WO2022156629A1 - 虚拟对象的控制方法、装置、电子设备、存储介质及计算机程序产品 - Google Patents
虚拟对象的控制方法、装置、电子设备、存储介质及计算机程序产品 Download PDFInfo
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
- A63F13/5372—Controlling 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
Definitions
- the present application relates to computer human-computer interaction technology, and in particular, to a control method, apparatus, electronic device, computer-readable storage medium, and computer program product for a virtual object.
- the human-computer interaction technology of virtual scenes based on graphics processing hardware can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application requirements, and can have a wide range of practical value. For example, in a virtual scene such as a game, a real battle process between virtual objects can be simulated.
- Embodiments of the present application provide a control method, device, electronic device, computer-readable storage medium, and computer program product for a virtual object, which can improve the selection efficiency of skill action targets, so as to improve the simulation performance and graphics of immersive perception of virtual scenes Handles the resource utilization of the hardware.
- An embodiment of the present application provides a method for controlling a virtual object, including:
- the skill release lock mark corresponding to the third virtual object is displayed, and the display of the skill release lock mark corresponding to the second virtual object is canceled.
- An embodiment of the present application provides a control device for a virtual object, including:
- a selection module configured to, in response to a selection operation for a skill to be released for the first virtual object, display a skill release lock corresponding to the second virtual object at a position of a second virtual object that is adapted to the type of the skill identification;
- a direction setting module configured to respond to the direction setting operation for the skill, when there is a deviation between the set release direction and the direction of the second virtual object relative to the first virtual object, according to the The release direction determines the third virtual object, and at the position of the third virtual object, a skill release lock sign corresponding to the third virtual object is displayed, and the skill release lock sign corresponding to the second virtual object is canceled.
- An embodiment of the present application provides an electronic device for controlling a virtual object, the electronic device comprising:
- the processor is configured to implement the virtual object control method provided by the embodiment of the present application when executing the executable instructions stored in the memory.
- Embodiments of the present application provide a computer-readable storage medium storing executable instructions for implementing the method for controlling virtual objects provided by the embodiments of the present application when executed by a processor.
- the embodiments of the present application provide a computer program product, including a computer program or instructions, the computer program or instructions enable a computer to execute the above-mentioned method for controlling a virtual object.
- the virtual object that matches the type of skill is automatically determined as the virtual object to be used by the skill, which can reduce the user's operation and improve the selection efficiency of virtual objects; and support the user to manually adjust the release direction to switch the virtual object to be used by the skill, which can improve the Skill hit rate, thereby improving the simulation performance of the immersive perception of the virtual scene and the resource utilization of the graphics processing hardware.
- FIG. 1A and FIG. 1B are schematic diagrams of application modes of the virtual object control method provided by the embodiment of the present application.
- FIG. 2 is a schematic structural diagram of an electronic device 500 provided by an embodiment of the present application.
- FIG. 3 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application
- FIG. 4 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application
- FIG. 5 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application
- 6A and 6B are schematic diagrams of application scenarios of the method for controlling a virtual object provided by an embodiment of the present application.
- FIG. 7A, FIG. 7B and FIG. 7C are schematic schematic diagrams of a control method for a virtual object provided by an embodiment of the present application.
- FIGS. 8A and 8B are schematic flowcharts of a method for controlling a virtual object provided by an embodiment of the present application.
- FIG. 9A , FIG. 9B , FIG. 9C , FIG. 9D and FIG. 9E are schematic diagrams of application scenarios of the virtual object control method provided by the embodiment of the present application.
- first ⁇ second involved is only to distinguish similar objects, and does not represent a specific ordering of objects. It is understood that “first ⁇ second” can be used when permitted.
- the specific order or sequence is interchanged to enable the embodiments of the application described herein to be practiced in sequences other than those illustrated or described herein.
- one or more of the executed operations may be real-time, or may have a set delay; Unless otherwise specified, there is no restriction on the order of execution of multiple operations to be executed.
- Client an application running in the terminal for providing various services, such as a game client and the like.
- Virtual scene a virtual game scene displayed (or provided) when the game application runs on the terminal.
- the virtual scene may be a simulated environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment.
- the virtual scene may include any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the embodiment of the present application does not limit the dimension of the virtual scene.
- the virtual scene may include sky, land, ocean, etc.
- the land may include environmental elements such as deserts and cities, and the user may control virtual objects to move in the virtual scene.
- Virtual objects the images of various people and objects that can interact in the virtual scene, or the movable objects in the virtual scene.
- the movable objects may include virtual characters, virtual animals, cartoon characters, etc., for example, characters, animals, plants, oil barrels, walls, stones, etc. displayed in the virtual scene.
- the virtual object may include a virtual avatar representing the user in the virtual scene.
- the virtual scene may include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
- the virtual object may be a user character controlled by an operation on the client, or an artificial intelligence (AI, Artificial Intelligence) set in the virtual scene battle through training, or it may be set in the virtual scene interaction Non-user characters (NPC, Non-Player Character).
- AI Artificial Intelligence
- NPC Non-Player Character
- the virtual object may be a virtual character performing adversarial interactions in a virtual scene.
- the number of virtual objects participating in the interaction in the virtual scene may be preset or dynamically determined according to the number of clients participating in the interaction.
- Scene data represent various characteristics of the objects in the virtual scene during the interaction process, for example, may include the position of the objects in the virtual scene.
- scene data may include the waiting time for various functions configured in the virtual scene (depending on the ability to use the same Function times), and can also represent attribute values (or simply state values) of various states of the game character, such as life value (also known as red amount) and magic value (also known as blue amount), etc.
- User operation, or player operation refers to the operation of the user on the virtual object in the virtual scene, for example, controlling the movement of the virtual object through a joystick, clicking to release skills, etc.
- Virtual skills refers to a kind of ability possessed by virtual objects. Different skills have different actions and effects. For example, virtual objects themselves produce displacement, cause damage to enemies, and restore blood to teammates.
- Target selection refers to the selection of the target (such as a virtual object) to be used by the skill before the skill is released.
- the controlled virtual object may perform different operations such as turning to the target, moving to the target, etc.
- the related art realizes the target selection and switching of skills through unified rules. For example, when releasing a skill, select a target closest to the controlled virtual object, or select a target through other logic (such as selecting a target by clicking on the screen, etc.). If the user operates a joystick in the process of releasing the skill, a target that is closest to the controlled virtual object is uniformly selected in the sector area corresponding to the joystick.
