WO2017059683A1 - 一种信息处理方法、终端及计算机存储介质 - Google Patents
一种信息处理方法、终端及计算机存储介质 Download PDFInfo
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- WO2017059683A1 WO2017059683A1 PCT/CN2016/083207 CN2016083207W WO2017059683A1 WO 2017059683 A1 WO2017059683 A1 WO 2017059683A1 CN 2016083207 W CN2016083207 W CN 2016083207W WO 2017059683 A1 WO2017059683 A1 WO 2017059683A1
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
Definitions
- the present invention relates to information interaction technologies, and in particular, to an information processing method, a terminal, and a computer storage medium.
- a graphical user interface rendered on a large screen or a large screen after dividing multiple users into two different groups, using the manipulation process in human-computer interaction, information interaction between different groups can be performed, and according to The response to the information interaction obtains different interaction results; by using the manipulation processing in the human-computer interaction, information interaction between the group members of the same group can also be performed, and different interaction results can be obtained according to the response to the information interaction.
- the information exchange process can enrich the presentation form and content of the information by triggering the release of specific capabilities, and different information expression forms and contents will eventually lead to different interaction results.
- Any group member in the group can manipulate and release that particular ability corresponding to multiple different identities.
- group members need to switch from the current identity to a specific identity before they can be released.
- the corresponding specific ability which leads to the use of the current release of specific capabilities of the manipulation method can not quickly release the skills, increase the interaction delay, affecting the speed of interactive processing.
- the embodiments of the present invention are directed to providing an information processing method, a terminal, and a computer storage medium, which at least solve the problems existing in the prior art, and can directly release a specific capability without switching, thereby realizing rapid skill release.
- the interaction delay is reduced, the speed of the interaction processing is improved, and the controllable skill release control mode is adopted, which can adapt to the changing needs of different scenes, and improves the precision and efficiency of the interaction processing.
- An embodiment of the present invention provides an information processing method, by executing a software application on a processor of a terminal and rendering on a display of the terminal, to obtain a graphical user interface, the processor, a graphical user interface, and the
- the software application is implemented on a gaming system, the method comprising:
- the skill release operation gesture for the at least one skill object is located in the skill manipulation display area, controlling at least one skill object corresponding to the first character object and/or at least one skill object corresponding to the i-th character object is supported The triggered skill, the skill release to the currently locked target object to perform the skill release operation.
- An embodiment of the present invention further provides a terminal, by executing a software application on a processor of the terminal and rendering on a display of the terminal, to obtain a graphical user interface, the processor, the graphical user interface, and the software.
- the application is implemented on a gaming system, the terminal further comprising:
- a first rendering unit configured to render at least one virtual resource object in the graphical user interface
- the first detecting unit is configured to detect whether the configuration option corresponding to the first function of the game system is enabled, and if enabled, enter the first control mode, and render the corresponding i different characters in the skill manipulation display area of the graphical user interface. At least one skill object of the object, i being a positive integer greater than one;
- a skill release unit configured to: when the skill release operation gesture for the at least one skill object is located in the skill manipulation display area, control at least one skill object corresponding to the first character object and/or the i-th character object At least one skill object supports the triggered skill, and the skill release is performed to the currently locked target object to perform the skill release operation.
- An embodiment of the present invention further provides a terminal, where the terminal includes: a display and a processor; the display is configured to perform a software application on a processor of the terminal and then render the same to obtain a graphical user interface;
- the graphical user interface is configured to facilitate manipulation of human-computer interaction;
- the processor is configured to perform the information processing method according to any one of the foregoing aspects;
- the processor, the graphical user interface, and the software application are implemented on a gaming system.
- the embodiment of the present invention further provides a computer storage medium, wherein the computer storage medium stores computer executable instructions, and the computer executable instructions are configured to perform the information processing method according to any one of the foregoing aspects.
- the information processing method of the embodiment of the present invention obtains a graphical user interface by executing a software application on a processor of the terminal and rendering on a display of the terminal, where the processor, the graphical user interface, and the software are applied Implemented on a gaming system, the method comprising: Rendering at least one virtual resource object in the user interface; detecting whether the configuration option corresponding to the first function of the game system is enabled, and if enabled, entering the first control mode, and rendering in the skill manipulation display area of the graphical user interface Corresponding to at least one skill object of i different character objects, i is a positive integer greater than 1; when acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, the control corresponds to the first role object At least one skill object and/or at least one skill object corresponding to the i-th character object supports the triggered skill, and the skill release is performed to the currently locked target object to perform the skill release operation.
- the first control mode when detecting that the configuration option corresponding to the first function of the game system is enabled, the first control mode is entered, and the first control mode is a manually controllable skill release control mode, because the graphical user interface can be The skill control display area is rendered to obtain at least one skill object corresponding to the i different character objects. Therefore, when acquiring the skill release operation gesture for the at least one skill object in the skill manipulation display area, the first controllable At least one skill object corresponding to the character object and/or at least one skill object corresponding to the i-th character object supports the triggered skill, and the skill release is performed on the currently locked target object to perform the skill release operation without first from the current role object. Switch to the required character object and release the skill of the corresponding skill object.
