WO2022142622A1 - 虚拟对象互动模式的选择方法、装置、设备、介质及产品 - Google Patents

虚拟对象互动模式的选择方法、装置、设备、介质及产品 Download PDF

Info

Publication number
WO2022142622A1
WO2022142622A1 PCT/CN2021/125294 CN2021125294W WO2022142622A1 WO 2022142622 A1 WO2022142622 A1 WO 2022142622A1 CN 2021125294 W CN2021125294 W CN 2021125294W WO 2022142622 A1 WO2022142622 A1 WO 2022142622A1
Authority
WO
WIPO (PCT)
Prior art keywords
mode
target
interaction
interactive
virtual
Prior art date
Application number
PCT/CN2021/125294
Other languages
English (en)
French (fr)
Inventor
刘晓皓
刘沛城
蒋帅
潘敏萱
肖庆华
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to KR1020227016403A priority Critical patent/KR20220098355A/ko
Priority to JP2022568641A priority patent/JP7501977B2/ja
Priority to US17/741,425 priority patent/US20220266141A1/en
Publication of WO2022142622A1 publication Critical patent/WO2022142622A1/zh

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input 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
    • A63F13/2145Input 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Definitions

  • the present application relates to the field of virtual environments, and in particular, to a method, apparatus, device, medium and product for selecting an interactive mode of virtual objects.
  • the master virtual object controlled by the user can play virtual games and interact with other virtual objects in the virtual game.
  • the interaction between the master virtual object and other virtual objects is performed in a pre-selected interaction form. Based on the interaction form, the master virtual object will determine the interaction priority of other virtual objects, and preferentially interact with the virtual object with the highest interaction priority.
  • the embodiments of the present application provide a method, apparatus, device, medium and product for selecting an interaction mode of a virtual object, which can improve the efficiency of human-computer interaction in the process of confirming and selecting an interaction mode of a virtual object.
  • the technical solution is as follows:
  • a method for selecting a virtual object interaction mode comprising:
  • the target interactive control is used to control the target virtual object to select the interactive object in the first interactive mode in the virtual game, and interact with the interactive object;
  • the candidate mode options include target mode options, and the target mode options correspond to the second interactive mode;
  • the interactive effect between the target virtual object and the target interactive object is displayed, and the target interactive object is the interactive object determined according to the second interactive mode.
  • a device for selecting a virtual object interaction mode comprising:
  • the display module is used to display the target interactive control, and the target interactive control is used to control the target virtual object to select the interactive object in the first interactive mode in the virtual game, and interact with the interactive object;
  • the display module is further configured to display candidate mode options in response to the interactive mode display operation for the target interactive control, where the candidate mode options include target mode options, and the target mode options correspond to the second interactive mode;
  • a switching module further configured to switch the first interactive mode to the second interactive mode in response to the interactive mode selection operation on the target mode option
  • the display module is further configured to display the interactive effect between the target virtual object and the target interactive object in response to the interactive effect display operation on the target interactive control, where the target interactive object is the interactive object determined according to the second interactive mode.
  • a computer device in another aspect, includes a processor and a memory, the memory stores at least one instruction, at least a section of a program, a code set or an instruction set, the at least one instruction, the at least one A piece of program, the code set or the instruction set is loaded and executed by the processor to implement the method for selecting a virtual object interaction mode as provided in the above embodiments.
  • a computer-readable storage medium stores at least one instruction, at least one piece of program, code set or instruction set, the at least one instruction, the at least one piece of program,
  • the code set or instruction set is loaded and executed by the processor to implement the method for selecting a virtual object interaction mode as provided in the above-mentioned embodiments.
  • a computer program product or computer program comprising computer instructions stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for selecting a virtual object interaction mode described in any of the foregoing embodiments.
  • the target interaction form of the virtual object selects the interaction object according to the first interaction mode to realize the interaction with the interaction object, after receiving the interaction mode display operation for the target interaction control, the candidate mode After that, if the target interactive control receives the interactive effect display operation, the corresponding target interactive object is determined according to the switched interactive mode.
  • the user can flexibly switch the interaction mode corresponding to the target interaction form according to the situation in the virtual game, which improves the human-computer interaction. s efficiency.
  • FIG. 1 shows a schematic diagram of a method for selecting a virtual object interaction mode in the related art
  • FIG. 2 shows a schematic diagram of a method for selecting a virtual object interaction mode provided by an exemplary embodiment of the present application
  • FIG. 3 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application
  • FIG. 4 shows a flowchart of a method for selecting an interaction mode of a virtual object provided by an exemplary embodiment of the present application
  • FIG. 5 shows a schematic diagram of a virtual game interface provided by an exemplary embodiment of the present application
  • FIG. 6 shows a schematic diagram of another virtual game interface provided by an exemplary embodiment of the present application.
  • FIG. 7 shows a flowchart of a method for selecting an interaction mode of a virtual object provided by an exemplary embodiment of the present application
  • FIG. 8 shows a schematic diagram of another virtual game interface provided by an exemplary embodiment of the present application.
  • FIG. 9 shows a schematic diagram of another virtual game interface provided by an exemplary embodiment of the present application.
  • FIG. 10 shows a schematic diagram of a method for selecting a virtual object interaction mode provided by an exemplary embodiment of the present application
  • FIG. 11 shows a schematic diagram of another virtual game interface provided by an exemplary embodiment of the present application.
  • FIG. 12 shows a schematic diagram of another virtual game interface provided by an exemplary embodiment of the present application.
  • FIG. 13 shows a schematic process diagram of a method for selecting a virtual object interaction mode provided by an exemplary embodiment of the present application
  • FIG. 14 shows a structural block diagram of an apparatus for selecting a virtual object interaction mode provided by an exemplary embodiment of the present application
  • Fig. 15 shows a structural block diagram of a device for selecting a virtual object interaction mode provided by another exemplary embodiment of the present application.
  • FIG. 16 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
  • a virtual environment is a virtual environment that an application displays (or provides) when it runs on a terminal.
  • Virtual objects refer to movable objects in a virtual environment.
  • the movable object may be a virtual character, a virtual animal, an animation character, or the like.
  • the embodiments of the present application are described by taking a virtual object as a master virtual object as an example, and a master virtual object generally refers to one or more master virtual objects in a virtual environment.
  • a virtual object is a virtual object for virtual games.
  • Virtual games are games that are generated in the application and have virtual objects.
  • the virtual game is set with a game target, in one example. At least one virtual object controlled by the user is included in the virtual game.
  • the virtual game includes at least one virtual object controlled by the user, and the virtual object is the master virtual object of the user. By controlling the master virtual object, the user can fight against the hostile virtual object in the virtual environment , for a virtual match.
  • the virtual game includes a player-versus-environment (Player Versus Environment, PVE) game and a player-versus-player (Player Versus Player, PVP) game.
  • a MOBA game refers to a virtual environment in which different virtual teams belonging to at least two hostile factions occupy their respective map areas and compete with a certain victory condition as the goal.
  • the victory conditions include but are not limited to: occupying the stronghold or destroying the enemy camp's stronghold, killing the virtual objects of the enemy camp, ensuring one's own survival within the specified scene and time, snatching a certain resource, and exceeding the opponent's score within the specified time. at least one of. Tactical competitions can be carried out in rounds, and the map of each round of tactical competitions can be the same or different.
  • Each virtual team includes one or more virtual objects. The duration of a MOBA game is from the moment the game starts to the moment the victory conditions are met.
  • the user's master virtual object interacts with other virtual objects.
  • the master virtual object and other virtual objects generate different types of interactions.
  • the master virtual object and other virtual objects are in two hostile camps, that is, there is an adversarial relationship between the master virtual object and other virtual objects, and the interaction between the master virtual object and other virtual objects is attack.
  • the master virtual object and other virtual objects are in the same camp, that is, there is a cooperative relationship between the master virtual object and other virtual objects, and the interaction between the master virtual object and other virtual objects provides a gain .
  • This application does not limit the types of relationships between the master virtual object and other virtual objects.
  • the number of virtual objects is at least two.
  • the virtual objects usually determine the interaction object according to the interaction mode pre-stored in the client.
  • the user selects an interaction mode for the virtual object that matches the current situation, so that the virtual object interacts with other virtual objects in a corresponding interaction mode in the virtual game.
  • FIG. 1 shows a schematic diagram of a method for selecting an interaction mode of a virtual object in the related art.
  • a setting interface 110 is displayed on the virtual game interface 100.
  • the setting interface 110 includes an operation setting area 120, and the operation setting area 120 includes a priority attack target mode 130.
  • the priority attack target mode has three An optional virtual object interaction mode, that is, the interaction mode identifier 131 of the hostile virtual object with the least blood volume corresponding to the priority attack percentage, the interaction mode identifier 132 of the hostile virtual object with the least attack blood volume absolute value, and the attack distance virtual object
  • the interaction mode identifier 133 of the closest hostile virtual object As shown in FIG. 1 , the interaction mode selected at this time is the interaction mode identifier 133 , and the virtual object will follow the interaction mode identifier 133 according to the relationship between itself and other hostile virtual objects in the virtual game. , which prioritizes attacking hostile virtual objects that are close to it.
  • an interactive mode display area 210 is directly displayed on the virtual game interface 200 , and the interactive mode display area 210 includes at least two modes In option 211, by selecting the mode option 211, the interaction mode followed by the virtual object in the virtual game can be determined.
  • FIG. 3 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 300 includes: a first terminal 320 , a server 340 and a second terminal 360 .
  • the first terminal 320 has an application program supporting a virtual environment installed and running.
  • the application can be any one of a virtual reality application, a three-dimensional map program, a military simulation program, an FPS game, a MOBA game, a multiplayer gun battle survival game, and a battle royale type shooting game.
  • the first terminal 320 is a terminal used by the first user, and the first user uses the first terminal 320 to control the first master virtual object located in the virtual environment to perform activities, the activities including but not limited to: adjusting body posture, walking, running, At least one of jumping, releasing skills, picking up, attacking, and dodging attacks from other virtual objects.
  • the first master virtual object is a first virtual character, such as a simulated character or an anime character.
  • the first master virtual object releases regional skills in the virtual environment, and the virtual environment interface moves from the position of the master virtual object to the target area selected by the regional skill indicator.
  • the area-based skill indicator is used for the master virtual object to select the release area when releasing the skill.
  • the first terminal 320 is connected to the server 340 through a wireless network or a wired network.
  • the server 340 includes at least one of a server, multiple servers, a cloud computing platform and a virtualization center.
  • the server 340 includes a processor 344 and a memory 342, and the memory 342 further includes a receiving module 3421, a control module 3422 and a sending module 3423, the receiving module 3421 is used to receive a request sent by a client, such as a team request; the control module 3422 Used to control the rendering of the virtual environment interface; the sending module 3423 is used to send a message notification to the client, such as a team success notification.
  • the server 340 is used to provide background services for applications supporting a three-dimensional virtual environment.
  • the server 340 undertakes the main computing work, and the first terminal 320 and the second terminal 360 undertake the secondary computing work; or, the server 340 undertakes the secondary computing work, and the first terminal 320 and the second terminal 360 undertake the main computing work; Alternatively, the server 340 , the first terminal 320 and the second terminal 360 use a distributed computing architecture to perform collaborative computing.
  • the second terminal 360 is connected to the server 340 through a wireless network or a wired network.
  • the second terminal 360 has an application program supporting a virtual environment installed and running.
  • the second terminal 360 is a terminal used by the second user, and the second user uses the second terminal 360 to control the second master virtual object located in the virtual environment to perform activities.
  • the second master virtual object is a second virtual character, such as a simulated character or an anime character.
  • first avatar and the second avatar are in the same virtual environment.
  • first avatar and the second avatar may belong to the same team, the same organization, have a friend relationship, or have temporary communication rights.
  • the applications installed on the first terminal 320 and the second terminal 360 are the same, or the applications installed on the two terminals are applications of the same type on different control system platforms.
  • the first terminal 320 may generally refer to one of multiple terminals, and the second terminal 360 may generally refer to one of multiple terminals.
  • This embodiment only takes the first terminal 320 and the second terminal 360 as examples for illustration.
  • the device types of the first terminal 320 and the second terminal 360 are the same or different, and the device types include: smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers and desktop computers. at least one.
  • the following embodiments take the terminal including a smart phone as an example for illustration.
  • the number of the above-mentioned terminals may be more or less.
  • the above-mentioned terminal may be only one, or the above-mentioned terminal may be dozens or hundreds, or more.
  • the embodiments of the present application do not limit the number of terminals and device types.
  • FIG. 4 shows a flowchart of a method for selecting an interaction mode of a virtual object provided by an exemplary embodiment of the present application. Taking the method applied to the first terminal 320, or the second terminal 360, or other terminals in the computer system 300 as shown in FIG. 3 as an example, as an example, as shown in FIG. 4, the method includes:
  • Step 401 displaying a target interactive control, where the target interactive control is used to control the target virtual object to select an interactive object in a first interactive mode in a virtual game, and to interact with the interactive object.
  • a virtual game interface is displayed on the display interface of the terminal, and a virtual game screen including a master virtual object is displayed on the virtual game interface.
  • the user can control the target virtual object to interact with the interactive object in the virtual game through the target interaction control.
  • the above-mentioned interactive object may be a hero virtual object controlled by a user or AI (Artificial Intelligence, artificial intelligence), or, the above-mentioned interactive object may be a scene object in a virtual environment, for example, a defense tower, an AI soldier, and the like.
  • the interaction mode indicates the selection priority of the target virtual object when interacting with other virtual objects in the virtual game.
  • the first interactive mode instructs the target virtual object to preferentially attack virtual objects with a short distance, then when the target virtual object attacks according to the interactive effect display operation, it will attack the virtual object at a distance of 50 meters.
  • each skill corresponds to an interaction form of the virtual object in the virtual game, and each interaction form follows an interaction mode.
  • the interaction modes corresponding to each skill may be unified, that is, the interaction modes of all skills are set uniformly; or, the interaction modes corresponding to each skill may be different, that is, The interaction mode of each skill can be configured individually.
  • skill 1 indicates that after hitting an enemy virtual object, the lower the health of the enemy virtual object, the higher the damage
  • skill 2 indicates that after hitting the enemy virtual object, the health percentage of the local virtual object is lower , the higher the damage caused
  • interaction mode 1 instructs skill 1 to preferentially attack the hostile virtual object with the lowest health value within the preset range
  • the interaction mode 2 Instructs skill 2 to give priority to attacking the hostile virtual object with the lowest percentage of health within the preset range.
  • Step 402 in response to the interactive mode display operation for the target interactive control, display candidate mode options.
  • the candidate mode options include target mode options, and the target mode options correspond to the second interactive mode.
  • the candidate mode options include historical mode options.
  • the historical mode option is a mode option corresponding to the first interactive mode, that is, the historical mode option indicates the interactive mode corresponding to the virtual game before the target interactive control receives the above-mentioned interactive mode display operation;
  • the mode option is determined according to the user's historical setting information, and corresponds to the mode option corresponding to the interactive mode with the highest historical setting frequency.
