WO2023005522A1 - 虚拟技能的控制方法、装置、设备、存储介质及程序产品 - Google Patents

虚拟技能的控制方法、装置、设备、存储介质及程序产品 Download PDF

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Publication number
WO2023005522A1
WO2023005522A1 PCT/CN2022/100558 CN2022100558W WO2023005522A1 WO 2023005522 A1 WO2023005522 A1 WO 2023005522A1 CN 2022100558 W CN2022100558 W CN 2022100558W WO 2023005522 A1 WO2023005522 A1 WO 2023005522A1
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WIPO (PCT)
Prior art keywords
target
skill
virtual
virtual object
area
Prior art date
Application number
PCT/CN2022/100558
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English (en)
French (fr)
Inventor
朱宸
张井井
Original Assignee
腾讯科技(深圳)有限公司
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Publication of WO2023005522A1 publication Critical patent/WO2023005522A1/zh
Priority to US18/199,243 priority Critical patent/US20230285858A1/en

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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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5573Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history player location

Definitions

  • the present application relates to computer technology and human-computer interaction technology, and in particular to a virtual skill control method, device, equipment, computer-readable storage medium and computer program product.
  • the area map is used to display the local or global area of the virtual scene.
  • Players can view the position of each virtual object in the virtual scene through the area map, or understand the interaction results of the virtual scene from a macro perspective.
  • a city is built in a certain area of the regional map, which makes the display content of the regional map single and boring, resulting in low stickiness of users to the virtual scene and low retention rate.
  • the virtual objects can be controlled to release virtual skills in the virtual scene, because these virtual skills are internal skills, they can only take effect in the virtual battle of the virtual scene.
  • To release skills in an area it is necessary to first determine the area where the skills are released on the map, and then control the virtual object to move to the area in the virtual scene, and then release the virtual skills.
  • the number of human-computer interactions is high, resulting in low efficiency of human-computer interaction, which in turn leads to the game process Long, making the utilization of hardware resources low.
  • Embodiments of the present application provide a virtual skill control method, device, equipment, computer-readable storage medium, and computer program product, which can enrich the display content of an area map, improve the efficiency of human-computer interaction and the utilization rate of hardware resources.
  • An embodiment of the present application provides a virtual skill control method, including:
  • the target skill is a skill that can be released in the area map
  • control the target skill indicated by the target skill release command to be released in the target area and act on the target skills in the target area Object.
  • An embodiment of the present application provides a virtual skill control device, including:
  • a first presentation module configured to present an area map of the virtual scene, and present at least one virtual object with a target skill, the at least one virtual object including the target virtual object;
  • the target skill is a skill that can be released in the area map
  • a skill control module configured to respond to the target virtual object's target skill release command for the target area in the area map, control the release of the target skill indicated by the target skill release command in the target area, and act on A target object within the target area.
  • An embodiment of the present application provides an electronic device, including:
  • memory configured to store executable instructions
  • the processor is configured to implement the virtual skill control method provided in the embodiment of the present application when executing the executable instructions stored in the memory.
  • An embodiment of the present application provides a computer-readable storage medium, which stores executable instructions configured to cause a processor to implement the virtual skill control method provided in the embodiment of the present application when executed.
  • the embodiment of the present application further provides a computer program product, including a computer program or instruction, and when the computer program or instruction is executed by a processor, the virtual skill control method provided in the embodiment of the present application is realized.
  • the terminal presents an area map of the virtual scene, and presents at least one virtual object with a target skill; in response to the target skill release command of the target virtual object for the target area in the area map, controlling the target skill indicated by the target skill release command to be within the target area release and act on objects in the target area; thus, since the target skill is a skill that can be released in the area map, the target skill can be controlled to be released in the target area included in the area map, so that the virtual object can According to the area displayed in the area map, the skill release is selectively and accurately performed in the area map, which enriches the skill release method, simplifies the skill release process, and improves the efficiency of human-computer interaction and hardware resource utilization; since the target skill is When it can be released in the area map, the released skill can act on the objects in the target area, that is, when the target virtual object uses virtual skills to interact with the target object in the target area, the interaction process can be displayed on the area map, and at the same time , compared with only displaying the relative position of virtual objects or instant
  • FIG. 1 is a schematic structural diagram of a control system 100 for virtual skills provided by an embodiment of the present application
  • FIG. 2 is a schematic structural diagram of an electronic device 500 provided in an embodiment of the present application.
  • FIG. 3 is a schematic flowchart of a virtual skill control method provided by an embodiment of the present application.
  • FIG. 4 is a schematic diagram of a virtual object configuration interface provided by an embodiment of the present application.
  • FIG. 5 is a schematic diagram of a virtual skill configuration interface provided by the embodiment of the present application.
  • FIG. 6 is a schematic diagram of the virtual arms provided by the embodiment of the present application.
  • FIG. 7 is a schematic display of target skills provided by the embodiment of the present application.
  • FIG. 8 is a schematic flowchart of a virtual skill control method provided by an embodiment of the present application.
  • FIG. 9 is a schematic diagram of an implementation interface of the virtual skill control method provided by the embodiment of the present application.
  • FIG. 10 is a schematic structural diagram of a virtual skill control device provided by an embodiment of the present application.
  • first ⁇ second is only used to distinguish similar objects, and does not represent a specific ordering of objects. Understandably, “first ⁇ second" is allowed The specific order or sequencing may be interchanged such that the embodiments of the application described herein can be practiced in sequences other than those illustrated or described herein.
  • Client an application running on a terminal to provide various services, such as a video playback client, a game client, and the like.
  • Response is used to represent the condition or state on which the executed operation depends.
  • one or more operations to be executed may be real-time or have a set delay; Unless otherwise specified, there is no restriction on the order in which the operations are performed.
  • the virtual scene is the virtual scene displayed (or provided) when the application program is running on the terminal.
  • the virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictional virtual environment, or a pure fiction virtual environment.
  • the virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the embodiment of the present application does not limit the dimensions of the virtual scene.
  • the three-dimensional virtual space can be an open space
  • the virtual scene can be used to simulate a real environment in reality.
  • the virtual scene can include sky, land, ocean, etc.
  • the Land can include deserts, cities, and other environmental elements.
  • virtual items may also be included in the virtual scene, for example, buildings, vehicles, virtual objects in the virtual scene are used to arm themselves or virtual weapons and other props required for virtual combat with other virtual objects. It can also be used to simulate the real environment under different weather conditions, such as sunny, rainy, foggy or dark weather. The user can control the virtual object to move in the virtual scene.
  • the movable object may be a virtual character, virtual animal, cartoon character, virtual prop, etc., such as characters, animals, plants, props, oil drums, walls, stones, etc. displayed in the virtual scene.
  • the virtual object may be a virtual avatar representing the user in the virtual scene.
  • the virtual scene may include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
  • the virtual object can be a user character controlled by an operation on the client, or an artificial intelligence (AI, Artificial Intelligence) set in a virtual scene battle through training, or an artificial intelligence (AI) set in a virtual scene interaction.
  • AI Artificial Intelligence
  • NPC Non-Player Character
  • the virtual object may be a virtual character performing confrontational interaction in a virtual scene.
  • the number of virtual objects participating in the interaction in the virtual scene may be preset, or dynamically determined according to the number of clients participating in the interaction.
  • the interactive process of A capturing and finally occupying area 1 only shows the final result of area 1 being occupied on the area map, but the specific process of virtual object A occupying area 1 cannot be displayed on the area map, because the related technologies interact
  • the virtual skills or virtual props used belong to in-game skills or props, which can only take effect inside the battle, and cannot be released in the area map, that is, the interaction process can only be displayed in the scene screen of the virtual scene, so these virtual skills are only for players in The two sides of the closed battle have an impact, and the area map cannot display the interactive screen during the battle between the two sides.
  • the embodiment of the present application provides a target skill that can be used or exerted effects in the area map, binds the target skill with the area map, controls the target skill from the area map level, and displays the target skill on the area map
  • the team of virtual objects moving on the area map can use the target skill, and the release screen of the target skill will be displayed in real time on the area map.
  • FIG. 1 is a schematic diagram of the architecture of a virtual skill control system 100 provided by an embodiment of the present application.
  • a terminal for example, a terminal 400-1 and a terminal 400-2
  • the network 300 can be a wide area network or a local area network, or a combination of both, using wireless or wired links to realize data transmission.
  • the terminal can be various types of user terminals such as smart phones, tablet computers, and notebook computers, and can also be a combination of any two or more of these data processing devices; the server 200 can also be a A server configured independently to support various services can also be configured as a server cluster or as a cloud server.
  • the terminal installs and runs an application that supports virtual scenes
  • the application can be a card game or a real-time strategy game (RTS, Real-Time Strategy Game), two-dimensional (Two Dimension, 2D) game application , three-dimensional (Three Dimension, 3D) game application, virtual reality application program, three-dimensional map program
  • the application program can also be a stand-alone version of the application program, such as a stand-alone version of the 3D game program.
  • the user can operate on the terminal in advance, and after the terminal detects the user's operation, it can download the game configuration file of the electronic game, and the game configuration file can include the application program of the electronic game, Interface display data or virtual scene data, etc., so that when the user (or player) logs into the electronic game on the terminal, the game configuration file can be invoked to render and display the electronic game interface.
  • the user can perform a touch operation on the terminal.
  • the terminal After the terminal detects the touch operation, it can send an acquisition request for the game data corresponding to the touch operation to the server, and the server determines the game data corresponding to the touch operation based on the acquisition request, and Returning to the terminal, the terminal renders and displays the game data, which may include virtual scene data, behavior data of virtual objects in the virtual scene, and the like.
  • the terminal presents an area map of the virtual scene, and presents at least one virtual object with a target skill, and the at least one virtual object includes the target virtual object; wherein, the target skill is a skill that can be released in the area map;
  • the target skill indicated by the target skill release command is controlled to be released in the target area and act on objects in the target area.
  • the terminal presents an area map of the virtual scene, and presents at least one virtual object with a target skill; wherein, the target skill is a skill that can be released in the area included in the area map;
  • the trigger operation of the target virtual object presents the skill control corresponding to at least one target skill possessed by the target virtual object; when the target skill control in the presented skill controls is based on the target skill control and receives the target skill release instruction, Control the target skill
  • the target skill corresponding to the control is released in the target area and acts on the objects in the target area (such as simulated enemies or simulated buildings, etc.).
  • FIG. 2 is a schematic structural diagram of an electronic device 500 provided in an embodiment of the present application.
  • the electronic device 500 can be the terminal 400-1, the terminal 400-2 or the server in FIG. Terminal 400-1 or terminal 400-2 shown in FIG. 1 is taken as an example to describe an electronic device implementing the virtual skill control method according to the embodiment of the present application.
  • the electronic device 500 shown in FIG. 2 includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530.
  • Various components in the electronic device 500 are coupled together through the bus system 540 .
  • the bus system 540 is used to realize connection and communication between these components.
  • the bus system 540 also includes a power bus, a control bus and a status signal bus.
  • the various buses are labeled as bus system 540 in FIG. 2 .
  • Processor 510 can be a kind of integrated circuit chip, has signal processing capability, such as general-purpose processor, digital signal processor (DSP, Digital Signal Processor), or other programmable logic device, discrete gate or transistor logic device, discrete hardware Components, etc., wherein the general-purpose processor can be a microprocessor or any conventional processor, etc.
  • DSP digital signal processor
  • DSP Digital Signal Processor
  • User interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and/or one or more visual displays.
  • the user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
  • Memory 550 may be removable, non-removable or a combination thereof.
  • Exemplary hardware devices include solid state memory, hard drives, optical drives, and the like.
  • Memory 550 in some embodiments, includes one or more storage devices located physically remote from processor 510 .
  • Memory 550 includes volatile memory or nonvolatile memory, and may include both volatile and nonvolatile memory.
