WO2016202119A1 - 控制与虚拟目标进行交互的方法、终端和存储介质 - Google Patents

控制与虚拟目标进行交互的方法、终端和存储介质 Download PDF

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Publication number
WO2016202119A1
WO2016202119A1 PCT/CN2016/081484 CN2016081484W WO2016202119A1 WO 2016202119 A1 WO2016202119 A1 WO 2016202119A1 CN 2016081484 W CN2016081484 W CN 2016081484W WO 2016202119 A1 WO2016202119 A1 WO 2016202119A1
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WO
WIPO (PCT)
Prior art keywords
virtual target
interaction
virtual
range
distance
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PCT/CN2016/081484
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English (en)
French (fr)
Inventor
唐永
廖常艳
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to KR1020177036916A priority Critical patent/KR102015208B1/ko
Priority to CA2989209A priority patent/CA2989209C/en
Priority to EP16810860.3A priority patent/EP3311894B1/en
Priority to JP2017565254A priority patent/JP6685539B2/ja
Publication of WO2016202119A1 publication Critical patent/WO2016202119A1/zh
Priority to US15/691,073 priority patent/US10653960B2/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing 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
    • A63F13/422Processing 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction 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
    • G06F3/04842Selection of displayed objects or displayed text elements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing 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
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

Definitions

  • the present invention relates to the field of computer technologies, and in particular, to a method, a terminal, and a storage medium for controlling interaction with a virtual target.
  • the controlled virtual character selects one or more virtual targets as objects in the game scene to interact.
  • a virtual target closest to the controlled virtual character is selected to interact by default. If the selected virtual target is not the virtual target that the controlled virtual character wants to interact with, it is also required.
  • a lot of unnecessary data processing is generated, resulting in waste of resources.
  • a method of controlling interaction with a virtual target comprising the steps of:
  • a terminal comprising a memory and a processor, the memory storing instructions that, when executed by the processor, cause the processor to perform the following steps:
  • One or more non-transitory computer readable storage media storing computer executable instructions, when executed by one or more processors, cause the one or more processors to perform the following steps:
  • the method for controlling the interaction with the virtual target, the terminal, and the storage medium by acquiring the interaction instruction, and detecting whether there is a virtual target within the interaction distance range corresponding to the interaction instruction, and if yes, acquiring the preset priority data, according to the The priority data selects a virtual target within the range of the interaction distance, and finally controls the controlled virtual character to interact with the selected virtual target according to the interaction instruction, and selects a closest distance from the controlled virtual character by default in the traditional method.
  • the virtual target interacts, and a more reasonable virtual target can be selected and interacted within the interaction distance according to the preset priority data, thereby reducing resource waste.
  • FIG. 1 is an application environment diagram of a method for controlling interaction with a virtual target in an embodiment
  • FIG. 2 is a schematic diagram showing the internal structure of a terminal in an embodiment
  • FIG. 3 is a flow chart of a method of controlling interaction with a virtual target in one embodiment
  • FIG. 5 is a specific flowchart of controlling an activated virtual character to interact with a selected virtual target according to an interaction instruction in an embodiment
  • FIG. 6 is a schematic diagram of a process of controlling a method of interacting with a virtual target to be applied to a game scene
  • Figure 7 is a logic flow diagram of the execution of a skill cast instruction in one embodiment
  • Figure 8 is a logic flow diagram for execution of a normal attack command in one embodiment
  • Figure 9 is an operation interface diagram in a specific game scenario
  • FIG. 10 is a block diagram showing the internal structure of an apparatus for controlling interaction with a virtual target in one embodiment
  • FIG. 11 is a block diagram showing the internal structure of an apparatus for controlling interaction with a virtual target in another embodiment
  • Figure 12 is a block diagram showing the internal structure of a module selected in an embodiment.
  • the application environment includes a terminal 102 and a server 104.
  • the terminal 102 can be a mobile phone, a personal notebook, a tablet computer, or a desktop computer; the terminal 102 and the server 104 communicate via a network.
  • the terminal 102 includes a processor, a storage medium, a memory, a network interface, a display screen, and an input device connected by a system bus.
  • the storage medium of the terminal stores an operating system, and further includes a device for controlling interaction with the virtual target, and the device for controlling interaction with the virtual target is used to implement a method for controlling interaction with the virtual target.
  • the processor is used to provide computing and control capabilities to support the operation of the entire terminal 102.
  • the memory in the terminal 102 is an operation providing environment for the device in the storage medium to control the interaction with the virtual target, and the network interface is used for network communication with the server 104, such as uploading the virtual character, the virtual target data to the server 104, and the receiving server 104. Returned virtual characters, data related to virtual targets, and so on.
  • the display screen of the terminal 102 is used to display an operation interface of the game scene, etc., and the input device may be a touch layer covered on the display screen, or may be a button, a trackball or a touchpad provided on the outer casing of the terminal 102, or may be externally connected. Keyboard, trackpad or mouse. It will be understood by those skilled in the art that the structure shown in FIG.
  • FIG. 2 is only a block diagram of a part of the structure related to the solution of the present application, and does not constitute a limitation on the terminal to which the solution of the present application is applied.
  • the specific terminal may include a ratio. More or lower components are shown in the figures, or some components are combined, or have different component arrangements.
  • FIG. 3 is a flow diagram of a method of controlling interaction with a virtual target in one embodiment.
  • the method of controlling interaction with the virtual target in FIG. 3 is exemplified by the terminal 102 operating in FIG.
  • Controlling interaction with a virtual target involves the following steps:
  • Step S302 Acquire an interactive instruction.
  • the interactive instruction here refers to an instruction that controls the interaction between the controlled virtual character and the virtual target.
  • the interaction instruction input by the user is obtained through the provided operation interface.
  • the interaction instruction input by the user may be acquired through an operation interface in the game scenario, and the interaction instruction includes but is not limited to various attack instructions and conversations. Instructions, etc.
  • the interactive instruction can be obtained through the I/O device.
  • the I/O device can be a mouse, a keyboard, a touch screen, or the like. For example, when a user uses a touch screen to display a skill button at a county level on a terminal or click on a virtual target, an interactive instruction is generated.
  • Step S304 Detect whether there is a virtual target within the range of the interaction distance corresponding to the interaction instruction. If yes, go to step S306, otherwise, go to step S308.
  • the range of interaction distances here refers to the range of distances that interactive commands can make. Specifically, different interaction instructions have different interaction distance ranges. After acquiring the interaction instruction, the location data of the virtual target and the virtual target in the scene is first acquired, and the distance between each virtual target and the controlled virtual character in the scenario is calculated according to the location data of the two. If the distance between a virtual target and the controlled virtual character is less than or equal to the interaction distance corresponding to the interaction instruction, the virtual target is within the interaction distance corresponding to the interaction instruction; otherwise, the virtual target is outside the interaction distance corresponding to the interaction instruction.
