WO2023020122A1 - 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
WO2023020122A1
WO2023020122A1 PCT/CN2022/101493 CN2022101493W WO2023020122A1 WO 2023020122 A1 WO2023020122 A1 WO 2023020122A1 CN 2022101493 W CN2022101493 W CN 2022101493W WO 2023020122 A1 WO2023020122 A1 WO 2023020122A1
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WO
WIPO (PCT)
Prior art keywords
skill
control
release
virtual object
target virtual
Prior art date
Legal status (The legal status 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 status listed.)
Ceased
Application number
PCT/CN2022/101493
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English (en)
French (fr)
Inventor
陈孝峰
董帆
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Publication date
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Priority to JP2023551789A priority Critical patent/JP7667293B2/ja
Publication of WO2023020122A1 publication Critical patent/WO2023020122A1/zh
Priority to US18/204,868 priority patent/US12491438B2/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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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
    • A63F13/20Input 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
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling 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
    • A63F13/5375Controlling 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 graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling 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
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • 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
    • A63F13/837Shooting of targets
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features 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 input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features 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 input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Definitions

  • the present application relates to computer technology and human-computer interaction technology, and in particular to a virtual skill control method, device, electronic equipment, computer readable storage medium and computer program product.
  • Embodiments of the present application provide a method, device, device, and computer-readable storage medium for controlling virtual skills, which can improve the release efficiency of motor skills in a designated direction, 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 first direction is the direction indicated by the direction indicator after the attribute changes direction.
  • An embodiment of the present application provides a virtual skill control device, including:
  • the control presentation module is configured to present the skill control of the virtual scene, and the skill control corresponds to the motor skill of the target virtual object;
  • the control switching module is configured to switch from presenting the skill control to presenting a compound skill control including a direction indicator when a trigger operation for the skill control is received;
  • An attribute changing module configured to change the attribute of the direction indicator identified in the compound skill control in response to the first direction adjustment instruction triggered based on the compound skill control;
  • the first control module is configured to, in response to the first skill release instruction triggered based on the compound skill control, control the target virtual object to release the motor skill along a first direction, and the first direction is the result after the attribute is changed.
  • the direction indicated by the above direction indicator is configured to, in response to the first skill release instruction triggered based on the compound skill control, control the target virtual object to release the motor skill along a first direction, and the first direction is the result after the attribute is changed.
  • the direction indicated by the above direction indicator is configured to, in response to the first skill release instruction triggered based on the compound skill control, control the target virtual object to release the motor skill along a first direction, and the first direction is the result after the attribute is changed.
  • 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.
  • the embodiment of the present application provides a computer-readable storage medium, which stores executable instructions, and is used to cause a processor to implement the method for controlling virtual skills provided in the embodiment of the present application.
  • 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 presented skill control is switched to a compound skill control, and in response to the first direction adjustment command triggered based on the compound skill control, the attribute of the direction indication flag in the compound skill control is changed, that is, for The first direction adjustment instruction triggered by the user to indicate direction adjustment is responded to by the change of the attribute in the compound skill control indicated by the direction indicator, that is, the adjustment of the direction is indicated by the change of the attribute, when the first skill release command is triggered based on the compound skill control , to control the target virtual object to release the movement skills along the first direction, that is, to release the movement skills along the adjusted direction; in this way, through a compound skill control, the adjustment of the movement direction of the target virtual object and the release of the movement skills in the specified direction can be realized , easy to operate, improves the release efficiency of motor skills in the designated direction, the efficiency of human-computer interaction and the utilization of hardware resources, and at the same time, improves the adaptability in the fast-paced virtual scene and the user's operating
  • 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 the movement of the target virtual object provided by the embodiment of the present application.
  • Figure 5 is a schematic diagram of the skill release mode provided by the embodiment of the present application.
  • FIG. 6 is a schematic diagram of the movement of the target virtual object provided by the embodiment of the present application.
