WO2022037529A1 - 虚拟对象的控制方法、装置、终端及存储介质 - Google Patents

虚拟对象的控制方法、装置、终端及存储介质 Download PDF

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Publication number
WO2022037529A1
WO2022037529A1 PCT/CN2021/112760 CN2021112760W WO2022037529A1 WO 2022037529 A1 WO2022037529 A1 WO 2022037529A1 CN 2021112760 W CN2021112760 W CN 2021112760W WO 2022037529 A1 WO2022037529 A1 WO 2022037529A1
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WO
WIPO (PCT)
Prior art keywords
behavior
virtual object
value
target
control
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Application number
PCT/CN2021/112760
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English (en)
French (fr)
Inventor
张斯铭
李仁杰
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to EP21783126.2A priority Critical patent/EP3984608A4/en
Priority to JP2021563118A priority patent/JP7419400B2/ja
Priority to KR1020217034292A priority patent/KR102648210B1/ko
Priority to US17/498,281 priority patent/US20220054944A1/en
Publication of WO2022037529A1 publication Critical patent/WO2022037529A1/zh
Priority to JP2024001382A priority patent/JP2024026661A/ja

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input 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

Definitions

  • the present application relates to the field of computer and Internet technologies, and in particular, to a method, device, terminal and storage medium for controlling virtual objects.
  • the user can control the first virtual object to use the skill to attack the second virtual object through the skill control in the user interface.
  • the second virtual object and the first virtual object are in different camps.
  • skill controls are displayed in the user interface in the form of skill icons, and one skill icon refers to a unique skill, that is, different skill icons represent different skills, and users can control the first skill through different skill icons.
  • a virtual object unleashes different skills.
  • the skill icon refers to a unique skill
  • the size of the skill icon will be reduced and the position will be close, which is prone to errors. operate.
  • the embodiments of the present application provide a method, device, terminal and storage medium for controlling a virtual object, which can reduce the probability of user misoperation and ensure the accuracy of operation.
  • the technical solution is as follows:
  • a method for controlling a virtual object is provided, the method is executed by a terminal, and the method includes:
  • the target behavior In response to the touch operation on the specific attack control, determine the target behavior from the at least two different behaviors according to the resources possessed by the first virtual object, the resources refer to executing the specific attack control Items consumed by the corresponding behavior;
  • the first virtual object is controlled to perform the target behavior.
  • a device for controlling a virtual object includes:
  • control display module configured to display a display screen corresponding to the virtual environment and a specific attack control, where the specific attack control is used to control the first virtual object in the virtual environment to perform at least two different behaviors;
  • a behavior determination module configured to determine a target behavior from the at least two different behaviors according to the resources possessed by the first virtual object in response to the touch operation for the specific attack control, the resources refer to Items consumed to execute the behavior corresponding to the specific attack control;
  • a behavior execution module configured to control the first virtual object to execute the target behavior.
  • a terminal includes a processor and a memory, and the memory stores at least one instruction, at least one program, a code set or an instruction set, the at least one instruction, The at least one piece of program, the code set or the instruction set is loaded and executed by the processor to implement the above method for controlling a virtual object.
  • a computer-readable storage medium where at least one instruction, at least one piece of program, code set or instruction set is stored in the readable storage medium, the at least one instruction, the At least one section of program, the code set or the instruction set is loaded and executed by the processor to implement the above method for controlling virtual objects.
  • 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 method for controlling a virtual object.
  • the first virtual object can be controlled to perform at least two different behaviors through a specific attack control, enabling one control to control different behaviors, avoiding interface congestion caused by too many icons corresponding to the operating controls, reducing the probability of user misoperation, and ensuring the accuracy of the operation Moreover, when adding the behavior of the first virtual object, it is not necessary to newly add an icon corresponding to the operation control in the user interface, which can effectively ensure the simplicity of the user interface.
  • a different behavior to be performed by the first virtual object is selected from at least two different behaviors, that is, in the first virtual object
  • the role of the specific attack control is different, which makes the specific attack control diverse.
  • the user can control the role of the specific attack control by controlling the resources owned by the first virtual object, and then use the specific attack control to achieve different functions. role, flexible operation.
  • FIG. 1 is a schematic diagram of an application running environment provided by an embodiment of the present application.
  • FIG. 2 is a flowchart of a method for controlling a virtual object provided by an embodiment of the present application
  • Fig. 3 exemplarily shows a kind of schematic diagram of the corresponding relationship between numerical value and target behavior
  • FIG. 4 exemplarily shows a schematic diagram of a method for controlling a virtual object
  • Fig. 5 and Fig. 6 exemplarily show a schematic diagram of the corresponding relationship between the other two numerical values and the target behavior
  • Fig. 7 exemplarily shows a schematic diagram of another numerical value and the corresponding relationship of target behavior
  • FIG. 8 exemplarily shows a schematic diagram of a prompting manner of an operation attribute
  • FIG. 9 is a flowchart of a method for controlling a virtual object provided by another embodiment of the present application.
  • FIG. 10 is a block diagram of a control device for a virtual object provided by an embodiment of the present application.
  • FIG. 11 is a block diagram of a control device for a virtual object provided by another embodiment of the present application.
  • FIG. 12 is a structural block diagram of a terminal provided by an embodiment of the present application.
  • FIG. 1 shows a schematic diagram of an application running environment provided by an embodiment of the present application.
  • the application running environment may include: a terminal 10 and a server 20 .
  • the terminal 10 may be an electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia playback device, a wearable device, a PC (Personal Computer, personal computer) and the like.
  • a client in the terminal 10 that can install applications.
  • the application may be an application that needs to be downloaded and installed, or a click-to-use application, which is not limited in this embodiment of the present application.
  • the above-mentioned application program may be any application program that can provide a virtual environment for users to substitute and operate virtual objects to perform activities in the virtual environment.
  • the application is a game application, such as a Multiplayer Online Battle Arena (MOBA) game, a Battle Royale (BR) game, a Third-Personal Shooting Game, TPS), First-Person Shooting Game (FPS) and multiplayer shootout survival games, etc.
  • MOBA Multiplayer Online Battle Arena
  • BR Battle Royale
  • TPS Third-Personal Shooting Game
  • FPS First-Person Shooting Game
  • multiplayer shootout survival games etc.
  • other types of applications can also display virtual objects to the user and provide corresponding functions to the virtual objects.
  • virtual reality Virtual Reality
  • AR Augmented Reality
  • three-dimensional map programs military simulation programs
  • social applications interactive entertainment applications
  • the embodiments of the present application This is not limited.
  • the forms of virtual objects provided by them will also be different, and the corresponding functions will also be different, which can be pre-configured according to actual needs.
  • the client terminal of the above application program runs in the terminal 10 .
  • the above-mentioned application program is an application program developed based on a three-dimensional virtual environment engine.
  • the virtual environment engine is a Unity engine, and the virtual environment engine can construct a three-dimensional virtual environment, virtual objects and virtual props, etc. Bring a more immersive gaming experience.
  • the above-mentioned virtual environment is a scene displayed (or provided) when a client of an application (such as a game application) runs on a terminal, and the virtual environment refers to a created scene for virtual objects to perform activities (such as game competition) , such as virtual houses, virtual islands, virtual maps and virtual buildings.
  • the virtual environment may be a simulated environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment.
  • the virtual environment may be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which is not limited in this embodiment of the present application.
  • the above-mentioned virtual object may be a virtual character controlled by a user account in an application program, or may be a virtual character controlled by a computer program in the application program.
  • the virtual object may be a game character controlled by a user account in the game application, or a game monster controlled by a computer program in the game application.
  • the virtual object may be in the form of a character, and may be in the form of an animal, a cartoon, or other forms, which is not limited in this embodiment of the present application.
  • the virtual object may be displayed in a three-dimensional form or in a two-dimensional form, which is not limited in this embodiment of the present application.
  • the virtual object is a three-dimensional solid model created based on animation skeleton technology.
  • Each virtual object has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.
  • the above-mentioned virtual objects include virtual objects in the same camp and virtual objects in different camps, that is, in the application, the virtual objects are divided into different camps.
  • the virtual objects in the red team and the red team are in the same camp and interact with each other.
  • the virtual objects in the blue and blue parties are in the same camp and are in a teammate relationship with each other, while the virtual objects in the red and blue parties are in different camps and are in a hostile relationship with each other.
  • the server 20 is used to provide background services for the client of the application program in the terminal 10 .
  • the server 20 may be the background server of the above application.
  • the server 20 may be a server, a server cluster composed of multiple servers, or a cloud computing service center.
  • the server 20 provides background services for applications in multiple terminals 10 at the same time.
  • the terminal 10 and the server 20 may communicate with each other through a network.
  • FIG. 2 shows a flowchart of a method for controlling a virtual object provided by an embodiment of the present application.
  • the method can be applied to a terminal, for example, the execution subject of each step can be the client of the application installed in the terminal 10 in the application running environment shown in FIG. 1 .
  • the method may include the following steps (201-203):
  • Step 201 displaying a display screen corresponding to the virtual environment and a specific attack control.
  • a virtual environment refers to a scene for virtual objects to perform activities.
  • the virtual object may be a virtual character controlled by a user account, or a virtual character controlled by a computer program.
  • the virtual environment includes a virtual island, a virtual map, and a virtual building, which is not limited in this embodiment of the present application.
  • the user can control the first virtual object to interact with the virtual environment through the user account, such as entering or destroying virtual buildings in the virtual environment, attacking other virtual objects in the virtual environment, and the like. It should be noted that the above-mentioned user account can control one or more virtual objects, which is not limited in this embodiment of the present application.
  • the display screen refers to the virtual environment screen displayed to the user on the user interface.
  • the virtual environment picture may be a picture acquired by the virtual camera from the virtual environment.
  • the virtual camera acquires a virtual environment picture from a third perspective of the first virtual object.
  • the virtual camera is arranged obliquely above the first virtual object, and the client observes the virtual environment with the first virtual object as the center through the virtual camera, obtains the virtual environment picture with the first virtual object as the center, and generates The display screen corresponding to the virtual environment.
  • the virtual camera acquires the virtual environment picture from the first perspective of the first virtual object.
  • a virtual camera is set directly in front of the first virtual object, and the client observes the virtual environment from the perspective of the first virtual object through the virtual camera, and obtains a virtual environment picture with the first virtual object as the first perspective to generate a display screen corresponding to the virtual environment.
  • the placement position of the virtual camera is adjustable in real time.
  • the user can adjust the position of the virtual camera through a control operation on the user interface, and then acquire display images corresponding to the virtual environment at different positions. For example, the user adjusts the position of the virtual camera by dragging the display screen corresponding to the virtual environment; for another example, the user adjusts the position of the virtual camera by clicking a certain position in the map display control and using the position as the adjusted position of the virtual camera .
  • the client may display a display screen corresponding to the above-mentioned virtualization environment in the user interface.
  • the client may obtain a virtual environment picture through the virtual camera after receiving the above-mentioned application running instruction or a game game start instruction, and display a display picture corresponding to the virtual environment based on the virtual environment picture.
  • the above-mentioned user interface further includes a specific attack control.
  • the specific attack control refers to a control in the user interface for controlling the virtual object to perform an attacking behavior, for example, the control may be in the form of a button, a joystick, and the like.
  • the specific attack control is a common attack control
  • the common attack control is used to control the virtual object to perform common attack behavior
  • the common attack behavior refers to the attack behavior that multiple virtual objects have.
  • Each virtual object has the same common attack behavior.
  • the common attack behavior is a long-range physical attack behavior
  • the common attack behavior is a short-range physical attack behavior
  • the common attack behavior is a long-range spell. aggressive behavior.
  • common attack behaviors refer to behaviors that do not need to consume any virtual resources and have no cooling down period; there is an exclusive attack behavior corresponding to the common attack behavior, and the exclusive attack behavior is unique to a virtual object, that is, different virtual objects have For different exclusive attack behaviors, each exclusive attack row has a corresponding exclusive attack control, and the user can control the virtual object to execute the corresponding exclusive attack behavior through the exclusive attack control.
  • common attack behaviors are called common attacks, and the above-mentioned exclusive attack behaviors are called skills; correspondingly, the common attack controls are called common attack buttons, and the exclusive attack controls are called skill buttons, which can be understood by those skilled in the art. .
  • the client side displays the above-mentioned specific attack control while displaying the display screen corresponding to the above-mentioned virtual environment. That is, after receiving the running instruction of the application program or the opening instruction of the game match, the client terminal simultaneously displays the display screen corresponding to the virtual environment and the specific attack control.
  • a specific attack control is hidden and displayed in the above-mentioned user interface, and the client terminal displays the specific attack control after receiving the display instruction of the above-mentioned specific attack control.
  • the display instruction can be triggered and generated by the user in the display area of the specific attack control, and the display area can be any area in the user interface; or, the display instruction is generated by the user in the touch area of the specific attack control. The generation is triggered in the middle, that is, when the client detects a touch operation for a specific attack control, it generates a display instruction for the specific attack control, and then displays the specific attack control in the user interface.
  • the above-mentioned touch area may be a surrounding area of a specific attack control.
  • the above-mentioned specific attack control is used to control the first virtual object in the virtual environment to perform at least two different behaviors.
  • the behavior is equivalent to an operation, and the operation may be a skill release operation, a virtual item use operation, and a state switching operation, etc., which are not limited in this embodiment of the present application.
  • the user can control the above-mentioned first virtual object to perform any one of the above-mentioned two different behaviors through the specific attack control.
  • the above-mentioned specific attack control is used to control the first virtual object in the virtual environment to release at least two different skills, such as attack skills, defense skills, recovery skills, and the like.
  • the client controls the first virtual object to release a skill
  • the skill refers to any one of the above-mentioned at least two different skills.
  • the above-mentioned user interface may include a plurality of operation controls for releasing skills, different operation controls are used for releasing different skills, and different skills can also be controlled and released by the same operation control.
