WO2021244209A1 - 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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- WO2021244209A1 WO2021244209A1 PCT/CN2021/092000 CN2021092000W WO2021244209A1 WO 2021244209 A1 WO2021244209 A1 WO 2021244209A1 CN 2021092000 W CN2021092000 W CN 2021092000W WO 2021244209 A1 WO2021244209 A1 WO 2021244209A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
Definitions
- This application relates to the field of computer technology, in particular to a virtual object control method, device, terminal and storage medium.
- the embodiments of the present application provide a virtual object control method, device, terminal, and storage medium, which can improve the release accuracy when the skill is continuously released.
- the technical solution is as follows:
- an embodiment of the present application provides a virtual object control method, which is executed by a terminal, and the method includes:
- the virtual scene interface includes a first virtual object, at least two second virtual objects, and at least two skill controls, the first virtual object and the second virtual object are located in the virtual scene, so The skill control is used to control the first virtual object to release the skill;
- the target virtual object is determined as the skill release target corresponding to the second skill, and the second triggering operation is at the skill release of the first skill Triggered during the process;
- an embodiment of the present application provides a virtual object control device, and the device includes:
- the display module is configured to display a virtual scene interface, the virtual scene interface includes a first virtual object, at least two second virtual objects, and at least two skill controls, where the first virtual object and the second virtual object are located In the virtual scene, the skill control is used to control the first virtual object to release the skill;
- the first control module is configured to determine a target virtual object from the at least two second virtual objects according to the first trigger operation in response to a first trigger operation on the first skill control, and control the first virtual object Release the first skill to the target virtual object;
- the first determination module is configured to determine the target virtual object as the skill release target corresponding to the second skill in response to the second trigger operation of the second skill control meeting the skill continuous release condition, and the second trigger operation is at all It is triggered during the skill release of the first skill;
- the second control module is configured to control the first virtual object to release the second skill to the target virtual object.
- an embodiment of the present application provides a terminal.
- the terminal includes a processor and a memory.
- the memory stores at least one instruction, at least one program, code set, or instruction set.
- the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the virtual object control method as described in the above aspect.
- an embodiment of the present application provides a computer-readable storage medium, and the computer-readable storage medium stores at least one instruction, at least one program, code set, or instruction set, the at least one instruction, the At least one program, the code set or the instruction set is loaded and executed by the processor to implement the virtual object control method as described in the above aspect.
- the embodiments of the present application provide a computer program product, which is used to implement the above virtual object control method when the computer program product is executed by a processor.
- Figure 1 is a schematic diagram of the implementation of the continuous release process of skills in related technologies
- Figure 2 shows a schematic diagram of an implementation environment provided by an embodiment of the present application
- FIG. 3 shows a flowchart of a virtual object control method provided by an exemplary embodiment of the present application
- FIG. 4 is a schematic diagram of the implementation of a continuous release process of skills provided by an exemplary embodiment of the present application.
- FIG. 5 is a schematic diagram of a division method of a control area in a skill control shown in an exemplary embodiment of the present application
- Fig. 6 shows a flowchart of a virtual object control method provided by another exemplary embodiment of the present application.
- Fig. 7 is a schematic diagram of a skill release target inheritance mechanism shown in an exemplary embodiment
- FIG. 8 is a schematic diagram of an interface for controlling the process of releasing a skill of a virtual object according to an exemplary embodiment of the present application
- Fig. 9 shows a flowchart of a virtual object control method provided by another exemplary embodiment of the present application.
- Fig. 10 is a structural block diagram of a virtual object control device provided by an exemplary embodiment of the present application.
- Fig. 11 is a structural block diagram of a terminal provided according to an exemplary embodiment of the present application.
- the "plurality” mentioned herein means two or more.
- “And/or” describes the association relationship of the associated objects, indicating that there can be three types of relationships, for example, A and/or B, which can mean: A alone exists, A and B exist at the same time, and B exists alone.
- the character “/” generally indicates that the associated objects before and after are in an "or” relationship.
- Virtual scene It is the virtual scene displayed (or provided) when the application is running on the terminal.
- the virtual scene may be a simulation of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictitious three-dimensional world.
- the virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene.
- the virtual scene is also used for a virtual scene battle between at least two virtual objects, and the virtual scene has virtual resources that can be used by the at least two virtual objects.
- the virtual scene includes a symmetrical lower left corner area and an upper right corner area. Virtual objects belonging to two rival camps occupy one of the areas and destroy the target building/base/base/crystal in the depths of the opponent's area. Victory goal.
- Virtual object refers to the movable object in the virtual scene.
- the movable object may be at least one of a virtual character, a virtual animal, and an animation character.
- the virtual object may be a three-dimensional model, and each virtual object has its own shape and volume in the three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene.
- the virtual object is a three-dimensional character constructed based on three-dimensional human bone technology, and the virtual object realizes different external images by wearing different skins.
- the virtual object may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiment of the present application.
- the skills in the embodiments of this application refer to the ability to be released by the virtual character and used to modify the attribute values of the virtual object itself, other virtual objects, or both the virtual object itself and other virtual objects.
- the virtual object has at least one skill, and different virtual objects correspond to different skills.
- the skills of the virtual character can be acquired or upgraded during the level-up process, and the virtual object can acquire the skills of other virtual objects.
- skills can be divided into: damage skills (used to reduce the health of virtual objects), shield skills (used to increase shields for virtual objects), and accelerated skills (used to To increase the movement speed of virtual objects), deceleration skills (used to reduce the movement speed of virtual objects), imprisoned skills (used to limit the movement of virtual objects within a certain period of time), forced displacement skills (used to force virtual objects to occur) Movement), silent skills (used to display virtual object release skills within a certain period of time), recovery skills (used to restore the health or energy value of virtual objects), vision skills (used to obtain/block a certain range or other The field of vision of the virtual character), passive skills (skills that can be triggered when a normal attack is performed), etc., which are not limited in this embodiment.
- the skills can be divided into directed skills and non-directed skills.
- the pointed skill is the skill of the designated skill receiver, that is, after using the pointed skill to specify the skill to release the target, the release target of the skill must be affected by the skill;
- the non-pointed skill is the skill that is released in the specified direction, range or area. , Virtual objects located in the direction, range, or area will be affected by this skill.
- Multiplayer online tactical competitive game refers to a game in which different virtual teams belonging to at least two rival camps occupy their respective map areas in a virtual scene, with a certain victory condition as the goal for competitive games.
- the victory conditions include but are not limited to: occupying a stronghold or destroying the enemy camp’s stronghold, killing the virtual object of the enemy camp, ensuring one’s own survival in a specified scene and time, grabbing a certain resource, and surpassing the opponent’s score within a specified time At least one of.
- Tactical competition can be carried out in units of rounds, and the map of each round of tactical competition can be the same or different.
- Each virtual team includes one or more virtual objects, such as 1, 2, 3, or 5, etc.
- MOBA game It is a game in which several strongholds are provided in a virtual scene, and users in different camps control virtual characters to fight in the virtual scene, occupy strongholds or destroy enemy camp strongholds. For example, in a MOBA game, users can be divided into two rival camps, and the virtual characters controlled by the user can be scattered in the virtual scene to compete with each other, and destroy or occupy all the enemy's strongholds as a victory condition.
- MOBA games are based on rounds, and the duration of a round of MOBA games is from the moment the game starts to the moment when the victory conditions are fulfilled.
- the user can control the virtual object to move in the virtual scene, and can trigger the virtual object to release the corresponding skill through the skill control.
- the terminal determines the skill release target from the virtual objects located in the skill release range according to the skill release range corresponding to the skill, thereby controlling the virtual object to release the skill to the skill release target.
- the skill release targets corresponding to different skills may be different.
- FIG. 1 there are a second virtual object 102 and a third virtual object 103 on the periphery of the first virtual object 101.
- the terminal determines the second virtual object 102 with the lowest health value in the range as the skill release target according to the skill release range 104 of skill A; when receiving the skill release target corresponding to skill B
- the terminal determines the third virtual object 103 with the lowest health value in the range 105 as the skill release target according to the skill release range 105 of the B skill.
- each skill release of the terminal is regarded as an independent process, and accordingly, there is no correlation between the skill release targets of each skill release.
- the user may quickly trigger different skills to cause damage to the same virtual object in a short time. If the above method is adopted, when the skill release targets indicated by different skills are different, it will cause the problem of different skills acting on different objects, and affect the accuracy of skill release.
- the skill release target inheritance mechanism is introduced, so that when the skill is continuously released, the current skill can inherit the skill release target of the previous skill (in the process of release) instead of searching for the skill release target according to the traditional search rules.
- the continuous release of different skills can act on the same skill release target, achieving the effect of causing damage to the same virtual object in a short time, thereby improving the accuracy of continuous skill release.
- FIG. 2 shows a schematic diagram of an implementation environment provided by an embodiment of the present application.
- the implementation environment may include: a first terminal 210, a server 220, and a second terminal 230.
- the first terminal 210 installs and runs an application program 211 that supports a virtual scene, and the application program 211 may be a multiplayer online battle program.
- the application program 211 may be any one of a military simulation program, a MOBA game, a battle royale shooting game, and a simulation strategy game (Simulation Game, SLG).
- the application program 211 is an MOBA game as an example.
- the first terminal 210 is a terminal used by the first user 212.
- the first user 212 uses the first terminal 210 to control a first virtual object in a virtual scene to perform activities.
- the first virtual object may be referred to as the master virtual Object.
- the activities of the first virtual object include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and releasing skills.
- the first virtual object is a first virtual character, such as a simulated character or an animated character.
- the second terminal 230 installs and runs an application program 231 that supports a virtual scene, and the application program 231 may be a multiplayer online battle program.
- the application program 231 may be a multiplayer online battle program.
- the user interface of the application program 231 is displayed on the screen of the second terminal 230.
- the client can be any of military simulation programs, MOBA games, battle royale shooting games, and SLG games.
- the application program 231 is an MOBA game as an example.
- the second terminal 230 is the terminal used by the second user 232.
- the second user 232 uses the second terminal 230 to control the second virtual object in the virtual scene to perform activities.
- the second virtual object may be called the master virtual of the second user 232.
- Role Illustratively, the second virtual object is a second virtual character, such as a simulated character or an animated character.
- the first virtual object and the second virtual object are in the same virtual scene.
- the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions.
- the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have a hostile relationship.
- the applications installed on the first terminal 210 and the second terminal 230 are the same, or the applications installed on the two terminals are the same type of applications on different operating system platforms (Android or IOS).
- the first terminal 210 may generally refer to one of a plurality of terminals
- the second terminal 230 may generally refer to another of a plurality of terminals. This embodiment only uses the first terminal 210 and the second terminal 230 as examples.
- the device types of the first terminal 210 and the second terminal 230 are the same or different, and the device types include at least one of a smart phone, a tablet computer, an e-book reader, a digital player, a laptop computer, and a desktop computer.
- terminals Only two terminals are shown in FIG. 2, but there are multiple other terminals that can access the server 220 in different embodiments.
- terminals there are one or more terminals corresponding to the developer, and a development and editing platform supporting virtual scene applications is installed on the terminal, and the developer can edit and update the application on the terminal , And transmit the updated application installation package to the server 220 via a wired or wireless network.
- the first terminal 210 and the second terminal 230 can download the application installation package from the server 220 to update the application.
- the first terminal 210, the second terminal 230, and other terminals are connected to the server 220 through a wireless network or a wired network.
- the server 220 includes at least one of a server, a server cluster composed of multiple servers, a cloud computing platform, and a virtualization center.
