the world map.
[0038] RPG (Role-Playing Game): A game where users assume the role of a specific character, complete tasks, interact with other characters, or explore a game world. In RPGs, users play as characters and control virtual objects to move around in virtual environments. Furthermore, users can choose different types of virtual objects to role-play, explore new places, solve puzzles, form new groups, or participate in stories within the virtual world.
[0039] MOBA (Multiplayer Online Battle Arena) games are a type of game where multiple player-controlled virtual objects (PCA) compete against each other in a virtual arena, aiming to capture or destroy enemy PCA points. For example, a MOBA game might divide players into at least two opposing factions, with each faction's virtual team occupying its own map area and competing against each other based on a specific victory condition. This victory condition may include, but is not limited to, capturing or destroying enemy PCA points, eliminating enemy PCA characters, surviving within a specified timeframe and scenario, acquiring a resource, or achieving a higher score than the opponent within a specified time.
[0040] MMORPG (Multiplayer Online Role Playing Game): It supports a large number of players to play in a virtual game world at the same time. Players play specific roles in the game and improve their character's abilities, level, equipment, etc. by constantly completing tasks, fighting, exploring and so on. They can also explore virtual scenes together through multiplayer online connections.
[0041] Taking shooting games as an example, these games can display virtual scenes from either a first-person or third-person perspective. Shooting games displaying virtual scenes from a first-person perspective are also called FPS (First-Person Shooter). The first-person perspective is the viewpoint observed through a virtual camera positioned on the chest of the virtual object; or, the first-person perspective is the viewpoint observed through a virtual camera positioned on the head of the virtual object; or, the first-person perspective is the viewpoint observed through a virtual camera positioned on the neck of the virtual object. The third-person perspective is the viewpoint observed through a virtual camera positioned behind or behind the virtual object. Optionally, the third-person perspective is the viewpoint observed through a virtual camera positioned behind or behind the virtual object. When the terminal runs the shooting game, a virtual scene is displayed, in which the virtual object can control virtual items to perform remote attacks.
[0042] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual world can be any of a two-dimensional virtual world, a 2.5-dimensional virtual world, or a three-dimensional virtual world; this application does not limit it. The following embodiments use a three-dimensional virtual world as an example.
[0043] Virtual objects refer to the movable objects that users interact with in a virtual world. Virtual objects can be virtual characters, virtual animals, anime characters, etc., such as people and animals displayed in a 3D virtual world. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual world, occupying a portion of the space within that world.
[0044] Skill cooldown: This refers to the period during which a virtual object in a game cannot use a skill again after it has been used. This period is also known as the cooldown time.
[0045] Figure 1 is a structural block diagram of a computer system provided in an embodiment of this application. Referring to Figure 1, the computer system includes a first terminal 101, a server 102, and a second terminal 103.
[0046] The first terminal 101 has an application 111 installed and running that supports virtual scenes. Optionally, the application 111 can be any one of a 3D map program, a virtual reality (VR) application, an augmented reality (AR) application, an open-world game program, an RPG (role-playing game) program, a turn-based game program, or a turn-based RPG program. The first terminal 101 is a terminal used by a first user, who uses the first terminal 101 to control a first virtual object located in the virtual scene to perform activities, including but not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, fighting, using throwable items, and attacking other virtual objects. For example, the first virtual object is a virtual character, such as a simulated character or an anime character. For example, the first user controls the first virtual object to perform activities through user interface (UI) controls on the virtual scene screen.
[0047] The second terminal 103 has an application 131 installed and running that supports virtual scenes. The second terminal 103 is used by a second user who uses it to control a second virtual object located in the virtual scene. Optionally, the first virtual object and the second virtual object are in the same virtual scene. The first virtual object and the second virtual object belong to different factions, or they belong to the same faction.
[0048] The first terminal 101 is connected to the server 102 via a wireless or wired network, and the second terminal 103 is also connected to the server 102 via a wireless or wired network. The server 102 provides background services for applications supporting 3D virtual scenes. The server 102 includes at least one of a single server, multiple servers, or a virtualization center. For example, the server 102 includes a processor and a memory. The memory further includes a receiving module, a control module, and a sending module. The receiving module receives requests sent by clients, such as skill release requests or information acquisition requests. The control module controls the rendering of the virtual scene. The sending module sends responses to clients, such as sending information to clients. Optionally, the server 102 undertakes the main computational work, and the first terminal 101 and the second terminal 103 undertake secondary computational work; or, the server 102 undertakes secondary computational work, and the first terminal 101 and the second terminal 103 undertake the main computational work; or, the server 102, the first terminal 101, and the second terminal 103 collaborate using a distributed computing architecture.
[0049] Optionally, the applications installed on the first terminal 101 and the second terminal 103 are the same, or the applications installed on the three terminals are the same type of application on different operating system platforms. The first terminal 101 can refer to one of multiple terminals, and the second terminal 103 can refer to one of multiple terminals; this embodiment only uses the first terminal 101 and the second terminal 103 as examples. The device types of the first terminal 101 and the second terminal 103 may be the same or different, and these device types include at least one of the following: smartphones, smartwatches, smart TVs, tablets, wearable devices, in-vehicle terminals, MP3 players, MP4 players, laptops, and desktop computers. The following embodiments use smartphones as an example.
[0050] Furthermore, during the process of the first terminal 101 controlling the first virtual object to release a skill through the application 111, the screens displayed by the first terminal 101 through the application 111 are shown in (1)-(2) of Figure 1. In response to the pre-release operation of possessing a skill on the first virtual object, the first terminal 101 displays screen (1) through the application 111 when the skill can act on the first virtual object itself. In screen (1), the first virtual object 112 and the control area 113 of the first virtual object are displayed. In response to the confirmation operation within the control area, the first terminal 101 displays screen (2) through the application 111. In screen (2), the first virtual object 112 releases a skill on itself, and the skill effect 114 of the released skill is displayed, and the control area 113 is de-displayed.
[0051] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0052] Figure 2 is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method as being executed by a terminal as an example, as shown in Figure 2, the method includes at least one of the following steps (201-202).
[0053] Step 201: In response to the pre-release operation of the skill on the first virtual object, if the skill can act on the first virtual object itself, the terminal displays the control area of the first virtual object. The first virtual object is a virtual object controlled by the terminal, and the control area is used to use the first virtual object as the target of skill release.
[0054] In this embodiment, a first virtual object in the virtual scene possesses skills, which the user can control via a terminal to release. When a pre-release operation for a skill is triggered, if the skill can act on the first virtual object itself, a control area for the first virtual object will be displayed, allowing the user to control the first virtual object to release its skill, thus ensuring ease of control over the first virtual object's skill release.
[0055] The term "skill" can be any skill, such as a defensive skill or a support skill. For example, a skill might increase the target's defense or health. The "pre-release operation" indicates that the skill is about to be released by the first virtual object. The pre-release operation can be any type of operation, such as a click or press. "The skill can act on the first virtual object itself" means that the first virtual object can release the skill on itself. The control area can be represented in any form, such as a circle, square, or fan-shaped area. For example, the control area can be represented by a highlighted border (the area covered by the highlighted border is the control area); or by a button (the area covered by the button is the control area); or by the identifier of the first virtual object (the area covered by the identifier of the first virtual object is the control area).
[0056] In this embodiment, for any skill possessed by the first virtual object, the first virtual object can release the skill on a virtual object in the virtual scene, or release the skill in a certain area of the virtual scene. If the first virtual object can release the skill on itself, it means that the skill can act on the first virtual object itself.
[0057] Step 202: The terminal responds to the confirmation operation within the control area and controls the first virtual object to release its skill.
[0058] In this embodiment, the confirmation operation within the control area is equivalent to confirming the release of the skill to the first virtual object itself. This controls the first virtual object to release the skill to itself, eliminating the need to select a release target from the virtual objects displayed in the virtual scene, thus improving the convenience of releasing the skill to itself.
[0059] In the solution provided in this application embodiment, when controlling the first virtual object to release a skill, a pre-trigger operation is first triggered to ensure that the first virtual object possesses a skill. If the skill can act on the first virtual object itself, the control area of the first virtual object will be displayed so that a confirmation operation can be triggered in the control area, thereby enabling the control of the first virtual object to release the skill on itself. On the one hand, when releasing a skill on the first virtual object itself, it is not necessary to select a release target from the virtual objects displayed in the virtual scene before releasing the skill, which can reduce the difficulty of using the first virtual object as the release target, thereby reducing the time required for selecting the release target, ensuring the convenience of controlling the first virtual object to release the skill on itself, and thus improving the efficiency of human-computer interaction. On the other hand, by triggering a confirmation operation in the control area to release the skill on the first virtual object itself, the computational requirements such as collision detection and ray casting required for the selection process of the first virtual object in the virtual scene in the traditional method are eliminated, thereby reducing the computational overhead of the terminal for the process of the first virtual object releasing the skill on itself and reducing the instantaneous load of the terminal's processor during the skill release process.
[0060] In some optional embodiments, the first virtual object is controlled to release skills on itself through skill options displayed in the virtual scene interface, as detailed in the following embodiments.
[0061] Figure 3 is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method as being executed by a terminal as an example, as shown in Figure 3, the method includes at least one of the following steps (301 to 303).
[0062] Step 301: The terminal displays the skill options of the first virtual object.
[0063] In this embodiment of the application, the first virtual object is located in a virtual scene, and the terminal displays the scene screen of the virtual environment through the virtual scene interface.
[0064] Optionally, the skill options are displayed as part of the user interface (UI). For example, the virtual scene interface displays the skill options corresponding to the skills possessed by the first virtual object, allowing the user to control the virtual object to unleash those skills.
[0065] The skill options can be of any type, such as buttons or virtual joysticks.