  • the interaction distance corresponding to the normal attack instruction is 5 meters and the interaction distance corresponding to the skill application instruction is 7 meters
  • the obtained interactive instruction is a normal attack instruction
  • the controlled virtual is obtained.
  • the position and the position data of each virtual target in the scene and calculate the distance between each virtual target and the controlled virtual character according to the location data of the two, and detect whether there is a virtual distance within the range of 5 meters from the controlled virtual character in the scene. aims.
  • the obtained interactive instruction is a skill casting instruction, it is detected whether there is a virtual target in the scene that is within a range of 7 meters from the controlled virtual character.
  • Step S306 Acquire pre-set priority data, and select a virtual target within the interaction distance range according to the priority data.
  • the pre-set priority data refers to the priority condition data for selecting various types of virtual targets, and the conditions for preferentially selecting the virtual target may be set in advance according to actual needs.
  • a setting interface may be provided for the user to set the condition for selecting the virtual target, for example, setting the priority condition of the virtual target selected by the setting interface in the game scene to be the distance priority or the target attribute value first.
  • the priority data may be that the virtual target is selected from the near to the farthest according to the distance, or the virtual target is selected from the low to the high according to the attribute value of the virtual target.
  • the terminal obtains the priority data input by the user through the setting interface, and stores the priority data in the storage device according to the identifier of the controlled virtual character.
  • the terminal may also upload the identifier of the controlled virtual character and the corresponding priority data to the storage device of the server for storage. Therefore, when the terminal does not obtain the priority data from the local device, the priority data corresponding to the identifier of the controlled virtual character may be obtained from the storage device of the server.
  • the pre-set priority data is to select a virtual target from near to far according to the distance, then when the virtual target is selected, the closest virtual target is preferentially selected. In one embodiment, if the closest virtual target is selected If there are more than two, then randomly select the virtual target from the two or more virtual targets or select the virtual target with the lowest attribute value. If the pre-set priority data is to select the virtual target from the low to the high according to the attribute value, then when the virtual target is selected, the virtual target with the lowest attribute value is preferentially selected. In one embodiment, if there are more than two virtual targets with the lowest attribute value, then the virtual target is randomly selected from the two or more virtual targets or the closest virtual target is selected.
  • Step S308 End or execute the interactive instruction according to the type of the interactive instruction.
  • the obtained interactive instruction is a normal attack command or a single attack skill command, if there is no virtual target within the interaction distance range corresponding to the interactive command, neither of the instructions can be executed directly. End; when the obtained interactive instruction is a directional skill instruction, if there is no virtual target within the interaction distance corresponding to the interactive instruction, the interactive instruction is executed to the current orientation of the controlled virtual character; when the acquired interactive instruction is a specified skill When the instruction is executed, if there is no virtual target within the range of the interaction distance corresponding to the interactive instruction, the interactive instruction is executed to the default position.
  • Step S310 Control the controlled virtual character to interact with the selected virtual target according to the interaction instruction.
  • the controlled virtual character may be controlled to interact with the selected virtual target according to the interaction instruction.
  • the data generated by selecting the virtual target and the data generated by the interaction between the controlled virtual character and the selected virtual target according to the interaction instruction may be uploaded to the server to implement data synchronization.
  • the method for controlling the interaction with the virtual target by acquiring the interaction instruction, and detecting whether there is a virtual target within the interaction distance range corresponding to the interaction instruction, and if yes, acquiring the preset priority data, and interacting according to the priority data
  • the virtual target is selected within the range of the interaction distance corresponding to the instruction, and finally the controlled virtual character is controlled to interact with the selected virtual target according to the interaction instruction, and a virtual target closest to the controlled virtual character is selected by default in the traditional method, According to the preset priority data, a more reasonable virtual target can be selected and interacted within the interaction distance range, thereby reducing resource waste.
  • the steps of selecting a virtual target within the range of the interaction distance according to the priority data include:
  • Step S402 Acquire a level included in the virtual target existing in the range of the interaction distance, and select the virtual target with the highest level.
  • the priority data includes a level of the virtual target and a selection priority condition set for the virtual target of the different level, the virtual target is divided into different levels, the virtual target of the high level is usually preferentially selected, and so on.
  • the level of the virtual target existing in the range of the interaction distance needs to be acquired, and then the virtual target with the highest level is selected.
  • the virtual target may include different target types such as a virtual character, a virtual creature, and a virtual facility, wherein the virtual character is a first-level virtual target, the virtual animal is a secondary virtual target, and the virtual facility is a three-level virtual target. If the virtual target existing in the range of the interaction distance includes the first-level virtual target, the second-level virtual target, and the third-level virtual target, the highest-level one-level virtual target among the three virtual targets is selected. If the virtual target existing in the range of the interaction distance contains only the secondary virtual target and the third-level virtual target, then the highest-level secondary virtual target among the two virtual targets is selected. Other circumstances and so on, will not be repeated here.
  • target types such as a virtual character, a virtual creature, and a virtual facility
  • the virtual character is a first-level virtual target
  • the virtual animal is a secondary virtual target
  • the virtual facility is a three-level virtual target.
  • Step S404 Select, according to the priority data, the virtual target having the lowest virtual target attribute value in the virtual target with the highest level or the virtual target with the highest selection level among the virtual targets with the highest level.
  • a plurality of virtual targets with the highest level may be selected, and one virtual target is selected from the plurality of virtual targets with the highest level according to the preset priority data.
  • the virtual target closest to the controlled virtual character is selected from the plurality of highest level virtual targets.
  • the virtual target with the lowest virtual target attribute value is selected from the plurality of highest level virtual targets.
  • the method further includes: acquiring, by using the setting interface, the first parameter and the second parameter corresponding to the type of the controlled virtual character, and storing the type of the controlled virtual character and the first parameter and the second parameter The steps of the correspondence.
  • the method further includes:
  • Step S502 Acquire an interactive instruction.
  • the interaction instruction input by the user is obtained by providing an operation interface.
  • the interaction instruction input by the user may be acquired through an operation interface in the game scenario, and the interaction instruction includes but is not limited to various attack instructions and dialog instructions. Wait.
  • Step S504 It is detected whether the distance between the currently selected virtual target and the controlled virtual character exceeds a first range corresponding to the interaction instruction. If no, step S506 is performed, and if so, step S508 is performed.
  • first acquiring the type of the controlled virtual character after acquiring the interaction instruction, first acquiring the type of the controlled virtual character, and further acquiring the first parameter and the second parameter corresponding to the type of the controlled virtual character, and obtaining the first range and the second by calculating range.
  • the first range is a sum of an interaction distance corresponding to the interaction instruction and the first parameter, and is used to represent a range of interaction distances of the controlled virtual character;
  • the second range is a sum of the interaction distance corresponding to the interaction instruction and the second parameter, Used to indicate the scope of the virtual target being sought by the controlled virtual character.