  • the above-mentioned specific attack control is used to control the first virtual object in the virtual environment to use at least two different virtual items, such as virtual weapons, virtual props, virtual equipment, and the like.
  • the client controls the first virtual object to use a virtual item, where the virtual item refers to any one of the above-mentioned at least two different virtual items.
  • the above-mentioned user interface may include a plurality of operation controls for using virtual items, different operation controls are used for using different virtual items, and different virtual items may also be controlled and used by the same operation control.
  • the above-mentioned specific attack control is used to control the first virtual object of the virtual environment to switch to at least two different states, such as an attack state, a defense state, and a treatment state.
  • different states correspond to different innate skills, that is, virtual objects can use different innate skills in different states.
  • the client terminal controls the first virtual object to perform state switching, and the state refers to any one of the above-mentioned at least two different states.
  • the above-mentioned user interface may include a plurality of operation controls for switching states, different operation controls are used for switching to different states, and different states may also be controlled and switched by the same operation control.
  • the designer may configure the behavior corresponding to the above-mentioned specific attack control according to the actual situation, which is not limited in this embodiment of the present application.
  • the at least two different behaviors are the same type of behavior, for example, the at least two different behaviors include two different skill releasing behaviors.
  • the at least two different behaviors are different types of behaviors, for example, the at least two different behaviors include two different skill releasing behaviors and one kind of virtual item usage behavior.
  • Step 202 in response to a touch operation for a specific attack control, determine a target behavior from at least two different behaviors according to the resources possessed by the first virtual object.
  • a touch operation is an operation triggered by the user.
  • the touch operation may be an operation performed by a user on the above-mentioned user interface.
  • the touch operation may be an operation performed by the user on a certain key position on the keyboard.
  • the touch operation may be an operation for the above-mentioned specific attack control.
  • the user can generate the touch operation of the specific attack control by clicking the icon corresponding to the specific attack control in the user interface; Touch controls for certain attack controls.
  • the client can detect the user interface, and after detecting the touch operation in the user interface, obtain the trigger position of the touch operation, and the trigger position is located in the above-mentioned specific attack. If the control is in the triggering area of the control, it is determined that the touch operation is a touch operation for the above-mentioned specific attack control.
  • the positions of each control in the user interface are fixed, and the user interface is provided with a fixed trigger area of each control.
  • the above-mentioned fixed trigger area may be any position in the user interface, for example, the fixed trigger area of the specific attack control is the surrounding area of the specific attack control.
  • the client can determine whether the touch operation is located in a fixed trigger area of a specific attack control according to the above trigger position. If the touch operation is located in the fixed trigger area of the specific attack control, it is determined that the touch operation is the touch operation of the specific attack control.
  • the position of each control in the user interface can be adjusted, that is, the user can adjust the position of each control in the user interface according to the actual situation, at this time, the user interface is provided with the activity trigger of each control area.
  • the active trigger area can be any area based on the position of the control.
  • the active trigger area of a specific attack control is an area formed by a set of points whose distance from the center of the specific attack control is smaller than the target value.
  • the client can determine the distance between the trigger position and the center position of the specific attack control according to the trigger position. If the distance is smaller than the target value, it is determined that the touch operation is a touch operation of a specific attack control.
  • the client when the client detects the touch operation for the specific attack control, the client determines the target behavior from at least two different behaviors according to the resources possessed by the first virtual object.
  • the above-mentioned resources refer to the items consumed to execute the behavior corresponding to the above-mentioned specific attack control
  • the above-mentioned target behavior refers to the behavior that the above-mentioned first virtual object needs to execute.
  • the above-mentioned at least two different behaviors include a first behavior, a second behavior and a third behavior, and the client can determine the above-mentioned target behavior according to the value of the resource.
  • the above step 202 includes the following steps:
  • the corresponding relationship between the value range of the value and each behavior may be pre-stored in the configuration table.
  • the client After determining the value range to which the value of the resource possessed by the first virtual object belongs, the client can determine the corresponding target behavior by querying the above configuration table.
  • the client after detecting the touch operation for the above-mentioned specific attack control, the client obtains the value of the resource possessed by the first virtual object, and according to the value range to which the value belongs, selects from the above at least two Identify target behaviors among different behaviors.
  • the above target behavior is determined to be the first behavior
  • the above target behavior is determined to be the second behavior
  • the above target behavior is determined as the third behavior.
  • the first behavior is used to fight back against the attack behavior of the second virtual object;
  • the second behavior is used to reduce the moving speed of the second virtual object and increase the life value of the first virtual object when the life value of the second virtual object is reduced ;
  • the third behavior is used to clear the life value of the second virtual object when the life value of the second virtual object is less than the target value.
  • the above-mentioned second virtual object refers to a virtual object in a different camp from the first virtual object; the first value range, the second value range and the third value range are independent of each other, and there is no intersection.
  • the target behavior is the first behavior 32;
  • the target behavior is the second behavior 34 ;
  • the target behavior is the third behavior 36 .
  • first behavior the second behavior and the third behavior are only exemplary and explanatory.
  • the designer can design the specific functions of each operation according to the actual situation , which is not limited in the embodiments of the present application.
  • the designer can also flexibly set and adjust the number of behaviors corresponding to a specific attack control, which is not limited in this embodiment of the present application.
  • the client after displaying the display screen corresponding to the above virtual environment, the client can The resource is detected, different target behaviors are determined according to different resources, and after a touch operation for the above-mentioned specific attack control is detected, the first virtual object is directly controlled to execute the target behavior.
  • the above-mentioned resources may be collected and obtained through a resource addition operation.
  • the client may detect the resource addition operation.
  • the resource increase value of the first virtual object is determined, and the value of the resource owned by the first virtual object is updated according to the resource increase value.
  • the above-mentioned resource increase operation includes at least one of the following: the first virtual object kills the second virtual object, the first virtual object causes the loss of the life value of the second virtual object, and the first virtual object performs the fifth behavior and causes the second virtual object.
  • the life value of the virtual object is lost, the first virtual object executes the fifth behavior, the touch operation of the behavior control corresponding to the fifth behavior, and the first virtual object obtains resource addition props.
  • the second virtual object refers to a virtual object in a different camp from the first virtual object.
  • the above-mentioned killing of the second virtual object by the first virtual object means that after the second virtual object receives the attack from the first virtual object, the life value of the second virtual object is zero.
  • the attack value of the first virtual object against the second virtual object may be smaller than the maximum value of the life value of the second virtual object, and of course, the attack value of the first virtual object against the second virtual object may also be greater than or equal to the The maximum value of the life value of the second virtual object is not limited in this embodiment of the present application.
  • the client can determine the above-mentioned resource increase value according to the attack value of the first virtual object against the second virtual object, and use the resource increase value to determine the value of the first virtual object.
  • the value of a resource owned by a virtual object is updated. Exemplarily, there is a positive correlation between the above-mentioned attack value and the above-mentioned resource increase value.
  • the loss of the life value of the second virtual object caused by the first virtual object means that the first virtual object successfully attacks the second virtual object.
  • the client may determine the above-mentioned resource increase value according to the life value loss value of the second virtual object, and adjust the resource increase value according to the resource increase value.
  • the value of a resource owned by a virtual object is updated. Exemplarily, there is a positive correlation between the above-mentioned life value loss value and the above-mentioned resource increase value.
  • the loss of the life value of the second virtual object caused by the first virtual object performing the fifth behavior means that the first virtual object successfully attacks the second virtual object by using the fifth behavior.
  • the fifth behavior may be any behavior that the first virtual object can perform, such as at least two different behaviors corresponding to the above-mentioned specific attack control.
  • the client can determine the above-mentioned resource increase value according to the value of the life value loss of the second virtual object, and according to the resource The value of the resource owned by the first virtual object is updated by increasing the value. Exemplarily, there is a positive correlation between the above-mentioned life value loss value and the above-mentioned resource increase value.
  • the execution of the fifth behavior by the first virtual object refers to that the first virtual object executes the corresponding behavior.
  • the fifth behavior may be any behavior that the first virtual object can perform, such as at least two different behaviors corresponding to the above-mentioned specific attack controls; or, the fifth behavior may also be a specific behavior of the first virtual object, such as The release behavior of a certain skill is not limited in this embodiment of the present application.
  • the client determines the resource increase value according to the fifth behavior, and updates the value of the resource owned by the first virtual object according to the resource increase value.
  • the resource increase values corresponding to different behaviors may be the same or different.
  • the touch operation of the operation control corresponding to the fifth behavior above refers to the touch operation of a certain behavior.
  • the fifth behavior may be any behavior that the first virtual object can perform, such as at least two different behaviors corresponding to the above-mentioned specific attack controls; or, the fifth behavior may also be a specific behavior of the first virtual object, such as The release behavior of a certain skill is not limited in this embodiment of the present application.
  • the client determines the above-mentioned resource increase value according to the fifth behavior, and calculates the value of the resource owned by the first virtual object according to the resource increase value. to update.
  • the resource increase values corresponding to different behaviors may be the same or different.
  • the above-mentioned first virtual object acquires the resource-increasing props means that the first virtual object collects the resource-increasing props in the virtual environment.
  • the resource addition prop may be placed at a specific position in the virtual environment when the display screen corresponding to the virtual environment is displayed, or may be a reward prop dropped by the first virtual object when a specific behavior is completed. This is not limited.
  • the client determines the resource increase value according to the resource increase prop, and updates the value of the resource possessed by the first virtual object according to the resource increase value.
  • the resource increase values corresponding to different resource increase props may be the same or different.
  • the above-mentioned resources are only items for the above-mentioned at least two behaviors, that is, only when the first virtual object performs any behavior of the at least two behaviors other than ordinary attack behaviors, it will be consumed.
  • the resource when the first virtual object performs other behaviors than the at least two behaviors, the resource does not need to be consumed, and the corresponding behavior is not determined according to the resource.
  • Step 203 controlling the first virtual object to execute the target behavior.
  • the target behavior refers to the behavior that the first virtual object needs to perform.
  • the target behavior may be any one of the above at least two different behaviors.
  • the target behavior may be a skill release behavior, a virtual item use behavior, a state switching behavior, etc., which are not limited in this embodiment of the present application.
  • the client controls the first virtual execution of the target behavior.
  • the client may determine the action target of the target action based on the action scope of the target action, and then control the first virtual object to execute the target action for the action target.
  • the above-mentioned scope of action refers to the effective scope of the above-mentioned target behavior, such as the attacking scope of attacking skills, the throwing scope of virtual objects, or the jumping impact scope of virtual objects, etc.
  • different actions correspond to different scopes of action.
  • the client may acquire attribute information of the target virtual object within the scope of action, and select the role target corresponding to the target behavior according to the attribute information.
  • the target virtual object refers to an object targeted by the target behavior.
  • the target virtual object refers to a second virtual object that is in a different camp with the first virtual object; if the target behavior is a gain behavior, the target virtual object refers to the A virtual object is a virtual object of the same alignment.
  • the above-mentioned attribute information includes the life value of the target virtual object.
  • the client can sort the target virtual objects according to the order of life value from small to large, and then according to the number of action targets of the target action, select the target virtual object in the first order as the action target corresponding to the above target action.
  • the attribute information includes the distance between the target virtual object and the first virtual object.
  • the client sorts the target virtual objects according to the distance from small to large, and then selects the target virtual object in the first order as the action target corresponding to the target action according to the number of action targets of the target action.
  • the client controls the first virtual object to execute the above target behavior with respect to the role target.
  • the client can also determine the action target corresponding to the target behavior according to other contents in the attribute information, such as the target virtual object The movement speed of the target virtual object, the defense value of the target virtual object, the attack speed of the target virtual object, etc.
  • the first virtual object can be controlled to perform at least two different behaviors through a specific attack control, so that one control can control different behaviors, and avoid excessive icons corresponding to the operation controls.
  • the interface is congested, reduces the probability of user misoperation, and ensures the accuracy of the operation.
  • it is not necessary to add icons corresponding to the operation controls in the user interface, which can effectively ensure the simplicity of the user interface. .
  • a different behavior to be performed by the first virtual object is selected from at least two different behaviors, that is, in the first virtual object
  • the role of the specific attack control is different, which makes the specific attack control diverse.
  • the user can control the role of the specific attack control by controlling the resources owned by the first virtual object, and then use the specific attack control to achieve different functions. role, flexible operation.
  • Step 401 the client detects a skill release instruction for the first virtual object.
  • the user interface includes a plurality of skill operation controls, the skill operation controls are used to control the first virtual object to release the skill, and different skill operation controls correspond to different skills.
  • the client after displaying the user interface, the client detects the user interface. After a touch operation in the user interface is detected, a skill operation control targeted by the touch operation is determined according to the position of the touch operation, and then a skill release instruction for the first virtual object is generated according to the skill operation control.
  • Step 402 the client controls the first virtual object to release the skill according to the skill release instruction, and increases the resources possessed by the first virtual object.
  • the client controls the first virtual object to release the corresponding skill according to the skill release instruction, and increases the resources possessed by the first virtual object.
  • the resource is the item that needs to be consumed when the behavior corresponding to the specific attack control is executed.
  • the client when controlling the first virtual object to release the skill, the client obtains the resource increase value corresponding to the skill, and further, based on the resource increase value, increases the resources owned by the first virtual object, and updates the first virtual object. The value of the resource currently owned by the virtual object.
  • the resource increment values corresponding to different skills may be the same or different, which is not limited in this embodiment of the present application.
  • the client can predict the resource increase value in advance, and then when controlling the first virtual object to release the skill, it can be obtained without considering the skill The value of the resource is increased, and the update efficiency of the value of the resource is improved.
  • Step 403 the client detects a touch operation for a specific attack control.
  • the above-mentioned user interface includes a specific attack control, and the specific attack control refers to an attack control possessed by each virtual object.