[0066] Optionally, the skill options can also be implemented as scene elements in a virtual scene. For example, skill options are displayed in a virtual scene, where they are shown as scene elements.
[0067] Here, scene elements refer to the UI displayed in the virtual scene. Optionally, the skill options of a skill can be implemented as a scene UI that moves with the first virtual object; or, the skill options of a skill can be implemented as a scene UI set at the first scene position in the virtual scene. That is, the skill is a skill that is associated with the scene position in the virtual scene. For example, the skill options corresponding to the "Seek" skill are displayed around the grass in the virtual scene. When the skill is applied to the first virtual object itself, the first virtual object gains the ability to see the grass.
[0068] When skill options are implemented as scene UI, the connection between virtual scenes and skills can be enhanced, thereby improving the efficiency of information transmission in the interface.
[0069] In one possible implementation, the skill options in the virtual scene are in a ready state.
[0070] In this embodiment, the ready state means that the skill is ready and not in a cooldown state; that is, the skill option can be triggered to cause the virtual object to release the skill. When the skill option is in the ready state, the user can trigger the skill option through the terminal to control the virtual object to release the skill.
[0071] The ready state can be represented in any form. For example, in a virtual scene, highlighting the skill option indicates that the skill option is in a ready state.
[0072] In one possible implementation, the terminal displays the virtual scene from the first-person perspective of the first virtual object, and displays the skill options corresponding to the skill in the virtual scene interface; or, the terminal displays the virtual scene from the third-person perspective, and displays the first virtual object and the skill options corresponding to the skill in the virtual scene interface.
[0073] In this embodiment, when the virtual scene is displayed from the first-person perspective of the first virtual object, the first virtual object may not be displayed in the virtual scene, or only a portion of the first virtual object may be displayed. When the virtual scene is displayed from the third-person perspective of the first virtual object, the first virtual object can be displayed in the virtual scene.
[0074] Step 302: In response to the triggering operation of the skill option, if the skill can act on the first virtual object itself, the terminal displays the control area of the first virtual object. The first virtual object is a virtual object controlled by the terminal, and the control area is used to use the first virtual object as the target of skill release.
[0075] In this embodiment of the application, the triggering operation of the skill option is equivalent to the pre-release operation of the skill of the first virtual object, which also indicates that the first virtual object is about to release the skill. When the skill can act on the first virtual object itself, the control area of the first virtual object is displayed so that the first virtual object can be controlled to release the skill to itself through the control area.
[0076] The trigger action for skill options can be any type of action, such as clicking or long-pressing the skill option.
[0077] In one possible implementation, the control area of the first virtual object is displayed in the following ways: in response to a triggering operation of a skill option, if the skill can act on the first virtual object itself, the control option of the first virtual object is displayed; or, the avatar of the first virtual object is displayed.
[0078] Specifically, when the control options of the first virtual object are displayed, the area occupied by the control options is the control area of the first virtual object; when the avatar of the first virtual object is displayed, the area occupied by the avatar is the control area of the first virtual object.
[0079] For example, taking the skill option as the skill button and the control area as the control button, when the user clicks the skill button on the terminal, and the terminal is able to release the skill on itself by the first virtual object, the control button of the first virtual object is displayed in the virtual scene interface. The control button displays "self" to indicate that the skill can be released on itself by the control button.
[0080] In one possible implementation, the process of determining whether a skill can act on the first virtual object itself includes: the terminal responding to a trigger operation on a skill option, obtaining skill description information of the skill, and determining whether the skill can act on the first virtual object itself based on the skill description information.
[0081] In this embodiment, the skill description information is used to describe the skill and indicates whether the first virtual object can release its skill on itself. Once the terminal detects a trigger operation on the skill option, it obtains the skill description information to determine whether the first virtual object can release its skill on itself, thereby ensuring the accuracy of the subsequent display control area.
[0082] Optionally, the method of obtaining skill description information includes: the terminal sending an information retrieval request to the server in response to a trigger operation on a skill option, and receiving skill description information returned by the server based on the information retrieval request; or, the terminal retrieving the skill description information of the skill from locally stored information in response to a trigger operation on a skill option.
[0083] Among them, the information retrieval request carries the skill identifier of the skill.
[0084] In this embodiment, the server provides data support for the terminal to display virtual scenes. The server stores skill description information for each skill, and the terminal can obtain the skill description information from the server by interacting with it. Alternatively, the terminal stores the skill description information for each skill locally, and the terminal can query the skill description information for a skill from the locally stored skill description information.
[0085] In one possible implementation, the process of determining whether a skill can act on the first virtual object itself includes: the terminal responding to a trigger operation on a skill option by sending a skill query request to the server; the server responding to the skill query request by querying the skill description information of the skill based on the skill identifier carried in the skill query request; and sending the query result to the terminal based on the skill description information; and the terminal receiving the query result sent by the server.
[0086] In this embodiment, the server can determine whether the first virtual object can release a skill on itself based on the skill description information. The query result sent to the terminal can reflect whether the first virtual object can release a skill on itself. When the query result indicates that the skill can be applied to the first virtual object, the terminal displays the control area of the first virtual object.
[0087] The query results include a first query result or a second query result. The first query result indicates that the skill can be applied to the first virtual object itself, while the second query result indicates that the skill cannot be applied to the second virtual object itself.
[0088] Step 303: The terminal responds to the drag operation from the skill option to the control area and controls the first virtual object to release the skill on itself.
[0089] In this embodiment of the application, when the terminal detects a drag operation from the skill option to the control area, it is equivalent to detecting a confirmation operation within the control area. Then, it controls the first virtual object to release the skill to itself, which facilitates user operation and ensures the efficiency of controlling the first virtual object to release the skill to itself.
[0090] The drag operation refers to pressing a skill option and dragging it into the control area. In other words, this drag operation is equivalent to a swipe operation, with the starting point being the area where the skill option is located and the ending point being within the control area. For example, if a user presses and holds a skill option to start dragging, and then lifts their finger after dragging it into the control area, the terminal will detect the drag operation from the skill option to the control area.
[0091] In one possible implementation, the method further includes: canceling the display of the control area of the first virtual object in response to a confirmation operation on the control area of the first virtual object.
[0092] In this embodiment, the terminal detects a confirmation operation on the control area of the first virtual object, indicating that the skill has been confirmed to be released on itself through the control area. If the control area is no longer needed, the display of the control area is canceled to avoid visual interference caused by displaying the control area for a long time and to ensure the display effect.
[0093] It should be noted that the embodiments of this application are illustrated by taking the example of controlling the first virtual object to release skills on itself through skill options. In another embodiment, it is not necessary to perform the above steps 301-303. Instead, other methods are adopted. In response to the pre-release operation of the first virtual object having skills, if the skill can act on the first virtual object itself, the control area of the first virtual object is displayed. In response to the confirmation operation in the control area, the first virtual object is controlled to release skills on itself.
[0094] In the solution provided in this application embodiment, when controlling the first virtual object to release a skill, a pre-trigger operation is first triggered to ensure that the first virtual object possesses a skill. If the skill can act on the first virtual object itself, the control area of the first virtual object will be displayed so that a confirmation operation can be triggered in the control area, thereby enabling the control of the first virtual object to release the skill on itself. On the one hand, when releasing a skill on the first virtual object itself, it is not necessary to select a release target from the virtual objects displayed in the virtual scene before releasing the skill, which can reduce the difficulty of using the first virtual object as the release target, thereby reducing the time required for selecting the release target, ensuring the convenience of controlling the first virtual object to release the skill on itself, and thus improving the efficiency of human-computer interaction. On the other hand, by triggering a confirmation operation in the control area to release the skill on the first virtual object itself, the computational requirements such as collision detection and ray casting required for the selection process of the first virtual object in the virtual scene in the traditional method are eliminated, thereby reducing the computational overhead of the terminal for the process of the first virtual object releasing the skill on itself and reducing the instantaneous load of the terminal's processor during the skill release process.
[0095] Furthermore, users trigger skill options via the terminal. If the skill can act on the first virtual object itself, the control area of the first virtual object is displayed. Users then drag the skill option towards the control area, allowing the terminal to control the first virtual object to release its skill. On one hand, users only need to trigger a simple operation on the skill option to control the first virtual object to release its skill, reducing the difficulty of selecting the first virtual object as the target and thus reducing the time required for target selection. This ensures the convenience of controlling the first virtual object to release its skill, thereby improving human-computer interaction efficiency. On the other hand, the drag-to-control operation to release the skill on the first virtual object allows the terminal to quickly determine the user's skill release intention through the coordinated operation of the skill option and the control area. This eliminates the traditional method of synchronizing the state of all virtual objects in the virtual scene before determining the target of the selected operation, reducing the terminal's computational overhead and the need for network synchronization during skill release, as well as the amount of data transmitted between the terminal and the server.
[0096] In some optional embodiments, the pre-release operation and the confirmation operation within the control area can also be triggered by pressing and moving the skill option, as detailed in the following embodiments.
[0097] Figure 4 is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method as being executed by a terminal as an example, as shown in Figure 4, the method includes at least one of the following steps (401-403).
[0098] Step 401: The terminal displays the skill options of the first virtual object.
[0099] It should be noted that step 401 is the same as step 301 above, and will not be repeated here.
[0100] Step 402: In response to the pressing operation of the skill option, if the skill can act on the first virtual object itself, the terminal displays the control area of the first virtual object. The first virtual object is a virtual object controlled by the terminal, and the control area is used to use the first virtual object as the target of skill release.
[0101] In this embodiment, pressing the skill option is equivalent to triggering the skill option and also to pre-releasing the skill. By pressing the skill option, the user can pre-release the skill. When the skill can act on the first virtual object itself, the control area of the first virtual object is displayed so that the skill can be released on the first virtual object itself through the control area, thus ensuring the convenience of triggering the pre-release operation.