- this hand-controlled skill release control method is a controllable skill release control method, which has high controllability and certainty, which leads to greatly improved accuracy, and can also adapt to the changing needs of different scenes and improve. The precision and efficiency of interactive processing.
- 1 is a schematic diagram of hardware entities of each party performing information interaction in an embodiment of the present invention
- FIG. 2 is a schematic flowchart of an implementation process according to Embodiment 1 of the present invention.
- FIG. 4, FIG. 6, and FIG. 7 are schematic diagrams of multiple UI interfaces obtained by applying the embodiment of the present invention.
- FIG. 5 is a schematic diagram of an implementation process of Embodiment 2 of the present invention.
- FIG. 8 is a schematic structural diagram of a structure according to Embodiment 3 of the present invention.
- FIG. 9 is a schematic structural diagram of a hardware entity according to Embodiment 4 of the present invention.
- FIG. 10 is a schematic diagram of a UI interface obtained by applying the prior art.
- FIG. 11 is a schematic flowchart of an implementation process of a specific application scenario according to an embodiment of the present invention.
- FIG. 1 is a schematic diagram of hardware entities of each party performing information interaction according to an embodiment of the present invention.
- FIG. 1 includes: one or more servers, and the server 11 in FIG. 1 is only an example, terminal devices 21-25 and network 31, and a network. 31 includes network entities such as routers, gateways, etc., which are not shown in the figure.
- the terminal device 21-25 performs information interaction with the server through a wired network or a wireless network to download an application and/or an application update data package and/or application-related data information or service information from the server 31.
- the type of the terminal device is as shown in FIG.
- the terminal device includes a mobile phone (terminal 23), a tablet or PDA (terminal 25), a desktop (terminal 22), a PC (terminal 24), an all-in-one (terminal 21), and the like.
- the terminal device is installed with various applications required by the user, such as an application having entertainment functions (such as a video application, an audio playback application, a game application, a reading software), and an application having a service function (such as a map navigation application, Group purchase application, etc.).
- an application having entertainment functions such as a video application, an audio playback application, a game application, a reading software
- an application having a service function such as a map navigation application, Group purchase application, etc.
- the terminal device 21-25 downloads the game application and/or the game application update data package and/or the data information related to the game application from the server 11 via the network 31 as needed.
- the service information using the embodiment of the present invention, opening the game application on the terminal device, entering the rendered game interface, detecting whether the configuration option corresponding to the first function of the game system is enabled, and if enabled, entering the first control mode And rendering at least one skill object corresponding to i different character objects in the skill manipulation display area of the graphical user interface, where i is a positive integer greater than 1; obtaining is located in the skill manipulation display area for the at least one skill object
- the skill release operation gesture is performed, controlling the skill that is triggered by the at least one skill object corresponding to the first character object and/or the at least one skill object corresponding to the i-th character object, and releasing the skill to the currently locked target object to perform Skill release operation.
- this hand-controlled skill release control method is a controllable skill release control method, which has high controllability and certainty, which leads to greatly improved accuracy, and can also adapt to the changing needs of different scenes and improve. The precision and efficiency of interactive processing.
- FIG. 1 is only a system architecture example for implementing the embodiment of the present invention.
- the embodiment of the present invention is not limited to the system structure described in FIG. 1 above, and various embodiments of the present invention are proposed based on the system architecture.
- Embodiment 1 is a diagrammatic representation of Embodiment 1:
- An information processing method by executing a software application on a processor of a terminal and rendering on a display of the terminal, to obtain a graphical user interface, the processor, the graphical user interface, and the software
- the application is implemented on a gaming system, as shown in Figure 2, the method comprising:
- Step 101 Render at least one virtual resource object in a graphical user interface.
- the virtual resource object covers various types of objects in a graphical user interface, such as a user avatar icon representing a user, a building representing a background, a tree, a tower defense, and the like, and characterizing a user state (eg, blood value, vitality value)
- a user avatar icon representing a user
- a building representing a background
- a tree representing a tree
- a tower defense and the like
- a user state eg, blood value, vitality value
- Step 102 Detect whether the configuration option corresponding to the first function of the game system is enabled, and if yes, enter the first control mode, and render at least one of the corresponding i different character objects in the skill manipulation display area of the graphical user interface.
- the skill object, i is a positive integer greater than 1.
- a UI interface diagram of a configuration option corresponding to the first function of the game system is merely an example, and is not limited to the UI display setting in FIG. 3, as long as it can be used to achieve the purpose of enabling the first function.
- the examples are all within the scope of protection of the embodiments of the present invention.
- the setting interface of the game system is marked with a1, and the configuration option corresponding to the first function is marked with a2, and the option is specifically "big move switch".
- the option “big move switch” is "ON"
- the first function is turned on to enter the first control mode, and the first control mode may be specifically a manual release control mode for manually controlling the selection.
- a skill manipulation display area 42 is displayed in the game interface 41.
- a plurality of skills corresponding to a plurality of character identities selectable by one group member, or a plurality of skills corresponding to group members (such as AI teammates) in the same group are displayed.
- the plurality of skills displayed in the skill manipulation display area 42 may be only a large attack skill with strong attack power in the skill, or may be a normal attack skill (hereinafter referred to as an ordinary skill, which is distinguished from the big stroke skill). ).
