WO2024125161A1 - 虚拟对象控制方法、装置、终端及存储介质 - Google Patents
虚拟对象控制方法、装置、终端及存储介质 Download PDFInfo
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- WO2024125161A1 WO2024125161A1 PCT/CN2023/130204 CN2023130204W WO2024125161A1 WO 2024125161 A1 WO2024125161 A1 WO 2024125161A1 CN 2023130204 W CN2023130204 W CN 2023130204W WO 2024125161 A1 WO2024125161 A1 WO 2024125161A1
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- Prior art keywords
- skill
- virtual
- virtual object
- target
- movement operation
- Prior art date
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- 238000000034 method Methods 0.000 title claims abstract description 74
- 230000004044 response Effects 0.000 claims abstract description 51
- 238000004590 computer program Methods 0.000 claims description 23
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5258—Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
-
- 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
- A63F13/533—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 for prompting the player, e.g. by displaying a game menu
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/0486—Drag-and-drop
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
Definitions
- the embodiments of the present application relate to the field of computer technology, and in particular to a virtual object control method, device, terminal and storage medium.
- the user controls the virtual object to release the skill at the aimed position.
- the aimed position deviates, the skill will be released in vain. If the aimed position is to be adjusted, the user needs to control the virtual object again to release the skill.
- the embodiments of the present application provide a virtual object control method, device, terminal and storage medium, which can improve the human-computer interaction efficiency of controlling virtual objects.
- the technical solution is as follows:
- a virtual object control method is provided, the method being executed by a terminal, the method comprising:
- a skill effective position is selected based on a movement direction of the first movement operation, and after the first movement operation ends, the first virtual object is controlled to release the target skill to the currently selected skill effective position, wherein the target skill has an effective duration;
- the skill effectiveness position of the target skill is adjusted based on the moving direction of the second movement operation, and the first virtual object is controlled to follow the adjusted skill effectiveness position to release the target skill.
- a virtual object control device comprising:
- a display module configured to display a first virtual object, a first virtual wheel, and a second virtual wheel corresponding to a target skill on a virtual scene interface, wherein, when the first virtual object does not release any skill, the first virtual wheel is used to control the moving direction of the first virtual object;
- a skill release module for responding to a first movement operation in the second virtual wheel, selecting a skill effective position based on a movement direction of the first movement operation, and controlling the first virtual object to release the target skill to the currently selected skill effective position after the first movement operation is completed, wherein the target skill has an effective duration;
- a position adjustment module is used to respond to a second movement operation in the first virtual roulette within the effectiveness period of the target skill, adjust the skill effectiveness position of the target skill based on the moving direction of the second movement operation, and control the first virtual object to release the target skill following the adjusted skill effectiveness position.
- a terminal comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor so that the terminal implements the operations performed by the virtual object control method as described in the above aspects.
- a non-volatile computer-readable storage medium is provided. At least one computer program is stored in the material, and the at least one computer program is loaded and executed by the processor to enable the computer to implement the operations performed by the virtual object control method as described in the above aspects.
- a computer program product including a computer program, wherein the computer program is loaded and executed by a processor to enable a computer to implement the operations performed by the virtual object control method as described in the above aspects.
- the player can select the initial effective position of the skill by manipulating the second virtual roulette wheel and release the skill at the effective position. During the effective period of the skill, the player can also continue to adjust the effective position of the skill by manipulating the first virtual roulette wheel, and the player does not need to re-execute the operation of releasing the skill. In addition, since the first virtual roulette wheel is used to control the moving direction of the virtual object, the player is relatively familiar with the first virtual roulette wheel.
- the player can adjust the effective position with the help of the first virtual roulette wheel, which makes the player's operation more convenient, reduces the player's operating burden, improves the convenience of adjusting the effective position of the skill, and thus improves the human-computer interaction efficiency of controlling the virtual object.
- FIG1 is a schematic diagram of an implementation environment provided by an embodiment of the present application.
- FIG2 is a flow chart of a virtual object control method provided in an embodiment of the present application.
- FIG3 is a flow chart of a virtual object control method provided in an embodiment of the present application.
- FIG4 is a schematic diagram of a virtual scene interface provided in an embodiment of the present application.
- FIG5 is a schematic diagram of another virtual scene interface provided in an embodiment of the present application.
- FIG6 is a schematic diagram of another virtual scene interface provided in an embodiment of the present application.
- FIG7 is a schematic diagram of another virtual scene interface provided in an embodiment of the present application.
- FIG8 is a flow chart of a virtual object control method provided in an embodiment of the present application.
- FIG9 is a schematic diagram of the structure of a virtual object control device provided in an embodiment of the present application.
- FIG. 10 is a schematic diagram of the structure of a terminal provided in an embodiment of the present application.
- first first
- second second
- first virtual object a first virtual object
- first virtual object a second virtual object
- first virtual object a second virtual object
- At least one refers to one or more than one.
- at least one virtual object can be one virtual object, two virtual objects, three virtual objects, or any other virtual object greater than or equal to one.
- Multiple refers to two or more than two.
- multiple virtual objects can be two virtual objects, three virtual objects, or any other virtual objects greater than or equal to two.
- Each refers to each of at least one.
- each virtual object refers to each virtual object in the multiple virtual objects. If the multiple virtual objects are 3 virtual objects, each virtual object refers to each virtual object in the 3 virtual objects.
- the user controls the virtual object to release the skill at the aimed position.
- the aimed position deviates, the skill will be released in vain. If you want to adjust the aimed position, you need to control the virtual object again to release the skill.
- the solution of this related art is cumbersome to operate, resulting in low efficiency of human-computer interaction for controlling virtual objects. Therefore, it is necessary to provide a virtual object control method that can improve the efficiency of human-computer interaction for controlling virtual objects.
- the virtual scene involved in the present application can be used to simulate a three-dimensional virtual space, which can be an open space.
- the virtual scene can be used to simulate a real environment in reality.
- the virtual scene can include the sky, land, ocean, etc.
- the land can include environmental elements such as deserts and cities.
- the virtual scene can also include virtual items, such as virtual throwing objects, virtual buildings, virtual vehicles, and props required for virtual objects in the virtual scene to arm themselves or fight with other virtual objects.
- the virtual scene can also be used to simulate the real environment under different weather conditions, such as sunny, rainy, foggy or snowy weather.
- Various scene elements enhance the diversity and authenticity of the virtual scene.
- the user controls the virtual object to move in the virtual scene.
- the virtual object is a virtual image in the virtual scene that represents the user.
- the virtual image is in any form, such as a person or an animal, etc., and the present application does not limit this.
- the electronic game is a first-person shooter game, a third-person shooter game, or other electronic games that use props for remote attacks.
- the user can control the virtual object to fall freely, glide, or open a parachute to fall in the sky of the virtual scene, run, jump, crawl, bend forward on land, etc., or control the virtual object to swim, float or dive in the ocean, etc.
- the user can also control the virtual object to move in the virtual scene by riding a vehicle.
- the user can also control the virtual object to enter and exit the virtual building in the virtual scene, discover and pick up virtual items (for example, virtual throwing objects, props) in the virtual scene, and then fight with other virtual objects through the picked-up virtual items.
- the virtual item can be a virtual clothing, a virtual helmet, a virtual medical product, etc., or it can be a virtual item left after other virtual objects are eliminated.
- the above scenario is merely used as an example for illustration and is not specifically limited in the embodiments of the present application.
- an electronic game scene is taken as an example.
- the user performs an operation on the terminal in advance. After the terminal detects the user's operation, it downloads the game configuration file of the electronic game.
- the game configuration file includes the application program, interface display data or virtual scene data of the electronic game, so that when the user logs in to the electronic game on the terminal, the game configuration file is called to render and display the electronic game interface.
- the user performs a touch operation on the terminal. After the terminal detects the touch operation, it determines the game data corresponding to the touch operation and renders and displays the game data.
- the game data includes virtual scene data and behavior data of virtual objects in the virtual scene, etc.
- the virtual scene is displayed in full screen, or the global map is independently displayed in the first preset area of the current display interface while the virtual scene is displayed on the current display interface, or the terminal displays the global map only when a click operation on a preset button is detected.
- the global map is used to display a thumbnail of the virtual scene, and the thumbnail is used to describe the geographical features such as the terrain, landform, and geographical location corresponding to the virtual scene.
- the terminal can also display thumbnails of virtual scenes within a certain distance around the current virtual object on the current display interface, and when a click operation on the global map is detected, a thumbnail of the entire virtual scene is displayed in the second preset area of the current display interface of the terminal, so that the user can not only view the virtual scenes around him, but also the entire virtual scene.
- the terminal detects a zoom operation on the complete thumbnail, it zooms and displays the complete thumbnail.
- the complete thumbnail refers to a thumbnail of the entire virtual scene.
- the specific display position and shape of the first preset area and the second preset area are set according to the user's operating habits.
- the first preset area is a rectangular area at the upper right corner, lower right corner, upper left corner or lower left corner of the current display interface
- the second preset area is a square area on the right or left side of the current display interface; or, the first preset area and the second preset area are circular areas or areas of other shapes.
- the embodiment of the present application does not limit the specific display positions and shapes of the first preset area and the second preset area.
- FIG1 is a schematic diagram of an implementation environment provided by an embodiment of the present application. As shown in FIG1 , the implementation environment includes a terminal 101 and a server 102. The terminal 101 is directly or indirectly connected to the server 102 via a wired or wireless communication. FIG1 only takes the connection between the server 102 and the terminal 101 as an example. In addition, the server 102 can be connected to other terminals.
- the terminal 101 is a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart TV, a smart watch or a handheld portable gaming device, etc., but is not limited thereto.
- the server 102 is an independent physical server, or the server 102 is a server cluster or a distributed system composed of multiple physical servers, or the server 102 provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, Cloud servers that provide basic cloud computing services such as middleware services, domain name services, security services, CDN (Content Delivery Network), as well as big data and artificial intelligence platforms.
- CDN Content Delivery Network
- the server 102 provides a virtual scene for the terminal 101.
- the terminal 101 can display a virtual scene interface and display virtual objects in the virtual scene interface through the virtual scene provided by the server 102.
- the terminal 101 can control the virtual scene and virtual objects based on the virtual scene interface.
- the server 102 is used to perform background processing according to the control of the virtual scene by the terminal 101, and provide background support for the terminal 101.
- the server 102 is a game server, and a game application provided by the server 102 runs in the terminal 101, and the terminal 101 interacts with the server 102 through the game application.
- the virtual object control method provided in the embodiment of the present application can be applied in the scenario of electronic games.
- any virtual object in the virtual scene can attack other virtual objects by releasing skills.
- virtual object 1 and virtual object 2 the method provided in the embodiment of the present application is adopted.
- the player uses the second virtual roulette to aim at the position of virtual object 2 to select the initial skill effective position of the target skill.
- virtual object 2 After releasing the target skill to the skill effective position, within the effective duration of the target skill, virtual object 2 will avoid the target skill by moving.
- the player can use the first virtual roulette to adjust the skill effective position of the target skill in real time, so that within the effective duration, the target skill can always hit the virtual object 2.
- FIG. 2 is a flow chart of a virtual object control method provided in an embodiment of the present application.
- the embodiment of the present application is executed by a terminal. Referring to FIG. 2 , the method includes the following steps 201 to 203:
- the terminal displays a first virtual object, a first virtual roulette wheel, and a second virtual roulette wheel corresponding to a target skill on a virtual scene interface.
- the first virtual wheel is used to control the moving direction of the first virtual object.
- the virtual scene interface is an interface for displaying a virtual scene.
- the terminal displays a virtual scene within the viewing angle of a first virtual object in the virtual scene interface.
- the first virtual object is a virtual object controlled by the terminal, and the virtual scene also includes other virtual objects.
- the embodiment of the present application is applied to a competitive scene.
- a competitive scene refers to a scene in which multiple virtual objects in a virtual scene enable competitive functions to conduct competition.
- an embodiment of the present application is applied to MOBA (Multiplayer Online Battle Arena Games) electronic games.
- MOBA Multiplayer Online Battle Arena Games
- the virtual scene interface displays the first virtual object, the first virtual roulette, and the second virtual roulette corresponding to the target skill.
- the first virtual roulette is used to control the moving direction of the first virtual object. For example, a pressing operation is performed on the first virtual roulette, and the first virtual object moves in the moving direction of the pressing operation.
- the first virtual roulette is displayed on the left side of the virtual scene interface.
- the first virtual roulette can also be displayed in other locations of the virtual scene interface, such as the right side.
- the first virtual wheel may also be a tool dedicated to adjusting the effective position of a released skill.
- the skills in the embodiments of the present application are a means of interaction between virtual objects.
- Skills can be divided into offensive skills and auxiliary skills. Releasing offensive skills to a virtual object can cause damage to the virtual object, such as reducing health points or reducing movement speed, etc. Releasing auxiliary skills to a virtual object can add additional gains to the virtual object, such as increasing health points or improving defense, etc.