  • FIG. 7 is a schematic diagram of the movement of the target virtual object 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 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 can also be included in the virtual scene, for example, buildings, vehicles, virtual objects in the virtual scene are used to arm themselves or props such as weapons required for fighting with other virtual objects, and the virtual scene can also be It is used to simulate the real environment under different weathers, such as sunny, rainy, foggy or dark weather. The user can control the virtual object to move in the virtual scene.
  • Virtual objects also known as virtual characters, refer to the images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene.
  • the movable object may be a virtual character, a virtual animal, an animation character, etc., such as: a character, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a 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.
  • 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 user can control the virtual object to fall freely in the sky of the virtual scene, glide or open the parachute to fall, etc., run, jump, crawl, bend forward, etc. on the land, and can also control The virtual object swims, floats or dives in the ocean.
  • the user can also control the virtual object to move in the virtual scene on a virtual vehicle.
  • the virtual vehicle can be a virtual car, a virtual aircraft, a virtual yacht, etc.
  • the above-mentioned scenario is used as an example for illustration, and this embodiment of the present application does not specifically limit it.
  • Users can also control virtual objects to interact with other virtual objects through virtual props.
  • the virtual props can be throwing virtual props such as grenades, cluster mines, and sticky grenades, or shooting virtual props such as machine guns, pistols, and rifles.
  • this application does not specifically limit the type of control of virtual skills.
  • Virtual skills various special functions that can assist the target virtual object to interact with other virtual objects in the virtual scene
  • motor skills are a kind of virtual skills, and can assist the target virtual object to perform tasks such as walking, running, and jumping in the virtual scene , sliding and other skills that can produce positional movement.
  • Scene data representing various characteristics of the objects in the virtual scene during the interaction process, for example, may include the position of the objects in the virtual scene.
  • different types of features may be included according to the type of virtual scene; for example, in the virtual scene of a game, the scene data may include the waiting time for various functions configured in the virtual scene (depending on the ability to use the same function within a certain period of time).
  • the number of functions can also represent the attribute values of various states of the game character, for example, including life value (energy value, also known as red value) and mana value (also known as blue value) and so on.
  • 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 applications that support virtual scenes
  • applications can be first-person shooting games (FPS, First-Person Shooting game), third-person shooting games, multiplayer online tactical arena games (MOBA, Any one of Multiplayer Online Battle Arena games), two-dimensional (Two Dimension, 2D) game applications, three-dimensional (Three Dimension, 3D) game applications, virtual reality applications, three-dimensional map programs, or multiplayer shootout survival games
  • the application program may also be a stand-alone version of the application program, such as a stand-alone version of a 3D game program.
  • the virtual scene involved in the embodiment of the present application can be used to simulate a three-dimensional virtual space
  • 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 may include environmental elements such as deserts and cities.
  • virtual items may also be included in the virtual scene, for example, buildings, tables, vehicles, and props such as weapons needed by virtual objects in the virtual scene to arm themselves or fight with other virtual objects.
  • the virtual scene can also be used to simulate a real environment under different weathers, for example, weather such as sunny days, rainy days, foggy days or dark nights.
  • the virtual object may be a virtual avatar representing the user in the virtual scene, and the avatar may be in any form, for example, a simulated character, a simulated animal, etc., which is not limited in this application.
  • the user can use the terminal to control virtual objects to perform activities in the virtual scene, such activities include but not limited to: adjusting body posture, crawling, running, riding, jumping, driving, picking up, shooting, attacking, throwing, At least one of the cut stamps.
  • 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 the skill control corresponding to the motor skill possessed by the target virtual object in the interface of the virtual scene; when receiving a trigger operation for the skill control, the terminal switches the presentation of the skill control to present a composite Skill control; wherein, the composite skill control is used to control the motor skills of the target virtual object; in response to the first direction adjustment instruction triggered based on the composite skill control, change the attribute of the direction indicator identified in the composite skill control; respond Based on the first skill release command triggered by the compound skill control, the target virtual object is controlled to move in the direction indicated by the direction indicator after the attribute change.
  • 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 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.
  • Software including the following software modules: control presentation module 5551, control switching module 5552, attribute change module 5553 and first control module 5554, these modules are logical, so any combination or further splitting can be performed according to the realized functions , the functions of each module will be explained below.
