Virtual Skill Casting Range Control for Scattered Targets
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Solution Overview
Problem
In multiplayer online battle arena (MOBA) games, the fixed casting range of ranged skills necessitates multiple operations to target scattered enemy characters, leading to low processing efficiency for terminals.
Innovation Solution
A method and apparatus that allows users to dynamically adjust the shape and area of a casting range for ranged skills by determining boundary points based on the location of a virtual character and a drag control, enabling a customized casting range with a single operation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If a fixed casting range is used for ranged skills, then the skill casting process is simple, but multiple operations are required to target scattered enemy characters, resulting in low processing efficiency
Solution Approach 1:
The casting range is transformed from a fixed predetermined shape to a dynamic adjustable shape. The system allows real-time modification of the casting range boundaries through user interaction with boundary points, enabling the range to adapt to the spatial distribution of enemy characters. This dynamic adjustment resolves the contradiction by allowing efficient multi-target attacks without requiring multiple separate casting operations.
Solution Approach 2:
The system changes the parameters of the casting range by allowing users to adjust boundary points that define the range's shape and area. By modifying these geometric parameters dynamically, the casting range can be optimized to cover scattered enemy characters effectively, improving processing efficiency while maintaining operational simplicity through intuitive parameter adjustment.
2Productivity
If a fixed casting range is used, then the skill control is simple to implement, but the terminal requires multiple operations to attack scattered enemies, reducing operational efficiency
Solution Approach 1:
The skill control system incorporates dynamic adjustment capabilities where boundary points of the casting range can be moved in real-time. This dynamic control mechanism allows the casting range to be customized for different combat scenarios, improving attack efficiency on scattered enemies while adding only minimal complexity through intuitive drag-based boundary adjustment.
Solution Approach 2:
The skill control is designed to be universal by supporting both fixed and customizable casting ranges within the same interface. The system can adapt to different combat situations - using fixed ranges for simple attacks and customizable ranges for complex multi-target scenarios - thereby improving overall attack efficiency without significantly increasing control complexity.
3Ease of operation
If the casting range is fixed, then the skill implementation is straightforward, but multiple separate operations are needed to target multiple scattered enemies
Solution Approach 1:
The casting range transitions from a static fixed shape to a dynamic adjustable shape that can be modified by moving boundary points. This dynamic capability allows players to create optimized casting ranges that cover multiple scattered enemies in a single operation, maintaining simplicity through intuitive drag-based control while dramatically improving terminal processing efficiency by reducing the number of required casting operations.
Solution Approach 2:
The system merges multiple potential casting operations into a single customized casting range. By allowing users to adjust boundary points to encompass multiple enemy characters, the system combines what would otherwise require multiple separate skill casts into one unified operation, thereby maintaining ease of operation while improving processing efficiency.
Data Source
AI summary
A method for controlling a virtual character to cast a skill includes: displaying a first virtual character and a skill control configured to cast a ranged skill; in response to detecting a trigger operation on the skill control: displaying a ranged skill indicator to indicate a casting range of the ranged skill based on a user control, the casting range having a first boundary point based on a location of the first virtual character and a second boundary point based on a location of the drag control. The method changes at least one of a shape and an area of the casting range in response to a drag operation on the drag control. The method allows a user to efficiently attack enemy virtual characters in accordance with a determination that locations of the enemy virtual characters are scattered, improving a processing efficiency of an electronic device.