  • the above-mentioned interactive mode display operation for the target interactive control may be received by a touch module corresponding to the target interactive control on the screen interface, or may be received by a physical key having a mapping relationship with the above-mentioned target interactive control. Including shortcut keys in the keyboard, physical keys on the terminal device, physical keys in the handle, etc.
  • the above-mentioned interactive mode display operation may be a click operation, a long-press operation, a double-click operation (including at least one of a single-finger double-click operation and a double-multi-finger double-click operation), a hovering operation, a dragging operation, and other operations.
  • the combination operation of , and other operations are implemented, which are not limited here.
  • the above-mentioned target interaction control is used to control the target virtual object to interact with the interactive object in a corresponding attack form in the virtual game.
  • the virtual game interface 500 has at least one interactive control.
  • the common attack control 511 is used to control the virtual object to perform common attacks on other objects in the virtual environment;
  • the first skill control 512 is used to control the virtual object to cast the first skill to other objects in the virtual environment;
  • the second skill control 513 uses To control the virtual object to cast the second skill to other objects in the virtual environment;
  • the third skill control 514 is used to control the virtual object to cast the third skill to other objects in the virtual environment;
  • the fourth skill control 515 is used to control the virtual object to the virtual environment.
  • Other objects in the environment cast the fourth skill.
  • the common attack, the first skill, the third skill, and the fourth skill are all skills for interacting with hostile virtual objects, and the second skill is a skill for interacting with friendly virtual objects. .
  • the virtual game interface includes a plurality of target interaction controls, each target interaction control corresponds to a display position, and candidate mode options are displayed at the display position corresponding to the target interaction control.
  • a fan-shaped area panel is displayed on the peripheral side of the target interactive control, and the fan-shaped area panel includes candidate mode options.
  • the above-mentioned center is the circular position of the fan-shaped area panel;
  • the interactive control is the starting point of the path, the switching path is displayed, and the end point of the switching path is the candidate mode option; or, the candidate mode option is displayed superimposed at the display position of the target interaction button.
  • At least two sets of interaction modes are pre-stored in the terminal, wherein the at least two sets of interaction modes include a first interaction mode corresponding to the current virtual match.
  • candidate interaction modes are determined from the above at least two sets of interaction modes, and candidate interaction options corresponding to the candidate interaction modes are displayed in the interaction mode display area for the player to select.
  • an interactive mode display operation when an interactive mode display operation is received, at least two sets of interactive modes are displayed with different mode options in the interactive mode display area, that is, all pre-stored interactive modes are displayed; There is a priority correspondence between the two sets of interactive modes.
  • the mode options corresponding to the target number of candidate interactive modes with higher priority are displayed; optionally, the terminal selects data according to the historical mode, the The historical mode selection data includes the historical selection times corresponding to each mode.
  • mode options corresponding to the target number of candidate interactive modes with a higher historical selection frequency are displayed. This embodiment of the present application does not limit the corresponding relationship between the displayed interactive mode and the number of interactive modes pre-stored in the terminal.
  • the candidate interaction mode does not include a history mode option corresponding to the first interaction mode; or, the candidate interaction mode includes a history mode option corresponding to the first interaction mode.
  • the interactive mode display area includes the history mode option and the target mode option, wherein the history mode option is the display area that displays the first interactive mode as described above, and the target mode option is the display area. Display area for candidate modes in the terminal.
  • the virtual game interface 600 corresponding to the normal attack control 601 , its peripheral side is the display position 610 , and in the display position 610 , there are historical mode options 611 and target mode options 612 , wherein the historical mode options
  • the interaction mode corresponding to 611 is the interaction mode that the current virtual object follows - "prioritize attacking opponents with a short distance", the number of target mode options 612 is 2, and in a target mode option 612, the displayed interaction mode is " Prioritize attacking opponents with low current absolute value of life", in another target mode option 612, the displayed interaction mode is "prioritizing attacking opponents with low combat power”.
  • Step 403 in response to the interaction mode selection operation on the target mode option, set the first interaction mode to the second interaction mode.
  • the virtual object after selecting the target mode option line, it is instructed to switch the first interaction mode to the second interaction mode. After switching to the second interaction mode, during the remaining virtual game time, the virtual object determines the interaction object according to the second interaction mode, and performs interaction.
  • the number of times of switching the interactive mode in a virtual game is not limited in this embodiment of the present application.
  • Step 404 in response to the interactive effect display operation on the target interactive control, display the interactive effect between the target virtual object and the target interactive object.
  • the above-mentioned target interaction object is an interaction object determined according to the second interaction mode.
  • the interactive mode display operation is an operation on the target interactive control.
  • the interactive mode display operation is different from the interactive effect display operation, and the above interactive effect display operation is used to control the virtual object to correspond to the target interactive control. form of attack.
  • the interactive effect display operation and the interactive mode display operation are different trigger operations for different functions of the same control, that is, in response to receiving the first trigger signal for the target interactive control, it is determined that the interactive mode display operation is received, and the The candidate mode option is displayed at the display position corresponding to the target interactive control; in response to receiving the second trigger signal to the target interactive control, it is determined that the target interactive control receives the interactive effect display operation, and displays the relationship between the target virtual object and the target interactive object. interactive effect.
  • the above-mentioned first trigger signal and second trigger signal are realized by different operations.
  • the interactive effect display operation is implemented as a sliding operation on the target interactive control
  • the interactive mode display operation is implemented as a pressing operation on the target interactive control.
  • the interactive effect display operation is a long-press operation on the target interactive control, and the long-press time is less than the time length threshold set in the terminal
  • the interactive mode display operation is a long-press operation on the target interactive control
  • the long-press operation is By time greater than the time length threshold set in the terminal.
  • the target interaction form of the virtual object selects the interaction object according to the first interaction mode to realize the interaction with the interaction object
  • the interaction with the interaction object is received
  • the candidate mode options are displayed, and the final selected interactive mode is determined according to the interactive mode selection operation.
  • the target interactive control receives the interactive effect display operation
  • the corresponding target interactive object is determined according to the switched interactive mode.
  • the user can flexibly switch the interaction mode corresponding to the target interaction form according to the situation in the virtual game, which improves the efficiency of human-computer interaction .
  • FIG. 7 shows an interactive mode of a virtual object provided by an exemplary embodiment of the present application
  • the flow chart of the selection method shown in FIG. 7 the corresponding steps of this method embodiment can be performed between steps 402 and 403 , and the method is applied to a terminal as an example for illustration.
  • the method includes:
  • Step 701 Receive an option browsing operation for the target mode option.
  • the interactive display area includes multiple candidate mode options, and the user needs to know the content of the second interactive mode corresponding to the target mode option. Therefore, the area browsing The operation is used to provide the user with a determination of the content of the switching mode. That is, the above-mentioned option browsing operation can increase the amount of information obtained by the user from the game interface and improve the user experience.
  • the above-mentioned area browsing operation can be performed by a click operation, a long-press operation, a double-click operation (including at least one of a single-finger double-click operation and a double-multi-finger double-click operation), a hovering operation, a drag operation, and a combination of these operations. Implementation is not limited here.
  • the interactive mode display operation is a long-press operation on the target interactive control.
  • the virtual game interface 800 when a long-press operation 801 is received, and the duration of the long-press operation 801 is greater than the preset time length threshold, the user can select a preset corresponding to the target interactive control 810
  • An interactive mode display area 820 is displayed at the display position, and the interactive mode display area includes a history mode option 821 and a target mode option 822 .
  • the display position is the peripheral side of the target interactive control
  • the interactive mode display area 820 displays the history mode option 821 and the target mode option 822 in the virtual game in the form of a fan-shaped display panel. interface 800.
  • the option browsing operation is a continuation operation of the interactive mode display operation.
  • the interactive mode display operation is a long-press operation on the target interactive control, then at this time, the option browsing operation is immediately continued after the long-press operation, for example, a drag operation in the interactive mode display area .
  • the starting point of the drag operation is the position of the target interactive control
  • the end point of the drag operation is the position of the target mode option.
  • Step 702 Display the target mode options in the target display mode according to the option browsing operation.
  • the corresponding target mode option is embodied in a highly recognizable visual form.
  • the target display mode includes enhancing the display brightness of the target mode options; or, the target display mode includes displaying pattern marks for the target mode options; or, the target display mode includes displaying the target mode options by stroke.
  • the aforementioned enhancement of the display brightness of the target mode option includes enhancement of the edge brightness of the target mode option, and/or enhancement of the center brightness of the target mode option.
  • Step 703 Enlarging the display area of the target mode option.
  • the highlighting of the target mode option further includes enlarging the display area of the target mode option.
  • the display area of the target mode option When the display area of the target mode option is enlarged, it occupies a larger space in the virtual game interface. That is, by enlarging the display area of the target mode options, the conspicuousness of the target mode options is improved, which facilitates the user to perform subsequent operations and improves the user experience.
  • Step 704 displaying an interaction mode introduction corresponding to the second interaction mode in the enlarged target mode option.
  • a history mode option 901 and a target mode option 902 are displayed.
  • the mode option 902 is highlighted, and after being highlighted, the target mode option 902 corresponds to an interactive mode profile 910 .
  • the target mode option 902 is an interaction mode that indicates that hostile virtual objects with less health are preferentially attacked.
  • the hostile virtual object is too close to the master virtual object in the virtual environment, the hostile virtual object that is too close is still attacked. Therefore, in the introduction 910 of the interactive mode, the above modes are introduced.
  • the target interaction form of the virtual object selects the interaction object according to the first interaction mode to realize the interaction with the interaction object
  • the candidate mode options are displayed, and the final selected interactive mode is determined according to the interactive mode selection operation. Determine the corresponding target interaction object.
  • the user can flexibly switch the interaction mode corresponding to the target interaction form according to the situation in the virtual game, which improves the efficiency of human-computer interaction .
  • the mode switching trend of the user is determined, and the corresponding mode is performed according to the switching trend. Highlights of options and displays the corresponding interactive mode content in the form of an introduction.
  • the user is made aware of the interaction mode to be followed by the virtual object, which further improves the efficiency of human-computer interaction.
  • FIG. 10 shows a schematic diagram of a method for selecting a virtual object interaction mode provided by an exemplary embodiment of the present application. Taking the method applied to a terminal as an example, the method includes:
  • Step 1001 displaying a target interactive control, where the target interactive control is used to control the target virtual object to select an interactive object in a first interactive mode in a virtual game, and to interact with the interactive object.
  • the target virtual object determines priorities among candidate interactive objects in the virtual game according to the interaction mode, and the candidate interactive objects are virtual objects that satisfy the interaction conditions with the target virtual object.
  • the above interaction mode includes at least one of a distance priority mode, a numerical priority mode, a percentage priority mode, and a rank priority mode; wherein the distance priority mode includes interacting with candidate interaction objects according to the target virtual object.
  • the distance between the candidate interactive objects determines the priority between the candidate interactive objects.
  • the distance between the target virtual object and the candidate interactive object is negatively correlated with the priority, that is, the closer the distance between the candidate interactive object and the target virtual object, the corresponding The higher the priority of the interactive object;
  • the numerical priority mode includes determining the priority between the candidate interactive objects according to the numerical value of the attribute value of the candidate interactive object.
  • the above attribute values include but are not limited to life value, magic value, etc.
  • the value of the attribute value of the candidate interactive object has a negative correlation with the priority, that is, the lower the value of the attribute value of the candidate interactive object, the higher the corresponding priority; the percentage priority mode includes determining the candidate interactive object according to the percentage of the attribute value of the candidate interactive object. The priority between interactive objects.
  • the percentage of the attribute value of the candidate interactive object is negatively correlated with the priority, that is, the lower the percentage of the attribute value of the candidate interactive object, the higher the corresponding priority;
  • the hierarchical priority mode It includes determining the priority between candidate interactive objects according to the level of the candidate interactive objects. For example, the level of the candidate interactive object is negatively correlated with the priority, that is, the lower the level of the candidate interactive object, the higher the corresponding priority. high.
  • the user can select the corresponding interaction mode according to his own needs, so that the accuracy of determining the interaction object can be improved when interacting through the target interaction control.
  • the interaction modes are “prioritize attacking targets with low absolute value of HP”, “prioritize attacking targets with low percentage of HP”, and “prioritize attacking targets with similar distances”; at the same time , for friendly virtual objects, the interaction modes are “prioritize the treatment of targets with a lower absolute value of health”, “prioritize treatment of targets with a lower percentage of health”, and “prioritize items to the nearest target”.
  • the interaction patterns it follows are also different.
  • the interaction mode includes at least one of the enemy interaction mode and the friend interaction mode; wherein, the enemy interaction mode includes the priority of the virtual objects to attack the enemy virtual objects of different camps in the virtual game;
  • the friendly interaction mode includes the priority of virtual objects interacting with friendly virtual objects of the same faction in virtual games. That is, by providing the enemy interaction mode and the friend interaction mode, the accuracy of the target interaction in determining the interaction object can be further improved.
  • the way in which the virtual object interacts with other virtual objects in the virtual game includes the virtual object casting skills on other virtual objects in the virtual game.
  • the target interaction control is to control the target virtual object to cast. Skill control; in other embodiments of the present application, the way that the virtual object interacts with other virtual objects in the virtual game is to perform a common attack, and correspondingly, the target interaction control is a common attack control.
  • the interaction form corresponding to each target interaction control of the virtual object may follow different interaction modes.
  • Step 1002 in response to the long-press operation on the target interactive control, and the duration of the long-press operation is greater than the preset time length threshold, display the interactive mode display area at the display position corresponding to the target interactive control, and in the interactive mode display area Include candidate mode options.
  • the interactive mode display operation is a long-press operation, and the time length of the long-press operation is greater than a preset time length threshold.
  • an interactive mode display area is displayed on the peripheral side of the target interactive control 1110 in the virtual environment interface 1100 .
  • the interactive mode display area includes at least two fan-shaped mode options 1120 , and each The mode option 1120 has an interaction mode identifier 1130 corresponding to the interaction mode.
  • the interactive mode identification 1130 is a text identification.
  • Step 1003 Receive an option browsing operation for the target mode option.