  • the controlled virtual character can be divided into a close-range interactive virtual character and a long-distance interactive virtual character according to the distance of its interaction range. If the controlled virtual character is a close-range interactive virtual character, the first range and the second range corresponding to the close-range interactive virtual character can be obtained by acquiring the first parameter and the second parameter corresponding to the close-range interactive virtual character. Similarly, if the controlled virtual character is a remote interactive virtual character, the first range and the second range corresponding to the remotely interacting virtual character can be obtained by acquiring the first parameter and the second parameter corresponding to the remotely interacting virtual character. .
  • Step S506 Continue to control the controlled virtual character to interact with the selected virtual target according to the interactive instruction.
  • the distance between the currently selected virtual target and the controlled virtual character does not exceed the first range corresponding to the interaction instruction, it indicates that the currently selected virtual target is still within the interaction distance range of the controlled virtual character, and continues to be controlled according to the interactive instruction.
  • the controlled virtual character interacts with the selected virtual target.
  • Step S508 It is detected whether the currently selected virtual target is in the second range corresponding to the interaction instruction. If yes, go to step S510, if no, go to step S512.
  • the distance between the currently selected virtual target and the controlled virtual character exceeds the first range corresponding to the interaction instruction, it indicates that the currently selected virtual target is not within the interaction distance range of the controlled virtual character, and the current detection is further detected. Whether the selected virtual target is in the second range corresponding to the interaction instruction, that is, searching for the currently selected virtual target in the second range.
  • Step S510 Control the mobile controlled virtual character to interact the controlled virtual character with the currently selected virtual target.
  • Step S512 detecting whether there is a virtual target within the range of the interaction distance corresponding to the interaction instruction, if not, executing step S514, and if yes, executing step S516.
  • the currently selected virtual target can only be discarded, and the interaction distance corresponding to the interaction instruction is detected according to the interaction instruction. There are other virtual targets.
  • Step S514 End or execute the interactive instruction according to the type of the interactive instruction.
  • the obtained interactive instruction is a normal attack command or a single attack skill command, if there is no virtual target within the interaction distance range corresponding to the interactive command, neither of the instructions can be executed directly. End; when the obtained interactive instruction is a directional skill instruction, if there is no virtual target within the interaction distance corresponding to the interactive instruction, the interactive instruction is executed to the current orientation of the controlled virtual character; when the acquired interactive instruction is a specified skill When the instruction is executed, if there is no virtual target within the range of the interaction distance corresponding to the interactive instruction, the interactive instruction is executed to the default position.
  • Step S516 Acquire pre-set priority data, and select a virtual target within the interaction distance range according to the priority data.
  • step S516 is performed.
  • the priority data set in advance refers to the priority condition data for selecting various types of virtual targets, and the conditions for preferentially selecting the virtual target may be set in advance according to actual needs.
  • a setting interface may be provided for the user to set the conditions for selecting the virtual target, for example, setting the distance priority or the target attribute value priority in the game scene through the provided setting interface.
  • the priority data may be that the virtual target is selected from the near to the farthest according to the distance, or the virtual target is selected from the low to the high according to the attribute value of the virtual target.
  • the terminal obtains the priority data input by the user through the setting interface, and may store the identifier corresponding to the controlled virtual character.
  • the terminal may also upload the identifier of the controlled virtual character and the corresponding priority data to the server for storage. Therefore, when the terminal does not obtain the priority data locally, the priority data corresponding to the identifier of the controlled virtual character may be acquired from the server.
  • Step S518 Control the controlled virtual character to interact with the selected virtual target according to the interaction instruction.
  • the controlled virtual character is controlled to interact with the selected virtual target according to the interaction instruction.
  • data selected by the virtual target and controlling the controlled virtual character to interact with the selected virtual target according to the interactive instruction may be uploaded to the server to implement data synchronization.
  • the controlled virtual character A is a close-range interactive virtual character, and an interactive instruction input by the user through the input device is acquired through an operation interface in the game scene.
  • the virtual targets B, C, and D are first-level virtual targets
  • the virtual targets a, b, and c are secondary virtual targets
  • the virtual targets ⁇ and ⁇ are three-level virtual targets.
  • the interaction instruction acquired by the terminal is a skill casting instruction
  • it is detected whether the distance to the close interaction virtual character A is less than or equal to the virtual distance in the range of the interaction distance R (such as R 20 meters) corresponding to the skill application instruction.
  • FIG. 6 there are one level virtual target B and C, two level virtual targets a, b and three level virtual target ⁇ in the range of interaction distance corresponding to the skill casting instruction; there is one outside the range of the interaction distance corresponding to the skill casting instruction
  • Level virtual target D, secondary virtual target c, and tertiary virtual target ⁇ there are one level virtual target B and C, two level virtual targets a, b and three level virtual target ⁇ in the range of interaction distance corresponding to the skill casting instruction; there is one outside the range of the interaction distance corresponding to the skill casting instruction
  • Level virtual target D, secondary virtual target c, and tertiary virtual target ⁇ there are one level virtual target B and C, two level virtual targets a, b and
  • the first level virtual targets B and C are selected as the virtual targets, and the virtual target B with the highest level is selected according to the priority data.
  • the distance between the C and the short-distance interaction virtual character A is the closest or the virtual target with the highest level of the virtual target B and C has the lowest virtual target attribute value.
  • the virtual target of the virtual target B and C with the highest level is closest to the virtual target A of the close-range interaction virtual character A according to the priority data, and the distance between the first virtual target B and the close-range interactive virtual character A is 1.5 meters, The distance between the first-level virtual target C and the short-distance interactive virtual character A is 3 meters, then the first-level virtual target B is selected as the virtual target, and the close-range interactive virtual character A and the selected first-level virtual target B are controlled according to the interaction instruction.
  • the virtual target A has the closest distance or the virtual target with the lowest virtual target attribute value in the virtual target with the highest level.
  • FIG. 6 there are two levels of virtual target a and three levels of virtual target ⁇ in the range of interaction distance corresponding to the common attack command; there are first-level virtual targets B, C, and D outside the range of the interaction distance corresponding to the common attack command.
  • Secondary virtual target b, c three-level virtual target ⁇ .
  • the second-level virtual target a with the highest level is selected as the virtual target. If there is no virtual target within the range of the interaction distance corresponding to the normal attack command, it will end directly.
  • Figure 8 for a logic flow diagram for the execution of a normal attack command.
  • controlled virtual character A is a remote interactive virtual character
  • the process of controlling the interaction with the virtual target is the same as the above, except that the detection range is different, and details are not described herein again.
  • the method for controlling interaction with a virtual target provided by the embodiment of the present invention is preferably applied to a network game, in particular, a MOBA (Multiplayer) Online Battle Arena Games, multiplayer online tactical competitive games) type of game.
  • a network game in particular, a MOBA (Multiplayer) Online Battle Arena Games, multiplayer online tactical competitive games) type of game.
  • the hero 902 is a controlled virtual character, and the user can click the general attack command 904 to input a normal attack command or click the skill button 906 to input a skill cast command in the operation interface in the game scene.