- the server 220 is used to provide background services for applications supporting three-dimensional virtual scenes.
- the server 220 is responsible for the main calculation work and the terminal is responsible for the secondary calculation work; or the server 220 is responsible for the secondary calculation work and the terminal is responsible for the main calculation work; or, the server 220 and the terminal adopt a distributed computing architecture for collaborative calculation. .
- the server 220 includes a memory 221, a processor 222, a user account database 223, a battle service module 224, and a user-oriented input/output interface (Input/Output Interface, I/O interface) 225.
- the processor 222 is used to load instructions stored in the server 220, and process the data in the user account database 223 and the battle service module 224; the user account database 223 is used to store the first terminal 210, the second terminal 230, and other terminals.
- the data of the user account such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, the service area where the user account is located;
- the battle service module 224 is used to provide multiple battle rooms for users to compete, such as 1V1 battle, 3V3 battle, 5V5 battle, etc.;
- the user-oriented I/O interface 225 is used to establish communication and exchange data with the first terminal 210 and/or the second terminal 230 through a wireless network or a wired network.
- FIG. 3 shows a flowchart of a virtual object control method provided by an exemplary embodiment of the present application.
- the method is used in the first terminal 210 or the second terminal 230 in the implementation environment shown in FIG. 2 or other terminals in the implementation environment as an example for description.
- the method includes the following steps:
- Step 301 Display a virtual scene interface.
- the virtual scene interface includes a first virtual object, at least two second virtual objects, and at least two skill controls.
- the first virtual object and the second virtual object are located in the virtual scene, and the skill controls are used for Control the first virtual object to release the skill.
- the second virtual object may include virtual objects belonging to the same camp as the first virtual object, or may include virtual objects belonging to a different camp from the first virtual object.
- the first virtual object and the second virtual object are both virtual objects controlled by the user in the game, or the first virtual object is a virtual object controlled by the user in the game, and the second virtual object is
- the virtual objects controlled by the server are artificial intelligence (AI) virtual objects.
- the virtual scene interface includes a virtual scene screen and a control layer located on the upper layer of the virtual scene screen, and the skill control is located in the control layer.
- the skill control is located in the control layer.
- UI user interface
- the virtual scene is a virtual scene with any boundary shape
- the first virtual object is located in the visual range of the virtual scene interface.
- the first virtual object is located at the visual center of the virtual scene picture, that is, at the center of the virtual scene picture obtained by observing the virtual scene from a third-person perspective.
- the angle of view refers to the viewing angle when the virtual character is observed in the virtual scene from the first person perspective or the third person perspective.
- the angle of view is the angle when the virtual character is observed through the camera model in the virtual scene.
- the camera model automatically follows the virtual object in the virtual scene, that is, when the position of the virtual object in the virtual scene changes, the camera model follows the position of the virtual object in the virtual scene and changes at the same time, and the camera The model is always within the preset distance range of the virtual object in the virtual scene.
- the relative position of the camera model and the virtual object does not change.
- the embodiment of the present application takes the third-person perspective as an example for description.
- the camera model is located behind the virtual object (such as the head and shoulders of the virtual character).
- the skill control is adopted as a button, and by triggering the button, the first virtual object can be controlled to release the corresponding skill to other virtual objects.
- Step 302 In response to the first trigger operation on the first skill control, determine the target virtual object from the at least two second virtual objects according to the first trigger operation, and control the first virtual object to release the first skill to the target virtual object.
- the first skill corresponding to the first skill control is a skill with an active release function
- the skill release target of the first skill (that is, the virtual object affected by the skill) is a virtual object that belongs to the same camp as the first virtual object , Or, is a virtual object belonging to a different camp from the first virtual object.
- the skill release target of the first skill is the target virtual object in the second virtual object.
- the target virtual object is at least one virtual object.
- the first trigger operation is at least one of a single-click operation, a double-click operation, a press operation, a drag operation, or a long-press operation.
- the operation type of the first trigger operation is related to the release mode of the first skill. For example, when the first skill is a pointing skill, the first triggering operation is a click operation, and when the first skill is a non-pointing skill, the first triggering operation is a drag operation.
- the same skill control corresponds to at least two trigger operations.
- the skill control corresponds to two trigger operations, which are respectively used to trigger the active selection of the skill release target (direction or range) and the automatic selection of the skill release target (direction or range).
- the first trigger operation is used to trigger the terminal to determine the target virtual object from at least one second virtual object (automatic search) according to the target automatic search rule, or the first trigger operation is used to trigger the terminal to select at least one first virtual object.
- the designated virtual object in the second virtual object is determined as the target virtual object (active aiming), where the designated virtual object is indicated by the first trigger operation.
- the first virtual object when the first virtual object releases the first skill, the first virtual object displays a corresponding skill release animation, or the terminal controls the first virtual object to perform a corresponding skill release action.
- the terminal controls the first virtual object 42 to release the wizard 44 (that is, the target virtual object) within the range 43 of the first skill. Release A skills.
- Step 303 In response to the second trigger operation of the second skill control meeting the skill continuous release condition, the target virtual object is determined as the skill release target corresponding to the second skill, and the second trigger operation is triggered during the skill release process of the first skill .
- the second triggering operation on the second skill control is received, it is different from the related technology.
- the relative position between the virtual object and the first virtual object determines the skill release target (direction or range) of the second skill.
- the terminal detects whether the second trigger operation meets the skill continuous release condition. If the skill continuous release condition is met, the terminal determines the skill release target corresponding to the second skill as the target virtual object; if the skill continuous release condition is not met, The terminal determines the skill release target of the second skill according to the method provided in the related technology.
- the continuous skill release conditions include the skill trigger operation condition and the skill release time condition. Accordingly, when the second trigger operation meets the skill trigger operation condition, and the trigger time corresponding to the second operation trigger operation meets the skill release time condition When the time, it is determined that the second trigger operation meets the condition for continuous release of the skill.
- the second skill is also a skill with an active release function.
- Step 304 Control the first virtual object to release the second skill to the target virtual object.
- the terminal controls the first virtual object to release the second skill to the target virtual object, so that when the skills are continuously released, even if the continuously released skills correspond to different skill release ranges, they can act on the same virtual object.
- the terminal controls the first virtual object 42 to release the A skill and the B skill to the wizard 44 (the A skill is released before the B skill). If the method in the related technology is adopted, since the second skill release range 46 of the B skill is greater than the first skill release range 43, and the health value of the fighter 47 in the second skill release range 46 is lower than the mage 44, the B skill is determined
- the target of skill release is 47 fighters and 44 unfamiliar divisions.
- the terminal determines the target virtual object as the skill release target corresponding to the third skill, and controls the first virtual object to release the third skill Skills, this embodiment will not repeat them here.
- the trigger operation when a trigger operation on a skill control is received, if the trigger operation is triggered during the skill release process of the previous skill, and the trigger operation meets the skill continuous release condition, the trigger operation will be activated.
- the skill release target indicated by a skill is determined as the skill release target indicated by the current skill, so as to control the virtual object to release the skill to the skill release target; through the above-mentioned skill release target inheritance mechanism, it is possible to avoid different skills corresponding to different skill ranges.
- the continuous release of skills affects the problem of different objects. In the scenario of continuous release of skills, the continuous release of skills on the same object is realized, which improves the accuracy of skill release.
- the control area of the skill control is divided into two parts, namely, an automatic control area and an active control area.
- the automatic control area is used to trigger the terminal to automatically determine the skill release target, direction or range
- the active control area is used to trigger the user to actively select the skill release target, direction or range.
- the user can trigger the quick release of the skill by touching the automatic control area of the skill control, and by touching the active control area of the skill control, the user can actively select the target of the skill release and realize the active aiming. .
- the skill control 50 includes an automatic control area 51 and an active control area 52, where the automatic control area 51 is a circular area with the center of the skill control 50 as the center, and the active control area 52 is In the skill control 50, it is located in the circular area outside the automatic control area 51.
- the terminal When receiving a click operation on the automatic control area 51 (rapidly lifted after the touch, as shown in the left figure in Figure 5), the terminal will release the range according to the skill and the relative relationship between other virtual objects and the current control virtual object.
- Position automatically determine the skill release target, and release the skill to the skill release target; when receiving a drag operation on the active control area 52 (hold the touch and drag, as shown in the right figure in Figure 5),
- the terminal determines the skill release target according to the mapping relationship between the touch position in the active control area 52 and the virtual object in the virtual scene (the target actively selected by the user can be marked by special methods such as highlighting), and drag
- control the virtual object to release the skill to the skill release target At the end of the operation.
- the terminal needs to be based on the control area where the touch operation is located , To determine whether to carry out skill release target inheritance.
- Illustrative embodiments are used for description below.
- FIG. 6 shows a flowchart of a virtual object control method provided by another exemplary embodiment of the present application.
- the method is used in the first terminal 210 or the second terminal 230 in the implementation environment shown in FIG. 2 or other terminals in the implementation environment as an example for description.
- the method includes the following steps:
- Step 601 Display a virtual scene interface.
- the virtual scene interface includes a first virtual object, at least two second virtual objects, and at least two skill controls.
- the first virtual object and the second virtual object are located in the virtual scene, and the skill controls are used for Control the first virtual object to release the skill.
- step 301 For the implementation of this step, reference may be made to the above step 301, which will not be repeated in this embodiment.
- Step 602 in response to a first trigger operation on the first skill control, determine a target virtual object from at least two second virtual objects according to the first trigger operation, and control the first virtual object to release the first skill to the target virtual object.
- the first skill control also includes an automatic control area and an active control area.
- the target virtual object may be specified by the first trigger operation located in the active control area, or, after the terminal receives the first trigger operation located in the automatic control area, it may be determined according to the target automatic search rule of the first skill.
- the terminal determines the target virtual object according to the target automatic search rule corresponding to the first skill, And release the first skill.
- the first skill is a pointing skill and the touch end position of the first trigger operation is located in the active control area, the second virtual object corresponding to the touch end position is determined as the target virtual object, and the first skill is released.
- the target automatic search rule includes at least one of the following: the friendly virtual object with the lowest health value (absolute health value or health value) within the skill release range is determined as the skill release target (when the skill is used to Enemy release), the friend virtual object with the lowest health value in the skill release range is determined as the skill release target (when the skill is used to release to the friend), and the enemy virtual object within the skill release range from the current virtual object is determined as The target of the skill release.
- the terminal controls the first virtual object to release the first skill in the direction of the target virtual object, and is not affected by the target virtual object.
- the occlusion or influence of other objects with the first virtual object is not affected by the target virtual object.
- the terminal controls the first virtual object according to the relative direction between the target virtual object and the first virtual object. Release the first skill in the direction. For example, using the relative direction as the skill release center, release the first skill (range type skill) to the skill release range of the first skill, or release the first skill (ballistic type skill) according to the relative direction. It should be noted that when the target virtual object moves during the skill release process, or there are other objects between the target virtual object and the first virtual object, the release effect of the first skill will be affected, and even the target virtual object cannot be hit.
- the terminal determines the second virtual object corresponding to the touch end position Be the target virtual object, and release the first skill to the target virtual object.
- the terminal cannot clearly determine the skill release target, that is, the terminal cannot determine the target virtual object corresponding to the first skill. Accordingly, even if the second trigger operation that meets the continuous skill release condition is subsequently received, the skill release target inheritance mechanism cannot be activated. .
- Step 603 In response to the first triggering operation, determine the target succession period corresponding to the target virtual object according to the skill flow corresponding to the first skill.