  • the client After displaying the user interface, the client detects the user interface. After detecting the touch operation in the user interface, it is determined whether the touch operation is an operation for a specific attack control according to the position of the touch operation. Afterwards, if the touch operation is an operation for a specific attack control, the client determines that a touch operation for the specific attack control is detected.
  • Step 404 the client determines the value of the resource possessed by the first virtual object.
  • the client after detecting a touch operation for a specific attack control, the client obtains the value of the resource possessed by the first virtual object, and then determines the required value of the first virtual object according to the value range to which the value belongs. performed behavior.
  • Step 405 if the value belongs to the first value range, the client controls the first virtual object to perform the first behavior.
  • Step 406 if the value belongs to the second value range, the client controls the first virtual object to execute the second behavior.
  • Step 407 if the value belongs to the third value range, the client controls the first virtual object to execute the third behavior.
  • Step 408 if the value is less than the lower limit of the first value range, the client controls the first virtual object to perform a common attack behavior.
  • the client can determine the above-mentioned operation attributes of the touch operation of the specific attack control on the basis of the resources possessed by the first virtual object. target behavior.
  • step 202 includes the following steps:
  • the operation attribute is used to represent the attribute of the above-mentioned touch operation. Different touch operations have different operation properties.
  • the operation attribute includes, but is not limited to, at least one of the following: touch duration, touch pressure, touch times, and touch direction.
  • the touch duration refers to the duration of the touch operation.
  • the client can obtain the touch duration of the touch operation from the moment when the touch operation is detected until the touch operation disappears.
  • the touch pressure refers to the pressure value generated by the user's touch operation detected by the pressure sensor.
  • the number of touches refers to the number of times the user touches the control continuously within the time threshold. For example, the number of touches corresponding to a single-click operation is 1, the number of touches corresponding to a double-click operation is 2, and the number of touches corresponding to a triple-click operation is 3 times, and so on.
  • the touch direction refers to the direction of the sliding track when the touch operation is a sliding operation.
  • the client after detecting the touch operation for the above-mentioned common attack, the client obtains the value of the resource possessed by the first virtual object and the operation attribute of the touch operation, and then according to the value and operation attribute, from The target behavior is determined from at least two different behaviors described above.
  • the client determines the above-mentioned target behavior according to the range to which the value of the resource possessed by the first virtual object belongs and in combination with the operation attribute of the touch operation.
  • the target behavior is determined to be the first behavior.
  • the target behavior is determined to be the second behavior; when the value belongs to the second value range and the operation attribute is the second operation attribute, the target behavior is determined to be the second behavior. Identify the target behavior as the first behavior.
  • the target behavior is determined to be the third behavior; when the value belongs to the third value range and the operation attribute is the second operation attribute, the target behavior is determined as the third behavior.
  • the target behavior is determined to be the first behavior; in the case that the value belongs to the third value range and the operation attribute is the third operation attribute, the target behavior is determined to be the second behavior.
  • the first value range, the second value range, and the third value range may be consecutive value ranges, for example, the first value range is 10-20, and the second value range is 20-20. 30, and the third value ranges from 30 to 40.
  • the first value range, the second value range and the third value range may be mutually discontinuous value ranges, for example, the first value range is 10-20, and the second value range is 30-40 , and the third value ranges from 50 to 60.
  • the operation attribute may be the number of touches, for example, the first operation attribute is 1 touch, the second operation attribute is 2 touches, and the third operation attribute is 3 touches;
  • the operation attribute may be the touch duration, for example, the first operation attribute is the touch 1s, the second operation is the touch 2s, and the third operation attribute is the touch 3s.
  • the touch operation is a sliding operation
  • the operation attribute is the sliding direction. For example, the first operation attribute is sliding up, the second operation attribute is sliding downward, and the third operation attribute is sliding left.
  • the value falls within the first value range.
  • the target behavior is the first behavior 53 .
  • the target behavior is the second behavior 55 ; if the touch operation is a double-click operation 56 , the target behavior is the first behavior 53 .
  • the target behavior is the third behavior 58; if the touch operation is a double-click operation 56, the target behavior is the first behavior 53; If the touch action is the triple-tap action 59 , the target action is the second action 55 .
  • the client determines the above target behavior according to the operation attribute of the touch operation and in combination with the relationship between the value of the resource possessed by the first virtual object and the threshold.
  • the target behavior is determined to be the first behavior.
  • the target behavior is determined to be the second behavior; when the operation attribute is the second operation attribute and the value is less than the second threshold and greater than the first threshold , determine the target behavior as the first behavior.
  • the target behavior is determined to be the third behavior; when the operation attribute is the third operation attribute and the value is less than the third threshold and greater than the second threshold , determine the target behavior as the second behavior; when the operation attribute is the third operation attribute and the value is less than the second threshold and greater than the first threshold, determine the target behavior as the first behavior.
  • first threshold, second threshold, and third threshold may be any numerical value.
  • the first threshold is 10
  • the second threshold is 20
  • the third threshold is 30.
  • the touch operation is a click operation.
  • the target behavior is the first behavior 63.
  • the target behavior is the second behavior 66; if the value is less than the second threshold 65 and greater than the first threshold 62, the target behavior is the first behavior 63.
  • the target behavior is the third behavior 69 ; if the value is less than the third threshold 68 and greater than the second threshold 65 , the target behavior is the second behavior Behavior 66; if the value is less than the second threshold 65 and greater than the first threshold 62, the target behavior is the first behavior 63.
  • the above-mentioned specific attack control may also be used to control the above-mentioned first virtual object to perform a common attack behavior.
  • the common attack behavior refers to the physical attack behavior of the first virtual object.
  • the common attack behavior may be a behavior that does not need to consume any virtual resources and has no cooling down period.
  • the above cooling duration refers to the minimum value of the release time interval of the same behavior, and the above virtual resource may be the above resource or energy consumed by other behaviors, which is not limited in this embodiment of the present application.
  • the common attack behavior may be a behavior possessed by a plurality of virtual objects.
  • common attack behaviors corresponding to virtual objects of the same type are similar, such as similar attack distances.
  • other behaviors (such as skills) possessed by virtual objects are unique except for common attack behaviors, and each virtual object has different other behaviors (that is, the exclusive attack behaviors introduced above), that is, the other behaviors Any of these behaviors can only be unique to a specific virtual object, and other virtual objects cannot have any of the above behaviors.
  • the first behavior, the second behavior, and the third behavior of the first virtual object are all unique behaviors of the first virtual object, and other virtual objects cannot have the first behavior , the second behavior or the third behavior; the common attack behavior of the first virtual object is not unique to the first virtual object, and other virtual objects of the same type as the first virtual object can also have the same common attack behavior .
  • the above-mentioned at least two different behaviors further include a fourth behavior, and the fourth behavior is a common offensive behavior.
  • the target behavior is determined as the fourth behavior.
  • the first threshold may be less than or equal to the lower limit of the above-mentioned first value range.
  • the client detects the touch operation for the specific attack control 70 if the first virtual object has The value of the resource is less than the lower limit value 71 of the first value range 51 , and the target behavior is a common attack behavior 72 .
  • the touch operation is performed as:
  • the target behavior is determined to be a common attack behavior.
  • the fourth operation attribute refers to any operation attribute that is different from the first operation attribute, the second operation attribute and the third operation attribute.
  • prompt items may be included around the above-mentioned specific attack control.
  • the prompt has different display styles. Exemplarily, with reference to FIG. 8 , a first prompt item 81 , a second prompt item 82 and a third prompt item 83 are provided around the specific attack control 80 .
  • the touch duration corresponding to the touch operation is 1s, the first prompt item 81 is highlighted; if the touch duration corresponding to the touch operation is 2s, the first prompt item 81 and the second prompt item 82 are highlighted; If the touch duration corresponding to the touch operation is 3s, the first prompt 81 , the second prompt item 82 and the third prompt item 83 are highlighted.
  • the client can also only use the resources owned by the first virtual object. value to determine the above target behavior.
  • the above-mentioned user interface may include a function switch control, and the function switch control is used to enable or disable the resource collection function. The user can control the value of the resource possessed by the first virtual object by controlling the resource collection function to be turned on or off, thereby controlling the target behavior corresponding to the specific attack control.
  • the specific steps are as follows:
  • the function switch control refers to the control used to enable or disable the collection function of resources.
  • the function switch control can be set at any position in the user interface.
  • the client side displays the above-mentioned function switch control while displaying the display screen corresponding to the above-mentioned virtual environment.
  • the function switch control is hidden and displayed in the user interface, and the client terminal displays the function switch control after receiving the display instruction of the function switch control.
  • the display instruction may be triggered and generated by the user in a display area of the function switch control, and the display area may be any area in the user interface.
  • the generation of the function switch control is triggered by the user in the touch area of the function switch control, that is, when the client detects a touch operation for the function switch control, the function switch control is generated. , and then display the function switch control in the user interface.
  • the above-mentioned touch area may be the surrounding area of the function switch control.
  • the resource collection function when the resource collection function is enabled, if the client detects a touch operation for the above-mentioned function switch control, the resource collection function for the first virtual object is turned off. At this time, the first virtual object cannot collect the above-mentioned resources, and the target behavior corresponding to the specific attack control is in a fixed state.
  • the resource collection function is disabled, if the client detects a touch operation for the function switch control, the client starts the resource collection function for the first virtual object. At this time, the first virtual object can collect the above-mentioned resources, and the target behavior corresponding to the specific attack control is in a state of change.
  • FIG. 9 shows a flowchart of a method for controlling a virtual object provided by another embodiment of the present application.
  • the method can be applied to a terminal, for example, the execution subject of each step can be the terminal 10 (hereinafter referred to as "client") in the application running environment shown in FIG. 1 .
  • the method may include the following steps (901-905):
  • Step 901 displaying a display screen corresponding to the virtual environment and a specific attack control.
  • Step 902 in response to the touch operation for the specific attack control, determine the target behavior from at least two different behaviors according to the resources possessed by the first virtual object.
  • Step 903 controlling the first virtual object to execute the target behavior.
  • steps 901 to 903 are the same as the steps 201 to 203 in the embodiment of FIG. 2 .
  • steps 901 to 903 are the same as the steps 201 to 203 in the embodiment of FIG. 2 .
  • steps 201 to 203 are the same as the steps 201 to 203 in the embodiment of FIG. 2 .
  • steps 901 to 903 are the same as the steps 201 to 203 in the embodiment of FIG. 2 .
  • steps 901 to 903 are the same as the steps 201 to 203 in the embodiment of FIG. 2 .
  • FIG. 2 which will not be repeated here.
  • Step 904 Determine the resource reduction value of the first virtual object.
  • the resource reduction value is used to indicate the resources consumed by the first virtual object to perform the target behavior.
  • the resource reduction values corresponding to different target behaviors may be the same or different.
  • the client after controlling the first virtual object to perform the above target behavior, the client obtains the resource reduction value of the first virtual object.
  • the client obtains the above-mentioned resource reduction value according to the target behavior, that is, the resource reduction value corresponding to the same target behavior is fixed.
  • the client obtains the above-mentioned resource reduction value according to the effect of the target behavior, that is, the resource reduction value corresponding to the same target behavior is a change value.
  • the effect is used to indicate the impact on the virtual environment or virtual object after the target behavior is executed, and the effect includes at least one of the following: the number of the target behavior's effecting targets, the combat power of the target behavior's effecting target, and the effect of the target behavior.
  • the virtual resources owned by the target the life value loss value caused by the target's behavior to the target, etc.
  • Step 905 Update the value of the resource owned by the first virtual object according to the resource reduction value.
  • the client after acquiring the above-mentioned resource reduction value, the client updates the value of the resource owned by the first virtual object according to the resource reduction value.
  • the first virtual object can be controlled to perform at least two different behaviors through a specific attack control, so that one control can control different behaviors, and the simplicity of interface display is improved.
  • the functions of the specific attack controls are different, so that the specific attack controls have diversity, and the user can control the functions of the specific attack controls by controlling the resources owned by the first virtual object, and the operation is flexible; and, After the target operation is executed, the resources possessed by the first virtual object are consumed to ensure the fairness of the game.
  • FIG. 10 shows a block diagram of an apparatus for controlling a virtual object provided by an embodiment of the present application.
  • the device has the function of realizing the above-mentioned control method of the virtual object, and the function can be realized by hardware, and can also be realized by the hardware executing corresponding software.
  • the device can be a terminal, or can be set in a terminal.
  • the apparatus 1000 may include: a control display module 1010 , a behavior determination module 1020 and a behavior execution module 1030 .
  • the control display module 1010 is configured to display a display screen corresponding to the virtual environment and a specific attack control, where the specific attack control is used to control the first virtual object in the virtual environment to perform at least two different behaviors.
  • the behavior determination module 1020 is configured to, in response to the touch operation for the specific attack control, determine the target behavior from the at least two different behaviors according to the resources possessed by the first virtual object, the resources are Refers to the items that need to be consumed to execute the specific attack control.
  • the behavior execution module 1030 is configured to control the first virtual object to execute the target behavior.
  • the behavior determination module 1020 further includes: a value acquisition unit 1021 and a behavior determination unit 1022 .
  • a numerical value obtaining unit 1021 configured to obtain the numerical value of the resource owned by the first virtual object.
  • the behavior determining unit 1022 is configured to determine the target behavior from the at least two different behaviors according to the value range to which the numerical value belongs.
  • the at least two different behaviors include a first behavior, a second behavior, and a third behavior;
  • the behavior determining unit 1022 is configured to, when the numerical value belongs to the first value range, , determine the target behavior as the first behavior; if the value belongs to the second value range, determine the target behavior as the second behavior; if the value belongs to the third value range
  • the target behavior is determined to be the third behavior; wherein, the first value range, the second value range, and the third value range are independent of each other, and there is no intersection.
  • the behavior determination module 1020 further includes: an attribute determination unit 1023 .
  • the numerical value obtaining unit 1021 is configured to obtain the numerical value of the resource owned by the first virtual object.