  • the hero 908 is a first-level virtual target having a hostile relationship with the hero 902
  • the mob 910 is a secondary virtual target having a hostile relationship with the hero 902
  • the building 912 is a three-level virtual hostile relationship with the hero 902. aims.
  • an interactive distance range is formed in the game scene, and whether a virtual target exists within the interactive distance range is detected.
  • the hero 908 is included in the range of the interaction distance corresponding to the skill casting instruction, and the hero 902 selects the hero 908 with the highest level as the virtual target. If there is no virtual target within the range of the interaction distance corresponding to the normal attack command, it will end directly.
  • the controlled virtual character and each virtual target in the game scene have their corresponding attribute values.
  • the display box 914 can display the attribute values such as the blood volume value and the experience value of the hero 902.
  • the virtual object with the highest level in the virtual target with the highest level or the virtual object with the highest level in the virtual target with the highest level is selected according to the priority data. The target interacts.
  • an apparatus 1000 for controlling interaction with a virtual target includes an interaction instruction acquisition module 1002, a detection module 1004, a selection module 1006, and an interaction control module 1008.
  • the interactive instruction acquisition module 1002 is configured to acquire an interactive instruction.
  • the detecting module 1004 is configured to detect whether there is a virtual target within a range of the interaction distance corresponding to the acquired interaction instruction.
  • the selection module 1006 is configured to acquire preset priority data, and select a virtual target within the interaction distance range according to the priority data.
  • the interaction control module 1008 is configured to control the controlled virtual character to interact with the selected virtual target according to the interaction instruction.
  • an apparatus 1100 for controlling interaction with a virtual target includes an interaction instruction acquisition module 1102, a detection module 1104, a selection module 1106, an interaction control module 1108, a parameter acquisition module 1110, and The storage module 1112.
  • the interactive instruction acquisition module 1102 is configured to acquire an interactive instruction.
  • the detecting mode 1104 is configured to detect whether there is a virtual target within a range of the interaction distance corresponding to the acquired interactive instruction.
  • the selection module 1106 is configured to acquire preset priority data, and select a virtual target within the interaction distance range according to the priority data.
  • the interaction control module 1108 is configured to control the controlled virtual character to interact with the selected virtual target according to the interaction instruction.
  • the parameter obtaining module 1110 is configured to obtain, by using the setting interface, the first parameter and the second parameter that are input corresponding to the type of the controlled virtual character.
  • the storage module 1112 is configured to store a correspondence between a type of the controlled virtual character and the first parameter and the second parameter.
  • interaction instruction acquisition module 1102 is further configured to acquire an interaction instruction after the interaction control module 1108 controls the controlled virtual character to interact with the selected virtual target according to the interaction instruction.
  • the detecting module 1104 is further configured to detect whether the distance between the currently selected virtual target and the controlled virtual character exceeds a first range corresponding to the interaction instruction, and if yes, the detecting module 1104 further detects whether the currently selected virtual target is In the second range corresponding to the interaction instruction, if yes, the interactive control module 1108 controls the mobile controlled virtual character to interact with the currently selected virtual target.