- the skill flow is used to control the release process of the first skill, and the target succession period is the second skill succession target virtual The valid period of the object.
- the skill release is not completed instantaneously, but requires a series of skill processes, that is, it takes a certain amount of time from the start of the skill release to the end of the skill release.
- the skill flow is the control logic used by the logic layer to control the skill release process. Among them, different skills correspond to different skill streams.
- the inheritance of the target virtual object has a valid period, that is, the second touch operation on the second skill control received at any time during the release of the first skill does not satisfy the continuous skill release condition. Only during the release of the first skill and the second touch operation received within the effective inheritance period (that is, there is a requirement for the touch moment of the second touch operation) can the continuous skill release condition be met.
- the terminal after receiving the first trigger operation on the first skill control, the terminal obtains the skill flow corresponding to the first skill from the logic layer, and then according to the skill flow The indicated first skill release process determines the target succession period corresponding to the target virtual.
- the target inheritance period is the first part of the first skill release process.
- the release process of skill flow control includes a skill release preparation phase, a skill release phase, and a skill release finishing phase.
- the skill release preparation phase is also known as the skill pre-swing phase.
- the virtual object will display the skill release preparation action;
- the skill release ending phase is also called the skill post-swing phase, in which the virtual object will display the skills Release to end the action.
- the process of determining the target inheritance period corresponding to the target virtual object according to the skill flow may include the following steps.
- the terminal determines the triggering operation at the triggering time corresponding to the skill release preparation phase or the skill release phase of the previous skill as a triggering operation that satisfies the continuous release condition of the skill, and accordingly, acquires the skill of the first skill After the flow, the terminal obtains the first duration of the skill release preparation phase and the second duration of the skill release phase, and then determines the sum of the first duration and the second duration as the duration of the target inheritance period.
- the first duration of the skill release preparation phase is 100 ms
- the second duration of the skill release phase is 125 ms
- the terminal determines that the continuous release of the target succession period is 225 ms.
- the terminal may also determine a duration smaller than the sum of the first duration and the second duration as the duration of the target inheritance period, which is not limited in this embodiment.
- the duration of the target inheritance period corresponding to different skills is different due to the different durations of the skill release preparation phase and the skill release phase corresponding to different skills.
- the terminal determines the start time of the target succession period as the end time according to the start execution time of the skill flow and the duration of the target succession period, where the start time is the start execution time of the skill flow, and the end time It is determined according to the duration and the starting time.
- the terminal executes the skill flow corresponding to the first skill, and sets during the process of starting and ending the skill flow
- the target inheritance node the period between the beginning of the skill flow and the target inheritance node is the target inheritance period.
- the terminal can perform steps 602 and 603 synchronously after receiving the first touch operation, which is not limited in this embodiment.
- Step 604 Receive a trigger operation on the second skill control.
- the terminal receives a trigger operation on the second skill control.
- Step 605 In response to the touch end position corresponding to the triggering operation of the second skill control being located in the automatic control area, it is determined that the triggering operation of the second skill control belongs to the second triggering operation.
- the terminal obtains the touch end position corresponding to the trigger operation , And when the touch end position is in the automatic control area (indicating that the user is not actively aiming, that is, the user has not specified the skill release target), it is determined that the trigger operation belongs to the second trigger operation, that is, the trigger operation meets the trigger in the continuous release condition of the skill Operating conditions.
- the terminal determines that the skill control 50 meets the trigger operation condition in the skill continuous release condition.
- Step 606 In response to the triggering operation of the second skill control belonging to the second triggering operation, and the triggering time of the second triggering operation is in the target succession period, it is determined that the second triggering operation satisfies the skill continuous release condition, and the skill of the second skill is acquired Release range and skill release rules.
- the terminal when the trigger operation condition is met, the terminal further detects whether the trigger time of the second trigger operation is in the target inheritance period, and if it is, determines that the second trigger operation satisfies the trigger time condition, and then determines that the second trigger operation satisfies the skill continuous release condition.
- the user first clicks the first skill control 41 to control the first virtual object 42 to release the A skill to the wizard 44.
- the user quickly clicks the automatic control of the second skill control 45.
- the terminal in response to the triggering operation of the second skill control not belonging to the second triggering operation, or the triggering time of the second triggering operation is outside the target inheritance period, the terminal is released according to the second triggering operation and the skill of the second skill
- the rules and skill release range are used to determine the skill release target of the second skill from at least two virtual objects (may be the same as or different from the target virtual object).
- the terminal when the second trigger operation satisfies the skill continuous release condition, the terminal further acquires the skill release range and skill release rule of the second skill, and detects whether the target virtual object meets the skill release range and skill release rule.
- the skill release rule includes a release target rule.
- the release target rule indicates that it can only be released to the friend, only to the enemy, only to the enemy hero, and can only be released to the enemy once within a predetermined period of time.
- the terminal obtains the position information of the target virtual object in the virtual scene and the attribute information of the target virtual object, thereby detecting whether the target virtual object is within the skill release range of the second skill according to the position information, and According to the attribute information, it is detected whether the target virtual object conforms to the skill release rule.
- the attribute information may include at least one of the following: camp, life value, energy value, and skills received within a predetermined period of time.
- Step 607 In response to the target virtual object being located within the skill release range, and the target virtual object satisfies the skill release rule, the target virtual object is determined as the skill release target corresponding to the second skill.
- the terminal determines that the second skill can be released to the target virtual object, thereby determining that the skill release target corresponding to the second skill is the target virtual object.
- the second skill when a trigger operation of the second skill control is received within the target inheritance period, the second skill is the skill release target that inherits the first skill; if the target is received outside the target inheritance period
- the terminal dynamically determines the skill release target of the second skill according to the skill release range and skill release rules of the second skill.
- the terminal determines that the second virtual object belongs to the skill release range and skill release according to the second skill Rules to determine the skill release target of the second skill.
- the terminal determines the target virtual object as the skill release target corresponding to the second skill, where the skill combination list contains at least one skill release combination corresponding to the first virtual object, and the skill release combination includes at least two skills and the skills between them. Release sequence.
- the terminal stores different virtual corresponding skill combination lists, and each skill combination in the skill combination list is composed of at least two skills, and there is a specified skill release sequence.
- each skill combination in the skill combination list is composed of at least two skills, and there is a specified skill release sequence.
- the list of skill combinations can be shown in Figure 1.
- skill set 1 includes A skill and B skill, and A skill is released before B skill; In skill set 2, B skill and C skill are included, and B skill is released before C skill.
- the terminal will assign the skills of skill A
- the release target is determined as the skill release target of the B skill. If the trigger operations of A skill and C skill are successively received, since the skill release combination composed of A skill and C skill is not in the skill combination list, the C skill cannot directly inherit the skill release target of the A skill.
- step 608 in response to the second skill being a directional skill, the first virtual object is controlled to release the second skill in a directed direction to the target virtual object.
- the terminal controls the first virtual object to release the second skill directionally to the target virtual object.
- the second skill can directly affect the target virtual object.
- the second skill is a fixed-point damage skill, and the second skill changes the health of the target virtual object at a fixed point.
- Step 609 In response to the second skill being a non-directional skill, determine the relative direction of the target virtual object relative to the first virtual object; control the first virtual object to release the second skill in the relative direction.
- the terminal controls the first virtual object to release the second skill in the relative direction according to the relative direction between the current position of the target virtual object and the first virtual object.
- the second skill may not hit the target virtual object, or the skill effect of the second skill May be affected.
- the virtual object control method shown in FIG. 9 is applied to the first terminal 210 or the second terminal 230 in the implementation environment shown in FIG. 2 or other terminals in the implementation environment.
- the following steps will be taken to determine the skill release target.
- Step 901 Receive a skill release operation.
- step 902 it is detected whether there is a skill being released. If it exists, go to step 903, if not, go to step 907.
- Step 903 Detect whether there is a skill release target for the skill being released. If it exists, go to step 904, if not, go to step 907.
- Step 904 Detect whether the second trigger operation meets the condition for continuous release of the skill. If it is satisfied, go to step 905, if not, go to step 907.
- step 905 it is detected whether the skill release target of the skill being released meets the skill release conditions of the current skill. If it matches, go to step 906, if not, go to step 907.
- Step 906 inherit the skill release target that is releasing the skill.
- Step 907 Execute the default skill release target determination process.
- the terminal will enable the skill release object inheritance mechanism. It avoids affecting the user's active aiming operation, and further improves the accuracy of continuous skill release.
- the terminal determines the effective succession period of the skill release target according to the duration of the skill release preparation phase and the skill release phase in the skill stream, and the trigger operation of the second skill control is located in the effective skill period.
- the skill release target inheritance mechanism is activated, the problem that the current skill release target is still the previous skill release target of the previously released skill is avoided, and the accuracy of continuous skill release is improved.
- the terminal determines whether to perform the target inheritance of the skill release by detecting whether the continuously released skill belongs to the skill combination, which helps to improve the accuracy of the skill combination release.
- Fig. 10 is a structural block diagram of a virtual object control device provided by an exemplary embodiment of the present application, and the device includes:
- the display module 1001 is configured to display a virtual scene interface, the virtual scene interface including a first virtual object, at least two second virtual objects, and at least two skill controls, the first virtual object and the second virtual object Located in a virtual scene, the skill control is used to control the first virtual object to release the skill;
- the first control module 1002 is configured to, in response to a first trigger operation on the first skill control, determine a target virtual object from the at least two second virtual objects according to the first trigger operation, and control the first virtual object The object releases the first skill to the target virtual object;
- the first determination module 1003 is configured to determine the target virtual object as the skill release target corresponding to the second skill in response to the second trigger operation of the second skill control meeting the skill continuous release condition, and the second trigger operation is Triggered during the skill release process of the first skill;
- the second control module 1004 is configured to control the first virtual object to release the second skill to the target virtual object.
- the device further includes:
- the inheritance period determination module is configured to determine the target inheritance period corresponding to the target virtual object according to the skill flow corresponding to the first skill in response to the first trigger operation on the first skill control, and the skill The flow is used to control the release process of the first skill, and the target inheritance period is a valid period during which the second skill inherits the target virtual object;
- the first determining module 1003 includes:
- An operation receiving unit configured to receive a trigger operation on the second skill control
- the determining unit is configured to respond to the triggering operation of the second skill control belonging to the second triggering operation, and the triggering moment of the second triggering operation is in the target inheritance period, and determining that the second triggering operation satisfies The condition for continuous release of the skill, and the target virtual object is determined as the skill release target corresponding to the second skill.
- the release process of the skill flow control includes a skill release preparation phase, a skill release phase, and a skill release finishing phase;
- the inheritance period determining module is used to:
- the second skill control includes an automatic control area and an active control area, the automatic control area is used to trigger the terminal to determine the skill release target, direction or range, and the active control area is used to trigger the user to select the skill release target , Direction or range;
- the device includes:
- the operation determination module is configured to determine that the trigger operation on the second skill control belongs to the second trigger operation in response to that the touch end position corresponding to the trigger operation on the second skill control is located in the automatic control area.
- the first determining module 1003 further includes:
- a rule acquisition unit for acquiring the skill release range and skill release rules of the second skill
- the determining unit is further configured to determine that the target virtual object is the skill corresponding to the second skill in response to the target virtual object being located within the skill release range and the target virtual object satisfies the skill release rule Release the target.