- the target selection and switching of skills achieved through unified rules cannot meet the actual needs when releasing skills.
- the priority of target selection corresponding to different skill effects should be different.
- long-range ballistic skills face the controlled virtual
- the target of the object has a higher priority
- the target of the melee skill close to the controlled virtual object has a higher priority.
- the efficiency of target selection will be reduced, thereby affecting the simulation performance of the immersive perception of the virtual scene, and will waste the resources of the graphics processing hardware.
- embodiments of the present application provide a method for controlling virtual objects, which can improve the selection efficiency of skill action targets, so as to improve the simulation performance of immersive perception of virtual scenes and the resource utilization of graphics processing hardware.
- a method for controlling virtual objects which can improve the selection efficiency of skill action targets, so as to improve the simulation performance of immersive perception of virtual scenes and the resource utilization of graphics processing hardware.
- the virtual scene may be an environment for game characters to interact, for example, it may be for game characters to play against each other in the virtual scene.
- the two sides can interact in the virtual scene, so that the user can play in the virtual scene. Relieve the stress of life during the game.
- FIG. 1A is a schematic diagram of an application mode of the virtual object control method provided by the embodiment of the present application, which is suitable for some virtual scenes 100 that are completely dependent on the graphics processing hardware computing capability of the terminal 400 to complete the correlation
- the application mode of data computing such as games in stand-alone version/offline mode
- the output of virtual scenes is completed through terminals 400 such as smart phones, tablet computers, and virtual reality/augmented reality devices.
- the types of image processing hardware include a central processing unit (CPU, Central Processing Unit) and a graphics processing unit (GPU, Graphics Processing Unit).
- CPU Central Processing Unit
- GPU Graphics Processing Unit
- the terminal 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs a video frame capable of forming a visual perception of the virtual scene on the graphics output hardware,
- a video frame capable of forming a visual perception of the virtual scene on the graphics output hardware
- two-dimensional video frames can be presented on the display screen of a smartphone, or three-dimensional video frames can be projected on the lenses of augmented reality/virtual reality glasses; in addition, in order to enrich the perception effect, the device can also use different hardware to form one or more of auditory perception, tactile perception, motor perception and taste perception.
- the terminal 400 runs the client 410 (for example, a stand-alone game application), and outputs a virtual scene including role-playing during the running of the client 410.
- the virtual scene is an environment for game characters to interact, for example, it may include Plains, streets, valleys, etc. for game characters to fight;
- the virtual scene includes a first virtual object 110, and the first virtual object 110 may be a game character controlled by a user (or a player), that is, the first virtual object 110 is controlled by a user (or a player).
- Controlled by a real user it will move in the virtual scene in response to the real user's operations on the controller (including touch screen, voice-activated switch, keyboard, mouse and joystick, etc.), for example, when the real user moves the joystick to the left,
- the virtual object will move to the left in the virtual scene, and can also remain stationary, jump and use various functions (such as skills and props).
- the skill release lock sign 130 is displayed at the position of the second virtual object 120 that is adapted to the type of the skill; when the user needs to change the skill
- the first virtual object 110 can be controlled to implement the direction setting operation for the skill.
- the release direction determines the third virtual object 140 , and cancels the display of the skill release lock mark 130 at the position of the second virtual object 120 , and displays the skill release lock mark 130 at the position of the third virtual object 140 .
- FIG. 1B is a schematic diagram of an application mode of the virtual object control method provided by the embodiment of the present application, which is applied to the terminal 400 and the server 200 , and is suitable for relying on the computing capability of the server 200 to complete the virtual scene calculation , and output the application mode of the virtual scene on the terminal 400 .
- the server 200 calculates the display data related to the virtual scene and sends it to the terminal 400 through the network 300.
- Graphical output hardware outputs virtual scenes to form visual perception, for example, two-dimensional video frames can be presented on the display screen of a smartphone, or video frames can be projected on the lenses of augmented reality/virtual reality glasses to achieve a three-dimensional display effect; for virtual scenes
- the corresponding hardware output of the terminal can be used, for example, a microphone output is used to form an auditory perception, a vibrator output is used to form a tactile perception, and so on.
- the terminal 400 runs the client 410 (eg, a game application of the online version), and interacts with other users by connecting to the game server (ie, the server 200 ), and the terminal 400 outputs the virtual scene 100 of the client 410 , which includes the virtual objects 110 and virtual props 120
- the virtual object 110 may be a game character controlled by a user, that is, the virtual object 110 is controlled by a real user, and will respond to the real user for the controller (including touch screen, voice switch, keyboard, mouse and joystick) etc.) to move in the virtual scene, for example, when the real user moves the joystick to the left, the virtual object will move to the left in the virtual scene, and can also remain stationary, jump and use various functions (such as skills and props).
- the skill release lock sign 130 is displayed at the position of the second virtual object 120 that is adapted to the type of the skill; when the user needs to change the skill
- the first virtual object 110 can be controlled to implement the direction setting operation for the skill.
- the release direction determines the third virtual object 140 , and cancels the display of the skill release lock mark 130 at the position of the second virtual object 120 , and displays the skill release lock mark 130 at the position of the third virtual object 140 .
- the terminal 400 may implement the virtual object control method provided by the embodiments of the present application by running a computer program.
- the computer program may include a native program or software module in an operating system; it may also include a native (Native) An application program (APP, Application), that is, a program that needs to be installed in the operating system to run, such as a game APP (that is, the above-mentioned client 410); it can also include a small program, that is, it can be run only by downloading it into a browser environment It can also include game applets that can be embedded in any APP.
- the computer programs described above may comprise any form of applications, modules or plug-ins.
- Cloud technology refers to a kind of hosting that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to realize data computing, storage, processing, and sharing. technology.
- Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on cloud computing business models. Cloud computing technology will become an important support. Background services of technical network systems require a lot of computing and storage resources.
- the server 200 may include an independent physical server, a server cluster or a distributed system composed of multiple physical servers, and may also include providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, Cloud servers for basic cloud computing services such as cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
- the terminal 400 and the server 200 may be directly or indirectly connected through wired or wireless communication, which is not limited in this embodiment of the present application.
- FIG. 2 is a schematic structural diagram of the electronic device 500 provided by the embodiment of the present application.