- different interaction modes include not only the battle mode between multiple users connected to the network, but also the stand-alone battle mode that is not connected to the network.
- the UI interface shown in FIG. 4 can be applied.
- the user interface (UI) interface shown in FIG. 4 which is obtained by the processor of the terminal device, specifically the image processor, is only a specific example, and the specific example is not only applicable to the layout of the game. For 1 to 1, 3 to 3, 5 to 5 different personnel deployment scenarios, it is also applicable to scenes with different layouts of the game between the enemy and the enemy, such as 40 pairs of 20, 30 to 60 personnel deployment scenarios, to complete the game through the fixed Position the wheel to determine the mode in which the skill releases the position and direction.
- a networking mode in a network a plurality of users are divided into different groups, each group includes at least one group member, and the different groups are marked as at least a first group.
- Groups (such as our group) and second groups (such as the other group) there is only one person in our group, and there is only one person in the other group, which is the above mentioned "1" For the 1" mode; there are only three people in our group, and there are only three people in the other group, which is the "3 to 3" mode mentioned above; in our group Only five people, in the case of only five people in the other group, The “5 to 5” model mentioned, of course, the enemy group and our group do not necessarily have to deploy the same number of people, but can also be equipped with a different number of people.
- Step 103 When acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, controlling at least one skill corresponding to the at least one skill object and/or the i-th character object corresponding to the first role object
- the skill that the object supports triggers, and the skill release to the currently locked target object to perform the skill release operation.
- the currently locked target object may be a current attack target of the user, and the acquired skill release operation gesture for the at least one skill object in the skill manipulation display area may be controlled by manually clicking the skill display area.
- the big stroke skill and/or common skill in 42 note that it is not the character object avatar on the right side of the manual control display area 42 of the manual click skill, and is the big stroke of the role object corresponding to the right side of the skill manipulation display area 42 directly.
- Skills and/or general skills thus employing embodiments of the present invention, provide the possibility of releasing skills directly without having to switch role objects. In this way, the combat tempo can be better controlled according to the user's needs, thereby improving the interaction and response time. Without delay, the skill can be quickly released and an effective attack can be launched on the current target object.
- the direct click function of the character object on the right side of the skill manipulation display area 42 supports the release of the use of the big stroke skill and/or the normal skill, and may only release one skill in the skill manipulation display area 42 according to the needs of the identified different scenes.
- a continuous attack may also release a combination skill composed of at least two skills in the skill manipulation display area 42 to improve the attack hit rate and success rate.
- the skill release operation of the combined skill can be used, and the combined skill is generated by the user directly clicking the skill of the character object on the right side of the skill display display area 42 to support the release.
- the user can currently control the released skill, and the user cannot currently control the released skill is not in the The skill manipulation display area 42 shown in FIG. 4 is displayed, and the following embodiment 2 is described by way of example.
- Embodiment 2 is a diagrammatic representation of Embodiment 1:
- An information processing method by executing a software application on a processor of a terminal and rendering on a display of the terminal, to obtain a graphical user interface, the processor, the graphical user interface, and the software
- the application is implemented on a gaming system, as shown in Figure 5, the method comprising:
- Step 201 Detecting a state in which one user controls i different character objects.
- i skill objects are rendered in the skill manipulation display area, and the i skill objects are in Releasable state.
- Step 202 Select j skill objects from the i skill objects for the skill release operation, where j is a positive integer greater than 1, and j ⁇ i.
- Step 203 After performing the skill release operation on the j skill objects, if the j skill objects are in a non-relaxable state when the preset time is not reached, the j skills are hidden in the skill manipulation display area.
- the skill object displays only ij skill objects in the skill manipulation display area.
- Step 204 When it is detected that the preset time arrives, the j skill objects are restored to the releasable state, and the j skill objects hidden before are restored to be displayed in the skill manipulation display area.
- the skill manipulation display area 42 displays different skill objects (skills 1 - 3) respectively corresponding to different character objects (characters f1 - f3) that can be controlled by the right side.
- the specific display change process in the skill manipulation display area 42 is: 1) At the beginning, the i skill objects are all in a releasable state, so the skill 1 - skill 3 can currently be displayed in the skill manipulation display area 42. 2) After the skill release operation is performed for the two skill objects in the skill 1 - skill 3, the two skill objects enter the CD mode (that is, after the skill is released, the skill is used up, and it takes a certain time to be used again. This skill, analogy to full blood resurrection is awaiting time).
- Skill 1 - Skill 3 can release one of them separately, or you can release any two of them in combination or release 3 skills at the same time.
- the method further includes:
- Step 301 Detect whether a configuration option corresponding to the first function of the game system is enabled, if After being turned off or turned on, the second control mode is entered.
- the m skill objects in the at least one skill object of the i different character objects are automatically controlled by the system, and m is greater than A positive integer of 1 and m ⁇ i.