  • FIG. 3 is a schematic flowchart of a virtual skill control method provided by an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 3 .
  • Step 101 The terminal presents the skill control of the virtual scene, and the skill control corresponds to the motor skill of the target virtual object.
  • a client that supports virtual scenes is installed on the terminal.
  • the terminal presents an interface of the virtual scene observed from the perspective of the target virtual object.
  • the virtual object is a virtual object in the virtual scene corresponding to the current login account.
  • the user can control the target virtual object to interact with other virtual objects based on the interface of the virtual scene, such as controlling the target virtual object to hold a virtual shooting prop to shoot other virtual objects, and also control the target virtual object to use virtual skills, such as Control the target virtual object to use the virtual skill of motor skills to move to the target position according to the specified position, so as to assist the target virtual object to interact with other virtual objects in the virtual scene.
  • the skill control of the virtual skill possessed by the target virtual object presented in the interface of the virtual scene may be an icon, a button, etc. corresponding to the motor skill.
  • Step 102 When a trigger operation for the skill control is received, switch from presenting the skill control to presenting a composite skill control including a direction indicator.
  • the terminal switches the presented skill control to a composite skill control in response to the trigger operation, wherein the composite skill control is used to move the target virtual object Skills are controlled, such as controlling the movement direction corresponding to the virtual target, and controlling the release direction of the movement skills.
  • Step 103 In response to the first direction adjustment instruction triggered based on the compound skill control, change the direction indication attribute identified in the compound skill control.
  • the composite skill control contains a direction indicator.
  • the properties of the direction indicator in the composite skill control will also change accordingly.
  • the direction indicator in the composite skill The position, angle, etc. in the control change accordingly.
  • the first direction adjustment command is used to indicate the adjustment of the release direction of the motor skill.
  • the attribute of the direction indication mark in the composite skill control can indicate the release direction of the motor skill, and respond to the first direction by changing the attribute of the direction indication mark.
  • Adjustment instruction that is, the adjustment of indicating the direction by changing the attribute; taking the attribute as the position of the direction indication mark in the compound skill control as an example, before triggering the first direction adjustment command, the position of the direction indication mark in the compound skill control is the first position, the first position corresponds to the first release direction of the motor skill, and in response to the first direction adjustment command triggered based on the compound skill control, the position of the direction indicator marked in the compound skill control is changed from the first position to the second position, the second The second position corresponds to the second release direction of the motor skill, thus indicating that the release direction of the motor skill changes.
  • the terminal may receive the first direction adjustment instruction in the following manner: present direction indication information for indicating the release direction corresponding to the motor skill;
  • present direction indication information for indicating the release direction corresponding to the motor skill;
  • a first direction adjustment instruction is received in response to a trigger operation on the direction indication mark in the compound skill control.
  • the direction indication information is used to indicate the release direction of the motor skill, that is, to indicate which direction the target virtual object is most beneficial to. Based on the release direction indicated by the direction indication information, when the current movement direction of the target virtual object is inconsistent with the release direction, pass Swipe or drag the direction indicator in the composite skill control to trigger the corresponding first direction adjustment command, so as to control the release of the motor skill in the direction indicated by the first direction adjustment command, that is, to control the target virtual object to adjust towards the first direction Movement in the direction indicated by the instruction, in this way, the target virtual object can be quickly controlled to move in the optimal direction, and the release efficiency of motor skills is improved.
  • Step 104 In response to the first skill release command triggered based on the compound skill control, control the target virtual object to release the motor skill along the first direction, the first direction being the direction indicated by the direction indicator after the property is changed.
  • the user can trigger the first skill release command through the compound skill control, and the terminal controls the target virtual object to release the motor skill along the first direction in response to the first skill release command, and the motor skill makes the target virtual object move, that is, Displacement occurs in the virtual scene, that is, the terminal controls the target virtual object to move in the direction indicated by the direction indicator after the attribute change in response to the first skill release instruction.
  • FIG. 4 is a schematic diagram of the motion of the target virtual object provided by the embodiment of the present application.
