WO2022007569A1 - 道具控制方法和装置、存储介质及电子设备 - Google Patents
道具控制方法和装置、存储介质及电子设备 Download PDFInfo
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
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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
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
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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
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
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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
- A63F13/40—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
- A63F13/428—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 motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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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
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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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
- A63F13/837—Shooting of targets
Definitions
- the present application relates to the field of computers, and in particular, to a prop control method and device, a storage medium, and an electronic device.
- shooting props may include lightweight equipment items (such as knives or pistols, etc.), heavyweight equipment items (such as bombs, mortars, etc.).
- each trigger operation can only trigger the shooting action once, so that the player needs to frequently trigger the shooting action when using the shooting prop.
- the operation of the shooting prop may also be complicated, resulting in low control efficiency for controlling the shooting prop to execute the shooting action.
- An embodiment of the present application provides a method for controlling props, including: acquiring a trigger operation performed on a target shooting prop in an activated state in a virtual battle scene, wherein the attack range of the target shooting prop covers the target shooting prop in the virtual battle scene. Part of the area; in response to the trigger operation, determine the target object aimed at by the target shooting prop; within the target time period, execute the target area range where the target object is located through the target shooting prop for multiple consecutive times. Shooting action.
- An embodiment of the present application provides a prop control device, comprising: an acquisition unit configured to acquire a trigger operation performed on an active target shooting prop in a virtual battle scene, wherein the attack range of the target shooting prop covers the a partial area range in the virtual battle scene; a determining unit, configured to respond to the triggering operation, to determine the target object aimed at by the target shooting prop; a control unit, configured to pass the target shooting prop within the target time period A continuous multiple shooting action is performed to the target area where the target object is located.
- Embodiments of the present application provide a computer-readable storage medium, where a computer program is stored in the computer-readable storage medium, where the computer program is used to execute the above-mentioned method for controlling props at runtime.
- An embodiment of the present application provides an electronic device, including a memory and a processor, where a computer program is stored in the memory, and the processor is configured to execute the above-mentioned prop control method through the computer program.
- FIG. 1 is a schematic diagram of a prop control system according to an embodiment of the present application.
- FIG. 2 is a schematic diagram of a prop control method according to an embodiment of the present application.
- FIG. 3 is a schematic diagram of the size of the adjustment aligner according to an embodiment of the present application.
- FIG. 4 is a schematic diagram of a prop control method according to an embodiment of the present application.
- FIG. 5 is a schematic diagram of a gesture-triggered operation according to an embodiment of the present application.
- FIG. 6 is a schematic diagram of a shooting flight trajectory according to an embodiment of the present application.
- FIG. 7 is a schematic diagram of the relationship between an operation duration and a shooting parameter in an embodiment of the present application.
- FIG. 8 is a schematic diagram of an explosion in a target area according to an embodiment of the present application.
- FIG. 9 is a schematic diagram of a collision with a first reference object according to an embodiment of the present application.
- FIG. 10 is a schematic diagram of the relationship between the distance and the variation range of the life value according to the embodiment of the present application.
- FIG. 11 is a schematic diagram of adjusting the aiming direction according to an embodiment of the present application.
- FIG. 12 is a schematic diagram of a prop configuration according to an embodiment of the present application.
- FIG. 13 is a schematic diagram of a display state of an adjustment prop trigger icon according to an embodiment of the present application.
- FIG. 14 is a schematic structural diagram of a prop control device according to an embodiment of the present application.
- FIG. 15 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
- Embodiments of the present application provide a prop control method.
- the above prop control method may be applied to, but not limited to, a prop control system in the environment as shown in FIG. 1 , wherein the prop control system may include: But not limited to the terminal device 102 , the network 104 , and the server 106 .
- the terminal device 102 runs a shooting application client shown in FIG. 1 , such as a shooting game application client.
- the above-mentioned terminal device 102 includes a human-computer interaction screen 1022 , a processor 1024 and a memory 1026 .
- the human-computer interaction screen 1022 is used to present the scene picture in the virtual battle scene provided by the shooting task run by the above-mentioned shooting application client, wherein the shooting task is a confrontation task realized between multiple virtual objects in the virtual battle scene; It is also used to provide a human-computer interaction interface to obtain a human-computer interaction operation (such as a trigger operation) performed on the human-computer interaction interface of the above-mentioned shooting application client.
- the processor 1024 is configured to generate a corresponding operation instruction in response to the above trigger operation, and control the virtual object in the virtual battle scene to perform a corresponding shooting action according to the operation instruction.
- the memory 1026 is used to store the scene picture in the virtual battle scene provided by the above-mentioned shooting task and the attribute information of the virtual object in the virtual battle scene, such as the object identifier, the information of the props equipped by the object, and the life value of the object.
- the server 106 includes a database 1062 and a processing engine 1064.
- the database 1062 is used to store the battle results generated by the above-mentioned virtual objects in the shooting task, and is also used to provide the above-mentioned clients with corresponding battle resources, such as attribute information of props and Picture resources for shooting rendering effects, etc.
- the processing engine 1064 is used to determine the current battle result and the battle resources required by the client, and send them to the shooting application client in the terminal device 102 .
- the example process is as follows: as in steps S102-S104, a shooting task running in the terminal device 102 (a shooting battle task between the virtual object 10 shown in FIG. 1 and the virtual object holding the target shooting prop 11)
- the trigger operation performed on the target shooting prop in the activated state is obtained through the human-computer interaction screen 1022, and then in steps S104-S106, in response to the trigger operation, the target object targeted by the target shooting prop is determined ;
- the target shooting props are used to perform continuous multiple shooting actions to the target area where the target object is located, wherein the time interval between two adjacent shooting actions can be smaller than the first threshold.
- step S108 the result of the competition in the above process is sent to the server 106 through the network 104.
- the server 106 When the server 106 receives the above-mentioned battle result, it executes steps S110-S114: saves the battle result, acquires the battle resource, and sends the battle resource to the terminal device 102, so that the terminal device 102 renders and displays it on the human-computer interaction screen 1022.
- the terminal device 102 may also store the battle result locally, and render and display it on the human-computer interaction screen 1022 according to the locally stored battle resources.