- the electronic device 500 shown in FIG. 2 includes: at least one processor 510 , memory 550 , at least one network interface 520 and user interface 530 .
- the various components in electronic device 500 are coupled together by bus system 540 .
- bus system 540 is used to implement the connection communication between these components.
- the bus system 540 also includes a power bus, a control bus and a status signal bus.
- the various buses are labeled as bus system 540 in FIG. 2 .
- the processor 510 may include an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP, Digital Signal Processor), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where a general-purpose processor may include a microprocessor or any conventional processor or the like.
- DSP Digital Signal Processor
- User interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and/or one or more visual display screens.
- User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, and other input buttons and controls.
- Memory 550 may include removable, non-removable, or a combination thereof.
- Exemplary hardware devices include solid state memory, hard drives, optical drives, and the like.
- Memory 550 optionally includes one or more storage devices that are physically remote from processor 510 .
- Memory 550 includes volatile memory or non-volatile memory, and may also include both volatile and non-volatile memory.
- the non-volatile memory may include Read Only Memory (ROM, Read Only Memory), and the volatile memory may include Random Access Memory (RAM, Random Access Memory).
- ROM Read Only Memory
- RAM Random Access Memory
- the memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
- memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof, as exemplified below.
- the operating system 551 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
- a presentation module 553 for enabling presentation of information (eg, a user interface for operating peripherals and displaying content and information) via one or more output devices 531 associated with the user interface 530 (eg, a display screen, speakers, etc.) );
- An input processing module 554 for detecting one or more user inputs or interactions from one of the one or more input devices 532 and translating the detected inputs or interactions.
- the apparatus for controlling virtual objects may be implemented in software.
- FIG. 2 shows apparatus 555 for controlling virtual objects stored in the memory 550, which may include computer programs and plug-ins. software, such as game programs, etc.
- the virtual object control device 555 includes the following software modules: a selection module 5551 and a direction setting module 5552. These modules are logical, and therefore can be arbitrarily combined or further divided according to the realized functions. The function of each module will be explained below.
- the virtual object control method provided by the embodiment of the present application may be executed by the terminal 400 in FIG. 1A alone, or may be executed by the terminal 400 and the server 200 in FIG. 1B in cooperation.
- FIG. 3 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application, which will be described with reference to the steps shown in FIG. 3 .
- the method shown in FIG. 3 can be executed by various forms of computer programs run by the terminal 400, and is not limited to the above-mentioned client 410, such as the above-mentioned operating system 551, software modules and scripts.
- step S101 in response to the selection operation of the skill to be released for the first virtual object, a skill release lock sign corresponding to the second virtual object is displayed at the position of the second virtual object that is adapted to the type of the skill.
- the skill release lock flag corresponding to the second virtual object is used to indicate that when the first virtual object releases the skill, the skill will act on the second virtual object.
- a skill release lock mark corresponding to the second virtual object may be displayed in an area above, below, to the left or to the right of the position of the second virtual object.
- the user can select the skill to be released from the first virtual object 901 by clicking the skill release button 903 , and when the user clicks the skill release button 903 , the second skill that matches the type of the skill selected by the user is automatically selected.
- the virtual object 902 is displayed, and a skill release lock mark 904 is displayed to the right of the second virtual object 902 .
- the skill of the first virtual object may be an ability possessed by the first virtual object itself, or an ability possessed by holding a virtual prop.
- the skills of the first virtual object can be used to implement assisting behaviors, such as assisting or adding blood, etc.; the skills of the first virtual object can also be used to implement confrontation behaviors, such as attacking enemies or destroying virtual vehicles.
- the controlled virtual object 601 includes a plurality of skills, each of which has a different type, and the user can select the skill to be released by clicking the skill release button 603 .
- the virtual scene may also be displayed in the human-computer interaction interface prior to responding to the selection operation of the skill to be released for the first virtual object.
- the virtual scene includes at least a first virtual object and a second virtual object.
- the virtual scene may be displayed in the first-person perspective (for example, the player's own perspective is used to play the first virtual object in the game); the virtual scene may also be displayed in the third-person perspective (for example, the player is chasing after The first virtual object in the game is played); the virtual scene can also be displayed in a large bird's-eye view; wherein, the above-mentioned perspectives can be switched arbitrarily.
- the first virtual object may be an object controlled by a user in the game.
- the virtual scene may also include other virtual objects, which may be controlled by other users or by a robot program.
- the first virtual object may be divided into any one of the multiple teams, the teams may be in an adversarial relationship or a cooperative relationship, and the teams in the virtual scene may include one or all of the foregoing relationships.
- the virtual scene displayed in the human-computer interaction interface may include: determining the field of view area of the first virtual object according to the viewing position and field angle of the first virtual object in the complete virtual scene , presenting a partial virtual scene located in the field of view area in the complete virtual scene, that is, the displayed virtual scene may be a partial virtual scene relative to the panoramic virtual scene.
- the first-person perspective is the viewing perspective that can give the user the most impact, it can realize the user's immersive perception during the operation.
- the virtual scene displayed in the human-computer interaction interface may include: in response to a zooming operation for the panoramic virtual scene, presenting a part of the virtual scene corresponding to the zooming operation in the human-computer interaction interface, that is, all the virtual scenes.
- the displayed virtual scene may be a partial virtual scene relative to the panoramic virtual scene. In this way, the operability of the user in the operation process can be improved, so that the efficiency of human-computer interaction can be improved.
- step S101 when the display duration of the skill release lock mark of the second virtual object exceeds the duration threshold, the skill may be released for the second virtual object; or, in response to the release operation for the skill, the second virtual object may be released for the Two virtual objects release skills.
- the direction setting operation received in step S102 may be received during the process of releasing the skill for the second virtual object, or may be received before releasing the skill.
- the timing of receiving the direction setting operation may vary according to different skills. For example, some skills can determine the target of the skill before releasing the skill, and the target will not change after the skill is released; some combo skills can be used in Select a new target in the middle of the combo to switch; some slashing skills will release the skill normally when the knife is lifted, and then select the target of the skill according to the user's operation at the moment after the knife is swung.
- the duration threshold may be a default value or a value set by the user, the client or the server.
- the release operation of the skill and the selection operation of the skill to be released can be continuous.