  • the option browsing operation only affects the content in the interactive mode display area.
  • the area browsing operation causes the content corresponding to the target mode option in the interactive mode display area to be displayed at a higher brightness than normal display.
  • Step 1004 Enlarging the display area of the target mode option.
  • the display area of the target mode option is also enlarged.
  • the user's operation method is to continuously press the target mode option, and the continuous pressing operation is a continuation of the drag operation.
  • Step 1005 displaying an interaction mode introduction corresponding to the second interaction identifier in the enlarged target mode option.
  • the enlarging processing of the display area of the target mode option in step 1004 is performed for adapting the display of the interactive mode introduction.
  • users can get an introductory content about the interactive mode.
  • the introduction to the interactive mode is not a complete introduction to all the mechanics of the interactive mode.
  • Step 1006 in response to the interaction mode selection operation on the target mode option, clear the target interaction identifier in the history mode option, and display the target interaction indicator in the target mode option.
  • the target interactive control corresponds to a target interactive logo
  • the target interactive logo is displayed in the target interactive control
  • the interactive mode display area includes a history mode option corresponding to the first interactive mode , that is, in response to receiving the interactive mode display operation, an interactive mode display area is displayed at the display position corresponding to the target interactive control, wherein the interactive mode display area includes the historical mode option corresponding to the first interactive mode, and the candidate No.
  • the target mode option corresponding to the second interaction mode, the history mode option includes the above target interaction identifier, and the target interaction identifier displayed in the historical mode option is used to instruct the current target virtual object to use the interaction mode marked with the target interaction identifier to determine the interactive object.
  • the difference between the history mode option and the target mode option is only in terms of logic.
  • the user cannot clearly distinguish the history mode option and the target mode option. Therefore, by marking the target interaction logo in the history mode option , so that the user can quickly identify the currently used interactive mode, and select the mode to improve the efficiency of the interactive mode switching.
  • the mode switching clear the above-mentioned target interactive logo from the historical mode options, and in the target mode options is displayed in , the user can know that the mode switching has been completed.
  • the target interaction identifier corresponding to the target interaction control is displayed in the history mode option.
  • the virtual game interface 1200 has a total of five target interaction controls, and the five target interaction controls respectively have target interaction identifiers 1201 , target interaction identifiers 1202 , target interaction identifiers 1203 , target interaction identifiers 1204 and target interaction identifiers 1205 .
  • the history mode option 1211 and the target mode option 1212 are displayed in the corresponding area of the target interaction control in response to the interaction mode display operation for the target interaction control corresponding to the target interaction identifier 1201 .
  • the history mode option 1211 includes the target interaction identifier 1201 , the target interaction identifier 1202 and the target interaction identifier 1203
  • the target mode option 1212 includes the target interaction identifier 1204 and the target interaction identifier 1205 .
  • This display manner means that the target interaction identifier 1201 , the target interaction identifier 1202 , and the target interaction identifier 1203 follow the first interaction mode, and the target interaction identifier 1204 and the target interaction identifier 1205 follow the second interaction mode.
  • the first interactive mode display area 1211 includes the target interactive logo 1202 and the target interactive logo 1203, and the second interactive mode display area includes the target interactive logo 1201 and the target interactive logo 1204. and target interaction identifier 1205.
  • the interactive mode selection operation is a continuation of the corresponding option browsing operation. After the option browsing operation, when the terminal receives a signal to release the pressing, it is determined to receive the interactive mode selection operation.
  • the target interaction form of the virtual object selects the interaction object according to the first interaction mode to realize the interaction with the interaction object
  • the candidate mode options are displayed, and the final selected interactive mode is determined according to the interactive mode selection operation. Determine the corresponding target interaction object.
  • the user can flexibly switch the interaction mode corresponding to the target interaction form according to the situation in the virtual game, which improves the efficiency of human-computer interaction .
  • the mode switching trend of the user is determined, and the corresponding mode is performed according to the switching trend. Highlights of options and displays the corresponding interactive mode content in the form of an introduction.
  • the user is made aware of the interaction mode to be followed by the virtual object, which further improves the efficiency of human-computer interaction.
  • the virtual mode followed by the interactive form corresponding to the virtual object is displayed in the mode option in detail, and during the process of the user switching the interactive mode, the current corresponding interactive mode of the various interactive forms is displayed in detail.
  • the mode is known, which further improves the efficiency of human-computer interaction.
  • FIG. 13 shows a schematic process diagram of a method for selecting a virtual object interaction mode provided by an exemplary embodiment of the present application.
  • the method is applied to a terminal as an example for description.
  • the process includes:
  • Step 1301 Detect the pressed state of the finger in the normal attack button area.
  • the normal attack button is the normal attack button, that is, the target interactive control in the virtual game interface, and this process is the process of detecting the operation on the target interactive control.
  • the target interactive control is displayed in the virtual game screen throughout the whole process.
  • Step 1302 call out the priority attack target roulette.
  • This process is a process in which the terminal detects that the operation is an interactive mode display operation, and displays the interactive mode display area at the display position corresponding to the target interactive control.
  • Step 1303 detecting that the finger slides to the corresponding option area.
  • the corresponding options include a history mode option and a target mode option.
  • the finger is always pressed on the screen, that is, the process is a continuation of the display operation in the interactive mode.
  • step 1304 is performed.
  • Step 1304 highlight feedback in the option area.
  • This process is the process of displaying the target mode option in a highlighted form after the target mode option receives the option browsing operation.
  • This process is a process in which the terminal receives the interactive mode selection operation and switches the interactive mode.
  • the interactive mode selection operation is a letting go operation performed after the option browsing operation. After the user lets go, the terminal selects an operation according to the interactive mode to switch the interactive mode.
  • Step 1306, put away the priority attack target roulette.
  • This process is the process of canceling the display area of the interactive mode after the switching of the interactive mode is performed.
  • Step 1307 the priority attack target switching is completed.
  • Step 1308 is performed when it is detected that the finger has not been swiped to the corresponding option area.
  • This process is the process of not receiving the area selection.
  • the display of the interactive mode display area will be directly canceled, and the user can control the virtual object to continue the virtual game.
  • Step 1309 put away the priority attack target roulette.
  • the interaction object is selected to realize the interaction with the interaction object, After the interactive mode display operation of the target interactive control, the candidate mode options are displayed, and the final selected interactive mode is determined according to the interactive mode selection operation. After that, if the target interactive control receives the interactive effect display operation, the selected interactive mode Determine the corresponding target interaction object.
  • the target interaction controls on the virtual game interface by operating the target interaction controls on the virtual game interface, the user can flexibly switch the interaction mode corresponding to the target interaction form according to the situation in the virtual game, which improves the efficiency of human-computer interaction .
  • FIG. 14 shows a structural block diagram of an apparatus for selecting a virtual object interaction mode provided by an exemplary embodiment of the present application. As shown in FIG. 14 , the apparatus includes:
  • the display module 1401 is used to display the target interactive control, and the target interactive control is used to control the target virtual object to select the interactive object in the first interactive mode in the virtual game, and to interact with the interactive object;
  • the display module 1401 is further configured to display candidate mode options in response to the interactive mode display operation for the target interactive control, where the candidate mode options include target mode options, and the target mode options correspond to the second interactive mode;
  • a switching module 1402 configured to switch the first interaction mode to the second interaction mode in response to the interaction mode selection operation on the target mode option
  • the display module 1401 is further configured to display the interactive effect between the target virtual object and the target interactive object in response to the interactive effect display operation on the target interactive control, where the target interactive object is the interactive object determined according to the second interactive mode.
  • the apparatus further includes a receiving module 1403, configured to determine that the interactive mode display operation is received in response to a first trigger signal to the target interactive control;
  • the display module 1401 is further configured to display the candidate mode options at the display position corresponding to the target interactive control.
  • the display module 1401 is further configured to center on the target interactive control, display a fan-shaped area panel on the peripheral side of the target interactive control, and the fan-shaped area panel includes candidate mode options; or, take the target interactive control as the center. is the starting point of the path, displays the switching path, and the end point of the switching path is the candidate mode option; or, superimposes and displays the candidate mode option at the display position of the target interaction button.
  • the receiving module 1403 is further configured to receive an option browsing operation for the target mode option
  • the display module 1401 displays the target mode options in the target display mode; wherein, the target display mode includes improving the display brightness of the target mode options; or, the target display mode includes displaying pattern marks for the target mode options; Alternatively, the target display mode includes a stroked display of the target mode option.
  • the interactive mode corresponds to an interactive mode introduction
  • the apparatus further includes an enlarging module 1404 for enlarging the display area of the target mode option;
  • the display module 1401 is further configured to display an interaction mode introduction corresponding to the second interaction mode in the enlarged target mode option.
  • the target interaction control corresponds to a target interaction indicator
  • the target interaction indicator is displayed in the target interaction control
  • the candidate mode options further include a history mode option
  • the history mode option corresponds to the first interaction mode
  • the history mode The options include a target interaction identifier, and the target interaction identifier is used to instruct the target virtual object to determine an interactive object in an interaction mode marked with the target interaction identifier.
  • the apparatus further includes a clearing module 1405, configured to clear the target interaction identifier in the historical mode option, and display the target interaction identifier in the target mode option.
  • the receiving module 1403 is further configured to, in response to the second trigger signal to the target interactive control, determine that the target interactive control has received the interactive effect display operation;
  • the display module 1401 is further configured to display the interaction effect between the target virtual object and the target interactive object.
  • the interaction mode includes at least one of an enemy interaction mode and a friend interaction mode
  • the enemy interaction mode includes the priority of the virtual objects to attack the hostile virtual objects of different camps in the virtual game
  • the friend interaction mode includes the priority of virtual objects interacting with friendly virtual objects of the same faction in virtual games.
  • the target virtual object determines the priority between candidate interactive objects in the virtual game according to the interaction mode, the candidate interactive objects are virtual objects that satisfy the interaction conditions with the target virtual object, and the interaction mode includes distance priority at least one of mode, numerical priority mode, percentage priority mode, and level priority mode;
  • the distance priority mode includes determining the priority between the candidate interactive objects according to the distance between the target virtual object and the candidate interactive objects;
  • the numerical priority mode includes determining the priority between candidate interactive objects according to the numerical value of the attribute values of the candidate interactive objects;
  • the percentage priority mode includes determining the priority between candidate interactive objects according to the percentage of the attribute values of the candidate interactive objects;
  • the level priority mode includes determining the priority among the candidate interaction objects according to the level of the candidate interaction objects.
  • the target interaction form of the virtual object selects the interaction object according to the first interaction mode to realize the interaction with the interaction object
  • the candidate mode options are displayed, and the final selected interactive mode is determined according to the selection operation.
  • the target interactive control receives the interactive effect display operation
  • the corresponding interactive mode is determined according to the switched interactive mode. target interaction object.
  • the user can flexibly switch the interaction mode corresponding to the target interaction form according to the situation in the virtual game, which improves the efficiency of human-computer interaction .
  • the device for selecting a virtual object interaction mode provided by the above embodiments is only illustrated by the division of the above functional modules.
  • the internal structure is divided into different functional modules to complete all or part of the above description.
  • the present application further provides a terminal, the terminal includes a processor and a memory, the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the method for selecting a virtual object interaction mode provided by the above method embodiments
  • the steps performed by the first terminal or the steps performed by the second terminal may be the terminal provided in FIG. 16 below.
  • FIG. 16 shows a structural block diagram of a terminal 1600 provided by an exemplary embodiment of the present application.
  • the terminal 1600 can be: a smart phone, a tablet computer, an MP3 player, an MP4 player, a laptop or a desktop computer.
  • the terminal 1600 includes: a processor 1601 and a memory 1602 .
  • the processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • Memory 1602 may include one or more computer-readable storage media, which may be non-transitory.
  • the non-transitory computer-readable storage medium in the memory 1602 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1601 to realize the virtual object provided by the method embodiments in this application.
  • the selection method of the interactive mode is used to realize the virtual object provided by the method embodiments in this application.
  • the terminal 1600 may also optionally include: a peripheral device interface 1603 and at least one peripheral device.
  • the processor 1601, the memory 1602 and the peripheral device interface 1603 can be connected through a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface 1603 through a bus, a signal line or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 1604 , a touch display screen 1605 , a camera 1606 , an audio circuit 1607 , a positioning component 1608 and a power supply 1609 .
  • the peripheral device interface 1603 may be used to connect at least one peripheral device related to I/O (Input/Output) to the processor 1601 and the memory 1602 .
  • I/O Input/Output
  • the radio frequency circuit 1604 is used for receiving and transmitting RF (Radio Frequency, radio frequency) signals, also called electromagnetic signals.
  • the radio frequency circuit 1604 communicates with communication networks and other communication devices via electromagnetic signals.
  • the display screen 1605 is used for displaying UI (User Interface, user interface).
  • the UI can include graphics, text, icons, video, and any combination thereof.
  • the camera assembly 1606 is used to capture images or video.
  • Audio circuitry 1607 may include a microphone and speakers.
  • the positioning component 1608 is used to locate the current geographic location of the terminal 1600 to implement navigation or LBS (Location Based Service).
  • LBS Location Based Service
  • Power supply 1609 is used to power various components in terminal 1600 .
  • terminal 1600 also includes one or more sensors 1610 .
  • the one or more sensors 1610 include, but are not limited to, an acceleration sensor 1611 , a gyro sensor 1612 , a pressure sensor 1613 , a fingerprint sensor 1614 , an optical sensor 1615 , and a proximity sensor 1616 .
  • FIG. 16 does not constitute a limitation on the terminal 1600, and may include more or less components than the one shown, or combine some components, or adopt different component arrangements.
  • the memory further includes one or more programs, the one or more programs are stored in the memory, and the one or more programs include a selection method for performing the virtual object interaction mode provided by the embodiment of the present application.
  • the present application provides a computer-readable storage medium, where at least one instruction is stored in the storage medium, and the at least one instruction is loaded and executed by the processor to implement the virtual object interaction mode provided by the foregoing method embodiments. Method of choosing.
  • the application also provides a computer program product or computer program, the computer program product or computer program comprising computer instructions stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for selecting a virtual object interaction mode described in any of the foregoing embodiments.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Theoretical Computer Science (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