[0102] In one possible implementation, the process of pressing a skill option includes: in response to pressing the skill option, displaying a virtual joystick centered on the skill option; if the skill can act on the first virtual object itself, displaying the control area of the first virtual object; and displaying the aiming range in the virtual scene interface.
[0103] The virtual joystick consists of a fixed virtual dial and a movable joystick button. The virtual dial can be a circular or square area, centered on the skill option's location. The aiming range indicates the range within which a skill's pre-release action is triggered. That is, if the first virtual object is controlled to release a skill according to the current aiming range, the first virtual object will release the skill within the aiming range or release the skill on other virtual objects within the aiming range. The aiming range can be represented in any form, such as a circle, a crosshair, or other forms; no limitation is made here.
[0104] In this embodiment of the application, when a user presses a skill option on a terminal, a virtual joystick is displayed centered on the location of the skill option, so that the user can use the virtual joystick to release and control the position of the aiming range in the virtual scene, thereby controlling the skill release area or release target.
[0105] For example, when a user presses a skill option on the terminal, the terminal will display a virtual joystick centered on the location of the skill option. If the user holds down the press and starts moving, the joystick button will move in the virtual wheel, and the aiming range will move in the virtual scene. The aiming range is the area where the skill is released, or the virtual object in the aiming range is the target of the skill.
[0106] Step 403: When the terminal moves to the control area during the pressing operation, it controls the first virtual object to release the skill to itself in response to the end of the pressing operation.
[0107] In this embodiment, by triggering a press operation on the skill option, if the skill can act on the first virtual object, the control area of the first virtual object is displayed, and movement begins while the press is maintained; that is, the press position of the press operation begins to move, and the press operation ends when the press position moves into the control area, which is equivalent to a confirmation operation within the control area, thus controlling the first virtual object to release the skill on itself. On the one hand, the first virtual object can be controlled to release the skill on itself simply by pressing and moving, without performing complex operations, reducing the difficulty of operation and improving the efficiency of human-computer interaction; on the other hand, during the skill release process, the terminal only needs to continuously detect the press position and the end position of the press operation, and can determine the target of the skill release by whether the end position is within the control area, thereby eliminating the need for the user to identify the virtual object selection process in the virtual scene in traditional solutions, and reducing the amount of computation on the terminal during the skill release process.
[0108] In this context, "end of press operation" means the press is no longer applied. For example, if a user presses a skill option displayed on the terminal screen with their finger and moves their finger across the screen while maintaining the press, and then lifts their finger when it reaches the control area displayed on the screen, the terminal will control a first virtual object to release the skill. Moving the finger across the control area while maintaining the press is equivalent to the press position moving within the control area. When the user lifts their finger, the terminal detects that the finger is no longer pressing the screen, indicating that the press operation has ended.
[0109] In one possible implementation, step 403 includes: if the pressing position of the pressing operation moves into the activation area, in response to the end of the pressing operation, controlling the first virtual object to release a skill on itself.
[0110] In this embodiment, the control area corresponds to an activation area, which includes the control area and is larger than the control area. When the pressing position of the pressing operation moves into the activation area, the pressing operation ends, and the first virtual object can be controlled to release its skill on itself without needing to move the pressing position into the control area. This means the pressing operation does not require moving an excessive distance, ensuring the convenience of determining when the first virtual object releases its skill, thereby guaranteeing the efficiency of human-computer interaction.
[0111] The active region can be any shape, such as a circle or a square. Optionally, the center of the active region is at the same location as the center of the control region.
[0112] Optionally, the active area is not displayed.
[0113] In this embodiment, the control area is displayed while the activation area is not. The activation area is larger than the control area. The press operation ends after the press position moves to the activation area, thus controlling the first virtual object to release the skill. This avoids the activation area being too large and affecting the display of the virtual scene, while also ensuring the convenience of determining the first virtual object to release its skill, thus guaranteeing the display effect and human-computer interaction efficiency.
[0114] Optionally, the skill effects triggered when the pressing position of the pressing operation is located in the activation area and when it is located in the control area are the same; or, the skill effects triggered when the pressing position of the pressing operation is located in the activation area and when it is located in the control area are different.
[0115] In one example, when the pressing position of the pressing operation moves into the control area, in response to the end of the pressing operation, the first virtual object is controlled to release a skill with a first skill effect on itself; when the pressing position of the pressing operation moves into the activation area, in response to the end of the pressing operation, the first virtual object is controlled to release a skill with a second skill effect on itself.
[0116] Optionally, the skill with the first skill effect and the skill with the second skill effect can be implemented as different skills, that is, different skills can be triggered by pressing and dragging the same skill option to different areas; or, the skill with the first skill effect and the skill with the second skill effect can be implemented as the same skill, that is, the same skill with different skill effects can be triggered by pressing and dragging the same skill option to different areas.
[0117] Optionally, the difference between the effect of the first skill and the effect of the second skill can be implemented as at least one of the following: difference in skill attribute value (e.g., different damage value), difference in skill activation duration, difference in skill cooldown duration, and difference in skill release range.
[0118] Optionally, the effect of the first skill is superior to that of the second skill. In one example, the difference between the effects of the first and second skills is implemented as a difference in skill attribute values, where the skill attribute value corresponding to the effect of the first skill is higher than that corresponding to the effect of the second skill. In another example, the difference between the effects of the first and second skills is implemented as a difference in skill duration, where the skill duration corresponding to the effect of the first skill is longer than that corresponding to the effect of the second skill.
[0119] It should be noted that in this embodiment, the pre-release operation and the confirmation operation within the control area are triggered by pressing and moving the skill option. In another embodiment, steps 402-403 are not required. Instead, other methods are used. In response to the triggering operation of the skill option, if the skill can act on the first virtual object itself, the control area of the first virtual object is displayed. In response to the dragging operation from the skill option to the control area, the first virtual object is controlled to release the skill to itself.
[0120] In the solution provided in this application embodiment, when controlling the first virtual object to release a skill, a pre-trigger operation is first triggered to ensure that the first virtual object possesses a skill. If the skill can act on the first virtual object itself, the control area of the first virtual object will be displayed so that a confirmation operation can be triggered in the control area, thereby enabling the control of the first virtual object to release the skill on itself. On the one hand, when releasing a skill on the first virtual object itself, it is not necessary to select a release target from the virtual objects displayed in the virtual scene before releasing the skill, which can reduce the difficulty of using the first virtual object as the release target, thereby reducing the time required for selecting the release target, ensuring the convenience of controlling the first virtual object to release the skill on itself, and thus improving the efficiency of human-computer interaction. On the other hand, by triggering a confirmation operation in the control area to release the skill on the first virtual object itself, the computational requirements such as collision detection and ray casting required for the selection process of the first virtual object in the virtual scene in the traditional method are eliminated, thereby reducing the computational overhead of the computer device for the process of the first virtual object releasing the skill on itself and reducing the instantaneous load of the computer device's processor during the skill release process.
[0121] In some optional embodiments, when the pressing position of the pressing operation moves to the control area, the control area will enter the selected state, as detailed in the following embodiments.
[0122] Figure 5 is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method as being executed by a terminal as an example, as shown in Figure 5, the method includes at least one of the following steps (501-504).
[0123] Step 501: The terminal displays the skill options of the first virtual object.
[0124] It should be noted that step 501 is the same as step 301 above, and will not be repeated here.
[0125] Step 502: In response to the pressing operation of the skill option, if the skill can act on the first virtual object itself, the terminal displays the control area of the first virtual object. The first virtual object is a virtual object controlled by the terminal, and the control area is used to use the first virtual object as the target of skill release.
[0126] It should be noted that step 502 is the same as step 402 above, and will not be repeated here.
[0127] Step 503: When the terminal moves the pressing position of the pressing operation into the control area, the display shows that the control area has entered the first selected state.
[0128] In this embodiment, movement is possible while maintaining the pressing operation. Once the pressing position of the pressing operation moves into the control area, the control area will be displayed as entering the first selected state, indicating that the first virtual object is currently the target of skill release.
[0129] The first selected state indicates that the press operation has currently selected the control area. That is, if the press operation ends at this time, it will control the first virtual object to release a skill on itself. The first selected state can be represented in any form. For example, when the control area enters the first selected state, the control area will be displayed in an enlarged form, or in a highlighted form, or in a flashing form, or a glowing effect will be displayed around the control area. There are no restrictions on this.
[0130] For example, the control area is represented in the form of control buttons, and when the pressing position of the pressing operation moves into the control area, the control buttons are enlarged.
[0131] In one possible implementation, the control area corresponds to an active area, and step 503 includes: when the pressing position of the pressing operation moves into the active area, displaying that the control area enters a first selected state.
[0132] In this embodiment, the control area corresponds to an active area, which includes and is larger than the control area. When the pressing position of the pressing operation moves into the active area, the control area enters a first selection state, indicating that the control area is currently selected. This makes it easier for the user to select the control area, which in turn makes it easier for the user to use the first virtual object as the release target. The first virtual object is not selected only when the pressing position of the pressing operation moves into the control area, ensuring the convenience of selecting the release target and thus ensuring the efficiency of human-computer interaction.
[0133] For example, the control area is represented by a circular control button, and the active area is a circular area centered on the circular control button. During the pressing operation, when the pressing position enters the active area, the circular control button will be enlarged to indicate that the circular control button has entered the first selected state.
[0134] Step 504: When the terminal is in the first selected state in the control area, in response to the end of the press operation, it controls the first virtual object to release the skill to itself.
