Virtual Object Shooting Control with Locking and Under-Attack Areas
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
In shooting games, users face inconvenience in simultaneously performing shooting and adjusting the viewing angle due to the need for long-press operations on shooting buttons and additional control operations.
Innovation Solution
A method and apparatus for controlling virtual object shooting, which involves determining a locking area and under-attack area, displaying locking complete information, and enabling automatic shooting when the aiming point remains within the locking area for a target duration and enters the under-attack area, allowing for automatic targeting and shooting without continuous user input.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a long-press operation on the shooting button is used to control shooting, then the shooting function can be activated, but the user cannot simultaneously perform other control operations such as adjusting viewing angle
Solution Approach 1:
The system performs preliminary locking of the target object before the actual shooting action. When the aiming point remains within the locking area for the target duration, the system pre-establishes the shooting target and prepares the shooting state, allowing the user to subsequently perform other operations without affecting the locked shooting function
Solution Approach 2:
The shooting control is segmented into distinct functional areas: a locking area for target acquisition and an under-attack area for actual shooting. This spatial segmentation allows different control modes to operate independently, enabling the user to lock a target in one area while performing other operations, and the system will automatically execute shooting when the aiming point enters the under-attack area
2Extent of automation
If automatic shooting is enabled based on locking area, then shooting automation is improved, but the risk of accidental shooting increases
Solution Approach 1:
The system implements a two-stage process: first locking the target when the aiming point remains in the locking area for the target duration, then requiring the aiming point to enter the smaller under-attack area to trigger actual shooting. This preliminary locking action allows the system to prepare for automatic shooting while maintaining user control through the additional under-attack area verification
Solution Approach 2:
The locking area and under-attack area are designed with different size qualities and functional properties. The locking area is larger to facilitate easy target acquisition, while the under-attack area is smaller to provide precise shooting control. This local quality differentiation enables automatic shooting preparation in the locking area while maintaining reliability through the more restrictive under-attack area trigger condition
Data Source
AI summary
Provided is a method for controlling shooting of a virtual object, including: obtaining a locking area of a first virtual object in a virtual scene; based on determining that an aiming point of a second virtual object being within the locking area for a target duration, displaying locking complete information at a position of the aiming point in the locking area, the locking complete information indicating that locking of the first virtual object is completed; and controlling automatic shooting of the second virtual object on the first virtual object, of which locking is completed, based on the aiming point being located in an under-attack area of the first virtual object, a size of the under-attack area being less than a size of the locking area.