- the second manipulation mode may specifically be a skill release control mode automatically controlled by the system, that is, the release of one or more skills by the computer to be managed by default, to automatically control the release of the skill of selecting the big stroke, but the accuracy is not high enough
- the first control mode (such as the skill release control mode of the manual control selection big stroke) is used in combination, for example, the big stroke mode has stronger attack power, and the manual control selects the skill release control mode of the big move to release the aggressive attack. Big skill, for some common skills without the user to manually select, you can use the system automatically control the skill release control mode to release the normal skills.
- Step 302 When acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, controlling at least one skill object and/or an im role object corresponding to the first role object of the im skill objects The corresponding at least one skill object supports the triggered skill, and the skill release is performed to the currently locked target object; the remaining m skill objects are automatically controlled by the system to release any one of them separately or release multiple combinations thereof.
- the first manipulation mode such as the skill release control mode of the manual control selection trick
- the second manipulation mode the skill release manipulation mode automatically controlled by the system
- the m skill objects are configured to be automatically controlled by the system to release any one of them separately or to release a plurality of combinations.
- the im can be manually selected by the user, that is, the The second control mode (the system automatically controls the skill release control mode), thereby taking into account the accuracy of the manual control, the controllability, the matching of the scene recognition degree, and the quickness of the automatic control to achieve the best interaction result. , hit rate and success rate are very high.
- Embodiment 3 is a diagrammatic representation of Embodiment 3
- a terminal of an embodiment of the present invention by executing a software application on a processor of a terminal
- the display is performed on the display of the terminal to obtain a graphical user interface.
- the processor, the graphical user interface, and the software application are implemented on the game system.
- the terminal further includes:
- the first rendering unit 51 is configured to render at least one virtual resource object in the graphical user interface
- the first detecting unit 52 is configured to detect whether the configuration option corresponding to the first function of the game system is enabled, and if it is enabled, enter the first control mode, and render the corresponding i different in the skill manipulation display area of the graphical user interface. At least one skill object of the character object, i being a positive integer greater than one;
- the skill release unit 53 is configured to: when the skill release operation gesture for the at least one skill object is located in the skill manipulation display area, control at least one skill object corresponding to the first character object and/or the i-th character object At least one skill object supports the triggered skill, and the skill release is performed to the currently locked target object to perform the skill release operation.
- the virtual resource object covers various types of objects in a graphical user interface, such as a user avatar icon representing a user, a building representing a background, a tree, a tower defense, and the like, and characterizing the user.
- An object of a state (such as a blood value, a vitality value), an object representing a user skill, an equipment, an object, a direction button object that controls a change in the position of the user, and a rendering object when the user releases the skill are all "virtual resource objects" in the embodiment of the present invention. "The scope of protection.”
- a UI interface diagram of a configuration option corresponding to the first function of the game system is merely an example, and is not limited to the UI display setting in FIG. 3, as long as it can be used to achieve the purpose of enabling the first function.
- the examples are all within the scope of protection of the embodiments of the present invention.
- the setting interface of the game system is marked with a1, and the configuration option corresponding to the first function is marked with a2, and the option is specifically "big move switch".
- the option “big move switch” is "ON”
- the first function is turned on to open the big move, and enter the first control mode, and the first control mode can be Specifically, the manual release control mode is selected for manual control.
- a skill manipulation display area 42 is displayed in the game interface 41.
- a plurality of skills corresponding to a plurality of character identities selectable by one group member, or a plurality of skills corresponding to group members (such as AI teammates) in the same group are displayed.
- the plurality of skills displayed in the skill manipulation display area 42 may be only a large attack skill with strong attack power in the skill, or may be a normal attack skill (hereinafter referred to as an ordinary skill, which is distinguished from the big stroke skill). ).
- different interaction modes include not only the battle mode between multiple users connected to the network, but also the stand-alone battle mode that is not connected to the network.
- the UI interface shown in FIG. 4 can be applied.
- the user interface (UI) interface shown in FIG. 4 which is obtained by the processor of the terminal device, specifically the image processor, is only a specific example, and the specific example is not only applicable to the layout of the game. For 1 to 1, 3 to 3, 5 to 5 different personnel deployment scenarios, it is also applicable to scenes with different layouts of the game between the enemy and the enemy, such as 40 pairs of 20, 30 to 60 personnel deployment scenarios, to complete the game through the fixed Position the wheel to determine the mode in which the skill releases the position and direction.
- a networking mode in a network a plurality of users are divided into different groups, each group includes at least one group member, and the different groups are marked as at least a first group.
- Groups (such as our group) and second groups (such as the other group) there is only one person in our group, and there is only one person in the other group, which is the above mentioned "1" For the 1" mode; there are only three people in our group, and there are only three people in the other group, which is the “3 to 3" mode mentioned above; in our group There are only five people, and there are only five people in the other group, which is the “5 to 5” mode mentioned above.
- the enemy group and our group do not have to be deployed equally.
- the number of people can also be equipped with a different number of people.
- the currently locked target object may be a current attack target of the user, and the acquired skill release operation gesture for the at least one skill object in the skill manipulation display area may be controlled by manually clicking the skill display area.
- the big stroke skill and/or common skill in 42 note that it is not the character object avatar on the right side of the manual control display area 42 of the manual click skill, and is the big stroke of the role object corresponding to the right side of the skill manipulation display area 42 directly.