  • the terminal switches the presented skill control 401 to present the composite skill control 402 in response to the trigger operation.
  • the terminal receives the first direction adjustment instruction, wherein the direction indicated by the first direction adjustment instruction is the direction indicated by the direction indication mark 403 after the attribute change.
  • the terminal receives the first skill release instruction, and in response to the first skill control instruction, controls to adjust the instruction along the first direction.
  • the indicated direction releases the motor skill, that is, the target virtual object 404 is controlled to move in the direction indicated by the first direction adjustment instruction.
  • the displayed skill control is switched to a composite skill control, and the adjustment of the movement direction of the target virtual object and the movement of the motor skill in the specified direction can be realized through a composite skill control. Release, easy to operate, improves the release efficiency of motor skills in the designated direction, and then improves the adaptability of motor skills in fast-paced virtual scenes.
  • the triggering mode of the first skill release instruction can also be set in the following manner: presenting the corresponding The skill release mode setting interface of the compound skill control; in the skill release mode setting interface, the first release mode and the second release mode are presented; when the selection operation for the first release mode is received, the skill release mode of the compound skill control is controlled It is the first release method to trigger the first skill release command by releasing the drag operation for the composite skill control; when receiving the selection operation for the second release method, the skill release method for controlling the compound skill control is the second release way, to trigger the first skill release command by dragging the compound skill control to the target distance.
  • the skill release mode of the motor skill can be set, for example, the terminal responds to the click operation on the compound skill control, presenting the skill release mode setting interface corresponding to the compound skill control; or the terminal presents an interface for instructing the user
  • the prompt information for skill release mode setting when the user clicks on the prompt information, the terminal responds to the click operation on the prompt information, presents the skill release mode setting interface corresponding to the composite skill control, and presents multiple available skill release mode setting interfaces in the skill release mode setting interface.
  • FIG. 5 is a schematic diagram of the skill release mode provided by the embodiment of the present application.
  • alternative skill release modes are presented, such as the first release mode 502 and the second release mode 503.
  • the skill release mode for controlling the compound skill control is the first release mode, that is, the subsequent user drags the compound skill control (the essence of dragging is a direction indication mark) to move towards the target virtual object.
  • the first skill release command can be triggered by releasing the drag operation on the composite skill control (essentially a direction indicator); when the user selects the second release mode 503, the skill release mode of the composite skill control can be controlled
  • the second release method that is, in the process of adjusting the movement direction of the target virtual object by dragging the compound skill control (the essence of dragging is the direction indication mark), the user can drag the compound skill control (essentially the direction indication mark) mark) to the target distance, and trigger the first skill release command.
  • the terminal may receive the first direction adjustment instruction in the following manner: in response to a drag operation on the direction indicator in the compound skill control, The first direction adjustment command triggered based on the drag operation is received; correspondingly, before the terminal controls the target virtual object to release the motor skill in the first direction, the first skill release command can be received in the following way: when the compound skill control corresponds to the release When the mode is the first release mode, when the drag operation is released, the first skill release command is received; when the release mode corresponding to the composite skill control is the second skill release mode, when the drag distance corresponding to the drag operation reaches When the target is far away, the first skill release command is received.
  • the first direction adjustment command may be triggered, dragging the direction indicator in the composite skill control, resulting in a change in the attribute of the direction indicator in the composite skill control, It can represent the change of the release direction (i.e. the movement direction) of the motor skill indicated by the first direction adjustment instruction, wherein the direction indicated by the first direction adjustment instruction is the release direction of the motor skill, and the release direction of the motor skill is the skill The movement direction of the target dummy when released.
  • the terminal will receive the first skill release instruction; if the user has selected the second skill release method As the release method of the compound skill control, when the user drags the direction indicator to the target distance, that is, when the dragging distance of the direction indicator reaches the target distance, the terminal will receive the first skill release instruction.
  • the terminal can control the target virtual object to release the motor skill in the first direction in the following manner: obtain the mapping relationship between the attribute identified in the composite skill control and the release direction of the motor skill by acquiring the direction indication; The attribute and mapping relationship of the direction indication mark in the composite skill control determine that the direction indicated by the first direction adjustment instruction is the first direction; control the target virtual object to release the motor skill along the first direction, for example, control the target virtual object to move along the first direction Movement in one direction.