- the virtual scene interface also displays a second virtual roulette wheel corresponding to the target skill.
- the target skill can be any skill that the first virtual object can release.
- the second virtual roulette wheel corresponding to the target skill is used to control the initial skill effective position of the target skill.
- the second virtual roulette wheels corresponding to different skills can be the same or different.
- the process of displaying the second virtual roulette on the virtual scene interface includes: in response to a skill release operation on a target skill, displaying the second virtual roulette on the virtual scene interface. That is, the terminal does not display the second virtual roulette corresponding to each skill in the virtual scene interface by default, but displays the second virtual roulette corresponding to the skill when the player performs a skill release operation on a skill, so that the player can control the initial skill effective position of the skill by manipulating the second virtual roulette, which is conducive to improving the display effect of the virtual scene interface.
- the terminal may also directly display the second virtual roulette wheel corresponding to the target skill in the virtual scene interface, without being restricted by the release operation of the target skill.
- the terminal responds to the first movement operation in the second virtual roulette, selects a skill effective position based on the moving direction of the first movement operation, and after the first movement operation is completed, controls the first virtual object to release a target skill to the currently selected skill effective position, and the target skill has an effective duration.
- the second virtual wheel is used to control the initial skill effective position of the target skill.
- the virtual scene interface also displays a second virtual wheel corresponding to the target skill. If the user wants to control the first virtual object to release the target skill, the first movement operation in the second virtual wheel is executed, and the first movement operation is maintained to move in the second virtual wheel. Since the second virtual wheel is used to control the initial skill effective position of the target skill, the initial skill effective position can be flexibly selected by executing the first movement operation. When the user determines that the current aiming position is the desired skill effective position, the first movement operation is ended, and the terminal controls the first virtual object to release the target skill at the skill effective position.
- the first movement operation refers to a movement operation generated in the second virtual wheel.
- the embodiment of the present application does not limit the type of the first movement operation, as long as there is a clear movement direction.
- the first movement operation may refer to an operation of moving based on the first pressing operation, or may refer to an operation of moving based on the first touching operation, etc.
- the target skill in the embodiment of the present application has an effective duration, for example, the effective duration is 10 seconds or 15 seconds.
- the effective duration is 10 seconds or 15 seconds.
- the user does not need to perform other operations, and the target skill will continue to be effective.
- the target skill is to launch a virtual shooting object, then during the effective duration, the first virtual object will automatically and continuously launch the virtual shooting object.
- the terminal responds to the second movement operation in the first virtual roulette, adjusts the skill effective position of the target skill based on the moving direction of the second movement operation, and controls the first virtual object to follow the adjusted skill effective position to release the target skill.
- the second movement operation in the first virtual roulette is executed, and the second movement operation is kept moving in the first virtual roulette.
- the terminal adjusts the skill effective position of the target skill based on the moving direction of the second movement operation. For example, when the moving direction of the second movement operation is eastward, the current skill effective position is adjusted eastward.
- the first virtual object is controlled to follow the adjusted skill effective position to release the target skill. That is, the position to which the skill effective position is adjusted is the position at which the target skill is released.
- the second movement operation refers to a movement operation generated in the first virtual wheel.
- the embodiment of the present application does not limit the type of the second movement operation, as long as it has a clear movement direction.
- the second movement operation may refer to an operation of moving based on the second pressing operation, or may refer to an operation of moving based on the second touch operation, etc.
- the player can select the initial effective position of the skill by manipulating the second virtual roulette wheel and release the skill at the effective position.
- the player can also continue to adjust the effective position of the skill by manipulating the first virtual roulette wheel without having to re-execute the skill release operation.
- the player since the first virtual roulette wheel is used to control the moving direction of the virtual object, the player is relatively familiar with the first virtual roulette wheel.
- the player can adjust the effective position with the help of the first virtual roulette wheel, which makes the player's operation more convenient, reduces the player's operating burden, improves the convenience of adjusting the effective position of the skill, and thus improves the human-computer interaction efficiency of controlling the virtual object.
- FIG3 is a flow chart of a virtual object control method provided by the embodiment of the present application.
- the embodiment of the present application is executed by a terminal. Referring to FIG3, the method includes:
- the terminal displays a first virtual object and a first virtual roulette wheel on a virtual scene interface.
- the first virtual wheel is used to control the moving direction of the first virtual object.
- the virtual scene interface further displays a skill control corresponding to at least one skill of the first virtual object, and the skill control is used to release the skill. For example, if the first virtual object currently has three skills, the terminal displays the skill controls corresponding to the three skills in the virtual scene interface.
- the terminal In response to a skill release operation on a target skill, the terminal displays a skill aiming frame and a second virtual wheel on a virtual scene interface, where the skill aiming frame is used to indicate a skill effective position of the target skill.
- a skill release operation for the target skill is performed, and the terminal responds to the skill release operation by displaying a skill aiming frame and a second virtual wheel corresponding to the target skill in the virtual scene interface.
- the skill release operation for the target skill may refer to a trigger operation (e.g., a pressing operation) on a skill control corresponding to the target skill, or may refer to a shortcut key operation for releasing the target skill, etc.
- the terminal does not display the second virtual roulette wheel corresponding to each skill in the virtual scene interface, but only displays the second virtual roulette wheel corresponding to the skill when the player performs a skill release operation on a certain skill, so that the player can control the initial skill effective position of the skill by manipulating the second virtual roulette wheel, which is conducive to improving the display effect of the virtual scene interface.
- the virtual scene interface also displays a skill control corresponding to the target skill.
- the player performs a trigger operation (e.g., a press operation) on the skill control.
- the terminal displays a second virtual wheel in the area where the skill control is located, and displays a skill aiming frame on the virtual scene interface.
- the player controls the press operation to move on the second virtual wheel to select the initial skill effective position of the target skill.
- the process is detailed in the following step 303.
- the skill aiming frame displayed by the terminal in response to the skill release operation indicates an initial skill effective position automatically determined by the terminal. Then, in response to the skill release operation of the target skill, the terminal displays the skill aiming frame on the virtual scene interface, including any one of the following (1)-(3):
- the terminal In response to a skill release operation on a target skill, when the target skill is an offensive skill, the terminal displays a skill aiming frame at a location where a second virtual object is located, where the second virtual object is a virtual object that belongs to a different camp from the first virtual object and is closest to the first virtual object.
- the target skill In the case where the target skill is an offensive skill, the target skill will cause damage to the virtual object at the skill effective position, so the target skill is used by the enemy virtual object, that is, when the player controls the first virtual object to release the target skill, it is more desirable that the skill effective position of the target skill is the position of the enemy virtual object. Therefore, in response to the skill release operation of the target skill, the terminal determines the position of the second virtual object closest to the first virtual object and belonging to a different camp from the first virtual object as the initial skill effective position of the target skill, so the terminal displays the skill aiming frame at the position of the second virtual object.
- the terminal automatically determines the position of the nearest enemy virtual object as the initial skill effective position, and the player does not need to manually adjust the initial skill effective position to the position of the enemy virtual object, which reduces the player's operating burden and is conducive to improving the efficiency of skill release.
- the terminal In response to a skill release operation on a target skill, if the target skill is an auxiliary skill, the terminal displays a skill aiming frame at the location of a third virtual object, where the third virtual object is a virtual object that is closest to the first virtual object among virtual objects that belong to the same camp as the first virtual object.
- the target skill When the target skill is an auxiliary skill, the target skill will add additional gains to the virtual object at the skill's effective position. Therefore, the target skill is used by the friendly virtual object. That is, when the player controls the first virtual object to release the target skill, it is more expected that the target skill's effective position is the position of the friendly virtual object.
- the terminal determines the position of the third virtual object that is closest to the first virtual object and belongs to the same camp as the first virtual object as the initial skill effective position of the target skill, so the terminal displays the skill aiming frame at the position of the third virtual object.
- the terminal automatically determines the position of the nearest friendly virtual object as the initial skill effective position, and the player does not need to manually adjust the initial skill effective position to the position of the friendly virtual object, which reduces the player's operating burden and is conducive to improving the efficiency of skill release.
- the terminal In response to the skill release operation on the target skill, the terminal displays a skill aiming frame at the location of the first virtual object.
- the terminal automatically determines the location of the first virtual object as the initial skill effective position, and then the player can adjust the initial skill effective position to the desired position by performing fewer operations, thereby reducing the player's operating burden and improving the efficiency of human-computer interaction and the efficiency of skill release.
- the terminal moves the skill aiming frame according to the movement direction of the first movement operation.
- the first movement operation refers to an operation of moving based on the first pressing operation.
- the terminal can respond to the movement of the first pressing operation in the second virtual wheel and display the skill aiming frame moving in the direction of the movement of the first pressing operation.
- the position of the skill aiming frame is the initial skill effective position of the target skill. If the current skill effective position is not the position expected by the player, the player can continue to maintain the first movement operation and control the first movement operation to move in the second virtual wheel.
- the terminal adjusts the position of the skill aiming frame according to the moving direction of the first movement operation so that the skill aiming frame moves in the moving direction of the first movement operation. For example, when the moving direction of the first movement operation is eastward, the skill aiming frame also moves eastward.
- the terminal displays an area indicator frame in the virtual scene interface in response to a skill release operation on the target skill, and the area indicator frame is used to indicate the effective area of the target skill.
- the terminal moves the skill aiming frame in the area indicator frame in response to the first movement operation according to the movement direction of the first movement operation.
- the first movement operation refers to an operation of moving based on the first pressing operation
- the terminal responds to the movement of the first pressing operation in the second virtual wheel, and displays the skill aiming frame moving in the area indicator frame in the movement direction of the first pressing operation.
- the effective area of the target skill is a circular area with the first virtual object as the center and a preset target value as the radius, and the target value can be set based on experience or flexibly adjusted based on the level of the first virtual object, the type of the target skill, etc. For example, if the target skill is to launch a virtual shooting object, the target value is the range of the virtual shooting object.
- the effective area of the target skill is a rectangular area centered on the first virtual object, with the first value as the width and the second value as the length.
- the first value and the second value can be set based on experience, or can be flexibly adjusted based on the level of the first virtual object, the type of the target skill, etc.
- the first value can be the same as the second value, or different from the second value.
- the above-mentioned effective area of the target skill is only an exemplary description, and the embodiments of the present application are not limited thereto.
- the effective area of the target skill can also be a fan-shaped area, etc.
- the area other than the effective area in the virtual scene interface is the ineffective area of the target skill, and the location of the skill aiming frame is the skill effective position, so the skill aiming frame can only be moved within the area indicator frame and cannot be moved out of the area indicator frame.
- the terminal maintains the position of the skill aiming frame unchanged.
- the skill aiming frame has moved to the edge of the area indication frame, and the moving direction of the first moving operation still indicates moving outside the area indication frame
- the skill aiming frame is controlled to move along with the moving direction of the first moving operation
- the skill aiming frame will move out of the area indication frame. Therefore, in this case, the terminal maintains the position of the skill aiming frame unchanged.
- FIG4 is a schematic diagram of a virtual scene interface provided by an embodiment of the present application.
- the virtual scene interface displays a first skill control 401, a second skill control 402, a third skill control 403, a first virtual wheel 404, a first virtual object 405, and a second virtual object 406.
- the player wants to control the first virtual object 405 to release the skill corresponding to the third skill control 403, the player performs a pressing operation on the third skill control 403.
- the terminal displays a second virtual wheel 407 in the area where the third skill control 403 is located, and displays an area indicator box 408 and a skill aiming box 409 in the virtual scene interface.
- the terminal displays the skill aiming box 409 at the location of the second virtual object 406, and the second virtual object 406 is a virtual object that belongs to a different camp from the first virtual object 405 and is the closest to the first virtual object 405. During this period, the player can control the first pressing operation to move in the second virtual wheel 407 to adjust the position of the skill aiming box 409 to select the initial skill effective position of the skill.
- the terminal controls the first virtual object to release a target skill to a currently selected skill effective position, where the target skill has an effective duration.
- the first movement operation ends, and the terminal controls the first virtual object to release the target skill to the currently selected skill effective position.
- the terminal adjusts the viewing angle of the virtual scene interface so that when the first movement operation is completed, the skill aiming frame is displayed in the central area of the virtual scene interface, and controls the first virtual object to release the target skill to the skill effective position indicated by the skill aiming frame.
- the perspective of the virtual scene interface is adjusted so that the skill aiming frame is displayed in the central area of the virtual scene interface, that is, the position of the skill aiming frame is moved to the central area of the virtual scene interface, so that the skill release process can be clearly fed back to the player, and it is also beneficial for the player to timely observe the dynamics and direction of the virtual object at the skill effective position, so as to make further adjustments to the skill effective position later.
- FIG5 is a schematic diagram of another virtual scene interface provided by an embodiment of the present application.
- the virtual scene interface is shown in FIG5, the terminal cancels the display of the second virtual wheel 407, and the skill aiming frame 409 is displayed in the central area of the virtual scene interface.