[0135] In this embodiment, when the pressing position of the pressing operation moves to the control area, the control area enters a first selected state, which is equivalent to the control area being selected. At this time, the pressing operation ends, which is equivalent to triggering the instruction for the first virtual object to release a skill on itself, thus controlling the first virtual object to release a skill on itself. On the one hand, the display effect when the control area is selected is enhanced, allowing users to know whether the control area is selected by checking its status, thereby enabling better control of the first virtual object and ensuring the efficiency of control over the first virtual object, thus ensuring the efficiency of human-computer interaction. On the other hand, by rendering the control area in the first selected state, the information that the control area has been triggered is conveyed to the user, improving the efficiency of interface information transmission. This improves user operation efficiency and speeds up the release efficiency of virtual skills, thereby accelerating the progress of the virtual game and reducing the power consumption of the terminal in the virtual game.
[0136] It should be noted that the embodiment of this application is illustrated by taking the control area entering the first selected state when the pressing position of the pressing operation moves into the control area. In another embodiment, it is not necessary to execute the above steps 503-504. Instead, other methods are adopted. When the pressing position of the pressing operation moves into the control area, in response to the end of the pressing operation, the first virtual object is controlled to release the skill to itself.
[0137] In the solution provided in this application embodiment, when controlling the first virtual object to release a skill, a pre-trigger operation is first triggered to ensure that the first virtual object possesses a skill. If the skill can act on the first virtual object itself, the control area of the first virtual object will be displayed so that a confirmation operation can be triggered in the control area, thereby enabling the control of the first virtual object to release the skill on itself. On the one hand, when releasing a skill on the first virtual object itself, it is not necessary to select a release target from the virtual objects displayed in the virtual scene before releasing the skill, which can reduce the difficulty of using the first virtual object as the release target, thereby reducing the time required for selecting the release target, ensuring the convenience of controlling the first virtual object to release the skill on itself, and thus improving the efficiency of human-computer interaction. On the other hand, by triggering a confirmation operation in the control area to release the skill on the first virtual object itself, the computational requirements such as collision detection and ray casting required for the selection process of the first virtual object in the virtual scene in the traditional method are eliminated, thereby reducing the computational overhead of the computer device for the process of the first virtual object releasing the skill on itself and reducing the instantaneous load of the computer device's processor during the skill release process.
[0138] In some optional embodiments, when the pressing position of the pressing operation moves to the control area, the first virtual object will enter the selected state, as detailed in the following embodiments.
[0139] Figure 6 is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method as being executed by a terminal as an example, as shown in Figure 6, the method includes at least one of the following steps (601-604).
[0140] Step 601: The terminal displays the skill options of the first virtual object.
[0141] It should be noted that step 601 is the same as step 301 above, and will not be repeated here.
[0142] Step 602: In response to the pressing operation of the skill option, if the skill can act on the first virtual object itself, the terminal displays the control area of the first virtual object. The first virtual object is a virtual object controlled by the terminal, and the control area is used to use the first virtual object as the target of skill release.
[0143] It should be noted that step 602 is the same as step 402 above, and will not be repeated here.
[0144] Step 603: When the terminal moves the pressing position of the pressing operation into the control area, the first virtual object is displayed to enter the second selected state.
[0145] In this embodiment of the application, movement is possible while maintaining the pressing operation. Once the pressing position of the pressing operation moves into the control area, the first virtual object will be displayed in the virtual scene interface to enter the second selected state, indicating that the first virtual object is currently the target of skill release.
[0146] The second selected state indicates that the press operation has currently selected a control area; that is, the first virtual object is currently selected as the target of the skill. If the press operation ends at this time, the first virtual object will release the skill on itself. The second selected state can be represented in any form. For example, when the first virtual object enters the second selected state, a selected effect is displayed around the first virtual object, or the crosshair in the virtual scene is aimed at the first virtual object, or the first virtual object in the virtual scene is highlighted.
[0147] In one possible implementation, the control area corresponds to an active area, and step 603 includes: when the pressing position of the pressing operation moves into the active area, displaying the first virtual object entering a second selected state.
[0148] In this embodiment, the control area corresponds to an activation area, which includes and is larger than the control area. When the pressing position of the pressing operation moves into the activation area, the first virtual object enters a second selection state, indicating that the control area is currently selected. That is, the first virtual object is currently used as the skill release target, which makes it convenient for the user to use the first virtual object as the release target. It is not necessary for the pressing position of the pressing operation to move into the control area to select the first virtual object, thus ensuring the convenience of selecting the release target and improving the efficiency of human-computer interaction.
[0149] Step 604: When the first virtual object is in the second selected state, the terminal responds to the end of the press operation by controlling the first virtual object to release a skill on itself.
[0150] In this embodiment, when the pressing position of the pressing operation moves to the control area, the first virtual object enters the second selected state, which is equivalent to the first virtual object being selected as the target of skill release. At this time, the pressing operation ends, which is equivalent to triggering the instruction of the first virtual object to release the skill on itself, thus controlling the first virtual object to release the skill on itself. On the one hand, it enhances the display effect of selecting the first virtual object as the target of skill release, so that the user can know whether the first virtual object has been selected as the target of skill release by checking the status of the first virtual object, thereby enabling better control of the first virtual object and ensuring the efficiency of control over the first virtual object, thereby ensuring the efficiency of human-computer interaction. On the other hand, by rendering the first virtual object in the second selected state, it conveys to the user that the first virtual object has been selected for skill release, improving the efficiency of interface information transmission, thereby improving the efficiency of user operation and accelerating the release efficiency of virtual skills, thereby speeding up the game process of virtual games and reducing the power consumption of the terminal in virtual games.
[0151] It should be noted that the embodiment of this application is illustrated by taking the example that the first virtual object will enter the selected state when the pressing position of the pressing operation moves to the control area. In another embodiment, it is not necessary to perform the above steps 603-604. Instead, other methods are adopted. When the pressing position of the pressing operation moves to the control area, in response to the end of the pressing operation, the first virtual object is controlled to release the skill to itself.
[0152] In the solution provided in this application embodiment, when controlling the first virtual object to release a skill, a pre-trigger operation is first triggered to ensure that the first virtual object possesses a skill. If the skill can act on the first virtual object itself, the control area of the first virtual object will be displayed so that a confirmation operation can be triggered in the control area. This allows the control to control the first virtual object to release the skill on itself. On the one hand, when releasing a skill on the first virtual object itself, it is not necessary to select a release target from the virtual objects displayed in the virtual scene before releasing the skill. This reduces the difficulty of using the first virtual object as the release target, thereby reducing the time required to select the release target and ensuring the convenience of controlling the first virtual object to release the skill on itself, thus improving the efficiency of human-computer interaction. On the other hand, by triggering a confirmation operation in the control area to release the skill on the first virtual object itself, the computational requirements such as collision detection and ray casting required for the selection process of the first virtual object in the virtual scene in the traditional method are eliminated. This reduces the computational overhead of the computer device for the process of the first virtual object releasing the skill on itself and reduces the instantaneous load of the computer device's processor during the skill release process.
[0153] In some optional embodiments, when the first virtual object releases a skill by dragging the skill option, the skill option has a maximum drag distance. Whether the drag distance of the skill option exceeds the maximum drag distance will determine whether the skill is released. For details, please refer to the following embodiments.
[0154] Figure 7 is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method as being executed by a terminal as an example, as shown in Figure 7, the method includes at least one of the following steps (701-703).
[0155] Step 701: The terminal displays the skill options of the first virtual object.
[0156] It should be noted that step 701 is the same as step 301 above, and will not be repeated here.
[0157] Step 702: In response to the pressing operation of the skill option, if the skill can act on the first virtual object itself, the terminal displays the control area of the first virtual object. The first virtual object is a virtual object controlled by the terminal, and the control area is used to use the first virtual object as the target of skill release.
[0158] It should be noted that step 702 is the same as step 402 above, and will not be repeated here.
[0159] Step 703: When the terminal moves to the first position during the pressing operation, in response to the end of the pressing operation, if the distance between the first position and the second position is greater than the first distance threshold, but the first position is within the control area, the terminal controls the first virtual object to release a skill on itself.
[0160] Here, the second position is the location of the skill option, and the first distance threshold is the maximum drag distance of the skill option when the first virtual object releases the skill via the skill option. The first position is equivalent to the press position at the end of the press operation, and the first position can be any position.
[0161] In this embodiment, the skill option corresponds to a first distance threshold, which is equivalent to the maximum drag distance of the skill option. Starting from pressing the skill option, during the pressing operation, when the distance between the pressing position and the second position does not exceed the maximum drag distance, the first virtual object can be controlled to release the skill. As the relative positional relationship between the pressing position and the second position is different, the release target or release area targeted when controlling the first virtual object to release the skill is different. When the distance between the pressing position and the second position exceeds the maximum drag distance, the control of the first virtual object to release the skill will be canceled. If the pressing operation ends at this time, the control of the first virtual object to release the skill will no longer be controlled. However, when the distance between the pressing position and the second position exceeds the maximum drag distance, if the pressing position is within the control area, it is equivalent to selecting the first virtual object as the skill release target. At this time, the pressing operation ends, which is equivalent to triggering the first virtual object to release the skill on itself. This allows the first virtual object to release the skill on itself by adjusting whether to control the first virtual object to release the skill according to the position of each pressing operation. It also allows adjustment of the release target or release area, improving the flexibility of controlling the first virtual object, ensuring the accuracy of the control of the first virtual object, and controlling the first virtual object to release the skill on itself through the control area, ensuring the efficiency of the control of the first virtual object, and thus ensuring the efficiency of human-computer interaction.