  • the attribute determining unit 1023 is configured to determine the operation attribute of the touch operation.
  • the behavior determining unit 1022 is further configured to determine the target behavior from the at least two different behaviors according to the numerical value and the operation attribute.
  • the at least two different behaviors include a first behavior, a second behavior, and a third behavior;
  • the behavior determining unit 1023 is configured to, when the numerical value belongs to the first value range, and all In the case that the behavior attribute is the first operation attribute, the target behavior is determined to be the first behavior; in the case that the numerical value belongs to the second value range and the operation attribute is the first operation attribute , determine that the target behavior is the second behavior; when the value belongs to the second value range and the operation attribute is the second operation attribute, determine that the target behavior is the first behavior behavior; if the value belongs to the third value range and the operation attribute is the first operation attribute, determine the target behavior as the third behavior; if the value belongs to the third value range, and the operation attribute is the second operation attribute, determine that the target behavior is the first behavior; when the value belongs to the third value range, and the operation attribute In the case of the third operation attribute, the target behavior is determined to be the second behavior.
  • At least two different behaviors include a first behavior, a second behavior, and a third behavior; the behavior determining unit 1023 is configured to, when the operation attribute is the first operation attribute, and the numerical value If the value is greater than the first threshold, the target behavior is determined to be the first behavior; if the operation attribute is the second operation attribute, and the value is greater than the second threshold, the target behavior is determined to be the first behavior.
  • the second behavior when the operation attribute is the second operation attribute, and the numerical value is less than the second threshold and greater than the first threshold, determine the target behavior as the first behavior ; in the case that the operation attribute is the third operation attribute and the numerical value is greater than the third threshold, determine that the target behavior is the third behavior; when the operation attribute is the third operation attribute, and When the numerical value is less than the third threshold and greater than the second threshold, the target behavior is determined to be the second behavior; when the operation attribute is the third operation attribute, and the numerical value is less than When the second threshold is greater than the first threshold, the target behavior is determined to be the first behavior.
  • the first behavior is used to fight back against the attack behavior of the second virtual object;
  • the second behavior is used to reduce the health of the second virtual object when reducing the life value of the second virtual object
  • the movement speed increases the life value of the first virtual object;
  • the third behavior is used to clear the life value of the second virtual object when the life value of the second virtual object is less than the target value; wherein, the second virtual object
  • the virtual object refers to a virtual object in a different camp from the first virtual object.
  • the at least two different operations further include a fourth operation, and the fourth operation is a common attack operation; the operation determining module 1020 is further configured to, when the numerical value is less than the first threshold, In this case, the target behavior is determined to be the fourth behavior; or, in the case that the numerical value is greater than the first threshold and the operation attribute of the touch operation is the fourth operation attribute, the target behavior is determined to be the fourth act.
  • the apparatus 1000 further includes: a function closing module 1040 and a function opening module 1050 .
  • the control display module 1010 is further configured to display a function switch control, where the function switch control is used to enable or disable the resource collection function.
  • a function disabling module 1040 is configured to disable the resource collection function for the first virtual object in response to a touch operation for the function switch control when the resource collection function is in an ON state.
  • the function enabling module 1050 is configured to enable the resource collection function for the first virtual object in response to a touch operation for the function switch control when the resource collection function is in a disabled state.
  • the apparatus 1000 further includes: a resource updating module 1060 .
  • the resource update module 1060 is configured to determine the resource increase value of the first virtual object when a resource increase operation is detected; update the resource value of the resource owned by the first virtual object according to the resource increase value. numerical value.
  • the resource increase operation includes at least one of the following: the first virtual object kills a second virtual object, the first virtual object causes a loss of life value of the second virtual object, the first virtual object A virtual object performs the fifth behavior, causing the loss of life of the second virtual object, the first virtual object performs the fifth behavior, the touch operation of the operation control corresponding to the fifth behavior, the first virtual object Acquiring resource addition props; wherein, the second virtual object refers to a virtual object in a different camp from the first virtual object.
  • the resource update module 1060 is configured to determine the resource reduction value of the first virtual object; update the value of the resource owned by the first virtual object according to the resource reduction value .
  • the first virtual object can be controlled to perform at least two different behaviors through a specific attack control, so that one control can control different behaviors, so that the behavior of the first virtual object is increased.
  • a specific attack control so that one control can control different behaviors, so that the behavior of the first virtual object is increased.
  • a different behavior to be performed by the first virtual object is selected from at least two different behaviors, that is, in the first virtual object
  • the role of the specific attack control is different, which makes the specific attack control diverse.
  • the user can control the role of the specific attack control by controlling the resources owned by the first virtual object, and then use the specific attack control to achieve different functions. role, flexible operation.
  • FIG. 12 shows a structural block diagram of a terminal 1200 provided by an embodiment of the present application.
  • the terminal 1200 may be an electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia playback device, a wearable device, a PC, and the like.
  • the terminal is used to implement the method for controlling virtual objects provided in the above embodiments.