- the terminal adjusts the viewing angle of the virtual scene interface so that the skill aiming frame is displayed in the central area of the virtual scene interface
- the first virtual object 405 is displayed to release the special effect of the skill at the position where the skill aiming frame 409 is located, and the duration of the special effect is the effective duration of the skill.
- the terminal responds to the second movement operation in the first virtual roulette, moves the skill aiming frame according to the moving direction of the second movement operation, and controls the first virtual object to release the target skill at the skill effective position indicated by the moving skill aiming frame.
- the position of the skill aiming frame is the initial skill effective position of the target skill. If the user wants to adjust the skill effective position during the effective period of the target skill, the second movement operation in the first virtual wheel is performed, and the second movement operation is kept moving in the first virtual wheel.
- the terminal adjusts the position of the skill aiming frame based on the moving direction of the second movement operation, and controls the first virtual object in real time to release the target skill to the position of the skill aiming frame. For example, when the moving direction of the second movement operation is eastward, the skill aiming frame is moved eastward.
- the player can readjust the skill effective position by manipulating the first virtual wheel, thereby locking the target skill on the second virtual object.
- the first virtual object is controlled to release the target skill at the skill effective position indicated by the moving skill aiming frame, that is, the release effect of the target skill is displayed in real time at the skill effective position indicated by the skill aiming frame.
- the first virtual wheel has two functions: when the first virtual object has not released any skill, the first virtual wheel is used to control the moving direction of the first virtual object; when the first virtual object is releasing a skill, the first virtual wheel is used to adjust the skill effective position of the skill.
- the player's operation focus is to control the movement of the virtual object, so the function of the first virtual roulette at this time is to control the movement direction of the virtual object.
- the player's operation focus is to adjust the skill effective position of the skill, so the function of the first virtual roulette at this time is to adjust the skill effective position of the skill.
- the player only needs to learn the operation method of the first virtual roulette to achieve two different functions, reducing the player's operation burden.
- the player since most of the time during the game, the player needs to use the first virtual roulette to control the movement of the virtual object, the player is relatively familiar with the first virtual roulette.
- the first virtual roulette is used to adjust the effective position, which is conducive to improving the player's operation feel.
- the first virtual roulette and the second virtual roulette are displayed on different sides of the virtual scene interface.
- the first virtual roulette and the second virtual roulette are displayed on both sides of the virtual scene interface (e.g., left and right sides, upper and lower sides, etc.), respectively.
- the player can trigger the second virtual roulette with one hand and the first virtual roulette with the other hand, avoiding the cumbersome situation of switching two different virtual roulettes with the same hand, and improving the ease of operation.
- most of the time the player needs to use the first virtual roulette to control the movement of the virtual object, so one of the player's hands is in a state of preparing to press the first virtual roulette most of the time. Therefore, after releasing the skill, the player can quickly press the first virtual roulette to adjust the effective position of the skill, further improving the ease of operation.
- the terminal adjusts the viewing angle of the virtual scene interface so that the skill aiming frame is displayed in the central area of the virtual scene interface.
- the perspective of the virtual scene interface is adjusted in real time so that the skill aiming frame is displayed in the central area of the virtual scene interface. That is, the position of the skill aiming frame is moved to the central area of the virtual scene interface so that the skill releasing process can be clearly fed back to the player.
- This is equivalent to the perspective of the virtual scene interface also moving with the movement of the skill aiming frame, which is beneficial for the player to timely observe the dynamics and direction of the virtual object at the skill effective position, so as to make further adjustments to the skill effective position later.
- the terminal responds to the second movement operation in the first virtual wheel, maintains the position of the first virtual object unchanged, rotates the orientation of the first virtual object to the skill effectiveness position indicated by the moving direction of the second movement operation, and controls the first virtual object to release the target skill to the skill effectiveness position indicated by the moving direction of the second movement operation.
- the first virtual object is used to adjust the skill effective position, and is no longer used to control the moving direction of the first virtual object, during the effective period of the target skill, even if the second movement operation moves in the first virtual wheel, the position of the first virtual object remains unchanged.
- the orientation of the first virtual object is rotated in real time to the direction of the skill effective position, so as to improve the authenticity of the interaction of the first virtual object.
- FIG7 is a schematic diagram of another virtual scene interface provided by an embodiment of the present application.
- the player moves the second pressing operation in the first virtual wheel 404 downward, and the skill aiming frame 409 also moves downward in the virtual scene interface.
- the movement track of the skill aiming frame 409 is shown in FIG7. It should be noted that FIG7 is only for showing the movement track of the skill aiming frame 409. In actual applications, the virtual scene interface does not display multiple skill aiming frames at the same time.
- the terminal moves the skill aiming frame in the moving direction of the fourth virtual object, that is, the terminal displays the skill aiming frame moving in the moving direction of the fourth virtual object so that the skill aiming frame is located at the position of the fourth virtual object.
- the target duration is less than the effective duration of the target skill.
- the fourth virtual object is any virtual object, for example, the fourth virtual object can be the first virtual object itself, or can be the second virtual object or the third virtual object, etc.
- the terminal will automatically lock the skill aiming frame to the position of the fourth virtual object, so that within the skill effective duration, the fourth virtual object is always located at the skill effective position of the target skill, and the player does not need to continue to manually manipulate the first virtual wheel to adjust the skill effective position. Position, further improving the efficiency of skill release and reducing the player's operating burden.
- the player can select the initial effective position of the skill by manipulating the second virtual roulette wheel and release the skill at the effective position.
- the player can also continue to adjust the effective position of the skill by manipulating the first virtual roulette wheel without having to re-execute the skill release operation.
- the player since the first virtual roulette wheel is used to control the moving direction of the virtual object, the player is relatively familiar with the first virtual roulette wheel.
- the player can adjust the effective position with the help of the first virtual roulette wheel, which makes the player's operation smoother, improves the convenience of adjusting the effective position of the skill, and thus improves the human-computer interaction efficiency of controlling the virtual object.
- the second virtual roulette wheel corresponding to the target skill is displayed, so that the player can control the initial skill effective position of the target skill by manipulating the second virtual roulette wheel, which is conducive to improving the display effect of the virtual scene interface.
- the terminal automatically determines the position of the nearest enemy virtual object as the initial skill effective position, and the player does not need to manually adjust the initial skill effective position to the position of the enemy virtual object, which reduces the player's operating burden and is conducive to improving the efficiency of skill release.
- the terminal automatically determines the position of the nearest friendly virtual object as the initial skill effective position, and the player does not need to manually adjust the initial skill effective position to the position of the friendly virtual object, which reduces the player's operating burden and is conducive to improving the efficiency of skill release.
- the terminal automatically determines the position of the first virtual object as the initial skill effective position, and then the player can adjust the initial skill effective position to the desired position by performing fewer operations, thereby reducing the player's operating burden and improving the efficiency of human-computer interaction and skill release.
- Adjusting the perspective of the virtual scene interface in real time so that the skill aiming frame is displayed in the central area of the virtual scene interface can clearly feed back the skill release process to the player.
- This is equivalent to the perspective of the virtual scene interface also moving with the movement of the skill aiming frame, which is beneficial for the player to timely observe the dynamics and direction of the virtual object at the skill effective position, so as to make further adjustments to the skill effective position later.
- the orientation of the first virtual object is rotated in real time to the direction of the skill effective position, so as to improve the authenticity of the interaction of the first virtual object.
- the first virtual roulette and the second virtual roulette are displayed on both sides of the virtual scene interface.
- the player can trigger the second virtual roulette with one hand and the first virtual roulette with the other hand, avoiding the tedious situation of switching two different virtual roulettes with the same hand, and improving the simplicity of operation.
- most of the time the player needs to use the first virtual roulette to control the movement of the virtual object, so one of the player's hands is in a state of preparing to press the first virtual roulette most of the time. Therefore, after releasing the skill, the player can quickly press the first virtual roulette to adjust the effective position of the skill, further improving the simplicity of operation.
- the terminal When the duration that the fourth virtual object is located at the skill effective position indicated by the skill aiming frame reaches the target duration, the terminal will automatically lock the skill aiming frame at the position of the fourth virtual object, so that during the skill effective duration, the fourth virtual object is always located at the skill effective position of the target skill.
- the player does not need to continue to manually manipulate the first virtual roulette wheel to adjust the skill effective position, which further improves the efficiency of skill release, reduces the player's operating burden, and improves the efficiency of human-computer interaction.
- the player when a player controls a virtual object to release a skill, the player can only select the skill effective position when executing the skill release operation. After selecting the skill effective position, the player releases the skill to the skill effective position. During the skill release period, the skill effective position cannot be readjusted unless the skill release operation is initiated again and the skill effective position is reselected. Therefore, if the player wants to change the skill effective position, the player needs to perform the skill release operation multiple times, such as pressing the corresponding skill control multiple times. When a virtual object has multiple skills, the player's operation burden is greater and the operation is not simple enough.
- the embodiment of the present application provides a virtual object control solution, which can conveniently adjust the skill effective position of a skill.
- the method includes the following steps (1) to (6):
- the player presses the second virtual wheel corresponding to the target skill.
- the player wants to cancel the skill release, the player drags the pressing operation to the cancel area and then releases the pressing operation.
- the terminal detects that the pressing operation ends after being dragged to the cancel area, the skill release is canceled.
- the terminal adjusts the viewing angle of the virtual scene interface so that the skill effective position is displayed in the central area of the virtual scene interface.
- the terminal controls the virtual object to release the target skill to the skill effective position.
- the terminal adjusts the skill effective position according to the moving direction of the pressing operation and releases the target skill to the skill effective position.
- the second virtual roulette wheel is used to determine the initial skill effective position
- the first virtual roulette wheel is used to adjust the skill effective position, which reduces the player's operating burden, improves the player's skill release feel, and provides the player with a new skill release experience.
- the first virtual roulette wheel can be used to adjust the skill effective position of each skill, which is equivalent to providing a first virtual roulette wheel with multiple uses, further reducing the player's operating pressure.
- FIG9 is a schematic diagram of the structure of a virtual object control device provided in an embodiment of the present application.
- the device includes:
- Display module 901 used to display the first virtual object, the first virtual wheel and the second virtual wheel corresponding to the target skill in the virtual scene interface, wherein, when the first virtual object does not release any skill, the first virtual wheel is used to control the moving direction of the first virtual object;
- a skill release module 902 is used to respond to the first movement operation in the second virtual roulette, select a skill effective position based on the movement direction of the first movement operation, and after the first movement operation ends, control the first virtual object to release the target skill to the currently selected skill effective position, and the target skill has an effective time;
- the position adjustment module 903 is used to adjust the skill effective position of the target skill based on the moving direction of the second moving operation within the effective time of the target skill in response to the second moving operation in the first virtual roulette, and control the first virtual object to release the target skill following the adjusted skill effective position.
- the player can select the initial effective position of the skill by manipulating the second virtual wheel and release the skill at the effective position. During the effective period of the skill, the player can also continue to adjust the effective position of the skill by manipulating the first virtual wheel, and the player does not need to re-execute the operation of releasing the skill.
- the second virtual wheel is used to control the moving direction of the virtual object, the player is relatively familiar with the second virtual wheel. During the effective period of the skill, the player can adjust the effective position with the help of the second virtual wheel, which makes the player's operation more smooth, improves the convenience of adjusting the effective position of the skill, and thus improves the human-computer interaction efficiency of controlling the virtual object.
- the position adjustment module 903 is used to:
- a skill aiming frame is moved according to the moving direction of the second movement operation, and the skill aiming frame is used to indicate the skill effective position of the target skill.
- the position adjustment module 903 is further used to:
- the viewing angle of the virtual scene interface is adjusted so that the skill aiming frame is displayed in the central area of the virtual scene interface.
- the position adjustment module 903 is further used to:
- the position of the first virtual object is kept unchanged, and the orientation of the first virtual object is rotated to the skill effective position indicated by the moving direction of the second moving operation.
- the display module 901 is used to display a skill aiming frame and the second virtual roulette wheel on the virtual scene interface in response to a skill release operation on the target skill, wherein the skill aiming frame is used to indicate a skill effective position of the target skill;
- the skill releasing module 902 is used to move the skill aiming frame in response to the first movement operation according to the movement direction of the first movement operation.
- the display module 901 is used to implement any of the following:
- the target skill In response to a skill release operation on the target skill, if the target skill is an offensive skill, displaying the skill aiming frame at a location where a second virtual object is located, the second virtual object being a virtual object that is closest to the first virtual object among virtual objects that belong to a different camp from the first virtual object;
- the target skill is an auxiliary skill, displaying the skill aiming frame at a location where a third virtual object is located, the third virtual object being a virtual object that is closest to the first virtual object among virtual objects that belong to the same camp as the first virtual object;
- the skill aiming frame is displayed at the location of the first virtual object.
- the display module 901 is further used for:
- an area indication frame is displayed in the virtual scene interface, and the area indication frame is used to indicate the effective area of the target skill; in response to the first movement operation, the skill aiming frame is moved in the area indication frame according to the moving direction of the first movement operation.