- the terminal device 102 may run an offline version (stand-alone version) of the shooting application client.
- the trigger operation performed on the active target shooting prop in the virtual battle scene is obtained, and the attack range of the target shooting prop covers part of the area in the virtual battle scene; in response to the trigger operation to determine the target object aimed at by the target shooting props; within the target time period, the target shooting props are used to perform continuous multiple shooting actions to the target area where the target object is located.
- the equipment operation of the target shooting props in the game process is simplified, and the number of times of using the target shooting props is increased, thereby achieving the purpose of improving the control efficiency, thereby overcoming the problems in the related art when players (users) use the shooting props to perform shooting actions. It takes a long time to prepare for the problem of low control efficiency.
- the above-mentioned terminal device may be a terminal device configured with a shooting application client, which may include, but is not limited to, at least one of the following: a mobile phone (such as an Android mobile phone, an iOS mobile phone, etc.), a laptop computer, a tablet computer (Portable Android Device , PAD), PDAs, Mobile Internet Devices (MIDs), desktop computers, smart TVs, etc.
- the above-mentioned network may include, but is not limited to, at least one of a wired network and a wireless network, wherein the wired network includes at least one of a local area network, a metropolitan area network, and a wide area network, and the wireless network includes Bluetooth, WIFI, and other wireless communication devices. at least one in the network.
- the above server may be a single server, a server cluster composed of multiple servers, or a cloud server. The above is only an example, which is not limited in this embodiment.
- the above prop control method includes:
- S206 within the target time period, perform continuous multiple shooting actions to the target area where the target object is located by using the target shooting props.
- the above-mentioned prop control method can be applied to, but not limited to, shooting applications.
- the shooting task is configured with a target shooting prop, after acquiring the trigger operation performed on the target shooting prop in the activated state, in response to the trigger operation, determine The target object that is aimed at, and the target area where the target object is located within the target time period performs multiple shooting actions in a row, so that the equipment operation of the target shooting props during the game is simplified and the use of the target shooting props is increased. Therefore, the purpose of improving the control efficiency is achieved, thereby overcoming the problem of low control efficiency caused by the need for a player to prepare for a long time when using the shooting prop to perform a shooting action in the related art.
- the above-mentioned shooting application may be a military simulation application (for running military simulation tasks), or may be a shooting game application, such as a multiplayer online battle arena (Multiplayer Online Battle Arena, MOBA) application, Or it can also be a single-player game (Single-Player Game, SPG) application.
- the types of the above shooting game applications may include but are not limited to at least one of the following: two-dimensional (Two Dimension, 2D) game applications, three-dimensional (Three Dimension, 3D) game applications, virtual reality (Virtual Reality, VR) game applications, augmented reality (Augmented Reality, AR) game applications, mixed reality (Mixed Reality, MR) game applications.
- the above is just an example, which is not limited in this embodiment.
- the above-mentioned shooting game application may be a third-person shooting game (Third Person Shooting Game, TPS) application, such as the perspective of a third-party character object (ie, a third-person perspective) other than the virtual character (virtual object) controlled by the current player.
- TPS Third Person Shooting Game
- FPS First Person Shooting Game
- Players can achieve the following controls through each shooting application client: control virtual characters (also called player characters) to perform specified actions, control and non-player characters (Non-Player Character, NPC) to perform interactive actions, control and virtual battle scenes.
- the static objects (such as buildings, trees, etc.) perform interactive actions, and control the virtual characters to use the props and vehicles equipped for them in the virtual battle scene.
- the props here can include but are not limited to heavyweight shooting props. The operations required for a heavyweight shooting prop to be equipped once are more complicated and time consuming, but the attack range of the heavyweight shooting prop is compared with that of the lightweight equipment props. bigger. The above is only an example, which is not limited in this embodiment.
- the above trigger operation may include, but is not limited to, at least one of the following: a touch screen click operation, a press operation, a touch screen sliding operation, a gesture operation, a gesture indication operation (a gesture trigger operation), a pupil locking operation, etc. interactive operation.
- the triggering operation of the target shooting prop can be set in advance according to a specified gesture operation or a specified posture; then during the task running, when the target shooting prop is activated state, and when it is detected by the camera that the player shows a specified gesture operation or a specified posture, it is determined to trigger the aiming shooting process of the target shooting props.
- the trigger operation of the target shooting prop can be set in advance according to a touch screen button displayed on the human-computer interaction screen; When the target shooting prop is in an activated state and a touch-screen click operation on the touch screen button is detected, it is determined to trigger the aiming and shooting process of the target shooting prop.
- a touch screen button displayed on the human-computer interaction screen
- the current virtual character controlled by the player can be equipped with, but not limited to, two types of shooting props: 1) Standing shooting props (hand-held lightweight shooting props are allowed) ;2) Shooting props to be loaded (hand-held lightweight shooting props and/or heavyweight shooting props are allowed).
- the trigger icon corresponding to the above-mentioned standing shooting props can be directly displayed in the operation area of the human-computer interaction interface during the operation of the shooting task, but does not need to be Additional props loading interface, so that players can directly control the current virtual character to use this type of shooting props to perform shooting actions.
- the current virtual character there is no need to perform additional operations of equipping props, and for the current virtual character, there is no need to perform additional weapon equipment actions, so as to achieve the effect of simplifying the operation of props control.
- the above-mentioned shooting props to be loaded will be stored in the props backpack of the current virtual character. It is necessary to add such shooting props to the operation area through an additional prop loading interface (configuration interface), so that the player can control the current virtual character. Characters use this type of shooting props to perform shooting actions. Among them, for heavyweight shooting props, due to their large size, it takes a certain amount of time to prepare each time they are equipped on the current avatar or changing shells; Cold Time, CD), that is to say, after each use of this type of shooting props, this type of shooting props will be in a frozen state during the cooling time, and the frozen state is used to indicate that the above-mentioned shooting props will freeze when a trigger operation is detected. Unresponsive, i.e. cannot be called to perform a shooting action.
- the above-mentioned target shooting props may be, but are not limited to, heavyweight shooting props (also referred to as ultimate weapons) among the above-mentioned shooting props to be loaded.