[0162] In one possible implementation, the control range of the skill option is defined as a circular area centered on the location of the skill option and with a first distance threshold as the radius. Then, step 703 includes: when the pressing position of the pressing operation moves to the first position, in response to the end of the pressing operation, if the first position is outside the control range but within the control area, controlling the first virtual object to release the skill to itself.
[0163] Wherein, the distance between the first position and the second position is greater than the first distance threshold, which is equivalent to the first position being outside the control range.
[0164] In this embodiment, when the pressing position of the pressing operation is outside the control range, the control of the first virtual object to release the skill will be canceled. However, at this time, the pressing position is within the control area, which is equivalent to selecting the first virtual object as the target of skill release, thus ensuring the flexibility of controlling the first virtual object to release the skill.
[0165] Optionally, the control range can be displayed during the triggering of a press operation.
[0166] In this embodiment of the application, during the process of triggering the press operation, the control range will be displayed so that the user can control the first virtual object to release skills based on the control range, enriching the displayed content and improving the user experience.
[0167] It should be noted that the embodiments of this application are illustrated by taking the distance between the pressing position at the end of the pressing operation and the second position as an example to control the first virtual object to release the skill. In another embodiment, it is not necessary to perform the above step 703. Instead, other methods are adopted. When the pressing position of the pressing operation moves into the control area, the first virtual object is controlled to release the skill to itself in response to the end of the pressing operation.
[0168] In the solution provided in this application embodiment, when controlling the first virtual object to release a skill, a pre-trigger operation is first triggered to ensure that the first virtual object possesses a skill. If the skill can act on the first virtual object itself, the control area of the first virtual object will be displayed so that a confirmation operation can be triggered in the control area. This allows the control to control the first virtual object to release the skill on itself. On the one hand, when releasing a skill on the first virtual object itself, it is not necessary to select a release target from the virtual objects displayed in the virtual scene before releasing the skill. This reduces the difficulty of using the first virtual object as the release target, thereby reducing the time required to select the release target and ensuring the convenience of controlling the first virtual object to release the skill on itself, thus improving the efficiency of human-computer interaction. On the other hand, by triggering a confirmation operation in the control area to release the skill on the first virtual object itself, the computational requirements such as collision detection and ray casting required for the selection process of the first virtual object in the virtual scene in the traditional method are eliminated. This reduces the computational overhead of the computer device for the process of the first virtual object releasing the skill on itself and reduces the instantaneous load of the computer device's processor during the skill release process.
[0169] It should be noted that the embodiment shown in Figure 7 above is illustrated using the example of releasing a skill on itself. In another embodiment, when the pressing operation ends, the control of the first virtual object to release the skill may be cancelled. That is, the method includes: when the pressing position of the pressing operation moves to the third position, if the distance between the third position and the second position is greater than the first distance threshold and the third position is outside the control area, the skill cancellation effect is displayed; in response to the end of the pressing operation, the display of the cancellation effect is stopped.
[0170] The third position refers to the position at the end of the press operation, and this third position can be any position. The cancel release effect can be any type of effect; for example, the cancel release effect can be a red effect or a red warning effect.
[0171] In this embodiment, the skill option corresponds to a first distance threshold, which is equivalent to the maximum drag distance of the skill option. Starting from pressing the skill option, during the pressing operation, when the distance between the pressing position and the second position exceeds the maximum drag distance, and the pressing position is outside the control area of the first virtual object, a cancel release effect is displayed to indicate that the control of the first virtual object to release the skill will be canceled when the pressing operation ends. In this case, when the pressing operation ends, the cancel release effect will stop being displayed. This not only achieves the reminder effect to avoid visual interference caused by displaying the cancel release effect for a long time and ensures the display effect, but also allows the user to control the release of the first virtual object according to their own wishes, ensuring the flexibility of controlling the first virtual object.
[0172] In one possible implementation, the control range of the skill option is defined as a circular area centered on the location of the skill option and with a first distance threshold as its radius. The process of canceling the control of the first virtual object to release the skill includes: if the pressing position of the pressing operation moves to the third position, in response to the end of the pressing operation, if the third position is outside the control range and outside the control area, the control of the first virtual object to release the skill is no longer implemented.
[0173] Among them, the distance between the third position and the second position is greater than the first distance threshold, which means that the third position is outside the control range.
[0174] In this embodiment of the application, when the pressing position of the pressing operation is outside the control range and outside the control area, the control of the first virtual object to release the skill will be canceled, so that the user can control the first virtual object to release the skill according to his own wishes, ensuring the flexibility of controlling the first virtual object.
[0175] In some optional embodiments, the control area of a second virtual object is also displayed when the pre-release operation of the skill is triggered, as detailed in the following embodiments.
[0176] Figure 8 is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method as being executed by a terminal as an example, as shown in Figure 8, the method includes at least one of the following steps (801-803).
[0177] Step 801: The terminal responds to the pre-release operation of having a skill on the first virtual object. When the skill can act on the first virtual object itself, the control area of the first virtual object and the control area of the second virtual object are displayed. The first virtual object is a virtual object controlled by the terminal. The control area of the first virtual object is used to use the first virtual object as the release target of the skill. The control area of the second virtual object is used to use the second virtual object as the release target of the skill. The second virtual object is a virtual object located within the first release range of the skill.
[0178] In this embodiment, when a user triggers a pre-release operation of a skill on a first virtual object via a terminal, if the skill can act on the first virtual object itself, not only is the control area of the first virtual object displayed, but also the control area of a second virtual object is displayed. The control area of the second virtual object is used to select the second virtual object as the skill release target, so that the control areas of each virtual object that can be used as the skill release target are displayed, making it convenient for the user to select the skill release target and improving the user experience. Furthermore, since the position of virtual objects in a virtual scene is not fixed and has randomness, when locking virtual objects in a traditional way, the terminal needs to first identify the operation position of the selection operation on the virtual object, and then calculate the matching situation between the virtual object position and the operation position within the operation time window to determine the locked object. However, there is a mapping relationship between the control area and the virtual object. When locking virtual objects through the control area, the above calculation process can be eliminated, thereby reducing the amount of calculation by the terminal when releasing skills.
[0179] The control area of the second virtual object can be represented in any form, such as a circular, square, or fan-shaped area. For example, the control area can be represented by a highlighted border, meaning the area covered by the highlighted border is the control area; or by a button, meaning the area covered by the button is the control area; or by the identifier of the second virtual object, meaning the area covered by the identifier of the second virtual object is the control area. The second virtual object is any virtual object in the virtual scene other than the first virtual object. The second virtual object may belong to the same faction as the first virtual object, or it may belong to a different faction. The first release range is equivalent to the range within which the first virtual object can release skills; that is, the first virtual object can release skills on virtual objects within the first release range. The control area of the second virtual object is similar to that of the first virtual object, and will not be elaborated further here.
[0180] In one possible implementation, the first release range is a circular or fan-shaped range centered on the position of the first virtual object in the virtual scene and with a preset release distance as its radius.
[0181] In this embodiment of the application, the preset release distance is the maximum distance at which the virtual object releases its skill, and the first release range is centered on the location of the first virtual object. The first release range changes with the location of the first virtual object in the virtual scene, and always remains centered on the location of the first virtual object.
[0182] Optionally, the first virtual object can be controlled to release skills through skill options. Each skill option has a corresponding first distance threshold, and there is a mapping relationship between the first distance threshold and the preset release distance.
[0183] In this embodiment, the first distance threshold is the maximum distance at which the skill option can be dragged, and the preset release distance is the maximum distance at which the virtual object can release the skill in the virtual scene. The ratio between the first distance threshold and the preset release distance is the mapping ratio. When controlling the first virtual object to release the skill by pressing the skill option, the product of the distance between the pressing position of the pressing operation and the position of the skill option and the mapping ratio is the distance between the release position and the first virtual object when the first virtual object releases the skill in the virtual scene.
[0184] In one possible implementation, at least two second virtual objects are displayed in the virtual scene interface; the process of displaying the control area of the second virtual objects includes: in response to a pre-release operation of having a skill on the first virtual object, displaying the control areas corresponding to the at least two second virtual objects respectively, based on the influence value caused when the skill is applied to each second virtual object, wherein the influence value indicates the change of the attribute value of the second virtual object when the skill is applied to the second virtual object.
[0185] For example, control areas corresponding to at least two second virtual objects are displayed in descending or ascending order of the impact value caused by the skill when applied to each second virtual object.
[0186] In this embodiment, the skill of the first virtual object can act on multiple second virtual objects. Considering that the skill will produce different effects when acting on different second virtual objects, the control areas of multiple second virtual objects are displayed in order of influence value from high to low or from low to high, according to the different influence values when the skill acts on each second virtual object. This allows users to know the influence of the same skill on each second virtual object by viewing the displayed control area, providing support for users to select the target of skill release, ensuring the display effect of the control area, and thus improving the user experience.
[0187] The influence value corresponds to a certain attribute value, which is equivalent to the change in that attribute value. For example, if a skill is used to increase the health of a virtual object, the influence value caused when the skill is applied to a second virtual object is the increment of the second virtual object's health when the skill is cast on it. The attribute value corresponding to a skill can be of any type; for example, the attribute value corresponding to a skill can be health, defense, etc.
[0188] Optionally, the control areas corresponding to at least two second virtual objects and the control area of the first virtual object are displayed in descending or ascending order of the impact value caused by the skill acting on the first virtual object or each second virtual object.
[0189] In this embodiment, the control area of the first virtual object and the control areas corresponding to at least two second virtual objects are displayed in order of the impact value caused by the skill from low to high or from high to low, so that the user can know the impact when the first virtual object releases the skill and the release target is each of the first virtual object and at least two second virtual objects, so that the user can select the release target and thus improve the user experience.