- the selection operation of the skill to be released is the operation of pressing the skill release button without releasing it, and the skill corresponding to the pressed skill release button is the skill set by the user.
- the release operation for the skill may be an operation to release pressing.
- FIG. 4 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application. Based on FIG. 3 , step S101 may include steps S1011 to S1014 .
- step S1011 in response to the selection operation of the skill to be released for the first virtual object, a plurality of indicators associated with the type of the skill, and a parameter range corresponding to each indicator are determined.
- the types of indicators include: direction, distance, health status (eg, blood volume), protective ability.
- the parameter range of the corresponding direction is measured by the angle of the virtual object relative to the first virtual object.
- the angle ⁇ is the parameter range of the corresponding direction. In this way, the skill can be released for the virtual object facing the user.
- the parameter range of the corresponding distance is measured by the distance (or length) between the virtual object and the first virtual object.
- the distances L1 and L2 are the parameter ranges corresponding to the distances, so that skills can be released for virtual objects that are closer to themselves.
- the parameter range of the corresponding life state is measured by the life state of the virtual object. For example, if the parameter range of the corresponding life state is (0, 100), then the virtual object whose blood volume is lower than 100 Within the parameter range, in this way, skills can be released for virtual objects with low blood volume to improve the effectiveness of confrontation or assistance.
- the parameter range of the corresponding protection capability is measured by the protection capability of the virtual object. For example, if the parameter range of the corresponding protection capability is (0, 100), then the virtual object whose protection value is lower than 100 Within the range of parameters, in this way, skills can be released for virtual objects with weak protection capabilities to improve the effectiveness of confrontation or assistance.
- step S1012 a plurality of candidate virtual objects in the virtual scene are determined, and a parameter value corresponding to each indicator of the plurality of candidate virtual objects is determined.
- a virtual object eg, an enemy of a group that competes with the group to which the first virtual object belongs in the virtual scene is determined as a candidate virtual object. In this way, it is possible to avoid accidentally injuring teammates when releasing skills used to implement confrontation behaviors, thereby improving the accuracy of target selection.
- assisting behaviors eg, adding blood, assisting
- virtual objects teammates belonging to the same group as the first virtual object in the virtual scene are determined as candidate virtual objects. In this way, it is possible to avoid accidentally assisting the enemy when releasing the skill for performing the assisting action, thereby improving the accuracy of target selection.
- step S1013 a second virtual object is determined among the plurality of candidate virtual objects according to the parameter values and parameter ranges of the plurality of candidate virtual objects corresponding to each index.
- a candidate virtual object whose parameter values of the corresponding indicators are all within the parameter range is determined as the second virtual object.
- the type of skill is associated with a priority indicator
- the priority indicator is the one with the highest priority among multiple indicators associated with the type of skill; among multiple candidate virtual objects, it is determined that the parameter values of the corresponding indicators are within the parameter range.
- the candidate virtual objects within; the determined candidate virtual objects are sorted in ascending order according to the parameter values of the corresponding priority indicators, and the first part (one or more) of the candidate virtual objects in the ascending order result is determined as the second virtual object.
- the direction indicator in the long-range ballistic skill is the priority indicator, that is, the candidate virtual object whose direction is more inclined to face the first virtual object is preferentially selected as the second virtual object;
- the distance indicator in the melee skill is the priority indicator, that is, the closer distance is preferentially selected.
- the candidate virtual object is used as the second virtual object.
- the embodiment of the present application can select the target closest to the user's desired attack and use it as the target for skill release, so that different types of skills of the user can hit the most desired target and improve the efficiency of target selection.
- the index associated with the type of skill includes direction and distance; the parameter range corresponding to the direction includes the first direction range; the parameter range corresponding to the distance includes the first distance range and the second distance range, wherein the priority of the first distance range The priority level is higher than the priority of the second distance range; thus, among the plurality of candidate virtual objects, a candidate within the first direction range with respect to the first virtual object and within the first distance range with respect to the first virtual object is determined Virtual object; when there is no virtual object within the first direction range relative to the first virtual object and within the first distance range relative to the first virtual object, determine that the first virtual object is within the first direction range relative to the first virtual object candidate virtual objects within a second distance range relative to the first virtual object.
- a coordinate system is determined with the position of the controlled virtual object (ie, the first virtual object) itself as the origin, and the positive orientation of the controlled virtual object as the positive direction.
- the angle is ⁇ and the distance is L1 (that is, the distance from the controlled virtual object is L1)
- the enemy closest to the controlled virtual object is found as the skill target. If there is no enemy within the range where the angle is ⁇ and the distance is L1, then within the range where the distance is L2 (that is, the distance from the controlled virtual object is L2), find the closest enemy to the controlled virtual object as the target of the skill. If there is still no enemy within the range of distance L2, the result of this target selection is no target.
- ⁇ , L1 and L2 are configuration parameters, 0° ⁇ 360°, L1>0, L2>0.
- step S1014 a skill release lock mark corresponding to the second virtual object is displayed at the position of the second virtual object that is adapted to the type of the skill.
- the second virtual object 902 is adapted to the type of the skill, so a skill release lock mark 904 is displayed on the right side of the second virtual object 902 to remind that when the first virtual object 901 releases the skill, the skill Will act on the second virtual object 902 .
- step S102 in response to the direction setting operation for the skill, when there is a deviation between the set release direction and the direction of the second virtual object relative to the first virtual object, the third virtual object is determined according to the release direction.
- the direction setting operation may be a joystick operation or a click operation for a direction, or the like.
- the virtual object located in the release direction and the closest distance to the first virtual object will be The object is determined to be the third virtual object.
- the third virtual object and the first virtual object belong to different groups that are opposed to each other; when the skill is used to implement the assisting behavior, the third virtual object and the first virtual object belong to the same group group.
- the deviation threshold may be a default value, a value set by a user, a client or a server, or a deviation value based on user operations.
- ⁇ 1/2 is the deviation threshold
- the direction corresponding to the joystick ie the above-mentioned release direction
- the corresponding direction of the second virtual object ie the direction of the above-mentioned second virtual object relative to the first virtual object
- the virtual object that the skill can act on and the first virtual object belong to different groups that oppose each other;
- the virtual objects belong to the same group.
- prompt information 905 is displayed to prompt the user to reset the release direction.
- the skill release lock mark corresponding to the second virtual object is continuously displayed.