- the first determining module 1003 is configured to:
- the target virtual object In response to the target virtual object being located within the skill release range, and the target virtual object satisfies the skill release rule, and the skill release combination formed by the first skill and the second skill belongs to the first skill
- a skill combination list of a virtual object the target virtual object is determined as a skill release target corresponding to the second skill, and the skill combination list includes at least one skill release combination corresponding to the first virtual object, and The skill release combination includes at least two skills and the release sequence between the skills.
- the device further includes:
- the second determination module is configured to respond to the triggering operation of the second skill control not belonging to the second triggering operation, or the triggering moment of the second triggering operation is outside the target inheritance period, according to the According to the second trigger operation, the skill release rule and the skill release range of the second skill, the skill release target of the second skill is determined from the at least two virtual objects.
- the second control module 1004 is configured to:
- the second skill being a directional skill, controlling the first virtual object to release the second skill to the target virtual object in a directional direction, where the directional skill is a designated skill to release the target's skill;
- determining the relative direction of the target virtual object with respect to the first virtual object In response to the second skill being a non-directional skill, determining the relative direction of the target virtual object with respect to the first virtual object; controlling the first virtual object to release the second skill in the relative direction.
- the first skill control includes an automatic control area and an active control area
- the automatic control area is used to trigger the terminal to determine the skill release target, direction or range
- the active control area is used to trigger the user to select the skill release target , Direction or range;
- the first control module 1002 is used for:
- the touch end position of the first trigger operation is located in the automatic control area, it is determined according to the target automatic search rule corresponding to the first skill The target virtual object and release the first skill;
- the second virtual object corresponding to the touch end position is determined as the Target the virtual object and release the first skill.
- the trigger operation when a trigger operation on a skill control is received, if the trigger operation is triggered during the skill release process of the previous skill, and the trigger operation meets the skill continuous release condition, the trigger operation will be activated.
- the skill release target indicated by a skill is determined as the skill release target indicated by the current skill, so as to control the virtual object to release the skill to the skill release target; through the above-mentioned skill release target inheritance mechanism, it is possible to avoid different skills corresponding to different skill ranges.
- the continuous release of skills affects the problem of different objects. In the scenario of continuous release of skills, the continuous release of skills on the same object is realized, which improves the accuracy of skill release.
- FIG. 11 shows a structural block diagram of a terminal provided by an 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, and so on.
- the processor 1101 can be implemented in at least one hardware form of Digital Signal Processing (DSP), Field Programmable Gate Array (FPGA), and Programmable Logic Array (PLA) .
- the processor 1101 may also include a main processor and a coprocessor.
- the main processor is a processor used to process data in the wake state, also called a central processing unit (CPU);
- the coprocessor is A low-power processor used to process data in the standby state.
- the processor 1101 may be integrated with a graphics processing unit (GPU), and the GPU is used for rendering and drawing content that needs to be displayed on the display screen.
- the processor 1101 may further include an artificial intelligence (AI) processor, and the AI processor 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 magnetic disk storage devices and flash memory storage devices.
- the non-transitory computer-readable storage medium in the memory 1102 is used to store at least one instruction, at least one program, code set or instruction set, the at least one instruction, at least one program, code set or instruction set It is used to be executed by the processor 1101 to implement the method provided in the method embodiment of the present application.
- the terminal 1100 may optionally further include: a peripheral device interface 1103 and at least one peripheral device.
- the processor 1101, the memory 1102, and the peripheral device interface 1103 may be connected by a bus or a signal line.
- Each peripheral device can be connected to the peripheral device interface 1103 through a bus, a signal line, or a circuit board.
- the peripheral device may include: at least one of a communication interface 1104, a display screen 1105, an audio circuit 1106, a camera component 1107, a positioning component 1108, and a power supply 1109.
- FIG. 11 does not constitute a limitation on the terminal 1100, and may include more or fewer components than shown in the figure, or combine certain components, or adopt different component arrangements.
- the embodiments of the present application also provide a computer-readable storage medium, the computer-readable storage medium stores at least one instruction, and the at least one instruction is loaded and executed by the processor to realize the virtual Object control method.