- the target shooting props here can be heavyweight bow and crossbow props, gun props and so on.
- it can be a heavyweight powerful crossbow, which has the function of long-range precise shooting, and at the same time, a powerful explosive is bound to the arrow of the powerful crossbow, and also has the function of large-scale damage after hitting.
- the target object aimed at is determined in response to the triggering operation, and the continuous shooting action in the target time period is realized by controlling the target shooting prop, thereby improving the attack range.
- the shooting efficiency of such heavyweight shooting props makes it more efficient to control the application.
- the above-mentioned target shooting props will enter a freezing state after completing multiple consecutive shooting actions in response to a trigger operation.
- the use cooling time CD corresponding to the freezing state may be set to different values, but is not limited to, different values according to different item attribute requirements, and the value is not limited in this embodiment.
- the remaining time for the target shooting prop to exit the freezing state may be prompted, but not limited to, by means of a countdown prompt to the player who controls the virtual character.
- the manner of the countdown prompt may include, but is not limited to, one of the following: a countdown by a second, a countdown by a progress bar, and the like. This is an example, which is not limited in this embodiment.
- the size of the crosshair when determining the target object targeted by the target shooting prop, may be determined according to the operation attribute information of the trigger operation, wherein the size of the crosshair is the same as that of the target shooting prop.
- the prop object's flying distance without collision is negatively correlated. For example, the smaller the displayed size of the reticle, the longer the flying distance of the above-mentioned prop object without collision, and the higher the hit accuracy.
- the operation attribute information of the trigger operation can be used as a reference for adjusting the size of the reticle (also the aiming distance).
- the operation attribute information here may include, but is not limited to: the pressing duration of the touch-screen pressing operation, the pressing force (pressing pressure) of the touch-screen pressing operation, the sliding distance of the touch-screen sliding operation, the holding duration of the gesture operation, and the holding time of the gesture-triggered operation. time etc.
- the operation attribute information is used as a reference condition for adjusting the reticle. For example, the longer the pressing duration of the touch screen pressing operation, the smaller the size of the reticle.
- the longer the sliding distance the smaller the size of the quasi center; and when the touch screen sliding operation is sliding in the second direction, the sliding distance is longer. , the larger the size of the caliper.
- the size of the crosshair 302 of the target shooting prop can be as shown in (a) in Figure 3
- the size of the reticle 302 of the target shooting prop may be as shown in (b) of FIG. 3 . That is to say, as the pressing time of the pressing operation on the touch screen is longer, that is, the charging time is longer, the size of the pre-aimed reticule using the target shooting prop is smaller.
- the above is an example, which is not limited in this embodiment.
- step S402 start to run a shooting game task; then as in step S404, check whether the cooling time of the target shooting props is over; when the cooling time has ended, as in step S406, determine that the target shooting props are in an activated state; then as in step S408 , to detect whether the trigger operation for the above-mentioned target shooting prop is obtained; if the trigger operation is obtained, step S410 is performed, otherwise, the process returns to step S406.
- steps S410-S412 are performed, namely, the target shooting prop is called, and whether the fire button (shooting action trigger button) is pressed is detected, if pressed, step S414 is performed, otherwise, return to step S410. If it is detected that the fire button is pressed, as in steps S414-S416, the target shooting prop is controlled to enter the pre-aiming state, and it is detected whether the fire button is continuously pressed. If it is determined that the fire button is continuously pressed, step S418 is executed, according to The size of the pressing time control crosshair becomes smaller.
- step S420 it is detected whether the fire key is released, if it is released, step S422 is executed, otherwise, it returns to step S418. If the fire button is released, step S422 is executed, and the target shooting props are used to perform multiple shooting actions in succession. Then, as in steps S424-S426, it is detected whether the prop objects (such as bullets or bows and arrows) shot by the target shooting props collide with the objects (virtual objects) set in the virtual object scene (game scene), and if a collision occurs, control the prop object explode. Then, perform steps S428-S430 to detect whether there are target objects within the explosion range, and if it is determined that there are target objects, control these target objects to be damaged, that is, the life value of these target objects will decrease accordingly.
- the prop objects such as bullets or bows and arrows
- FIG. 4 is an example, which is used to describe an implementation manner in the embodiment of the present application, and the present embodiment does not make any limitation on the sequence of steps shown in FIG. 4 and the means to be performed.
- determining the target object that the target shooting prop is aimed at includes:
- the object selected by the crosshair is determined as the target object.
- the above triggering operation may be, but not limited to, at least one of the following: a touch screen operation, a gesture operation, a gesture-triggered operation, and the like.
- the above-mentioned touch screen operation may include, but is not limited to, at least one of the following: a pressing operation, a sliding operation, and the like.
- the operation attribute information here may be attribute information such as the operation duration of the triggering operation, the operation direction of the triggering operation, and the operation frequency of the triggering operation. That is to say, the size of the alignment center can be adjusted in one direction. For example, as the time increases, the size of the alignment center gets smaller and smaller.
- the size of the alignment center can be adjusted bidirectionally, for example, the adjustment direction is determined according to the sliding direction or the gesture direction, and the adjustment scale is further determined according to the sliding distance and the gesture moving distance. For example, swipe left to decrease the crosshair, and swipe right to increase the crosshair. This is an example, and no limitation is made in this embodiment.
- the process of adjusting the reticle of the currently displayed target shooting prop in the aiming direction to the target size matching the operation attribute information may include at least one of the following situations:
- the operation attribute information is the operation duration
- the operation duration includes any one of the pressing duration of the pressing operation, the gesture holding duration of the gesture operation, and the holding duration of the gesture triggering operation;
- the operation attribute information is the sliding distance of the sliding operation
- the operation attribute information is the gesture movement distance of the gesture operation
- the gesture movement distance obtained by the gesture operation performed in the direction is positively correlated with the target size
- the gesture movement distance obtained by the gesture operation performed in the second gesture direction is related to the target size. size is negatively correlated.
- the player can simultaneously control and adjust the viewing direction of the current virtual character through the shooting application client (that is, the aiming of the target shooting props). direction), you can also control and adjust the current virtual character to move a certain distance.
