Virtual Character Control Switching for Non-Combat Actions
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Solution Overview
Problem
The inefficiency of human-computer interaction in controlling virtual characters due to the need for multiple steps to access non-combat behavior controls in mobile games, which are buried in multi-level menus, reduces operational efficiency.
Innovation Solution
A method and apparatus that dynamically switch between control groups based on the activity of the virtual character, automatically displaying non-combat behavior controls when needed, eliminating the need for users to search through deeper menus.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If non-combat behavior controls are placed in multi-level menus, then the control interface can be organized systematically, but the interaction steps increase and efficiency decreases
Solution Approach 1:
The control interface dynamically switches between combat and non-combat modes based on the virtual character's current activity state. When the character is not engaged in combat, the interface automatically displays non-combat behavior controls (such as meditation, dancing, snowman) directly on the front end, eliminating the need for users to navigate through multi-level menus and significantly reducing interaction steps.
2Productivity
If control groups are switched based on virtual character activity, then interaction efficiency improves, but the system complexity increases
Solution Approach 1:
The system continuously monitors the virtual character's activity state as feedback and automatically adjusts the control interface accordingly. When combat activities are detected, combat controls are displayed; when non-combat activities are detected, non-combat controls are displayed. This feedback mechanism enables automatic adaptation without requiring complex manual configuration, improving interaction efficiency while keeping the switching logic relatively simple.
Data Source
AI summary
This disclosure relates to a method and apparatus for controlling a virtual character. The process of controlling the virtual character may include displaying a first virtual character and a first control group, the first control group comprising a first-type control. The process may also include switching the first control group to a second control group based on the activity of the first virtual character meeting a first condition, the second control group comprising a second-type control, wherein the first-type control is a control via which the first virtual character is triggered to release a skill, and the second-type control is a control via which the first virtual character is triggered to perform a non-combat behavior.