- Skills and/or general skills thus employing embodiments of the present invention, provide the possibility of releasing skills directly without having to switch role objects. In this way, the combat tempo can be better controlled according to the user's needs, thereby improving the interaction and response time. Without delay, the skill can be quickly released and an effective attack can be launched on the current target object.
- the direct click function of the character object on the right side of the skill manipulation display area 42 supports the release of the use of the big stroke skill and/or the normal skill, and may only release one skill in the skill manipulation display area 42 according to the needs of the identified different scenes.
- a continuous attack may also release a combination skill composed of at least two skills in the skill manipulation display area 42 to improve the attack hit rate and success rate.
- the skill release operation of the combined skill can be used, and the combined skill is generated by the user directly clicking the skill of the character object on the right side of the skill display display area 42 to support the release.
- the at least one skill object corresponding to the i different character objects is rendered in the skill manipulation display area, so that the user can currently manipulate the released skill.
- the terminal further includes:
- a second detecting unit configured to detect that one user is currently controlling one different character object a state in which each of the character objects corresponds to a skill object, and i skill objects are rendered in the skill manipulation display area, and the i skill objects are in a releasable state;
- the skill release control unit is further configured to select j skill objects from the i skill objects for the skill release operation, j is a positive integer greater than 1, and j ⁇ i; execute for the j skill objects After the skill release operation, when the j skill objects are in a non-releasable state when the preset time is not reached, the j skill objects are hidden in the skill manipulation display area, only in the skill manipulation display area. Display ij skill objects, and,
- the skill release control unit is further configured to detect that the j skill objects are restored to the releasable state when the preset time arrives, and the j skill objects that are previously hidden in the skill manipulation display area are Resume the display.
- the skill manipulation display area 42 displays different skill objects (skills 1 - 3) respectively corresponding to different character objects (characters f1 - f3) that can be controlled by the right side.
- the specific display change process in the skill manipulation display area 42 is: 1) At the beginning, the i skill objects are all in a releasable state, so the skill 1 - skill 3 can currently be displayed in the skill manipulation display area 42. 2) After the skill release operation is performed for the two skill objects in the skill 1 - skill 3, the two skill objects enter the CD mode (that is, after the skill is released, the skill is used up, and it takes a certain time to be used again. This skill, analogy to full blood resurrection is awaiting time).
- Skill 1 - Skill 3 can release one of them separately, or you can release one of them in combination. Meaning two or release 3 skills at the same time.
- the first detecting unit is further configured to detect whether a configuration option corresponding to the first function of the game system is enabled, and if not turned on or turned off, enter the second control mode.
- the m skill objects in the at least one skill object of the i different character objects are automatically controlled by the system, m is a positive integer greater than 1, and m ⁇ i;
- the skill release unit is further configured to: when acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, control at least one skill object corresponding to the first character object of the im skill objects and / or the skill that is triggered by at least one skill object corresponding to the first im character object, and the skill release to the currently locked target object; the remaining m skill objects are automatically controlled by the system to release any one of them separately or more Combination release.
- the first manipulation mode such as the manual release selection skill release control mode
- the second manipulation mode the system automatically controls the skill release manipulation mode
- the m skill objects are configured to be automatically released by the system or released by any one of the combinations.
- the im can be manually selected by the user, that is, the second is adopted.
- the control mode the system automatically controls the skill release control mode
- Embodiment 4 is a diagrammatic representation of Embodiment 4:
- the terminal includes: a display 61 and a processor 62; the display 61 is configured to perform a software application on a processor of the terminal and then render the graphic user to obtain a graphic user. Interface; the graphical user interface is configured to facilitate manipulation of human-computer interaction.
- the processor 62 is configured to perform the information processing method of the embodiment of the present invention. Where The processor, the graphical user interface, and the software application are implemented on a gaming system.
- the terminal in this embodiment further includes: a memory 63, an input device 64 (such as a collection device including a camera, a microphone, a headset; peripherals such as a mouse, a joystick, a desktop keyboard, and a physical keyboard on a notebook and a tablet) Or a touch screen or the like), an output device 65 (such as an audio output device including a speaker, a headphone, etc., a video output device), a bus 66, and a networked device 67; the processor 62, the memory 63, the input device 64, the display 61, and Networked devices 67 are each connected by a bus 66 for data transfer and communication between the processor 62, the memory 63, the display 61, and the networked device 67.
- an input device 64 such as a collection device including a camera, a microphone, a headset; peripherals such as a mouse, a joystick, a desktop keyboard, and a physical keyboard on a notebook and a tablet
- an output device 65 such
- the input device 64 is mainly used to obtain input operations of the user, and the input device 64 may also be different when the terminals are different.
- the input device 64 may be an input device such as a mouse or a keyboard; when the terminal is a portable device such as a smart phone or a tablet computer, the input device 64 may be a touch screen.
- the networked device 67 is configured to connect and upload and download data through a network between a plurality of terminals and a server, and connect and perform data transmission between the plurality of terminals through a network.
- the server may be configured by a cluster system, and integrated into one or each unit function electronic device for realizing each unit function, and the terminal and the server at least include a database for storing data and used for data processing.
- the processor includes either a storage medium set in the server or a separately set storage medium.