- the target object aimed at by the target shooting props will also be adjusted and updated accordingly, so that the updated target object can be shot quickly and accurately.
- the player 50 is running a shooting game task through a somatosensory shooting game application.
- the image of the player 50 is captured by the camera 500 to identify the current gesture and action of the player 50. If the gesture action is consistent with the designated gesture action 502 prompted in the shooting game task, it is determined that a trigger operation is obtained. Further, the aiming point of the target shooting prop is adjusted according to the detected holding time of the above-mentioned posture action. For example, the longer the holding time, the smaller the size of the reticle of the target shooting prop, the higher the aiming accuracy, the longer the shooting distance, and the higher the success rate of hitting the target object.
- the aiming point of the target shooting prop in the aiming direction is adjusted, so as to realize the pre-aim adjustment for the target object, thereby achieving the effect of improving the shooting hit rate.
- the method further includes:
- the shooting parameters include the initial shooting velocity and initial gravitational acceleration of the prop object shot by the target shooting prop;
- S2 Determine the shooting flight trajectory of the prop object in the aiming direction according to the shooting parameters, wherein the flight distance of the shooting flight trajectory in the absence of collision is negatively correlated with the target size of the reticle.
- the prop objects shot by the above-mentioned target shooting props may include, but are not limited to: bows and arrows shot by a crossbow, bullets or explosives shot by a gun, and the like.
- the prop object configured in the virtual battle scene will simulate the physical movement in the real world, and will fly for a period of time according to the trajectory of free fall after shooting until it lands or collides with other reference objects.
- the flight trajectory obtained in the above-mentioned flight process is related to the shooting parameters (ie, the initial shooting speed and the initial gravitational acceleration) of the above-mentioned prop object when shooting.
- the size of the reticle is adjusted by the pressing time of the touch screen pressing operation as an example. While adjusting the size of the reticle, the flight is also determined according to the shooting parameters of the currently used target shooting props. Trajectory (shooting flight trajectory). Assuming that the pressing time of the touch screen pressing operation is T, the flight trajectory of the target shooting prop in the case of no collision (directly landing) can be shown in (a) in Figure 6, where the initial shooting velocity at the initial position A is v0, the initial gravitational acceleration is g0. After reaching position B after a period of time, the shooting speed will drop to v1, and the acceleration of gravity will also drop to g1.
- the pressing time of the touch screen pressing operation is 2T, it means that the pressing force is longer, and the flight trajectory generated by the target shooting prop in the case of no collision (directly landing) can be shown in (b) in Figure 6, where The initial velocity of the shot at the initial position C is v2, and the initial gravitational acceleration is g2. After reaching position D after a period of time, the shooting speed will drop to v3, and the acceleration of gravity will also drop to g3.
- the pressing duration of the touch-screen pressing operation shown in (b) of FIG. 6 is longer than the pressing duration of the touch-screen pressing operation shown in (a) of FIG. 6 , the The initial firing velocity v2 is also greater than the initial firing velocity v0 shown in (a) in Fig.
- FIG. 6 is a reference example, which is not limited in this embodiment.
- acquiring shooting parameters that match the operational attribute information includes at least one of the following:
- the operation attribute information is the operation duration
- the shooting parameters matching the operation duration are obtained, wherein the operation duration is positively correlated with the initial shooting velocity, and the operation duration is negatively correlated with the initial gravitational acceleration, and the operation duration includes the pressing of the pressing operation. Any one of the duration, the gesture holding duration of the gesture operation, and the holding duration of the gesture-triggered operation;
- the operation attribute information is the pressing pressure of the pressing operation, obtain the shooting parameters that match the pressing pressure, wherein the pressing pressure is positively correlated with the initial firing velocity, and the pressing pressure is negatively correlated with the initial acceleration of gravity;
- the operation attribute information is the sliding distance of the sliding operation
- obtain the shooting parameters that match the sliding distance wherein, the sliding distance obtained by the sliding operation performed in the first sliding direction is positively correlated with the initial shooting speed, and the first The sliding distance obtained by the sliding operation performed in the sliding direction is negatively correlated with the initial gravitational acceleration; the sliding distance obtained by the sliding operation performed in the second sliding direction is negatively correlated with the initial shooting speed, and the sliding operation performed in the second sliding direction is obtained.
- the sliding distance is positively correlated with the initial gravitational acceleration;
- the operation attribute information is the gesture movement distance of the gesture operation, obtain the shooting parameter that matches the gesture movement distance, wherein, the gesture movement distance obtained with the gesture operation performed in the first gesture direction is positively correlated with the initial shooting velocity, The gesture movement distance obtained by the gesture operation performed in the first gesture direction is negatively correlated with the initial gravitational acceleration; the gesture movement distance obtained by the gesture operation performed in the second gesture direction is negatively correlated with the initial shooting speed, and the second gesture The gesture movement distance obtained by the gesture operation performed in the direction is positively related to the initial gravitational acceleration.
- the above-mentioned shooting parameters may, but are not limited to, have a correlation with the operation attribute information of the trigger operation, wherein the shooting parameters can be adjusted unidirectionally, for example, as the operation duration t (such as the pressing duration) increases,
- the initial shooting velocity v may become larger and larger as shown in Fig. 7(a), and the initial gravitational acceleration g may become smaller and smaller as shown in Fig. 7(b).
- the graphs shown here are trends and do not impose any limitations on specific values.
- the shooting parameters can be adjusted in both directions, for example, the adjustment direction is determined according to the sliding direction or the gesture direction, and the adjustment scale is further determined according to the sliding distance and the gesture moving distance. For example, slide to the left to decrease the initial speed, and slide to the right to increase the initial speed.
- the initial gravitational acceleration can be correlated with the sliding distance. For example, the longer the sliding distance, the smaller the initial gravitational acceleration.
- the adjustment of the initial gravitational acceleration is not an unlimited adjustment, and the reference basis for the adjustment is to ensure the true falling trajectory of the simulated object.
- the shooting operation matching the operation attribute information can also be obtained.