- the display module 901 is further used for:
- the skill release module 902 is used to:
- the first virtual object is controlled to release the target skill toward the skill effective position indicated by the skill aiming frame.
- the first virtual roulette wheel and the second virtual roulette wheel are displayed on different sides of the virtual scene interface.
- the position adjustment module 903 is further used to:
- the skill aiming frame in response to the time that the fourth virtual object is located at the skill effective position indicated by the skill aiming frame reaching the target duration, the skill aiming frame is moved in the moving direction of the fourth virtual object, the target duration is less than the effective duration, and the fourth virtual object is any virtual object.
- the virtual object control device provided in the above embodiment is only illustrated by the division of the above functional modules.
- the above functions can be assigned to different functional modules as needed, that is, the internal structure of the terminal is divided into different functional modules to complete all or part of the functions described above.
- the virtual object control device provided in the above embodiment and the virtual object control method embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
- An embodiment of the present application also provides a terminal, which includes a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor so that the terminal implements the operations performed in the virtual object control method of the above embodiment.
- FIG. 10 shows a schematic structural diagram of a terminal 1100 provided in an exemplary embodiment of the present application.
- the terminal 1100 includes a processor 1101 and a memory 1102 .
- the processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
- the processor 1101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array).
- the processor 1101 may also include a main processor and a coprocessor.
- the main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state.
- the processor 1101 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen.
- the processor 1101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
- AI Artificial Intelligence
- the memory 1102 may include one or more computer-readable storage media, which may be non-transitory.
- the memory 1102 may also include high-speed random access memory and non-volatile memory, such as one or more Disk storage device, flash memory storage device.
- the non-transitory computer-readable storage medium in the memory 1102 is used to store at least one computer program, and the at least one computer program is used to be possessed by the processor 1101 so that the terminal 1100 implements the virtual object control method provided in the method embodiment of the present application.
- the terminal 1100 may optionally further include: a display screen 1105 .
- the display screen 1105 is used to display a UI (User Interface).
- the UI may include graphics, text, icons, videos, and any combination thereof.
- the display screen 1105 also has the ability to collect touch signals on the surface or above the surface of the display screen 1105.
- the touch signal may be input as a control signal to the processor 1101 for processing.
- the display screen 1105 may also be used to provide virtual buttons and/or virtual keyboards, also known as soft buttons and/or soft keyboards.
- the display screen 1105 may be one, which is arranged on the front panel of the terminal 1100; in other embodiments, the display screen 1105 may be at least two, which are arranged on different surfaces of the terminal 1100 or are folded; in other embodiments, the display screen 1105 may be a flexible display screen, which is arranged on a curved surface or a folded surface of the terminal 1100. Even more, the display screen 1105 may be arranged in a non-rectangular irregular shape, that is, a special-shaped screen.
- the display screen 1105 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc. Exemplarily, the first virtual object, the first virtual roulette, the second virtual roulette, etc. are displayed through the display screen 1105.
- FIG. 10 does not limit the terminal 1100 and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
- An embodiment of the present application also provides a non-volatile computer-readable storage medium, in which at least one computer program is stored.
- the at least one computer program is loaded and executed by a processor to enable the computer to implement the operations performed by the virtual object control method of the above embodiment.
- the embodiment of the present application further provides a computer program product, including a computer program, wherein the computer program is loaded and executed by a processor so that a computer implements the operations performed by the virtual object control method of the above embodiment.
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Abstract
虚拟对象控制方法、装置、终端及存储介质。该方法包括:在虚拟场景界面显示第一虚拟对象、第一虚拟轮盘和目标技能对应的第二虚拟轮盘(201);响应于在第二虚拟轮盘中的第一移动操作,基于第一移动操作的移动方向选择技能生效位置,在第一移动操作结束后,控制第一虚拟对象向当前选择的技能生效位置释放目标技能(202);在目标技能的生效时长内,响应于在第一虚拟轮盘中的第二移动操作,基于第二移动操作的移动方向调整目标技能的技能生效位置,控制第一虚拟对象跟随调整的技能生效位置释放目标技能(203)。采用上述方法、装置、终端及存储介质,提高了调整技能的生效位置的便捷性,提高了控制虚拟对象的人机交互效率。
Description
本申请要求于2022年12月15日提交的申请号为202211616547.5、发明名称为“虚拟对象控制方法、装置、终端及存储介质”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。
本申请实施例涉及计算机技术领域,特别涉及一种虚拟对象控制方法、装置、终端及存储介质。
随着计算机技术的快速发展和智能终端的普及,电子游戏得到了广泛应用。在电子游戏提供的虚拟场景中,用户可以控制虚拟对象向其他虚拟对象释放技能,例如向敌方的虚拟对象释放攻击性的技能,或者向友方的虚拟对象释放辅助性的技能。
相关技术中,用户控制虚拟对象向瞄准的位置释放技能。但是,如果瞄准的位置出现偏差,会导致技能放空的情况,如果想要调整瞄准的位置,需要重新控制虚拟对象释放技能。
发明内容
本申请实施例提供了一种虚拟对象控制方法、装置、终端及存储介质,能够提高控制虚拟对象的人机交互效率。所述技术方案如下:
一方面,提供了一种虚拟对象控制方法,所述方法由终端执行,所述方法包括:
在虚拟场景界面显示第一虚拟对象、第一虚拟轮盘和目标技能对应的第二虚拟轮盘,其中,在所述第一虚拟对象未释放任一技能的情况下,所述第一虚拟轮盘用于控制所述第一虚拟对象的移动方向;
响应于在所述第二虚拟轮盘中的第一移动操作,基于所述第一移动操作的移动方向选择技能生效位置,在所述第一移动操作结束后,控制所述第一虚拟对象向当前选择的技能生效位置释放所述目标技能,所述目标技能具有生效时长;
在所述目标技能的生效时长内,响应于在所述第一虚拟轮盘中的第二移动操作,基于所述第二移动操作的移动方向调整所述目标技能的技能生效位置,控制所述第一虚拟对象跟随调整的技能生效位置释放所述目标技能。
另一方面,提供了一种虚拟对象控制装置,所述装置包括:
显示模块,用于在虚拟场景界面显示第一虚拟对象、第一虚拟轮盘和目标技能对应的第二虚拟轮盘,其中,在所述第一虚拟对象未释放任一技能的情况下,所述第一虚拟轮盘用于控制所述第一虚拟对象的移动方向;
技能释放模块,用于响应于在所述第二虚拟轮盘中的第一移动操作,基于所述第一移动操作的移动方向选择技能生效位置,在所述第一移动操作结束后,控制所述第一虚拟对象向当前选择的技能生效位置释放所述目标技能,所述目标技能具有生效时长;
位置调整模块,用于在所述目标技能的生效时长内,响应于在所述第一虚拟轮盘中的第二移动操作,基于所述第二移动操作的移动方向调整所述目标技能的技能生效位置,控制所述第一虚拟对象跟随调整的技能生效位置释放所述目标技能。
另一方面,提供了一种终端,所述终端包括处理器和存储器,所述存储器中存储有至少一条计算机程序,所述至少一条计算机程序由所述处理器加载并执行,以使所述终端实现如上述方面所述的虚拟对象控制方法所执行的操作。
另一方面,提供了一种非易失性计算机可读存储介质,所述非易失性计算机可读存储介
质中存储有至少一条计算机程序,所述至少一条计算机程序由处理器加载并执行,以使计算机实现如上述方面所述的虚拟对象控制方法所执行的操作。
另一方面,提供了一种计算机程序产品,包括计算机程序,所述计算机程序由处理器加载并执行,以使计算机实现如上述方面所述的虚拟对象控制方法所执行的操作。
本申请实施例提供的方法、装置、终端及存储介质,玩家可以通过操控第二虚拟轮盘选择技能的初始的生效位置并在该生效位置释放技能,在该技能的生效时长内,玩家还可以通过操控第一虚拟轮盘继续调整该技能的生效位置,玩家无需重新执行释放技能的操作。并且,由于第一虚拟轮盘本是用于控制虚拟对象的移动方向,因此玩家对该第一虚拟轮盘的熟悉程度比较高,在技能的生效期间,借助该第一虚拟轮盘来调整生效位置,使玩家的操作会更加顺手,减少了玩家的操作负担,提高了调整技能的生效位置的便捷性,进而提高了控制虚拟对象的人机交互效率。
图1是本申请实施例提供的一种实施环境的示意图;
图2是本申请实施例提供的一种虚拟对象控制方法的流程图;
图3是本申请实施例提供的一种虚拟对象控制方法的流程图;
图4是本申请实施例提供的一种虚拟场景界面的示意图;
图5是本申请实施例提供的另一种虚拟场景界面的示意图;
图6是本申请实施例提供的另一种虚拟场景界面的示意图;
图7是本申请实施例提供的另一种虚拟场景界面的示意图;
图8是本申请实施例提供的一种虚拟对象控制方法的流程图;
图9是本申请实施例提供的一种虚拟对象控制装置的结构示意图;
图10是本申请实施例提供的一种终端的结构示意图。
为使本申请实施例的目的、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。
可以理解,本申请所使用的术语“第一”、“第二”等可在本文中用于描述各种概念,但除非特别说明,这些概念不受这些术语限制。这些术语仅用于将一个概念与另一个概念区分。举例来说,在不脱离本申请的范围的情况下,可以将第一虚拟对象称为第二虚拟对象,且类似地,可将第二虚拟对象称为第一虚拟对象。
至少一个是指一个或者一个以上,例如,至少一个虚拟对象可以是一个虚拟对象、两个虚拟对象、三个虚拟对象等任一大于等于一的整数个虚拟对象。多个是指两个或者两个以上,例如,多个虚拟对象可以是两个虚拟对象、三个虚拟对象等任一大于等于二的整数个虚拟对象。每个是指至少一个中的每一个,例如,每个虚拟对象是指多个虚拟对象中的每一个虚拟对象,若多个虚拟对象为3个虚拟对象,则每个虚拟对象是指3个虚拟对象中的每一个虚拟对象。
可以理解的是,在本申请的实施方式中,涉及到用户信息等相关的数据,当本申请以上实施例运用到具体产品或技术中时,需要获得用户许可或者同意,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。
相关技术中,用户控制虚拟对象向瞄准的位置释放技能。但是,如果瞄准的位置出现偏差,会导致技能放空的情况,如果想要调整瞄准的位置,需要重新控制虚拟对象释放技能。此种相关技术的方案操作繁琐,导致控制虚拟对象的人机交互效率低。因此,需要提供一种能够提高控制虚拟对象的人机交互效率的虚拟对象控制方法。
本申请涉及到的虚拟场景可以用于模拟一个三维虚拟空间,该三维虚拟空间可以是一个开放空间,该虚拟场景可以用于模拟现实中的真实环境,例如,该虚拟场景中可以包括天空、陆地、海洋等,该陆地可以包括沙漠、城市等环境元素。当然,在该虚拟场景中还可以包括虚拟物品,例如,虚拟投掷物、虚拟建筑物、虚拟载具、虚拟场景中的虚拟对象用于武装自己或与其他虚拟对象进行战斗所需的道具,该虚拟场景还可以用于模拟不同天气下的真实环境,例如,晴天、雨天、雾天或雪天等天气,各种各样的场景元素增强了虚拟场景的多样性和真实性。
用户控制虚拟对象在该虚拟场景中进行移动,该虚拟对象是该虚拟场景中的一个虚拟的用于代表用户的虚拟形象,该虚拟形象是任一种形态,例如,人或者动物等,本申请对此不限定。以电子游戏为例,该电子游戏为第一人称射击游戏、第三人称射击游戏,或者其他使用道具进行远程攻击的电子游戏。以射击类游戏为例,用户可以控制虚拟对象在该虚拟场景的天空中自由下落、滑翔或者打开降落伞进行下落等,在陆地上跑动、跳动、爬行、弯腰前行等,也可以控制虚拟对象在海洋中游泳、漂浮或者下潜等,当然,用户也可以控制虚拟对象乘坐载具在该虚拟场景中进行移动。用户还可以控制虚拟对象在该虚拟场景中进出虚拟建筑物,发现并拾取该虚拟场景中的虚拟物品(例如,虚拟投掷物、道具),从而通过拾取的虚拟物品与其他虚拟对象进行战斗,例如,该虚拟物品可以是虚拟衣物、虚拟头盔、虚拟医疗品等,也可以是其他虚拟对象被淘汰后遗留的虚拟物品。在此仅以上述场景进行举例说明,本申请实施例对此不作具体限定。
本申请实施例以电子游戏场景为例,用户提前在终端上进行操作,该终端检测到用户的操作后,下载电子游戏的游戏配置文件,该游戏配置文件包括该电子游戏的应用程序、界面显示数据或虚拟场景数据等,以使得该用户在该终端上登录电子游戏时调用该游戏配置文件,对电子游戏界面进行渲染显示。用户在终端上进行触控操作,该终端检测到触控操作后,确定该触控操作所对应的游戏数据,并对该游戏数据进行渲染显示,该游戏数据包括虚拟场景数据和该虚拟场景中虚拟对象的行为数据等。
终端在对虚拟场景进行渲染显示时,全屏显示该虚拟场景,或者在当前显示界面显示虚拟场景的同时,在该当前显示界面的第一预设区域独立显示全局地图,或者终端在检测到对预设按钮的点击操作时,才对该全局地图进行显示。其中,该全局地图用于显示该虚拟场景的缩略图,该缩略图用于描述该虚拟场景对应的地形、地貌、地理位置等地理特征。当然,终端还可以在当前显示界面显示当前虚拟对象周边一定距离内的虚拟场景的缩略图,在检测到对该全局地图的点击操作时,在终端当前显示界面的第二预设区域显示整体虚拟场景的缩略图,以便于用户不仅能够查看其周围的虚拟场景,也能够查看整体虚拟场景。终端在检测到对该完整缩略图的缩放操作时,对完整缩略图进行缩放显示。完整缩略图是指整体虚拟场景的缩略图。可选地,该第一预设区域和第二预设区域的具体显示位置和形状根据用户操作习惯来设定。例如,为了不对虚拟场景造成过多的遮挡,该第一预设区域为该当前显示界面右上角、右下角、左上角或左下角的矩形区域等,该第二预设区域为当前显示界面的右边或者左边的正方形区域;或者,该第一预设区域和第二预设区域是圆形区域或其他形状的区域,本申请实施例对第一预设区域和第二预设区域的具体显示位置和形状不作限定。
图1是本申请实施例提供的一种实施环境的示意图,如图1所示,该实施环境包括终端101和服务器102。终端101与服务器102通过有线或无线通信方式进行直接或间接地连接。其中,图1仅以服务器102与终端101进行连接为例,除此之外,该服务器102可以与其他的终端进行连接。
可选地,该终端101是智能手机、平板电脑、笔记本电脑、台式计算机、智能音箱、智能电视、智能手表或者手持便携式游戏设备等,但并不局限于此。该服务器102是独立的物理服务器,或者,该服务器102是多个物理服务器构成的服务器集群或者分布式***,或者,该服务器102是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中
间件服务、域名服务、安全服务、CDN(Content Delivery Network,内容分发网络)、以及大数据和人工智能平台等基础云计算服务的云服务器。
服务器102为终端101提供虚拟场景,终端101通过服务器102提供的虚拟场景,能够显示虚拟场景界面,并在虚拟场景界面中显示虚拟对象等,并且终端101能够基于虚拟场景界面,对虚拟场景和虚拟对象进行控制。服务器102用于根据终端101对虚拟场景的控制,进行后台处理,为终端101提供后台支持。
可选地,该服务器102为游戏服务器,终端101中运行有该服务器102提供的游戏应用,终端101通过该游戏应用与服务器102进行交互。
本申请实施例提供的虚拟对象控制方法,可应用于电子游戏的场景下。
例如,同一虚拟场景中的不同虚拟对象进行对战的场景下。虚拟场景中的任一虚拟对象能够通过释放技能来攻击其他虚拟对象,以虚拟对象1和虚拟对象2为例,如果虚拟对象1想要向虚拟对象2释放目标技能,则采用本申请实施例提供的方法,首先玩家使用第二虚拟轮盘瞄准虚拟对象2的位置,以选定目标技能的初始的技能生效位置,在向该技能生效位置释放目标技能后,在该目标技能的生效时长内,虚拟对象2会通过移动来躲避该目标技能,此时玩家可以使用第一虚拟轮盘实时调整目标技能的技能生效位置,以使在生效时长内,该目标技能始终可以命中该虚拟对象2。
图2是本申请实施例提供的一种虚拟对象控制方法的流程图,本申请实施例由终端执行,参见图2,该方法包括以下步骤201至步骤203:
201、终端在虚拟场景界面显示第一虚拟对象、第一虚拟轮盘和目标技能对应的第二虚拟轮盘。
其中,在第一虚拟对象未释放任一技能的情况下,第一虚拟轮盘用于控制第一虚拟对象的移动方向。
虚拟场景界面是用于显示虚拟场景的界面。终端在虚拟场景界面中显示第一虚拟对象的视角范围内的虚拟场景,该第一虚拟对象为终端控制的虚拟对象,该虚拟场景中还包括其他虚拟对象。本申请实施例应用于竞技场景,竞技场景是指在虚拟场景中的多个虚拟对象开启竞技功能,从而进行竞技的场景。例如,本申请实施例应用于MOBA(Multiplayer Online Battle Arena Games,多人在线战术竞技游戏)类电子游戏中,在MOBA类电子游戏中,在虚拟场景中,多个虚拟对象可以划分为多个群组,每个群组之间成为互相敌对的阵营,各个群组分别占据各自的地图区域,以摧毁或占领敌方所对应地图区域上的部分或者全部据点作为目标进行竞技。
该虚拟场景界面显示有该第一虚拟对象、第一虚拟轮盘和目标技能对应的第二虚拟轮盘。在第一虚拟对象未释放任一技能的情况下,该第一虚拟轮盘用于控制该第一虚拟对象的移动方向。例如,在第一虚拟轮盘上执行按压操作,第一虚拟对象随着按压操作的移动方向而移动。可选地,该第一虚拟轮盘显示于虚拟场景界面的左侧。当然,该第一虚拟轮盘还可以显示于虚拟场景界面的其他位置,如,右侧等。
在一些实施例中,第一虚拟轮盘还可以是一种专用于调整已释放的技能的生效位置的工具。
本申请实施例中的技能是虚拟对象之间进行交互的一种手段,技能可以分为攻击性技能和辅助性技能,向虚拟对象释放攻击性技能能够对该虚拟对象造成伤害,例如减少生命值或者降低移动速度等,向虚拟对象释放辅助性技能能够为该虚拟对象添加额外的增益,例如增加生命值或者提高防御力等。
虚拟场景界面还显示有目标技能对应的第二虚拟轮盘。目标技能可以是第一虚拟对象能够释放的任一种技能。目标技能对应的第二虚拟轮盘用于控制目标技能的初始的技能生效位置。不同的技能对应的第二虚拟轮盘可以相同,也可以不同。
在一种可能实现方式中,在虚拟场景界面显示第二虚拟轮盘的过程包括:响应于对目标技能的技能释放操作,在虚拟场景界面显示第二虚拟轮盘。也就是说,终端在虚拟场景界面中默认不显示每种技能对应的第二虚拟轮盘,而是在玩家执行对某一技能的技能释放操作时,才显示该技能对应的第二虚拟轮盘,以便玩家通过操控该第二虚拟轮盘控制该技能初始的技能生效位置,有利于提高虚拟场景界面的展示效果。
当然,在一些实施例中,终端也可以直接在虚拟场景界面显示目标技能对应的第二虚拟轮盘,不受目标技能的释放操作的限制。
202、终端响应于在第二虚拟轮盘中的第一移动操作,基于第一移动操作的移动方向选择技能生效位置,在第一移动操作结束后,控制第一虚拟对象向当前选择的技能生效位置释放目标技能,目标技能具有生效时长。
第二虚拟轮盘用于控制目标技能的初始的技能生效位置。
虚拟场景界面还显示有目标技能对应的第二虚拟轮盘,如果用户想要控制第一虚拟对象释放目标技能,则执行在该第二虚拟轮盘中的第一移动操作,并保持该第一移动操作在该第二虚拟轮盘中进行移动,由于该第二虚拟轮盘用于控制目标技能的初始的技能生效位置,因此通过执行该第一移动操作,能够灵活选择初始的技能生效位置,当用户确定当前瞄准的位置就是期望的技能生效位置时,结束该第一移动操作,则终端控制第一虚拟对象在该技能生效位置释放该目标技能。