  • the non-volatile memory can be a read-only memory (ROM, Read Only Memory), and the volatile memory can be a random access memory (RAM, Random Access Memory).
  • ROM read-only memory
  • RAM random access memory
  • the memory 550 described in the embodiment of the present application is intended to include any suitable type of memory.
  • the virtual skill control device provided by the embodiment of the present application can be realized by software.
  • FIG. 2 shows the virtual skill control device 555 stored in the memory 550, which can be in the form of programs and plug-ins.
  • the software includes the following software modules: the first presentation module 5551 and the skill control module 5553. These modules are logical, so they can be combined or further divided according to the realized functions. The functions of each module will be described below.
  • Fig. 3 is a schematic flowchart of the virtual skill control method provided by the embodiment of the present application, taking the terminal shown in Fig. 1 alone implementing the virtual skill control method provided by the embodiment of the present application as an example Be explained.
  • Step 101 The terminal presents an area map of the virtual scene, and presents at least one virtual object with a target skill, where the target skill is a skill that can be released in the area included in the area map.
  • the terminal is installed with an application program that supports virtual scenes.
  • the user opens the application program on the terminal and the terminal runs the application program, the user can perform touch operations on the terminal, and the terminal detects the user's touch operation Afterwards, in response to the touch operation, obtain the scene data of the virtual scene, render the picture of the virtual scene based on the scene data of the virtual scene, and present the picture of the rendered virtual scene on the terminal, such as presenting the virtual scene on the terminal an area map, and present existing virtual objects, wherein the area map may be an area map corresponding to a global area of the virtual scene, or may be a local map corresponding to a partial area of the virtual scene.
  • the virtual objects presented in the area map are the logos, avatars, model images, etc. of the virtual objects, rather than the virtual object entity or the object model of the virtual object.
  • the appearance of the virtual object may be an image obtained by shooting the object model of the virtual object, or an object model based on the virtual object
  • the model image can be the front view of the object model of the virtual object; by displaying the logo, avatar or model image of the virtual object instead of displaying the entire object model, it can be clearly and intuitively expressed Which virtual object is to participate in the battle can reduce the display workload and improve display efficiency.
  • the terminal may present at least one virtual object with the target skill in the following manner: in the area map interface, present a list of virtual objects corresponding to the current login account;
  • the multiple virtual objects include at least one virtual object with the target skill.
  • the user can view the list of virtual objects corresponding to the current login account in the interface of the area map.
  • the user can control multiple virtual objects in the area interact with the map.
  • the terminal can configure the virtual object in the following manner: in the virtual object list, an object configuration function item is presented; in response to a trigger operation for the object configuration function item, a category selection interface including at least one candidate category is presented; in response For the selection operation of the target category in the at least one candidate category, the virtual object corresponding to the target category is configured as the virtual object of the current login account.
  • the user can determine the virtual objects to participate in the interaction in the virtual object equipment interface.
  • the interaction capabilities of different types of virtual objects are different. It is more beneficial to choose the virtual object suitable for this interactive task. To improve the efficiency of interaction.
  • the virtual object is a soldier needed for combat, the virtual object can be called a soldier, and the category of the virtual object can be called a virtual soldier, that is, the type of virtual soldier.
  • the types of combat units used, and the combat capabilities of different types of virtual soldiers are different.
  • Players can choose the target type of virtual soldiers to participate in the battle.
  • the virtual object is a hero required for battle. The hero is used to represent the combat unit of the player or non-player character in the virtual scene. Different types of heroes have different combat capabilities.
  • Players can choose the target type of hero to participate in the battle .
  • the category selection interface can also present relevant introduction information of the virtual object corresponding to the selected category, such as the name of the virtual object, the level of the virtual object, the category to which the virtual object belongs, the virtual skills that the virtual object can configure or equip, Wherein, when the virtual object is not configured or equipped with a virtual skill, nothing can be displayed when displaying the virtual skill; when the virtual object is configured or equipped with a virtual skill, the configured or equipped virtual skill is displayed.
  • FIG. 4 is a schematic diagram of a virtual object configuration interface provided by the embodiment of the present application.
  • a list of virtual objects corresponding to the current login account is presented; in the virtual object list, the configured virtual objects of the current login account are presented.
  • configuration requirement information may also be presented, prompting which type of virtual object is needed in the battle, and the user can select the corresponding type of virtual object for configuration according to the configuration requirement information.
  • the terminal can configure the target skill to the virtual object in the following manner: present the skill configuration function item corresponding to each virtual object in the virtual object list; in response to the trigger operation for the skill configuration function item, determine the and presenting at least one candidate skill corresponding to the object category; in response to a selection operation on a target skill in the at least one candidate skill, configuring the selected target skill to a corresponding virtual object.
  • the user can determine the virtual object to participate in the battle in the virtual object's equipment interface, and configure or equip the virtual object with different virtual skills, so as to attach the attributes of the virtual skill to the virtual object and improve the virtual object.
  • Different types of virtual objects configured with different virtual skills can achieve different attribute gain effects.
  • the virtual object is a virtual soldier required for combat, and the object categories of the virtual object can include melee, long-range, and virtual cavalry, etc.
  • the virtual skills used by different types of virtual objects can be different, and the use of corresponding virtual skills can cause The maximum damage value of each is also different, and the combat distance is also different.
  • FIG. 5 is a schematic diagram of a virtual skill configuration interface provided by the embodiment of the present application.
  • the skill configuration function item 501 corresponding to each virtual object in the virtual object list is presented; in response to the skill configuration function item
  • the trigger operation at 501 presents candidate skills 1, candidate skills 2, and candidate skills 3 corresponding to the object category; when the user selects candidate skill 2 (502), the selected candidate skill 2 is configured as the target skill to the corresponding virtual
  • the object, that is, the virtual object xx has the candidate skill 2.
  • the candidate skills that are suitable for the object type are configured as the target skills, and the virtual skills (namely candidate skills) are divided, and the attribute of classification is given to the virtual skills.
  • the virtual skills that match the category are more suitable for the virtual object, which can make the configured virtual skills more reasonable, more in line with user needs, and bring better benefit effects to the virtual object. There is no need to manually compare whether the attributes of the virtual skills match the virtual object. Improved equipment efficiency.
  • the terminal can configure the target skill to the virtual object in the following manner: present the skill configuration function item corresponding to each virtual object in the virtual object list; in response to the trigger operation for the skill configuration function item, determine the and presenting at least one candidate skill of the virtual era; in response to a selection operation on a target skill in the at least one candidate skill, configuring the selected target skill to a corresponding virtual object.
  • the object categories of virtual objects in different virtual eras have an evolution relationship.
  • the object categories can be divided into two categories, such as the first type and the second type, wherein, the first type is a general type, which runs through different virtual ages and can change with the changes of the virtual age, and the second type is a specific type of a virtual age.
  • the first type can be basic virtual arms
  • the second type can be characteristic virtual arms.
  • the basic virtual arms will continue to evolve with the changes of the virtual era.
  • the virtual age 1 is a cavalry
  • the virtual age 2 evolves into a virtual cavalry.
  • the special virtual arms correspond to the virtual era. In different virtual eras, the special virtual arms are also different.
  • the virtual skills adapted to virtual objects of different object categories are also different; correspondingly, in different virtual eras, the virtual objects configured or equipped with The skills should also be different. Selecting the target skills that match the object category of the virtual object among the candidate skills corresponding to the virtual age, and configuring or equipping the selected target skills to the virtual object can improve the interactive ability of the virtual object .
  • the terminal may present at least one virtual object with the target skill in the following manner: in the interface of the area map, at least one virtual object group is presented, and the virtual object group includes at least one virtual object;
  • the triggering operation of the target virtual object group in the object group presents at least one virtual object with the target skill in the target virtual object group.
  • the terminal can construct the virtual object group in the following manner: in the interface of the area map, present construction function items for constructing the virtual object group; in response to a trigger operation for construction function items, present multiple options Candidate virtual objects with different virtual skills; in response to the selection operation for the target number of virtual objects in the plurality of candidate virtual objects, controlling the selected target number of virtual objects to be in the selected state; in response to the target number for the selected state One-key configuration operation of the virtual objects, constructing a virtual object group including the target number of virtual objects.
  • the user corresponding to the current login account can form multiple virtual objects into a virtual object group.
  • the virtual object group is also called a battle team. This refers to interacting in a virtual scene, such as participating in a virtual battle or completing a virtual task. Users can control multiple groups of virtual objects to interact in the virtual scene.
  • different virtual object groups can be equipped with different virtual objects, and the virtual objects participating in the interaction can be configured or equipped with virtual skills in various combinations.
  • a virtual object can have multiple virtual skills, and some of the virtual skills can be the same.
  • virtual object A has virtual skills a and b
  • virtual object B has virtual skills a and c.
  • various attributes of the virtual object group can be enhanced to use more flexible tactics in the interaction, improve the operability and fun of the interaction process, and effectively increase user viscosity. High-end players It can also reflect more diverse operations in the battle interaction and enrich the battle content.
  • an exchange function item for exchanging object attributes is presented; in response to a trigger operation for the exchange function item , controlling each virtual object in the virtual object group to be in a candidate state; in response to a selection operation on the first virtual object and the second virtual object in the candidate state, controlling the first virtual object and the second virtual object to perform object attribute exchange.
  • the object attribute refers to the attributes of the virtual object such as position, equipment or skills.
  • Different virtual objects can have different object attributes.
  • the exchange of object attributes between different virtual objects can be realized by exchanging function items. For example, when constructing virtual In the object group, each virtual object can be assigned a corresponding position. Different virtual objects can have different positions. Virtual objects with different positions play different roles when interacting in the virtual scene. During the interaction process, the positions of the virtual objects in the virtual object group can be exchanged according to the actual situation, so as to improve the overall interaction ability of the virtual object group.
  • Step 102 In response to the target virtual object's target skill release instruction for the target area in the area map, control the release of the target skill indicated by the target skill release command in the target area and act on objects in the target area.
  • the target skill release instruction can be triggered in the following manner:
  • the target skill release instruction is received based on the presented target skill control of the skill controls.
  • the target virtual object has target skills that can be released in the area map.
  • target skills that can be released in the area map.
  • the user clicks on the virtual object group at least one of the target virtual objects in the virtual object group can be presented.
  • a skill control corresponding to the target skill where the skill control may be an icon corresponding to the target skill.
  • the process of receiving the target skill release instruction by the terminal may include:
  • the terminal In response to the trigger operation on the target skill control, the terminal displays at least one area for selection in the area map (such as displaying at least two areas for selection); in response to the trigger operation for the target area in the at least one area, receiving the target Skill release command.
  • the target skill control it is possible to select the area where the target skill is expected to be released in the area map, and then perform precise skill release.
  • the terminal in response to the target skill release instruction, controls the target skill corresponding to the target skill control to be released in the target area, displays the skill release screen on the area map, and controls the released skill to act on the target area. All objects, and show the screen that the skill release acts on all objects.
  • the terminal may also present a target skill detail page of the target skill control in response to a trigger operation on the target skill control; On the page, a skill description corresponding to the target skill is presented; wherein, the skill description is used to describe at least one of the following information of the target skill: skill cooling time, skill release precautions, and skill consumption.
  • the terminal may receive the target skill release instruction in the following manner: on the details page, display the use function item of the target skill corresponding to the target skill control; Prompt information for selecting a skill release location; based on the prompt information, a target skill release instruction is received in response to a selection operation on a target area in the area map.
  • the terminal when the virtual object is stored in the virtual object group, when the user clicks the virtual object group 901, the terminal responds to the click operation, presents the target virtual object 902 with the target skill in the virtual object group 901, and presents the target virtual object 902.
  • target skills such as target skill 1, target skill 2, and target skill 3.
  • the terminal When the user chooses to click the skill control corresponding to target skill 2, the terminal presents the detail page 903 corresponding to target skill 2, and presents on the detail page 903
  • the terminal responds to the click operation and presents prompt information 905, and when the user selects the target area 906 in the area map based on the prompt information 905, the terminal receives To the target skill 2 the target skill release command for the target area 906 .