  • the interactive control module 1108 continues to control the controlled virtual character to interact with the selected virtual target according to the interactive instruction.
  • the first range is the sum of the interaction distance corresponding to the interaction instruction and the first parameter; the second range is the sum of the interaction distance corresponding to the interaction instruction and the second parameter.
  • the detecting module 1104 is further configured to detect whether there is a virtual target within a range of the interaction distance corresponding to the interaction instruction when the distance between the currently selected virtual target and the controlled virtual character exceeds the second range, and if yes, The pre-set priority data is obtained by the selection module 1106, the virtual target is selected within the interaction distance range according to the priority data, and the controlled virtual character is controlled by the interaction control module 1108 according to the interaction instruction to interact with the selected virtual target.
  • the selection module 1200 includes a level acquisition unit 1202 and a selection unit 1204.
  • the level obtaining unit 1202 is configured to acquire a level included in the virtual target existing in the range of the interaction distance.
  • the selecting unit 1204 is configured to select the virtual target with the highest level, and select the closest to the controlled virtual character in the virtual target with the highest level according to the priority data or select the virtual target in the virtual target with the highest level.
  • the virtual target with the lowest attribute value is configured to select the virtual target with the highest level, and select the closest to the controlled virtual character in the virtual target with the highest level according to the priority data or select the virtual target in the virtual target with the highest level. The virtual target with the lowest attribute value.
  • the storage medium may be a magnetic disk, an optical disk, or a read-only storage memory (Read-Only) Memory, ROM), etc.

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Abstract

一种控制与虚拟目标进行交互的方法,包括:获取交互指令;检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标;根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。

Description

控制与虚拟目标进行交互的方法、终端和存储介质
本申请 要求 于 2015 年 6 月 16 日提交中国专利局、申请号为 201510332892X 、发明名称为'控制与虚拟目标进行交互的方法和装置'中国专利申请的优先权,其全部内容通过引用结合在本申请中。
【技术领域】
本发明涉及计算机技术领域,特别是涉及一种控制与虚拟目标进行交互的方法、终端和存储介质。
【背景技术】
随着计算机技术的迅速发展,计算机技术给人们的生活带来了诸多便利,大大的提升了人们的生活品质。人们在享受便利生活的同时,也需要来点娱乐项目。于是,各种游戏产品应用而生。在游戏过程中,被控虚拟角色会在游戏场景中选取一个或多个虚拟目标作为对象进行交互。
然而,传统的游戏场景中,在获取交互指令之后,会默认选取一个距离被控虚拟角色最近的虚拟目标进行交互,若选取的虚拟目标不是被控虚拟角色想要交互的虚拟目标,则还需要通过获取其他指令对被控虚拟角色进行位置调整,从而会产生很多不必要的数据处理,造成了资源浪费。
【发明内容】
基于此,有必要针对上述技术问题,提供一种能减少资源浪费的控制与虚拟目标进行交互的方法、终端和存储介质。
一种控制与虚拟目标进行交互的方法,包括以下步骤:
获取交互指令;
检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则
获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标;
根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
一种终端,包括存储器和处理器,所述存储器存储有指令,所述指令被所述处理器执行时,可使得所述处理器执行以下步骤:
获取交互指令;
检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则
获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标;
根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
一个或多个存储有计算机可执行指令的非易失性计算机可读存储介质,所述计算机可执行指令被一个或多个处理器执行时,使得所述一个或多个处理器执行以下步骤:
获取交互指令;
检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则
获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标;
根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
上述控制与虚拟目标进行交互的方法、终端和存储介质,通过获取交互指令,并检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标,最后根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互,相比于传统方法中默认选取一个距离被控虚拟角色最近的虚拟目标进行交互,可以根据预先设置的优先级数据在所述交互距离范围内选取更合理的虚拟目标进行交互,减少了资源浪费。