  • the terminal may be the terminal 10 in the game running environment shown in FIG. 1 . Specifically:
  • the terminal 1200 includes: a processor 1201 and a memory 1202 .
  • the processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • the processor 1201 can be implemented by at least one hardware form among DSP (Digital Signal Processing, digital signal processing), FPGA (Field Programmable Gate Array, field programmable gate array), and PLA (Programmable Logic Array, programmable logic array).
  • the processor 1201 may also include a main processor and a coprocessor.
  • the main processor is a processor used to process data in the wake-up state, also called CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor for processing data in a standby state.
  • the processor 1201 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1201 may further include an AI (Artificial Intelligence, artificial intelligence) processor, where the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 1202 may include one or more computer-readable storage media, which may be non-transitory. Memory 1202 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices. In some embodiments, a non-transitory computer-readable storage medium in memory 1202 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 and configured to be executed by one or more processors to implement the above-mentioned control method of virtual objects.
  • the terminal 1200 may optionally further include: a peripheral device interface 1203 and at least one peripheral device.
  • the processor 1201, the memory 1202 and the peripheral device interface 1203 can be connected through a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface 1203 through a bus, a signal line or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 1204 , a display screen 1205 , a camera assembly 1206 , an audio circuit 1207 , a positioning assembly 1208 and a power supply 1209 .
  • FIG. 12 does not constitute a limitation on the terminal 1200, and may include more or less components than the one shown, or combine some components, or adopt different component arrangements.
  • a computer-readable storage medium stores at least one instruction, at least one piece of program, code set or instruction set, the at least one instruction, the at least one piece of program , the code set or the instruction set is executed by the processor to implement the above-mentioned control method of the virtual object.
  • the computer-readable storage medium may include: ROM (Read Only Memory, read-only memory), RAM (Random Access Memory, random access memory), SSD (Solid State Drives, solid-state hard disk), or an optical disk.
  • the random access memory may include ReRAM (Resistance Random Access Memory, resistive random access memory) and DRAM (Dynamic Random Access Memory, dynamic random access memory).
  • a computer program product or computer program comprising computer instructions 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 method for controlling a virtual object.
  • references herein to "a plurality” means two or more.
  • "And/or" which describes the association relationship of the associated objects, means that there can be three kinds of relationships, for example, A and/or B, which can mean that A exists alone, A and B exist at the same time, and B exists alone.
  • the character "/" generally indicates that the associated objects are an "or” relationship.
  • the numbering of the steps described in this document only exemplarily shows a possible execution sequence between the steps. In some other embodiments, the above steps may also be executed in different order, such as two different numbers. The steps are performed at the same time, or two steps with different numbers are performed in a reverse order to that shown in the figure, which is not limited in this embodiment of the present application.

Abstract

一种虚拟对象的控制方法、装置、终端及存储介质,属于计算机与互联网技术领域。所述方法包括:显示虚拟环境对应的显示画面和特定攻击控件(201);响应于针对特定攻击控件的触控操作,根据第一虚拟对象所拥有的资源,从至少两种不同的行为中确定目标行为(202);控制第一虚拟对象执行目标行为(203)。该方法避免图标过多造成的界面拥堵,减少用户误操作概率,保证操作的准确度,特定攻击控件具有多样性,用户可以通过控制第一虚拟对象所拥有的资源来控制特定攻击控件的作用,进而使用特定攻击控件实现不同的作用,操作灵活。

Description

虚拟对象的控制方法、装置、终端及存储介质
本申请要求于2020年8月21日提交的申请号为202010848014.4、发明名称为“虚拟对象的控制方法、装置、终端及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机与互联网技术领域,特别涉及一种虚拟对象的控制方法、装置、终端及存储介质。
背景技术
目前,游戏应用程序中虚拟对象的技能种类越来越多。
在相关技术中,用户可以通过用户界面中的技能控件,控制第一虚拟对象使用技能对第二虚拟对象发起攻击。其中,该第二虚拟对象与第一虚拟对象处于不同的阵营。另外,在游戏应用程序中,技能控件以技能图标的形式显示在用户界面中,且一个技能图标指代唯一的技能,即不同的技能图标代表不同的技能,用户可以通过不同的技能图标控制第一虚拟对象释放不同的技能。
然而,上述相关技术中,由于技能图标指代唯一的技能,在虚拟对象具有多个技能的情况下,由于用户界面面积有限,这就会导致技能图标的尺寸缩小且位置临近,从而容易产生误操作。
发明内容
本申请实施例提供了一种虚拟对象的控制方法、装置、终端及存储介质,能够减少用户误操作概率,保证操作的准确度。所述技术方案如下:
根据本申请实施例的一个方面,提供了一种虚拟对象的控制方法,所述方法由终端执行,所述方法包括:
显示虚拟环境对应的显示画面和特定攻击控件,所述特定攻击控件用于控制所述虚拟环境中的第一虚拟对象执行至少两种不同的行为;
响应于针对所述特定攻击控件的触控操作,根据所述第一虚拟对象所拥有的资源,从所述至少两种不同的行为中确定目标行为,所述资源是指执行所述特定攻击控件对应的行为所需消耗的物品;
控制所述第一虚拟对象执行所述目标行为。
根据本申请实施例的一个方面,提供了一种虚拟对象的控制装置,所述装置包括:
控件显示模块,用于显示虚拟环境对应的显示画面和特定攻击控件,所述特定攻击控件用于控制所述虚拟环境中的第一虚拟对象执行至少两种不同的行为;
行为确定模块,用于响应于针对所述特定攻击控件的触控操作,根据所述第一虚拟对象所拥有的资源,从所述至少两种不同的行为中确定目标行为,所述资源是指执行所述特定攻 击控件对应的行为所需消耗的物品;
行为执行模块,用于控制所述第一虚拟对象执行所述目标行为。
根据本申请实施例的一个方面,提供了一种终端,所述终端包括处理器和存储器,所述存储器中存储有至少一条指令、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上述虚拟对象的控制方法。
根据本申请实施例的一个方面,提供了一种计算机可读存储介质,所述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上述虚拟对象的控制方法。
根据本申请实施例的一个方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述虚拟对象的控制方法。
本申请实施例提供的技术方案可以带来如下有益效果:
通过特定攻击控件能够控制第一虚拟对象执行至少两种不同的行为,实现一个控件控制不同的行为,避免操作控件对应的图标过多造成的界面拥堵,减少用户误操作概率,保证操作的准确度,而且,在增加第一虚拟对象的行为时,不需要在用户界面中新增加操作控件对应的图标,能够有效保证用户界面的简洁性。
另外,在检测到针对特定攻击控件的触控操作的情况下,基于第一虚拟对象所拥有的资源,从至少两种不同的行为中选择第一虚拟对象所要执行的不同行为,即在第一虚拟对象拥有不同的资源时,特定攻击控件的作用不同,使得特定攻击控件具有多样性,用户可以通过控制第一虚拟对象所拥有的资源来控制特定攻击控件的作用,进而使用特定攻击控件实现不同的作用,操作灵活。
附图说明
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本申请一个实施例提供的应用程序运行环境的示意图;
图2是本申请一个实施例提供的虚拟对象的控制方法的流程图;
图3示例性示出了一种数值与目标行为对应关系的示意图;
图4示例性示出了一种虚拟对象的控制方法的示意图;
图5和图6示例性示出了另两种数值与目标行为对应关系的示意图;
图7示例性示出了另一种数值与目标行为对应关系的示意图;
图8示例性示出了一种操作属性的提示方式的示意图;
图9是本申请另一个实施例提供的虚拟对象的控制方法的流程图;
图10是本申请一个实施例提供的虚拟对象的控制装置的框图;
图11是本申请另一个实施例提供的虚拟对象的控制装置的框图;
图12是本申请一个实施例提供的终端的结构框图。
具体实施方式
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。
请参考图1,其示出了本申请一个实施例提供的应用程序运行环境的示意图。该应用程序运行环境可以包括:终端10和服务器20。
终端10可以是诸如手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备、PC(Personal Computer,个人计算机)等电子设备。终端10中可以安装应用程序的客户端。其中,该应用程序可以是需要下载安装的应用程序,也可以是即点即用的应用程序,本申请实施例对此不作限定。
在本申请实施例中,上述应用程序可以是任何能够提供虚拟环境,以供用户代入和操作的虚拟对象在该虚拟环境中进行活动的应用程序。典型地,该应用程序为游戏应用程序,如多人在线战术竞技(Multiplayer Online Battle Arena,MOBA)游戏、大逃杀生存(Battle Royale,BR)游戏、第三人称射击游戏(Third-Personal Shooting Game,TPS)、第一人称射击游戏(First-Person Shooting Game,FPS)和多人枪战类生存游戏,等等。当然,除了游戏应用程序之外,其它类型的应用程序中也可以向用户展示虚拟对象,并给虚拟对象提供相应的功能。例如,虚拟现实(Virtual Reality,VR)类应用程序、增强现实(Augmented Reality,AR)类应用程序、三维地图程序、军事仿真程序、社交类应用程序、互动娱乐类应用程序等,本申请实施例对此不作限定。另外,对于不同的应用程序来说,其所提供的虚拟对象的形态也会有所不同,且相应的功能也会有所不同,这都可以根据实际需求预先进行配置,本申请实施例对此不作限定。可选地,终端10中运行有上述应用程序的客户端。在一些实施例中,上述应用程序是基于三维的虚拟环境引擎开发的应用程序,比如该虚拟环境引擎是Unity引擎,该虚拟环境引擎能够构建三维的虚拟环境、虚拟对象和虚拟道具等,给用户带来更加沉浸式的游戏体验。
其中,上述虚拟环境是应用程序(如游戏应用程序)的客户端在终端上运行时显示(或提供)的场景,该虚拟环境是指营造出的供虚拟对象进行活动(如游戏竞技)的场景,如虚拟房屋、虚拟岛屿、虚拟地图和虚拟建筑等。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟环境可以是二维虚拟环境,也可以是2.5维虚拟环境,或者是三维虚拟环境,本申请实施例对此不作限定。
上述虚拟对象可以是用户帐号在应用程序中控制的虚拟角色,也可以是由应用程序中的计算机程序控制的虚拟角色。以应用程序为游戏应用程序为例,虚拟对象可以是用户帐号在游戏应用程序中控制的游戏角色,也可以是游戏应用程序中的计算机程序控制的游戏怪物。虚拟对象可以是人物形态,可以是动物、卡通或者其它形态,本申请实施例对此不作限定。虚拟对象可以三维形式展示,也可以二维形式展示,本申请实施例对此不作限定。可选地,当虚拟环境为三维虚拟环境时,虚拟对象是基于动画骨骼技术创建的三维立体模型。每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。