一种虚拟对象互动模式的选择方法、装置、设备、介质及产品,涉及虚拟环境领域。该方法包括:显示目标互动控件,目标互动控件用于控制目标虚拟对象在虚拟对局中以第一互动模式选择互动对象,并与互动对象进行互动(401);响应于针对目标互动控件的互动模式显示操作,显示候选模式选项(402);响应于对目标模式选项的互动模式选择操作,将第一互动模式切换为第二互动模式(403);响应于针对目标互动控件的互动效果显示操作,显示目标虚拟对象与目标互动对象之间的互动效果(404)。在虚拟对局当中,通过对于虚拟对局界面上的目标互动控件的操作,用户可以根据虚拟对局中的情况灵活地进行目标互动形式所对应的互动模式的切换。

Description

虚拟对象互动模式的选择方法、装置、设备、介质及产品
本申请要求于2020年12月30日提交的申请号为202011612418.X、发明名称为“虚拟对象互动模式的选择方法、装置、设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及虚拟环境领域,特别涉及虚拟对象互动模式的选择方法、装置、设备、介质及产品。
背景技术
在诸如智能手机、平板电脑之类的终端上,存在很多基于虚拟环境的应用程序,如:虚拟现实应用程序、三维地图程序、军事仿真程序、第三人称射击游戏(Third-Personal Shooting Game,TPS)、第一人称射击游戏(First-person Shooting Game,FPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)等。在上述应用程序中,用户控制的主控虚拟对象可以进行虚拟对局,并与虚拟对局中的其他虚拟对象发生互动。
相关技术中,主控虚拟对象与其他虚拟对象之间的互动是预先选定的互动形式进行的。基于互动形式,主控虚拟对象会对于其他虚拟对象进行互动优先级的确定,并与互动优先级最高的虚拟对象进行优先互动。
然而,在虚拟对局过程中,主控虚拟对象对于互动形式的需求会发生变化。在此情况下,用户无法及时对于互动形式进行调整,致使在对于虚拟对象的互动模式进行确认及选择的过程中,人机交互的效率较低。
发明内容
本申请实施例提供了一种虚拟对象互动模式的选择方法、装置、设备、介质及产品,在对于虚拟对象的互动模式进行确认及选择的过程中,能够提高人机交互的效率。该技术方案如下:
一方面,提供了一种虚拟对象互动模式的选择方法,所述方法包括:
显示目标互动控件,目标互动控件用于控制目标虚拟对象在虚拟对局中以第一互动模式选择互动对象,并与互动对象进行互动;
响应于针对目标互动控件的互动模式显示操作,显示候选模式选项,候选模式选项中包括目标模式选项,目标模式选项与第二互动模式对应;
响应于对目标模式选项的互动模式选择操作,将第一互动模式切换为第二互动模式;
响应于针对目标互动控件的互动效果显示操作,显示目标虚拟对象与目标互动对象之间的互动效果,目标互动对象为根据第二互动模式确定的互动对象。
另一方面,提供了一种虚拟对象互动模式的选择装置,所述装置包括:
显示模块,用于显示目标互动控件,目标互动控件用于控制目标虚拟对象在虚拟对局中以第一互动模式选择互动对象,并与互动对象进行互动;
显示模块,还用于响应于针对目标互动控件的互动模式显示操作,显示候选模式选项,候选模式选项中包括目标模式选项,目标模式选项与第二互动模式对应;
切换模块,还用于响应于对目标模式选项的互动模式选择操作,将第一互动模式切换为第二互动模式;
显示模块,还用于响应于针对目标互动控件的互动效果显示操作,显示目标虚拟对象与目标互动对象之间的互动效果,目标互动对象为根据第二互动模式确定的互动对象。
另一方面,提供了一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如上述实施例中提供的虚拟对象互动模式的选择方法。
另一方面,提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如上述实施例中提供的虚拟对象互动模式的选择方法。
另一方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述实施例中任一所述的虚拟对象互动模式的选择方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
在虚拟对局的进行过程中,当虚拟对象的目标互动形式根据第一互动模式选择互动对象以实现与互动对象的互动时,在接收到针对目标互动控件的互动模式显示操作后,对候选模式选项进行显示,并且根据互动模式选择操作确定最终选择的互动模式,之后,若目标互动控件接收到互动效果显示操作,则根据切换后的互动模式确定对应目标互动对象。在虚拟对局当中,通过在虚拟对局界面上接收到的目标互动控件的操作,用户可以根据虚拟对局中的情况灵活地进行目标互动形式所对应的互动模式的切换,提高了人机交互的效率。
附图说明
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其它的附图。
图1示出了相关技术中虚拟对象互动模式的选择方法的示意图;
图2示出了本申请一个示例性实施例提供的一种虚拟对象互动模式的选择方法的示意图;
图3示出了本申请一个示例性实施例提供的计算机***的结构框图;
图4示出了本申请一个示例性实施例提供的一种虚拟对象的互动模式的选择方法的流程图;
图5示出了本申请一个示例性实施例提供的一种虚拟对局界面的示意图;
图6示出了本申请一个示例性实施例提供的另一种虚拟对局界面的示意图;
图7示出了本申请一个示例性实施例提供的一种虚拟对象的互动模式的选择方法的流程图;
图8示出了本申请一个示例性实施例提供的另一种虚拟对局界面的示意图;
图9示出了本申请一个示例性实施例提供的另一种虚拟对局界面的示意图;
图10示出了本申请一个示例性实施例提供的一种虚拟对象互动模式的选择方法的示意图;
图11示出了本申请一个示例性实施例提供的另一种虚拟对局界面的示意图;
图12示出了本申请一个示例性实施例提供的另一种虚拟对局界面的示意图;
图13示出了本申请一个示例性实施例提供的一种虚拟对象互动模式的选择方法的过程示意图;
图14示出了本申请一个示例性实施例提供的一种虚拟对象互动模式的选择装置的结构框图;
图15示出了本申请另一个示例性实施例提供的一种虚拟对象互动模式的选择装置的结构框图;
图16是本申请一个示例性实施例提供的终端的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
首先,对本申请实施例中涉及的名词进行简单介绍:
虚拟环境,是应用程序在终端上运行时显示(或提供)的虚拟环境。
虚拟对象,是指虚拟环境中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等。本申请实施例以虚拟对象为主控虚拟对象为例进行说明,主控虚拟对象泛指虚拟环境中的一个或多个主控虚拟对象。
在本申请中,虚拟对象为进行虚拟对局的虚拟对象。虚拟对局为在应用程序中生成的,具有虚拟对象的对局。可选地,虚拟对局设置有对局目标,在一个示例中。在该虚拟对局中包括至少一个由用户控制的虚拟对象。
在一个示例中,虚拟对局中包括至少一个由用户控制的虚拟对象,该虚拟对象为用户的主控虚拟对象,用户通过控制该主控虚拟对象,可以在虚拟环境中与敌对虚拟对象进行战斗,以进行虚拟对局。可选地,该虚拟对局包括玩家对战环境(Player Versus Environment,PVE)对局、玩家对战玩家(Player Versus Player,PVP)对局。
MOBA游戏是指在虚拟环境中,分属至少两个敌对阵营的不同虚拟队伍分别占据各自的地图区域,以某一种胜利条件作为目标进行竞技。该胜利条件包括但不限于:占领据点或摧毁敌对阵营据点、击杀敌对阵营的虚拟对象、在指定场景和时间内保证自身的存活、抢夺到某种资源、在指定时间内比分超过对方中的至少一种。战术竞技可以以局为单位来进行,每局战术竞技的地图可以相同,也可以不同。每个虚拟队伍包括一个或多个虚拟对象。一局MOBA游戏的持续时间是从游戏开始的时刻至达成胜利条件的时刻。
在MOBA游戏中,用户的主控虚拟对象会与其他虚拟对象进行互动。可选地,根据其他虚拟对象与主控虚拟对象之间的阵营关系,主控虚拟对象与其他虚拟对象产生不同类型的互动。在一个示例中,主控虚拟对象与其他虚拟对象处于两个敌对的阵营中,即主控虚拟对象与其他虚拟对象之间存在敌对关系,则主控虚拟对象与其他虚拟对象之间的互动为攻击。在另一个示例中,主控虚拟对象与其他虚拟对象处于同一阵营中,即主控虚拟对象与其他虚拟对象之间存在合作关系,则主控虚拟对象与其他虚拟对象之间的互动为提供增益。本申请对于主控虚拟对象与其他虚拟对象之间的关系的种类不作限制。
在虚拟对局中,虚拟对象的数量为至少两个。在虚拟对象的数量为至少两个,且虚拟对象之间产生互动时,虚拟对象通常根据客户端中预存的互动模式,进行互动对象的确定。而针对虚拟对局中的不同情况,用户通过为虚拟对象选择当前情况相匹配的互动模式的方式,使虚拟对象在虚拟对局中以对应的互动模式与其他虚拟对象进行互动。图1示出了相关技术中虚拟对象互动模式的选择方法的示意图。请参考图1,在虚拟对局界面100上显示有设置界面110,设置界面110中包括操作设置区域120,在操作设置区域120内,包括优先攻击目标模式130,该优先攻击目标模式共具有三种可选的虚拟对象互动模式,也即,对应优先攻击百分比血量最少的敌对虚拟对象的互动模式标识131、攻击血量绝对值最少的敌对虚拟对象的互动模式标识132,以及攻击距离虚拟对象的距离最近的敌对虚拟对象的互动模式标识133。如图1所示,此时被选中的互动模式为互动模式标识133,则虚拟对象在虚拟对局中,将会根据自身与其他敌对虚拟对象之间的关系,在遵循互动模式标识133所对应的互动标识,优先攻击与其距离近的敌对虚拟对象。
而在本申请实施例提供的虚拟对象互动模式的选择方法中,如图2所示,在虚拟对局界面200上直接显示互动模式显示区域210,在互动模式显示区域210中包括至少两个模式选项211,通过对于模式选项211的选择,即可确定虚拟对象在虚拟对局中所遵循的互动模式。
图3示出了本申请一个示例性实施例提供的计算机***的结构框图。该计算机***300包括:第一终端320、服务器340和第二终端360。
第一终端320安装和运行有支持虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、军事仿真程序、FPS游戏、MOBA游戏、多人枪战类生存游戏、大逃杀类型的射击游戏中的任意一种。第一终端320是第一用户使用的终端,第一用户使用第一终端320控制位于虚拟环境中的第一主控虚拟对象进行活动,该活动包括但不限于:调整身体姿态、行走、奔跑、跳跃、释放技能、拾取、攻击、躲避其他虚拟对象的攻击中的至少一种。示意性的,第一主控虚拟对象是第一虚拟人物,比如仿真人物角色或动漫人物角色。示意性的,第一主控虚拟对象在虚拟环境中释放区域型技能,虚拟环境界面由主控虚拟对象所在的位置向区域型技能指示器选中的目标区域移动。区域型技能指示器用于主控虚拟对象在释放技能时选择释放区域。
第一终端320通过无线网络或有线网络与服务器340相连。
服务器340包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。示意性的,服务器340包括处理器344和存储器342,存储器342又包括接收模块3421、控制模块3422和发送模块3423,接收模块3421用于接收客户端发送的请求,如组队请求;控制模块3422用于控制虚拟环境界面的渲染;发送模块3423用于向客户端发送消息通知,如组队成功通知。服务器340用于为支持三维虚拟环境的应用程序提供后台服务。可选地,服务器340承担主要计算工作,第一终端320和第二终端360承担次要计算工作;或者,服务器340承担次要计算工作,第一终端320和第二终端360承担主要计算工作;或者,服务器340、第一终端320和第二终端360三者之间采用分布式计算架构进行协同计算。
第二终端360通过无线网络或有线网络与服务器340相连。
第二终端360安装和运行有支持虚拟环境的应用程序。第二终端360是第二用户使用的终端,第二用户使用第二终端360控制位于虚拟环境中的第二主控虚拟对象进行活动。示意性的,第二主控虚拟对象是第二虚拟人物,比如仿真人物角色或动漫人物角色。
可选地,第一虚拟人物角色和第二虚拟人物角色处于同一虚拟环境中。可选地,第一虚拟人物角色和第二虚拟人物角色可以属于同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。
可选地,第一终端320和第二终端360上安装的应用程序是相同的,或两个终端上安装的应用程序是不同控制***平台的同一类型应用程序。第一终端320可以泛指多个终端中的一个,第二终端360可以泛指多个终端中的一个,本实施例仅以第一终端320和第二终端360来举例说明。第一终端320和第二终端360的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。以下实施例以终端包括智能手机来举例说明。
本领域技术人员可以知晓,上述终端的数量可以更多或更少。比如上述终端可以仅为一个,或者上述终端为几十个或几百个,或者更多数量。本申请实施例对终端的数量和设备类型不加以限定。
结合上述名词解释以及实施环境说明,图4示出了本申请一个示例性实施例提供的一种虚拟对象的互动模式的选择方法的流程图。以该方法应用于如图3所示的计算机***300中第一终端320,或第二终端360,或该计算机***300中的其他终端为例进行说明,如图4所示,该方法包括:
步骤401,显示目标互动控件,目标互动控件用于控制目标虚拟对象在虚拟对局中以以第一互动模式选择互动对象,并与互动对象进行互动。
在本申请实施例中,终端的显示界面上显示有虚拟对局界面,虚拟对局界面中显示有为包括主控虚拟对象的虚拟对局画面。
示意性的,在虚拟对局中,用户可以通过目标互动控件控制目标虚拟对象与虚拟对局中的互动对象进行互动。可选的,上述互动对象可以是用户或AI(Artificial Intelligence,人工智能)控制的英雄虚拟对象,或者,上述互动对象可以是虚拟环境中的场景对象,例如,防御塔、AI小兵等。
在本申请实施例中,互动模式指示目标虚拟对象在虚拟对局中与其他虚拟对象进行互动时的选择优先级。在一个示例中,以互动模式依照虚拟对象之间的距离来确定选择优先级为例,虚拟环境内,距离目标虚拟对象50米处具有一个敌对虚拟对象,而距离虚拟对象100米处具有另一个敌对虚拟对象,且当前,第一互动模式指示目标虚拟对象优先攻击距离较近的虚拟对象,则目标虚拟对象根据互动效果显示操作进行攻击时,对距离其50米处的虚拟对象进行攻击。