  • the target skill release instruction may be received in the following manner: in response to a trigger operation on the target skill control, determine the target corresponding to the target skill control The skill type of the skill, and display at least one area matching the skill type in the target display style on the area map; wherein, the target display style is used to distinguish other areas displayed on the area map that are not suitable for the skill type; A target skill release instruction is received in response to a selection operation for the target area in the at least one area.
  • the target skill release command for the target area can be triggered.
  • the regional map is composed of many various regions, the corresponding attributes of different regions can be different, such as region A is land, region B is ocean, region C is desert, etc., or in region D
  • the objects are trees, the objects in area E are rivers, the objects in area F are virtual soldiers, and so on.
  • target skills of different skill types have different effects on the area in the map. Therefore, when selecting an active area in the area map, it can be highlighted. At least one area that matches the skill type of the target skill corresponding to the selected target skill control, and grayscale displays other areas that do not match the skill type of the target skill corresponding to the target skill control selected by the user.
  • the skill type of the target skill corresponding to the target skill control is tree-cutting, which can be applied to trees, so area D is highlighted in the area map, and area A, area B, area C, and area E cannot be affected by the target skill
  • the region F is displayed in gray scale. In this way, displaying the regions that meet the release conditions of the target skills in an eye-catching manner helps to improve the user's selection speed of the target region, thereby improving the interaction efficiency.
  • the target skill release instruction may be received in the following manner: presenting the object model of the target virtual object in the area map; responding to the target skill
  • the trigger operation of the control displays at least one area that can be selected in the area map; in response to the selection operation of the target area in the at least one area, the object model of the target virtual object is controlled to move to the target area; when the object model of the target virtual object When moving to the target area, a prompt message for asking whether to release the skill is presented; in response to a confirmation operation on the prompt message, a target skill release instruction is received.
  • each virtual object can be represented by a corresponding object model in the area map.
  • the object model can reflect the appearance of the virtual object, and can reflect the movement of the virtual object by controlling the movement of the object model.
  • the object model can It is a two-dimensional model, a three-dimensional model, or a 2.5-dimensional model, which is not limited in this embodiment of the present application.
  • the terminal may invoke an object model corresponding to the virtual object to display the object model.
  • the user can know which virtual object is participating in the interaction by seeing the displayed object model.
  • the display method is intuitive and vivid, and the user can preview the appearance of the virtual object when it is displayed on the area map.
  • the object model that controls the target virtual object moves to the target area, presents a prompt message, and asks whether to release the skill.
  • the corresponding target skill release instruction can be triggered; otherwise, the target is not triggered. Skill release command.
  • the prompt information may not be presented, and once the object model moves to the target area, the target skill release command can be directly triggered.
  • the terminal can control the release of the target skill corresponding to the target skill control in the target area by: presenting the object model of the target virtual object in the area map; controlling the object model of the target virtual object to move to the target area, and Control the object model of the target virtual object in the target area, and release the target skill corresponding to the target skill control.
  • the object model of the virtual object when the target area to be acted on is selected, the object model of the virtual object can be controlled to move to the target area, and when the object model moves to the target area, the object model of the virtual object can be controlled to release the selected release target in the target area skills, and act on all objects in the target area, and display the entire process picture on the area map.
  • a strategy game is a strategy-focused game consisting of resource collection, base construction, technological development, and operational unit battles.
  • players can play virtual leadership roles such as virtual generals, and perform macro operations such as dispatching troops.
  • a player can control multiple virtual teams (namely the above-mentioned virtual object group) to carry out game activities such as virtual expedition, virtual garrison, and virtual battle. ) is equipped with virtual arms skills (ie, the above-mentioned virtual skills), and players can control virtual arms with virtual arms skills to fight in the game.
  • the skills of the virtual arms in the related technology can only take effect inside the virtual battle, and cannot be released on the world map, so these virtual arm skills only affect the two sides in the closed battle, so that the world map is maintained during the battle between the two sides. Static, it is impossible to view the battle process through the world map, so that the display content of the world map is single; and when the virtual arms in the team switch categories, they only switch according to the occupation type or the whole team, and the types are small and fixed; the individual arms themselves are different from the arms Skills do not have a direct corresponding ownership relationship, and it is difficult to reflect the unique differences of each virtual arm.
  • the embodiment of the present application provides a virtual skill control method, provides a target skill that can be released on the world map, assigns the target skill that can be released on the world map to the virtual arms in the virtual team, and the player controls
  • virtual units use target skills to interact with target objects in the target area of the world map, they can display the interaction process on the world map, which greatly enriches the world compared to only instantaneously displaying the interaction results on the world map.
  • the display content of the map improves the fun of interaction based on the world map.
  • Fig. 6 is the schematic diagram of the virtual arms provided by the embodiment of the present application.
  • Open the virtual arms library you can view the complete virtual arms list in the game, and the icon of the target skill is displayed in the upper right corner of the column of the virtual arms; as shown in (a).
  • the target skills indicated by the icons 601 and 602 in ) are the skills configured by the corresponding virtual arms that can be released on the world map; the target skills indicated by the icon 603 in Figure (b) are also configured by the corresponding virtual arms
  • the skills that can be released on the world map, when the user clicks on the corresponding virtual unit, the terminal can display the details of the virtual unit for the user to view the detailed description of the virtual unit and target skills.
  • FIG. 7 is a schematic display of the target skills provided by the embodiment of the present application.
  • the team members can be viewed on the team creation interface. When a member is clicked, the target skills that the corresponding member possesses and can be released on the world map will be displayed.
  • FIG. 8 is a schematic flowchart of the virtual skill control method provided by the embodiment of the present application.
  • the method includes:
  • Step 201 The terminal presents a world map corresponding to the global area of the virtual scene, and presents at least one virtual object group in an interface of the world map, where the virtual object group includes at least one virtual object.
  • the virtual object group is a team, and the virtual object group includes at least one virtual object, that is, the team includes at least one member, and the player can manipulate multiple virtual object groups to engage in game activities.
  • Step 202 In response to a trigger operation on a target virtual object group in at least one virtual object group, present a skill control corresponding to at least one target skill in the target virtual object group, and the skill control is in a one-to-one correspondence with the target skill.
  • each virtual object may be associated with a target skill, for example, the target skill may be associated with the corresponding virtual object through the association configuration of the virtual object identifier target skill identifier.
  • the target virtual object group has at least one target skill
  • a skill control corresponding to the target skill is displayed, wherein the skill control is an icon of the corresponding target skill.
  • Step 203 In response to a trigger operation on the target skill control, present a detail page of the target skill corresponding to the target skill control.
  • Step 204 On the details page, present the description of the skill corresponding to the target skill and the use function items of the target skill corresponding to the control of the target skill.
  • skill description is used to explain at least one of the following information of the target skill: skill cooling time, precautions for skill release, and skill consumption.
  • Step 205 In response to the trigger operation for using the function item, present prompt information for prompting selection of a skill release location.
  • Step 206 Based on the prompt information, in response to the selection operation on the target area in the world map, receive a target skill release instruction for the target area from the target skill control.
  • the terminal may also determine the skill type of the target skill corresponding to the target skill control in response to a trigger operation on the target skill control, and display at least An area; in response to the selection operation of the target area in at least one area, a target skill release instruction is received; wherein, the target display style is used to distinguish other areas displayed on the world map that do not match the skill type, such as highlighted The area in which the selected target ability can act.
  • Step 207 In response to the target skill release instruction, control the target skill corresponding to the target skill control to be released in the target area and act on the objects in the target area.
  • FIG. 9 is a schematic diagram of the implementation interface of the virtual skill control method provided by the embodiment of the present application.
  • the terminal when the user clicks on the virtual object group 901, the terminal responds In this click operation, the target virtual object 902 with the target skill in the virtual object group 901 is presented, and the three target skills possessed by the target virtual object 902 are presented, such as target skill 1, target skill 2, and target skill 3.
  • the terminal presents the detail page 903 corresponding to the target skill 2
  • the detail page 903 presents the skill description and function item 904 for the target skill 2.
  • the terminal When the user clicks the function item 904, the terminal responds After the click operation, prompt information 905 is presented.
  • the terminal receives the target skill release instruction of the target skill 2 for the target area 906, and responds to the target skill release instruction, Control the target skill 2 to be released in the target area 906.
  • the target skill 2 is a catapult
  • control the virtual object group 901 to use the catapult to throw stones at the target in the target area of the world map, and display the entire process.
  • the server can configure the target skill, including but not limited to skill name, target, special object, duration, coordinates, visual effects, visible range, various values and other information; terminal According to the server, the player's troop library, target skill settings, player team configuration, etc. can be obtained, and the available target skills will be displayed on the display interface of each team according to the system rules. ) to select a team and use the corresponding target skill.
  • the corresponding operation data will be synchronized to other players on the world map through the map server, so that other players can also observe the function and visual effect of the target skill synchronously.
  • the embodiment of the present application provides a large number of target skills that can be used on the world map. These target skills cooperate with the settings of each virtual object, which greatly strengthens the presence and difference of virtual arms units in the world environment; Teams including these virtual objects can directly use these target skills on the world map, and simultaneously display the corresponding effects on the world map level, which greatly strengthens the strategy of the world map level gameplay; solves the problem of similar strategic game arms
  • the system differentiation is small, virtual skills only take effect in the internal battlefield, but have no obvious effect in the world environment, and the lack of strategic gameplay at the level of the world environment fills the gap in the arms system of similar games.
  • the software modules stored in the virtual skill control device 555 of the memory 550 in FIG. 2 may include:
  • the first presentation module 5551 is configured to present an area map of the virtual scene, and present at least one virtual object with a target skill, where the at least one virtual object includes the target virtual object;
  • the target skill is a skill that can be released in the area map
  • the skill control module 5553 is configured to, in response to the target virtual object's target skill release command for the target area in the area map, control the release of the target skill indicated by the target skill release command in the target area, and act on objects in the target area.
  • the first presentation module is further configured to present a list of virtual objects of the current login account
  • a plurality of virtual objects configured by the current login account are presented, and the plurality of virtual objects include at least one virtual object with a target skill.
  • the device also includes:
  • An object configuration module configured to present object configuration function items in the virtual object list
  • the device also includes:
  • a skill configuration module configured to present the skill configuration function items of each virtual object in the virtual object list
  • the selected target skill is assigned to the corresponding virtual object.
  • the skill configuration module is further configured to present the skill configuration function items of each virtual object in the virtual object list;
  • the selected target skill is assigned to the corresponding virtual object.
  • the first presentation module is further configured to present at least one virtual object group, the virtual object group including at least one virtual object;
  • At least one virtual object having a target skill in the target set of virtual objects is presented in response to a trigger operation directed to a target set of virtual objects in the at least one set of virtual objects.
  • the device also includes:
  • an object group building block configured to present a building function item for building a virtual object group
  • a virtual object group including the target number of virtual objects is constructed.
  • the device also includes:
  • a job exchange module configured to present an exchange function item for exchanging object attributes when the virtual object group includes at least two virtual objects, and different virtual objects have different object attributes;
  • the first virtual object and the second virtual object are controlled to perform object attribute exchange.
  • the apparatus further includes a second presentation module 5552;
  • the presenting module is configured to present a skill control of at least one target skill possessed by the target virtual object in response to a trigger operation on the target virtual object, and the skill control is in one-to-one correspondence with the target skill relation;
  • the skill control module 5553 is further configured to receive the target skill release instruction based on the presented target skill control in the skill control.
  • the skill control module 5553 is further configured to display at least one area for selection in the area map in response to a trigger operation on the target skill control;
  • the target skill release instruction is received.
  • the device also includes:
  • the third presentation module is configured to present a detail page of the target skill corresponding to the target skill control in response to a trigger operation on the target skill control;
  • the skill description is configured to describe at least one of the following information of the target skill: skill cooling time, precautions for skill release, and skill consumption.