第一移动操作是指在第二虚拟轮盘中产生的移动操作,本申请实施例对第一移动操作的类型不加以限定,只要具有明确的移动方向即可。示例性地,第一移动操作可以是指在第一按压操作的基础上进行移动的操作,也可以是指在第一触摸操作的基础上进行移动的操作等。
需要说明的是,本申请实施例中的目标技能具有生效时长,例如该生效时长为10秒或者15秒等。在该生效时长内,用户无需执行其他操作,该目标技能会持续生效。例如,该目标技能为发射虚拟射击物,则在该生效时长内,第一虚拟对象会自动持续发射虚拟射击物。
203、终端在目标技能的生效时长内,响应于在第一虚拟轮盘中的第二移动操作,基于第二移动操作的移动方向调整目标技能的技能生效位置,控制第一虚拟对象跟随调整的技能生效位置释放目标技能。
在该目标技能的生效时长内,如果用户想要调整技能生效位置,则执行在该第一虚拟轮盘中的第二移动操作,并保持该第二移动操作在该第一虚拟轮盘中进行移动,终端基于该第二移动操作的移动方向,调整该目标技能的技能生效位置。例如,当第二移动操作的移动方向为向东时,则将当前的技能生效位置向东调整。在调整技能生效位置的过程中,控制第一虚拟对象跟随调整的技能生效位置释放目标技能。也即,技能生效位置调整到哪个位置,即在哪个位置释放目标技能。
第二移动操作是指在第一虚拟轮盘中产生的移动操作,本申请实施例对第二移动操作的类型不加以限定,只要具有明确的移动方向即可。示例性地,第二移动操作可以是指在第二按压操作的基础上进行移动的操作,也可以是指在第二触摸操作的基础上进行移动的操作等。
本申请实施例提供的方法,玩家可以通过操控第二虚拟轮盘选择技能的初始的生效位置并在该生效位置释放技能,在该技能的生效时长内,玩家还可以通过操控第一虚拟轮盘继续调整该技能的生效位置,无需重新执行释放技能的操作。并且,由于第一虚拟轮盘本是用于控制虚拟对象的移动方向,因此玩家对该第一虚拟轮盘的熟悉程度比较高,在技能的生效期间,借助该第一虚拟轮盘来调整生效位置,使玩家的操作会更加顺手,减少了玩家的操作负担,提高了调整技能的生效位置的便捷性,进而提高了控制虚拟对象的人机交互效率。
图2对应的实施例是对本申请提供的虚拟对象控制方法的简述,下面对本申请实施例的技术方案进行详细说明。图3是本申请实施例提供的一种虚拟对象控制方法的流程图,本申请实施例由终端执行,参见图3,该方法包括:
301、终端在虚拟场景界面显示第一虚拟对象和第一虚拟轮盘。
可选地,在第一虚拟对象未释放任一技能的情况下,第一虚拟轮盘用于控制第一虚拟对象的移动方向。
在一种可能实现方式中,虚拟场景界面还显示有第一虚拟对象的至少一个技能对应的技能控件,技能控件用于释放技能。例如,第一虚拟对象当前具有3种技能,则终端在虚拟场景界面显示有这3种技能对应的技能控件。
302、终端响应于对目标技能的技能释放操作,在虚拟场景界面显示技能瞄准框和第二虚拟轮盘,技能瞄准框用于指示目标技能的技能生效位置。
如果玩家想要控制第一虚拟对象释放目标技能,则执行对目标技能的技能释放操作,终端响应于该技能释放操作,在该虚拟场景界面显示技能瞄准框和该目标技能对应的第二虚拟轮盘。示例性地,对目标技能的技能释放操作可以是指对目标技能对应的技能控件的触发操作(如,按压操作),也可以是指用于释放目标技能的快捷键操作等。
本申请实施例中,考虑到一个虚拟对象可以具有多种技能的使用权限,如果在虚拟场景界面中同时显示每种技能对应的第二虚拟轮盘,则虚拟场景界面所显示的内容会很多,呈现出的画面效果会比较差,容易影响玩家操作。因此,终端在虚拟场景界面中不显示每种技能对应的第二虚拟轮盘,而是在玩家执行对某一技能的技能释放操作时,才显示该技能对应的第二虚拟轮盘,以便玩家通过操控该第二虚拟轮盘控制该技能初始的技能生效位置,有利于提高虚拟场景界面的展示效果。
在一种可能实现方式中,虚拟场景界面还显示有目标技能对应的技能控件,玩家执行对该技能控件的触发操作(如,按压操作),终端响应于对该技能控件的触发操作(如,按压操作),在该技能控件所在的区域显示第二虚拟轮盘,并在虚拟场景界面显示技能瞄准框。玩家执行按压操作后继续保持该按压操作,在终端显示第二虚拟轮盘后,玩家控制该按压操作在该第二虚拟轮盘移动,以选择该目标技能的初始的技能生效位置,该过程详见下述步骤303。
在一种可能实现方式中,由于技能瞄准框用于指示目标技能的技能生效位置,因此终端响应于技能释放操作所显示的技能瞄准框指示的是终端自动确定的一个初始的技能生效位置。那么,终端响应于对目标技能的技能释放操作,在虚拟场景界面显示技能瞄准框,包括以下(1)-(3)中的任一项:
(1)终端响应于对目标技能的技能释放操作,在目标技能属于攻击性技能的情况下,在第二虚拟对象所在的位置显示技能瞄准框,第二虚拟对象为与第一虚拟对象属于不同阵营的虚拟对象中距离第一虚拟对象最近的虚拟对象。
在目标技能属于攻击性技能的情况下,该目标技能会对技能生效位置的虚拟对象造成伤害,因此该目标技能的使用对象是敌方虚拟对象,也即是玩家在控制第一虚拟对象释放该目标技能时,更期望该目标技能的技能生效位置为敌方虚拟对象所在的位置。因此,终端响应于对该目标技能的技能释放操作,将距离该第一虚拟对象最近且与该第一虚拟对象属于不同阵营的第二虚拟对象所在的位置,确定为该目标技能的初始的技能生效位置,因此终端在该第二虚拟对象所在的位置显示该技能瞄准框。
本申请实施例中,考虑到在目标技能属于攻击性技能的情况下,玩家更期望该目标技能的技能生效位置为敌方虚拟对象所在的位置,因此终端自动将最近的敌方虚拟对象所在的位置确定为初始的技能生效位置,无需玩家手动将初始的技能生效位置调整至敌方虚拟对象所在的位置,减少了玩家的操作负担,有利于提高技能释放的效率。
(2)终端响应于对目标技能的技能释放操作,在目标技能属于辅助性技能的情况下,在第三虚拟对象所在的位置显示技能瞄准框,第三虚拟对象为与第一虚拟对象属于同一阵营的虚拟对象中距离第一虚拟对象最近的虚拟对象。
在目标技能属于辅助性技能的情况下,该目标技能会为技能生效位置的虚拟对象添加额外的增益,因此该目标技能的使用对象是友方虚拟对象,也即是玩家在控制第一虚拟对象释放该目标技能时,更期望该目标技能的技能生效位置为友方虚拟对象所在的位置。因此,终
端响应于对该目标技能的技能释放操作,将距离该第一虚拟对象最近且与该第一虚拟对象属于同一阵营的第三虚拟对象所在的位置,确定为该目标技能的初始的技能生效位置,因此终端在该第三虚拟对象所在的位置显示该技能瞄准框。
本申请实施例中,考虑到在目标技能属于辅助性技能的情况下,玩家更期望该目标技能的技能生效位置为友方虚拟对象所在的位置,因此终端自动将最近的友方虚拟对象所在的位置确定为初始的技能生效位置,无需玩家手动将初始的技能生效位置调整至友方虚拟对象所在的位置,减少了玩家的操作负担,有利于提高技能释放的效率。
(3)终端响应于对目标技能的技能释放操作,在第一虚拟对象所在的位置显示技能瞄准框。
本申请实施例中,考虑到玩家通常期望第一虚拟对象释放的技能能够在当前虚拟对象附近的其他虚拟对象所在的位置生效,因此终端自动将第一虚拟对象所在的位置确定为初始的技能生效位置,然后玩家通过执行较少的操作即可将该初始的技能生效位置调整至期望的位置,从而减少了玩家的操作负担,提高了人机交互的效率以及技能释放的效率。
303、终端响应于第一移动操作,按照第一移动操作的移动方向移动技能瞄准框。
示例性地,第一移动操作是指在第一按压操作的基础上进行移动的操作,终端可以响应于第一按压操作在第二虚拟轮盘中的移动,显示技能瞄准框按照第一按压操作的移动方向进行移动。技能瞄准框所在的位置即为目标技能初始的技能生效位置,如果当前的技能生效位置不是玩家所期望的位置,则玩家可以继续保持该第一移动操作,并控制该第一移动操作在该第二虚拟轮盘中移动,终端根据该第一移动操作的移动方向调整技能瞄准框的位置,以使技能瞄准框按照该第一移动操作的移动方向进行移动。例如,当第一移动操作的移动方向为向东时,则该技能瞄准框也向东移动。
需要说明的是,由于在按照第一移动操作的移动方向移动技能瞄准框的过程中,暂未释放目标技能,所以,在按照第一移动操作的移动方向移动技能瞄准框的界面中,不显示目标技能的释放特效。
在一种可能实现方式中,在上述步骤302中,终端响应于对目标技能的技能释放操作,在虚拟场景界面显示区域指示框,该区域指示框用于指示目标技能的可生效区域。在该步骤303中,终端响应于第一移动操作,按照第一移动操作的移动方向在区域指示框中移动技能瞄准框。示例性地,第一移动操作是指在第一按压操作的基础上进行移动的操作,终端响应于第一按压操作在第二虚拟轮盘中的移动,显示技能瞄准框按照第一按压操作的移动方向在区域指示框中进行移动。
可选地,目标技能的可生效区域为以第一虚拟对象为圆心,以预设的目标数值为半径的圆形区域,目标数值可以根据经验设置,也可以根据第一虚拟对象的等级、目标技能的类型等灵活调整。例如该目标技能为发射虚拟射击物,该目标数值为该虚拟射击物的射程。
可选地,目标技能的可生效区域为以第一虚拟对象为中心,以第一数值为宽度、第二数值为长度的矩形区域。第一数值和第二数值可以根据经验设置,也可以根据第一虚拟对象的等级、目标技能的类型等灵活调整。第一数值可以与第二数值相同,也可以与第二数值不同。
上述目标技能的可生效区域仅为示例性说明,本申请实施例并不局限于此,例如,目标技能的可生效区域还可以为扇形区域等。
虚拟场景界面中除了该可生效区域之外的区域为该目标技能的不可生效区域,而技能瞄准框所在的位置为技能生效位置,因此技能瞄准框只能在该区域指示框内移动,不能移出该区域指示框。
可选地,在技能瞄准框移动至区域指示框的边缘后,在第一移动操作的移动方向指示向区域指示框外移动的情况下,终端保持技能瞄准框的位置不变。当技能瞄准框已经移动到了区域指示框的边缘,第一移动操作的移动方向仍然指示向区域指示框外移动时,如果控制技能瞄准框随着该第一移动操作的移动方向移动,会导致技能瞄准框移出该区域指示框,因此在这种情况下,终端保持该技能瞄准框的位置不变。通过设置目标技能的可生效区域,能够
避免在不可生效区域内释放目标技能,提高目标技能的释放范围的规范性,进而提高虚拟对象的控制规范性。
图4是本申请实施例提供的一种虚拟场景界面的示意图,如图4所示,虚拟场景界面显示有第一技能控件401、第二技能控件402、第三技能控件403、第一虚拟轮盘404、第一虚拟对象405和第二虚拟对象406。当玩家想要控制第一虚拟对象405释放第三技能控件403对应的技能时,执行对该第三技能控件403的按压操作,此时终端在该第三技能控件403所在的区域显示第二虚拟轮盘407,并在虚拟场景界面显示区域指示框408和技能瞄准框409。在该第三技能控件403对应的技能属于攻击性技能的情况下,终端将该技能瞄准框409显示于第二虚拟对象406所在的位置,该第二虚拟对象406为与第一虚拟对象405属于不同阵营且的虚拟对象中距离第一虚拟对象405最近的虚拟对象。在此期间,玩家可以控制第一按压操作在该第二虚拟轮盘407中移动,来调整技能瞄准框409的位置,以选择该技能的初始的技能生效位置。
304、终端在第一移动操作结束后,控制第一虚拟对象向当前选择的技能生效位置释放目标技能,目标技能具有生效时长。
当用户确定当前瞄准的位置就是期望的技能生效位置时,结束该第一移动操作,则终端控制第一虚拟对象向当前选择的技能生效位置释放目标技能。
在一种可能实现方式中,终端在第一移动操作结束后,调整虚拟场景界面的视角,以使第一移动操作结束时技能瞄准框显示于虚拟场景界面的中心区域,控制第一虚拟对象向技能瞄准框指示的技能生效位置释放目标技能。
在玩家结束第一移动操作后,将虚拟场景界面的视角调整为技能瞄准框显示于虚拟场景界面的中心区域,也即是将技能瞄准框所在的位置移动至虚拟场景界面的中心区域,以使技能释放的过程能够清晰地反馈给玩家,也有利于玩家及时观察技能生效位置上的虚拟对象的动态和去向,以便后续对技能生效位置进行进一步调整。
图5是本申请实施例提供的另一种虚拟场景界面的示意图,在上述图4中玩家结束在第二虚拟轮盘407的第一按压操作后,虚拟场景界面如图5所示,终端取消显示该第二虚拟轮盘407,且技能瞄准框409显示于虚拟场景界面的中心区域。如图6所示,当终端将虚拟场景界面的视角调整为技能瞄准框显示于虚拟场景界面的中心区域后,显示第一虚拟对象405向技能瞄准框409所在的位置释放技能的特效,且该特效的持续时长为该技能的生效时长。
305、终端在目标技能的生效时长内,响应于在第一虚拟轮盘中的第二移动操作,按照第二移动操作的移动方向移动技能瞄准框,控制第一虚拟对象跟随移动的技能瞄准框指示的技能生效位置释放目标技能。
技能瞄准框所在的位置即为目标技能初始的技能生效位置,在该目标技能的生效时长内,如果用户想要调整技能生效位置,则执行在该第一虚拟轮盘中的第二移动操作,并保持该第二移动操作在该第一虚拟轮盘中进行移动,终端基于该第二移动操作的移动方向,调整该技能瞄准框的位置,并实时控制第一虚拟对象向技能瞄准框所在的位置释放目标技能。例如,当第二移动操作的移动方向为向东时,则将技能瞄准框向东移动。
例如,玩家想要将目标技能作用于第二虚拟对象,在目标技能的生效时长内,第二虚拟对象如果移出了技能生效位置,则玩家可以通过操控第一虚拟轮盘来重新调整技能生效位置,从而实现将该目标技能锁定在第二虚拟对象上。
需要说明的是,由于在按照第二移动操作的移动方向移动技能瞄准框的过程中,已释放目标技能,所以,在按照第二移动操作的移动方向移动的技能瞄准框界面中,控制第一虚拟对象跟随移动的技能瞄准框指示的技能生效位置释放目标技能,也即实时在技能瞄准框指示的技能生效位置显示目标技能的释放特效。