在本申请实施例中,每个技能在虚拟对局中对应虚拟对象的一种互动形式,而每种互动形式均遵循一种互动模式。可选地,在同一虚拟对局中,每个技能对应的互动模式可以是统一的,即,所有技能的互动模式是统一设置的;或者,每个技能对应的互动模式可以存在不同,即,每个技能的互动模式是可以单独配置的。例如,技能1指示在命中敌方虚拟对象后,敌方虚拟对象的生命值越低,造成的伤害越高,而技能2指示在命中敌方虚拟对象后,地方虚拟对象的生命值百分比越低,造成的伤害越高,则可以为技能1配置互动模式1,为技能2配置互动模式2,其中,互动模式1指示技能1优先选择攻击预设范围内生命值最低的敌对虚拟对象,互动模式2指示技能2优先选择攻击预设范围内生命值百分比最低的敌对虚拟对象。
步骤402,响应于针对目标互动控件的互动模式显示操作,显示候选模式选项。
其中,候选模式选项中包括目标模式选项,目标模式选项与第二互动模式对应。
示意性的,候选模式选项中包括历史模式选项。可选地,该历史模式选项为与第一互动模式对应的模式选项,即,历史模式选项指示目标互动控件在接收到上述互动模式显示操作之前,虚拟对局所对应的互动模式;或者,该历史模式选项为根据用户的历史设置信息确定的,历史设置频率最高的互动模式所对应的模式选项。
可选地,上述针对目标互动控件的互动模式显示操作,可以通过屏幕界面上与目标互动控件对应的触控模块接收,也可以通过与上述目标互动控件具有映射关系的物理按键接收,上述物理按键包括键盘中的快捷键、终端设备上的物理按键、手柄中的物理按键等。
可选地,上述互动模式显示操作可以是通过点击操作、长按操作、双击操作(包括单指双击操作和、双多指双击操作中的至少一种)、悬停操作、拖动操作以及它们的组合操作等操作实现,在此不进行限定。
在本申请实施例中,上述目标互动控件用于控制目标虚拟对象在虚拟对局中以对应的攻击形式与互动对象进行互动。示意性的,请参考图5,虚拟对局界面中500具有至少一个互动控件。在本申请实施例中,共有五个互动控件,分别为普通攻击控件511、第一技能控件512、第二技能控件513、第三技能控件514以及第四技能控件515。其中,普通攻击控件511用于控制虚拟对象向虚拟环境中的其他对象进行普通攻击;第一技能控件512用于控制虚拟对象向虚拟环境中的其他对象施放第一技能;第二技能控件513用于控制虚拟对象向虚拟环境中的其他对象施放第二技能;第三技能控件514用于控制虚拟对象向虚拟环境中的其他对象施放第三技能;第四技能控件515用于控制虚拟对象向虚拟环境中的其他对象施放第四技能。可选地,在本申请实施例中,普通攻击、第一技能、第三技能和第四技能均为与敌对虚拟对象进行互动的技能,而第二技能为与友方虚拟对象进行互动的技能。
在一些实施例中,虚拟对局界面中包括多个目标互动控件,每个目标互动控件均对应有一个显示位置,在与目标互动控件对应的显示位置处显示候选模式选项。可选地,以目标互动控件为中心,在目标互动控件的周侧显示扇形区域面板,扇形区域面板中包括候选模式选项,具体的,上述中心即扇形区域面板的圆形位置;或,以目标互动控件为路径起点,显示切换路径,切换路径的终点为候选模式选项;或,在目标互动按的显示位置处叠加显示候选模式选项。直接在目标互动控件的周侧对候选模式选项进行显示,用户即可直接在对局界面中完成互动模式的切换,提高了互动模式的切换效率。
在本申请实施例中,终端中预存了至少两套互动模式,其中,上述至少两套互动模式中包括当前虚拟对局对应的第一互动模式。
示意性的,从上述至少两套互动模式中确定出候选互动模式,并将候选互动模式对应的候选互动选项显示与互动模式显示区域供玩家进行选择。
可选地,当接收到互动模式显示操作时,在互动模式显示区域内对至少两套互动模式以不同的模式选项进行显示,即,对预存的互动模式都进行显示;可选地,上述至少两套互动模式之间存在优先级对应关系,当接收到互动模式显示操作时,显示优先级较高的目标数量的候选互动模式对应的模式选项;可选地,终端根据历史模式选择数据,该历史模式选择数据中包括各个模式对应的历史选择次数,当接收到互动模式显示操作时,显示历史选择次数较高的目标数量的候选互动模式对应的模式选项。本申请实施例对于显示的互动模式与终端中预存的互动模式的数量对应关系不做限定。
可选地,候选互动模式中不包括第一互动模式对应的历史模式选项;或者,候选互动模式中包括第一互动模式对应的历史模式选项。
在本申请实施例中,以互动模式显示区域包括历史模式选项,以及目标模式选项为例,其中,历史模式选项即为显示如前文所述的第一互动模式的显示区域,目标模式选项为显示终端中的候选模式的显示区域。
请参考图6,在虚拟对局界面600中,对应普通攻击控件601,其周侧即为显示位置610,在显示位置610中,具有历史模式选项611以及目标模式选项612,其中,历史模式选项611所对应的互动模式即为当前虚拟对象遵循的互动模式——“优先攻击距离近的对手”,目标模式选项612的数量为2个,在一个目标模式选项612中,显示的互动模式为“优先攻击当前生命绝对值低的对手”,在另一个目标模式选项612中,显示的互动模式为“优先攻击战斗力低的对手”。
步骤403,响应于对目标模式选项的互动模式选择操作,将第一互动模式第二互动模式。
在本申请实施例中,在对于目标模式选项行选择后,即指示将第一互动模式切换为第二互动模式。在切换至第二互动模式后,在剩余的虚拟对局时间内,虚拟对象根据第二互动模式确定互动对象,并进行互动。
本申请实施例对于一场虚拟对局中,针对互动模式的切换次数,本申请实施例不做限定。
步骤404,响应于针对目标互动控件的互动效果显示操作,显示目标虚拟对象与目标互动对象之间的互动效果。
其中,上述目标互动对象为根据第二互动模式确定的互动对象。
在本申请实施例中,互动模式显示操作为对于目标互动控件的操作,可选地,该互动模式显示操作不同于互动效果显示操作,上述互动效果显示操作用于控制虚拟对象以目标互动控件对应的攻击形式进行互动。示意性的,互动效果显示操作和互动模式显示操作为针对同一控件的不同功能的不同触发操作,即,响应于接收到对目标互动控件的第一触发信号,确定接收到互动模式显示操作,在与目标互动控件对应的显示位置处显示候选模式选项;响应于接收到对目标互动控件的第二触发信号,确定目标互动控件接收到互动效果显示操作,显示目标虚拟对象与目标互动对象之间的互动效果。即,通过针对同一控件的不同触发信号,分别实现对互动模式的调整,或实现对互动效果的显示,增加了界面中单个控件的实现功能, 提高了控件的利用率,使得界面不用显示过多的控件而导致对虚拟环境画面造成过多遮挡。
其中,上述第一触发信号和第二触发信号由不同的操作实现。在一个示例中,互动效果显示操作实现为在目标互动控件上的滑动操作,而互动模式显示操作实现为对于目标互动控件的按压操作。在另一个示例中,互动效果显示操作为对于目标互动控件的长按操作,且长按时间小于终端中设置的时间长度阈值,而互动模式显示操作为对于目标互动控件的长按操作,且长按时间大于终端中设置的时间长度阈值。
综上所述,本申请实施例提供的方法,在虚拟对局的进行过程中,当虚拟对象的目标互动形式根据第一互动模式选择互动对象以实现与互动对象的互动时,在接收到互动模式显示操作后,对候选模式选项进行显示,并且根据互动模式选择操作确定最终选择的互动模式,之后,若目标互动控件接收到互动效果显示操作,则根据切换后的互动模式确定对应目标互动对象。在虚拟对局当中,通过对于虚拟对局界面上的目标互动控件的操作,用户可以根据虚拟对局中的情况灵活地进行目标互动形式所对应的互动模式的切换,提高了人机交互的效率。
在本申请的一些实施例中,为使用户在进行活动模式切换的过程当中可以对于互动模式的内容进行了解,图7示出了本申请一个示例性实施例提供的一种虚拟对象的互动模式的选择方法的流程图,该方法实施例的对应步骤可以再步骤402至步骤403之间执行,以该方法应用于终端中为例进行说明,如图7所示,该方法包括:
步骤701,接收对目标模式选项的选项浏览操作。
在本申请实施例中,在终端中显示互动模式显示区域后,互动显示区域中包括多个候选模式选项,用户需要对目标模式选项所对应的第二互动模式的内容进行知悉,故,区域浏览操作用于提供给用户对切换模式的内容进行确定。即,上述选项浏览操作能够提升用户从对局界面中获取的信息量,提升用户体验。
上述区域浏览操作可以是通过点击操作、长按操作、双击操作(包括单指双击操作和、双多指双击操作中的至少一种)、悬停操作、拖动操作以及它们的组合操作等操作实现,在此不进行限定。
在本申请实施例中,如上述申请实施例中内容所述,互动模式显示操作为对目标互动控件的长按操作。请参考图8,在虚拟对局界面800中,当接收到长按操作801,且长按操作801的持续时间长度大于预设时间长度阈值时,即可在与目标互动控件810对应的预设显示位置处显示互动模式显示区域820,且互动模式显示区域中包括历史模式选项821以及目标模式选项822。可选地,在本申请实施例中,显示位置为目标互动控件的周侧,且互动模式显示区域820中以扇形显示面板的形式,将历史模式选项821和目标模式选项822显示在虚拟对局界面800中。
在本申请实施例中,选项浏览操作为互动模式显示操作的延续操作。在一个示例中,互动模式显示操作为对目标互动控件的长按操作,则此时,选项浏览操作即为在该长按操作之后即时延续的,例如,在互动模式显示区域内的拖动操作。此时,该拖动操作的起点为目标互动控件所在的位置,该拖动操作的终点为目标模式选项的位置。
步骤702,根据选项浏览操作,以目标显示模式对目标模式选项进行显示。
在本申请实施例中,对应选项浏览操作,将对应的目标模式选项以辨识度高的可视化形式进行体现。可选地,目标显示模式包括对目标模式选项的显示亮度进行提升;或者,目标显示模式包括针对目标模式选项显示图案标记;或者,目标显示模式包括对目标模式选项进行描边显示。
可选地,上述对于目标模式选项的显示亮度的提升包括对于目标模式选项的边缘亮度的提升,和/或,对于目标模式选项的中心亮度的提升。
步骤703,对目标模式选项的显示面积进行放大。
在本申请实施例中,对于目标模式选项的突出显示还包括对于目标模式选项的显示面积进行放大,当目标模式选项的显示面积被放大后,其在虚拟对局界面内占据更大的空间。即,通过放大目标模式选项的显示面积,提升目标模式选项的醒目度,方便用户进行后续操作,提升用户体验。
步骤704,在放大后的目标模式选项中显示与第二互动模式对应的互动模式简介。
请参考图9,在虚拟对局界面900中,根据互动模式显示操作,显示有历史模式选项901,以及目标模式选项902,其中,由于区域浏览操作为对目标模式选项902的浏览操作,则目标模式选项902被高亮显示,且在高亮显示后,目标模式选项902内对应有互动模式简介910。在本示例中,目标模式选项902为指示优先攻击血量较少的敌对虚拟对象的互动模式。且同时,当虚拟环境中,敌对虚拟对象距离主控虚拟对象的距离过近时,仍然攻击距离过近的敌对虚拟对象,故在互动模式简介910中,对上述模式进行了简介。
综上所述,本申请实施例提供的方法,在虚拟对局的进行过程中,当虚拟对象的目标互动形式根据第一互动模式选择互动对象以实现与互动对象的互动时,在接收到针对目标互动控件的互动模式显示操作后,对候选模式选项进行显示,并且根据互动模式选择操作确定最终选择的互动模式,之后,若目标互动控件接收到互动效果显示操作,则根据切换后的互动模式确定对应目标互动对象。在虚拟对局当中,通过对于虚拟对局界面上的目标互动控件的操作,用户可以根据虚拟对局中的情况灵活地进行目标互动形式所对应的互动模式的切换,提高了人机交互的效率。
本申请实施例提供的方法,通过在用户进行互动模式的选择的过程中,对应用户在未选定切换后的模式之前的动作,判断用户的模式切换趋势,并针对该切换趋势进行对应的模式选项的高亮提示,并且以简介的形式显示对应的互动模式内容。从而使用户对虚拟对象将要遵循的互动模式进行知悉,进一步提高了人机交互的效率。
在一些实施例中,互动模式的切换情况将会在切换过程当中显示于互动模式选项,以进行互动形式当前所遵循的互动模式的提示。图10示出了本申请一个示例性实施例提供的一种虚拟对象互动模式的选择方法的示意图,以该方法应用于终端中为例进行说明,该方法包括:
步骤1001,显示目标互动控件,目标互动控件用于控制目标虚拟对象在虚拟对局中以第一互动模式选择互动对象,并与互动对象进行互动。
目标虚拟对象根据互动模式确定虚拟对局中候选互动对象之间的优先级,候选互动对象为与目标虚拟对象满足互动条件的虚拟对象。在一些实施例中,上述互动模式包括距离优先级模式、数值优先级模式、百分比优先级模式、等级优先级模式中的至少一种;其中,距离优先级模式包括根据目标虚拟对象与候选互动对象之间的距离确定候选互动对象之间的优先级,例如,目标虚拟对象与候选互动对象之间的距离与优先级呈负相关关系,即候选互动对象与目标虚拟对象的距离越近,其对应的优先级越高;数值优先级模式包括根据候选互动对象的属性值的数值高低确定候选互动对象之间的优先级,上述属性值包括但不限于生命值、魔法值等,例如,候选互动对象的属性值的数值与优先级呈负相关关系,即候选互动对象的属性值的数值越低,其对应的优先级越高;百分比优先级模式包括根据候选互动对象的属性值的百分比高低确定候选互动对象之间的优先级,例如,候选互动对象的属性值的百分比与优先级呈负相关关系,即候选互动对象的属性值的百分比越低,其对应的优先级越高;等级优先级模式包括根据候选互动对象之间的等级高低确定候选互动对象之间的优先级,例如,候选互动对象的等级与优先级呈负相关关系,即候选互动对象的等级越低,其对应的优先级越高。上述提供的多种互动模式,用户能够根据自身需求选择对应的互动模式,以使得在通过目标互动控件进行互动时,互动对象的确定的准确度能够得到提升。
可选地,针对虚拟对局中出现的敌方虚拟对象和友方虚拟对象,在终端当中分别设置了不同的互动模式。在一个示例中,针对敌方虚拟对象,具有的互动模式分别为“优先攻击生 命值绝对值低的目标”、“优先攻击生命值百分比低的目标”以及“优先攻击距离相近的目标”;同时,针对友方虚拟对象,具有的互动模式分别为“优先治疗生命值绝对值较低的目标”、“优先治疗生命值百分比较低的目标”以及“优先将道具给予距离最近的目标”。在虚拟对象互动的目标不同时,其遵循的互动模式也不同。也即,互动模式包括对敌互动模式以及对友互动模式中的至少一种;其中,对敌互动模式包括在虚拟对局中,虚拟对象对不同阵营的敌对虚拟对象进行攻击的优先级;对友互动模式包括在虚拟对局中,虚拟对象对同一阵营的友方虚拟对象进行互动的优先级。即,通过提供对敌互动模式以及对友互动模式,能够进一步提升目标互动在确定互动对象时的准确度。在本申请实施例中,虚拟对象与虚拟对局中的其他虚拟对象进行互动的方式包括虚拟对象向虚拟对局中的其他虚拟对象施放技能,对应地,目标互动控件即为控制目标虚拟对象施放技能的控件;在本申请的其他实施例中,虚拟对象与虚拟对局中的其他虚拟对象进行互动的方式为进行普通攻击,对应地,目标互动控件即为普通攻击控件。
在本申请实施例中,虚拟对象的每个目标互动控件对应的互动形式可以遵循不同的互动模式。
步骤1002,响应于对目标互动控件的长按操作,且长按操作的持续时间长度大于预设时间长度阈值,在与目标互动控件对应的显示位置处显示互动模式显示区域,互动模式显示区域中包括候选模式选项。
在本申请实施例中,互动模式显示操作为长按操作,且该长按操作的时间长度大于预设时间长度阈值。在长按操作后,请参考图11,在虚拟环境界面1100中的目标互动控件1110的周侧显示互动模式显示区域,互动模式显示区域中包括至少两个扇形的模式选项1120,且在每个模式选项1120内具有与互动模式对应的互动模式标识1130。可选地,互动模式标识1130为文字标识。