  • the skill control module 5553 is further configured to present the function items of the target skill corresponding to the target skill control on the details page;
  • the target skill release instruction is received.
  • the skill control module 5553 is further configured to, in response to a trigger operation on the target skill control, determine the skill type of the target skill corresponding to the target skill control, and use The target display style displays at least one area suitable for the skill type;
  • the target display style is used to distinguish other areas displayed on the area map that are not suitable for the skill type
  • the target skill release instruction is received in response to a selection operation for a target area in the at least one area.
  • the skill control module 5553 is further configured to present the object model of the target virtual object in the area map;
  • the target skill release instruction is received.
  • the skill control module is further configured to present an object model of the target virtual object in the area map
  • An embodiment of the present application provides 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 method for controlling virtual skills described above in the embodiments of the present application.
  • the embodiment of the present application provides a computer-readable storage medium storing executable instructions, wherein the executable instructions are stored, and when the executable instructions are executed by the processor, the processor will be caused to execute the virtual skill provided by the embodiment of the present application. Control Method.
  • the embodiment of the present application also provides a computer program product, including computer programs or instructions.
  • the computer program or instructions are executed by a processor, the virtual skill control method provided in the embodiments of the present application is realized.
  • the computer-readable storage medium can be a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), an erasable programmable read-only memory (Erasable Programmable Read-Only Memory) , EPROM), Electrically Erasable Programmable Read-Only Memory (Electrically Erasable Programmable Read-Only Memory, EEPROM), flash memory, magnetic surface memory, optical disk, or CD-ROM and other memories; it can also include one or any combination of the above memories of various equipment.
  • ROM read-only memory
  • RAM Random Access Memory
  • EPROM erasable programmable read-only memory
  • EPROM erasable programmable Read-Only Memory
  • EEPROM Electrically Erasable Programmable Read-Only Memory
  • flash memory magnetic surface memory, optical disk, or CD-ROM and other memories; it can also include one or any combination of the above memories of various equipment.
  • executable instructions may take the form of programs, software, software modules, scripts, or code written in any form of programming language, including compiled or interpreted languages, or declarative or procedural languages, and its Can be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
  • executable instructions may, but do not necessarily correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, in a Hyper Text Markup Language (HTML) document in one or more scripts, in a single file dedicated to the program in question, or in multiple cooperating files (for example, files that store one or more modules, subroutines, or sections of code).
  • HTML Hyper Text Markup Language
  • executable instructions may be deployed to be executed on one computing device, or on multiple computing devices located at one site, or alternatively, on multiple computing devices distributed across multiple sites and interconnected by a communication network. to execute.

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Abstract

本申请提供了一种虚拟技能的控制方法、装置、设备、计算机可读存储介质及计算机程序产品;方法包括:呈现虚拟场景的区域地图,并呈现具有目标技能的至少一个虚拟对象,所述至少一个虚拟对象包括目标虚拟对象;其中,所述目标技能为,能够在所述区域地图中释放的技能;响应于所述目标虚拟对象针对所述区域地图中目标区域的目标技能释放指令,控制所述目标技能释放指令所指示的目标技能在所述目标区域内释放,并作用于处于所述目标区域中的对象。

Description

虚拟技能的控制方法、装置、设备、存储介质及程序产品
相关申请的交叉引用
本申请基于申请号为202110853143.7、申请日为2021年07月27日的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本申请作为参考。
技术领域
本申请涉及计算机技术及人机交互技术,尤其涉及一种虚拟技能的控制方法、装置、设备、计算机可读存储介质及计算机程序产品。
背景技术
在大多虚拟场景应用如游戏中,区域地图用于展示虚拟场景的局部区域或全局区域,玩家可通过区域地图查看各个虚拟对象在虚拟场景中的位置,或者从宏观上了解虚拟场景的互动结果,如区域地图中某区域建好一座城池等,使得区域地图的展示内容单一、无趣,导致用户对虚拟场景的粘度低,留存率低。
相关技术中,虽然可控制虚拟对象在虚拟场景中进行虚拟技能的释放,但因这些虚拟技能属于局内技能,只能在虚拟场景的虚拟战斗内生效,虚拟对象若想在除当前区域外的其它区域释放技能,需要先地图中确定技能释放的区域,然后控制虚拟对象在虚拟场景中移动至该区域,进而释放虚拟技能,人机交互次数较多,导致人机交互效率低,进而导致对局过程较长,使得硬件资源的利用率低。
发明内容
本申请实施例提供一种虚拟技能的控制方法、装置、设备、计算机可读存储介质及计算机程序产品,能够丰富区域地图的展示内容,提高人机交互效率及硬件资源利用率。
本申请实施例的技术方案是这样实现的:
本申请实施例提供一种虚拟技能的控制方法,包括:
呈现虚拟场景的区域地图,并呈现具有目标技能的至少一个虚拟对象,所述至少一个虚拟对象包括目标虚拟对象;
其中,所述目标技能为,能够在所述区域地图中释放的技能;
响应于所述目标虚拟对象针对所述区域地图中目标区域的目标技能释放指令,控制所述目标技能释放指令所指示的目标技能在所述目标区域内 释放,并作用于处于所述目标区域中的对象。
本申请实施例提供一种虚拟技能的控制装置,包括:
第一呈现模块,配置为呈现虚拟场景的区域地图,并呈现具有目标技能的至少一个虚拟对象,所述至少一个虚拟对象包括目标虚拟对象;
其中,所述目标技能为,能够在所述区域地图中释放的技能;
技能控制模块,配置为响应于所述目标虚拟对象针对所述区域地图中目标区域的目标技能释放指令,控制所述目标技能释放指令所指示的目标技能在所述目标区域内释放,并作用于处于所述目标区域中的目标对象。
本申请实施例提供一种电子设备,包括:
存储器,配置为存储可执行指令;
处理器,配置为执行所述存储器中存储的可执行指令时,实现本申请实施例提供的虚拟技能的控制方法。
本申请实施例提供一种计算机可读存储介质,存储有可执行指令,配置为引起处理器执行时,实现本申请实施例提供的虚拟技能的控制方法。