【附图说明】
为了更清楚地说明本发明实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1为一个实施例中控制与虚拟目标进行交互的方法实现的应用环境图;
图2为一个实施例中终端的内部结构示意图;
图3为一个实施例中控制与虚拟目标进行交互的方法的流程图;
图4为一个实施例中根据优先级数据在交互距离范围内选取虚拟目标的具体流程图;
图5为一个实施例中根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互之后的具体流程图;
图6为控制与虚拟目标进行交互的方法应用于游戏场景中的过程示意图;
图7为一个实施例中关于技能施放指令执行的逻辑流程图;
图8为一个实施例中关于普通攻击指令执行的逻辑流程图;
图9为一个具体游戏场景中的操作界面图;
图10为一个实施例中控制与虚拟目标进行交互的装置的内部结构框图;
图11为另一个实施例中控制与虚拟目标进行交互的装置的内部结构框图;
图12为一个实施例中选取模块的内部结构框图。
【具体实施方式】
为了使本发明的目的、技术方案及优顶点更加清楚明白,以下结合附图及实施例,对本发明进行进一步详细说明。应当理解,此处所描述的具体实施例仅仅用以解释本发明,并不用于限定本发明。
可以理解,本发明所使用的术语“第一”、“第二”等可在本文中用于描述各种元件,但这些元件不受这些术语限制。这些术语仅用于将第一个元件与另一个元件区分。
如图1所示,为一个实施例中控制与虚拟目标进行交互的方法实现的应用环境图,该应用环境包括终端102和服务器104。其中,终端102可以是手机、个人笔记本、平板电脑或者台式计算机等;终端102和服务器104通过网络进行通信。
在一个实施例中,上述图1中的终端102的内部结构示意图如图2所示。该终端102包括通过系统总线连接的处理器、存储介质、内存、网络接口、显示屏、和输入装置。其中,终端的存储介质存储有操作系统,还包括一种控制与虚拟目标进行交互的装置,该控制与虚拟目标进行交互的装置用于实现一种控制与虚拟目标进行交互的方法。该处理器用于提供计算和控制能力,支撑整个终端102的运行。终端102中的内存为存储介质中的控制与虚拟目标进行交互的装置的运行提供环境,网络接口用于与服务器104进行网络通信,如上传虚拟角色、虚拟目标的数据至服务器104,接收服务器104返回的虚拟角色、虚拟目标的相关数据等。终端102的显示屏用于显示游戏场景的操作界面等,输入装置可以是显示屏上覆盖的触摸层,也可以是终端102外壳上设置的按键、轨迹球或触控板,也可以是外接的键盘、触控板或鼠标等。本领域技术人员可以理解,图2中示出的结构,仅仅是与本申请方案相关的部分结构的框图,并不构成对本申请方案所应用于其上的终端的限定,具体的终端可以包括比图中所示更多或更低的部件,或者组合某些部件,或者具有不同的部件布置。
图3为一个实施例中控制与虚拟目标进行交互的方法的流程图。图3中的控制与虚拟目标进行交互的方法以运行于图2中的终端102进行举例说明。控制与虚拟目标进行交互包括以下步骤:
步骤S302:获取交互指令。
这里的交互指令是指控制被控虚拟角色与虚拟目标产生交互的指令。具体地,通过提供的操作界面获取用户输入的交互指令,例如,在游戏场景中,可通过游戏场景中的操作界面获取用户输入的交互指令,该交互指令包括但不限于各种攻击指令、对话指令等。具体的,可通过I/O设备获取交互指令。I/O设备可以是鼠标、键盘、触摸屏等。例如,当用户使用触摸屏在终端上县级某个技能按钮或者点击某个虚拟目标时,产生交互指令。
步骤S304:检测与交互指令对应的交互距离范围内是否存在虚拟目标。若是,则执行步骤S306,否则,执行步骤S308。
这里的交互距离范围是指交互指令能产生作用的距离范围。具体地,不同的交互指令对应的交互距离范围不同。在获取交互指令之后,首先需要获取被控虚拟角色、各个虚拟目标在场景中的位置数据,并根据这两者的位置数据计算场景中各个虚拟目标与被控虚拟角色的距离。若某个虚拟目标与被控虚拟角色的距离小于等于交互指令对应的交互距离,则该虚拟目标在交互指令对应的交互距离范围内,否则,该虚拟目标在交互指令对应的交互距离范围外。
举例说明,在游戏场景中,若普通攻击指令对应的交互距离为5米,技能施放指令对应的交互距离为7米,那么当获取到的交互指令为普通攻击指令时,则会获取被控虚拟角色、各个虚拟目标在场景中位置数据,并根据这两者的位置数据计算各个虚拟目标与被控虚拟角色的距离,检测场景中是否有与被控虚拟角色的距离在5米范围内的虚拟目标。当获取到的交互指令为技能施放指令时,则会检测场景中是否有与被控虚拟角色的距离在7米范围内的虚拟目标。
步骤S306:获取预先设置的优先级数据,根据优先级数据在交互距离范围内选取虚拟目标。
具体地,预先设置的优先级数据是指选择各种类型的虚拟目标的优先级条件数据,可根据实际需要预先设置优先选取虚拟目标的条件。可提供一设置界面以便用户对选取虚拟目标的条件进行设置,例如,在游戏场景中通过提供的设置界面设置虚拟目标被选中的优先级条件为距离优先或者目标属性值优先等。该优先级数据可为优先按照距离从近至远选取虚拟目标,或者优先按照虚拟目标的属性值从低到高选取虚拟目标等。
在一个实施例中,终端通过设置界面获取到用户输入的优先级数据,可对应被控虚拟角色的标识将优先级数据存储在存储设备中。终端还可将被控虚拟角色的标识与对应的优先级数据上传到服务器的存储设备进行存储。因此当终端从本地获取不到优先级数据时,可从服务器的存储设备中获取与被控虚拟角色的标识对应的优先级数据。
举例说明,如果预先设置的优先级数据为优先按照距离从近至远选取虚拟目标,那么在选取虚拟目标时,会优先选取距离最近的虚拟目标,在一个实施例中,如果距离最近的虚拟目标有两个以上,那么再从这两个以上的虚拟目标中随机选取虚拟目标或选取属性值最低的虚拟目标。如果预先设置的优先级数据为优先按照属性值从低到高选取虚拟目标,那么在选取虚拟目标时,会优先选取属性值最低的虚拟目标。在一个实施例中,如果属性值最低的虚拟目标有两个以上,那么再从这两个以上的虚拟目标中随机选取虚拟目标或选取距离最近的虚拟目标。
步骤S308:根据交互指令的类型结束或执行交互指令。
具体地,在交互指令对应的交互距离范围内没有虚拟目标的情况下,有些类型的交互指令可以继续执行,有些类型的交互指令却无法执行。
举例说明,在游戏场景中,当获取的交互指令为普通攻击指令或单体攻击技能指令时,若交互指令对应的交互距离范围内没有虚拟目标,这两种指令都是无法执行的,会直接结束;当获取的交互指令为朝向性技能指令时,若交互指令对应的交互距离范围内没有虚拟目标,则会向被控虚拟角色当前朝向执行该交互指令;当获取的交互指令为指定性技能指令时,若交互指令对应的交互距离范围内没有虚拟目标,则会向默认的位置执行该交互指令。
步骤S310:根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
具体地,当根据预先设置的优先级数据在交互距离范围内选取了虚拟目标之后,则可根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
此外,还可将选取虚拟目标产生的数据及根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互所产生的数据上传到服务器,实现数据同步。
上述控制与虚拟目标进行交互的方法,通过获取交互指令,并检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,获取预先设置的优先级数据,根据该优先级数据在交互指令对应的交互距离范围内选取虚拟目标,最后根据该交互指令控制被控虚拟角色与选取的虚拟目标进行交互,相比于传统方法中默认选取一个距离被控虚拟角色最近的虚拟目标进行交互,可以根据预先设置的优先级数据在交互距离范围内选取更合理的虚拟目标进行交互,减少了资源浪费。
如图4所示,根据优先级数据在交互距离范围内选取虚拟目标的步骤包括:
步骤S402:获取在交互距离范围内存在的虚拟目标所包含的级别,选取级别最高的虚拟目标。
具体地,优先级数据包括虚拟目标的级别和为不同级别的虚拟目标所设置的选择优先级条件,虚拟目标被分为不同级别,通常会优先选择级别高的虚拟目标,以此类推。当场景中交互指令对应的交互距离范围内有多个虚拟目标时,则首先需要获取在交互距离范围内存在的虚拟目标包含的级别,然后选取级别最高的虚拟目标。
举例说明,在游戏场景中,虚拟目标可包括虚拟人物、虚拟动物、虚拟设施等不同目标类型,其中虚拟人物为一级虚拟目标、虚拟动物为二级虚拟目标、虚拟设施为三级虚拟目标。如果在交互距离范围内存在的虚拟目标同时包含一级虚拟目标、二级虚拟目标和三级虚拟目标,那么选取这三种虚拟目标中级别最高的一级虚拟目标。如果在交互距离范围内存在的虚拟目标只包含二级虚拟目标和三级虚拟目标,那么选取这两种虚拟目标中级别最高的二级虚拟目标。其他情况以此类推,这里不再赘述。
步骤S404:按照优先级数据选取级别最高的虚拟目标中与被控虚拟角色的距离最近或者选取级别最高的虚拟目标中虚拟目标属性值最低的虚拟目标。
具体地, 步骤S402中可能选取了多个级别最高的虚拟目标,这里会按照预先设置的优先级数据从多个级别最高的虚拟目标中选取一个虚拟目标。在一个实施例中,从多个级别最高的虚拟目标中选取与被控虚拟角色的距离最近的虚拟目标。在一个实施例中,从多个级别最高的虚拟目标中选取虚拟目标属性值最低的虚拟目标。