- the skill release lock mark 904 continues to be displayed on the right side of the second virtual object 902 , so as to use the second virtual object 902 as the action object after the skill is released. In this way, it can be ensured that the skill is not empty, thereby improving the accuracy of the skill's action.
- first prompt information in response to the direction setting operation for the skill, when the set release direction is within the range of the second direction, first prompt information may be displayed; wherein the first prompt information is used to prompt that the Re-determine the virtual object to be used by the skill according to the set release direction.
- the steering wheel is displayed with the first virtual object 901 as the center, and prompt information of different colors is displayed in the steering wheel, wherein the first prompt information 907 in the steering wheel is used to prompt the
- the virtual object to be used by the skill is re-determined according to the set release direction, and the direction range corresponding to the first prompt information 907 is the above-mentioned second direction range. That is, when the release direction is within the second direction range (such as the release direction 2 in FIG. 9C ), the skill action target will be replaced, thereby improving the user's operation efficiency.
- second prompt information is displayed; wherein the second prompt information is used to prompt that the virtual object to be used by the skill is the second virtual object.
- a steering wheel is displayed with the first virtual object 901 as the center of the circle, and prompt information of different colors is displayed in the steering wheel, wherein the second prompt information 906 in the steering wheel is used to prompt the skill to wait
- the acting virtual object is still the second virtual object 902, and the direction range corresponding to the second prompt information 906 is the above-mentioned third direction range. That is to say, when the release direction is within the range of the third direction (release direction 1 in FIG. 9C ), the target of the skill action is not changed, and the second virtual object 902 is still continuously attacked, thereby improving the operation efficiency of the user.
- step S103 at the position of the third virtual object, display the skill release lock mark corresponding to the third virtual object, and cancel the display of the skill release lock mark corresponding to the second virtual object.
- the skill release lock flag corresponding to the third virtual object is used to indicate that when the first virtual object releases the skill, the skill will act on the third virtual object.
- the third virtual object 908 is determined according to the release direction. Displays the skill release lock mark 904 on the right side of the second virtual object 902, and cancels the display of the skill release lock mark 904 on the right side of the second virtual object 902, so that the third virtual object 908 is used as the action object after the skill is released.
- step S101 in response to the object setting operation for the skill, at the position of the fifth virtual object, the skill release lock sign corresponding to the fifth virtual object is displayed, and the display corresponding to the second virtual object is cancelled.
- the object setting operation may be a trigger operation (such as a click operation) for a virtual object.
- a trigger operation such as a click operation
- FIG. 9E when the user clicks the fifth virtual object 909 , a skill release lock is displayed on the right side of the fifth virtual object 909 mark 904, and cancel the display of the skill release lock mark 904 on the right side of the second virtual object 902, so as to use the fifth virtual object 909 as the action object after the skill is released, so as to improve the diversity of target switching operations.
- FIG. 5 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application. Based on FIG. 3 , step S104 may be included after step S103 .
- step S104 the skill is released for the third virtual object.
- the skill release lock indicator of the third virtual object exceeds the duration threshold, the skill is released for the third virtual object; or, in response to a release operation for the skill, the skill is released for the third virtual object.
- the duration threshold may be a default value or a value set by the user, the client or the server.
- the release operation of the skill and the selection operation of the skill to be released can be continuous.
- the selection operation of the skill to be released is the operation of pressing the skill release button without releasing it, and the skill corresponding to the pressed skill release button is the skill set by the user.
- the release operation for the skill may be an operation to release pressing.
- the skill is released for the third virtual object 908 , and the display of the skill release lock mark 904 is canceled on the right side of the third virtual object 908 .
- step S104 in response to the direction changing operation for the skill, when there is a difference between the changed release direction and the direction of the third virtual object relative to the first virtual object When there is a deviation, the fourth virtual object is determined according to the changed release direction, and the skill is continued to be released for the fourth virtual object.
- the direction change operation may be a joystick operation or a click operation for a direction, or the like.
- the direction of releasing the skill can also be changed, and the effecting object of the skill releasing can be switched.
- control method of the virtual object provided by the embodiment of the present application will be described by taking the application scene as a game and the skill being used to implement the confrontation behavior as an example.
- the user's joystick operation and different skills released are used as parameters for target selection, so as to realize target selection and switching of skills.
- different categories of skills have different priorities for target selection. For example, the target facing the virtual object controlled by the long-range ballistic skill has a higher priority, and the target with the melee skill that is closer to the virtual object has a higher priority.
- the embodiment of the present application enables the user to better select a more appropriate skill target according to the operation, thereby improving the user's combat experience.
- the timing of target switching may vary according to different skills. For example, some skills can determine the switching target before releasing the skill, and the target will not be changed after the skill is released; some combo skills (That is, a skill that is implemented in stages, for example, a first sub-skill is implemented in a first time period, and a second sub-skill is implemented in a second time period, where the second time period follows the first time period, and so on ) can select a new target in the middle of the combo to switch, for example, implement the first sub-skill for the second virtual object, after the implementation of the first sub-skill, the user can switch the action target of the subsequent sub-skill; When the knife is lifted, the skill is released normally, and the switch target is selected according to the user's operation at the moment after swinging the knife. In this way, in this embodiment of the present application, different target switching timings can be configured according to different skills.
- the parameters of different skill configurations and the user's operation can be calculated as comprehensive parameters, and the target that is closest to what the user wants to attack can be selected and used as the target of the skill release (or called the skill target), Then, according to the selected target, the controlled virtual object is turned to the target and the skills are released, so that the different skills of the user can hit the most desired target.
- Application scenarios of the embodiments of the present application include: releasing skills under the condition that different types of skills are released and the user has different operations on the joystick. After applying the control method of the virtual object provided by the embodiment of the present application, it can be realized that when different types of skills are released, the skill target is different, and in the process of releasing the skill, if the user performs a joystick operation, the skill target can have different choices. .
- FIG. 6A and FIG. 6B are schematic diagrams of application scenarios of the virtual object control method provided by the embodiment of the present application, and the control method of the virtual object provided by the embodiment of the present application will be described with reference to FIG. 6A and FIG. 6B. way of implementation.
- the controlled virtual object ie, the above-mentioned first virtual object
- it automatically selects a distance within 3 meters from the controlled virtual object and an angle within 180° (wherein 3 meters and 180° are both configuration parameters , the parameters corresponding to different skills are different), and the virtual object closest to the controlled virtual object is used as the target, and the controlled virtual object is turned to the target to release the skill.