本申请实施例还提供一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令被处理器执行时,实现本申请实施例提供的虚拟技能的控制方法。
本申请实施例具有以下有益效果:
终端呈现虚拟场景的区域地图,并呈现具有目标技能的至少一个虚拟对象;响应于目标虚拟对象针对区域地图中目标区域的目标技能释放指令,控制目标技能释放指令所指示的目标技能在目标区域内释放,并作用于处于目标区域中的对象;如此,由于目标技能为能够在区域地图中释放的技能,故可控制目标技能在区域地图所包括的目标区域中进行释放,如此,使得虚拟对象能够依据区域地图中所显示的区域,在区域地图中选择性的精准的进行技能释放,丰富了技能释放方式,简化了技能释放过程,提高了人机交互效率及硬件资源利用率;由于目标技能为能够在区域地图中释放时,释放的技能能够作用于目标区域中的对象,即在目标虚拟对象使用虚拟技能与处于目标区域中的目标对象进行交互时,能够在区域地图中展示交互过程,同时,相较于仅在区域地图中仅展示虚拟对象的相对位置或瞬时呈现交互结果而言,大大丰富了区域地图的展示内容,提高了基于区域地图互动的趣味性,有利于提高用户针对虚拟场景的粘度和留存率。
附图说明
图1为本申请实施例提供的虚拟技能的控制系统100的架构示意图;
图2为本申请实施例提供的电子设备500的结构示意图;
图3为本申请实施例提供的虚拟技能的控制方法的流程示意图;
图4为本申请实施例提供的虚拟对象的配置界面示意图;
图5为本申请实施例提供的虚拟技能的配置界面示意图;
图6为本申请实施例提供的虚拟兵种示意图;
图7为本申请实施例提供的目标技能的显示示意图;
图8为本申请实施例提供的虚拟技能的控制方法的流程示意图;
图9为本申请实施例提供的虚拟技能的控制方法的实施界面示意图;
图10为本申请实施例提供的虚拟技能的控制装置的结构示意图。
具体实施方式
为了使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请作进一步地详细描述,所描述的实施例不应视为对本申请的限制,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其它实施例,都属于本申请保护的范围。
在以下的描述中,涉及到“一些实施例”,其描述了所有可能实施例的子集,但是可以理解,“一些实施例”可以是所有可能实施例的相同子集或不同子集,并且可以在不冲突的情况下相互结合。
在以下的描述中,所涉及的术语“第一\第二…”仅仅是区别类似的对象,不代表针对对象的特定排序,可以理解地,“第一\第二…”在允许的情况下可以互换特定的顺序或先后次序,以使这里描述的本申请实施例能够以除了在这里图示或描述的以外的顺序实施。
除非另有定义,本文所使用的所有的技术和科学术语与属于本申请的技术领域的技术人员通常理解的含义相同。本文中所使用的术语只是为了描述本申请实施例的目的,不是旨在限制本申请。
对本申请实施例进行进一步详细说明之前,对本申请实施例中涉及的名词和术语进行说明,本申请实施例中涉及的名词和术语适用于如下的解释。
1)客户端,终端中运行的用于提供各种服务的应用程序,例如视频播放客户端、游戏客户端等。
2)响应于,用于表示所执行的操作所依赖的条件或者状态,当满足所依赖的条件或状态时,所执行的一个或多个操作可以是实时的,也可以具有设定的延迟;在没有特别说明的情况下,所执行的多个操作不存在执行先后顺序的限制。
3)虚拟场景,是应用程序在终端上运行时显示(或提供)的虚拟场景,该虚拟场景可以是对真实世界的仿真环境,也可以是半仿真半虚构的虚拟环境,还可以是纯虚构的虚拟环境。虚拟场景可以是二维虚拟场景、2.5维虚拟场景或者三维虚拟场景中的任意一种,本申请实施例对虚拟场景的维度不加以限定。
例如,虚拟场景为一个三维虚拟空间时,该三维虚拟空间可以是一个 开放空间,该虚拟场景可以用于模拟现实中的真实环境,例如,该虚拟场景中可以包括天空、陆地、海洋等,该陆地可以包括沙漠、城市等环境元素。当然,在该虚拟场景中还可以包括虚拟物品,例如,建筑物、载具、虚拟场景中的虚拟对象用于武装自己或与其他虚拟对象进行虚拟战斗所需的虚拟兵器等道具,该虚拟场景还可以用于模拟不同天气下的真实环境,例如,晴天、雨天、雾天或黑夜等天气。用户可以控制虚拟对象在该虚拟场景中进行移动。
4)虚拟对象,虚拟场景中可以进行交互的各种人和物的形象,或在虚拟场景中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物、虚拟道具等,如在虚拟场景中显示的人物、动物、植物、道具、油桶、墙壁、石块等。该虚拟对象可以是该虚拟场景中的一个虚拟的用于代表用户的虚拟形象。虚拟场景中可以包括多个虚拟对象,每个虚拟对象在虚拟场景中具有自身的形状和体积,占据虚拟场景中的一部分空间。
例如,该虚拟对象可以是通过客户端上的操作进行控制的用户角色,也可以是通过训练设置在虚拟场景对战中的人工智能(AI,Artificial Intelligence),还可以是设置在虚拟场景互动中的非用户角色(NPC,Non-Player Character)。在一些实施例中,该虚拟对象可以是在虚拟场景中进行对抗式交互的虚拟人物。在一些实施例中,该虚拟场景中参与互动的虚拟对象的数量可以是预先设置的,也可以是根据加入互动的客户端的数量动态确定的。
5)区域地图,终端运行的虚拟场景的全局区域所对应的世界地图,或虚拟场景的部分区域所对应的局部地图,由多个区域或地块构成。相关技术中,在虚拟对象间互动时,各个玩家能够通过区域地图从宏观上了解虚拟对象间的相对位置、以及虚拟场景的互动结果,而无法通过区域地图查看具体的互动过程,如对于虚拟对象A攻占并最终占领区域1这一交互过程,在区域地图上仅展示区域1被占领的最终结果,而虚拟对象A占领区域1的具体过程无法在区域地图中展现,这是由于相关技术交互时所使用的虚拟技能或虚拟道具属于局内技能或局内道具,只能在战斗内部生效,无法在区域地图中释放,即只能在虚拟场景的场景画面中展示交互过程,故这些虚拟技能只对处于封闭战斗的双方产生影响,而区域地图在双方对战的过程中是无法显示交互画面的。
而本申请实施例提供一种能够在区域地图内使用或发挥效果的目标技能,将目标技能与区域地图进行绑定,从区域地图层面对目标技能进行操作控制,并可在区域地图展示目标技能的释放过程,如在区域地图上移动的虚拟对象队伍可以使用目标技能,并在区域地图上实时展示目标技能的释放画面。
参见图1,图1为本申请实施例提供的虚拟技能的控制系统100的架构 示意图,为实现支撑一个示例性应用,终端(示例性地,终端400-1和终端400-2),通过网络300连接服务器200,网络300可以是广域网或者局域网,又或者是二者的组合,使用无线或有线链路实现数据传输。
终端可以为智能手机、平板电脑、笔记本电脑等各种类型的用户终端,还可以为台式计算机、游戏机、电视机或者这些数据处理设备中任意两个或多个的组合;服务器200既可以为单独配置的支持各种业务的一个服务器,亦可以配置为一个服务器集群,还可以为云服务器等。
在实际应用中,终端安装和运行有支持虚拟场景的应用程序,该应用程序可以是卡牌类游戏或即时战略游戏(RTS,Real-Time Strategy Game)、二维(Two Dimension,2D)游戏应用、三维(Three Dimension,3D)游戏应用、虚拟现实应用程序、三维地图程序中的任意一种,该应用程序还可以是单机版的应用程序,比如单机版的3D游戏程序。
以电子游戏场景为示例性场景,用户可以提前在该终端上进行操作,该终端检测到用户的操作后,可以下载电子游戏的游戏配置文件,该游戏配置文件可以包括该电子游戏的应用程序、界面显示数据或虚拟场景数据等,以使得该用户(或玩家)在该终端上登录电子游戏时可以调用该游戏配置文件,对电子游戏界面进行渲染显示。用户可以在终端上进行触控操作,该终端检测到触控操作后,可发送对应触控操作的游戏数据的获取请求至服务器,服务器基于获取请求确定该触控操作所对应的游戏数据,并返回至终端,终端对该游戏数据进行渲染显示,该游戏数据可以包括虚拟场景数据、该虚拟场景中虚拟对象的行为数据等。
在实际应用中,终端呈现虚拟场景的区域地图,并呈现具有目标技能的至少一个虚拟对象,所述至少一个虚拟对象包括目标虚拟对象;其中,目标技能为,能够在区域地图中释放的技能;响应于目标虚拟对象针对区域地图中目标区域的目标技能释放指令,控制目标技能释放指令所指示的目标技能在目标区域内释放,并作用于处于目标区域中的对象。
在实际实施时,终端呈现虚拟场景的区域地图,并呈现具有目标技能的至少一个虚拟对象;其中,目标技能为能够在区域地图所包括的区域中释放的技能;响应于针对至少一个虚拟对象中目标虚拟对象(如模拟作战人员)的触发操作,呈现目标虚拟对象所具有的至少一种目标技能对应的技能控件;当基于呈现的技能控件中的目标技能控件,接收到目标技能释放指令时,控制目标技能控件对应的目标技能在目标区域内释放,并作用于处于目标区域中的对象(如模拟敌人或模拟建筑物等)。
参见图2,图2为本申请实施例提供的电子设备500的结构示意图,在实际应用中,电子设备500可以为图1中的终端400-1、终端400-2或服务器,以电子设备为图1所示的终端400-1或终端400-2为例,对实施本申请实施例的虚拟技能的控制方法的电子设备进行说明。图2所示的电子设备500包括:至少一个处理器510、存储器550、至少一个网络接口520和用 户接口530。电子设备500中的各个组件通过总线系统540耦合在一起。可理解,总线系统540用于实现这些组件之间的连接通信。总线系统540除包括数据总线之外,还包括电源总线、控制总线和状态信号总线。但是为了清楚说明起见,在图2中将各种总线都标为总线系统540。
处理器510可以是一种集成电路芯片,具有信号的处理能力,例如通用处理器、数字信号处理器(DSP,Digital Signal Processor),或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件等,其中,通用处理器可以是微处理器或者任何常规的处理器等。
用户接口530包括使得能够呈现媒体内容的一个或多个输出装置531,包括一个或多个扬声器和/或一个或多个视觉显示屏。用户接口530还包括一个或多个输入装置532,包括有助于用户输入的用户接口部件,比如键盘、鼠标、麦克风、触屏显示屏、摄像头、其他输入按钮和控件。
存储器550可以是可移除的,不可移除的或其组合。示例性的硬件设备包括固态存储器,硬盘驱动器,光盘驱动器等。存储器550,在一些实施例中,包括在物理位置上远离处理器510的一个或多个存储设备。
存储器550包括易失性存储器或非易失性存储器,也可包括易失性和非易失性存储器两者。非易失性存储器可以是只读存储器(ROM,Read Only Memory),易失性存储器可以是随机存取存储器(RAM,Random Access Memory)。本申请实施例描述的存储器550旨在包括任意适合类型的存储器。
在一些实施例中,本申请实施例提供的虚拟技能的控制装置可以采用软件方式实现,图2示出了存储在存储器550中的虚拟技能的控制装置555,其可以是程序和插件等形式的软件,包括以下软件模块:第一呈现模块5551和技能控制模块5553,这些模块是逻辑上的,因此根据所实现的功能可以进行任意的组合或进一步拆分,将在下文中说明各个模块的功能。
基于上述对本申请实施例的提供的虚拟技能的控制系统的说明,下面对本申请实施例的提供的虚拟技能的控制方法进行说明,在实际实施时,该方法可由图1所示的终端或服务器200单独实施,还可由图1所示的终端和服务器200协同实施。接下来将结合图1及图3,图3为本申请实施例提供的虚拟技能的控制方法的流程示意图,以图1所示的终端单独实施本申请实施例提供的虚拟技能的控制方法为例进行说明。
步骤101:终端呈现虚拟场景的区域地图,并呈现具有目标技能的至少一个虚拟对象,目标技能为能够在区域地图所包括的区域中释放的技能。
在实际应用中,终端上安装有支持虚拟场景的应用程序,当用户打开终端上的应用程序且终端运行该应用程序时,用户可在终端上进行触控操作,终端检测到用户的触控操作后,响应于该触控操作,获取虚拟场景的场景数据,基于虚拟场景的场景数据对虚拟场景的画面进行渲染,并在终 端上呈现渲染后的虚拟场景的画面,如在终端呈现虚拟场景的区域地图,并呈现存在的虚拟对象,其中,区域地图可为虚拟场景的全局区域对应的区域地图,也可为虚拟场景的部分区域对应的局部地图。