步骤1003,接收对目标模式选项的选项浏览操作。
在本申请实施例中,选项浏览操作仅对于互动模式显示区域内的内容产生影响。可选地,区域浏览操作使互动模式显示区域内的,与目标模式选项对应的内容以高于常规显示亮度进行显示。
步骤1004,对目标模式选项的显示面积进行放大。
在提升目标模式选项的亮度后,在本申请实施例中,还会对于目标模式选项的显示面积进行放大处理。
在本申请实施例中,对应目标模式选项以放大和提升亮度的方式进行显示时,用户的操作方法为,对目标模式选项进行持续按压操作,且该持续按压操作为对于拖动操作的延续。
步骤1005,在放大后的目标模式选项中显示与第二互动标识对应的互动模式简介。
在本申请实施例中,步骤1004中的将目标模式选项的显示面积进行放大处理,是用于适配进行互动模式简介的显示而进行的。在放大后的目标模式选项中,用户即可获取关于互动模式的简介内容。
需要说明的是,互动模式简介并非是对于互动模式的所有机制的完整介绍。
步骤1006,响应于对目标模式选项的互动模式选择操作,清除历史模式选项中的目标互动标识,并在目标模式选项中显示目标互动标识。
在本申请实施例中,目标互动控件对应有目标互动标识,目标互动标识显示于目标互动控件内,且在本申请实施例中,互动模式显示区域中包括与第一互动模式对应的历史模式选项,即,响应于接收到互动模式显示操作,在与目标互动控件对应的显示位置处显示互动模式显示区域,其中,互动模式显示区域中包括第一互动模式对应的历史模式选项,以及候选的第二互动模式对应的目标模式选项,历史模式选项中包括上述目标互动标识,历史模式选项中显示的目标互动标识用于指示当前目标虚拟对象以目标互动标识标记的互动模式来确定互动对象。历史模式选项与目标模式选项区别仅是就逻辑而言的,在虚拟对局画面的显示过 程中,用户无法明确辨别历史模式选项以及目标模式选项,因此,通过在历史模式选项中标记目标互动标识,以使用户能够快速辨别当前所使用的互动模式,并进行模式选择,提升互动模式切换的效率,同时,在模式切换之后,将上述目标互动标识从历史模式选项中清除,并在目标模式选项中进行显示,用户即可知晓模式切换已经完成。
在本申请实施例中,在互动模式切换之前,如图12所示,在历史模式选项内,进行与目标互动控件对应的目标互动标识的显示。请参考图12,虚拟对局界面1200中共具有5个目标互动控件,该五个目标互动控件分别具有目标互动标识1201,目标互动标识1202,目标互动标识1203,目标互动标识1204以及目标互动标识1205。其中,响应于对于目标互动标识1201所对应的目标互动控件的互动模式显示操作,在目标互动控件的对应区域内显示历史模式选项1211以及目标模式选项1212。且此时,历史模式选项1211中包括目标互动标识1201、目标互动标识1202以及目标互动标识1203,目标模式选项1212中包括目标互动标识1204以及目标互动标识1205。该显示方式即表示,目标互动标识1201、目标互动标识1202以及目标互动标识1203遵循第一互动模式,目标互动标识1204以及目标互动标识1205遵循第二互动模式。此时,响应于对于目标模式选项1212的选择操作,第一互动模式显示区域1211中包括目标互动标识1202以及目标互动标识1203,第二互动模式显示区域中包括目标互动标识1201、目标互动标识1204以及目标互动标识1205。
在本申请实施例中,互动模式选择操作为对应选项浏览操作的延续,在选项浏览操作后,当终端接收到解除按压的信号时,即确定接收互动模式选择操作。
综上所述,本申请实施例提供的方法,在虚拟对局的进行过程中,当虚拟对象的目标互动形式根据第一互动模式选择互动对象以实现与互动对象的互动时,在接收到针对目标互动控件的互动模式显示操作后,对候选模式选项进行显示,并且根据互动模式选择操作确定最终选择的互动模式,之后,若目标互动控件接收到互动效果显示操作,则根据切换后的互动模式确定对应目标互动对象。在虚拟对局当中,通过对于虚拟对局界面上的目标互动控件的操作,用户可以根据虚拟对局中的情况灵活地进行目标互动形式所对应的互动模式的切换,提高了人机交互的效率。
本申请实施例提供的方法,通过在用户进行互动模式的选择的过程中,对应用户在未选定切换后的模式之前的动作,判断用户的模式切换趋势,并针对该切换趋势进行对应的模式选项的高亮提示,并且以简介的形式显示对应的互动模式内容。从而使用户对虚拟对象将要遵循的互动模式进行知悉,进一步提高了人机交互的效率。
本申请实施例提供的方法,通过将与虚拟对象对应的互动形式所遵循的虚拟模式,在模式选项进行详尽的显示,在用户进行互动模式切换的过程中,对于各种互动形式当前对应的互动模式进行知悉,进一步提高了人机交互的效率。
图13示出了本申请一个示例性实施例提供的一种虚拟对象互动模式的选择方法的过程示意图,以该方法应用于终端中为例进行说明,该过程中包括:
步骤1301,检测手指在普攻按钮区域按下状态。
在该过程中,普攻按钮即为普通攻击按钮,也即为在虚拟对局界面中的目标互动控件,该过程即为对于在目标互动控件上的操作检测的过程。
可选地,在虚拟对局中,目标互动控件全程显示于虚拟对局画面之内。
步骤1302,呼出优先攻击目标轮盘。
该过程即为终端检测到操作为互动模式显示操作,在与目标互动控件对应的显示位置处显示互动模式显示区域的过程。
步骤1303,检测手指滑动到对应选项区域。
在本申请实施例中,对应选项包括历史模式选项以及目标模式选项。在用户的手指进行滑动的过程中,手指始终按压于屏幕上,也即,该过程是对互动模式显示操作的延续。
当检测到手指滑动到对应选项区域时,执行步骤1304。
步骤1304,选项区域高亮反馈。
该过程即为目标模式选项在接收到选项浏览操作后,以高亮形式显示目标模式选项的过程。
步骤1305,检测松手。
该过程即为终端接收到互动模式选择操作,并进行互动模式的切换的过程。在本申请实施例中,互动模式选择操作即为在选项浏览操作之后进行的松手操作。用户在松手后,终端及根据互动模式选择操作,执行互动模式的切换。
步骤1306,收起优先攻击目标轮盘。
该过程即为执行互动模式的切换之后,取消互动模式显示区域的过程。
步骤1307,优先攻击目标切换完成。
当检测到手指滑动未滑动到对应选项区域时,执行步骤1308。
步骤1308,检测松手。
该过程即为未接收到区域选择的过程,在该过程中,将直接取消互动模式显示区域的显示,用户可以控制虚拟对象继续进行虚拟对局。
步骤1309,收起优先攻击目标轮盘。
综上所述,本申请实施例提供的方法,在虚拟对局的进行过程中,当虚拟对象的目标互动形式根据第一互动模式时选择互动对象以实现与互动对象的互动,在接收到针对目标互动控件的互动模式显示操作后,对候选模式选项进行显示,并且根据互动模式选择操作确定最终选择的互动模式,之后,若目标互动控件接收到互动效果显示操作,则根据切换后的互动模式确定对应目标互动对象。在虚拟对局当中,通过对于虚拟对局界面上的目标互动控件的操作,用户可以根据虚拟对局中的情况灵活地进行目标互动形式所对应的互动模式的切换,提高了人机交互的效率。
图14示出了本申请一个示例性实施例提供的一种虚拟对象互动模式的选择装置的结构框图,如图14所示,该装置包括:
显示模块1401,用于显示目标互动控件,目标互动控件用于控制目标虚拟对象在虚拟对局中以第一互动模式选择互动对象,并与互动对象进行互动;
显示模块1401,还用于响应于针对目标互动控件的互动模式显示操作,显示候选模式选项,候选模式选项中包括目标模式选项,目标模式选项与第二互动模式对应;
切换模块1402,用于响应于对目标模式选项的互动模式选择操作,将第一互动模式切换为第二互动模式;
显示模块1401,还用于响应于针对目标互动控件的互动效果显示操作,显示目标虚拟对象与目标互动对象之间的互动效果,目标互动对象为根据第二互动模式确定的互动对象。
在一个可选的实施例中,请参考图15,该装置,还包括接收模块1403,用于响应于对所述目标互动控件的第一触发信号,确定接收到所述互动模式显示操作;
显示模块1401,还用于在与目标互动控件对应的显示位置处显示候选模式选项。
在一个可选的实施例中,显示模块1401,还用于以目标互动控件为中心,在目标互动控件的周侧显示扇形区域面板,扇形区域面板中包括候选模式选项;或,以目标互动控件为路径起点,显示切换路径,切换路径的终点为候选模式选项;或,在目标互动按的显示位置处叠加显示候选模式选项。
在一个可选的实施例中,接收模块1403,还用于接收对目标模式选项的选项浏览操作;
显示模块1401,根据选项浏览操作,以目标显示模式对目标模式选项进行显示;其中,目标显示模式包括对目标模式选项的显示亮度进行提升;或者,目标显示模式包括针对目标模式选项显示图案标记;或者,目标显示模式包括对目标模式选项进行描边显示。
在一个可选的实施例中,互动模式对应有互动模式简介;
该装置,还包括放大模块1404,用于对目标模式选项的显示面积进行放大;
显示模块1401,还用于在放大后的目标模式选项中显示与第二互动模式对应的互动模式简介。
在一个可选的实施例中,目标互动控件对应有目标互动标识,目标互动标识显示于目标互动控件内,候选模式选项中还包括历史模式选项,历史模式选项与第一互动模式对应,历史模式选项中包括目标互动标识,目标互动标识用于指示目标虚拟对象以目标互动标识标记的互动模式来确定互动对象。
在一个可选的实施例中,该装置,还包括清除模块1405,用于清除历史模式选项中的目标互动标识,并在目标模式选项中显示目标互动标识。
在一个可选的实施例中,接收模块1403,还用于响应于对目标互动控件的第二触发信号,确定目标互动控件接收到互动效果显示操作;
显示模块1401,还用于显示目标虚拟对象与目标互动对象之间的互动效果。
在一个可选的实施例中,互动模式包括对敌互动模式以及对友互动模式中的至少一种;
其中,
对敌互动模式包括在虚拟对局中,虚拟对象对不同阵营的敌对虚拟对象进行攻击的优先级;
对友互动模式包括在虚拟对局中,虚拟对象对同一阵营的友方虚拟对象进行互动的优先级。
在一个可选的实施例中,目标虚拟对象根据互动模式确定虚拟对局中候选互动对象之间的优先级,候选互动对象为与目标虚拟对象满足互动条件的虚拟对象,互动模式包括距离优先级模式、数值优先级模式、百分比优先级模式、等级优先级模式中的至少一种;
其中,距离优先级模式包括根据目标虚拟对象与候选互动对象之间的距离确定候选互动对象之间的优先级;
数值优先级模式包括根据候选互动对象的属性值的数值高低确定候选互动对象之间的优先级;
百分比优先级模式包括根据候选互动对象的属性值的百分比高低确定候选互动对象之间的优先级;
等级优先级模式包括根据候选互动对象之间的等级高低确定候选互动对象之间的优先级。
综上所述,本申请实施例提供的装置,在虚拟对局的进行过程中,当虚拟对象的目标互动形式根据第一互动模式选择互动对象以实现与互动对象的互动时,在接收到针对目标互动控件的互动模式显示操作后,对候选模式选项进行显示,并且根据选择操作确定最终选择的互动模式,之后,若目标互动控件接收到互动效果显示操作,则根据切换后的互动模式确定对应目标互动对象。在虚拟对局当中,通过对于虚拟对局界面上的目标互动控件的操作,用户可以根据虚拟对局中的情况灵活地进行目标互动形式所对应的互动模式的切换,提高了人机交互的效率。
需要说明的是:上述实施例提供的虚拟对象互动模式的选择装置仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分内容。
本申请还提供了一种终端,该终端包括处理器和存储器,存储器中存储有至少一条指令,至少一条指令由处理器加载并执行以实现上述各个方法实施例提供的虚拟对象互动模式的选择方法由第一终端执行的步骤或由第二终端执行的步骤。需要说明的是,该终端可以是如下图16所提供的终端。
图16示出了本申请一个示例性实施例提供的终端1600的结构框图。该终端1600可以是:智能手机、平板电脑、MP3播放器、MP4播放器、笔记本电脑或台式电脑。
通常,终端1600包括有:处理器1601和存储器1602。
处理器1601可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。
存储器1602可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。在一些实施例中,存储器1602中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1601所执行以实现本申请中方法实施例提供的虚拟对象互动模式的选择方法。
在一些实施例中,终端1600还可选包括有:***设备接口1603和至少一个***设备。处理器1601、存储器1602和***设备接口1603之间可以通过总线或信号线相连。各个***设备可以通过总线、信号线或电路板与***设备接口1603相连。具体地,***设备包括:射频电路1604、触摸显示屏1605、摄像头1606、音频电路1607、定位组件1608和电源1609中的至少一种。
***设备接口1603可被用于将I/O(Input/Output,输入/输出)相关的至少一个***设备连接到处理器1601和存储器1602。
射频电路1604用于接收和发射RF(Radio Frequency,射频)信号,也称电磁信号。射频电路1604通过电磁信号与通信网络以及其他通信设备进行通信。
显示屏1605用于显示UI(User Interface,用户界面)。该UI可以包括图形、文本、图标、视频及其它们的任意组合。
摄像头组件1606用于采集图像或视频。
音频电路1607可以包括麦克风和扬声器。
定位组件1608用于定位终端1600的当前地理位置,以实现导航或LBS(Location Based Service,基于位置的服务)。
电源1609用于为终端1600中的各个组件进行供电。
在一些实施例中,终端1600还包括有一个或多个传感器1610。该一个或多个传感器1610包括但不限于:加速度传感器1611、陀螺仪传感器1612、压力传感器1613、指纹传感器1614、光学传感器1615以及接近传感器1616。
本领域技术人员可以理解,图16中示出的结构并不构成对终端1600的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
所述存储器还包括一个或者一个以上的程序,所述一个或者一个以上程序存储于存储器中,所述一个或者一个以上程序包含用于进行本申请实施例提供的虚拟对象互动模式的选择方法。
本申请提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令,所述至少一条指令由所述处理器加载并执行以实现上述各个方法实施例提供的虚拟对象互动模式的选择方法。
本申请还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述实施例中任一所述的虚拟对象互动模式的选择方法。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (14)