- the embodiments of the present application also provide a computer program product that stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the virtual object control method described in each of the above embodiments.
- the functions described in the embodiments of the present application may be implemented by hardware, software, firmware, or any combination thereof. When implemented by software, these functions can be stored in a computer-readable storage medium or transmitted as one or more instructions or codes on the computer-readable storage medium.
- the computer-readable storage medium includes a computer storage medium and a communication medium, where the communication medium includes any medium that facilitates the transfer of a computer program from one place to another.
- the storage medium may be any available medium that can be accessed by a general-purpose or special-purpose computer.
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Abstract
一种虚拟对象控制方法、装置、终端及存储介质,包括:显示虚拟场景界面,虚拟场景界面中包含第一虚拟对象、至少两个第二虚拟对象以及至少两个技能控件;响应于对第一技能控件的第一触发操作,根据第一触发操作从至少两个第二虚拟对象中确定目标虚拟对象,控制第一虚拟对象向目标虚拟对象释放第一技能;响应于对第二技能控件的第二触发操作满足技能连续释放条件,将目标虚拟对象确定为第二技能对应的技能释放目标,第二触发操作在第一技能的技能释放过程中触发;控制第一虚拟对象向目标虚拟对象释放第二技能。
Description
本申请要求于2020年6月5日提交中国专利局、申请号为202010507547.6、申请名称为“控制虚拟对象释放技能的方法、装置、终端及存储介质”的中国专利申请的优先权。
本申请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。
发明背景
在基于二维或三维虚拟环境的应用程序中,比如多人在线战术竞技游戏(Multiplayer Online Battle Arena,MOBA),用户可以通过控制虚拟场景中的虚拟对象,对其他虚拟对象、虚拟建筑等释放技能,以某一种胜利条件作为目标进行竞技。
相关技术中,当用户在短时间内点击多个技能控件时,可能会出现向不同虚拟对象释放技能的情况,而这种技能释放效果并不符合用户预期(在短时间内向同一虚拟对象释放技能),影响技能快速释放的准确度。
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,可以提高技能连续释放时的释放准确度。所述技术方案如下:
一方面,本申请实施例提供了一种虚拟对象控制方法,由终端执行,所述方法包括:
显示虚拟场景界面,所述虚拟场景界面中包含第一虚拟对象、至少两个第二虚拟对象以及至少两个技能控件,所述第一虚拟对象和所述第二虚拟对象位于虚拟场景中,所述技能控件用于控制所述第一虚拟对象释放技能;
响应于对第一技能控件的第一触发操作,根据所述第一触发操作从所述至少两个第二虚拟对象中确定目标虚拟对象,控制所述第一虚拟对象向所述目标虚拟对象释放第一技能;
响应于对第二技能控件的第二触发操作满足技能连续释放条件,将所述目标虚拟对象确定为第二技能对应的技能释放目标,所述第二触发操作在所述第一技能的技能释放过程中触发;
控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能。
另一方面,本申请实施例提供了一种虚拟对象控制装置,所述装置包括:
显示模块,用于显示虚拟场景界面,所述虚拟场景界面中包含第一虚拟对象、至少两个第二虚拟对象以及至少两个技能控件,所述第一虚拟对象和所述第二虚拟对象位于虚拟场景中,所述技能控件用于控制所述第一虚拟对象释放技能;
第一控制模块,用于响应于对第一技能控件的第一触发操作,根据所述第一触 发操作从所述至少两个第二虚拟对象中确定目标虚拟对象,控制所述第一虚拟对象向所述目标虚拟对象释放第一技能;
第一确定模块,用于响应于对第二技能控件的第二触发操作满足技能连续释放条件,将所述目标虚拟对象确定为第二技能对应的技能释放目标,所述第二触发操作在所述第一技能的技能释放过程中触发;
第二控制模块,用于控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能。
另一方面,本申请实施例提供了一种终端,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指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如上述方面所述的虚拟对象控制方法。
另一方面,本申请实施例提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如上述方面所述的虚拟对象控制方法。
另一方面,本申请实施例提供了一种计算机程序产品,所述计算机程序产品被处理器执行时,用于实现上述虚拟对象控制方法。
附图简要说明
图1是相关技术中技能连续释放过程的实施示意图;
图2示出了本申请一个实施例提供的实施环境的示意图;
图3示出了本申请一个示例性实施例提供的虚拟对象控制方法的流程图;
图4是本申请一个示例性实施例提供技能连续释放过程的实施示意图;
图5是本申请一个示例性实施例示出的技能控件中控制区域划分方式的示意图;
图6示出了本申请另一个示例性实施例提供的虚拟对象控制方法的流程图;
图7是一个示例性实施例示出的技能释放目标继承机制的原理图;
图8是本申请一个示例性实施例提供的控制虚拟对象释放技能过程的界面示意图;
图9示出了本申请另一个示例性实施例提供的虚拟对象控制方法的流程图;
图10是本申请一个示例性实施例提供的虚拟对象控制装置的结构框图;
图11是根据本申请一示例性实施例提供的终端的结构框图。
实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对 象是一种“或”的关系。
首先,对本申请实施例中涉及的名词进行简要介绍:
虚拟场景:是应用程序在终端上运行时显示(或提供)的虚拟场景。该虚拟场景可以是对真实世界的仿真世界,也可以是半仿真半虚构的三维世界,还可以是纯虚构的三维世界。虚拟场景可以是二维虚拟场景、2.5维虚拟场景和三维虚拟场景中的任意一种。
可选地,该虚拟场景还用于至少两个虚拟对象之间的虚拟场景对战,在该虚拟场景中具有可供至少两个虚拟对象使用的虚拟资源。可选地,该虚拟场景包括对称的左下角区域和右上角区域,属于两个敌对阵营的虚拟对象分别占据其中一个区域,并以摧毁对方区域深处的目标建筑/据点/基地/水晶来作为胜利目标。
虚拟对象:是指在虚拟场景中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物中的至少一种。可选地,当虚拟场景为三维虚拟场景时,虚拟对象可以是三维立体模型,每个虚拟对象在三维虚拟场景中具有自身的形状和体积,占据三维虚拟场景中的一部分空间。
可选地,虚拟对象是基于三维人体骨骼技术构建的三维角色,该虚拟对象通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟对象也可以采用2.5维或2维模型来实现,本申请实施例对此不加以限定。
技能:本申请实施例中的技能是指由虚拟角色释放,用于修改虚拟对象本身、对其他虚拟对象或同时对虚拟对象本身以及其他虚拟对象的属性值的能力。其中,虚拟对象具有至少一个技能,且不同虚拟对象对应不同技能。其中,虚拟角色的技能可以在等级提升过程中获取或升级,且虚拟对象可以获取其他虚拟对象的技能。
可选的,按照技能效果进行划分,技能可以被划分为:伤害型技能(用于降低虚拟对象的生命值)、护盾性技能(用于为虚拟对象增加护盾)、加速型技能(用于增加虚拟对象的移动速度)、减速型技能(用于降低虚拟对象的移动速度)、禁锢型技能(用于在一定时长内限制虚拟对象移动)、强制位移型技能(用于强制虚拟对象发生移动)、沉默型技能(用于在一定时长内显示虚拟对象释放技能)、回复型技能(用于回复虚拟对象的生命值或能量值)、视野型技能(用于获取/屏蔽一定范围或其他虚拟角色的视野)、被动型技能(在进行普通攻击时即可触发的技能)等等,本实施例对此不做限定。
可选的,按照技能释放方式进行划分,技能可以被划分为指向型技能和非指向型技能。其中,指向型技能是指定技能接受方的技能,即使用指向型技能指定技能释放目标后,该技能释放目标必然受到该技能的影响;非指向型技能是指向指定方向、范围或区域释放的技能,位于该方向上、范围内或区域内的虚拟对象会受到该技能的影响。
多人在线战术竞技游戏:是指在虚拟场景中,分属至少两个敌对阵营的不同 虚拟队伍分别占据各自的地图区域,以某一种胜利条件作为目标进行竞技的游戏。该胜利条件包括但不限于:占领据点或摧毁敌对阵营据点、击杀敌对阵营的虚拟对象、在指定场景和时间内保证自身的存活、抢夺到某种资源、在指定时间内比分超过对方中的至少一种。战术竞技可以以局为单位来进行,每局战术竞技的地图可以相同,也可以不同。每个虚拟队伍包括一个或多个虚拟对象,比如1个、2个、3个或5个等。
MOBA游戏:是一种在虚拟场景中提供若干个据点,处于不同阵营的用户控制虚拟角色在虚拟场景中对战,占领据点或摧毁敌对阵营据点的游戏。例如,MOBA游戏可将用户分成两个敌对阵营,将用户控制的虚拟角色分散在虚拟场景中互相竞争,以摧毁或占领敌方的全部据点作为胜利条件。MOBA游戏以局为单位,一局MOBA游戏的持续时间是从游戏开始的时刻至达成胜利条件的时刻。
在MOBA游戏中,用户可以控制虚拟对象在虚拟场景中移动,并能够通过技能控件,触发虚拟对象释放相应的技能。当接收到对技能控件的触发操作时,终端即根据技能对应的技能释放范围,从位于该技能释放范围的虚拟对象中,确定出技能释放目标,从而控制虚拟对象向技能释放目标释放技能。
由于不同技能对应的技能释放范围存在差异,因此虚拟对象在同一地点释放不同技能时,不同技能对应的技能释放目标可能不同。示意性的,如图1所示,对于第一虚拟对象101周侧存在第二虚拟对象102和第三虚拟对象103。当接收到对A技能对应技能控件的点击操作时,终端根据A技能的技能释放范围104,将该范围内生命值最低的第二虚拟对象102确定为技能释放目标;当接收到对B技能对应技能控件的点击操作时,终端根据B技能的技能释放范围105,将该范围内生命值最低的第三虚拟对象103确定为技能释放目标。
显然,采用上述技能释放目标确定方式,终端每次技能释放都被视作独立流程,相应的,每次技能释放的技能释放目标之间并不存在关联。而在实际应用过程中,用户可能会快速触发不同技能,以此在短时间内对同一虚拟对象造成伤害。若采用上述方式,当不同技能所指示的技能释放目标不同时,会造成不同技能作用于不同对象的问题,影响技能释放的准确性。
本申请实施例中,通过引入技能释放目标继承机制,使得连续释放技能时,当前技能能够继承上一技能(处于释放过程中)的技能释放目标,而并非按照传统的搜索规则搜索技能释放目标,使连续释放不同技能能够作用于同一技能释放目标,达到在短时间内对同一虚拟对象造成伤害的效果,以此提高连续技能释放的准确性。
请参考图2,其示出了本申请一个实施例提供的实施环境的示意图。该实施环境可以包括:第一终端210、服务器220和第二终端230。
第一终端210安装和运行有支持虚拟场景的应用程序211,该应用程序211 可以是多人在线对战程序。当第一终端运行应用程序211时,第一终端210的屏幕上显示应用程序211的用户界面。该应用程序211可以是军事仿真程序、MOBA游戏、大逃杀射击游戏、模拟战略游戏(Simulation Game,SLG)的任意一种。
在本实施例中,以该应用程序211是MOBA游戏来举例说明。第一终端210是第一用户212使用的终端,第一用户212使用第一终端210控制位于虚拟场景中的第一虚拟对象进行活动,第一虚拟对象可以称为第一用户212的主控虚拟对象。第一虚拟对象的活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、射击、攻击、投掷、释放技能中的至少一种。示意性的,第一虚拟对象是第一虚拟人物,比如仿真人物或动漫人物。