在区域地图中所呈现的虚拟对象为虚拟对象的标识、头像、模型图像等,而非虚拟对象实体或虚拟对象的对象模型。其中,模型图像用于表征从某个角度观察虚拟对象的对象模型时,该虚拟对象的外观形态,可以是对虚拟对象的对象模型进行拍摄得到的图像,也可以是基于该虚拟对象的对象模型的纹理图而生成的图像,如该模型图像可以为该虚拟对象的对象模型的正视图;通过显示虚拟对象的标识、头像或模型图像,而不显示整个对象模型,能够清晰、直观地表示出待参加战斗的虚拟对象是哪个,能够减少显示工作量,提高显示效率。
在一些实施例中,终端可通过如下方式呈现具有目标技能的至少一个虚拟对象:在区域地图的界面中,呈现当前登录账号对应的虚拟对象列表;在虚拟对象列表中,呈现当前登录账号所配置的多个虚拟对象,多个虚拟对象中包括至少一个具有目标技能的虚拟对象。
这里,在控制虚拟对象在区域地图中互动前或互动过程中,用户可在区域地图的界面中,查看当前登录账号对应的虚拟对象列表,在实际应用中,用户可操控多个虚拟对象在区域地图中进行互动。
在一些实施例中,终端可通过如下方式配置虚拟对象:在虚拟对象列表中,呈现对象配置功能项;响应于针对对象配置功能项的触发操作,呈现包括至少一个候选类别的类别选择界面;响应于针对至少一个候选类别中目标类别的选择操作,将目标类别对应的虚拟对象配置为当前登录账号的虚拟对象。
在实际应用中,在互动前,用户可在虚拟对象的装备界面中确定待参加互动的虚拟对象,不同类别的虚拟对象的互动能力是不同的,选择适合本次互动任务的虚拟对象更有利于达到提高互动效率。例如,当虚拟对象为战斗所需的士兵时,该虚拟对象可称为兵,虚拟对象的类别可称为虚拟兵种,也即虚拟兵的种类,该兵种可以是玩家或非玩家角色部队中所使用的作战单位种类,不同类别的虚拟兵所具备的战斗能力是不同的,玩家可选择目标类别的虚拟兵参与战斗。又如虚拟对象为战斗所需的英雄时,英雄在虚拟场景中用于表示玩家或非玩家角色的作战单元,不同类别的英雄所具备战斗能力也是不同的,玩家可选择目标类别的英雄参与战斗。
在实际应用中,类别选择界面中还可呈现带选择类别对应的虚拟对象的相关介绍信息,如虚拟对象的名称、虚拟对象的等级、虚拟对象所属类别、虚拟对象能够配置或装备的虚拟技能,其中,当虚拟对象未配置或装备虚拟技能时,在显示虚拟技能时可显示无;当已虚拟对象已配置或装备虚拟技能时,则显示已配置或装备的虚拟技能。
参见图4,图4为本申请实施例提供的虚拟对象的配置界面示意图,在 区域地图的界面中,呈现当前登录账号对应的虚拟对象列表;在虚拟对象列表中,呈现当前登录账号已配置的多个虚拟对象401,以及用于配置新的虚拟对象的对象配置功能项402;当用户触发(点击、滑动、拖动、按压等操作)对象配置功能项402时,终端响应于触发操作,呈现包括至少一个候选类别的类别选择界面;响应于针对至少一个候选类别中目标类别(候选类别3)403的选择操作,将目标类别对应的虚拟对象404配置为当前登录账号的虚拟对象。
需要说明的是,在选择所配置的虚拟对象时,还可呈现配置要求信息,提示在战斗中需要哪种类别的虚拟对象,用户可根据配置要求信息选择相应类别的虚拟对象进行配置。
在一些实施例中,终端可通过如下方式将目标技能配置至虚拟对象:呈现对应虚拟对象列表中各虚拟对象的技能配置功能项;响应于针对技能配置功能项的触发操作,确定相应虚拟对象所属的对象类别,并呈现与对象类别相对应的至少一个候选技能;响应于针对至少一个候选技能中目标技能的选择操作,将所选择的目标技能配置至相应的虚拟对象。
这里,在参加互动前,用户可在虚拟对象的装备界面中确定待参加战斗的虚拟对象,并为虚拟对象配置或装备不同的虚拟技能,以将虚拟技能的属性附加在虚拟对象身上,提高虚拟对象的互动能力。不同类别的虚拟对象配置不同的虚拟技能所能达到的属性增益效果可不同。例如,虚拟对象为作战所需的虚拟士兵,该虚拟对象的对象类别可包括近战类、远程类和虚拟骑兵类等,不同类别的虚拟对象所使用的虚拟技能可不同,采用相应虚拟技能能够造成的最大伤害值也不同,作战距离也不同。
参见图5,图5为本申请实施例提供的虚拟技能的配置界面示意图,在区域地图的界面中,呈现对应虚拟对象列表中各虚拟对象的技能配置功能项501;响应于针对技能配置功能项501的触发操作,呈现与对象类别相对应的候选技能1、候选技能2和候选技能3;当用户选择候选技能2(502)时,将所选择的候选技能2作为目标技能配置至相应的虚拟对象,即虚拟对象xx具备该候选技能2。
通过上述方式,根据虚拟对象的对象类别配置与对象类型相适配的候选技能作为目标技能,对虚拟技能(即候选技能)进行了划分,为虚拟技能赋予分类这一属性,与虚拟对象的对象类别相符的虚拟技能更适合该虚拟对象,能够使得配置的虚拟技能更加合理化,更加符合用户需求,为虚拟对象带来更好的增益效果,无需通过人工对比虚拟技能的属性是否与虚拟对象相符,提高了装备效率。
在一些实施例中,终端可通过如下方式将目标技能配置至虚拟对象:呈现对应虚拟对象列表中各虚拟对象的技能配置功能项;响应于针对技能配置功能项的触发操作,确定相应虚拟对象所属的虚拟时代,并呈现虚拟时代的至少一个候选技能;响应于针对至少一个候选技能中目标技能的选 择操作,将所选择的目标技能配置至相应的虚拟对象。
这里,在实际应用中,不同的虚拟时代下的虚拟对象的对象类别具有演化关系,根据虚拟对象的对象类别能否随着虚拟时代变化而演化,可以将对象类别分为两类,如第一类型和第二类型,其中,第一类型为通用类型,贯穿不同的虚拟时代,可随虚拟时代的变化而发生变化,第二类型为一个虚拟时代的专属类型。以虚拟对象为虚拟兵、对象类别为虚拟兵种为例,第一类型可为基础虚拟兵种,第二类型可为特色虚拟兵种,基础虚拟兵种随着虚拟时代变化而不断演化,如基础虚拟兵种在虚拟时代1为骑手,进化到虚拟时代2演化为虚拟骑兵,特殊虚拟兵种与虚拟时代相对应,在不同的虚拟时代,特殊虚拟兵种也是不同的。
由于在不同虚拟时代下,虚拟对象的对象类别是不同的,不同对象类别的虚拟对象所适配的虚拟技能也是不同的;相应的,在不同虚拟时代下,给虚拟对象所配置或装备的虚拟技能也应是不同的,选择与虚拟时代相应的候选技能中与虚拟对象的对象类别相适配的目标技能,并将选择的目标技能配置或配备给该虚拟对象,能够提高虚拟对象的互动能力。
在一些实施例中,终端可通过如下方式呈现具有目标技能的至少一个虚拟对象:在区域地图的界面中,呈现至少一个虚拟对象组,虚拟对象组包括至少一个虚拟对象;响应于针对至少一个虚拟对象组中目标虚拟对象组的触发操作,呈现目标虚拟对象组中具有目标技能的至少一个虚拟对象。
在一些实施例中,终端可通过如下方式构建虚拟对象组:在区域地图的界面中,呈现用于构建虚拟对象组的构建功能项;响应于针对构建功能项的触发操作,呈现多个供选择的具备不同虚拟技能的候选虚拟对象;响应于针对多个候选虚拟对象中目标数量的虚拟对象的选择操作,控制所选择的目标数量的虚拟对象处于选中状态;响应于针对处于选中状态的目标数量的虚拟对象的一键配置操作,构建包括目标数量的虚拟对象的虚拟对象组。
这里,在实际应用中,当前登录账号对应的用户可将多个虚拟对象组成虚拟对象组,虚拟对象组又称为上阵队伍,所谓上阵是指上虚拟战场打仗或比喻亲身参加某种活动,在此是指在虚拟场景中互动,如参加虚拟战斗或者完成某虚拟任务等。用户可控制多个虚拟对象组在虚拟场景中进行互动。
其中,不同的虚拟对象组可装备不同的虚拟对象、参加互动的虚拟对象配置或装备的虚拟技能可为多样组合方式,如一个虚拟对象可以有多项虚拟技能,虚拟技能间可以有部分相同,如虚拟对象A具有虚拟技能a和b,虚拟对象B具有虚拟技能a和c。通过多样组合的方式,能够使得虚拟对象组多方面属性均得到增益,以在互动中使用更加灵活多变的战术,提高互动过程中的可操作性和趣味性,能够有效提高用户粘度,高端玩家也能够在战互动中体现更多样的操作,丰富战斗内容。
在一些实施例中,当虚拟对象组中包括至少两个虚拟对象,且不同的虚拟对象具有不同的对象属性时,呈现用于交换对象属性的交换功能项;响应于针对交换功能项的触发操作,控制虚拟对象组中各虚拟对象处于候选状态;响应于针对处于候选状态的第一虚拟对象及第二虚拟对象的选择操作,控制第一虚拟对象与第二虚拟对象进行对象属性交换。
这里,对象属性是指虚拟对象所具有的如职务、装备或技能等属性,不同的虚拟对象可具备不同的对象属性,通过交换功能项可实现不同虚拟对象间对象属性的交换,如在构建虚拟对象组时,可对每个虚拟对象分配相应的职务,不同的虚拟对象可具备不同的职务,具备不同职务的虚拟对象在虚拟场景中互动时所发挥的作用是不同的,当在虚拟场景中互动的过程中,可结合实际情况对虚拟对象组中的虚拟对象的职务进行交换,以提高虚拟对象组的整体互动能力。
步骤102:响应于目标虚拟对象针对区域地图中目标区域的目标技能释放指令,控制目标技能释放指令所指示的目标技能在目标区域内释放,并作用于处于目标区域中的对象。
这里,对目标技能释放指令的触发进行说明。在实际应用中,终端呈现具有目标技能的至少一个虚拟对象之后,可通过如下方式触发目标技能释放指令:
针对至少一个虚拟对象中目标虚拟对象的触发操作,呈现目标虚拟对象所具有的至少一种目标技能对应的技能控件,技能控件与目标技能呈一一对应关系;
基于呈现的所述技能控件中的目标技能控件,接收到所述目标技能释放指令。
这里,目标虚拟对象为具备能够在区域地图中释放的目标技能,当至少一个虚拟对象存在于虚拟对象组时,当用户点击虚拟对象组时,可呈现虚拟对象组中目标虚拟对象所具有的至少一种目标技能对应的技能控件,技能控件可为目标技能对应的图标。
在一些实施例中,终端基于呈现的目标技能控件,接收到目标技能释放指令的过程可以包括:
终端响应于针对目标技能控件的触发操作,在区域地图中显示供选择的至少一个区域(如显示供选择的至少两个区域);响应于针对至少一个区域中目标区域的触发操作,接收到目标技能释放指令。如此,当用户触发目标技能控件时,可实现在区域地图中选择所期望释放目标技能的区域,进而进行精准的技能释放。
在一些实施例中,终端响应于目标技能释放指令,控制目标技能控件对应的目标技能在目标区域内释放,并在区域地图上展示技能释放画面,同时控制所释放的技能作用于处于目标区域的所有对象,并展示技能释放作用于所有对象的画面。
在一些实施例中,终端呈现目标虚拟对象所具有的至少一种目标技能对应的技能控件之后,还可响应于针对目标技能控件的触发操作,呈现目标技能控件的目标技能的详情页面;在详情页面中,呈现目标技能所对应的技能说明;其中,技能说明用于说明目标技能的以下信息至少之一:技能冷却时间、技能释放注意事项、技能消耗。
在一些实施例中,终端可通过如下方式接收到目标技能释放指令:在详情页面中,呈现目标技能控件所对应目标技能的使用功能项;响应于针对使用功能项的触发操作,呈现用于提示选择技能释放位置的提示信息;基于提示信息,响应于针对区域地图中目标区域的选择操作,接收到目标技能释放指令。
例如,当虚拟对象存储在虚拟对象组时,当用户点击虚拟对象组901时,终端响应于该点击操作,呈现虚拟对象组901中具有目标技能的目标虚拟对象902,并呈现目标虚拟对象902所具有的3个目标技能,如目标技能1、目标技能2、目标技能3,当用户选择点击目标技能2对应的技能控件时,终端呈现目标技能2对应的详情页面903,并在详情页面903呈现针对目标技能2技能说明和使用功能项904,当用户点击使用功能项904时,终端响应于点击操作,呈现提示信息905,当用户基于提示信息905在区域地图中选择目标区域906时,终端接收到目标技能2针对目标区域906的目标技能释放指令。
在一些实施例中,终端控制目标技能控件对应的目标技能在目标区域内释放之前,可通过如下方式接收到目标技能释放指令:响应于针对目标技能控件的触发操作,确定目标技能控件对应的目标技能的技能类型,并在区域地图中采用目标显示样式显示与技能类型相适配的至少一个区域;其中,目标显示样式,用于区别显示于区域地图中与技能类型不适配的其他区域;响应于针对至少一个区域中目标区域的选择操作,接收到目标技能释放指令。
这里,当用户选中要作用的目标区域时,即可触发针对该目标区域的目标技能释放指令。在实际应用中,由于区域地图由多个各式各样的区域组成,不同的区域对应的属性可不同,如区域A为陆地、区域B为海洋、区域C为沙漠等,或者处于区域D的目标为树木、处于区域E的目标为河流、处于区域F中的目标为虚拟士兵,等等。在控制配置有目标技能的虚拟对象在区域中执行交互操作时,不同技能类型的目标技能对地图中的区域的作用也是不同的,故在区域地图中选择作用区域时,可高亮显示与用户所选择目标技能控件对应的目标技能的技能类型相适配的至少一个区域,并灰度显示与用户所选择目标技能控件对应的目标技能的技能类型不适配的其他区域。