[0190] Optionally, the skill option controls the first virtual object to release the skill. For the control area of the first virtual object and the control area of the second virtual object, the distance between the control area of the virtual object and the skill option is inversely proportional to the impact value caused by the skill when it acts on the virtual object.
[0191] In this embodiment, the greater the impact value of the skill acting on the virtual object, the smaller the distance between the control area of the virtual object and the skill option; the smaller the impact value of the skill acting on the virtual object, the larger the distance between the control area of the virtual object and the skill option. This makes it easier for users to know the effect of the skill and also makes it easier to select the release target through the control area at close range, so as to ensure that the control area corresponding to the maximum impact value is selected as soon as possible, thereby improving the user experience.
[0192] In one possible implementation, the process of displaying the control area of another virtual object includes: controlling the first virtual object to move in a virtual scene in response to a movement operation on the first virtual object; during the movement of the first virtual object, in response to a change in the skill release range from a first release range to a second release range, switching the display of the control area of the second virtual object to the control area of a third virtual object, the third virtual object being a virtual object located within the second release range, the skill release range changing as the first virtual object moves.
[0193] In this embodiment, while displaying the control area of the second virtual object, the movement of the first virtual object can also be controlled. During the movement of the first virtual object, the skill release range changes, which causes the virtual objects within the skill range to change, and thus the displayed control area changes. This presents a situation where the displayed control area changes as the first virtual object moves, allowing the user to view the displayed control area while controlling the movement of the first virtual object. This makes it easier for the user to operate and select the skill release target, improving the user experience. Furthermore, the movement control of the first virtual object and the skill release control can be performed synchronously, thereby improving the operational efficiency in the virtual game and thus improving the game efficiency, while reducing the power consumption of the terminal during the virtual game process.
[0194] In this embodiment of the application, the skill release range is centered on the location of the first virtual object, and the skill release range will change as the first virtual object moves.
[0195] For example, when a skill is used to increase the health of a friendly virtual object, and the pre-release operation of the skill is triggered, if the skill can act on the first virtual object, the range of the first skill includes virtual object 1 and virtual object 2. The control areas of the first virtual object, virtual object 1, and virtual object 2 will be displayed. During the movement of the first virtual object, the release range of the skill changes. At this time, the range of the first skill changes to the range of the second skill. The range of the second skill includes virtual object 3 and virtual object 4, and the control areas of the first virtual object, virtual object 3, and virtual object 4 will be displayed.
[0196] Step 802: The terminal responds to the confirmation operation within the control area of the first virtual object and controls the first virtual object to release its skill.
[0197] Step 802 is the same as step 202 above, and will not be repeated here.
[0198] Step 803: The terminal responds to the confirmation operation within the control area of the second virtual object and controls the first virtual object to release the skill to the second virtual object.
[0199] In this embodiment, when the control area of the second virtual object is displayed, the confirmation operation within the control area of the second virtual object is equivalent to using the second virtual object as the target of skill release. Thus, the first virtual object is controlled to release the skill to the second virtual object, eliminating the need to select a release target from the virtual objects displayed in the virtual scene. This improves the convenience of skill release and enhances the efficiency of human-computer interaction.
[0200] In the solution provided in this application embodiment, when controlling the first virtual object to release a skill, a pre-trigger operation is first triggered to ensure that the first virtual object possesses a skill. If the skill can act on the first virtual object itself, the control area of the first virtual object will be displayed so that a confirmation operation can be triggered in the control area, thereby enabling the control of the first virtual object to release the skill on itself. On the one hand, when releasing a skill on the first virtual object itself, it is not necessary to select a release target from the virtual objects displayed in the virtual scene before releasing the skill, which can reduce the difficulty of using the first virtual object as the release target, thereby reducing the time required for selecting the release target, ensuring the convenience of controlling the first virtual object to release the skill on itself, and thus improving the efficiency of human-computer interaction. On the other hand, by triggering a confirmation operation in the control area to release the skill on the first virtual object itself, the computational requirements such as collision detection and ray casting required for the selection process of the first virtual object in the virtual scene in the traditional method are eliminated, thereby reducing the computational overhead of the computer device for the process of the first virtual object releasing the skill on itself and reducing the instantaneous load of the computer device's processor during the skill release process.
[0201] It should be noted that the embodiment shown in Figure 8 above is illustrated using the example of the skill being able to act on the first virtual object itself. In another embodiment, when the skill cannot act on the first virtual object itself, the control area of the second virtual object is displayed.
[0202] In this embodiment, when the skill cannot be applied to the first virtual object itself, the control area of the first virtual object will not be displayed, but only the control area of the second virtual object will be displayed, so that the second virtual object can be used as the target of skill release through the displayed control area.
[0203] It should be noted that the above-described embodiment displays the control area of the first virtual object when the skill can act on the first virtual object itself. In another embodiment, the process of determining whether the skill can act on the first virtual object itself based on whether the state of the first virtual object meets the skill release conditions, that is, the process of displaying the control area of the first virtual object, includes: in response to a pre-release operation of having a skill on the first virtual object, displaying the control area of the first virtual object when the state of the first virtual object meets the skill release conditions, wherein the release conditions are the conditions required to release the skill on itself.
[0204] The state of the first virtual object can be any type of state. For example, the state of the first virtual object indicates the attribute value of the first virtual object, or it indicates that the first virtual object itself is subject to a state that can change the attribute value.
[0205] In this embodiment of the application, the skill release condition indicates the conditions that the first virtual object needs to meet when releasing the skill on itself. When the state of the first virtual object meets the skill release condition, it means that the skill can act on the first virtual object itself, and the control area of the first virtual object will be displayed to ensure the accuracy of the displayed control area, thereby reducing the waste of terminal computing resources caused by operational errors.
[0206] In this embodiment of the application, if the state of the first virtual object does not meet the conditions for releasing the skill, it means that the skill cannot be applied to the first virtual object itself, and therefore the skill will not be displayed in the control area of the first virtual object.
[0207] Optionally, the release conditions include the following:
[0208] The first item: Skills are used to increase the attribute values of virtual objects. The release condition indicates that the skill is released when the object's own attribute value is lower than a first value. Here, the first value can be any value.
[0209] In this embodiment, the skill is used to improve the attribute value of the virtual object. The release condition indicates that the skill can be released on itself when its own attribute value is lower than a first value. Then, when the attribute value of the first virtual object is lower than the first value, it means that the state of the first virtual object meets the release condition.
[0210] The second item: Skills are used to increase the attribute values of virtual objects. The release condition indicates that the skill is released when the attribute value is higher than the second value. The second value can be any value.
[0211] In this embodiment, the skill is used to improve the attribute value of the virtual object. The release condition indicates that the skill can be released on itself when its own attribute value is higher than a second value. Then, when the attribute value of the first virtual object is lower than the second value, it means that the state of the first virtual object meets the release condition.
[0212] The third item: Skills are used to weaken the debuff status of virtual objects, and the release condition indicates that the skill is released when the user is under a debuff status.
[0213] Among them, the debuff state is used to continuously weaken the attribute value of the virtual object over a period of time. The debuff state can be any type of state. For example, the debuff state indicates the poisoned state of the virtual object. When the virtual object is in the poisoned state, the virtual object's health will gradually decrease.
[0214] In this embodiment, the skill is used to weaken the debuff state of the virtual object. The release condition indicates that the skill can be released on itself when it is in a debuff state. Then, when the first virtual object is in a debuff state, it means that the state of the first virtual object meets the release condition.
[0215] In this application embodiment, the release conditions of different skills may be different. For the pre-release operation of any skill possessed by the first virtual object, the state of the first virtual object will be determined according to any one of the above three items to ensure the accuracy of the display control area, thereby ensuring the accuracy of subsequent control of the first virtual object, improving the game efficiency of virtual game, and reducing the power consumption of the terminal in realizing the virtual game process.
[0216] Based on the embodiments shown above, in this embodiment of the application, a skill button with a skill possessed by a first virtual object is displayed in the virtual scene interface, and the control area of the first virtual object is used as a control button. During the process of the user controlling the first virtual object to release a skill based on the skill button through the terminal, the virtual scene displayed by the terminal is shown in Figures 9 to 15.
[0217] In Figure 9, the virtual scene displays virtual objects 901, 902, 903 and 904. Virtual object 901 is a virtual object controlled by the terminal. The virtual scene also displays the skill button 905 of virtual object 901 and other skill buttons.
[0218] Based on the virtual scene shown in Figure 9, taking the user pressing the skill button 905 with their finger as an example, the virtual scene is as shown in Figure 10, assuming the skill corresponding to the skill button 905 can act on the virtual object 901 itself. In Figure 10, a virtual joystick is displayed centered on the skill button 905. The virtual joystick includes a virtual wheel 906 and a movable joystick button 907. The joystick button 907 moves within the virtual wheel 906 as the pressing position changes. Figure 10 also shows a cancel button 908 and a control button 909 for the virtual object 901. The cancel button 908 is used to cancel the current skill release of the virtual object 901. Furthermore, the virtual scene includes the skill release range 910 and aiming range 911 for the virtual object 901. The aiming range 911 represents the range aimed at in the virtual scene when the skill button 905 is pressed. If the skill release is confirmed subsequently, the skill will be released on the virtual object within the described range 911, or the skill will be released within the aiming range 911.
[0219] Based on the virtual scene shown in Figure 10, the user starts to move while keeping their finger pressed on the terminal screen. Once the finger moves to the activation area of the control button 909, the control button 909 will enter the first selection state, which is equivalent to the control button 909 entering the activation state. At this time, the control button 909 will be enlarged and displayed, as shown in Figure 11.