- a microprocessor for the processor used for data processing, a microprocessor, a central processing unit (CPU), a digital signal processor (DSP, Digital Singnal Processor), or a programmable logic array may be used when performing processing.
- FPGA Field-Programmable Gate Array
- the operation instruction is included, and the operation instruction may be computer executable code, and the steps in the flow of the information processing method of the embodiment of the present invention are implemented by the operation instruction.
- Embodiment 5 is a diagrammatic representation of Embodiment 5:
- a computer storage medium according to an embodiment of the present invention, wherein the computer storage medium stores Computer executable instructions for performing the information processing method of an embodiment of the present invention.
- This application scenario involves Multiplayer Online Battle Arena Games (MOBA).
- MOBA Multiplayer Online Battle Arena Games
- the technical terms involved in MOBA are: 1) UI layer: the icon in the graphical user interface; 2) skill indicator: special effects, aperture, operation to assist the release of skills; 3) lens: can be understood as in the game Camera; 4) Small map: a reduced version of the big map, can be understood as a radar map, the map will show the enemy's information and location; 5) Roulette: the aperture of the upper layer of the skill button when pressing the skill button; ) Virtual joystick: A control for operation and positioning on the wheel.
- the click avatar is switched to the corresponding hero avatar to perform the corresponding skill release operation.
- Every hero avatar as a character object supports the release of the big stroke skills and common skills are different that is, the user can not manually release the big stroke skills without switching the hero avatar, but by The system manages the automatic control skill release.
- the skill enters the CD. Since the automatic control cannot match the scene completely, if the system manages the automatic control skill release, the wrong skill is released.
- the skill is also In the CD, the interaction effect, the response speed, and the like are greatly affected, and a series of problems existing in the prior art are employed in the background art.
- FIG. 10 is a schematic diagram of the UI in the existing skill release control mode.
- the game interface 41 and the hero avatar display area 44 are included.
- the user needs to manually switch between different heroes by manually clicking the hero avatar. Switching takes time and effort, and then the skills corresponding to the hero's avatar can be released. That is to say, the user cannot manually release the big skill without switching the hero avatar, but the system manages the automatic control skill release. skill.
- the current controllable release skill can only be a skill corresponding to the current hero, it is difficult to play multiple
- the hero's direct skill combination and operation can only be the skill corresponding to the current hero, while other skills can be released through the system hosting automatic control skills, and the accuracy is not high. It is also impossible to identify many battle scenarios.
- This system hosting automatic control skill release will release the skills without brains, resulting in a decline in the combat experience and poor interaction results.
- This application scenario adopts an embodiment of the present invention.
- whether the skill release control mode is the first control mode (manually controlled mode) or the second control mode (system managed mode) is determined by whether the skill switch is turned on or off.
- Automatic control mode in the first control mode, if shown in Figure 6, an AI hero has 3 skills, of which the big move is its most powerful skill, CD is longer, then open the big skill switch, big move
- the skill will be displayed in the skill manipulation display area 42, the right side of which is a different character object that the user can control, or an AI hero has three different skills, as shown in Figure 6-7.
- the releasable state is displayed in the skill manipulation display area 42, otherwise, the skill is not released, and is not displayed in the skill manipulation display area 42.
- the switch can set the manual control of the AI hero's big move, simplifying the operation of allowing the player to switch the hero back and forth, saving the operation difficulty.
- the AI control hero will lock the target toward the current release.
- the trick is equivalent to the player's operation.
- the other two minor skills continue to be controlled by the AI.
- the player is playing BOSS, he can better control the fighting rhythm, avoiding the skill being released by the AI without brain, and improving the combat experience. Through the switch, it better meets the requirements of the player. If the player wants the AI to control the big move, then the big move switch can be turned off. If you want to manually control the big move, open the switch.
- the display of the UI interface described above and the interaction process thereof are implemented by an interaction process as shown in FIG.
- FIG. 11 is a schematic diagram of a specific interaction process of the application scenario information processing method; as shown in FIG. 11, the application scenario includes a terminal 1, a terminal 2, and a server, and the terminal 1 performs trigger control by using the terminal 1; 2 triggering manipulation by user 2; the method includes:
- step 11 For user 1, including step 11 - step 17;
- Step 11 User 1 triggers the game system through terminal 1 and logs in authentication information.
- the authentication information can be a username and password.
- Step 12 The terminal 1 transmits the obtained authentication information to the server 3, and the server 3 performs identity verification, and after the identity verification is passed, returns to the first graphical user interface to the terminal 1; A virtual resource object is included in the first graphical user interface.
- Step 13 The specified virtual resource object (such as the short message object in FIG. 3) can respond according to the touch operation of the user 1, and perform a series of virtual operations as described in steps 14-16.
- the specified virtual resource object (such as the short message object in FIG. 3) can respond according to the touch operation of the user 1, and perform a series of virtual operations as described in steps 14-16.
- Step 14 Detect whether the configuration option corresponding to the first function of the game system is enabled, if enabled, enter the first control mode, and render at least one of the corresponding i different character objects in the skill manipulation display area of the graphical user interface.
- the skill object, i is a positive integer greater than 1.