例如,假设目标技能控件对应的目标技能的技能类型为砍树类,可作用于树木,故在区域地图中高亮显示区域D,而目标技能无法作用的区域A、 区域B、区域C、区域E和区域F则灰度显示,如此,通过醒目的方式显示符合目标技能释放条件的区域,有利于提高用户的选择目标区域的选择速度,进而能够提高交互效率。
在一些实施例中,终端控制目标技能控件对应的目标技能在目标区域内释放之前,可通过如下方式接收到目标技能释放指令:在区域地图中呈现目标虚拟对象的对象模型;响应于针对目标技能控件的触发操作,在区域地图中显示可供选择的至少一个区域;响应于针对至少一个区域中目标区域的选择操作,控制目标虚拟对象的对象模型向目标区域移动;当目标虚拟对象的对象模型移动至目标区域时,呈现用于询问是否释放技能的提示信息;响应于针对提示信息的确定操作,接收到目标技能释放指令。
在实际应用中,每个虚拟对象在区域地图中可通过相应的对象模型来表征,该对象模型能够体现虚拟对象的外观形态,且能够通过控制对象模型运动来体现虚拟对象的运动,对象模型可为二维模型,三维模型,或2.5维模型,本申请实施例对此不作限定。在区域地图中显示虚拟对象时,终端可调用该虚拟对象对应的对象模型,对该对象模型进行显示。用户看到显示的对象模型即可获知参加互动的虚拟对象是哪个,显示方式直观、生动,用户能够预览到虚拟对象在区域地图中显示时的样子。
这里,当选择目标区域后,控制目标虚拟对象的对象模型移动至目标区域,呈现提示信息,询问是否释放技能,当确定释放技能时,即可触发相应的目标技能释放指令;否则,不触发目标技能释放指令。当然,在实际应用中,当目标虚拟对象的对象模型移动至目标区域时,还可不呈现提示信息,而当对象模型一旦移动至目标区域即可直接触发目标技能释放指令。
在一些实施例中,终端可通过如下方式控制目标技能控件对应的目标技能在目标区域内释放:在区域地图中呈现目标虚拟对象的对象模型;控制目标虚拟对象的对象模型移动至目标区域,并控制目标虚拟对象的对象模型在目标区域内,释放目标技能控件对应的目标技能。
这里,当选中需要作用的目标区域后,可控制虚拟对象的对象模型向目标区域移动,当对象模型移动至目标区域时,即可控制虚拟对象的对象模型在目标区域内释放所选择释放的目标技能,并作用于处于目标区域中的所有对象,并在区域地图中展示整个过程画面。
下面,将说明本申请实施例在一个实际的应用场景中的示例性应用。以虚拟场景为战略游戏、区域地图为虚拟场景的全局区域对应的世界地图为例,继续对本申请实施例提供的虚拟技能的控制方法进行说明。战略游戏为一种由资源采集、基地建造、科技发展、操作单位战斗组成且注重战略的游戏,玩家在游戏中可扮演虚拟领导角色如虚拟将军,并进行调兵遣将这种宏观操作。一个玩家可操控多个虚拟队伍(即上述的虚拟对象组) 进行虚拟出征、虚拟驻扎、虚拟战斗等游戏活动,队伍中的英雄或虚拟兵种(玩家所使用的作战单位种类,即上述的虚拟对象)配置有虚拟兵种技能(即上述的虚拟技能),玩家可控制具有虚拟兵种技能的虚拟兵种在游戏中作战。
然而,相关技术中的虚拟兵种技能只能在虚拟战斗内部生效,无法在世界地图中释放,故这些虚拟兵种技能只对处于封闭战斗的双方产生影响,使得世界地图在双方对战的过程中是保持静态的,无法通过世界地图查看对战过程,使得世界地图的展示内容单一;且队伍中的虚拟兵种在切换类别时,仅按职业类别转化或整队切换,种类较少且固定;单个兵种本身与兵种技能没有直接对应的拥有关系,较难体现出每个虚拟兵种独特的差异。
为此,本申请实施例提供一种虚拟技能的控制方法,提供一种能够在世界地图中释放的目标技能,将能够在世界地图中释放的目标技能配置给虚拟队伍中的虚拟兵种,玩家控制此类虚拟兵种使用目标技能与处于世界地图的目标区域中的目标对象进行交互时,能够在世界地图中展示交互过程,相较于仅在世界地图中瞬时呈现交互结果而言,大大丰富了世界地图的展示内容,提高了基于世界地图互动的趣味性。
参见图6,图6为本申请实施例提供的虚拟兵种示意图,打开虚拟兵种库,可查看游戏内的完整虚拟兵种列表,在虚拟兵种的栏位右上角显示目标技能的图标;如图(a)中的图标601和602所指示的目标技能为相应虚拟兵种所配置的能够在世界地图中释放的技能;图如图(b)中的图标603所指示的目标技能同样为相应虚拟兵种所配置的能够在世界地图中释放的技能,当用户点击相应虚拟兵种时,终端可展示虚拟兵种详情,供用户查看虚拟兵种和目标技能的详细说明。
参见图7,图7为本申请实施例提供的目标技能的显示示意图,在图(a)中,可在队伍列表中查看队伍成员、以及各成员具备的能够在世界地图中释放的目标技能;图(b)中,在队伍创建界面中可查看队伍成员,当点击某成员时,可展示相应成员具备的能够在世界地图中释放的目标技能。
接下来将结合图8对本申请实施例提供的虚拟技能的控制方法进行说明,其中,图8为本申请实施例提供的虚拟技能的控制方法的流程示意图,该方法包括:
步骤201:终端呈现虚拟场景的全局区域所对应的世界地图,并在世界地图的界面中呈现至少一个虚拟对象组,虚拟对象组包括至少一个虚拟对象。
其中,虚拟对象组即为队伍,虚拟对象组包括至少一个虚拟对象,即为队伍中包括至少一个成员,玩家可操控多个虚拟对象组从事游戏活动。
步骤202:响应于针对至少一个虚拟对象组中目标虚拟对象组的触发操作,呈现目标虚拟对象组中具有的至少一种目标技能对应的技能控件,技能控件与目标技能呈一一对应关系。
这里,在实际应用中,并非所有的虚拟对象组都具备在世界地图中释放的能力,只有配备有目标技能的虚拟对象所在的虚拟对象组才具有目标技能,具有目标技能的虚拟对象组才可以直接在世界地图中使用目标技能。
在实际实施时,可将每个虚拟对象与目标技能进行关联,如通过虚拟对象标识目标技能标识的关联配置,将目标技能与对应的虚拟对象相关联。
当用户点击所呈现的目标虚拟对象组时,若该目标虚拟对象组具有至少一个目标技能时,则展示与目标技能相对应的技能控件,其中,技能控件为相应目标技能的图标。
步骤203:响应于针对目标技能控件的触发操作,呈现目标技能控件对应的目标技能的详情页面。
步骤204:在详情页面中,呈现目标技能所对应的技能说明、以及目标技能控件所对应目标技能的使用功能项。
其中,技能说明用于说明目标技能的以下信息至少之一:技能冷却时间、技能释放注意事项、技能消耗。
步骤205:响应于针对使用功能项的触发操作,呈现用于提示选择技能释放位置的提示信息。
步骤206:基于提示信息,响应于针对世界地图中目标区域的选择操作,接收到目标技能控件针对目标区域的目标技能释放指令。
这里,在实际应用中,终端还可响应于针对目标技能控件的触发操作,确定目标技能控件对应的目标技能的技能类型,并在世界地图中采用目标显示样式显示与技能类型相适配的至少一个区域;响应于针对至少一个区域中目标区域的选择操作,接收到目标技能释放指令;其中,目标显示样式用于区别显示于世界地图中与技能类型不适配的其他区域,如高亮显示所选择的目标技能能够作用的区域。
步骤207:响应于目标技能释放指令,控制目标技能控件对应的目标技能在目标区域内释放,并作用于处于目标区域中的对象。
基于图8所示的方法,接下来参见图9,图9为本申请实施例提供的虚拟技能的控制方法的实施界面示意图,如图9所示,当用户点击虚拟对象组901时,终端响应于该点击操作,呈现虚拟对象组901中具有目标技能的目标虚拟对象902,并呈现目标虚拟对象902所具有的3个目标技能,如目标技能1、目标技能2、目标技能3,当用户选择点击目标技能2对应的技能控件时,终端呈现目标技能2对应的详情页面903,并在详情页面903呈现针对目标技能2技能说明和使用功能项904,当用户点击使用功能项904时,终端响应于点击操作,呈现提示信息905,当用户基于提示信息905在世界地图中选择目标区域906时,终端接收到目标技能2针对目标区域906的目标技能释放指令,并响应于该目标技能释放指令,控制目标技能2在目标区域906中释放,如假设目标技能2为投石器,则控制虚拟对象组901使用投石器向处于世界地图的目标区域中的目标投掷石块,并在世界地 图中展示整个过程。
在实施本申请实施例提供的上述方式时,服务器可对目标技能进行配置,包含但不限于技能名称、目标、特殊物件、持续时间、坐标、视觉效果、可见范围、各项数值等信息;终端可根据服务器获取到玩家的兵种库、各目标技能设定、玩家队伍配置等,按照系统规则在各队伍显示界面中显示可用的目标技能,玩家可以按照释放流程,在世界地图(即世界环境内)选择队伍并使用对应的目标技能。玩家在世界地图中使用目标技能时,会通过地图服务器将相应的操作数据同步给世界地图中的其他玩家,让其他玩家也能同步地观察到这个目标技能的作用与视觉效果。
通过上述方式,本申请实施例提供大量可在世界地图上使用的目标技能,这些目标技能与各个虚拟对象的设定相配合,大大强化了虚拟兵种单位在世界环境内的存在感和差异性;包括这些虚拟对象的队伍可在世界地图上直接使用这些目标技能,并将所产生的相应效果在世界地图层面同步展示,这极大强化了世界地图层面玩法的策略性;解决了同类战略游戏兵种系统差异化小,虚拟技能只在内部战场生效,而在世界环境内没有明显作用,缺乏世界环境层面的战略玩法的问题,填补了同类游戏兵种系统的空白。
下面继续说明本申请实施例提供的虚拟技能的控制装置555的实施为软件模块的示例性结构,在一些实施例中,参见图10,图10为本申请实施例提供的虚拟技能的控制装置的结构示意图,存储在图2中存储器550的虚拟技能的控制装置555中的软件模块可以包括:
第一呈现模块5551,配置为呈现虚拟场景的区域地图,并呈现具有目标技能的至少一个虚拟对象,所述至少一个虚拟对象包括目标虚拟对象;
其中,所述目标技能为,能够在所述区域地图中释放的技能;
技能控制模块5553,配置为响应于所述目标虚拟对象针对所述区域地图中目标区域的目标技能释放指令,控制所述目标技能释放指令所指示的目标技能在所述目标区域内释放,并作用于处于所述目标区域中的对象。
在一些实施例中,所述第一呈现模块,还配置为呈现当前登录账号的虚拟对象列表;
在所述虚拟对象列表中,呈现所述当前登录账号所配置的多个虚拟对象,所述多个虚拟对象中包括至少一个具有目标技能的虚拟对象。
在一些实施例中,所述装置还包括:
对象配置模块,配置为在所述虚拟对象列表中,呈现对象配置功能项;
响应于针对所述对象配置功能项的触发操作,呈现包括至少一个候选类别的类别选择界面;
响应于针对所述至少一个候选类别中目标类别的选择操作,将所述目标类别的虚拟对象配置为所述当前登录账号的虚拟对象。
在一些实施例中,所述装置还包括:
技能配置模块,配置为呈现所述虚拟对象列表中各虚拟对象的技能配置功能项;
响应于针对所述技能配置功能项的触发操作,确定相应虚拟对象所属的对象类别,并呈现与所述对象类别相对应的至少一个候选技能;
响应于针对所述至少一个候选技能中目标技能的选择操作,将所选择的目标技能配置至相应的所述虚拟对象。
在一些实施例中,所述技能配置模块,还配置为呈现所述虚拟对象列表中各虚拟对象的技能配置功能项;
响应于针对所述技能配置功能项的触发操作,确定相应虚拟对象所属的虚拟时代,并呈现所述虚拟时代的至少一个候选技能;
响应于针对所述至少一个候选技能中目标技能的选择操作,将所选择的目标技能配置至相应的所述虚拟对象。
在一些实施例中,所述第一呈现模块,还配置为呈现至少一个虚拟对象组,所述虚拟对象组包括至少一个虚拟对象;
响应于针对所述至少一个虚拟对象组中目标虚拟对象组的触发操作,呈现所述目标虚拟对象组中具有目标技能的至少一个虚拟对象。
在一些实施例中,所述装置还包括:
对象组构建模块,配置为呈现用于构建虚拟对象组的构建功能项;
响应于针对所述构建功能项的触发操作,呈现多个供选择的具备不同虚拟技能的候选虚拟对象;
响应于针对多个候选虚拟对象中目标数量的虚拟对象的选择操作,控制所选择的目标数量的虚拟对象处于选中状态;
响应于针对处于选中状态的目标数量的虚拟对象的一键配置操作,构建包括所述目标数量的虚拟对象的虚拟对象组。
在一些实施例中,所述装置还包括:
职务交换模块,配置为当所述虚拟对象组中包括至少两个虚拟对象,且不同的虚拟对象具有不同的对象属性时,呈现用于交换对象属性的交换功能项;
响应于针对所述交换功能项的触发操作,控制所述虚拟对象组中各虚拟对象处于候选状态;
响应于针对处于候选状态的第一虚拟对象及第二虚拟对象的选择操作,控制所述第一虚拟对象与第二虚拟对象进行对象属性交换。
在一些实施例中,所述装置还包括第二呈现模块5552;