在一种可能的实施方式中,上述虚拟对象包括处于相同阵营的虚拟对象和处于不同阵营 的虚拟对象,即在应用程序中,虚拟对象被划分为不同的阵营。示例性地,以MOBA游戏为例,十名用户进行匹配游戏,分为红方和蓝方两队,每五个人为一组,此时红方与红方中的虚拟对象处于同一阵营且互为队友关系,蓝方与蓝方中的虚拟对象处于同一阵营且互为队友关系,而红方与蓝方中的虚拟对象处于不同阵营且互为敌对关系。
服务器20用于为终端10中的应用程序的客户端提供后台服务。例如,服务器20可以是上述应用程序的后台服务器。服务器20可以是一台服务器,也可以是由多台服务器组成的服务器集群,或者是一个云计算服务中心。可选地,服务器20同时为多个终端10中的应用程序提供后台服务。
可选地,终端10和服务器20之间可通过网络进行互相通信。
请参考图2,其示出了本申请一个实施例提供的虚拟对象的控制方法的流程图。该方法可应用于终端中,如各步骤的执行主体可以是图1所示的应用程序运行环境中的终端10所安装的应用程序的客户端。该方法可以包括以下几个步骤(201~203):
步骤201,显示虚拟环境对应的显示画面和特定攻击控件。
虚拟环境是指用于供虚拟对象进行活动的场景。其中,该虚拟对象可以是用户帐号所控制的虚拟角色,也可以是计算机程序控制的虚拟角色。可选地,虚拟环境中包括虚拟岛屿、虚拟地图和虚拟建筑等,本申请实施例对此不作限定。在本申请实施例中,用户可以通过用户帐号控制第一虚拟对象与虚拟环境进行交互,如进入或摧毁虚拟环境中的虚拟建筑、攻击虚拟环境中的其他虚拟对象等。需要说明的一点是,上述用户帐号可以控制一个或多个虚拟对象,本申请实施例对此不作限定。
显示画面是指在用户界面上向用户展示的虚拟环境画面。其中,该虚拟环境画面可以是虚拟相机从虚拟环境中获取的画面。在一种可能的实施方式中,虚拟相机以第一虚拟对象的第三视角获取虚拟环境画面。可选地,虚拟相机设置在第一虚拟对象的斜上方,客户端通过该虚拟相机,以第一虚拟对象为中心对虚拟环境进行观察,获取以第一虚拟对象为中心的虚拟环境画面,生成虚拟环境对应的显示画面。在另一种可能的实施方式中,虚拟相机以第一虚拟对象的第一视角获取虚拟环境画面。可选地,虚拟相机设置在第一虚拟对象的正前方,客户端通过该虚拟相机,以第一虚拟对象的视角对虚拟环境进行观察,获取以第一虚拟对象为第一视角的虚拟环境画面,生成虚拟环境对应的显示画面。在示例性实施例中,虚拟相机的放置位置实时可调。可选地,用户可以通过针对用户界面的控制操作来调节虚拟相机的位置,进而获取不同位置的虚拟环境对应的显示画面。例如,用户通过拖拽虚拟环境对应的显示画面以调整虚拟相机的位置;再例如,用户通过点击地图展示控件中的某个位置,将该位置作为虚拟相机调整后的位置来调整虚拟相机的位置。
在本申请实施例中,客户端可以在用户界面中显示上述虚拟化境对应的显示画面。可选地,客户端可以在接收到上述应用程序的运行指令或游戏对局的开启指令之后,通过上述虚拟相机获取虚拟环境画面,并基于该虚拟环境画面显示虚拟环境对应的显示画面。需要说明的一点是,在本申请实施例中,上述用户界面中还包括特定攻击控件。其中,该特定攻击控件是指用户界面中用于控制虚拟对象执行攻击行为的控件,如该控件可以是按钮、摇杆等形式。在一些实施例中,该特定攻击控件为普通攻击控件,普通攻击控件用于控制虚拟对象执行普通攻击行为,该普通攻击行为是指多个虚拟对象均具有的攻击行为,如属于同一类型的 多个虚拟对象具有同一种普通攻击行为。示例性地,对于射手类型的虚拟对象,普通攻击行为为远程物理攻击行为;对于战士类型的虚拟对象,普通攻击行为为近程物理攻击行为;对于法师类型的虚拟对象,普通攻击行为为远程法术攻击行为。可选地,普通攻击行为是指不需要消耗任意虚拟资源且没有冷却时长的行为;与该普通攻击行为对应的有专属攻击行为,该专属攻击行为是一个虚拟对象特有的,即不同虚拟对象具有不同的专属攻击行为,每个专属攻击行具有对应的专属攻击控件,用户可以通过该专属攻击控件来控制虚拟对象执行对应的专属攻击行为。在通常情况下,上述普通攻击行为称为普通攻击,上述专属攻击行为称为技能;相应地,普通攻击控件称为普攻按钮,专属攻击控件称为技能按钮,本领域技术人员可以理解其含义。
在一种可能的实施方式中,客户端在显示上述虚拟环境对应的显示画面的同时,显示上述特定攻击控件。即客户端在接收到上述应用程序的运行指令或游戏对局的开启指令之后,同时显示上述虚拟环境对应的显示画面和上述特定攻击控件。
在另一种可能的实施方式中,为了保证界面的简洁性,特定攻击控件隐藏显示在上述用户界面中,客户端在接收到上述特定攻击控件的显示指令之后,显示该特定攻击控件。可选地,该显示指令可以由用户在该特定攻击控件的显示区域中触发生成,该显示区域可以是用户界面中的任意区域;或者,该显示指令由用户在该特定攻击控件的触控区域中触发生成,即客户端在检测到针对特定攻击控件的触控操作时,生成该特定攻击控件的显示指令,进而在用户界面中显示该特定攻击控件。其中,上述触控区域可以是特定攻击控件的周围区域。
在本申请实施例中,上述特定攻击控件用于控制虚拟环境中的第一虚拟对象执行至少两种不同的行为。其中,该行为相当于操作,该操作可以是技能释放操作、虚拟物品使用操作和状态切换操作,等等,本申请实施例对此不作限定。可选地,用户可以通过该特定攻击控件控制上述第一虚拟对象执行上述两种不同的行为中的任意一种。
在一种可能的实施方式中,上述特定攻击控件用于控制虚拟环境中的第一虚拟对象释放至少两种不同的技能,如攻击技能、防御技能、回复技能等。可选地,客户端在检测到针对上述特定攻击控件的触控操作后,控制第一虚拟对象释放技能,该技能是指上述至少两种不同的技能中的任意一种。在示例性实施例中,上述用户界面中可以包括多个用于释放技能的操作控件,不同的操作控件用于释放不同的技能,不同的技能也可以由相同的操作控件控制释放。
在另一种可能的实施方式中,上述特定攻击控件用于控制虚拟环境中的第一虚拟对象使用至少两种不同的虚拟物品,如虚拟武器、虚拟道具、虚拟装备等。可选地,客户端在检测到针对上述特定攻击控件的触控操作后,控制第一虚拟对象使用虚拟物品,该虚拟物品是指上述至少两种不同的虚拟物品中的任意一种。在示例性实施例中,上述用户界面中可以包括多个用于使用虚拟物品的操作控件,不同的操作控件用于使用不同的虚拟物品,不同的虚拟物品也可以由相同的操作控件控制使用。
在再一种可能的实施方式中,上述特定攻击控件用于控制虚拟环境的第一虚拟对象切换至至少两种不同的状态,如攻击状态、防御状态、治疗状态。其中,不同的状态对应不同的天赋技能,即虚拟对象在不同的状态中可以使用不同的天赋技能。可选地,客户端在检测到针对上述特定攻击控件的触控操作后,控制第一虚拟对象进行状态切换,该状态是指上述至少两种不同的状态中的任意一种。在示例性实施例中,上述用户界面中可以包括多个用于切 换状态的操作控件,不同的操作控件用于切换至不同的状态,不同的状态也可以由相同的操作控件控制切换。
另外,在示例性实施例中,设计人员可以根据实际情况配置上述特定攻击控件对应的行为,本申请实施例对此不作限定。在一种可能的实施方式中,上述至少两种不同的行为为相同种类的行为,例如至少两种不同的行为中包括两种不同的技能释放行为。在另一种可能的实施方式中,上述至少两种不同的行为为不同种类的行为,例如,至少两种不同的行为中包括两种不同的技能释放行为和一种虚拟物品的使用行为。
步骤202,响应于针对特定攻击控件的触控操作,根据第一虚拟对象所拥有的资源,从至少两种不同的行为中确定目标行为。
触控操作是指由用户触发生成的操作。在配置有触摸屏的终端中,该触控操作可以是用户针对上述用户界面的操作。在PC端中,该触控操作可以是用户针对键盘上的某个键位的操作。在本申请实施例中,该触控操作可以是针对上述特定攻击控件的操作。可选地,用户可以通过点击用户界面中的特定攻击控件对应的图标来生成该特定攻击控件的触控操作;或者,用户可以通过按压特定攻击控件对应的键位(如R键)来生成该特定攻击控件的触控操作。
可选地,客户端在显示上述用户界面之后,可以对该用户界面进行检测,在检测到用户界面中的触控操作之后,获取该触控操作的触发位置,在该触发位置位于上述特定攻击控件的触发区域中的情况下,确定该触控操作为针对于上述特定攻击控件的触控操作。
在一种可能的实施方式中,各个控件在用户界面中的位置固定,用户界面中设置有各个控件的固定触发区域。其中,上述固定触发区域可以是用户界面中任意位置,如特定攻击控件的固定触发区域为特定攻击控件的周围区域。可选地,客户端可以根据上述触发位置,来确定该触控操作是否位于特定攻击控件的固定触发区域。若触控操作位于特定攻击控件的固定触发区域,则确定该触控操作为特定攻击控件的触控操作。
在另一种可能的实施方式中,各个控件在用户界面中的位置可调节,即用户可以根据实际情况调节各个控件在用户界面中的位置,此时,用户界面中设置有各个控件的活动触发区域。其中,活动触发区域可以是以控件的位置为基准的任意区域,如特定攻击控件的活动触发区域为距离特定攻击控件的中心位置小于目标值的点集所组成的区域。可选地,客户端可以根据上述触发位置,确定该触发位置与特定攻击控件的中心位置之间的距离。若该距离小于目标值,则确定该触控操作为特定攻击控件的触控操作。
在本申请实施例中,客户端在检测到针对上述特定攻击控件的触控操作时,根据上述第一虚拟对象所拥有的资源,从至少两种不同的行为中确定目标行为。其中,上述资源是指执行上述特定攻击控件对应的行为所需消耗的物品,上述目标行为是指上述第一虚拟对象所需要执行的行为。可选地,上述至少两种不同的行为包括第一行为、第二行为和第三行为,客户端可以根据资源的数值确定上述目标行为。可选地,上述步骤202包括以下几个步骤:
1、获取第一虚拟对象所拥有的资源的数值;
2、根据数值所属的取值范围,从至少两种不同的行为中确定目标行为。
可选地,数值的取值范围与各个行为之间的对应关系可以预先存储在配置表中。客户端在确定第一虚拟对象所拥有的资源的数值所属的取值范围之后,可以通过查询上述配置表来确定对应的目标行为。
在本申请实施例中,客户端在检测到针对上述特定攻击控件的触控操作之后,获取第一虚拟对象所拥有的资源的数值,并根据该数值所属的取值范围,从上述至少两种不同的行为中确定目标行为。可选地,若该数值属于第一取值范围,则确定上述目标行为为第一行为;若该数值属于第二取值范围,则确定上述目标行为为第二行为;若该数值属于第三取值范围,则确定上述目标行为为第三行为。其中,第一行为用于针对第二虚拟对象的攻击行为进行反击;第二行为用于在减少第二虚拟对象的生命值时降低第二虚拟对象的移动速度,增加第一虚拟对象的生命值;第三行为用于在第二虚拟对象的生命值小于目标值时清空第二虚拟对象的生命值。上述第二虚拟对象是指与第一虚拟对象处于不同阵营的虚拟对象;第一取值范围、第二取值范围和第三取值范围之间两两独立,不存在交集。
示例性地,结合参考图3,客户端在检测到针对特定攻击控件30的触控操作之后,在资源的数值处于第一取值范围31时,目标行为为第一行为32;在资源的数值处于第二取值范围33时,目标行为为第二行为34;在资源的数值处于第三取值范围35时,目标行为为第三行为36。
需要说明的一点是,上述对第一行为、第二行为和第三行为的介绍只是示例性和解释性的,在示例性实施例中,设计人员可以根据实际情况对各个操作的具体功能进行设计,本申请实施例对此不作限定。
当然,在示例性实施例中,设计人员也可以对特定攻击控件所对应的行为的数量进行灵活设置和调整,本申请实施例对此不作限定。
还需要说明的一点是,上述对目标行为的选择方式的介绍只是示例性地,在示例性实施例中,客户端在显示上述虚拟环境对应的显示画面之后,可以对第一虚拟对象所拥有的资源进行检测,根据不同的资源确定不同的目标行为,进而在检测到针对上述特定攻击控件的触控操作之后,直接控制第一虚拟对象执行该目标行为。
可选地,上述资源可以通过资源增加操作收集获得。在一种可能的实施方式中,客户端在显示上述虚拟环境对应的显示画面之后,可以对资源增加操作进行检测。在检测到资源增加操作的情况下,确定上述第一虚拟对象的资源增加数值,并根据该资源增加数值,更新第一虚拟对象所拥有的资源的数值。
可选地,上述资源增加操作包括以下至少一项:第一虚拟对象击杀第二虚拟对象、第一虚拟对象造成第二虚拟对象的生命值损耗、第一虚拟对象执行第五行为造成第二虚拟对象的生命值损耗、第一虚拟对象执行第五行为、第五行为对应的行为控件的触控操作、第一虚拟对象获取资源增加道具。其中,第二虚拟对象是指与第一虚拟对象处于不同阵营的虚拟对象。
上述第一虚拟对象击杀第二虚拟对象是指第二虚拟对象在接收到第一虚拟对象攻击后,该第二虚拟对象的生命值为零。其中,第一虚拟对象针对该第二虚拟对象的攻击数值可以小于该第二虚拟对象的生命值的最大值,当然,第一虚拟对象针对该第二虚拟对象的攻击数值也可以大于或等于该第二虚拟对象的生命值的最大值,本申请实施例对此不作限定。可选地,客户端在检测到第一虚拟对象击杀第二虚拟对象之后,可以根据该第一虚拟对象针对第二虚拟对象的攻击数值确定上述资源增加数值,并根据该资源增加数值对第一虚拟对象所拥有的资源的数值进行更新。示例性地,上述攻击数值与上述资源增加数值之间呈正相关关系。
上述第一虚拟对象造成第二虚拟对象的生命值损耗是指第一虚拟对象成功攻击到第二虚拟对象。可选地,客户端在检测到第一虚拟对象造成第二虚拟对象的生命值损耗之后,可以 根据该第二虚拟对象的生命值损耗数值确定上述资源增加数值,并根据该资源增加数值对第一虚拟对象所拥有的资源的数值进行更新。示例性地,上述生命值损耗数值与上述资源增加数值之间呈正相关关系。
上述第一虚拟对象执行第五行为造成第二虚拟对象的生命值损耗是指第一虚拟对象使用第五行为成功攻击到第二虚拟对象。其中,该第五行为可以是第一虚拟对象能够执行的任意行为,如上述特定攻击控件对应的至少两种不同的行为。可选地,客户端在检测到第一虚拟对象执行第五行为造成第二虚拟对象的生命值损耗之后,可以根据该第二虚拟对象的生命值损耗数值确定上述资源增加数值,并根据该资源增加数值对第一虚拟对象所拥有的资源的数值进行更新。示例性地,上述生命值损耗数值与上述资源增加数值之间呈正相关关系。
上述第一虚拟对象执行第五行为是指第一虚拟对象执行对应行为。其中,该第五行为可以是第一虚拟对象能够执行的任意行为,如上述特定攻击控件对应的至少两种不同的行为;或者,该第五行为也可以是第一虚拟对象的特定行为,如某个技能的释放行为,本申请实施例对此不作限定。可选地,客户端在检测到第一虚拟对象执行第五行为之后,根据该第五行为确定上述资源增加数值,并根据该资源增加数值对第一虚拟对象所拥有的资源的数值进行更新。其中,不同的行为对应的资源增加数值可以相同也可以不同。
上述第五行为对应的操作控件的触控操作是指某个行为的触控操作。其中,该第五行为可以是第一虚拟对象能够执行的任意行为,如上述特定攻击控件对应的至少两种不同的行为;或者,该第五行为也可以是第一虚拟对象的特定行为,如某个技能的释放行为,本申请实施例对此不作限定。可选地,客户端在检测到第五行为对应的操作控件的触控操作之后,据该第五行为确定上述资源增加数值,并根据该资源增加数值对第一虚拟对象所拥有的资源的数值进行更新。其中,不同的行为对应的资源增加数值可以相同也可以不同。
上述第一虚拟对象获取资源增加道具是指第一虚拟对象在虚拟环境中收集到资源增加道具。其中,该资源增加道具可以是在显示虚拟环境对应的显示画面时放置在虚拟环境中的特定位置的,也可以是第一虚拟对象在完成特定行为时掉落的奖励道具,本申请实施例对此不作限定。可选地,客户端在检测到第一虚拟对象获取资源增加道具之后,根据该资源增加道具确定上述资源增加数值,并根据该资源增加数值对第一虚拟对象所拥有的资源的数值进行更新。其中,不同的资源增加道具对应的资源增加数值可以相同也可以不同。
需要说明的一点是,上述资源仅仅是针对上述至少两种行为的物品,也就是说,只有在第一虚拟对象执行该至少两种行为中的除普通攻击行为之外的任意行为时才会消耗该资源,在第一虚拟对象执行该至少两种行为之外的其它行为时,并不需要消耗该资源,也不会依据该资源确定对应的行为。
步骤203,控制第一虚拟对象执行目标行为。
目标行为是指第一虚拟对象所需要执行的行为。可选地,该目标行为可以是上述至少两种不同的行为中的任意一种。其中,该目标行为可以是技能释放行为、虚拟物品使用行为和状态切换行为,等等,本申请实施例对此不作限定。
在本申请实施例中,客户端在从至少两种不同的行为中确定目标行为之后,控制第一虚拟执行该目标行为。可选地,客户端在控制第一虚拟对象执行该目标行为时,可以基于该目标行为的作用范围,确定该目标行为的作用目标,进而控制第一虚拟对象针对该作用目标执行该目标行为。其中,上述作用范围是指上述目标行为的行为生效范围,如攻击技能的攻击 范围、虚拟物品的投掷范围或虚拟对象的跳跃撞击范围等。可选地,不同的行为对应的作用范围不同。
可选地,客户端在获取上述目标行为的作用范围之后,可以获取该作用范围内的目标虚拟对象的属性信息,并根据该属性信息选择上述目标行为对应的作用目标。其中,上述目标虚拟对象是指上述目标行为针对的对象。可选地,若该目标行为为攻击行为,则该目标虚拟对象是指与第一虚拟对象处于不同阵营的第二虚拟对象;若该目标行为为增益行为,则该目标虚拟对象是指与第一虚拟对象处于相同阵营的虚拟对象。
在一种可能的实施方式中,上述属性信息中包括目标虚拟对象的生命值。可选地,客户端可以依据生命值由小到大的顺序对目标虚拟对象进行排序,进而根据目标行为的作用目标数量,选择排序在前的目标虚拟对象作为上述目标行为对应的作用目标。