[0220] Based on the virtual scenario shown in Figure 10, when the skill's "distance-based cancel casting" function is enabled, if the distance between the user's finger and the skill button 905 exceeds the skill's first distance threshold (equivalent to cancel casting distance), and the finger's position is outside the activation area of the control button 909, a cancel release effect will be displayed, as shown in Figure 12. The current finger-pressed position displays a red X button 912, and the virtual joystick turns red. If the user lifts their finger at this time, the skill release will be canceled. Furthermore, the boundary line of the aiming range 911 will change, indicating that lifting the finger will cancel the skill release. Compared to the aiming range 911 in Figure 10, the changed aiming range 911 is blurred.
[0221] However, if the distance between the finger's position after movement and the skill button 905 exceeds the first distance threshold corresponding to the skill, but the finger's position after movement is within the activation area of the control button 909, the logic of the control button 909 needs to be responded to first. As shown in Figure 13, the control button 909 will be enlarged and a green effect 913 will be displayed around the virtual object 901 in the virtual scene to indicate that it has entered the second selection state. The aiming range 911 will also change to indicate that it has selected itself as the target of the skill release, such as the boundary line of the aiming range 911 being thickened or the color of the boundary line of the aiming range 911 changing.
[0222] Furthermore, based on the embodiment shown in Figure 10 above, when the finger drags the joystick button 907 to move within the virtual wheel 906, it may also select other virtual objects as the target of skill release. As shown in Figure 14, taking the selection of virtual object 902 as the release target as an example, the selection effect 914 is displayed around virtual object 902.
[0223] Furthermore, based on the embodiments described above, the size and display position of the control buttons can also be set. By triggering the setting options displayed in the virtual scene interface, the terminal displays the setting interface, as shown in Figure 15. The setting interface displays the control buttons 1501 of the virtual object controlled by the terminal and the adjustment area. The adjustment area includes size adjustment options and position adjustment options. When the control option 1501 is selected, the size and display position of the control option 1501 can be controlled by triggering the size adjustment options and position adjustment options.
[0224] It should be noted that, based on the embodiments shown above, taking the display of skill options for a first virtual object possessing skills in the virtual scene interface as an example, different mechanisms can be adopted to target the skill release. These different target selection mechanisms include a quick casting mechanism and an active targeting mechanism.
[0225] In this embodiment, a circular area with the center of the skill option as its center and a radius of a first radius is designated as the dead zone of the skill option; the area outside the dead zone within a circular area with the center of the skill option as its center and a radius of a second radius is designated as the non-dead zone, where the first radius is any radius and the second radius is any radius larger than the first radius. For example, the circular area with the center of the skill option as its center and a radius of the second radius corresponds to the virtual joystick 906 in Figure 10, and the dead zone is the area occupied by the skill button 905 in Figure 10.
[0226] As shown in Figure 16, the dead zone 1601 and non-dead zone 1602 corresponding to the skill are triggered. If the pressing position of the pressing operation does not move out of the dead zone 1601 when the user presses the skill option, the quick casting mechanism is triggered. If the pressing position of the pressing operation moves out of the dead zone, that is, the pressing position of the pressing operation enters the non-dead zone 1602, the active aiming mechanism is triggered.
[0227] The quick casting mechanism is triggered when a finger presses a skill option and remains within the dead zone. It determines the aiming information based on pre-set target selection rules and automatically selects a target. For example, if the target selection rule specifies the virtual object with the lowest health within range, the quick casting mechanism will prioritize the virtual object with the lowest health within range of the first virtual object as the target. The active aiming mechanism is triggered when a finger presses the activation button and moves out of the dead zone. It activates the virtual joystick corresponding to the skill button. The joystick button moves with the finger's position on the virtual wheel, mapping its position to the virtual scene to determine the target.
[0228] In this embodiment, the virtual scene includes enemy search logic, enemy selection logic, and self-selection logic. The enemy search logic corresponds to a rapid casting mechanism, automatically selecting the target for skill release. The enemy selection logic corresponds to an active aiming mechanism, using a virtual joystick to actively select the target for skill release. The self-selection logic instructs the user to select themselves as the target for skill release through the control area of the first virtual object. The self-selection logic has a higher priority than the enemy search and enemy selection logics. If other logics are triggered simultaneously with the self-selection logic, the self-selection logic will be executed first.
[0229] Based on the embodiments shown above, this application also provides a flowchart of a method for controlling a virtual object, as shown in Figure 17. The method includes at least one of the following steps:
[0230] 1701. The user presses the skill button of the first virtual object through the terminal.
[0231] The skill button is a UI control used to trigger the release of skills. The first virtual object is a virtual object controlled by the local terminal.
[0232] 1702. The terminal reads the configuration data of the pressed skill button and determines whether the skill can be applied to the first virtual object itself.
[0233] The configuration data describes the skill corresponding to the skill button and reflects whether the skill can be applied to the first virtual object itself.
[0234] 1703. When the skill can act on the first virtual object itself, the terminal displays the control buttons of the first virtual object.
[0235] There is a relationship between the control button and the first virtual object. The control button is a UI control used to target the first virtual object as the release target of the skill.
[0236] 1704. The terminal determines whether the control button is selected.
[0237] Optionally, the terminal determines that the control button is selected when it detects that the control button has been pressed; or, the terminal determines that the control button is selected when it detects a drag operation from the skill button to the control button.
[0238] 1705. When the control button is selected, the terminal displays that the control button has entered the first selected state and that the first virtual object has become the target of the skill release.
[0239] The first selected state indicates that the control button is selected, meaning that it will control the first virtual object to release its skill. The first selected state can be represented in any form. For example, when the control button enters the first selected state, the control button will be displayed in an enlarged form, or in a highlighted form, or in a blinking form, or with a glowing effect around the control button. There are no restrictions on this.
[0240] 1706. The terminal executes the search and enemy selection logic, and uses the first virtual object itself as the target of the skill release.
[0241] Among them, the search and target selection logic refers to the background logic of searching for the location of the first virtual object in the virtual scene and using the first virtual object as the target of skill release.
[0242] 1707. The terminal controls the first virtual object to release a skill towards the target, and displays the screen of the first virtual object releasing the skill.
[0243] In this embodiment of the application, in the skill logic and screen display, after the terminal confirms the release target, it passes the release target to the skill release logic layer. The skill release logic layer obtains the release target and displays the corresponding skill display on the release target according to the skill type.
[0244] In this embodiment of the application, the solution provided by this embodiment facilitates user operation, ensures the ease of selecting the virtual object itself as the release target, and will not be interfered with by other virtual objects included in the virtual scene, thus ensuring the accuracy of the operation.
[0245] Figure 18 is a schematic diagram of a virtual object control device provided in an embodiment of this application. As shown in Figure 18, the device includes:
[0246] Display module 1801 is used to respond to a pre-release operation of having a skill on the first virtual object. When the skill can act on the first virtual object itself, it displays the control area of the first virtual object. The first virtual object is a virtual object controlled by the terminal. The control area is used to use the first virtual object as the target of skill release.
[0247] Control module 1802 is used to control the first virtual object to release a skill on itself in response to a confirmation operation within the control area.
[0248] In one possible implementation, display module 1801 is used to display skill options for a skill; in response to a triggering operation on the skill options, if the skill can act on the first virtual object itself, a control area is displayed;
[0249] Control module 1802 is used to control the first virtual object to release a skill on itself in response to a drag operation from the skill option to the control area.
[0250] In one possible implementation, the display module 1801 is used to display skill options of a skill in a virtual scene, where the skill options of the skill are displayed as scene elements in the virtual scene.
[0251] In another possible implementation, the display module 1801 is used to display the control area in response to a press operation on the skill option, provided that the skill can act on the first virtual object itself.
[0252] The control module 1802 is used to control the first virtual object to release a skill on itself in response to the end of the pressing operation when the pressing position of the pressing operation moves into the control area.
[0253] In another possible implementation, the control area corresponds to an activation area, the activation area includes the control area, and the activation area is larger than the control area; the control module 1802 is used to control the first virtual object to release a skill to itself in response to the end of the pressing operation when the pressing position of the pressing operation moves into the activation area.
[0254] In another possible implementation, the control module 1802 is used to control the first virtual object to release a skill on itself in response to the end of the pressing operation when the pressing position of the pressing operation moves to the first position, if the distance between the first position and the second position is greater than a first distance threshold but the first position is within the control area.
[0255] The second position is the location of the skill option, and the first distance threshold is the maximum drag distance of the skill option when the first virtual object releases the skill through the skill option.
[0256] In another possible implementation, in response to a press operation on a skill option, if the skill can act on the first virtual object itself, after displaying the control area, the display module 1801 is further configured to display the skill's cancel release effect if the press position of the press operation moves to the third position, and if the distance between the third position and the second position is greater than a first distance threshold and the third position is outside the control area; and to stop displaying the cancel release effect in response to the end of the press operation.
[0257] In another possible implementation, the display module 1801 is also used to display the control area entering a first selected state when the pressing position of the pressing operation moves into the control area;
[0258] The control module 1802 is used to control the first virtual object to release a skill on itself in response to the end of the press operation when the control area is in the first selected state.
[0259] In another possible implementation, the displayed module 1801 is also used to display the first virtual object entering the second selected state when the pressing position of the pressing operation moves into the control area;
[0260] The control module 1802 is used to control the first virtual object to release a skill on itself in response to the end of the pressing operation when the first virtual object is in the second selected state.
[0261] In another possible implementation, the display module 1801 is also configured to display the control area of a second virtual object in response to a pre-release operation, the second virtual object being a virtual object located within the first release range of the skill.
[0262] In another possible implementation, at least two second virtual objects are included; a display module 1801 is used to display control areas corresponding to at least two second virtual objects respectively in response to a pre-release operation, based on the impact value caused when the skill is applied to each second virtual object, wherein the impact value indicates the change of the attribute value of the second virtual object when the skill is applied to the second virtual object.