- the enemy closest to the user is selected as the target in a larger range.
- the two ranges and angles corresponding to different skills can be freely configured by the user, so that different skills can select suitable skill targets according to different priority ranges in the target selection process, so as to realize the long-range ballistic skill surface.
- the priority towards the target is higher, and the priority of the target with the melee skill is higher, so that the skill hits the target that the user wants to hit the most.
- the long-range ballistic skill can be configured with a smaller angle and a larger distance from the controlled virtual object, so that the remote ballistic skill can preferentially attack the enemy facing the virtual object.
- Melee skills can be configured with a larger angle and a smaller distance from the controlled virtual object, so that the melee skills can preferentially attack enemies with a short distance.
- the second virtual object 602 closest to the controlled virtual object 601 is automatically selected as the target, and the controlled virtual object 601 is turned to the second virtual object 602 to release the skill. .
- the direction of the joystick operation is inconsistent with the direction of the target selected by the skill, determine a direction consistent with the direction of the target selected by the skill scope. If the direction of the joystick operation is within the direction range, it means that the target direction selected by the user is the same as the direction of the target selected by the skill, but the accuracy of the joystick operation is low, so the target selected by the skill is still used as the skill target; If the direction of the joystick operation exceeds the direction range, it means that the user tends to release the skill in other directions at this time. In this way, based on the user's new operation direction, the target closest to the user is selected as the skill target within the nearby range.
- FIG. 6B there is a second virtual object 602 capable of using the skill within the range around the controlled virtual object 601 , but the user's joystick operation points to other directions. In this way, the skill release direction is re-determined according to the joystick operation.
- FIG. 7A, 7B, 8A and 8B are schematic diagrams of the control method of the virtual object provided by the embodiment of the present application
- FIG. 8A and FIG. 8B are the virtual object provided by the embodiment of the present application
- FIG. 7A , FIG. 7B , FIG. 8A and FIG. 8B are a schematic flowchart of the control method of FIG. 7A , and the implementation of the virtual object control method provided by the embodiment of the present application will be described.
- the skill target selection logic is as follows:
- a coordinate system is determined with the position of the controlled virtual object itself as the origin and the positive direction of the controlled virtual object as the positive direction.
- the angle is ⁇ and the distance is L1 (that is, the distance from the controlled virtual object is L1)
- the enemy closest to the controlled virtual object is found as the skill target.
- the above-mentioned ⁇ , L1 and L2 are configuration parameters.
- the target switching process will be performed. If it is successfully switched to a new target, the new target will be used as the skill target.
- Fig. 7B when releasing the skill, if the user has a joystick operation, the following determination process is performed.
- the controlled virtual object and the selected target determine a direction (that is, the direction corresponding to the target in Fig. 7B), and the joystick operation (
- the camera is a coordinate system) to determine a direction (that is, the direction corresponding to the joystick in Figure 7B), and the angle between the two directions is ⁇ ; if ⁇ 1/2, the controlled virtual object turns to the selected target normally; if ⁇ > ⁇ 1/2, the corresponding direction of the joystick is used to determine whether there is an enemy within the range of the left and right angle ⁇ 2, the distance is L1 (that is, the distance from the controlled virtual object is L1), and if so, it will be Set as a new target, if not there are two processing methods:
- the above-mentioned L1, ⁇ 1, and ⁇ 2 are configuration parameters.
- the client performs a rehearsal of the skill logic first, and the server verifies it.
- the server also verifies the target selected by the skill. If there is no problem, the client's result is recognized. normal release. If there is a problem, it is determined that there is a problem with the client's skill release, and corrections are made.
- FIG. 8A is a process in which the server verifies the target selection result of the skill released by the client. For example, after receiving the skill target uploaded by the client, the server verifies the skill target, and when the verification is incorrect, notifies the If the client target is incorrect, send the correct target, and perform target correction; when the verification is correct, the skill target is selected correctly, and the process ends.
- the target selection logic of the server is the same as the above-mentioned target selection logic of the client, but the relevant logic is run on the server, Then inform the client of the result.
- FIG. 8B is a process in which the server actively releases the skill and notifies the client of the result. For example, when the server actively releases the skill, the skill target selection result is calculated and the result is sent to the client.
- a most suitable skill target is selected according to different skills and the user's joystick operation.
- each skill can determine its own target selection logic through configuration parameters according to the skill characteristics, thereby improving the user's combat experience.
- the following describes an exemplary structure in which the virtual object control apparatus 555 provided by the embodiment of the present application is implemented as a software module with reference to FIG. 2 .
- the virtual object control apparatus 555 stored in the memory 550 is described below.
- Software modules in can include:
- the selection module 5551 is configured to, in response to the selection operation of the skill to be released for the first virtual object, display the skill release lock sign corresponding to the second virtual object at the position of the second virtual object that is adapted to the type of the skill; the direction
- the setting module 5552 is configured to, in response to the direction setting operation for the skill, determine the third virtual object according to the release direction when there is a deviation between the set release direction and the direction of the second virtual object relative to the first virtual object , and display the skill release lock mark corresponding to the third virtual object at the position of the third virtual object, and cancel the display of the skill release lock mark corresponding to the second virtual object.
- the selection module 5551 is further configured to determine a plurality of indicators associated with the type of skill and a parameter range corresponding to each indicator; determine a plurality of candidate virtual objects in the virtual scene, and determine a plurality of candidate virtual objects The object corresponds to the parameter value of each indicator; the second virtual object is determined from the plurality of candidate virtual objects according to the parameter value and parameter range of the plurality of candidate virtual objects corresponding to each indicator; wherein, the types of indicators include: direction , distance, life status, protection ability.
- the type of skill is associated with a priority indicator, and the priority indicator is the one with the highest priority among multiple indicators associated with the type of skill;
- the selection module 5551 is further configured to, among the plurality of candidate virtual objects, determine the corresponding Candidate virtual objects whose parameter values of the indicators are all within the parameter range; the determined candidate virtual objects are sorted in ascending order according to the parameter values of the corresponding priority indicators, and the first part of the candidate virtual objects in the ascending order result is determined as the second virtual object .