- the pre-aiming state of the target shooting props can be adjusted directly through the triggering operation, so that the aiming accuracy of the target shooting props can be accurately adjusted during the triggering process, so as to improve the accuracy of using the target shooting props.
- the method further includes:
- the target object When the target object is within the attack range of the target shooting prop, and the prop object shot by the target shooting prop collides with the target object, adjust the respective health values of all objects within the target area where the target object is located. If the value is less than the health value before adjustment, the target area range is the area range obtained from the location of the target object as the center and the target distance as the radius.
- the target object 802 is aimed at after the target shooting prop (such as a powerful crossbow) is adjusted by pre-aiming, as shown in (a) of FIG. 8 . Then determine the distance between the object 802 and the position of the virtual character currently using the target shooting prop. If the distance is smaller than the attack range of the target shooting prop, it means that the target shooting prop (such as a powerful crossbow) shoots the prop.
- Objects (such as bows and arrows) can reach the location of object 802 and collide with object 802 . Then, the explosives carried on the prop objects (such as bows and arrows) are used to explode, and the rendered explosion effect can be as shown in (b) in FIG. 8 . All targets in the area of 803) deal damage, reducing their health.
- the target shooting prop when the target object is located in the attack range of the target shooting prop, and the prop object shot by the target shooting prop collides with the target object, the target shooting prop is controlled to generate damage after the collision, and the target shooting prop is controlled to cause damage.
- the health value of all objects within the target area where the object is located is adjusted. That is to say, using the target shooting props provided in this embodiment will achieve the purpose of long-range shooting of objects within the area where the target object is located, and does not require complex prop equipment operations, thereby improving the efficiency of prop control.
- the method further includes:
- the first reference area where the first reference object is located
- the respective health values of all objects within the range are adjusted, wherein the adjusted health value is less than the life value before adjustment, and the direction of the first reference object relative to the target shooting prop is the same as the direction of the target object relative to the target shooting prop.
- the reference area range is an area range obtained with the location of the first reference object as the center and the first reference distance as the radius;
- the prop object will no longer be controlled by the target shooting prop. If the prop collides with the newly encountered reference object in the flight path, it will directly act on the reference object. , instead of the target area reference range where the target object is located. If the prop does not encounter a reference object in the flight trajectory, it will directly act on the area where the landing position is located after landing.
- the above-mentioned first reference object may include, but is not limited to: virtual character objects controlled by other players in a virtual battle scene (such as a virtual battle scene provided by a shooting mission), and a non-player character (NPC) in the virtual battle scene Objects, stationary objects in virtual battle scenes (such as buildings, vehicles, trees, etc.), etc. That is to say, the first reference object may be any static object or dynamic object in the virtual battle scene provided by the shooting task, which is not limited in this embodiment of the present application.
- the target object 802 is aimed at after the target shooting prop (such as a powerful bow and crossbow) is adjusted by pre-aiming, as shown in (a) of FIG. 9 . Then determine the distance between the object 802 and the position of the virtual character currently using the target shooting prop. If the distance is greater than the attack range of the target shooting prop, it means that the target shooting prop (such as a powerful crossbow) shoots the prop. Objects (such as bows and arrows) cannot reach the location of object 802.
- the target shooting prop such as a powerful bow and crossbow
- the Adjust the health of all objects within a reference area As shown in (b) of FIG. 9 , at least the object 904 is included in the first reference area, then the object 904 will be dealt with life damage, that is, its life value will be reduced.
- the distance between the above-mentioned object 802 and the position of the virtual character currently using the target shooting prop is greater than the attack range of the target shooting prop, and the prop object shot by the target shooting prop does not collide with any object , then when the prop object lands, it will cause life damage to the object within the area where the landing position is located, reducing its health value.
- the specific process refer to the above example.
- the target object in the case where the target object is not located in the attack range of the target shooting prop, it can be detected whether the prop object shot by the target shooting prop collides with other reference objects other than the target object, or whether Land, so as to control the target shooting prop to explode according to the detection result, so as to affect the life value of the objects in the corresponding area.
- adjusting the respective health values of all objects includes:
- the adjustment range of the health value corresponding to each object is determined according to the distance from each object in the area to the center, so as to damage the life of objects in different positions in the area, so as to achieve the purpose of simulation .
- performing multiple consecutive shooting actions to the target area where the target object is located by using the target shooting props includes:
- the target shooting prop when it is detected that the aiming direction of the target shooting prop has not changed within the target time period, the target shooting prop is used to perform continuous multiple shooting actions to the target area where the target object is located;
- the target shooting prop after the target shooting prop is triggered each time, the target shooting prop will continuously perform multiple shooting actions within the target time period, and there is no need to perform additional shooting actions before each shooting action.
- the operation of props and equipment simplifies the difficulty of operation and increases the number of shots, thereby achieving the effect of improving the efficiency of shooting control.
- the target object aimed at by the target shooting prop will not change, and correspondingly, the target object where the target object is located will not change.
- Perform multiple consecutive shooting actions within the target area It should be noted that there is a certain time interval between the continuous multiple shooting actions of the target shooting prop, so if the virtual character currently using the target shooting prop turns around during this period, the continuous multiple shooting actions of the corresponding target shooting prop are aimed at.
- the target object will also change accordingly, so that there is no need to re-equip such complex target shooting props, you can achieve long-range and large-scale attacks on target objects in different directions, so as to improve the application range of shooting props. Shorten the duration of the shooting mission and increase the probability of winning the shooting mission.
- the target object targeted by the first shooting action of the target shooting prop is the object 1102 shown in (a) in FIG. 11
- the target area range is determined based on the object 1102
- the target Shooting props cause damage to objects within the range of the target area.
- the targeted target object is also adjusted to the object 1104 shown in (b) in FIG. 11
- the target area range is re-determined based on the object 1104 Objects within the updated target area deal damage.
- the target object aimed at each time the target shooting prop performs a shooting action is updated, and the updated target object and The updated target area range further expands the attack range of target shooting props with a larger attack range, so as to achieve long-distance and large-scale damage to objects in different directions.