第二终端230安装和运行有支持虚拟场景的应用程序231,该应用程序231可以是多人在线对战程序。当第二终端230运行应用程序231时,第二终端230的屏幕上显示应用程序231的用户界面。该客户端可以是军事仿真程序、MOBA游戏、大逃杀射击游戏、SLG游戏中的任意一种,
在本实施例中,以该应用程序231是MOBA游戏来举例说明。第二终端230是第二用户232使用的终端,第二用户232使用第二终端230控制位于虚拟场景中的第二虚拟对象进行活动,第二虚拟对象可以称为第二用户232的主控虚拟角色。示意性的,第二虚拟对象是第二虚拟人物,比如仿真人物或动漫人物。
可选地,第一虚拟对象和第二虚拟对象处于同一虚拟场景中。可选地,第一虚拟对象和第二虚拟对象可以属于同一个阵营、同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。可选的,第一虚拟对象和第二虚拟对象可以属于不同的阵营、不同的队伍、不同的组织或具有敌对关系。
可选地,第一终端210和第二终端230上安装的应用程序是相同的,或两个终端上安装的应用程序是不同操作系统平台(安卓或IOS)上的同一类型应用程序。第一终端210可以泛指多个终端中的一个,第二终端230可以泛指多个终端中的另一个,本实施例仅以第一终端210和第二终端230来举例说明。第一终端210和第二终端230的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、数码播放器、膝上型便携计算机和台式计算机中的至少一种。
图2中仅示出了两个终端,但在不同实施例中存在多个其它终端可以接入服务器220。可选地,还存在一个或多个终端是开发者对应的终端,在该终端上安装有支持虚拟场景的应用程序的开发和编辑平台,开发者可在该终端上对应用程序进行编辑和更新,并将更新后的应用程序安装包通过有线或无线网络传输至服务器220,第一终端210和第二终端230可从服务器220下载应用程序安装包实现对应用程序的更新。
第一终端210、第二终端230以及其它终端通过无线网络或有线网络与服务器220相连。
服务器220包括一台服务器、多台服务器组成的服务器集群、云计算平台和 虚拟化中心中的至少一种。服务器220用于为支持三维虚拟场景的应用程序提供后台服务。可选地,服务器220承担主要计算工作,终端承担次要计算工作;或者,服务器220承担次要计算工作,终端承担主要计算工作;或者,服务器220和终端之间采用分布式计算架构进行协同计算。
在一个示意性的例子中,服务器220包括存储器221、处理器222、用户账号数据库223、对战服务模块224、面向用户的输入/输出接口(Input/Output Interface,I/O接口)225。其中,处理器222用于加载服务器220中存储的指令,处理用户账号数据库223和对战服务模块224中的数据;用户账号数据库223用于存储第一终端210、第二终端230以及其它终端所使用的用户账号的数据,比如用户账号的头像、用户账号的昵称、用户账号的战斗力指数,用户账号所在的服务区;对战服务模块224用于提供多个对战房间供用户进行对战,比如1V1对战、3V3对战、5V5对战等;面向用户的I/O接口225用于通过无线网络或有线网络和第一终端210和/或第二终端230建立通信交换数据。
请参考图3,其示出了本申请一个示例性实施例提供的虚拟对象控制方法的流程图。本实施例以该方法用于图2所示实施环境中的第一终端210或第二终端230或该实施环境中的其它终端为例进行说明,该方法包括如下步骤:
步骤301,显示虚拟场景界面,虚拟场景界面中包含第一虚拟对象、至少两个第二虚拟对象以及至少两个技能控件,第一虚拟对象和第二虚拟对象位于虚拟场景中,技能控件用于控制第一虚拟对象释放技能。
其中,第二虚拟对象中可以包括与第一虚拟对象属于同一阵营的虚拟对象,也可以包括与第一虚拟对象属于不同阵营的虚拟对象。
在一些实施例中,第一虚拟对象和第二虚拟对象均是由对局中用户控制的虚拟对象,或者,第一虚拟对象是由对局中用户控制的虚拟对象,而第二虚拟对象是由服务器控制的虚拟对象,即人工智能(Artificial Intelligence,AI)虚拟对象。
在一种可能的实施方式中,虚拟场景界面中包括虚拟场景画面以及位于虚拟场景画面上层的控件层,技能控件即位于该控件层。当然,控件层中除了设置技能控件外,还可以设置数据栏、移动控件、地图控件、普通攻击控件、虚拟道具控件、消息控件、录制控件等其他用户界面(User Interface,UI)控件等等,本实施例对此不做限定。
虚拟场景是具有任意边界形状的虚拟场景,第一虚拟对象位于虚拟场景界面的可视范围内。可选的,第一虚拟对象位于虚拟场景画面的视觉中心,即位于采用第三人称视角观察虚拟场景得到的虚拟场景画面的中心。
视角是指以虚拟角色的第一人称视角或者第三人称视角在虚拟场景中进行观察时的观察角度。可选地,本申请的实施例中,视角是在虚拟场景中通过摄像机模型对虚拟角色进行观察时的角度。
可选地,摄像机模型在虚拟场景中对虚拟对象进行自动跟随,即,当虚拟对象在虚拟场景中的位置发生改变时,摄像机模型跟随虚拟对象在虚拟场景中的位置同时发生改变,且该摄像机模型在虚拟场景中始终处于虚拟对象的预设距离范围内。
可选地,在自动跟随过程中,摄像头模型和虚拟对象的相对位置不发生变化。本申请实施例以第三人称视角为例进行说明,可选地,摄像机模型位于虚拟对象(比如虚拟人物的头肩部)的后方。
在一些实施例中,技能控件以按键采用,通过触发该按键即可控制第一虚拟对象向其他虚拟对象释放相应的技能。
步骤302,响应于对第一技能控件的第一触发操作,根据第一触发操作从至少两个第二虚拟对象中确定目标虚拟对象,控制第一虚拟对象向目标虚拟对象释放第一技能。
可选的,第一技能控件对应的第一技能是具有主动释放功能的技能,且第一技能的技能释放目标(即受技能影响的虚拟对象)是与第一虚拟对象属于同一阵营的虚拟对象,或者,是与第一虚拟对象属于不同阵营的虚拟对象。本申请实施例中,第一技能的技能释放目标即为第二虚拟对象中的目标虚拟对象。其中,该目标虚拟对象为至少一个虚拟对象。
可选的,第一触发操作为单击操作、双击操作、按压操作、拖动操作或长按操作中的至少一种。且第一触发操作的操作类型与第一技能的释放方式相关。比如,当第一技能为指向型技能时,该第一触发操作为单击操作,当第一技能为非指向型技能时,该第一触发操作为拖动操作。
在一些实施例中,同一技能控件对应至少两种触发操作。比如,技能控件对应两种触发操作,分别用于触发主动选择技能释放目标(方向或范围)以及自动选择技能释放目标(方向或范围)。
可选的,第一触发操作用于触发终端根据目标自动搜索规则,从至少一个第二虚拟对象中确定出目标虚拟对象(自动搜索),或者,第一触发操作用于触发终端将至少一个第二虚拟对象中的指定虚拟对象确定为目标虚拟对象(主动瞄准),其中,该指定虚拟对象即由第一触发操作指示。
可选的,第一虚拟对象释放第一技能过程中,第一虚拟对象会展示相应的技能释放动画,或者,终端控制第一虚拟对象执行相应的技能释放动作。
示意性的,如图4所示,当接收到对A技能对应技能控件41对应的点击操作时,终端控制第一虚拟对象42向第一技能释放范围43内的法师44(即目标虚拟对象)释放A技能。
步骤303,响应于对第二技能控件的第二触发操作满足技能连续释放条件,将目标虚拟对象确定为第二技能对应的技能释放目标,第二触发操作在第一技能的技能释放过程中触发。
在第一技能释放过程中,若接收对第二技能控件的第二触发操作,不同于相 关技术中,终端根据第二触发操作、第二技能对应的技能释放规则、技能释放范围以及各个第二虚拟对象与第一虚拟对象之间的相对方位,确定出第二技能的技能释放目标(方向或范围)。
本申请实施例中,终端检测第二触发操作是否满足技能连续释放条件,若满足技能连续释放条件,终端将第二技能对应的技能释放目标确定为目标虚拟对象;若不满足技能连续释放条件,终端即按照相关技术中提供的方式确定第二技能的技能释放目标。
在一些实施例中,技能连续释放条件包括技能触发操作条件和技能释放时刻条件,相应的,当第二触发操作满足技能触发操作条件,且第二操作触发操作对应的触发时刻满足技能释放时刻条件时,确定第二触发操作满足技能连续释放条件。
需要说明的是,与第一技能类似的,第二技能同样是具有主动释放功能的技能。
示意性的,如图4所示,当在释放A技能的过程中接收到对B技能对应技能控件45的点击操作时,由于满足连续技能释放条件,因此终端将法师44确定为B技能的技能释放目标。
步骤304,控制第一虚拟对象向目标虚拟对象释放第二技能。
进一步的,终端控制第一虚拟对象向目标虚拟对象释放第二技能,使得技能连续释放情况下,即便连续释放的技能对应不同的技能释放范围,也能够作用于同一虚拟对象。
示意性的,如图4所示,终端控制第一虚拟对象42向法师44释放A技能和B技能(A技能先于B技能释放)。若采用相关技术中的方式,由于B技能的第二技能释放范围46大于第一技能释放范围43,而第二技能释放范围46内战士47的生命值低于法师44,因此确定出B技能的技能释放目标为战士47,而非法师44。
在一些实施例中,若在第二技能的释放过程中接收到对第三技能控件(可能不同于第一技能控件和第二技能控件,或者为第一技能控件(第一技能已释放完毕,且处于可释放状态))的第三触发操作,且第三触发操作满足技能连续释放条件,终端进一步将目标虚拟对象确定为第三技能对应的技能释放目标,并控制第一虚拟对象释放第三技能,本实施例在此不再赘述。
综上所述,本申请实施例中,当接收到对技能控件的触发操作时,若该触发操作在上一技能的技能释放过程中触发,且该触发操作满足技能连续释放条件,则将上一技能所指示的技能释放目标确定为当前技能所指示的技能释放目标,从而控制虚拟对象向该技能释放目标释放技能;通过上述技能释放目标继承机制,能够避免因不同技能对应不同技能范围,导致连续释放的技能作用于不同对象的问题,在技能连续释放场景下实现对同一对象连续释放技能,提高了技能释放的准确性。
在一种可能的实施方式中,为了使技能释放即能够满足用户的快速释放需求,又能够满足主动瞄准需求,技能控件的控件区域被划分为两部分,分别为自动控制区域和主动控制区域。其中,自动控制区域用于触发终端自动确定技能释放目标、方向或范围,而主动控制区域则用于触发用户主动选择技能释放目标、方向或范围。相应的,用户通过对技能控件的自动控制区域进行触控操作,即可触发技能快速释放,通过对技能控件的主动控制区域进行触控操作,即可进行技能释放目标的主动选择,实现主动瞄准。
示意性的,如图5所示,技能控件50中包括自动控制区域51以及主动控制区域52,其中,自动控制区域51是以技能控件50中心为圆心的圆形区域,而主动控制区域52是技能控件50中,位于自动控制区域51外的圆环区域。当接收到对自动控制区域51的点击操作时(触控后迅速抬起,如图5中左侧图所示),终端即根据技能释放范围以及其他虚拟对象与当前控制虚拟对象之间的相对位置,自动确定出技能释放目标,并向该技能释放目标释放技能;当接收到对主动控制区域52的拖动操作(保持触控并进行拖动,如图5中右侧图所示),终端即根据主动控制区域52内触控位置与虚拟场景中虚拟对象之间的映射关系,确定出技能释放目标(可以通过高亮等特殊方式对用户主动选择的目标进行标记),并在拖动操作结束时,控制虚拟对象向技能释放目标释放技能。
需要说明的是,上述实施例仅用于示意性说明技能控件中自动控制区域与主动控制区域的划分方式,技能控件还可以采用其他可能的控制区域划分方式,本实施例对此并不构成限定。
若第二技能控件采用上述控制区域划分方式,为了避免将用户通过第二技能控件进行主动选择的技能释放对象误替换为第一技能的技能释放对象,终端需要基于触控操作所位于的控制区域,确定是否进行技能释放目标继承。下面采用示意性的实施例进行说明。
请参考图6,其示出了本申请另一个示例性实施例提供的虚拟对象控制方法的流程图。本实施例以该方法用于图2所示实施环境中的第一终端210或第二终端230或该实施环境中的其它终端为例进行说明,该方法包括如下步骤:
步骤601,显示虚拟场景界面,虚拟场景界面中包含第一虚拟对象、至少两个第二虚拟对象以及至少两个技能控件,第一虚拟对象和第二虚拟对象位于虚拟场景中,技能控件用于控制第一虚拟对象释放技能。
本步骤的实施方式可以参考上述步骤301,本实施例在此不再赘述。
步骤602,响应于对第一技能控件的第一触发操作,根据第一触发操作从至少两个第二虚拟对象中确定目标虚拟对象,控制第一虚拟对象向目标虚拟对象释放第一技能。
为了实现后续技能释放目标的继承,在控制第一虚拟对象释放第一技能时,需要存在明确的目标虚拟对象(即明确的技能释放目标)。
在一种可能的实施方式中,第一技能控件同样包括自动控制区域和主动控制区域。其中,该目标虚拟对象可以由位于主动控制区域的第一触发操作指定,或者,由终端接收到位于自动控制区域的第一触发操作后,根据第一技能的目标自动搜索规则确定。
可选的,当第一技能为指向型技能或非指向型技能,且第一触发操作的触控结束位置位于自动控制区域,终端根据第一技能对应的目标自动搜索规则,确定目标虚拟对象,并释放第一技能。
当第一技能为指向型技能,且第一触发操作的触控结束位置位于主动控制区域,将触控结束位置对应的第二虚拟对象确定为目标虚拟对象,并释放第一技能。
在一些实施例中,目标自动搜索规则包括如下至少一种:将技能释放范围内生命值(绝对生命值或生命值占比)最低的友方虚拟对象确定为技能释放目标(当技能用于向敌方释放),将技能释放范围内生命值最低的友方虚拟对象确定为技能释放目标(当技能用于向友方释放),将技能释放范围内距离当前虚拟对象的敌方虚拟对象确定为技能释放对象。
可选的,当第一技能为指向型技能,且第一触发操作的触控结束位置位于自动控制区域时,终端控制第一虚拟对象向目标虚拟对象定向释放第一技能,不受目标虚拟对象与第一虚拟对象之间其他对象的遮挡或影响。