在一个实施例中,还包括通过设置界面获取输入的与被控虚拟角色的类型对应的第一参数和第二参数,并存储被控虚拟角色的类型与第一参数、第二参数之间的对应关系的步骤。
如图5所示,在根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互之后,还包括:
步骤S502:获取交互指令。
具体地,通过提供操作界面获取用户输入的交互指令,例如,在游戏场景中,可通过游戏场景中的操作界面获取用户输入的交互指令,该交互指令包括但不限于各种攻击指令、对话指令等。
步骤S504:检测当前选取的虚拟目标与被控虚拟角色之间的距离是否超出与交互指令对应的第一范围。若否,则执行步骤S506,若是,则执行步骤S508。
具体地,在获取交互指令后,首先获取被控虚拟角色的类型,再进一步获取预先存储的与被控虚拟角色的类型对应的第一参数、第二参数,通过计算得到第一范围和第二范围。
其中,第一范围是与交互指令对应的交互距离与第一参数的和,用于表示被控虚拟角色的交互距离范围;第二范围是与交互指令对应的交互距离与第二参数的和,用于表示被控虚拟角色寻找虚拟目标的范围。
例如,在游戏场景中,被控虚拟角色根据其交互范围的远近可分为近距离交互虚拟角色和远距离交互虚拟角色。如果被控虚拟角色为近距离交互虚拟角色,那么通过获取与近距离交互虚拟角色对应的第一参数和第二参数就可以得到与近距离交互虚拟角色对应的第一范围和第二范围。同样,如果被控虚拟角色为远距离交互虚拟角色,那么通过获取与远距离交互虚拟角色对应的第一参数和第二参数就可以得到与远距离交互虚拟角色对应的第一范围和第二范围。
步骤S506:根据交互指令继续控制被控虚拟角色与选取的虚拟目标进行交互。
若当前选取的虚拟目标与被控虚拟角色之间的距离没有超出与交互指令对应的第一范围,则说明当前选取的虚拟目标还在被控虚拟角色的交互距离范围内,根据交互指令继续控制被控虚拟角色与所述选取的虚拟目标进行交互。
步骤S508:检测当前选取的虚拟目标是否在与交互指令对应的第二范围内。若是,则执行步骤S510,若否,则执行步骤S512。
若当前选取的虚拟目标与被控虚拟角色之间的距离超出了与交互指令对应的第一范围时,则说明当前选取的虚拟目标不在被控虚拟角色的交互距离范围内,则会进一步检测当前选取的虚拟目标是否在与交互指令对应的第二范围内,即在第二范围内寻找当前选取的虚拟目标。
步骤S510:控制移动被控虚拟角色使被控虚拟角色与当前选取的虚拟目标进行交互。
若当前选取的虚拟目标与被控虚拟角色之间的距离没有超出与交互指令对应的第二范围,则控制移动被控虚拟角色使被控虚拟角色与所述当前选取的虚拟目标进行交互。
步骤S512:检测与交互指令对应的交互距离范围内是否存在虚拟目标,若否,则执行步骤S514,若是,则执行步骤S516。
若当前选取的虚拟目标与被控虚拟角色之间的距离超出与交互指令对应的第二范围,则只能放弃当前选取的虚拟目标,并根据交互指令检测与交互指令对应的交互距离范围内是否存在其他的虚拟目标。
步骤S514:根据交互指令的类型结束或执行交互指令。
具体地,在交互指令对应的交互距离范围内没有虚拟目标的情况下,有些类型的交互指令可以继续执行,有些类型的交互指令却无法执行。
举例说明,在游戏场景中,当获取的交互指令为普通攻击指令或单体攻击技能指令时,若交互指令对应的交互距离范围内没有虚拟目标,这两种指令都是无法执行的,会直接结束;当获取的交互指令为朝向性技能指令时,若交互指令对应的交互距离范围内没有虚拟目标,则会向被控虚拟角色当前朝向执行该交互指令;当获取的交互指令为指定性技能指令时,若交互指令对应的交互距离范围内没有虚拟目标,则会向默认的位置执行该交互指令。
步骤S516:获取预先设置的优先级数据,根据优先级数据在交互距离范围内选取虚拟目标。
具体地,若检测到与交互指令对应的交互距离范围内存在虚拟目标,则执行步骤S516。其中,预先设置的优先级数据是指选择各种类型的虚拟目标的优先级条件数据,可根据实际需要预先设置优先选取虚拟目标的条件。可提供一设置界面以便用户对选取虚拟目标的条件进行设置,例如,在游戏场景中通过提供的设置界面设置距离优先或者目标属性值优先等。该优先级数据可为优先按照距离从近至远选取虚拟目标,或者优先按照虚拟目标的属性值从低到高选取虚拟目标等。
在一个实施例中,终端通过设置界面获取到用户输入的优先级数据,可对应被控虚拟角色的标识进行存储。终端还可将被控虚拟角色的标识与对应的优先级数据上传到服务器进行存储。因此当终端从本地获取不到优先级数据时,可从服务器获取与被控虚拟角色的标识对应的优先级数据。
步骤S518:根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
具体地,当选取了虚拟目标之后,则根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
此外,还可将选取虚拟目标并根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互所产生的数据上传到服务器,实现数据同步。
为了更加清楚的说明上述控制与虚拟目标进行交互的方法,下面结合附图6描述控制与虚拟目标进行交互的方法应用于游戏场景中的过程。
如图6所示,在游戏场景M中,被控虚拟角色A为近距离交互虚拟角色,通过在游戏场景中的操作界面获取用户通过输入设备输入的交互指令。在游戏场景M中,虚拟目标B、C、D为一级虚拟目标,虚拟目标a、b、c为二级虚拟目标,虚拟目标β、ε为三级虚拟目标。
当终端获取的交互指令为技能施放指令时,则会检测与近距离交互虚拟角色A的距离小于等于技能施放指令对应的交互距离R(如R=20米)范围内是否存在虚拟目标。从图6中可以看出,技能施放指令对应的交互距离范围内有一级虚拟目标B和C,二级虚拟目标a、b及三级虚拟目标β;技能施放指令对应的交互距离范围外存在一级虚拟目标D、二级虚拟目标c及三级虚拟目标ε。在获取技能施放指令对应的交互距离范围内所有虚拟目标中各个虚拟目标的级别之后,会选取级别最高的一级虚拟目标B、C作为虚拟目标,并按照优先级数据选取级别最高的虚拟目标B、C中与近距离交互虚拟角色A的距离最近或者选取级别最高的虚拟目标B、C中虚拟目标属性值最低的虚拟目标。例如,如果按照优先级数据选取级别最高的虚拟目标B、C中与近距离交互虚拟角色A的距离最近的虚拟目标,而一级虚拟目标B与近距离交互虚拟角色A的距离为1.5米,一级虚拟目标C与近距离交互虚拟角色A的距离为3米,那么选取一级虚拟目标B作为虚拟目标,根据交互指令控制近距离交互虚拟角色A与选取的一级虚拟目标B进行交互。假如技能施放指令对应的交互距离范围内没有一级虚拟目标,只有二级虚拟目标和三级虚拟目标,则先选取二级虚拟目标,并按照优先级数据选取二级虚拟目标中与近距离交互虚拟角色A的距离最近或者选取级别最高的虚拟目标中虚拟目标属性值最低的虚拟目标。
如果技能施放指令对应的交互距离范围内没有任何虚拟目标,那么会根据技能的进一步分类结果结束或执行交互指令。关于技能施放指令执行的逻辑流程图可参照图7。
当获取的交互指令为普通攻击指令时,则会检测与近距离交互虚拟角色A的距离小于等于普通攻击指令对应的交互距离r(如r=5米)范围内是否存在虚拟目标。从图6中可以看出,普通攻击指令对应的交互距离范围内有二级虚拟目标a和三级虚拟目标β;普通攻击指令对应的交互距离范围外存在一级虚拟目标B、C、D,二级虚拟目标b、c,三级虚拟目标ε。在获取普通攻击指令对应的交互距离范围内所有虚拟目标中各个虚拟目标的级别之后,会选取级别最高的二级虚拟目标a作为虚拟目标。假如普通攻击指令对应的交互距离范围内没有任何虚拟目标,那么会直接结束。关于普通攻击指令执行的逻辑流程图可参照图8。
另外,若被控虚拟角色A为远距离交互虚拟角色,控制其与虚拟目标进行交互的过程与上述是一样的,只是检测的范围不一样,在此不再赘述。
本发明实施例所提供的控制与虚拟目标进行交互的方法,优选应用于网络游戏特别是MOBA(Multiplayer Online Battle Arena Games,多人在线战术竞技游戏)类型的游戏中。如图9所示,在一个具体的游戏场景中,英雄902为被控虚拟角色,用户可以在游戏场景中的操作界面点击普攻按钮904输入普通攻击指令或点击技能按钮906输入技能施放指令。在该游戏场景中,英雄908为与英雄902存在敌对关系的一级虚拟目标,小怪910为与英雄902存在敌对关系的二级虚拟目标,建筑912为与英雄902存在敌对关系的三级虚拟目标。
当用户点击普攻按钮904时,则会在游戏场景中形成一个交互距离范围,并检测交互距离范围内是否存在虚拟目标。从图9中可以看出,技能施放指令对应的交互距离范围内只有英雄908,英雄902便会选取级别最高的英雄908作为虚拟目标。假如普通攻击指令对应的交互距离范围内没有任何虚拟目标,那么会直接结束。
另外,游戏场景中的被控虚拟角色及每个虚拟目标都有其对应的属性值,如图9中所示,显示框914中可以显示英雄902的血量值、经验值等属性值。当英雄902的交互范围内的最高级别的虚拟目标有多个时,则会按照优先级数据选取级别最高的虚拟目标中与英雄902的距离最近或者选取级别最高的虚拟目标中属性值最低的虚拟目标进行交互。
如图10所示,一种控制与虚拟目标进行交互的装置1000,包括交互指令获取模块1002、检测模块1004、选取模块1006以及交互控制模块1008。
交互指令获取模块1002用于获取交互指令。