- the target shooting props are used to perform multiple consecutive shooting actions towards the target area where the target object is located, including:
- the target object that is aimed at each time the shooting action is performed is updated, and the target shooting prop is sent to the The shooting action is performed in the range of the updated target area where the updated target object is located.
- the target object targeted by the target shooting prop will not change.
- the target area where the target object is located will be changed. Perform multiple shooting actions in a row.
- the target object aimed at each time the target shooting prop performs a shooting action is updated, and the updated target object and The updated target area range further expands the attack range of target shooting props with a larger attack range, so as to achieve long-range and large-scale attacks on different target objects during the movement process.
- the method before acquiring the trigger operation performed on the target shooting props in the activated state in the virtual battle scene, the method further includes:
- S2 in response to the prop configuration instruction, display a configuration interface for providing shooting props in the shooting task, wherein the configuration interface includes a target slot configured for the target shooting prop;
- the configuration interface 1202 shown in (a) of FIG. 12 is displayed, in which the display There are various shooting props such as crossbows or guns as shown in the picture. Further, assuming that the selection operation performed on the target slot 1204 is obtained, the shooting props (such as the powerful crossbow) in the above-selected target slot 1204 are added to the shooting task, and the item trigger icon is displayed in the shooting task In the operation area of (such as the operation area in the virtual battle scene provided by the shooting mission), the icon 1206 is shown in (b) of FIG. 12 .
- the target shooting props before running the shooting task, can be selected and configured from the target operation (the selection operation for the target slot) separately configured for the target shooting props, so as to realize that the shooting tasks can be operated through the operation
- the area quickly calls and controls the target shooting prop to perform multiple shooting actions in succession, thus saving the time of calling and loading the target shooting prop, and improving the control efficiency of directly using the target shooting prop to perform multiple shooting actions in shooting tasks.
- the method further includes:
- the initial state of the target shooting item is the frozen state that has not been activated.
- the target shooting item will be adjusted to release the frozen state and enter the activated state, so that the target will be in the activated state.
- Shooting props are allowed to be triggered and invoked to perform shooting actions.
- the target shooting prop completes a set of shooting actions (the number of shooting actions in a set of shooting actions can be set according to the actual application scenario), it will also re-enter the freezing state, and can not be re-entered until the cooling time expires. active state.
- the prop trigger icon of the above target shooting prop will also adjust the display state correspondingly, so as to intuitively remind the player of the current state of the target shooting prop.
- the remaining duration of use of the cooling time is also displayed correspondingly, for example, in the form of a digital countdown or a progress bar.
- the display state of the prop trigger icon will be adjusted at the same time, that is, from the first display state to the second display state, wherein, The first display state is used to indicate that the target shooting prop is in an activated state, and the second display state is used to indicate that the target shooting prop is in a frozen state, in which the target shooting prop will not respond after receiving a trigger operation.
- the item trigger icon thereof will simultaneously display the remaining time in this state through the progress bar 1302, as shown in (a) of FIG. 13 .
- the remaining time is zero, it means that the target shooting item is switched from the frozen state to the activated state, and the item trigger icon is also adjusted from the second display state to the first display state, as shown in (b) in Figure 13 icon 1304.
- the state of the target shooting prop is indicated by the display state of the prop trigger icon of the target shooting prop, so that the user can be intuitively prompted whether the player can call the target shooting during the tense shooting task.
- the props perform the shooting action, thus achieving the purpose of simplifying the control operation.
- the apparatus includes: an acquisition unit 1402 configured to acquire a trigger operation performed on a target shooting prop in an active state in a virtual battle scene, wherein the attack range of the target shooting prop covers part of the area in the virtual battle scene range; the determining unit 1404 is configured to, in response to the triggering operation, determine the target object aimed at by the target shooting prop; the control unit 1406 is configured to execute continuous multiplexing through the target shooting prop to the target area where the target object is located within the target time period shooting action.
- An embodiment of the present application further provides an electronic device for implementing the above prop control method, where the electronic device may be a terminal device or a server as shown in FIG. 1 .
- the electronic device may be a terminal device or a server as shown in FIG. 1 .
- This embodiment is described by taking the electronic device as a terminal device as an example.
- the electronic device includes a memory 1502 and a processor 1504, where a computer program is stored in the memory 1502, and the processor 1504 is configured to execute the prop control method provided by the embodiment of the present application through the computer program.
- the aforementioned electronic device may be located at at least one network device among a plurality of network devices of a computer network.
- the above-mentioned processor may be configured to perform the following steps through a computer program: obtaining a trigger operation performed on an active target shooting prop in a virtual battle scene, wherein the attack range of the target shooting prop covers the virtual battle scene In response to the trigger operation, determine the target object aimed at by the target shooting prop; within the target time period, the target shooting props are used to perform continuous multiple shooting actions to the target area where the target object is located.
- FIG. 15 is for illustration only, and the electronic device can also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, and terminal devices such as MID and PAD.
- FIG. 15 does not limit the structure of the above-mentioned electronic device.
- the electronic device may also include more or fewer components than those shown in FIG. 15 (eg, network interfaces, etc.), or have a different configuration than that shown in FIG. 15 .
- the memory 1502 may be used to store software programs and modules, such as program instructions/modules corresponding to the prop control method and device in the embodiments of the present application.
- the processor 1504 executes various software programs and modules stored in the memory 1502 by running the software programs and modules. Function application and data processing, that is, to realize the above-mentioned prop control method.
- Memory 1502 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
- the memory 1502 may further include memory located remotely from the processor 1504, and these remote memories may be connected to the terminal through a network.
- the memory 1502 may be, but not limited to, for storing information such as object attribute information of the virtual object and screen resources (combat resources) corresponding to shooting actions.
- the above-mentioned memory 1502 may include, but is not limited to, the obtaining unit 1402 , the determining unit 1404 and the control unit 1406 in the above-mentioned prop control apparatus. In addition, it can also include but not limited to other module units in the above-mentioned prop control device.
- the transmission means 1506 described above is used to receive or transmit data via a network.
- Examples of the above-mentioned networks may include wired networks and wireless networks.
- the transmission device 1506 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through a network cable to communicate with the Internet or a local area network.