所述呈现模块,配置为响应于针对所述目标虚拟对象的触发操作,呈现所述目标虚拟对象所具有的至少一种目标技能的技能控件,所述技能控件与所述目标技能呈一一对应关系;
所述技能控制模块5553,还配置为基于呈现的所述技能控件中的目标 技能控件,接收到所述目标技能释放指令。
在一些实施例中,所述技能控制模块5553,还配置为响应于针对所述目标技能控件的触发操作,在所述区域地图中显示供选择的至少一个区域;
响应于针对所述至少一个区域中目标区域的触发操作,接收到所述目标技能释放指令。
在一些实施例中,所述装置还包括:
第三呈现模块,配置为响应于针对目标技能控件的触发操作,呈现所述目标技能控件对应的目标技能的详情页面;
在所述详情页面中,呈现所述目标技能所的技能说明;
其中,所述技能说明,配置为说明所述目标技能的以下信息至少之一:技能冷却时间、技能释放注意事项、技能消耗。
在一些实施例中,所述技能控制模块5553,还配置为在所述详情页面中,呈现所述目标技能控件所对应目标技能的使用功能项;
响应于针对所述使用功能项的触发操作,呈现用于提示选择技能释放位置的提示信息;
基于所述提示信息,响应于针对所述区域地图中目标区域的选择操作,接收到所述目标技能释放指令。
在一些实施例中,所述技能控制模块5553,还配置为响应于针对所述目标技能控件的触发操作,确定所述目标技能控件对应的目标技能的技能类型,并在所述区域地图中采用目标显示样式显示与所述技能类型相适配的至少一个区域;
其中,所述目标显示样式,用于区别显示于所述区域地图中与所述技能类型不适配的其他区域;
响应于针对所述至少一个区域中目标区域的选择操作,接收到所述目标技能释放指令。
在一些实施例中,所述技能控制模块5553,还配置为在所述区域地图中呈现所述目标虚拟对象的对象模型;
响应于针对所述目标技能控件的触发操作,在所述区域地图中显示可供选择的至少一个区域;
响应于针对所述至少一个区域中目标区域的选择操作,控制所述目标虚拟对象的对象模型向所述目标区域移动;
当所述目标虚拟对象的对象模型移动至所述目标区域时,呈现用于询问是否释放技能的提示信息;
响应于针对所述提示信息的确定操作,接收到所述目标技能释放指令。
在一些实施例中,所述技能控制模块,还配置为在所述区域地图中呈现所述目标虚拟对象的对象模型;
控制所述目标虚拟对象的对象模型移动至所述目标区域,并控制所述目标虚拟对象的对象模型在所述目标区域内,释放所述目标技能控件对应 的目标技能。
本申请实施例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本申请实施例上述的虚拟技能的控制方法。
本申请实施例提供一种存储有可执行指令的计算机可读存储介质,其中存储有可执行指令,当可执行指令被处理器执行时,将引起处理器执行本申请实施例提供的虚拟技能的控制方法。
本申请实施例还提供了一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令被处理器执行时,实现本申请实施例提供的虚拟技能的控制方法。
在一些实施例中,计算机可读存储介质可以是只读存储器(Read-Only Memory,ROM)、随即存储器(Random Access Memory,RAM)、可擦写可编程只读存储器(Erasable Programmable Read-Only Memory,EPROM)、电可擦可编程只读存储器(Electrically Erasable Programmable Read-Only Memory,EEPROM)、闪存、磁表面存储器、光盘、或CD-ROM等存储器;也可以是包括上述存储器之一或任意组合的各种设备。
在一些实施例中,可执行指令可以采用程序、软件、软件模块、脚本或代码的形式,按任意形式的编程语言(包括编译或解释语言,或者声明性或过程性语言)来编写,并且其可按任意形式部署,包括被部署为独立的程序或者被部署为模块、组件、子例程或者适合在计算环境中使用的其它单元。
作为示例,可执行指令可以但不一定对应于文件系统中的文件,可以可被存储在保存其它程序或数据的文件的一部分,例如,存储在超文本标记语言(HTML,Hyper Text Markup Language)文档中的一个或多个脚本中,存储在专用于所讨论的程序的单个文件中,或者,存储在多个协同文件(例如,存储一个或多个模块、子程序或代码部分的文件)中。
作为示例,可执行指令可被部署为在一个计算设备上执行,或者在位于一个地点的多个计算设备上执行,又或者,在分布在多个地点且通过通信网络互连的多个计算设备上执行。
以上所述,仅为本申请的实施例而已,并非用于限定本申请的保护范围。凡在本申请的精神和范围之内所作的任何修改、等同替换和改进等,均包含在本申请的保护范围之内。

Claims (19)

  1. 一种虚拟技能的控制方法,所述方法由电子设备执行,包括:
    呈现虚拟场景的区域地图,并呈现具有目标技能的至少一个虚拟对象,所述至少一个虚拟对象包括目标虚拟对象;
    其中,所述目标技能为,能够在所述区域地图中释放的技能;
    响应于所述目标虚拟对象针对所述区域地图中目标区域的目标技能释放指令,控制所述目标技能释放指令所指示的目标技能在所述目标区域内释放,并作用于处于所述目标区域中的对象。
  2. 如权利要求1所述的方法,其中,所述呈现具有目标技能的至少一个虚拟对象,包括:
    呈现当前登录账号的虚拟对象列表;
    在所述虚拟对象列表中,呈现所述当前登录账号所配置的多个虚拟对象,所述多个虚拟对象中包括至少一个具有目标技能的虚拟对象。
  3. 如权利要求2所述的方法,其中,所述方法还包括:
    在所述虚拟对象列表中,呈现对象配置功能项;
    响应于针对所述对象配置功能项的触发操作,呈现包括至少一个候选类别的类别选择界面;
    响应于针对所述至少一个候选类别中目标类别的选择操作,将所述目标类别的虚拟对象配置为所述当前登录账号的虚拟对象。
  4. 如权利要求2所述的方法,其中,所述方法还包括:
    呈现所述虚拟对象列表中各虚拟对象的技能配置功能项;
    响应于针对所述技能配置功能项的触发操作,确定相应虚拟对象所属的对象类别,并呈现与所述对象类别相对应的至少一个候选技能;
    响应于针对所述至少一个候选技能中目标技能的选择操作,将所选择的目标技能配置至相应的所述虚拟对象。
  5. 如权利要求2所述的方法,其中,所述方法还包括:
    呈现所述虚拟对象列表中各虚拟对象的技能配置功能项;
    响应于针对所述技能配置功能项的触发操作,确定相应虚拟对象所属的虚拟时代,并呈现所述虚拟时代的至少一个候选技能;
    响应于针对所述至少一个候选技能中目标技能的选择操作,将所选择的目标技能配置至相应的所述虚拟对象。
  6. 如权利要求1所述的方法,其中,所述呈现具有目标技能的至少一个虚拟对象,包括:
    呈现至少一个虚拟对象组,所述虚拟对象组包括至少一个虚拟对象;
    响应于针对所述至少一个虚拟对象组中目标虚拟对象组的触发操作,呈现所述目标虚拟对象组中具有目标技能的至少一个虚拟对象。
  7. 如权利要求6所述的方法,其中,所述方法还包括:
    呈现用于构建虚拟对象组的构建功能项;
    响应于针对所述构建功能项的触发操作,呈现多个供选择的具备不同虚拟技能的候选虚拟对象;
    响应于针对多个候选虚拟对象中目标数量的虚拟对象的选择操作,控制所选择的目标数量的虚拟对象处于选中状态;
    响应于针对处于选中状态的目标数量的虚拟对象的一键配置操作,构建包括所述目标数量的虚拟对象的虚拟对象组。
  8. 如权利要求6所述的方法,其中,所述方法还包括:
    当所述虚拟对象组中包括至少两个虚拟对象,且不同的虚拟对象具有不同的对象属性时,呈现用于交换对象属性的交换功能项;
    响应于针对所述交换功能项的触发操作,控制所述虚拟对象组中各虚拟对象处于候选状态;
    响应于针对处于候选状态的第一虚拟对象及第二虚拟对象的选择操作,控制所述第一虚拟对象与第二虚拟对象进行对象属性交换。
  9. 如权利要求1所述的方法,其中,所述呈现具有目标技能的至少一个虚拟对象之后,所述方法还包括:
    响应于针对所述目标虚拟对象的触发操作,呈现所述目标虚拟对象所具有的至少一种目标技能的技能控件,所述技能控件与所述目标技能呈一一对应关系;
    基于呈现的所述技能控件中的目标技能控件,接收到所述目标技能释放指令。
  10. 如权利要求9所述的方法,其中,所述基于呈现的所述技能控件中的目标技能控件,接收到所述目标技能释放指令,包括:
    响应于针对所述目标技能控件的触发操作,在所述区域地图中显示供选择的至少一个区域;
    响应于针对所述至少一个区域中目标区域的触发操作,接收到所述目标技能释放指令。
  11. 如权利要求9所述的方法,其中,所述接收到所述目标技能释放指令之前,所述方法还包括:
    响应于针对所述目标技能控件的触发操作,呈现所述目标技能控件的目标技能的详情页面;
    在所述详情页面中,呈现所述目标技能所的技能说明;
    其中,所述技能说明,用于说明所述目标技能的以下信息至少之一:技能冷却时间、技能释放注意事项、技能消耗。
  12. 如权利要求11所述的方法,其中,所述接收到所述目标技能释放指令,包括:
    在所述详情页面中,呈现所述目标技能控件所对应目标技能的使用功 能项;
    响应于针对所述使用功能项的触发操作,呈现用于提示选择技能释放位置的提示信息;
    基于所述提示信息,响应于针对所述区域地图中目标区域的选择操作,接收到所述目标技能释放指令。
  13. 如权利要求9所述的方法,其中,所述基于呈现的所述技能控件中的目标技能控件,接收到所述目标技能释放指令,包括:
    响应于针对所述目标技能控件的触发操作,确定所述目标技能控件对应的目标技能的技能类型,并在所述区域地图中采用目标显示样式显示与所述技能类型相适配的至少一个区域;
    其中,所述目标显示样式,用于区别显示于所述区域地图中与所述技能类型不适配的其他区域;
    响应于针对所述至少一个区域中目标区域的选择操作,接收到所述目标技能释放指令。
  14. 如权利要求9所述的方法,其中,所述基于呈现的所述技能控件中的目标技能控件,接收到所述目标技能释放指令,包括:
    在所述区域地图中呈现所述目标虚拟对象的对象模型;
    响应于针对所述目标技能控件的触发操作,在所述区域地图中显示可供选择的至少一个区域;
    响应于针对所述至少一个区域中目标区域的选择操作,控制所述目标虚拟对象的对象模型向所述目标区域移动;
    当所述目标虚拟对象的对象模型移动至所述目标区域时,呈现用于询问是否释放技能的提示信息;
    响应于针对所述提示信息的确定操作,接收到所述目标技能释放指令。
  15. 如权利要求1所述的方法,其中,所述控制所述目标技能释放指令所指示的目标技能在所述目标区域内释放,包括:
    在所述区域地图中呈现所述目标虚拟对象的对象模型;
    控制所述目标虚拟对象的对象模型移动至所述目标区域,并控制所述目标虚拟对象的对象模型在所述目标区域内释放所述目标技能控件对应的目标技能。
  16. 一种虚拟技能的控制装置,所述装置包括:
    第一呈现模块,配置为呈现虚拟场景的区域地图,并呈现具有目标技能的至少一个虚拟对象,所述至少一个虚拟对象包括目标虚拟对象;
    其中,所述目标技能为,能够在所述区域地图中释放的技能;
    技能控制模块,配置为响应于所述目标虚拟对象针对所述区域地图中目标区域的目标技能释放指令,控制所述目标技能释放指令所指示的目标技能在所述目标区域内释放,并作用于处于所述目标区域中的对象。
  17. 一种电子设备,包括:
    存储器,配置为存储可执行指令;
    处理器,配置为执行所述存储器中存储的可执行指令时,实现权利要求1至15任一项所述的虚拟技能的控制方法。
  18. 一种计算机可读存储介质,存储有可执行指令,配置为被处理器执行时,实现权利要求1至15任一项所述的虚拟技能的控制方法。
  19. 一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令被处理器执行时,实现权利要求1至15任一项所述的虚拟技能的控制方法。
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