检测模块1004用于检测与获取的交互指令对应的交互距离范围内是否存在虚拟目标。
选取模块1006用于获取预先设置的优先级数据,根据该优先级数据在交互距离范围内选取虚拟目标。
交互控制模块1008用于根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
如图11所示,在另一个实施例中,一种控制与虚拟目标进行交互的装置1100,包括交互指令获取模块1102、检测模块1104、选取模块1106、交互控制模块1108、参数获取模块1110和存储模块1112。
交互指令获取模块1102用于获取交互指令。
检测模1104用于检测与获取的交互指令对应的交互距离范围内是否存在虚拟目标。
选取模块1106用于获取预先设置的优先级数据,根据该优先级数据在所述交互距离范围内选取虚拟目标。
交互控制模块1108用于根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
参数获取模块1110用于通过设置界面获取输入的与被控虚拟角色的类型对应的第一参数和第二参数。
存储模块1112用于存储被控虚拟角色的类型与第一参数、第二参数之间的对应关系。
进一步地,交互指令获取模块1102还用于在交互控制模块1108根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互之后获取交互指令。
进一步地,检测模块1104还用于检测当前选取的虚拟目标与被控虚拟角色之间的距离是否超出与交互指令对应的第一范围,若是,则通过检测模块1104进一步检测当前选取的虚拟目标是否在与交互指令对应的第二范围内,若是,则通过交互控制模块1108控制移动被控虚拟角色使被控虚拟角色与当前选取的虚拟目标进行交互。
如果当前选取的虚拟目标与被控虚拟角色之间的距离没有超出第一范围,则通过交互控制模块1108根据交互指令继续控制所述被控虚拟角色与选取的虚拟目标进行交互。
其中,第一范围是与交互指令对应的交互距离与第一参数的和;第二范围是与交互指令对应的交互距离与第二参数的和。
在一个实施例中,检测模块1104还用于在当前选取的虚拟目标与被控虚拟角色之间的距离超出第二范围时检测与交互指令对应的交互距离范围内是否存在虚拟目标,若是,则通过选取模块1106获取预先设置的优先级数据,根据优先级数据在交互距离范围内选取虚拟目标,通过交互控制模块1108根据交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
如图12所示,在一个实施例中,选取模块1200包括级别获取单元1202和选取单元1204。
级别获取单元1202用于获取在所述交互距离范围内存在的虚拟目标所包含的级别。
选取单元1204用于选取级别最高的虚拟目标,并按照所述优先级数据选取所述级别最高的虚拟目标中与所述被控虚拟角色的距离最近或者选取所述级别最高的虚拟目标中虚拟目标属性值最低的虚拟目标。
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,是可以通过计算机程序来指令相关的硬件来完成,所述的程序可存储于一非易失性计算机可读取存储介质中,该程序在执行时,可包括如上述各方法的实施例的流程。其中,所述的存储介质可为磁碟、光盘、只读存储记忆体(Read-Only Memory,ROM)等。
以上所述实施例仅表达了本发明的几种实施方式,其描述较为具体和详细,但并不能因此而理解为对本发明专利范围的限制。应当指出的是,对于本领域的普通技术人员来说,在不脱离本发明构思的前提下,还可以做出若干变形和改进,这些都属于本发明的保护范围。因此,本发明专利的保护范围应以所附权利要求为准。

Claims (11)

  1. 一种控制与虚拟目标进行交互的方法,包括:
    通过I/O设备获取交互指令;
    检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则从存储设备中获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标;及
    根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
  2. 根据权利要求1所述的方法,其特征在于,所述根据所述优先级数据在所述交互距离范围内选取虚拟目标,包括:
    获取在所述交互距离范围内存在的虚拟目标所包含的级别,选取级别最高的虚拟目标;
    按照所述优先级数据选取所述级别最高的虚拟目标中与所述被控虚拟角色的距离最近或者选取所述级别最高的虚拟目标中虚拟目标属性值最低的虚拟目标。
  3. 根据权利要求1所述的方法,其特征在于,所述方法还包括:通过设置界面获取输入的与被控虚拟角色的类型对应的第一参数和第二参数,存储被控虚拟角色的类型与第一参数、第二参数之间的对应关系。
  4. 根据权利要求3所述的方法,其特征在于,在所述根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互之后,所述方法还包括:
    获取交互指令;
    检测当前选取的虚拟目标与被控虚拟角色之间的距离是否超出与所述交互指令对应的第一范围,若是,则进一步检测所述当前选取的虚拟目标是否在与所述交互指令对应的第二范围内,若是,则控制移动所述被控虚拟角色使所述被控虚拟角色与所述当前选取的虚拟目标进行交互;
    如果当前选取的虚拟目标与被控虚拟角色之间的距离没有超出所述第一范围,则根据所述交互指令继续控制所述被控虚拟角色与所述选取的虚拟目标进行交互;
    其中,所述第一范围是与所述交互指令对应的交互距离与所述第一参数的和;所述第二范围是与所述交互指令对应的交互距离与所述第二参数的和。
  5. 根据权利要求4所述的方法,其特征在于,还包括:
    如果当前选取的虚拟目标与被控虚拟角色之间的距离超出所述第二范围,则检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标,根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
  6. 一种终端,包括存储器和处理器,所述存储器存储有指令,所述指令被所述处理器执行时,可使得所述处理器执行以下步骤:
    获取交互指令;
    检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标;及
    根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
  7. 根据权利要求6所述的终端,其特征在于,所述处理器执行所述根据所述优先级数据在所述交互距离范围内选取虚拟目标的步骤包括:
    获取在所述交互距离范围内存在的虚拟目标所包含的级别,选取级别最高的虚拟目标;
    按照所述优先级数据选取所述级别最高的虚拟目标中与所述被控虚拟角色的距离最近或者选取所述级别最高的虚拟目标中虚拟目标属性值最低的虚拟目标。
  8. 根据权利要求6所述的终端,其特征在于,所述处理器还被用于执行通过设置界面获取输入的与被控虚拟角色的类型对应的第一参数和第二参数的步骤,将被控虚拟角色的类型与第一参数、第二参数之间的对应关系存储至所述存储器中。
  9. 根据权利要求8所述的终端,其特征在于,在所述根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互的步骤之后,所述处理器还被用于执行以下步骤:
    获取交互指令;
    检测当前选取的虚拟目标与被控虚拟角色之间的距离是否超出与所述交互指令对应的第一范围,若是,则进一步检测所述当前选取的虚拟目标是否在与所述交互指令对应的第二范围内,若是,则控制移动所述被控虚拟角色使所述被控虚拟角色与所述当前选取的虚拟目标进行交互;
    如果当前选取的虚拟目标与被控虚拟角色之间的距离没有超出所述第一范围,则根据所述交互指令继续控制所述被控虚拟角色与所述选取的虚拟目标进行交互;
    其中,所述第一范围是与所述交互指令对应的交互距离与所述第一参数的和;所述第二范围是与所述交互指令对应的交互距离与所述第二参数的和。
  10. 根据权利要求9所述的终端,其特征在于,所述处理器还被用于执行以下步骤:如果当前选取的虚拟目标与被控虚拟角色之间的距离超出所述第二范围,则检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标,根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
  11. 一个或多个存储有计算机可读指令的非易失性存储介质,所述计算机可读指令被一个或多个处理器执行时,使得所述一个或多个处理器执行以下步骤:
    获取交互指令;
    检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标;及
    根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
PCT/CN2016/081484 2015-06-16 2016-05-10 控制与虚拟目标进行交互的方法、终端和存储介质 WO2016202119A1 (zh)

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