本申请实施例中,第一虚拟轮盘具有两个功能,在第一虚拟对象未释放任一技能的情况下,该第一虚拟轮盘用于控制第一虚拟对象的移动方向;在第一虚拟对象正在释放技能的情况下,该第一虚拟轮盘用于调整该技能的技能生效位置。考虑到在虚拟对象未释放技能的情
况下,玩家的操作重点是控制虚拟对象移动,因此此时第一虚拟轮盘的功能是控制虚拟对象的移动方向,考虑到虚拟对象在释放技能的情况下,玩家的操作重点是调整技能的技能生效位置,因此此时第一虚拟轮盘的功能是调整技能的技能生效位置。因此,玩家仅需学习一个第一虚拟轮盘的操作方法,就可以实现两种不同的功能,减小了玩家的操作负担。并且,由于在对局过程中,大部分时间玩家都需要使用第一虚拟轮盘控制虚拟对象进行移动,因此玩家对该第一虚拟轮盘的熟悉程度比较高,在技能的生效期间,借助该第一虚拟轮盘来调整生效位置,有利于提高玩家的操作手感。
在一种可能实现方式中,第一虚拟轮盘和第二虚拟轮盘显示于虚拟场景界面的不同侧。示例性地,第一虚拟轮盘和第二虚拟轮盘分别显示于虚拟场景界面的两侧(如,左右两侧、上下两侧等),在对局过程中玩家可以一只手触发第二虚拟轮盘,另一只手触发第一虚拟轮盘,避免了同一只手切换两个不同的虚拟轮盘的繁琐情况,提高了操作的简便性。并且,在对局过程中,大部分时间玩家都需要使用第一虚拟轮盘控制虚拟对象进行移动,所以玩家的一只手大部分时间都处于准备按压第一虚拟轮盘的状态,因此在释放技能后,玩家可以快速按压第一虚拟轮盘来调整技能的生效位置,进一步提高了操作的简便性。
在一种可能实现方式中,终端在按照第二移动操作的移动方向移动技能瞄准框的过程中,调整虚拟场景界面的视角,以使技能瞄准框显示于虚拟场景界面的中心区域。
在玩家通过按压第一虚拟轮盘调整技能瞄准框的位置的过程中,将虚拟场景界面的视角实时调整为技能瞄准框显示于虚拟场景界面的中心区域,也即是将技能瞄准框所在的位置移动至虚拟场景界面的中心区域,以使技能释放的过程能够清晰地反馈给玩家,相当于虚拟场景界面的视角也会跟随技能瞄准框的移动而移动,有利于玩家及时观察技能生效位置上的虚拟对象的动态和去向,以便后续对技能生效位置进行进一步调整。
在一种可能实现方式中,终端在目标技能的生效时长内,响应于在第一虚拟轮盘中的第二移动操作,保持第一虚拟对象的位置不变,将第一虚拟对象的朝向旋转至第二移动操作的移动方向指示的技能生效位置,控制第一虚拟对象向第二移动操作的移动方向指示的技能生效位置释放目标技能。
由于在第一虚拟对象释放技能的过程中,第一虚拟轮盘用于调整技能生效位置,而不再用于控制第一虚拟对象的移动方向,因此在目标技能的生效时长内,即使第二移动操作在第一虚拟轮盘中移动,也保持第一虚拟对象的位置不变。另外,为了呈现出第一虚拟对象向技能生效位置释放目标技能的效果,在技能生效位置移动的过程中,实时将第一虚拟对象的朝向旋转至该技能生效位置所在的方向,以提高第一虚拟对象进行交互的真实性。
图7是本申请实施例提供的另一种虚拟场景界面的示意图,在第二虚拟对象406向虚拟场景界面的下方移动时,玩家将在第一虚拟轮盘404中的第二按压操作向下移动,此时技能瞄准框409也随着向虚拟场景界面的下方移动,技能瞄准框的409移动轨迹如图7所示。需要说明的是,图7仅仅是为了展示技能瞄准框409的移动轨迹,在实际应用中,虚拟场景界面并不会同时显示多个技能瞄准框。
在一种可能实现方式中,在目标技能的生效时长内,在第四虚拟对象位于技能瞄准框指示的技能生效位置的时长达到目标时长的情况下,终端按照第四虚拟对象的移动方向移动技能瞄准框,也即,终端显示技能瞄准框按照该第四虚拟对象的移动方向进行移动,以使技能瞄准框位于该第四虚拟对象所在的位置。其中,该目标时长小于该目标技能的生效时长。第四虚拟对象为任一虚拟对象,例如,第四虚拟对象可以为第一虚拟对象本身,也可以为第二虚拟对象或第三虚拟对象等。
本申请实施例中,考虑到如果在第四虚拟对象位于技能瞄准框指示的技能生效位置的时长达到目标时长,说明在技能生效时长内,玩家一直在将技能生效位置调整至第四虚拟对象所在的位置,也即是玩家期望该目标技能对该第四虚拟对象生效。此种情况下,终端后续自动将技能瞄准框锁定于该第四虚拟对象所在的位置,使得在技能生效时长内,该第四虚拟对象始终位于目标技能的技能生效位置,玩家无需继续手动操控第一虚拟轮盘来调整技能生效
位置,进一步提高了技能释放的效率,减少了玩家的操作负担。
本申请实施例提供的方法,玩家可以通过操控第二虚拟轮盘选择技能的初始的生效位置并在该生效位置释放技能,在该技能的生效时长内,玩家还可以通过操控第一虚拟轮盘继续调整该技能的生效位置,无需重新执行释放技能的操作。并且,由于第一虚拟轮盘本是用于控制虚拟对象的移动方向,因此玩家对该第一虚拟轮盘的熟悉程度比较高,在技能的生效期间,借助该第一虚拟轮盘来调整生效位置,使玩家的操作会更加顺手,提高调整技能的生效位置的便捷性,进而提高控制虚拟对象的人机交互效率。
更进一步地,在玩家执行对目标技能的技能释放操作时,才显示该目标技能对应的第二虚拟轮盘,以便玩家通过操控该第二虚拟轮盘控制目标技能初始的技能生效位置,有利于提高虚拟场景界面的展示效果。
在目标技能属于攻击性技能的情况下,终端自动将最近的敌方虚拟对象所在的位置确定为初始的技能生效位置,无需玩家手动将初始的技能生效位置调整至敌方虚拟对象所在的位置,减少了玩家的操作负担,有利于提高技能释放的效率。在目标技能属于辅助性技能的情况下,终端自动将最近的友方虚拟对象所在的位置确定为初始的技能生效位置,无需玩家手动将初始的技能生效位置调整至友方虚拟对象所在的位置,减少了玩家的操作负担,有利于提高技能释放的效率。考虑到玩家通常期望第一虚拟对象释放的技能能够在当前虚拟对象附近的其他虚拟对象所在的位置生效,因此终端自动将第一虚拟对象所在的位置确定为初始的技能生效位置,然后玩家通过执行较少的操作即可将该初始的技能生效位置调整至期望的位置,从而减少了玩家的操作负担,提高了人机交互的效率以及技能释放的效率。
通过设置目标技能的可生效区域,能够避免在不可生效区域内释放目标技能,提高目标技能的释放范围的规范性,进而提高虚拟对象的控制规范性。
将虚拟场景界面的视角实时调整为技能瞄准框显示于虚拟场景界面的中心区域,能够使技能释放的过程清晰地反馈给玩家,相当于虚拟场景界面的视角也会跟随技能瞄准框的移动而移动,有利于玩家及时观察技能生效位置上的虚拟对象的动态和去向,以便后续对技能生效位置进行进一步调整。
在技能生效位置移动的过程中,实时将第一虚拟对象的朝向旋转至该技能生效位置所在的方向,以提高第一虚拟对象进行交互的真实性。
第一虚拟轮盘和第二虚拟轮盘分别显示于虚拟场景界面的两侧,在对局过程中玩家可以一只手触发第二虚拟轮盘,另一只手触发第一虚拟轮盘,避免了同一只手切换两个不同的虚拟轮盘的繁琐情况,提高了操作的简便性。并且,在对局过程中,大部分时间玩家都需要使用第一虚拟轮盘控制虚拟对象进行移动,所以玩家的一只手大部分时间都处于准备按压第一虚拟轮盘的状态,因此在释放技能后,玩家可以快速按压第一虚拟轮盘来调整技能的生效位置,进一步提高了操作的简便性。
在第四虚拟对象位于技能瞄准框指示的技能生效位置的时长达到目标时长的情况下,终端后续自动将技能瞄准框锁定于该第四虚拟对象所在的位置,使得在技能生效时长内,该第四虚拟对象始终位于目标技能的技能生效位置,玩家无需继续手动操控第一虚拟轮盘来调整技能生效位置,进一步提高了技能释放的效率,减少了玩家的操作负担,提高了人机交互的效率。
相关技术中,玩家在控制虚拟对象释放技能时,仅在执行技能释放操作的时候可以选择技能生效位置,选定技能生效位置后,向该技能生效位置释放技能,在释放技能的期间,无法重新调整技能生效位置,除非重新发起技能释放操作,重新选择技能生效位置。因此,如果想要改变技能生效位置,则玩家需要多次执行技能释放操作,例如多次按压对应的技能控件等。在一个虚拟对象具有多种技能的情况下,玩家的操作负担更大,操作不够简便。
而本申请实施例提供了一种虚拟对象控制方案,该方案能够便捷地调整技能的技能生效位置,如图8所示,该方法包括以下步骤(1)至步骤(6):
(1)玩家按压目标技能对应的第二虚拟轮盘。另外,如果玩家想要取消技能释放,则将按压操作拖拽至取消区域后松手,终端在检测到按压操作拖拽至取消区域后结束时,取消技能释放。
(2)玩家通过控制按压操作在第二虚拟轮盘中移动,选定技能生效位置,然后松开第二虚拟轮盘,结束按压操作。
(3)终端调整虚拟场景界面的视角,以使技能生效位置显示于虚拟场景界面的中心区域。
(4)终端控制虚拟对象向技能生效位置释放目标技能。
(5)玩家按压第一虚拟轮盘,通过控制按压操作在第一虚拟轮盘中移动,来调整技能生效位置。
(6)终端按照按压操作的移动方向调整技能生效位置,并向技能生效位置释放目标技能。
本申请实施例中,通过两个虚拟轮盘同时控制的方案,使用第二虚拟轮盘确定初始的技能生效位置,使用第一虚拟轮盘调整技能生效位置,减小了玩家的操作负担,提高了玩家的技能释放手感,为玩家提供全新的技能释放体验。并且,在一个虚拟对象具有多种技能的情况下,第一虚拟轮盘可以用于调整每种技能的技能生效位置,相当于一个第一虚拟轮盘提供了多种用途,进一步降低了玩家的操作压力。
图9是本申请实施例提供的一种虚拟对象控制装置的结构示意图。参见图9,该装置包括:
显示模块901,用于在虚拟场景界面显示第一虚拟对象、第一虚拟轮盘和目标技能对应的第二虚拟轮盘,其中,在该第一虚拟对象未释放任一技能的情况下,该第一虚拟轮盘用于控制该第一虚拟对象的移动方向;
技能释放模块902,用于响应于在该第二虚拟轮盘中的第一移动操作,基于该第一移动操作的移动方向选择技能生效位置,在该第一移动操作结束后,控制该第一虚拟对象向当前选择的该技能生效位置释放该目标技能,该目标技能具有生效时长;
位置调整模块903,用于在该目标技能的生效时长内,响应于在该第一虚拟轮盘中的第二移动操作,基于该第二移动操作的移动方向调整该目标技能的技能生效位置,控制该第一虚拟对象跟随调整的技能生效位置释放该目标技能。
本申请实施例提供的虚拟对象控制装置,玩家可以通过操控第二虚拟轮盘选择技能的初始的生效位置并在该生效位置释放技能,在该技能的生效时长内,玩家还可以通过操控第一虚拟轮盘继续调整该技能的生效位置,玩家无需重新执行释放技能的操作。并且,由于第二虚拟轮盘本是用于控制虚拟对象的移动方向,因此玩家对该第二虚拟轮盘的熟悉程度比较高,在技能的生效期间,借助该第二虚拟轮盘来调整生效位置,使玩家的操作会更加顺手,提高了调整技能的生效位置的便捷性,进而提高了控制虚拟对象的人机交互效率。
可选地,该位置调整模块903,用于:
在该目标技能的生效时长内,响应于在该第一虚拟轮盘中的第二移动操作,按照该第二移动操作的移动方向移动技能瞄准框,该技能瞄准框用于指示该目标技能的技能生效位置。
可选地,该位置调整模块903,还用于:
在按照该第二移动操作的移动方向移动技能瞄准框的过程中,调整该虚拟场景界面的视角,以使该技能瞄准框显示于该虚拟场景界面的中心区域。
可选地,该位置调整模块903,还用于:
保持该第一虚拟对象的位置不变,将该第一虚拟对象的朝向旋转至该第二移动操作的移动方向指示的技能生效位置。
可选地,该显示模块901,用于响应于对该目标技能的技能释放操作,在该虚拟场景界面显示技能瞄准框和该第二虚拟轮盘,该技能瞄准框用于指示该目标技能的技能生效位置;
该技能释放模块902,用于响应于该第一移动操作,按照该第一移动操作的移动方向移动该技能瞄准框。
可选地,该显示模块901,用于实现以下任一项:
响应于对该目标技能的技能释放操作,在该目标技能属于攻击性技能的情况下,在第二虚拟对象所在的位置显示该技能瞄准框,该第二虚拟对象为与该第一虚拟对象属于不同阵营的虚拟对象中距离该第一虚拟对象最近的虚拟对象;
响应于对该目标技能的技能释放操作,在该目标技能属于辅助性技能的情况下,在第三虚拟对象所在的位置显示该技能瞄准框,该第三虚拟对象为与该第一虚拟对象属于同一阵营的虚拟对象中距离该第一虚拟对象最近的虚拟对象;
响应于对该目标技能的技能释放操作,在该第一虚拟对象所在的位置显示该技能瞄准框。
可选地,该显示模块901,还用于:
响应于对该目标技能的技能释放操作,在该虚拟场景界面显示区域指示框,该区域指示框用于指示该目标技能的可生效区域;响应于该第一移动操作,按照该第一移动操作的移动方向在该区域指示框中移动该技能瞄准框。
可选地,该显示模块901,还用于:
在该技能瞄准框移动至该区域指示框的边缘后,在该第一移动操作的移动方向指示向该区域指示框外移动的情况下,保持该技能瞄准框的位置不变。
可选地,该技能释放模块902,用于:
在该第一移动操作结束后,调整该虚拟场景界面的视角,以使该第一移动操作结束时该技能瞄准框显示于该虚拟场景界面的中心区域;
控制该第一虚拟对象向该技能瞄准框指示的技能生效位置释放该目标技能。
可选地,该第一虚拟轮盘和该第二虚拟轮盘显示于该虚拟场景界面的不同侧。
可选地,该位置调整模块903,还用于:
在该目标技能的生效时长内,响应于第四虚拟对象位于该技能瞄准框指示的技能生效位置的时长达到目标时长,按照该第四虚拟对象的移动方向移动该技能瞄准框,该目标时长小于该生效时长,该第四虚拟对象为任一虚拟对象。
需要说明的是:上述实施例提供的虚拟对象控制装置,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,即将终端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功能。另外,上述实施例提供的虚拟对象控制装置与虚拟对象控制方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
本申请实施例还提供了一种终端,该终端包括处理器和存储器,存储器中存储有至少一条计算机程序,该至少一条计算机程序由处理器加载并执行,以使终端实现上述实施例的虚拟对象控制方法中所执行的操作。