  1. 一种虚拟对象互动模式的选择方法,所述方法适用于计算机设备,所述方法包括:
    显示目标互动控件,所述目标互动控件用于控制目标虚拟对象在虚拟对局中以第一互动模式选择互动对象,并与所述互动对象进行互动;
    响应于针对所述目标互动控件的互动模式显示操作,显示候选模式选项,所述候选模式选项包括目标模式选项,所述目标模式选项与第二互动模式对应;
    响应于针对所述目标模式选项的互动模式选择操作,将所述第一互动模式切换为所述第二互动模式;
    响应于针对所述目标互动控件的互动效果显示操作,显示所述目标虚拟对象与目标互动对象之间的互动效果,所述目标互动对象为根据所述第二互动模式确定的互动对象。
  2. 根据权利要求1所述的方法,其中,所述响应于针对所述目标互动控件的互动模式显示操作,显示候选模式选项,包括:
    响应于对所述目标互动控件的第一触发信号,确定接收到所述互动模式显示操作;
    在与所述目标互动控件对应的显示位置处显示所述候选模式选项。
  3. 根据权利要求2所述的方法,其中,所述在与所述目标互动控件对应的显示位置处显示所述候选模式选项,包括:
    以所述目标互动控件为中心,在所述目标互动控件的周侧显示扇形区域面板,所述扇形区域面板中包括所述候选模式选项;
    或,
    以所述目标互动控件为路径起点,显示切换路径,所述切换路径的终点为所述候选模式选项;
    或,
    在所述目标互动按的显示位置处叠加显示所述候选模式选项。
  4. 根据权利要求1至3任一所述的方法,其中,所述方法在响应于针对所述目标互动控件的互动模式显示操作,显示候选模式选项之后,还包括:
    接收对所述目标模式选项的选项浏览操作;
    根据所述选项浏览操作,以目标显示模式对所述目标模式选项进行显示;
    其中,所述目标显示模式包括对所述目标模式选项的显示亮度进行提升;或者,所述目标显示模式包括针对所述目标模式选项显示图案标记;或者,所述目标显示模式包括对所述目标模式选项进行描边显示。
  5. 根据权利要求4所述的方法,其中,所述互动模式对应有互动模式简介;
    所述方法在根据所述选项浏览操作,以目标显示模式对所述目标模式选项进行显示之后,还包括:
    对所述目标模式选项的显示面积进行放大;
    在放大后的所述目标模式选项中显示与所述第二互动模式对应的所述互动模式简介。
  6. 根据权利要求1所述的方法,其中,所述目标互动控件对应有目标互动标识,所述候选模式选项中还包括历史模式选项,所述历史模式选项与所述第一互动模式对应,所述历史模式选项中包括所述目标互动标识,所述目标互动标识用于指示所述目标虚拟对象以所述目标互动标识标记的互动模式来确定互动对象。
  7. 根据权利要求6所述的方法,其中,所述方法在响应于针对所述目标模式选项的互动模式选择操作,将所述第一互动模式切换为所述第二互动模式之后,还包括:
    清除所述历史模式选项中的所述目标互动标识,并在所述目标模式选项中显示所述目标互动标识。
  8. 根据权利要求1至3任一所述的方法,其中,所述响应于针对所述目标互动控件的互动效果显示操作,显示所述目标虚拟对象与目标互动对象之间的互动效果,包括:
    响应于对所述目标互动控件的第二触发信号,确定所述目标互动控件接收到互动效果显示操作;
    显示所述目标虚拟对象与目标互动对象之间的互动效果。
  9. 根据权利要求1至3任一所述的方法,其中,互动模式包括对敌互动模式以及对友互动模式中的至少一种;
    其中,
    所述对敌互动模式包括在所述虚拟对局中,所述虚拟对象对不同阵营的敌对虚拟对象进行攻击的优先级;
    所述对友互动模式包括在所述虚拟对局中,所述虚拟与象对同一阵营的友方虚拟对象进行互动的优先级。
  10. 根据权利要求1至3任一所述的方法,其中,所述目标虚拟对象根据互动模式确定所述虚拟对局中候选互动对象之间的优先级,所述候选互动对象为与所述目标虚拟对象满足互动条件的虚拟对象,所述互动模式包括距离优先级模式、数值优先级模式、百分比优先级模式、等级优先级模式中的至少一种;
    其中,所述距离优先级模式包括根据所述目标虚拟对象与所述候选互动对象之间的距离确定所述候选互动对象之间的优先级;
    所述数值优先级模式包括根据所述候选互动对象的属性值的数值高低确定所述候选互动对象之间的优先级;
    所述百分比优先级模式包括根据所述候选互动对象的属性值的百分比高低确定所述候选互动对象之间的优先级;
    所述等级优先级模式包括根据所述候选互动对象之间的等级高低确定所述候选互动对象之间的优先级。
  11. 一种虚拟对象互动模式的选择装置,所述装置包括:
    显示模块,用于显示目标互动控件,所述目标互动控件用于控制目标虚拟对象在虚拟对局中以第一互动模式选择互动对象,并与所述互动对象进行互动;
    所述显示模块,还用于响应于针对所述目标互动控件的互动模式显示操作,显示候选模式选项,所述候选模式选项中包括目标模式选项,所述目标模式选项与第二互动模式对应;
    切换模块,用于响应于对所述目标模式选项的互动模式选择操作,将所述第一互动模式切换为所述第二互动模式;
    所述显示模块,还用于响应于针对所述目标互动控件的互动效果显示操作,显示所述目标虚拟对象与目标互动对象之间的互动效果,所述目标互动对象为根据所述第二互动模式确定的互动对象。
  12. 一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如权利要求1至10任一所述的虚拟对象互动模 式的选择方法。
  13. 一种计算机可读存储介质,所述可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如权利要求1至10任一所述的虚拟对象互动模式的选择方法。
  14. 一种计算机程序产品,所述计算机程序产品包括计算机程序,所述计算机程序存储在计算机可读存储介质中,计算机设备的处理器从所述计算机可读存储介质读取所述计算机程序,所述处理器执行所述计算机程序,使得所述计算机设备执行以实现如权利要求1至10任一所述的虚拟对象互动模式的选择方法。
PCT/CN2021/125294 2020-12-30 2021-10-21 虚拟对象互动模式的选择方法、装置、设备、介质及产品 WO2022142622A1 (zh)