- the transmission device 1506 is a radio frequency (Radio Frequency, RF) module, which is used for wirelessly communicating with the Internet.
- RF Radio Frequency
- the above-mentioned electronic equipment also includes: a display 1508, which is used to display the above-mentioned virtual battle scene and the virtual objects therein and the generated shooting process picture; and a connection bus 1510, which is used to connect the various module components in the above-mentioned electronic equipment.
- the above-mentioned terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be communicated by the multiple nodes through a network A distributed system formed by connection in the form of.
- a peer-to-peer (P2P, Peer To Peer) network can be formed between nodes, and any form of computing equipment, such as servers, terminals and other electronic devices can become a node in the blockchain system by joining the peer-to-peer network.
- Embodiments of the present application provide a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
- the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above-mentioned prop control method.
- the above-mentioned computer-readable storage medium may be configured to store a computer program for performing the steps of: obtaining a triggering operation performed on an active target shooting prop in a virtual battle scene, wherein the target shooting prop is The attack range covers part of the area in the virtual battle scene; in response to the trigger operation, the target object targeted by the target shooting props is determined; within the target time period, the target shooting props are used to execute multiple consecutive executions to the target area where the target object is located. shooting action.
- the storage medium may include: a flash disk, a read-only memory (Read-Only Memory, ROM), a random access device (Random Access Memory, RAM), a magnetic disk or an optical disk, and the like.
- the integrated units in the above-mentioned embodiments are implemented in the form of software functional units and sold or used as independent products, they may be stored in the above-mentioned computer-readable storage medium.
- the technical solution of the present application can be embodied in the form of a software product in essence, or the part that contributes to the prior art, or all or part of the technical solution, and the computer software product is stored in a storage medium,
- Several instructions are included to cause one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods of the various embodiments of the present application.
- the disclosed clients may be implemented in other manners.
- the device embodiments described above are only illustrative, for example, the division of units is only a logical function division. In actual implementation, there may be other division methods, for example, multiple units or components may be combined or integrated into Another system, or some features can be ignored, or not implemented.
- the shown or discussed mutual coupling or direct coupling or communication connection may be through some interfaces, indirect coupling or communication connection of units or modules, and may be in electrical or other forms.
- Units described as separate components may or may not be physically separated, and components shown as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution in this embodiment.
- each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
- the above-mentioned integrated units may be implemented in the form of hardware, or may be implemented in the form of software functional units.
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Abstract
Description
Claims (16)