- Step 15 When acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, controlling at least one skill corresponding to the at least one skill object and/or the i-th character object corresponding to the first role object
- the skill that the object supports triggers, and the skill release to the currently locked target object to perform the skill release operation.
- Step 16 Synchronize the execution result obtained by performing step 14-15 to the server, or transfer to the terminal 2 via the server, or directly to the terminal 2, so that the user 2 who logs in to the game system through the terminal 2 can
- the virtual operation responds to form an interaction between the multiple terminals.
- the application scenario only takes the interaction between the two terminals as an example. In actual operation, the interaction between multiple terminals is not limited to the two terminals in this example. Interaction.
- step 21 For user 2, for user 1, including step 21 - step 27;
- Step 21 The user 2 triggers the game system through the terminal 2 and logs in the authentication information, and the authentication information may be a username and a password.
- Step 22 The terminal 1 transmits the obtained authentication information to the server 3, and the server 3 performs identity verification, and after the identity verification is passed, returns to the second graphical user interface to the terminal 2; A virtual resource object is included in the second graphical user interface.
- Step 23 the specified virtual resource object (such as the short message object in FIG. 3) can be based on The touch operation of the user 2 responds by performing a series of virtual operations as described in steps 24-26.
- Step 24 Detect whether the configuration option corresponding to the first function of the game system is enabled. If enabled, enter the first control mode, and render at least one of the corresponding i different character objects in the skill manipulation display area of the graphical user interface.
- the skill object, i is a positive integer greater than 1.
- Step 25 When acquiring a skill release operation gesture for the at least one skill object in the skill manipulation display area, controlling at least one skill corresponding to the at least one skill object and/or the i-th character object corresponding to the first role object
- the skill that the object supports triggers, and the skill release to the currently locked target object to perform the skill release operation.
- Step 26 Synchronize the execution result obtained by performing step 24-25 to the server, or transfer to the terminal 1 via the server, or directly to the terminal 1 so that the user 1 who logs in to the game system through the terminal 1 can
- the virtual operation responds to form an interaction between the multiple terminals.
- the application scenario only takes the interaction between the two terminals as an example. In actual operation, the interaction between multiple terminals is not limited to the two terminals in this example. Interaction.
- Step 30 The optional step is: after receiving the first human-computer interaction execution result obtained by the step 14-16 and/or the second interaction execution result obtained by the step 24-26, the synchronization or medium forwarding is sent to the corresponding terminal.
- the disclosed apparatus and method may be implemented in other manners.
- the device embodiments described above are merely illustrative.
- the division of the unit is only a logical function division.
- there may be another division manner such as: multiple units or components may be combined, or Can be integrated into another system, or some features can be ignored or not executed.
- the coupling, or direct coupling, or communication connection of the components shown or discussed may be indirect coupling or communication connection through some interfaces, devices or units, and may be electrical, mechanical or other forms. of.
- the units described above as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place.
- the party may also be distributed to multiple network units; some or all of the units may be selected according to actual needs to achieve the purpose of the solution in this embodiment.
- each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may be separately used as one unit, or two or more units may be integrated into one unit;
- the unit can be implemented in the form of hardware or in the form of hardware plus software functional units.
- the foregoing program may be stored in a computer readable storage medium, and the program is executed when executed.
- the foregoing storage device includes the following steps: the foregoing storage medium includes: a mobile storage device, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
- ROM read-only memory
- RAM random access memory
- magnetic disk or an optical disk.
- optical disk A medium that can store program code.
- the above-described integrated unit of the present invention may be stored in a computer readable storage medium if it is implemented in the form of a software function module and sold or used as a standalone product.
- the technical solution of the embodiments of the present invention may be embodied in the form of a software product in essence or in the form of a software product stored in a storage medium, including a plurality of instructions.
- a computer device (which may be a personal computer, server, or network device, etc.) is caused to perform all or part of the methods described in various embodiments of the present invention.
- the foregoing storage medium includes various media that can store program codes, such as a mobile storage device, a ROM, a RAM, a magnetic disk, or an optical disk.
- the first control mode when detecting that the configuration option corresponding to the first function of the game system is enabled, the first control mode is entered, and the first control mode is a manually controllable skill release control mode, because the graphical user interface can be The skill control display area is rendered to obtain at least one skill object corresponding to the i different character objects. Therefore, when acquiring the skill release operation gesture for the at least one skill object in the skill manipulation display area, the first controllable At least one skill object corresponding to the character object and/or at least one skill object corresponding to the i-th character object supports the triggered skill, and the skill release is performed on the currently locked target object to perform the skill release operation without first from the current role object. Switch to the required character object and release the skill of the corresponding skill object.
- this hand-controlled skill release control mode is a controllable skill release control method, which has high controllability and certainty, which leads to greatly improved accuracy, and can also adapt to the changing needs of different scenes and improve. The precision and efficiency of interactive processing.