[0263] In another possible implementation, the display module 1801 is also used to control the first virtual object to move in the virtual scene in response to a movement operation on the first virtual object;
[0264] During the movement of the first virtual object, in response to the change of the skill release range from the first release range to the second release range, the control area of the second virtual object is switched to the control area of the third virtual object. The third virtual object is a virtual object located within the second release range, and the skill release range changes as the first virtual object moves.
[0265] In another possible implementation, the display module 1801 is used to display a control area in response to a pre-release operation, provided that the state of the first virtual object meets the release conditions of the skill, wherein the release conditions are the conditions required to release the skill on itself.
[0266] In another possible implementation, skills are used to increase the attribute values of virtual objects, and a release condition indicates that the skill is released when the attribute value falls below a first value; or...
[0267] Skills are used to enhance the attribute values of virtual objects; the release condition indicates that the skill is released when the object's attribute value is higher than a second specified value; or...
[0268] Skills are used to weaken the debuffs of virtual objects, and the release condition indicates that the skill is released while the user is under a debuff.
[0269] It should be noted that the virtual object control device provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object control device and the virtual object control method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0270] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed by the virtual object control method of the above embodiments.
[0271] Optionally, the computer device is provided as a terminal. Figure 19 shows a structural block diagram of a terminal 1900 provided in an exemplary embodiment of this application. The terminal 1900 includes a processor 1901 and a memory 1902.
[0272] Processor 1901 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1901 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 1901 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 1901 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0273] The memory 1902 may include one or more computer-readable storage media, which may be non-transitory. In some embodiments, the non-transitory computer-readable storage media in the memory 1902 are used to store at least one computer program, which is executed by the processor 1901 to implement the control method for virtual objects provided in the method embodiments of this application.
[0274] In some embodiments, the terminal 1900 may also optionally include a peripheral device interface 1903 and at least one peripheral device. The processor 1901, memory 1902, and peripheral device interface 1903 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1903 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1904, a display screen 1905, a camera assembly 1906, an audio circuit 1907, and a power supply 1908.
[0275] Peripheral interface 1903 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1901 and memory 1902. Radio frequency (RF) circuitry 1904 is used to receive and transmit RF signals. Display screen 1905 is used to display the user interface (UI). Camera assembly 1906 is used to capture images or video. Audio circuitry 1907 may include a microphone and speaker. Power supply 1908 is used to power the various components in terminal 1900.
[0276] Those skilled in the art will understand that the structure shown in FIG19 does not constitute a limitation on the terminal 1900, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.
[0277] Optionally, the computer device is provided as a server. Figure 20 is a schematic diagram of the structure of a server provided in an embodiment of this application. The server 2000 can vary considerably due to different configurations or performance, and may include one or more Central Processing Units (CPUs) 2001 and one or more memories 2002. The memory 2002 stores at least one computer program, which is loaded and executed by the processor 2001 to implement the methods provided in the above-described method embodiments. 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 here.
[0278] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the operations performed by the virtual object control method of the above embodiments.
[0279] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the operations performed by the virtual object control method as described in the above embodiments.
Claims
1. A method for controlling a virtual object, the method being executed by a terminal, the method comprising: In response to a pre-release operation of having a skill on a first virtual object, if the skill can act on the first virtual object itself, a control area of the first virtual object is displayed, wherein the first virtual object is a virtual object controlled by the terminal, and the control area is used to use the first virtual object as the release target of the skill; In response to a confirmation operation within the control area, the first virtual object is controlled to release the skill to itself.
2. The method according to claim 1, wherein, The response to a pre-release operation of having a skill on a first virtual object, wherein the control area of the first virtual object is displayed when the skill can act on the first virtual object itself, includes: Displays the skill options for the stated skill; In response to a triggering operation of the skill option, the control area is displayed if the skill can act on the first virtual object itself; The step of controlling the first virtual object to release the skill to itself in response to a confirmation operation within the control area includes: In response to a drag operation from the skill option to the control area, the first virtual object is controlled to release the skill to itself.
3. The method according to claim 1 or 2, wherein, The skill options for displaying the skill include: The skill options of the skill are displayed in a virtual scene, and the skill options of the skill are displayed as scene elements in the virtual scene.
4. The method according to any one of claims 1 to 3, wherein, The step of displaying the control area in response to a triggering operation of the skill option, provided that the skill can act on the first virtual object itself, includes: In response to a press operation on the skill option, the control area is displayed if the skill can act on the first virtual object itself; The step of controlling the first virtual object to release the skill to itself in response to a drag operation from the skill option to the control area includes: When the pressing position of the pressing operation moves into the control area, in response to the end of the pressing operation, the first virtual object is controlled to release the skill to itself.
5. The method according to any one of claims 1 to 4, wherein, The control area corresponds to an activation area, the activation area includes the control area, and the activation area is larger than the control area; The method further includes: When the pressing position of the pressing operation moves into the activation area, in response to the end of the pressing operation, the first virtual object is controlled to release the skill to itself.
6. The method according to any one of claims 1 to 5, wherein, When the pressing position of the pressing operation moves into the control area, in response to the end of the pressing operation, controlling the first virtual object to release the skill to itself includes: When the pressing position of the pressing operation moves to the first position, in response to the end of the pressing operation, if the distance between the first position and the second position is greater than a first distance threshold, the first position is within the control area, and the first virtual object is controlled to release the skill to itself; Wherein, the second position is the location of the skill option, and the first distance threshold is the maximum drag distance of the skill option when the first virtual object releases the skill through the skill option.
7. The method according to any one of claims 1 to 6, wherein, In response to a press operation on the skill option, after displaying the control area when the skill can act on the first virtual object itself, the method further includes: If the pressing position of the pressing operation moves to the third position, and the distance between the third position and the second position is greater than the first distance threshold, and the third position is outside the control area, the skill cancellation effect is displayed; In response to the end of the press operation, the cancellation release effect is stopped from being displayed.
8. The method according to any one of claims 1 to 7, wherein, Before controlling the first virtual object to release the skill to itself in response to the end of the pressing operation, when the pressing position of the pressing operation moves to the control area, the method further includes: When the pressing position of the pressing operation moves into the control area, the control area is displayed as entering a first selected state; When the pressing position of the pressing operation moves into the control area, in response to the end of the pressing operation, controlling the first virtual object to release the skill to itself includes: When the control area is in the first selected state, in response to the end of the pressing operation, the first virtual object is controlled to release the skill to itself.
9. The method according to any one of claims 1 to 8, wherein, Before controlling the first virtual object to release the skill to itself in response to the end of the pressing operation, when the pressing position of the pressing operation moves to the control area, the method further includes: When the pressing position of the pressing operation moves into the control area, the first virtual object is displayed to enter the second selected state; When the pressing position of the pressing operation moves into the control area, in response to the end of the pressing operation, controlling the first virtual object to release the skill to itself includes: When the first virtual object is in the second selected state, in response to the end of the pressing operation, the first virtual object is controlled to release the skill to itself.
10. The method according to any one of claims 1 to 9, wherein, The method further includes: In response to the pre-release operation, a control area for a second virtual object is displayed, the second virtual object being a virtual object located within the first release range of the skill.
11. The method according to any one of claims 1 to 10, wherein, Includes at least two second virtual objects; The control area for displaying the second virtual object in response to the pre-release operation includes: In response to the pre-release operation, based on the impact value caused when the skill is applied to each second virtual object, the control areas corresponding to the at least two second virtual objects are displayed respectively, and the impact value indicates the change of the attribute value of the second virtual object when the skill is applied to the second virtual object.
12. The method according to any one of claims 1 to 11, wherein, After displaying the control area of the second virtual object in response to the pre-release operation, the method further includes: In response to a movement operation on the first virtual object, control the first virtual object to move within the virtual scene; During the movement of the first virtual object, in response to the change of the skill's release range from the first release range to the second release range, the control area of the second virtual object is switched to the control area of a third virtual object, the third virtual object being a virtual object located within the second release range, and the skill's release range changes as the first virtual object moves.
13. The method according to any one of claims 1 to 12, wherein, The response to a pre-release operation of having a skill on a first virtual object, wherein the control area of the first virtual object is displayed when the skill can act on the first virtual object itself, includes: In response to the pre-release operation, if the state of the first virtual object meets the release condition of the skill, the control area is displayed, wherein the release condition is the condition that must be met to release the skill on itself.
14. The method according to any one of claims 1 to 13, wherein, The skill is used to enhance the attribute value of the virtual object, and the release condition indicates that the skill is released when its own attribute value is lower than a first value. or, The skill is used to increase the attribute value of a virtual object, and the release condition indicates that the skill is released when its own attribute value is higher than a second value; or... The skill is used to weaken the debuff state of a virtual object, and the release condition indicates that the skill is released when the object is in a debuff state.
15. A control device for a virtual object, the device comprising: The display module is used to respond to a pre-release operation of having a skill on a first virtual object. When the skill can act on the first virtual object itself, the control area of the first virtual object is displayed. The first virtual object is a virtual object controlled by a terminal. The control area is used to use the first virtual object as the release target of the skill. A control module is configured to control the first virtual object to release the skill to itself in response to a confirmation operation within the control area.
16. A computer device comprising 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 perform the operations performed by the control method of the virtual object as claimed in any one of claims 1 to 14.
17. A computer-readable storage medium storing at least one computer program, said at least one computer program being loaded and executed by a processor to perform the operations performed by the control method of the virtual object as claimed in any one of claims 1 to 14.
18. A computer program product comprising a computer program that, when executed by a processor, implements the operations performed by the control method for a virtual object as described in any one of claims 1 to 14.