在另一种可能的实施方式中,上述属性信息中包括目标虚拟对象与第一虚拟对象之间的距离。可选地,客户端依据距离由小到大的顺序对目标虚拟对象进行排序,进而根据目标行为的作用目标数量,选择排序在前的目标虚拟对象作为上述目标行为对应的作用目标。
可选地,客户端在确定上述目标行为的作用目标之后,控制第一虚拟对象针对该作用目标执行上述目标行为。
需要说明的一点是,上述对作用目标的选择只是示例性和解释性的,在示例性实施例中,客户端也可以根据属性信息中的其它内容确定目标行为对应的作用目标,如目标虚拟对象的移动速度、目标虚拟对象的防御值、目标虚拟对象的攻击速度等。
综上所述,本申请实施例提供的技术方案中,通过特定攻击控件能够控制第一虚拟对象执行至少两种不同的行为,实现一个控件控制不同的行为,避免操作控件对应的图标过多造成的界面拥堵,减少用户误操作概率,保证操作的准确度,而且,在增加第一虚拟对象的行为时,不需要在用户界面中新增加操作控件对应的图标,能够有效保证用户界面的简洁性。
另外,在检测到针对特定攻击控件的触控操作的情况下,基于第一虚拟对象所拥有的资源,从至少两种不同的行为中选择第一虚拟对象所要执行的不同行为,即在第一虚拟对象拥有不同的资源时,特定攻击控件的作用不同,使得特定攻击控件具有多样性,用户可以通过控制第一虚拟对象所拥有的资源来控制特定攻击控件的作用,进而使用特定攻击控件实现不同的作用,操作灵活。
下面,结合参考图4,对本申请进行完整介绍。
步骤401,客户端检测到针对第一虚拟对象的技能释放指令。
可选地,上述用户界面中包括多个技能操作控件,该技能操作控件用于控制第一虚拟对象释放技能,且不同的技能操作控件对应不同的技能。
在本申请实施例中,客户端在显示用户界面之后,对该用户界面进行检测。在检测到用户界面中的触控操作之后,根据该触控操作的位置确定该触控操作所针对的技能操作控件,进而根据该技能操作控件,生成针对该第一虚拟对象的技能释放指令。
步骤402,客户端根据技能释放指令,控制第一虚拟对象释放技能,并增加第一虚拟对象所拥有的资源。
在本申请实施例中,客户端在检测到上述技能释放指令之后,根据该技能释放指令,控制第一虚拟对象释放对应的技能,并增加第一虚拟对象所拥有的资源。其中,该资源是执行 特定攻击控件所对应的行为时所需消耗的物品。
可选地,客户端在控制第一虚拟对象释放技能时,获取该技能对应的资源增加数值,进一步地,以该资源增加数值为基准,增加第一虚拟对象所拥有的资源,并更新第一虚拟对象当前所拥有的资源的数值。
可选地,不同的技能对应的资源增加数值可以相同,也可以不同,本申请实施例对此不作限定。
在一种可能的实施方式中,若不同的技能对应相同的资源增加数值,则客户端可提前预知该资源增加数值,进而在控制第一虚拟对象释放技能时,不需要考虑该技能即可获取资源增加数值,提高资源的数值的更新效率。
在另一种可能的实施方式中,若不同的技能对应不同的资源增加数值,则客户端在控制第一虚拟对象释放技能时,需要先确定该技能,再确定该技能对应的资源增加数值。
步骤403,客户端检测到针对特定攻击控件的触控操作。
在本申请实施例中,上述用户界面中包括特定攻击控件,该特定攻击控件是指各个虚拟对象均具有的攻击控件。客户端在显示用户界面之后,对该用户界面进行检测。在检测到用户界面中的触控操作之后,根据该触控操作的位置确定该触控操作是否为针对特定攻击控件的操作。之后,若该触控操作为针对特定攻击控件的操作,则客户端确定检测到针对特定攻击控件的触控操作。
步骤404,客户端判断第一虚拟对象所拥有的资源的数值。
在本申请实施例中,客户端检测到针对特定攻击控件的触控操作之后,获取第一虚拟对象所拥有的资源的数值,进而根据该数值所属的取值范围,确定第一虚拟对象所需要执行的行为。
步骤405,若数值属于第一取值范围,客户端控制第一虚拟对象执行第一行为。
步骤406,若数值属于第二取值范围,客户端控制第一虚拟对象执行第二行为。
步骤407,若数值属于第三取值范围,客户端控制第一虚拟对象执行第三行为。
步骤408,若数值小于第一取值范围的下限值,客户端控制第一虚拟对象执行普通攻击行为。
上文是对目标行为的选择方式的简单介绍,在本申请实施例中,客户端可以在第一虚拟对象所拥有的资源的基础上,结合特定攻击控件的触控操作的操作属性,确定上述目标行为。
在示例性实施例中,上述步骤202包括以下几个步骤:
1、获取第一虚拟对象所拥有的资源的数值;
2、确定触控操作的操作属性;
3、根据数值和操作属性,从至少两种不同的行为中确定目标行为。
操作属性用于表征上述触控操作的属性。不同的触控操作具有不同的操作属性。可选地,该操作属性包括但不限于以下至少一项:触控时长、触控压力、触控次数、触控方向。
其中,触控时长是指该触控操作的持续时长。可选地,客户端可以从检测到触控操作的时刻开始计时,到触控操作消失为止,获取该触控操作的触控时长。触控压力是指通过压力传感器检测到的用户的触控操作所产生的压力值。触控次数是指用户在时间阈值内连续触碰控件的次数,如单击操作对应的触控次数为1次,双击操作对应的触控次数为2次,三击操 作对应的触控次数为3次,等等。触控方向是指当触控操作为滑动操作时的滑动轨迹的方向。
在本申请实施例中,客户端在检测到针对上述普通攻击的触控操作之后,获取第一虚拟对象所拥有的资源的数值和触控操作的操作属性,进而根据该数值和操作属性,从上述至少两种不同的行为中确定目标行为。
在一种可能的实施方式中,客户端根据第一虚拟对象所拥有的资源的数值所属的范围,结合触控操作的操作属性,确定上述目标行为。可选地,在数值属于第一取值范围,且操作属性为第一操作属性的情况下,确定目标行为为第一行为。在数值属于第二取值范围,且操作属性为第一操作属性的情况下,确定目标行为为第二行为;在数值属于第二取值范围,且操作属性为第二操作属性的情况下,确定目标行为为第一行为。在数值属于第三取值范围,且操作属性为第一操作属性的情况下,确定目标行为为第三行为;在数值属于第三取值范围,且操作属性为第二操作属性的情况下,确定目标行为为第一行为;在数值属于第三取值范围,且操作属性为第三操作属性的情况下,确定目标行为为第二行为。
需要说明的一点是,关于上述第一取值范围、第二取值范围和第三取值范围的设置,本申请实施例对此不作限定。可选地,该第一取值范围、第二取值范围和第三取值范围可以是相互连续的取值范围,如第一取值范围为10~20,第二取值范围为20~30,第三取值范围为30~40。或者,该第一取值范围、第二取值范围和第三取值范围可以是相互不连续的取值范围,如第一取值范围为10~20,第二取值范围为30~40,第三取值范围为50~60。
还需要说明的一点是,关于上述第一操作属性、第二操作属性和第三操作属性的设置,本申请实施例对此不作限定。可选地,不同的触控操作对应的操作属性不同。例如,若触控操作为点击操作,则操作属性可以为触控次数,如第一操作属性为触控1次,第二操作属性为触控2次、第三操作属性为触控3次;或者,操作属性可以为触控时长,如第一操作属性为触控1s、第二操作为触控2s、第三操作属性为触控3s。再例如,若触控操作为滑动操作,则操作属性为滑动方向,如第一操作属性为向上滑动,第二操作属性为向下滑动,第三操作属性为向左滑动。
示例性地,结合参考图5,以触控操作为点击操作,操作属性为触控次数为例,客户端在检测到针对特定攻击控件50的触控操作之后,在数值属于第一取值范围51的情况下,若触控操作为单击操作52,则目标行为为第一行为53。在数值属于第二取值范围54的情况下,若触控操作为单击操作52,则目标行为为第二行为55;若触控操作为双击操作56,则目标行为为第一行为53。在数值属于第三取值范围57的情况下,若触控操作为单击操作52,则目标行为为第三行为58;若触控操作为双击操作56,则目标行为为第一行为53;若触控行为为三击行为59,则目标行为为第二行为55。
在另一种可能的实施方式中,客户端根据触控操作的操作属性,结合第一虚拟对象所拥有的资源的数值与阈值之间的关系,确定上述目标行为。可选地,在操作属性为第一操作属性,且数值大于第一阈值的情况下,确定目标行为为第一行为。在操作属性为第二操作属性,且数值大于第二阈值的情况下,确定目标行为为第二行为;在操作属性为第二操作属性,且数值小于第二阈值且大于第一阈值的情况下,确定目标行为为第一行为。在操作属性为第三操作属性,且数值大于第三阈值的情况下,确定目标行为为第三行为;在操作属性为第三操作属性,且数值小于第三阈值且大于第二阈值的情况下,确定目标行为为第二行为;在操作 属性为第三操作属性,且数值小于第二阈值且大于第一阈值的情况下,确定目标行为为第一行为。
需要说明的一点是,关于上述第一阈值、第二阈值和第三阈值的设置,本申请实施例对此不作限定。可选地,该第一阈值、第二阈值和第三阈值可以为任意数值。例如,第一阈值为10、第二阈值为20、第三阈值为30。
示例性地,结合参考图6,以触控操作为点击操作,操作属性为触控次数为例,客户端在检测到针对特定攻击控件60的触控操作之后,在触控操作为单击操作61的情况下,若数值大于第一阈值62,则目标行为为第一行为63。在触控操作为双击操作64的情况下,若数值大于第二阈值65,则目标行为为第二行为66;若数值小于第二阈值65且大于第一阈值62,则目标行为为第一行为63。在触控操作为三击操作67的情况下,若数值大于第三阈值68,则目标行为为第三行为69;若数值小于第三阈值68且大于第二阈值65,则目标行为为第二行为66;若数值小于第二阈值65且大于第一阈值62,则目标行为为第一行为63。
需要说明的一点是,在本申请实施例中,上述特定攻击控件还可以用于控制上述第一虚拟对象执行普通攻击行为。其中,普通攻击行为是指第一虚拟对象的物理攻击行为。可选地,该普通攻击行为可以是不需要消耗任意虚拟资源且没有冷却时长的行为。其中,上述冷却时长是指相同行为的释放时间间隔的最小值,上述虚拟资源可以是上述资源,也可以是其它行为需要消耗的能量,本申请实施例对此不作限定。在示例性实施例中,该普通攻击行为可以是多个虚拟对象均具有的行为。可选地,相同类型的虚拟对象对应的普通攻击行为相似,如攻击距离相似。然而,虚拟对象所具有的除了普通攻击行为之外的其它行为(如称为技能)具有唯一性,各个虚拟对象具有不同的其它行为(也即上文介绍的专属攻击行为),即该其它行为中的任一行为只能够被特定的虚拟对象所独有,其它虚拟对象无法具有上述任一行为。也就是说,在本申请实施例中,第一虚拟对象所具有的第一行为、第二行为、第三行为均为第一虚拟对象所独有的行为,其它虚拟对象无法具有该第一行为、第二行为或第三行为;第一虚拟对象所具有的普通攻击行为不为第一虚拟对象所独有的行为,其它与第一虚拟对象类型相同的虚拟对象也可以具有相同的普通攻击行为。
可选地,上述至少两种不同的行为还包括第四行为,该第四行为为普通攻击行为。
在一种可能的实施方式中,客户端在检测到针对上述特定攻击控件的触控操作之后,若第一虚拟对象所拥有的资源的数值小于第一阈值,则确定目标行为为第四行为。其中,该第一阈值可以小于或等于上述第一取值范围的下限值,如图7所示,客户端在检测到针对特定攻击控件70的触控操作之后,若第一虚拟对象所拥有的资源的数值小于第一取值范围51的下限值71,则目标行为为普通攻击行为72。
在另一种可能的实施方式中,客户端在检测到针对上述特定攻击控件的触控操作之后,若第一虚拟对象所拥有的资源的数值大于上述第一阈值,则在该触控操作为第四操作属性的情况下,确定目标行为为普通攻击行为。其中,该第四操作属性是指与上述第一操作属性、上述第二操作属性和上述第三操作属性均不同的任意操作属性。
可选地,在本申请实施例中,为了使用户可以准确把握上述触控操作的操作属性,保证第一虚拟对象执行的目标行为为用户所需要的行为,上述特定攻击控件周围可以包括提示项。针对不同的操作属性,提示性有不同的显示样式。示例性地,结合参考图8,在特定攻击控件80周围设置有第一提示项81、第二提示项82和第三提示项83。若触控操作对应的触控时 长为1s,则第一提示项81高亮显示;若触控操作对应的触控时长为2s,则第一提示项81和第二提示项82高亮显示;若触控操作对应的触控时长为3s,则第一提示性81、第二提示项82和第三提示项83高亮显示。
上文是以数值和操作属性相结合的方式确定目标行为,当然,在其它可能的实施方式中,为了保证操作的灵活性和简便性,客户端也可以只根据第一虚拟对象所拥有的资源的数值来确定上述目标行为。可选地,上述用户界面中可以包括功能开关控件,该功能开关控件用于开启或关闭资源的收集功能。用户可以通过控制资源的收集功能开启或关闭,来控件第一虚拟对象所拥有的资源的数值,进而控制特定攻击控件对应的目标行为。可选地,具体步骤如下:
1、显示功能开关控件;
2、在资源的收集功能处于开启状态的情况下,响应于针对功能开关控件的触控操作,关闭针对第一虚拟对象的资源的收集功能;
3、在资源的收集功能处于关闭状态的情况下,响应于针对功能开关控件的触控操作,开启针对第一虚拟对象的资源的收集功能。
功能开关控件是指用于开启或关闭资源的收集功能的控件。可选地,该功能开关控件可以设置在用户界面中的任意位置。在一种可能的实施方式中,客户端在显示上述虚拟环境对应的显示画面的同时,显示上述功能开关控件。在另一种可能的实施方式中,为了保证界面的简洁性,功能开关控件隐藏显示在上述用户界面中,客户端在接收到上述功能开关控件的显示指令之后,显示该功能开关控件。可选地,该显示指令可以由用户在该功能开关控件的显示区域中触发生成,该显示区域可以是用户界面中的任意区域。在另一种可能的实施方式时,该功能开关控件由用户在该功能开关控件的触控区域中触发生成,即客户端在检测到针对功能开关控件的触控操作时,生成该功能开关控件的显示指令,进而在用户界面中显示该功能开关控件。其中,上述触控区域可以是功能开关控件的周围区域。
在本申请实施例中,在资源的收集功能处于开启状态的情况下,若客户端检测到针对上述功能开关控件的触控操作,则关闭针对第一虚拟对象的资源的收集功能。此时,第一虚拟对象无法收集上述资源,特定攻击控件对应的目标行为处于固定状态。在资源的收集功能处于关闭状态的情况下,若客户端检测到针对功能开关控件的触控操作,则开启针对第一虚拟对象的资源的收集功能。此时,第一虚拟对象能够收集上述资源,特定攻击控件对应的目标行为处于变化状态。
请参考图9,其示出了本申请另一个实施例提供的虚拟对象的控制方法的流程图。该方法可应用于终端中,如各步骤的执行主体可以是图1所示的应用程序运行环境中的终端10(以下称为“客户端”)。该方法可以包括以下几个步骤(901~905):
步骤901,显示虚拟环境对应的显示画面和特定攻击控件。
步骤902,响应于针对特定攻击控件的触控操作,根据第一虚拟对象所拥有的资源,从至少两种不同的行为中确定目标行为。
步骤903,控制第一虚拟对象执行目标行为。
上述步骤901-903与图2实施例中的步骤201-203相同,具体参见图2实施例,在此不 作赘述。
步骤904,确定第一虚拟对象的资源减少数值。
资源减少数值用于指示第一虚拟对象执行目标行为所消耗的资源。可选地,不同的目标行为对应的资源减少数值可以相同也可以不同。在本申请实施例中,客户端在控制上述第一虚拟对象执行上述目标行为之后,获取该第一虚拟对象的资源减少数值。
在一种可能的实施方式中,客户端根据目标行为获取上述资源减少数值,即同一目标行为对应的资源减少数值固定不变。
在另一种可能的实施方式中,客户端根据目标行为的作用效果获取上述资源减少数值,即同一目标行为对应的资源减少数值为变化数值。其中,作用效果用于指示目标行为执行后对虚拟环境或虚拟对象的影响,该作用效果包括以下至少一项:目标行为的作用目标的数量、目标行为的作用目标的战力、目标行为的作用目标所拥有的虚拟资源、目标行为针对作用目标造成的生命值损耗数值等。
步骤905,根据资源减少数值,更新第一虚拟对象所拥有的资源的数值。
在本申请实施例中,客户端在获取上述资源减少数值之后,根据该资源减少数值,更新第一虚拟对象所拥有的资源的数值。
综上所述,本申请实施例提供的技术方案中,通过特定攻击控件能够控制第一虚拟对象执行至少两种不同的行为,实现一个控件控制不同的行为,提高了界面显示的简洁性,在第一虚拟对象拥有不同的资源时,特定攻击控件的作用不同,使得特定攻击控件具有多样性,用户可以通过控制第一虚拟对象所拥有的资源来控制特定攻击控件的作用,操作灵活;而且,目标操作执行后消耗第一虚拟对象所拥有的资源,保证游戏对局的公平性。
下述为本申请装置实施例,可以用于执行本申请方法实施例。对于本申请装置实施例中未披露的细节,请参照本申请方法实施例。
请参考图10,其示出了本申请一个实施例提供的虚拟对象的控制装置的框图。该装置具有实现上述虚拟对象的控制方法的功能,所述功能可以由硬件实现,也可以由硬件执行相应的软件实现。该装置可以是终端,也可以设置终端中。该装置1000可以包括:控件显示模块1010、行为确定模块1020和行为执行模块1030。
控件显示模块1010,用于显示虚拟环境对应的显示画面和特定攻击控件,所述特定攻击控件用于控制所述虚拟环境中的第一虚拟对象执行至少两种不同的行为。
行为确定模块1020,用于响应于针对所述特定攻击控件的触控操作,根据所述第一虚拟对象所拥有的资源,从所述至少两种不同的行为中确定目标行为,所述资源是指执行所述特定攻击控件对应的所需消耗的物品。
行为执行模块1030,用于控制所述第一虚拟对象执行所述目标行为。