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Abstract
Description
Claims (12)
- 一种信息处理方法,通过在终端的处理器上执行软件应用并在所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏***上被实施,所述方法包括:在图形用户界面中渲染得到至少一个虚拟资源对象;检测所述游戏***第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数;获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。
- 根据权利要求1所述的方法,其中,在所述技能操控显示区域渲染得到对应i个不同角色对象的所述至少一个技能对象,为用户当前能操控释放的技能。
- 根据权利要求2所述的方法,其中,所述方法还包括:检测到当前为一个用户操控i个不同角色对象的状态,每个角色对象对应一个技能对象时,在所述技能操控显示区域渲染得到i个技能对象,所述i个技能对象均处于可释放状态;从所述i个技能对象中选取j个技能对象用于所述技能释放操作,j为大于1的正整数,且j<i;针对所述j个技能对象执行所述技能释放操作后,在预设时间未到达时,所述j个技能对象处于不可释放状态,则在所述技能操控显示区域隐藏所述j个技能对象,仅在所述技能操控显示区域显示i-j个技能对象。
- 根据权利要求3所述的方法,其中,所述方法还包括:检测到所述预设时间到达时,所述j个技能对象恢复至可释放状态,则在所述技能操控显示区域将之前隐藏的所述j个技能对象恢复显示。
- 根据权利要求1至4任一项所述的方法,其中,所述方法还包括:检测所述游戏***第一功能对应的配置选项是否开启,如果未开启或开启后关闭,则进入第二操控模式,在所述第二操控模式下,默认所述i个不同角色对象的至少一个技能对象中的m个技能对象由***自动控制,m为大于1的正整数,且m<i;获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将i-m个技能对象中第一角色对象对应的至少一个技能对象和/或第i-m角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放;剩余的所述m个技能对象由***自动控制将其中任意一个单独释放或者将其中多个组合释放。
- 一种终端,通过在终端的处理器上执行软件应用并在所述终端的显示器上进行渲染,以得到图形用户界面,所述处理器、图形用户界面和所述软件应用在游戏***上被实施,所述终端还包括:第一渲染单元,配置为在图形用户界面中渲染得到至少一个虚拟资源对象;第一检测单元,配置为检测所述游戏***第一功能对应的配置选项是否开启,如果开启,则进入第一操控模式,在所述图形用户界面的技能操控显示区域渲染得到对应i个不同角色对象的至少一个技能对象,i为大于1的正整数;技能释放单元,配置为获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将第一角色对象对应的至少一个技能对象和/或第i角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放,以执行技能释放操作。
- 根据权利要求6所述的终端,其中,在所述技能操控显示区域渲染得到对应i个不同角色对象的所述至少一个技能对象,为用户当前能操控释放的技能。
- 根据权利要求7所述的终端,其中,所述终端还包括:第二检测单元,配置为检测到当前为一个用户操控i个不同角色对象的状态,每个角色对象对应一个技能对象时,在所述技能操控显示区域渲染得到i个技能对象,所述i个技能对象均处于可释放状态;技能释放控制单元,还配置为从所述i个技能对象中选取j个技能对象用于所述技能释放操作,j为大于1的正整数,且j<i;针对所述j个技能对象执行所述技能释放操作后,在预设时间未到达时,所述j个技能对象处于不可释放状态,则在所述技能操控显示区域隐藏所述j个技能对象,仅在所述技能操控显示区域显示i-j个技能对象。
- 根据权利要求8所述的终端,其中,所述技能释放控制单元,还配置为检测到所述预设时间到达时,所述j个技能对象恢复至可释放状态,则在所述技能操控显示区域将之前隐藏的所述j个技能对象恢复显示。
- 根据权利要求6至9任一项所述的终端,其中,所述第一检测单元,还配置为检测所述游戏***第一功能对应的配置选项是否开启,如果未开启或开启后关闭,则进入第二操控模式,在所述第二操控模式下,默认所述i个不同角色对象的至少一个技能对象中的m个技能对象由***自动控制,m为大于1的正整数,且m<i;所述技能释放单元,还配置为获取位于所述技能操控显示区域中针对所述至少一个技能对象的技能释放操作手势时,控制将i-m个技能对象中第一角色对象对应的至少一个技能对象和/或第i-m角色对象对应的至少一个技能对象所支持触发的技能,向当前锁定的目标对象进行技能释放;剩余的所述m个技能对象由***自动控制将其中任意一个单独释放或者将其中 多个组合释放。
- 一种终端,所述终端包括:显示器和处理器;所述显示器,配置为在终端的处理器上执行软件应用后对其进行渲染,以得到图形用户界面;所述图形用户界面被配置为有助于人机交互的操控处理;所述处理器,配置为执行如权利要求1至5任一项所述的信息处理方法;所述处理器、所述图形用户界面和所述软件应用在游戏***上被实施。
- 一种计算机存储介质,所述计算机存储介质中存储有计算机可执行指令,所述计算机可执行指令配置为执行权利要求1至5任一项所述的信息处理方法。
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EP3278850A4 (en) | 2019-01-09 |
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AU2016336117A1 (en) | 2017-11-09 |
MY187508A (en) | 2021-09-24 |
KR102007212B1 (ko) | 2019-08-05 |
JP2018517533A (ja) | 2018-07-05 |
JP6637589B2 (ja) | 2020-01-29 |
CN105214309B (zh) | 2017-07-11 |
CN105214309A (zh) | 2016-01-06 |
US10864441B2 (en) | 2020-12-15 |
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