- the index associated with the type of skill includes direction and distance; the parameter range corresponding to the direction includes the first direction range; the parameter range corresponding to the distance includes the first distance range and the second distance range, wherein the first distance range The priority of the distance is higher than the priority of the second distance range; the selection module 5551 is further configured to, among the plurality of candidate virtual objects, determine that relative to the first virtual object, it is within the range of the first direction and relative to the first virtual object candidate virtual objects within the first distance range; when there is no virtual object within the first direction range with respect to the first virtual object and within the first distance range with respect to the first virtual object, determine The virtual object is a candidate virtual object within the range of the first direction and within the range of the second distance relative to the first virtual object.
- the selection module 5551 is further configured to, when the skill is used to implement the confrontation behavior, determine the virtual object in the virtual scene that competes with the group to which the first virtual object belongs as a candidate virtual object; when the skill is used to implement the confrontation behavior When assisting the behavior, a virtual object belonging to the same group as the first virtual object in the virtual scene is determined as a candidate virtual object.
- control device 555 of the virtual object further includes: a release module configured to release the skill for the third virtual object when the display duration of the skill release lock mark of the third virtual object exceeds the duration threshold;
- the release operation of the skill is to release the skill for the third virtual object.
- the release module is further configured to, in the process of releasing the skill, in response to a direction change operation for the skill, when there is a deviation between the changed release direction and the direction of the third virtual object relative to the first virtual object , determine the fourth virtual object according to the changed release direction, and continue to release the skill for the fourth virtual object.
- the direction setting module 5552 is further configured to, when the angular deviation between the release direction and the direction of the second virtual object relative to the first virtual object exceeds the deviation threshold, place the direction setting module 5552 in the release direction and the first virtual object in the release direction.
- the virtual object with the closest distance between the objects is determined as the third virtual object; wherein, when the skill is used to implement confrontational behavior, the third virtual object and the first virtual object belong to different groups that are opposed to each other; When the assisting action is performed, the third virtual object and the first virtual object belong to the same group.
- the direction setting module 5552 is further configured to: when the angular deviation between the release direction and the direction of the second virtual object relative to the first virtual object exceeds the deviation threshold, and there is no virtual machine that the skill can function in the release direction object, displays a message for prompting to reset the release direction.
- the direction setting module 5552 is further configured to display first prompt information when the set release direction is within the range of the second direction; wherein the first prompt information is used to prompt that the release will be released according to the set release direction.
- the direction re-determines the virtual object that the skill is to be used for.
- the direction setting module 5552 is further configured to display second prompt information when the set release direction is within the range of the third direction; wherein the second prompt information is used to prompt that the virtual object to be used by the skill is The second virtual object.
- the direction setting module 5552 is further configured to, in response to the object setting operation for the skill, display the skill release lock sign corresponding to the fifth virtual object at the position of the fifth virtual object, and cancel the display corresponding to the second virtual object.
- the release module is further configured to release the skill for the second virtual object when the display duration of the skill release lock mark of the second virtual object exceeds the duration threshold; or, in response to the release operation for the skill, for the second virtual object Virtual objects release skills.
- the direction setting module 5552 is further configured to: when the angular deviation between the release direction and the direction of the second virtual object relative to the first virtual object exceeds the deviation threshold, and there is no virtual machine that the skill can function in the release direction object, at the position of the second virtual object, continue to display the skill release lock mark corresponding to the second virtual object.
- Embodiments of the present application provide a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
- the processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the above-described virtual object control method in the embodiment of the present application.
- the embodiments of the present application provide a computer-readable storage medium storing executable instructions, wherein the executable instructions are stored, and when the executable instructions are executed by a processor, the processor will cause the processor to execute the virtual object provided by the embodiments of the present application.
- the control method for example, the control method of the virtual object shown in FIG. 3 , FIG. 4 or FIG. 5 .
- the computer-readable storage medium may include memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; it may also include one or any combination of the foregoing memories. kind of equipment.
- executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language, including compiled or interpreted languages, or declarative or procedural languages, and which Deployment may be in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
- executable instructions may, but do not necessarily correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, a Hyper Text Markup Language (HTML, Hyper Text Markup Language) document
- HTML Hyper Text Markup Language
- One or more scripts in stored in a single file dedicated to the program in question, or in multiple cooperating files (eg, files that store one or more modules, subroutines, or code sections).
- executable instructions may be deployed to be executed on one computing device, or on multiple computing devices located at one site, or alternatively, distributed across multiple sites and interconnected by a communication network execute on.
- the target closest to what the user wants to attack can be selected and used as the target for skill release, so that different types of skills of the user can hit the target that the user wants to hit the most.