  • the direction indicated by the direction indicator after the attribute is changed is the direction indicated by the first direction adjustment instruction, as shown in Before dragging or sliding the direction indicator, the center of the direction indicator coincides with the center of the skill control.
  • the triggered direction adjustment command indicates the target virtual object Movement along a 45-degree direction, so the user can drag or slide the direction indicator to change the attribute of the direction indicator in the compound skill control, adjust the movement direction of the target virtual object, and control the target virtual object to move towards the adjusted direction.
  • the direction of movement is carried out.
  • the terminal can control the target virtual object to move in the direction indicated by the direction indicator after the attribute is changed by determining the level of the target virtual object and the target distance corresponding to the level, and the target distance is: The movement distance of the target virtual object when the movement skill is released; taking the current position of the target virtual object as the starting point and determining the target position at the target distance from the starting point along the first direction; controlling the target virtual object to move to the target position along the first direction.
  • the first direction is the movement direction of the target virtual object indicated by the first direction adjustment instruction, that is, the release direction of the motor skill.
  • the level of the target virtual object is different when the motor skill is released, the distance that the target virtual object can be controlled to move under the action of the released skill is also different.
  • the level of the target virtual object The higher it is, the farther away you can control the target virtual object.
  • the level of the target virtual object it is determined that under the action of the released motor skills, the distance from the target virtual object starting from the current position along the release direction of the motor skills is the target position at the target distance, and control The target virtual object moves to the target position along the release direction of the motor skill.
  • the terminal can control the target virtual object to move to the target position along the direction indicated by the direction indication mark after the attribute change in the following manner: perform obstacle detection on the target position, and obtain the detection result; when the detection result indicates that the target position is When there is no obstacle, control the target virtual object to move to the target position along the first direction; correspondingly, when the detection result indicates that there is an obstacle at the target position, control the target virtual object to move to other positions along the first direction; Wherein, there is no obstacle at other positions, and the distance between the other positions and the target position is less than a distance threshold.
  • obstacle detection can be performed on whether there is an obstacle at the target position.
  • an obstacle is detected at the target position, it means that the target position is unreachable.
  • the target virtual object can be emitted from the current position consistent with the orientation of the target virtual object.
  • a detection ray, or a detection ray that is consistent with the orientation of the virtual prop is emitted from the position of the virtual prop, and based on the detection ray, it is determined whether there is an obstacle at the target position.
  • a detection ray that is consistent with the orientation of the virtual prop is emitted from the position of the virtual prop, and whether there is an obstacle at the target position is determined through the detection ray.
  • the detection ray is bound to
  • obstacles such as walls, oil drums and other objects that hinder the movement of the target virtual object
  • the target virtual object When it is determined that there is an obstacle at the target position, the target virtual object is controlled to move nearby to other positions without obstacles to meet the user's initial needs as much as possible; when it is determined that there is no obstacle at the target position, the target virtual object is controlled The object moves to the target position along the direction indicated by the direction indicator after the attribute change.
  • the terminal automatically adjusts the The movement route of the target virtual object to avoid obstacles; when the target virtual object moves to the blocking area where there is an obstacle, and the target virtual object can pass through the blocking area, control the target virtual object to maintain the current direction of movement.
  • the target virtual object can be emitted from the current position consistent with the orientation of the target virtual object.
  • Detect rays or launch a detection ray from the position of the virtual prop that is consistent with the direction of the virtual prop, and determine whether there is an obstacle in front of the target virtual object based on the detection ray.
  • the specific detection method is the same as the detection of whether there is an obstacle at the target position above. The method is similar and will not be repeated here.
  • the terminal can also release motor skills to control the movement of the target virtual object in the following manner: presenting a movement control for controlling the movement direction of the target virtual object; when receiving a second direction triggered based on the movement control When adjusting the instruction, it is determined that the direction indicated by the second direction adjustment instruction is the second direction; in response to the second skill release instruction triggered based on the skill control, the target virtual object is controlled to release the motor skill along the second direction.