当第一技能为非指向型技能,且第一触发操作的触控结束位置位于自动控制区域时,终端根据目标虚拟对象与第一虚拟对象之间的相对方向,控制第一虚拟对象根据该相对方向释放第一技能。比如,以相对方向为技能释放中心,向第一技能的技能释放范围释放第一技能(范围型技能),或者,按照相对方位释放第一技能(弹道型技能)。需要说明的是,当目标虚拟对象在技能释放过程中发生移动,或者目标虚拟对象与第一虚拟对象之间存在其他对象时,第一技能的释放效果会受到影响,甚至无法命中目标虚拟对象。
可选的,当第一技能为指向型技能,且第一触发操作的触控结束位置位于主动控制区域时,表明用户需要进行主动瞄准,因此终端将触控结束位置对应的第二虚拟对象确定为目标虚拟对象,并向目标虚拟对象定向释放第一技能。
在其他可能的实施方式中,若第一技能为非指向型技能,且第一触发操作的触控结束位置位于主动控制区域时,由于触控结束位置所指示的技能释放方向可能存在多个虚拟对象,因此终端无法明确确定技能释放目标,即终端无法确定第一技能对应的目标虚拟对象,相应的,即便后续接收到满足连续技能释放条件的第二触发操作,也无法启用技能释放目标继承机制。
步骤603,响应于第一触发操作,根据第一技能对应的技能流,确定目标虚拟对象对应的目标继承时段,技能流用于控制第一技能的释放流程,目标继承时段为第二技能继承目标虚拟对象的有效时段。
技能释放并非瞬间完成,而是需要经过一系列技能流程,即从技能开始释放 到技能结束释放需要花费一定时间。技能流即逻辑层用于控制技能释放流程的控制逻辑。其中,不同技能对应不同技能流。
在一种可能的实施方式中,目标虚拟对象的继承具有有效时段,即并非在第一技能释放过程中任一时刻接收到对第二技能控件的第二触控操作均满足连续技能释放条件,只有在第一技能释放过程中,且在有效继承时段内接收到的第二触控操作(即对第二触控操作的触控时刻存在要求)才能满足连续技能释放条件。
可选的,由于该有效时段由第一技能的释放流程相关,因此终端接收到对第一技能控件的第一触发操作后,从逻辑层获取第一技能对应的技能流,进而根据该技能流所指示的第一技能释放流程,确定出目标虚拟对应的目标继承时段。其中,该目标继承时段为与第一技能释放流程中前段。
在一些实施例中,技能流控制的释放流程包含技能释放准备阶段、技能释放阶段和技能释放收尾阶段。其中,技能释放准备阶段又被称为技能前摇阶段,该阶段内,虚拟对象将展示技能释放准备动作;技能释放收尾阶段又被称为技能后摇阶段,该阶段内,虚拟对象将展示技能释放结束动作。
在一种可能的实施方式中,若在上一技能的技能释放准备阶段或在技能释放阶段接收到对当前技能的触发操作,表明存在技能连续释放需求,从而确定满足技能连续释放条件;若在上一技能的技能释放收尾阶段接收到对当前技能的触发操作,由于上一技能已释放完成(技能释放收尾并不会对技能释放目标造成额外影响),因此并不存在技能连续释放需求,从而确定不满足技能连续释放条件。可选的,根据技能流确定目标虚拟对象对应目标继承时段的过程可以包括如下步骤。
一、根据技能释放准备阶段的第一时长以及技能释放阶段的第二时长,确定目标继承时段的持续时长。
在一种可能的实施方式中,终端将触发时刻位于上一技能对应技能释放准备阶段或技能释放阶段的触发操作,确定为满足技能连续释放条件的触发操作,相应的,获取第一技能的技能流后,终端获取技能释放准备阶段的第一时长以及技能释放阶段的第二时长,进而将第一时长与第二时长之和确定为目标继承时段的持续时长。
在一个示例性的例子中,第一技能对应技能流中,技能释放准备阶段的第一时长为100ms,而技能释放阶段的第二时长为125ms,终端即确定目标继承时段的持续释放为225ms。
在其他可能的实施方式中,终端还可以将比第一时长和第二时长之和更小的时长确定为目标继承时段的持续时长,本实施例对此不作限定。
需要说明的是,由于不同技能对应技能释放准备阶段和技能释放阶段的时长不同,因此不同技能对应的目标继承时段的持续时长不同。
二、根据技能流的起始执行时刻和持续时长,确定目标继承时段。
进一步的,终端根据技能流的起始执行时刻以及目标继承时段的持续时长,确定目标继承时段的起始时刻为结束时刻,其中,该起始时刻即为技能流的起始执行时刻,结束时刻则根据持续时长和起始时刻确定。
在一种可能的实施方式中,如图7所示,当接收到对第一技能控件的触发操作后,终端执行第一技能对应的技能流,并在技能流开始与结束这一过程中设置目标继承节点,位于技能流开始可以与目标继承节点之间的时段即为目标继承时段。
需要说明的是,上述步骤602和603之间并不存在严格的先后顺序,即终端可以在接收到第一触控操作后,同步执行步骤602和603,本实施例对此不作限定。
步骤604,接收对第二技能控件的触发操作。
第一技能释放过程中,终端接收对第二技能控件的触发操作。
步骤605,响应于对第二技能控件的触发操作对应的触控结束位置位于自动控制区域,确定对第二技能控件的触发操作属于第二触发操作。
为了避免在用户通过第二技能控件提供的主动瞄准功能选取技能释放目标时,因启用技能释放目标继承机制,导致主动瞄准失败的问题,本实施例中,终端获取触发操作对应的触控结束位置,并在触控结束位置位于自动控制区域(表明用户未进行主动瞄准,即用户未指定技能释放目标)时,确定该触发操作属于第二触发操作,即触发操作满足技能连续释放条件中的触发操作条件。
示意性的,如图5所示,当触控结束位置位于自动控制区域51时,终端确定对技能控件50满足技能连续释放条件中的触发操作条件。
步骤606,响应于对第二技能控件的触发操作属于第二触发操作,且第二触发操作的触发时刻位于目标继承时段,确定第二触发操作满足技能连续释放条件,并获取第二技能的技能释放范围和技能释放规则。
进一步的,当满足触发操作条件时,终端进一步检测第二触发操作的触发时刻是否位于目标继承时段,若位于,则确定第二触发操作满足触发时刻条件,进而确定第二触发操作满足技能连续释放条件。
示意性的,如图8所示,用户首先点击第一技能控件41,控制第一虚拟对象42向法师44释放A技能,在A技能处于冷却状态时,用户快速点击第二技能控件45的自动控制区域451。由于点击第二技能控件45的时刻属于目标继承时段,因此终端将法师44确定为B技能的技能释放目标。
可选的,响应于对第二技能控件的触发操作不属于第二触发操作,或,第二触发操作的触发时刻位于目标继承时段之外,终端根据第二触发操作以及第二技能的技能释放规则和技能释放范围,从至少两个虚拟对象中确定第二技能的技能释放目标(可能与目标虚拟对象相同,也可能不同)。
由于不同技能具有不同的技能释放范围以及技能释放规则,若继承的目标虚拟对象并不符合第二技能的技能释放范围或技能释放规则,将会造成无效技 能释放。因此,在一些实施例中,当第二触发操作满足技能连续释放条件时,终端进一步获取第二技能的技能释放范围和技能释放规则,并检测目标虚拟对象是否符合技能释放范围和技能释放规则。
可选的,该技能释放规则包括释放目标规则。释放目标规则指示仅能向友方释放、仅能向敌方释放、仅能向敌方英雄释放、仅能在预定时长内向敌方释放一次。
在一种可能的实施方式中,终端获取目标虚拟对象在虚拟场景中的位置信息,以及目标虚拟对象的属性信息,从而根据位置信息检测目标虚拟对象是否位于第二技能的技能释放范围内,并根据属性信息检测目标虚拟对象是否符合技能释放规则。
其中,该属性信息可以包括如下至少一种:所属阵营、生命值、能量值、预定时长内接受到的技能。
步骤607,响应于目标虚拟对象位于技能释放范围内,且目标虚拟对象满足技能释放规则,将目标虚拟对象确定为第二技能对应的技能释放目标。
当目标虚拟对象位于技能释放范围内,且目标虚拟对象满足技能释放规则时,终端确定第二技能能够向目标虚拟对象释放,从而确定第二技能对应的技能释放目标为目标虚拟对象。
示意性的,如图7所示,当在目标继承时段内接收到对第二技能控件的触发操作,第二技能即继承第一技能的技能释放目标;若在目标继承时段之外接收到对第二技能控件的触发操作,终端则根据第二技能的技能释放范围和技能释放规则,动态确定第二技能的技能释放目标。
在其他可能的实施方式中,若目标虚拟对象位于技能释放范围之外,和/或,目标虚拟对象不满足技能释放规则,终端确定第二虚拟对象属于根据第二技能的技能释放范围和技能释放规则,确定第二技能的技能释放目标。
在一些实施例中,由于连续释放的技能通常为组合技能,因此为了进一步提高技能释放的准确性,当第一技能和第二技能构成的技能释放组合属于第一虚拟对象的技能组合列表时,终端将目标虚拟对象确定为第二技能对应的技能释放目标,其中,技能组合列表中包含第一虚拟对象对应的至少一种技能释放组合,技能释放组合中包括至少两个技能以及技能之间的释放顺序。
在一种可能的实施方式中,终端存储有不同虚拟对应的技能组合列表,技能组合列表中的每一种技能组合即由至少两个技能构成,且存在指定的技能释放顺序。示意性的,技能组合列表可以图表一所示。
表一
技能组合 | 第1技能 | 第2技能 |
1 | A技能 | B技能 |
2 | B技能 | C技能 |
其中,技能组合1中,包含A技能和B技能,且A技能在B技能之前释放;技能组合2中,包含B技能和C技能,且B技能在C技能之前释放。
当第一技能和第二技能属于技能组合列表中的技能组合,且技能顺序符合技能组合中技能的释放顺序,确定第一技能和第二技能构成的技能释放组合属于技能组合列表。
比如,当先后连续接收到A技能和B技能的触发操作时,由于A技能和B技能属于技能组合1,且接收到触发操作的顺序符合技能组合的技能释放顺序,因此终端将A技能的技能释放目标确定为B技能的技能释放目标。若先后连续接收到A技能和C技能的触发操作,由于A技能和C技能构成的技能释放组合不属于技能组合列表,因此C技能无法直接继承A技能的技能释放目标。
步骤608,响应于第二技能为指向型技能,控制第一虚拟对象向目标虚拟对象定向释放第二技能。
针对不同类型的第二技能,继承技能释放目标后控制第一虚拟对象释放第二技能的方式也不同。
可选的,当第二技能为指向型技能(指向型技能为指定技能释放目标的技能)时,终端控制第一虚拟对象向目标虚拟对象定向释放第二技能。不论目标虚拟对象是否发生移动,或目标虚拟对象与第一虚拟对象之间是否存在其他对象,第二技能均能够直接影响目标虚拟对象。比如第二技能是定点伤害型技能,该第二技能即定点改变目标虚拟对象的生命值。
步骤609,响应于第二技能为非指向型技能,确定目标虚拟对象相对于第一虚拟对象的相对方向;控制第一虚拟对象按照相对方向释放第二技能。
可选的,当第二技能为非指向型技能时,终端根据目标虚拟对象当前所处位置与第一虚拟对象的相对方向,控制第一虚拟对象按照相对方向释放第二技能。
当目标虚拟对象在第二技能释放过程中发生位移,或者目标虚拟对象与第一虚拟对象之间存在其他虚拟对象时,该第二技能可能无法命中目标虚拟对象,或者,第二技能的技能效果可能受到影响。
在一个示例性的例子中,如图9所示的虚拟对象控制方法,应用于图2所示实施环境中的第一终端210或第二终端230或该实施环境中的其它终端。当接收到对技能控件的触发操作时,将经过如下步骤确定技能释放目标。
步骤901,接收技能释放操作。
步骤902,检测是否存在正在释放技能。若存在,执行步骤903,若不存在,执行步骤907。
步骤903,检测正在释放技能是否存在技能释放目标。若存在,执行步骤904,若不存在,执行步骤907。
步骤904,检测第二触发操作是否满足技能连续释放条件。若满足,执行步骤905,若不满足,执行步骤907。
步骤905,检测正在释放技能的技能释放目标是否符合当前技能的技能释放 条件。若符合,执行步骤906,若不符合,执行步骤907。
步骤906,继承正在释放技能的技能释放目标。
步骤907,执行默认技能释放目标确定流程。
综上所述,本实施例中,对于具有自动控制区域和主动控制区域的第二技能控件,当对第二技能控件的触发操作位于自动控制区域时,终端才会启用技能释放对象继承机制,避免对用户主动瞄准操作造成影响,进一步提高了连续技能释放的准确性。
此外,本实施例中,终端根据技能流中技能释放准备阶段和技能释放阶段的时长,确定出技能释放目标的有效继承时段,并在对第二技能控件的触发操作的触发时刻位于有效技能时段时,启用技能释放对象继承机制,避免出现当前技能的技能释放目标仍旧技能上一已释放技能的技能释放目标的问题,提高了连续技能释放的准确性。
同时,本实施例中,终端通过检测连续释放技能是否属于技能组合,确定是否进行技能释放目标继承,有助于提高技能组合释放的准确性。
图10是本申请一个示例性实施例提供的虚拟对象控制装置的结构框图,该装置包括:
显示模块1001,用于显示虚拟场景界面,所述虚拟场景界面中包含第一虚拟对象、至少两个第二虚拟对象以及至少两个技能控件,所述第一虚拟对象和所述第二虚拟对象位于虚拟场景中,所述技能控件用于控制所述第一虚拟对象释放技能;
第一控制模块1002,用于响应于对第一技能控件的第一触发操作,根据所述第一触发操作从所述至少两个第二虚拟对象中确定目标虚拟对象,控制所述第一虚拟对象向所述目标虚拟对象释放第一技能;
第一确定模块1003,用于响应于对第二技能控件的第二触发操作满足技能连续释放条件,将所述目标虚拟对象确定为第二技能对应的技能释放目标,所述第二触发操作在所述第一技能的技能释放过程中触发;
第二控制模块1004,用于控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能。
可选的,所述装置还包括:
继承时段确定模块,用于响应于对所述第一技能控件的所述第一触发操作,根据所述第一技能对应的技能流,确定所述目标虚拟对象对应的目标继承时段,所述技能流用于控制所述第一技能的释放流程,所述目标继承时段为所述第二技能继承所述目标虚拟对象的有效时段;
所述第一确定模块1003,包括:
操作接收单元,用于接收对所述第二技能控件的触发操作;