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Abstract
Description
Claims (18)
- 一种虚拟对象的控制方法,应用于电子设备,所述方法包括:响应于针对第一虚拟对象的待释放的技能的选择操作,在与所述技能的类型适配的第二虚拟对象的位置,显示对应所述第二虚拟对象的技能释放锁定标识;响应于针对所述技能的方向设定操作,当设定的释放方向与所述第二虚拟对象相对于所述第一虚拟对象的方向之间存在偏差时,根据所述释放方向确定第三虚拟对象,并在所述第三虚拟对象的位置,显示对应所述第三虚拟对象的技能释放锁定标识,并取消显示对应所述第二虚拟对象的技能释放锁定标识。
- 根据权利要求1所述的方法,其中,在所述显示对应所述第二虚拟对象的技能释放锁定标识之前,所述方法还包括:确定与所述技能的类型关联的多个指标、以及对应每个所述指标的参数范围;确定在虚拟场景中的多个候选虚拟对象,并确定所述多个候选虚拟对象对应每个所述指标的参数值;根据所述多个候选虚拟对象对应每个所述指标的参数值、以及所述参数范围,在所述多个候选虚拟对象中确定所述第二虚拟对象;其中,所述指标的类型包括:方向、距离、生命状态、防护能力。
- 根据权利要求2所述的方法,其中,所述技能的类型关联一个优先指标、且所述优先指标是与所述技能的类型关联的多个指标中优先级最高的一个;所述根据所述多个候选虚拟对象对应每个所述指标的参数值、以及所述参数范围,在所述多个候选虚拟对象中确定所述第二虚拟对象,包括:在所述多个候选虚拟对象中,确定对应所述指标的参数值均在所述参数范围内的候选虚拟对象;将确定的候选虚拟对象按照对应所述优先指标的参数值进行升序排序,并将升序排序结果中在前的部分候选虚拟对象确定为所述第二虚拟对象。
- 根据权利要求3所述的方法,其中,与所述技能的类型关联的指标包括方向和距离;对应所述方向的参数范围包括第一方向范围;对应所述距离的参数范围包括第一距离范围和第二距离范围,其中,所述第一距离范围的优先级高于所述第二距离范围的优先级;所述在所述多个候选虚拟对象中,确定对应所述指标的参数值均在所述参数范围内的候选虚拟对象,包括:在所述多个候选虚拟对象中,确定相对于所述第一虚拟对象在所述第一方向范围内、且相对于所述第一虚拟对象在所述第一距离范围内的候选虚拟对象;当不存在任一个虚拟对象相对于所述第一虚拟对象在所述第一方向范围内、且相对于所述第一虚拟对象在所述第一距离范围内时,确定相对于所述第一虚拟对象在所述第一方向范围内、且相对于所述第一虚拟对象在所述第二距离范围内的候选虚拟对象。
- 根据权利要求2所述的方法,所述确定在虚拟场景中的多个候选虚拟对象,包括:当所述技能用于实施对抗行为时,将所述虚拟场景中与所述第一虚拟对象所属群组相互对抗的虚拟对象,确定为所述候选虚拟对象;当所述技能用于实施协助行为时,将所述虚拟场景中与所述第一虚拟对象属于相同群组的虚拟对象,确定为所述候选虚拟对象。
- 根据权利要求1所述的方法,其中,在所述显示对应所述第三虚拟对象的技能 释放锁定标识之后,所述方法还包括:当所述第三虚拟对象的技能释放锁定标识的显示时长超过时长阈值时,针对所述第三虚拟对象释放所述技能;或者,响应于针对所述技能的释放操作,针对所述第三虚拟对象释放所述技能。
- 根据权利要求6所述的方法,其中,在所述针对所述第三虚拟对象释放所述技能之后,所述方法还包括:在释放所述技能的过程中,响应于针对所述技能的方向更改操作,当更改后的释放方向与所述第三虚拟对象相对于所述第一虚拟对象的方向之间存在偏差时,根据所述更改后的释放方向确定第四虚拟对象,并针对所述第四虚拟对象继续释放所述技能。
- 根据权利要求1所述的方法,其中,所述当设定的释放方向与所述第二虚拟对象相对于所述第一虚拟对象的方向之间存在偏差时,根据所述释放方向确定第三虚拟对象,包括:当所述释放方向与所述第二虚拟对象相对于所述第一虚拟对象的方向之间的角度偏差超过偏差阈值时,将位于所述释放方向、且与所述第一虚拟对象之间的距离最近的虚拟对象,确定为所述第三虚拟对象;其中,当所述技能用于实施对抗行为时,所述第三虚拟对象与所述第一虚拟对象分别属于相互对抗的不同群组;当所述技能用于实施协助行为时,所述第三虚拟对象与所述第一虚拟对象属于相同群组。
- 根据权利要求1所述的方法,其中,在所述响应于针对所述技能的方向设定操作之后,所述方法还包括:当所述释放方向与所述第二虚拟对象相对于所述第一虚拟对象的方向之间的角度偏差超过偏差阈值、且所述释放方向上不存在所述技能能够作用的虚拟对象时,显示用于提示重新设定释放方向的提示信息。
- 根据权利要求1所述的方法,其中,响应于针对所述技能的方向设定操作时,所述方法还包括:当所述设定的释放方向在第二方向范围内时,显示第一提示信息;其中,所述第一提示信息用于提示将会根据所述设定的释放方向重新确定所述技能待作用的虚拟对象。
- 根据权利要求1所述的方法,其中,响应于针对所述技能的方向设定操作时,所述方法还包括:当所述设定的释放方向在第三方向范围内时,显示第二提示信息;其中,所述第二提示信息用于提示所述技能待作用的虚拟对象是所述第二虚拟对象。
- 根据权利要求1所述的方法,其中,在所述显示对应所述第二虚拟对象的技能释放锁定标识之后,所述方法还包括:响应于针对所述技能的对象设定操作,在第五虚拟对象的位置,显示对应所述第五虚拟对象的技能释放锁定标识,并取消显示对应所述第二虚拟对象的技能释放锁定标识;其中,所述第五虚拟对象是所述对象设定操作所设定的虚拟对象。
- 根据权利要求1所述的方法,其中,在所述显示对应所述第二虚拟对象的技能释放锁定标识之后,所述方法还包括:当所述第二虚拟对象的技能释放锁定标识的显示时长超过时长阈值时,针对所述第二虚拟对象释放所述技能;或者,响应于针对所述技能的释放操作,针对所述第二虚拟对象释放所述技能。
- 根据权利要求1所述的方法,其中,在所述响应于针对所述技能的方向设定操作之后,所述方法还包括:当所述释放方向与所述第二虚拟对象相对于所述第一虚拟对象的方向之间的角度偏差超过偏差阈值、且所述释放方向上不存在所述技能能够作用的虚拟对象时,在所述第二虚拟对象的位置,继续显示对应所述第二虚拟对象的技能释放锁定标识。
- 一种虚拟对象的控制装置,所述装置包括:选择模块,配置为响应于针对第一虚拟对象的待释放的技能的选择操作,在与所述技能的类型适配的第二虚拟对象的位置,显示对应所述第二虚拟对象的技能释放锁定标识;方向设定模块,配置为响应于针对所述技能的方向设定操作,当设定的释放方向与所述第二虚拟对象相对于所述第一虚拟对象的方向之间存在偏差时,根据所述释放方向确定第三虚拟对象,并在所述第三虚拟对象的位置,显示对应所述第三虚拟对象的技能释放锁定标识,并取消显示对应所述第二虚拟对象的技能释放锁定标识。
- 一种电子设备,所述电子设备包括:存储器,用于存储可执行指令;处理器,用于执行所述存储器中存储的可执行指令时,实现权利要求1至14任一项所述的虚拟对象的控制方法。
- 一种计算机可读存储介质,存储有可执行指令,用于被处理器执行时,实现权利要求1至14任一项所述的虚拟对象的控制方法。
- 一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令使得计算机执行如权利要求1至14任一项所述的虚拟对象的控制方法。
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