图10示出了本申请一个示例性实施例提供的终端1100的结构示意图。
终端1100包括有:处理器1101和存储器1102。
处理器1101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。处理器1101可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1101也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1101可以集成有GPU(Graphics Processing Unit,图像处理的交互器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1101还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1102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。存储器1102还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个
磁盘存储设备、闪存存储设备。在一些实施例中,存储器1102中的非暂态的计算机可读存储介质用于存储至少一条计算机程序,该至少一条计算机程序用于被处理器1101所具有,以使终端1100实现本申请中方法实施例提供的虚拟对象控制方法。
在一些实施例中,终端1100还可选包括有:显示屏1105。
显示屏1105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。当显示屏1105是触摸显示屏时,显示屏1105还具有采集在显示屏1105的表面或表面上方的触摸信号的能力。该触摸信号可以作为控制信号输入至处理器1101进行处理。此时,显示屏1105还可以用于提供虚拟按钮和/或虚拟键盘,也称软按钮和/或软键盘。在一些实施例中,显示屏1105可以为一个,设置在终端1100的前面板;在另一些实施例中,显示屏1105可以为至少两个,分别设置在终端1100的不同表面或呈折叠设计;在另一些实施例中,显示屏1105可以是柔性显示屏,设置在终端1100的弯曲表面上或折叠面上。甚至,显示屏1105还可以设置成非矩形的不规则图形,也即异形屏。显示屏1105可以采用LCD(Liquid Crystal Display,液晶显示屏)、OLED(Organic Light-Emitting Diode,有机发光二极管)等材质制备。示例性地,第一虚拟对象、第一虚拟轮盘、第二虚拟轮盘等通过显示屏1105显示。
本领域技术人员可以理解,图10中示出的结构并不构成对终端1100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。
本申请实施例还提供了一种非易失性计算机可读存储介质,该非易失性计算机可读存储介质中存储有至少一条计算机程序,该至少一条计算机程序由处理器加载并执行,以使计算机实现上述实施例的虚拟对象控制方法所执行的操作。
本申请实施例还提供了一种计算机程序产品,包括计算机程序,所述计算机程序由处理器加载并执行,以使计算机实现如上述实施例的虚拟对象控制方法所执行的操作。
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非易失性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实施例的可选实施例,并不用以限制本申请实施例,凡在本申请实施例的原则之内,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 (25)
- 一种虚拟对象控制方法,其中,所述方法由终端执行,所述方法包括:在虚拟场景界面显示第一虚拟对象、第一虚拟轮盘和目标技能对应的第二虚拟轮盘,其中,在所述第一虚拟对象未释放任一技能的情况下,所述第一虚拟轮盘用于控制所述第一虚拟对象的移动方向;响应于在所述第二虚拟轮盘中的第一移动操作,基于所述第一移动操作的移动方向选择技能生效位置,在所述第一移动操作结束后,控制所述第一虚拟对象向当前选择的技能生效位置释放所述目标技能,所述目标技能具有生效时长;在所述目标技能的生效时长内,响应于在所述第一虚拟轮盘中的第二移动操作,基于所述第二移动操作的移动方向调整所述目标技能的技能生效位置,控制所述第一虚拟对象跟随调整的技能生效位置释放所述目标技能。
- 根据权利要求1所述的方法,其中,所述在所述目标技能的生效时长内,响应于在所述第一虚拟轮盘中的第二移动操作,基于所述第二移动操作的移动方向调整所述目标技能的技能生效位置,包括:在所述目标技能的生效时长内,响应于在所述第一虚拟轮盘中的第二移动操作,按照所述第二移动操作的移动方向移动技能瞄准框,所述技能瞄准框用于指示所述目标技能的技能生效位置。
- 根据权利要求2所述的方法,其中,所述方法还包括:在按照所述第二移动操作的移动方向移动所述技能瞄准框的过程中,调整所述虚拟场景界面的视角,以使所述技能瞄准框显示于所述虚拟场景界面的中心区域。
- 根据权利要求1所述的方法,其中,所述方法还包括:保持所述第一虚拟对象的位置不变,将所述第一虚拟对象的朝向旋转至所述第二移动操作的移动方向指示的技能生效位置。
- 根据权利要求1或4所述的方法,其中,所述第二虚拟轮盘的显示过程,包括:响应于对所述目标技能的技能释放操作,在所述虚拟场景界面显示技能瞄准框和所述第二虚拟轮盘,所述技能瞄准框用于指示所述目标技能的技能生效位置;所述响应于在所述第二虚拟轮盘中的第一移动操作,基于所述第一移动操作的移动方向选择技能生效位置,包括:响应于所述第一移动操作,按照所述第一移动操作的移动方向移动所述技能瞄准框。
- 根据权利要求5所述的方法,其中,所述响应于对所述目标技能的技能释放操作,在所述虚拟场景界面显示技能瞄准框,包括以下任一项:响应于对所述目标技能的技能释放操作,在所述目标技能属于攻击性技能的情况下,在第二虚拟对象所在的位置显示所述技能瞄准框,所述第二虚拟对象为与所述第一虚拟对象属于不同阵营的虚拟对象中距离所述第一虚拟对象最近的虚拟对象;响应于对所述目标技能的技能释放操作,在所述目标技能属于辅助性技能的情况下,在第三虚拟对象所在的位置显示所述技能瞄准框,所述第三虚拟对象为与所述第一虚拟对象属于同一阵营的虚拟对象中距离所述第一虚拟对象最近的虚拟对象;响应于对所述目标技能的技能释放操作,在所述第一虚拟对象所在的位置显示所述技能瞄准框。
- 根据权利要求5或6所述的方法,其中,所述方法还包括:响应于对所述目标技能的技能释放操作,在所述虚拟场景界面显示区域指示框,所述区域指示框用于指示所述目标技能的可生效区域;所述响应于所述第一移动操作,按照所述第一移动操作的移动方向移动所述技能瞄准框,包括:响应于所述第一移动操作,按照所述第一移动操作的移动方向在所述区域指示框中移动 所述技能瞄准框。
- 根据权利要求7所述的方法,其中,所述方法还包括:在所述技能瞄准框移动至所述区域指示框的边缘后,在所述第一移动操作的移动方向指示向所述区域指示框外移动的情况下,保持所述技能瞄准框的位置不变。
- 根据权利要求5-8任一所述的方法,其中,所述在所述第一移动操作结束后,控制所述第一虚拟对象向当前选择的技能生效位置释放所述目标技能,包括:在所述第一移动操作结束后,调整所述虚拟场景界面的视角,以使所述第一移动操作结束时所述技能瞄准框显示于所述虚拟场景界面的中心区域;控制所述第一虚拟对象向所述技能瞄准框指示的技能生效位置释放所述目标技能。
- 根据权利要求1-9任一所述的方法,其中,所述第一虚拟轮盘和所述第二虚拟轮盘显示于所述虚拟场景界面的不同侧。
- 根据权利要求2-3、5-9任一所述的方法,其中,所述方法还包括:在所述目标技能的生效时长内,响应于第四虚拟对象位于所述技能瞄准框指示的技能生效位置的时长达到目标时长,按照所述第四虚拟对象的移动方向移动所述技能瞄准框,所述目标时长小于所述生效时长,所述第四虚拟对象为任一虚拟对象。
- 一种虚拟对象控制装置,其中,所述装置包括:显示模块,用于在虚拟场景界面显示第一虚拟对象、第一虚拟轮盘和目标技能对应的第二虚拟轮盘,其中,在所述第一虚拟对象未释放任一技能的情况下,所述第一虚拟轮盘用于控制所述第一虚拟对象的移动方向;技能释放模块,用于响应于在所述第二虚拟轮盘中的第一移动操作,基于所述第一移动操作的移动方向选择技能生效位置,在所述第一移动操作结束后,控制所述第一虚拟对象向当前选择的技能生效位置释放所述目标技能,所述目标技能具有生效时长;位置调整模块,用于在所述目标技能的生效时长内,响应于在所述第一虚拟轮盘中的第二移动操作,基于所述第二移动操作的移动方向调整所述目标技能的技能生效位置,控制所述第一虚拟对象跟随调整的技能生效位置释放所述目标技能。
- 根据权利要求12所述的装置,其中,所述位置调整模块,用于:在所述目标技能的生效时长内,响应于在所述第一虚拟轮盘中的第二移动操作,按照所述第二移动操作的移动方向移动技能瞄准框,所述技能瞄准框用于指示所述目标技能的技能生效位置。
- 根据权利要求13所述的装置,其中,所述位置调整模块,还用于:在按照所述第二移动操作的移动方向移动所述技能瞄准框的过程中,调整所述虚拟场景界面的视角,以使所述技能瞄准框显示于所述虚拟场景界面的中心区域。
- 根据权利要求12所述的装置,其中,所述位置调整模块,还用于:保持所述第一虚拟对象的位置不变,将所述第一虚拟对象的朝向旋转至所述第二移动操作的移动方向指示的技能生效位置。
- 根据权利要求12或15项所述的装置,其中,所述显示模块,用于响应于对所述目标技能的技能释放操作,在所述虚拟场景界面显示技能瞄准框和所述第二虚拟轮盘,所述技能瞄准框用于指示所述目标技能的技能生效位置;所述技能释放模块,用于响应于所述第一移动操作,按照所述第一移动操作的移动方向移动所述技能瞄准框。
- 根据权利要求16所述的装置,其中,所述显示模块,用于实现以下任一项:响应于对所述目标技能的技能释放操作,在所述目标技能属于攻击性技能的情况下,在第二虚拟对象所在的位置显示所述技能瞄准框,所述第二虚拟对象为与所述第一虚拟对象属于不同阵营的虚拟对象中距离所述第一虚拟对象最近的虚拟对象;响应于对所述目标技能的技能释放操作,在所述目标技能属于辅助性技能的情况下,在第三虚拟对象所在的位置显示所述技能瞄准框,所述第三虚拟对象为与所述第一虚拟对象属 于同一阵营的虚拟对象中距离所述第一虚拟对象最近的虚拟对象;响应于对所述目标技能的技能释放操作,在所述第一虚拟对象所在的位置显示所述技能瞄准框。
- 根据权利要求16或17所述的装置,其中,所述显示模块,还用于:响应于对所述目标技能的技能释放操作,在所述虚拟场景界面显示区域指示框,所述区域指示框用于指示所述目标技能的可生效区域;响应于所述第一移动操作,按照所述第一移动操作的移动方向在所述区域指示框中移动所述技能瞄准框。
- 根据权利要求18所述的装置,其中,所述显示模块,还用于:在所述技能瞄准框移动至所述区域指示框的边缘后,在所述第一移动操作的移动方向指示向所述区域指示框外移动的情况下,保持所述技能瞄准框的位置不变。
- 根据权利要求16-19任一所述的装置,其中,所述技能释放模块,用于:在所述第一移动操作结束后,调整所述虚拟场景界面的视角,以使所述第一移动操作结束时所述技能瞄准框显示于所述虚拟场景界面的中心区域;控制所述第一虚拟对象向所述技能瞄准框指示的技能生效位置释放所述目标技能。
- 根据权利要求12-20任一所述的装置,其中,所述第一虚拟轮盘和所述第二虚拟轮盘显示于所述虚拟场景界面的不同侧。
- 根据权利要求13-14、16-20任一所述的装置,其中,所述位置调整模块,还用于:在所述目标技能的生效时长内,响应于第四虚拟对象位于所述技能瞄准框指示的技能生效位置的时长达到目标时长,按照所述第四虚拟对象的移动方向移动所述技能瞄准框,所述目标时长小于所述生效时长,所述第四虚拟对象为任一虚拟对象。
- 一种终端,其中,所述终端包括处理器和存储器,所述存储器中存储有至少一条计算机程序,所述至少一条计算机程序由所述处理器加载并执行,以使所述终端实现如权利要求1至11任一项所述的虚拟对象控制方法所执行的操作。
- 一种非易失性计算机可读存储介质,其中,所述非易失性计算机可读存储介质中存储有至少一条计算机程序,所述至少一条计算机程序由处理器加载并执行,以使计算机实现如权利要求1至11任一项所述的虚拟对象控制方法所执行的操作。
- 一种计算机程序产品,包括计算机程序,其中,所述计算机程序由处理器加载并执行,以使计算机实现如权利要求1至11任一项所述的虚拟对象控制方法所执行的操作。
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US20220080314A1 (en) * | 2020-09-11 | 2022-03-17 | Riot Games, Inc. | Targeting of a Long-Range Object In a Multiplayer Game |
CN112957738A (zh) * | 2021-03-19 | 2021-06-15 | 北京完美赤金科技有限公司 | 游戏技能释放的处理方法、装置及电子设备 |
CN116020114A (zh) * | 2022-12-30 | 2023-04-28 | 网易(杭州)网络有限公司 | 游戏的操作控制方法、装置和电子设备 |
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