Priority Applications (3)

Application Number Priority Date Filing Date Title
KR1020227016403A KR20220098355A (ko) 2020-12-30 2021-10-21 가상 대상 상호작용 모드를 선택하기 위한 방법 및 장치, 디바이스, 매체, 및 제품
JP2022568641A JP7501977B2 (ja) 2020-12-30 2021-10-21 バーチャルオブジェクトインタラクションモードの選択方法、装置、デバイス、媒体及びコンピュータプログラム
US17/741,425 US20220266141A1 (en) 2020-12-30 2022-05-10 Method and apparatus for selecting virtual object interaction mode, device, medium, and product

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202011612418.XA CN112704876B (zh) 2020-12-30 2020-12-30 虚拟对象互动模式的选择方法、装置、设备及存储介质
CN202011612418.X 2020-12-30

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US17/741,425 Continuation US20220266141A1 (en) 2020-12-30 2022-05-10 Method and apparatus for selecting virtual object interaction mode, device, medium, and product

Publications (1)

Publication Number Publication Date
WO2022142622A1 true WO2022142622A1 (zh) 2022-07-07

Family

ID=75547325

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2021/125294 WO2022142622A1 (zh) 2020-12-30 2021-10-21 虚拟对象互动模式的选择方法、装置、设备、介质及产品

Country Status (6)

Country Link
US (1) US20220266141A1 (zh)
JP (1) JP7501977B2 (zh)
KR (1) KR20220098355A (zh)
CN (1) CN112704876B (zh)
TW (1) TWI793838B (zh)
WO (1) WO2022142622A1 (zh)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112704876B (zh) * 2020-12-30 2022-10-04 腾讯科技(深圳)有限公司 虚拟对象互动模式的选择方法、装置、设备及存储介质
CN113891138B (zh) * 2021-09-27 2024-05-14 深圳市腾讯信息技术有限公司 互动操作提示方法和装置、存储介质及电子设备
CN116983670A (zh) * 2022-05-23 2023-11-03 腾讯科技(成都)有限公司 账号间的互动方法、装置、计算机设备及存储介质

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN110755841A (zh) * 2019-10-21 2020-02-07 腾讯科技(深圳)有限公司 虚拟环境中道具的切换方法、装置、设备及可读存储介质
CN111228812A (zh) * 2020-01-08 2020-06-05 腾讯科技(深圳)有限公司 虚拟对象的控制方法、装置、终端及存储介质
CN111589131A (zh) * 2020-04-24 2020-08-28 腾讯科技(深圳)有限公司 虚拟角色的控制方法、装置、设备及介质
US20200316472A1 (en) * 2018-04-27 2020-10-08 Tencent Technology (Shenzhen) Company Limited Method for displaying information in a virtual environment
CN112704876A (zh) * 2020-12-30 2021-04-27 腾讯科技(深圳)有限公司 虚拟对象互动模式的选择方法、装置、设备及存储介质

Family Cites Families (34)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6987512B2 (en) * 2001-03-29 2006-01-17 Microsoft Corporation 3D navigation techniques
JP4151982B2 (ja) * 2006-03-10 2008-09-17 任天堂株式会社 動き判別装置および動き判別プログラム
JP2008136694A (ja) * 2006-12-01 2008-06-19 Namco Bandai Games Inc プログラム、情報記憶媒体及びゲーム装置
TW200906470A (en) * 2007-08-10 2009-02-16 ming-zhong Li Method and system for data conversion related to game system, method and system of application thereof, and recording medium thereof
US8619005B2 (en) * 2010-09-09 2013-12-31 Eastman Kodak Company Switchable head-mounted display transition
US9345957B2 (en) * 2011-09-30 2016-05-24 Microsoft Technology Licensing, Llc Enhancing a sport using an augmented reality display
US9454849B2 (en) * 2011-11-03 2016-09-27 Microsoft Technology Licensing, Llc Augmented reality playspaces with adaptive game rules
US9219901B2 (en) * 2012-06-19 2015-12-22 Qualcomm Incorporated Reactive user interface for head-mounted display
US9310611B2 (en) * 2012-09-18 2016-04-12 Qualcomm Incorporated Methods and systems for making the use of head-mounted displays less obvious to non-users
JP5677395B2 (ja) 2012-10-11 2015-02-25 株式会社スクウェア・エニックス ゲーム装置
US9908048B2 (en) * 2013-06-08 2018-03-06 Sony Interactive Entertainment Inc. Systems and methods for transitioning between transparent mode and non-transparent mode in a head mounted display
US9987554B2 (en) * 2014-03-14 2018-06-05 Sony Interactive Entertainment Inc. Gaming device with volumetric sensing
US20170038838A1 (en) * 2014-05-09 2017-02-09 Sony Corporation Information processing system and information processing method
US9332285B1 (en) * 2014-05-28 2016-05-03 Lucasfilm Entertainment Company Ltd. Switching modes of a media content item
US9990774B2 (en) * 2014-08-08 2018-06-05 Sony Interactive Entertainment Inc. Sensory stimulus management in head mounted display
US10156721B2 (en) * 2015-03-09 2018-12-18 Microsoft Technology Licensing, Llc User-based context sensitive hologram reaction
JP6598522B2 (ja) * 2015-06-12 2019-10-30 任天堂株式会社 情報処理装置、情報処理システム、情報処理方法、及び情報処理プログラム
US10139902B2 (en) * 2015-09-16 2018-11-27 Colopl, Inc. Method and apparatus for changing a field of view without synchronization with movement of a head-mounted display
JP6254627B2 (ja) * 2016-03-16 2017-12-27 株式会社スクウェア・エニックス プログラム及びシステム
CN107291317B (zh) * 2016-03-31 2018-12-11 腾讯科技(深圳)有限公司 一种虚拟场景中目标的选择方法和装置
JP6373920B2 (ja) * 2016-09-14 2018-08-15 株式会社バンダイナムコエンターテインメント シミュレーションシステム及びプログラム
JP6789830B2 (ja) * 2017-01-06 2020-11-25 任天堂株式会社 情報処理システム、情報処理プログラム、情報処理装置、情報処理方法
JP7197268B2 (ja) * 2017-12-25 2022-12-27 グリー株式会社 ゲーム装置、制御方法及び制御プログラム
JP7123554B2 (ja) * 2017-12-25 2022-08-23 グリー株式会社 ゲーム装置、制御方法及び制御プログラム
CN108144262A (zh) * 2018-03-12 2018-06-12 杭州虚现科技有限公司 一种承坐式万向运动平台
US11951396B2 (en) * 2018-11-28 2024-04-09 Square Enix Co., Ltd. Game program, computer apparatus, and game controlling method
JP7184261B2 (ja) * 2020-01-30 2022-12-06 任天堂株式会社 情報処理システム、情報処理プログラム、情報処理装置、および情報処理方法
CN111672125B (zh) * 2020-06-10 2022-03-01 腾讯科技(深圳)有限公司 一种虚拟对象交互的方法以及相关装置
JP2021194464A (ja) * 2020-06-18 2021-12-27 任天堂株式会社 ゲームプログラム、ゲーム装置、ゲーム処理方法、およびゲームシステム
CN112044071B (zh) * 2020-09-04 2021-10-15 腾讯科技(深圳)有限公司 虚拟物品的控制方法、装置、终端及存储介质
CN112156471B (zh) * 2020-10-22 2022-09-02 腾讯科技(深圳)有限公司 虚拟对象的技能选择方法、装置、设备及存储介质
CN112569611B (zh) * 2020-12-11 2022-09-27 腾讯科技(深圳)有限公司 互动信息显示方法、装置、终端及存储介质
JP6928709B1 (ja) * 2020-12-28 2021-09-01 プラチナゲームズ株式会社 情報処理プログラム、情報処理装置、および情報処理方法
CN113797536B (zh) * 2021-10-08 2023-06-23 腾讯科技(深圳)有限公司 虚拟场景中对象的控制方法、装置、设备及存储介质

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20200316472A1 (en) * 2018-04-27 2020-10-08 Tencent Technology (Shenzhen) Company Limited Method for displaying information in a virtual environment
CN110755841A (zh) * 2019-10-21 2020-02-07 腾讯科技(深圳)有限公司 虚拟环境中道具的切换方法、装置、设备及可读存储介质
CN111228812A (zh) * 2020-01-08 2020-06-05 腾讯科技(深圳)有限公司 虚拟对象的控制方法、装置、终端及存储介质
CN111589131A (zh) * 2020-04-24 2020-08-28 腾讯科技(深圳)有限公司 虚拟角色的控制方法、装置、设备及介质
CN112704876A (zh) * 2020-12-30 2021-04-27 腾讯科技(深圳)有限公司 虚拟对象互动模式的选择方法、装置、设备及存储介质

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
HU GAME: "The interface operation chapter of the King's Glory beginner's guide", 29 October 2020 (2020-10-29), pages 1 - 9, XP055949009, Retrieved from the Internet <URL:URL: https://zhuanlan.zhihu.com/p/269803590> *

Also Published As

Publication number Publication date
TWI793838B (zh) 2023-02-21
CN112704876B (zh) 2022-10-04
JP2023526219A (ja) 2023-06-21
JP7501977B2 (ja) 2024-06-18
KR20220098355A (ko) 2022-07-12
TW202224740A (zh) 2022-07-01
US20220266141A1 (en) 2022-08-25
CN112704876A (zh) 2021-04-27

Similar Documents

Publication Publication Date Title
JP7350088B2 (ja) 仮想オブジェクトの制御方法、装置、デバイス及びコンピュータプログラム
WO2022142622A1 (zh) 虚拟对象互动模式的选择方法、装置、设备、介质及产品
JP2024016124A (ja) 仮想オブジェクトの制御方法、装置、機器及びコンピュータプログラム
CN113101652A (zh) 信息展示方法、装置、计算机设备及存储介质
WO2022037529A1 (zh) 虚拟对象的控制方法、装置、终端及存储介质
CN115193064A (zh) 虚拟对象的控制方法、装置、存储介质及计算机设备
CN112843716B (zh) 虚拟物体提示与查看方法、装置、计算机设备及存储介质
CN115869623A (zh) 虚拟武器的处理方法、装置、计算机设备及存储介质
CN115645912A (zh) 游戏元素的显示方法、装置、计算机设备及存储介质
CN115999153A (zh) 虚拟角色的控制方法、装置、存储介质及终端设备
CN115212572A (zh) 游戏道具的控制方法、装置、计算机设备及存储介质
CN115193035A (zh) 一种游戏显示控制方法、装置、计算机设备及存储介质
CN114225412A (zh) 信息处理方法、装置、计算机设备及存储介质
JP7419400B2 (ja) 仮想オブジェクトの制御方法、装置、端末及びコンピュータプログラム
WO2024146067A1 (zh) 虚拟武器的处理方法、装置、计算机设备及存储介质
CN114053714A (zh) 虚拟对象的控制方法、装置、计算机设备及存储介质
CN117482523A (zh) 游戏交互方法、装置、计算机设备及计算机可读存储介质
CN117643723A (zh) 游戏交互方法、装置、计算机设备及计算机可读存储介质
CN116099199A (zh) 游戏技能的处理方法、装置、计算机设备及存储介质
CN116850594A (zh) 游戏交互方法、装置、计算机设备及计算机可读存储介质
CN117462949A (zh) 游戏技能的处理方法、装置、计算机设备及存储介质
CN118179012A (zh) 游戏交互方法、装置、计算机设备及计算机可读存储介质
CN115430145A (zh) 目标位置的交互方法、装置、电子设备和可读存储介质
CN115068943A (zh) 一种游戏卡牌控制方法、装置、计算机设备及存储介质
CN117160031A (zh) 游戏技能的处理方法、装置、计算机设备及存储介质

Legal Events

Date Code Title Description
ENP Entry into the national phase

Ref document number: 20227016403

Country of ref document: KR

Kind code of ref document: A

121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 21913367

Country of ref document: EP

Kind code of ref document: A1

ENP Entry into the national phase

Ref document number: 2022568641

Country of ref document: JP

Kind code of ref document: A

NENP Non-entry into the national phase

Ref country code: DE

32PN Ep: public notification in the ep bulletin as address of the adressee cannot be established

Free format text: NOTING OF LOSS OF RIGHTS PURSUANT TO RULE 112(1) EPC (EPO FORM 1205A DATED 13/11/2023)