- 一种道具控制方法,由电子设备执行,所述方法包括:获取对虚拟对战场景中处于激活状态的目标射击道具执行的触发操作,其中,所述目标射击道具的攻击范围覆盖所述虚拟对战场景中的部分区域范围;响应于所述触发操作,确定所述目标射击道具所瞄准的目标对象;在目标时间段内,通过所述目标射击道具向所述目标对象所在的目标区域范围执行连续多次的射击动作。
- 根据权利要求1所述的方法,其中,所述响应于所述触发操作,确定所述目标射击道具所瞄准的目标对象,包括:响应于所述触发操作,获取所述触发操作的操作属性信息;将当前所显示的所述目标射击道具在瞄准方向上的准心,调整为与所述操作属性信息相匹配的目标尺寸大小;将所述准心选中的对象确定为所述目标对象。
- 根据权利要求2所述的方法,其中,在所述将当前所显示的所述目标射击道具在瞄准方向上的准心,调整为与所述操作属性信息相匹配的目标尺寸大小的过程中,还包括:获取与所述操作属性信息相匹配的射击参数,其中,所述射击参数包括所述目标射击道具射出的道具对象的射击初速度和初始重力加速度;按照所述射击参数确定所述道具对象在所述瞄准方向上的射击飞行轨迹,其中,所述射击飞行轨迹在无碰撞时的飞行距离与所述准心的所述目标尺寸大小为负相关。
- 根据权利要求3所述的方法,其中,所述获取与所述操作属性信息相匹配的射击参数,包括:当所述操作属性信息为操作时长时,获取与所述操作时长相匹配的所述射击参数,其中,所述操作时长与所述射击初速度为正相关,所述操作时长与所述初始重力加速度为负相关,所述操作时长包括按压操作的按压时长、手势操作的手势保持时长、以及姿态触发操作的保持时长中的任意一种;或者当所述操作属性信息为按压操作的按压压力时,获取与所述按压压力相匹配的所述射击参数,其中,所述按压压力与所述射击初速度为正相关,所述按压压力与所述初始重力加速度为负相关;或者当所述操作属性信息为滑动操作的滑动距离时,获取与所述滑动距离相匹配的所述射击参数,其中,以第一滑动方向执行的滑动操作得到的所述滑动距离与所述射击初速度为正相关,且与所述初始重力加速度为负相关;以第二滑动方向执行的滑动操作得到的所述滑动距离与所述射击初速度为负相关,且与所述初始重力加速度为正相关;或者当所述操作属性信息为手势操作的手势移动距离时,获取与所述手势移动距离相匹配的所述射击参数,其中,以第一手势方向执行的手势操作得到的所述手势移动距离与所述射击初速度为正相关,且与所述初始重力加速度为负相关;以第二手势方向执行的手势操作得到的所述手势移动距离与所述射击初速度为负相关,且与所述初始重力加速度为正相关。
- 根据权利要求2所述的方法,其中,所述将当前所显示的所述目标射击道具在瞄准方向上的准心,调整为与所述操作属性信息相匹配的目标尺寸大小,包括:当所述操作属性信息为操作时长时,将当前所显示的所述目标射击道具在瞄准方向上的准心,调整为与所述操作时长相匹配的目标尺寸大小,其中,所述操作时长与所述目标尺寸大小为负相关,所述操作时长包括按压操作的按压时长、手势操作的手势保持时长、以及姿态触发操作的保持时长中的任意一种;或者当所述操作属性信息为滑动操作的滑动距离时,将当前所显示的所述目标射击道具在瞄准方向上的准心,调整为与所述滑动距离相匹配的目标尺寸大小,其中,以第一滑动方向执行的滑动操作得到的所述滑动距离与所述目标尺寸大小为正相关;以第二滑动方向执行的滑动操作得到的所述滑动距离与所述目标尺寸大小为负相关;或者当所述操作属性信息为手势操作的手势移动距离时,将当前所显示的所述目标射击道具在瞄准方向上的准心,调整为与所述手势移动距离相匹配的目标尺寸大小,其中,以第一手势方向执行的手势操作得到的所述手势移动距离与所述目标尺寸大小为正相关;以第二手势方向执行的手势操作得到的所述手势移动距离与所述目标尺寸大小为负相关。
- 根据权利要求1所述的方法,其中,所述通过所述目标射击道具向所述目标对象所在的目标区域范围执行连续多次的射击动作之后,还包括:当所述目标对象位于所述目标射击道具的攻击范围、且所述目标射击道具射出的道具对象与所述目标对象发生碰撞时,对所述目标对象所在的目标区域范围内的全部对象各自的生命值进行调整处理;其中,调整后的生命值小于调整前的生命值,所述目标区域范围是以所述目标对象所在位置为中心、且以目标距离为半径得到的区域范围。
- 根据权利要求6所述的方法,其中,所述对所述目标对象所在的目标区域范围内的全部对象各自的生命值进行调整处理,包括:确定所述全部对象各自相对于所述目标区域范围的中心的距离;按照所述距离对所述全部对象各自的生命值进行调整处理,其中,所述距离与所述生命值的变化幅度为负相关。
- 根据权利要求1所述的方法,其中,所述通过所述目标射击道具向所述目标对象所在的目标区域范围执行连续多次的射击动作之后,还包括:当所述目标对象并未位于所述目标射击道具的攻击范围、且所述目标射击道具射出的道具对象与所述目标射击道具的攻击范围内的第一参考对象发生碰撞时,对所述第一参考对象所在的第一参考区域范围内的全部对象各自的生命值进行调整处理;其中,调整后的生命值小于调整前的生命值,所述第一参考对象相对所述目标射击道具的方向与所述目标对象相对所述目标射击道具的方向相同,所述第一参考区域范围是以所述第一参考对象所在位置为中心、且以第一参考距离为半径得到的区域范围;当所述目标对象并未位于所述目标射击道具的攻击范围、且所述目标射击道具射出的道具对象与所述目标射击道具的攻击范围内的任意一个对象均未发生碰撞时,对第二参考区域范围内的全部对象各自的生命值进行调整处理;其中,调整后的生命值小于调整前的生命值,所述第二参考区域范围是以所述道具对象的落地位置为中心、且以第二参考距离为半径得到的区域范围。
- 根据权利要求1所述的方法,其中,所述在目标时间段内,通过所述目标射击道具向所述目标对象所在的目标区域范围执行连续多次的射击动作,包括:当检测到所述目标时间段内所述目标射击道具的瞄准方向未改变时,通过所述目标射击道具向所述目标对象所在的目标区域范围执行连续多次的射击动作;当检测到所述目标时间段内所述目标射击道具的瞄准方向发生改变时,更新所述目标射击道具每一次执行射击动作之前所瞄准的目标对象,并通过所述目标射击道具向更新后的目标对象所在的更新后的目标区域范围执行所述射击动作。
- 根据权利要求1所述的方法,其中,所述在目标时间段内,通过所述目标射击道具向所述目标对象所在的目标区域范围执行连续多次的射击动作,包括:当检测到所述目标时间段内所述目标射击道具所在位置并未改变时,向所述目标对象所在的目标区域范围执行连续多次的射击动作;当检测到所述目标时间段内所述目标射击道具所在位置发生改变时,根据所述目标射击道具每一次执行射击动作之前所在位置,更新每一次执行射击动作之前所瞄准的目标对象,并通过所述目标射击道具向更新后的目标对象所在的更新后的目标区域范围执行所述射击动作。
- 根据权利要求1所述的方法,其中,所述虚拟对战场景运行于射击任务中;所述获取对虚拟对战场景中处于激活状态的目标射击道具执行的触发操作之前,还包括:获取道具配置指令;响应于所述道具配置指令,显示所述射击任务中用于提供射击道具的配置界面,其中,所述配置界面包括为所述目标射击道具配置的目标槽位;当获取到对所述目标槽位执行的选择操作时,将所述目标射击道具添加至所述射击任务中,并将所述目标射击道具对应的道具触发图标显示在所述射击任务的操作区域中。
- 根据权利要求11所述的方法,其中,所述通过所述目标射击道具向所述目标对象所在的目标区域范围执行连续多次的射击动作之后,还包括:将所述操作区域中所述目标射击道具对应的所述道具触发图标从第一显示状态调整为第二显示状态,其中,所述第一显示状态用于指示所述目标射击道具处于所述激活状态;所述第二显示状态用于指示所述目标射击道具处于冷冻状态;显示所述目标射击道具对应的所述道具触发图标在所述第二显示状态中的剩余时长;当所述剩余时长为零时,将所述目标射击道具对应的所述道具触发图标从所述第二显示状态调整为所述第一显示状态。
- 根据权利要求12所述的方法,其中,所述显示所述目标射击道具对应的所述道具触发图标在所述第二显示状态中的剩余时长,包括:根据倒计时提示的方式,显示所述目标射击道具对应的所述道具触发图标在所述第二显示状态中的剩余时长;其中,所述倒计时提示的方式包括读秒倒计时及进度条倒计时中的至少之一。
- 一种道具控制装置,包括:获取单元,配置为获取对虚拟对战场景中处于激活状态的目标射击道具执行的触发操作,其中,所述目标射击道具的攻击范围覆盖所述虚拟对战场景中的部分区域范围;确定单元,配置为响应于所述触发操作,确定所述目标射击道具所瞄准的目标对象;控制单元,配置为在目标时间段内,通过所述目标射击道具向所述目标对象所在的目标区域范围执行连续多次的射击动作。
- 一种计算机可读的存储介质,所述计算机可读的存储介质包括存储的计算机程序,其中,所述计算机程序运行时执行权利要求1至13任一项所述的方法。
- 一种电子设备,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器用于通过所述计算机程序执行权利要求1至13任一项所述的方法。
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