在示例性实施例中,如图11所示,所述行为确定模块1020,还包括:数值获取单元1021和行为确定单元1022。
数值获取单元1021,用于获取所述第一虚拟对象所拥有的所述资源的数值。
行为确定单元1022,用于根据所述数值所属的取值范围,从所述至少两种不同的行为中确定所述目标行为。
在示例性实施例中,所述至少两种不同的行为包括第一行为、第二行为和第三行为;所 述行为确定单元1022,用于在所述数值属于第一取值范围的情况下,确定所述目标行为为所述第一行为;在所述数值属于第二取值范围的情况下,确定所述目标行为为所述第二行为;在所述数值属于第三取值范围的情况下,确定所述目标行为为所述第三行为;其中,所述第一取值范围、所述第二取值范围和所述第三取值范围之间两两独立,不存在交集。
在示例性实施例中,如图11所示,所述行为确定模块1020,还包括:属性确定单元1023。
所述数值获取单元1021,用于获取所述第一虚拟对象所拥有的所述资源的数值。
属性确定单元1023,用于确定所述触控操作的操作属性。
所述行为确定单元1022,还用于根据所述数值和所述操作属性,从所述至少两种不同的行为中确定所述目标行为。
在示例性实施例中,所述至少两种不同的行为包括第一行为、第二行为和第三行为;所述行为确定单元1023,用于在所述数值属于第一取值范围,且所述行为属性为第一操作属性的情况下,确定所述目标行为为所述第一行为;在所述数值属于第二取值范围,且所述操作属性为所述第一操作属性的情况下,确定所述目标行为为所述第二行为;在所述数值属于所述第二取值范围,且所述操作属性为第二操作属性的情况下,确定所述目标行为为所述第一行为;在所述数值属于第三取值范围,且所述操作属性为所述第一操作属性的情况下,确定所述目标行为为所述第三行为;在所述数值属于所述第三取值范围,且所述操作属性为所述第二操作属性的情况下,确定所述目标行为为所述第一行为;在所述数值属于所述第三取值范围,且所述操作属性为第三操作属性的情况下,确定所述目标行为为所述第二行为。
在示例性实施例中,至少两种不同的行为包括第一行为、第二行为和第三行为;所述行为确定单元1023,用于在所述操作属性为第一操作属性,且所述数值大于第一阈值的情况下,确定所述目标行为为所述第一行为;在所述操作属性为第二操作属性,且所述数值大于第二阈值的情况下,确定所述目标行为为所述第二行为;在所述操作属性为所述第二操作属性,且所述数值小于所述第二阈值且大于所述第一阈值的情况下,确定所述目标行为为所述第一行为;在所述操作属性为第三操作属性,且所述数值大于第三阈值的情况下,确定所述目标行为为所述第三行为;在所述操作属性为所述第三操作属性,且所述数值小于所述第三阈值且大于所述第二阈值的情况下,确定所述目标行为为所述第二行为;在所述操作属性为所述第三操作属性,且所述数值小于所述第二阈值且大于所述第一阈值的情况下,确定所述目标行为为所述第一行为。
在示例性实施例中,所述第一行为用于针对第二虚拟对象的攻击行为进行反击;所述第二行为用于在减少第二虚拟对象的生命值时降低所述第二虚拟对象的移动速度,增加所述第一虚拟对象的生命值;所述第三行为用于在第二虚拟对象的生命值小于目标值时清空所述第二虚拟对象的生命值;其中,所述第二虚拟对象是指与所述第一虚拟对象处于不同阵营的虚拟对象。
在示例性实施例中,所述至少两种不同的操作还包括第四操作,所述第四操作为普通攻击操作;所述操作确定模块1020,还用于在所述数值小于第一阈值的情况下,确定所述目标行为为所述第四行为;或者,在所述数值大于第一阈值,且所述触控操作的操作属性为第四操作属性的情况下,确定所述目标行为为所述第四行为。
在示例性实施例中,如图11所示,所述装置1000还包括:功能关闭模块1040和功能开启模块1050。
所述控件显示模块1010,还用于显示功能开关控件,所述功能开关控件用于开启或关闭所述资源的收集功能。
功能关闭模块1040,用于在所述资源的收集功能处于开启状态的情况下,响应于针对所述功能开关控件的触控操作,关闭针对所述第一虚拟对象的所述资源的收集功能。
功能开启模块1050,用于在所述资源的收集功能处于关闭状态的情况下,响应于针对所述功能开关控件的触控操作,开启针对所述第一虚拟对象的所述资源的收集功能。
在示例性实施例中,如图11所示,所述装置1000还包括:资源更新模块1060。
资源更新模块1060,用于在检测到资源增加操作的情况下,确定所述第一虚拟对象的资源增加数值;根据所述资源增加数值,更新所述第一虚拟对象所拥有的所述资源的数值。
在示例性实施例中,所述资源增加操作包括以下至少一项:所述第一虚拟对象击杀第二虚拟对象、所述第一虚拟对象造成第二虚拟对象的生命值损耗、所述第一虚拟对象执行第五行为造成第二虚拟对象的生命值损耗、所述第一虚拟对象执行所述第五行为、所述第五行为对应的操作控件的触控操作、所述第一虚拟对象获取资源增加道具;其中,所述第二虚拟对象是指与所述第一虚拟对象处于不同阵营的虚拟对象。
在示例性实施例中,所述资源更新模块1060,用于确定所述第一虚拟对象的资源减少数值;根据所述资源减少数值,更新所述第一虚拟对象所拥有的所述资源的数值。
综上所述,本申请实施例提供的技术方案中,通过特定攻击控件能够控制第一虚拟对象执行至少两种不同的行为,实现一个控件控制不同的行为,使得在增加第一虚拟对象的行为时,不需要在用户界面中新增加操作控件对应的图标,避免图标过多造成的界面拥堵,减少用户误操作概率,保证操作的准确度。
另外,在检测到针对特定攻击控件的触控操作的情况下,基于第一虚拟对象所拥有的资源,从至少两种不同的行为中选择第一虚拟对象所要执行的不同行为,即在第一虚拟对象拥有不同的资源时,特定攻击控件的作用不同,使得特定攻击控件具有多样性,用户可以通过控制第一虚拟对象所拥有的资源来控制特定攻击控件的作用,进而使用特定攻击控件实现不同的作用,操作灵活。
需要说明的是,上述实施例提供的装置,在实现其功能时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的装置与方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
请参考图12,其示出了本申请一个实施例提供的终端1200的结构框图。该终端1200可以是诸如手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备、PC等电子设备。该终端用于实施上述实施例中提供的虚拟对象的控制方法。该终端可以是图1所示游戏运行环境中的终端10。具体来讲:
通常,终端1200包括有:处理器1201和存储器1202。
处理器1201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1201可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable  Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1201也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1201可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1201还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1202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1202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1202中的非暂态的计算机可读存储介质用于存储至少一个指令,至少一段程序、代码集或指令集,所述至少一条指令、至少一段程序、代码集或指令集,且经配置以由一个或者一个以上处理器执行,以实现上述虚拟对象的控制方法。
在一些实施例中,终端1200还可选包括有:外围设备接口1203和至少一个外围设备。处理器1201、存储器1202和外围设备接口1203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1203相连。具体地,外围设备包括:射频电路1204、显示屏1205、摄像头组件1206、音频电路1207、定位组件1208和电源1209中的至少一种。
本领域技术人员可以理解,图12中示出的结构并不构成对终端1200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。
在示例性实施例中,还提供了一种计算机可读存储介质,所述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、所述代码集或所述指令集在被处理器执行时以实现上述虚拟对象的控制方法。
可选地,该计算机可读存储介质可以包括:ROM(Read Only Memory,只读存储器)、RAM(Random Access Memory,随机存取记忆体)、SSD(Solid State Drives,固态硬盘)或光盘等。其中,随机存取记忆体可以包括ReRAM(Resistance Random Access Memory,电阻式随机存取记忆体)和DRAM(Dynamic Random Access Memory,动态随机存取存储器)。
在示例性实施例中,还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述虚拟对象的控制方法。
应当理解的是,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。另外,本文中描述的步骤编号,仅示例性示出了步骤间的一种可能的执行先后顺序,在一些其它实施例中,上述步骤也可以不按照编号顺序来执行,如两个不同编号的步骤同时执行,或者两个不同编号的步骤按照与图示相反的顺序执行,本申请实施例对此不作限定。
以上所述仅为本申请的示例性实施例,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)

  1. 一种虚拟对象的控制方法,所述方法由终端执行,所述方法包括:
    显示虚拟环境对应的显示画面和特定攻击控件,所述特定攻击控件用于控制所述虚拟环境中的第一虚拟对象执行至少两种不同的行为;
    响应于针对所述特定攻击控件的触控操作,根据所述第一虚拟对象所拥有的资源,从所述至少两种不同的行为中确定目标行为,所述资源是指执行所述特定攻击控件对应的行为所需消耗的物品;
    控制所述第一虚拟对象执行所述目标行为。
  2. 根据权利要求1所述的方法,其中,所述根据所述第一虚拟对象所拥有的资源,从所述至少两种不同的行为中确定目标行为,包括:
    获取所述第一虚拟对象所拥有的所述资源的数值;
    根据所述数值所属的取值范围,从所述至少两种不同的操作中确定所述目标行为。
  3. 根据权利要求2所述的方法,其中,所述至少两种不同的行为包括第一行为、第二行为和第三行为;
    所述根据所述数值所属的取值范围,从所述至少两种不同的操作中确定所述目标行为,包括:
    在所述数值属于第一取值范围的情况下,确定所述目标操作为所述第一行为;
    在所述数值属于第二取值范围的情况下,确定所述目标操作为所述第二行为;
    在所述数值属于第三取值范围的情况下,确定所述目标操作为所述第三行为;
    其中,所述第一取值范围、所述第二取值范围和所述第三取值范围之间两两独立,不存在交集。
  4. 根据权利要求1所述的方法,其中,所述根据所述第一虚拟对象所拥有的资源,从所述至少两种不同的行为中确定目标行为,包括:
    获取所述第一虚拟对象所拥有的所述资源的数值;
    确定所述触控操作的操作属性;
    根据所述数值和所述操作属性,从所述至少两种不同的行为中确定所述目标行为。
  5. 根据权利要求4所述的方法,其中,所述至少两种不同的行为包括第一行为、第二行为和第三行为;
    所述根据所述数值和所述属性值,从所述至少两种不同的行为中确定所述目标行为,包括:
    在所述数值属于第一取值范围,且所述操作属性为第一操作属性的情况下,确定所述目标行为为所述第一行为;
    在所述数值属于第二取值范围,且所述操作属性为所述第一操作属性的情况下,确定所述目标行为为所述第二行为;在所述数值属于所述第二取值范围,且所述操作属性为第二操 作属性的情况下,确定所述目标操作为所述第一操作;
    在所述数值属于第三取值范围,且所述操作属性为所述第一操作属性的情况下,确定所述目标行为为所述第三行为;在所述数值属于所述第三取值范围,且所述操作属性为所述第二操作属性的情况下,确定所述目标行为为所述第一行为;在所述数值属于所述第三取值范围,且所述操作属性为第三操作属性的情况下,确定所述目标行为为所述第二行为。
  6. 根据权利要求4所述的方法,其中,所述至少两种不同的行为包括第一行为、第二行为和第三行为;
    所述根据所述数值和所述属性值,从所述至少两种不同的行为中确定所述目标行为,包括:
    在所述操作属性为第一操作属性,且所述数值大于第一阈值的情况下,确定所述目标行为为所述第一行为;
    在所述操作属性为第二操作属性,且所述数值大于第二阈值的情况下,确定所述目标行为为所述第二行为;在所述操作属性为所述第二操作属性,且所述数值小于所述第二阈值且大于所述第一阈值的情况下,确定所述目标行为为所述第一行为;
    在所述操作属性为第三操作属性,且所述数值大于第三阈值的情况下,确定所述目标行为为所述第三行为;在所述操作属性为所述第三操作属性,且所述数值小于所述第三阈值且大于所述第二阈值的情况下,确定所述目标行为为所述第二行为;在所述操作属性为所述第三操作属性,且所述数值小于所述第二阈值且大于所述第一阈值的情况下,确定所述目标行为为所述第一行为。
  7. 根据权利要求3或5或6所述的方法,其中,
    所述第一行为用于针对第二虚拟对象的攻击行为进行反击;
    所述第二行为用于在减少第二虚拟对象的生命值时降低所述第二虚拟对象的移动速度,并增加所述第一虚拟对象的生命值;
    所述第三行为用于在第二虚拟对象的生命值小于目标值时清空所述第二虚拟对象的生命值;
    其中,所述第二虚拟对象是指与所述第一虚拟对象处于不同阵营的虚拟对象。
  8. 根据权利要求3、5或6所述的方法,其中,所述至少两种不同的操作还包括第四操作,所述第四操作为普通攻击操作;
    所述根据所述第一虚拟对象所拥有的资源,从所述至少两种不同的行为中确定目标行为,包括:
    在所述数值小于第一阈值的情况下,确定所述目标行为为所述第四行为;
    或者,
    在所述数值大于第一阈值,且所述触控操作的操作属性为第四操作属性的情况下,确定所述目标行为为所述第四行为。
  9. 根据权利要求1至6任一项所述的方法,其中,所述方法还包括:
    显示功能开关控件,所述功能开关控件用于开启或关闭所述资源的收集功能;
    在所述资源的收集功能处于开启状态的情况下,响应于针对所述功能开关控件的触控操作,关闭针对所述第一虚拟对象的所述资源的收集功能;
    在所述资源的收集功能处于关闭状态的情况下,响应于针对所述功能开关控件的触控操作,开启针对所述第一虚拟对象的所述资源的收集功能。
  10. 根据权利要求1至6任一项所述的方法,其中,所述方法还包括:
    在检测到资源增加操作的情况下,确定所述第一虚拟对象的资源增加数值;
    根据所述资源增加数值,更新所述第一虚拟对象所拥有的所述资源的数值。
  11. 根据权利要求10所述的方法,其中,所述资源增加操作包括以下至少一项:所述第一虚拟对象击杀第二虚拟对象、所述第一虚拟对象造成第二虚拟对象的生命值损耗、所述第一虚拟对象执行第五行为、第五行为对应的操作控件的触控操作、所述第一虚拟对象获取资源增加道具;
    其中,所述第二虚拟对象是指与所述第一虚拟对象处于不同阵营的虚拟对象。
  12. 根据权利要求1至6任一项所述的方法,其中,所述控制所述第一虚拟对象执行所述目标行为之后,还包括:
    确定所述第一虚拟对象的资源减少数值;
    根据所述资源减少数值,更新所述第一虚拟对象所拥有的所述资源的数值。
  13. 一种虚拟对象的控制装置,所述装置包括:
    控件显示模块,用于显示虚拟环境对应的显示画面和特定攻击控件,所述特定攻击控件用于控制所述虚拟环境中的第一虚拟对象执行至少两种不同的行为;
    行为确定模块,用于响应于针对所述特定攻击控件的触控操作,根据所述第一虚拟对象所拥有的资源,从所述至少两种不同的行为中确定目标行为,所述资源是指执行所述特定攻击控件对应的行为所需消耗的物品;
    行为执行模块,用于控制所述第一虚拟对象执行所述目标行为。
  14. 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权利要求1至12任一项所述的虚拟对象的控制方法。
  15. 一种计算机可读存储介质,所述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的控制方法。
PCT/CN2021/112760 2020-08-21 2021-08-16 虚拟对象的控制方法、装置、终端及存储介质 WO2022037529A1 (zh)

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