确定单元,用于响应于对所述第二技能控件的触发操作属于所述第二触发 操作,且所述第二触发操作的触发时刻位于所述目标继承时段,确定所述第二触发操作满足所述技能连续释放条件,并将所述目标虚拟对象确定为所述第二技能对应的技能释放目标。
可选的,所述技能流控制的释放流程包含技能释放准备阶段、技能释放阶段和技能释放收尾阶段;
所述继承时段确定模块,用于:
根据所述技能释放准备阶段的第一时长以及所述技能释放阶段的第二时长,确定所述目标继承时段的持续时长;
根据所述技能流的起始执行时刻和所述持续时长,确定所述目标继承时段。
可选的,所述第二技能控件包括自动控制区域和主动控制区域,所述自动控制区域用于触发终端确定技能释放目标、方向或范围,所述主动控制区域用于触发用户选择技能释放目标、方向或范围;
所述装置包括:
操作确定模块,用于响应于对所述第二技能控件的触发操作对应的触控结束位置位于所述自动控制区域,确定对所述第二技能控件的触发操作属于所述第二触发操作。
可选的,所述第一确定模块1003,还包括:
规则获取单元,用于获取所述第二技能的技能释放范围和技能释放规则;
确定单元,还用于响应于所述目标虚拟对象位于所述技能释放范围内,且所述目标虚拟对象满足所述技能释放规则,将所述目标虚拟对象确定为所述第二技能对应的技能释放目标。
可选的,所述第一确定模块1003,用于:
响应于所述目标虚拟对象位于所述技能释放范围内,且所述目标虚拟对象满足所述技能释放规则,且所述第一技能和所述第二技能构成的技能释放组合属于所述第一虚拟对象的技能组合列表,将所述目标虚拟对象确定为所述第二技能对应的技能释放目标,所述技能组合列表中包含所述第一虚拟对象对应的至少一种技能释放组合,所述技能释放组合中包括至少两个技能以及技能之间的释放顺序。
可选的,所述装置还包括:
第二确定模块,用于响应于对所述第二技能控件的触发操作不属于所述第二触发操作,或,所述第二触发操作的触发时刻位于所述目标继承时段之外,根据所述第二触发操作以及所述第二技能的技能释放规则和技能释放范围,从所述至少两个虚拟对象中确定所述第二技能的技能释放目标。
可选的,所述第二控制模块1004,用于:
响应于所述第二技能为指向型技能,控制所述第一虚拟对象向所述目标虚拟对象定向释放所述第二技能,所述指向型技能为指定技能释放目标的技能;
响应于所述第二技能为非指向型技能,确定所述目标虚拟对象相对于所述 第一虚拟对象的相对方向;控制所述第一虚拟对象按照所述相对方向释放所述第二技能。
可选的,所述第一技能控件包括自动控制区域和主动控制区域,所述自动控制区域用于触发终端确定技能释放目标、方向或范围,所述主动控制区域用于触发用户选择技能释放目标、方向或范围;
所述第一控制模块1002,用于:
响应于所述第一技能为指向型技能或非指向型技能,且所述第一触发操作的触控结束位置位于所述自动控制区域,根据所述第一技能对应的目标自动搜索规则,确定所述目标虚拟对象,并释放所述第一技能;
响应于所述第一技能为指向型技能,且所述第一触发操作的触控结束位置位于所述主动控制区域,将所述触控结束位置对应的所述第二虚拟对象确定为所述目标虚拟对象,并释放所述第一技能。
综上所述,本申请实施例中,当接收到对技能控件的触发操作时,若该触发操作在上一技能的技能释放过程中触发,且该触发操作满足技能连续释放条件,则将上一技能所指示的技能释放目标确定为当前技能所指示的技能释放目标,从而控制虚拟对象向该技能释放目标释放技能;通过上述技能释放目标继承机制,能够避免因不同技能对应不同技能范围,导致连续释放的技能作用于不同对象的问题,在技能连续释放场景下实现对同一对象连续释放技能,提高了技能释放的准确性。
请参考图11,其示出了本申请一个实施例提供的终端的结构框图。通常,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可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable Logic Array,PLA)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,也称中央处理器(Central Processing Unit,CPU);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可以在集成有图像处理器(Graphics Processing Unit,GPU),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还可以包括人工智能(Artificial Intelligence,AI)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指令、至少一段 程序、代码集或指令集,该至少一条指令、至少一段程序、代码集或指令集用于被处理器1101所执行以实现本申请中方法实施例提供的方法。
在一些实施例中,终端1100还可选包括有:外围设备接口1103和至少一个外围设备。处理器1101、存储器1102和外围设备接口1103之间可以通过总线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口1103相连。具体地,外围设备可以包括:通信接口1104、显示屏1105、音频电路1106、摄像头组件1107、定位组件1108和电源1109中的至少一种。
本领域技术人员可以理解,图11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计算机可读存储介质,该计算机可读存储介质存储有至少一条指令,所述至少一条指令由所述处理器加载并执行以实现如上各个实施例所述的虚拟对象控制方法。
本申请实施例还提供了一种计算机程序产品,该计算机程序产品存储有至少一条指令,所述至少一条指令由所述处理器加载并执行以实现如上各个实施例所述的虚拟对象控制方法。
本领域技术人员应该可以意识到,在上述一个或多个示例中,本申请实施例所描述的功能可以用硬件、软件、固件或它们的任意组合来实现。当使用软件实现时,可以将这些功能存储在计算机可读存储介质中或者作为计算机可读存储介质上的一个或多个指令或代码进行传输。计算机可读存储介质包括计算机存储介质和通信介质,其中通信介质包括便于从一个地方向另一个地方传送计算机程序的任何介质。存储介质可以是通用或专用计算机能够存取的任何可用介质。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。
Claims (15)
- 一种虚拟对象控制方法,其特征在于,由终端执行,包括:显示虚拟场景界面,所述虚拟场景界面中包含第一虚拟对象、至少两个第二虚拟对象以及至少两个技能控件,所述第一虚拟对象和所述第二虚拟对象位于虚拟场景中,所述技能控件用于控制所述第一虚拟对象释放技能;响应于对第一技能控件的第一触发操作,根据所述第一触发操作从所述至少两个第二虚拟对象中确定目标虚拟对象,控制所述第一虚拟对象向所述目标虚拟对象释放第一技能;响应于对第二技能控件的第二触发操作满足技能连续释放条件,将所述目标虚拟对象确定为第二技能对应的技能释放目标,所述第二触发操作在所述第一技能的技能释放过程中触发;及,控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能。
- 根据权利要求1所述的方法,还包括:响应于所述第一触发操作,根据所述第一技能对应的技能流,确定所述目标虚拟对象对应的目标继承时段,所述技能流用于控制所述第一技能的释放流程,所述目标继承时段为所述第二技能继承所述目标虚拟对象的有效时段;所述响应于对第二技能控件的第二触发操作满足技能连续释放条件,将所述目标虚拟对象确定为第二技能对应的技能释放目标,包括:接收对所述第二技能控件的触发操作;响应于对所述第二技能控件的触发操作属于所述第二触发操作,且所述第二触发操作的触发时刻位于所述目标继承时段,确定所述第二触发操作满足所述技能连续释放条件,并将所述目标虚拟对象确定为所述第二技能对应的技能释放目标。
- 根据权利要求2所述的方法,其中,所述技能流控制的释放流程包含技能释放准备阶段、技能释放阶段和技能释放收尾阶段;所述根据所述第一技能对应的技能流,确定所述目标虚拟对象对应的目标继承时段,包括:根据所述技能释放准备阶段的第一时长以及所述技能释放阶段的第二时长,确定所述目标继承时段的持续时长;根据所述技能流的起始执行时刻和所述持续时长,确定所述目标继承时段。
- 根据权利要求2所述的方法,其特征在于,所述第二技能控件包括自动控制区域和主动控制区域,所述自动控制区域用于触发终端确定技能释放目标、方向或范围,所述主动控制区域用于触发用户选择技能释放目标、方向或范围;所述接收对所述第二技能控件的触发操作之后,所述方法还包括:响应于对所述第二技能控件的触发操作对应的触控结束位置位于所述自动控制区域,确定对所述第二技能控件的触发操作属于所述第二触发操作。
- 根据权利要求2至4任一所述的方法,其中,所述将所述目标虚拟对象确定为所述第二技能对应的技能释放目标,包括:获取所述第二技能的技能释放范围和技能释放规则;响应于所述目标虚拟对象位于所述技能释放范围内,且所述目标虚拟对象满足所述技能释放规则,将所述目标虚拟对象确定为所述第二技能对应的技能释放目标。
- 根据权利要求5所述的方法,其特征在于,所述响应于所述目标虚拟对象位于所述技能释放范围内,且所述目标虚拟对象满足所述技能释放规则,将所述目标虚拟对象确定为所述第二技能对应的技能释放目标,包括:响应于所述目标虚拟对象位于所述技能释放范围内,且所述目标虚拟对象满足所述技能释放规则,且所述第一技能和所述第二技能构成的技能释放组合属于所述第一虚拟对象的技能组合列表,将所述目标虚拟对象确定为所述第二技能对应的技能释放目标,所述技能组合列表中包含所述第一虚拟对象对应的至少一种技能释放组合,所述技能释放组合中包括至少两个技能以及技能之间的释放顺序。
- 根据权利要求2至4任一所述的方法,还包括:响应于对所述第二技能控件的触发操作不属于所述第二触发操作,根据所述第二触发操作以及所述第二技能的技能释放规则和技能释放范围,从所述至少两个虚拟对象中确定所述第二技能的技能释放目标。
- 根据权利要求2至4任一所述的方法,还包括:响应于所述第二触发操作的触发时刻位于所述目标继承时段之外,根据所述第二触发操作以及所述第二技能的技能释放规则和技能释放范围,从所述至少两个虚拟对象中确定所述第二技能的技能释放目标。
- 根据权利要求1至4任一所述的方法,其中,所述控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能,包括:响应于所述第二技能为指向型技能,控制所述第一虚拟对象向所述目标虚拟对象定向释放所述第二技能,所述指向型技能为指定技能释放目标的技能。
- 根据权利要求1至4任一所述的方法,其中,所述控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能,包括:响应于所述第二技能为非指向型技能,确定所述目标虚拟对象相对于所述第一虚拟对象的相对方向;控制所述第一虚拟对象按照所述相对方向释放所述第二技能。
- 根据权利要求1至4任一所述的方法,其中,所述第一技能控件包括自动控制区域和主动控制区域,所述自动控制区域用于触发终端确定技能释放目标、方向或范围,所述主动控制区域用于触发用户选择技能释放目标、方向或范围;所述控制所述第一虚拟对象向所述目标虚拟对象释放第一技能,包括:响应于所述第一技能为指向型技能或非指向型技能,且所述第一触发操作的触控结束位置位于所述自动控制区域,根据所述第一技能对应的目标自动搜索规则,确定所述目标虚拟对象,并释放所述第一技能。
- 根据权利要求1至4任一所述的方法,其中,所述第一技能控件包括自动控制区域和主动控制区域,所述自动控制区域用于触发终端确定技能释放目标、方向或范围,所述主动控制区域用于触发用户选择技能释放目标、方向或范围;所述控制所述第一虚拟对象向所述目标虚拟对象释放第一技能,包括:响应于所述第一技能为指向型技能,且所述第一触发操作的触控结束位置位于所述主动控制区域,将所述触控结束位置对应的所述第二虚拟对象确定为所述目标虚拟对象,并释放所述第一技能。
- 一种虚拟对象控制装置,其特征在于,所述装置包括:显示模块,用于显示虚拟场景界面,所述虚拟场景界面中包含第一虚拟对象、至少两个第二虚拟对象以及至少两个技能控件,所述第一虚拟对象和所述第二虚拟对象位于虚拟场景中,所述技能控件用于控制所述第一虚拟对象释放技能;第一控制模块,用于响应于对第一技能控件的第一触发操作,根据所述第一触发操作从所述至少两个第二虚拟对象中确定目标虚拟对象,控制所述第一虚拟对象向目标虚拟对象释放第一技能;第一确定模块,用于响应于对第二技能控件的第二触发操作满足技能连续释放条件,将所述目标虚拟对象确定为第二技能对应的技能释放目标,所述第二触发操作在所述第一技能的技能释放过程中触发;及,第二控制模块,用于控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能。
- 一种终端,其特征在于,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指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如权利要求1至12任一项所述的虚拟对象控制方法。
- 一种计算机可读存储介质,其特征在于,所述计算机可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少 一段程序、所述代码集或指令集由处理器加载并执行以实现如权利要求1至12任一项所述的虚拟对象控制方法。
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