  • the movement control is used to control the movement direction of the target virtual object, and when the user first triggers the movement control to adjust the release direction of the movement skill, the skill control is used to release the corresponding movement skill.
  • the terminal when the user triggers (such as dragging, sliding, etc.) the mobile control, the terminal receives a corresponding second direction adjustment instruction, where the direction indicated by the second adjustment instruction is the dragging direction for the mobile control or sliding direction; when the user triggers the skill control, the terminal receives a second skill release instruction for the motor skill, and in response to the second skill release instruction, controls the motor skill to be released in the direction indicated by the second adjustment instruction, that is The target virtual object is controlled to move along the direction indicated by the second adjustment instruction.
  • FIG. 6 is a schematic diagram of the movement of the target virtual object provided by the embodiment of the present application.
  • a skill control 601 and a movement control 602 are presented in the interface of the virtual scene.
  • the terminal receives the second direction Adjust the instruction, and determine the dragging direction or sliding direction for the mobile control as the direction indicated by the second direction adjustment instruction; then, the user triggers the skill control, and the terminal receives the corresponding second skill release instruction, and controls the target virtual object 603 to move in the direction indicated by the second direction adjustment instruction.
  • the skill control 602 is used to evoke the composite skill control, and the adjustment of the movement direction of the target virtual object can be realized through a composite skill control (that is, the movement direction of the target virtual object can be adjusted). Adjustment of release direction) and control of release timing of motor skills (see step 101-step 104), this method is referred to as method 1;
  • the adjustment of the movement direction of the target virtual object (that is, the adjustment of the release direction of the motor skill) is realized through the skill control 601 to control the timing of the release of the motor skill.
  • This method is referred to as method 2; Either of the completely different implementations can achieve the goal of controlling the target virtual object to move in the direction indicated by the direction adjustment instruction. In this way, the realization of the release of motor skills along the specified direction is enriched, and the user can choose any according to the operating habits and actual conditions. The first way satisfies the user's demand for the selectivity of the implementation mode.
  • the terminal may also receive a third direction adjustment instruction triggered based on the compound skill control; in response to the third skill triggered based on the compound skill control release instruction, when the third direction indicated by the third direction adjustment instruction is inconsistent with the second direction, control the target virtual object to change the release direction of the motor skill from the second direction to the third direction, that is, control the target virtual object along the Movement in the third direction (i.e. release of motor skills).
  • the terminal when the terminal receives the third direction adjustment instruction and the third skill release instruction triggered by the method 1, the terminal will send the third direction adjustment instruction Compared with the second direction indicated by the second direction adjustment instruction, when the two are inconsistent, the target virtual object can be controlled to adjust the third direction instruction triggered by the first method because the implementation process of the first method is simpler and faster. Movement in the indicated third direction.
  • Fig. 7 is a schematic diagram of the movement of the target virtual object provided by the embodiment of the present application.
  • the direction 1 indicated by the third direction adjustment command triggered by the compound skill control in mode 1 is the same as the direction 1 triggered by the movement control in mode 2
  • the control target virtual object moves in accordance with the direction 1 .
  • the terminal can also release motor skills to control the movement of the target virtual object in the following manner: determine the orientation of the target virtual object in the virtual scene; The object releases motor skills (that is, moves) along its own direction.
  • the terminal receives the corresponding skill release command, and in response to the skill control command, controls the target virtual object to move along its own direction. Perform movement; in this way, the need for quick release of motor skills without adjusting the direction of movement is met.
  • the terminal receives a fourth direction adjustment instruction triggered based on the movement control; when the first direction and the fourth direction indicated by the fourth direction adjustment instruction When inconsistent, the control target virtual object keeps moving along the first direction.
  • the terminal compares the first direction with the fourth
  • the target virtual object can be controlled to keep moving in the first direction triggered by the first method because the implementation process of the first method is simpler and faster.
  • the operation method adopted by the related technology when releasing the sports skill is relatively simple. For example, first click the skill button corresponding to the sports skill to control the character to move a certain distance along its own direction, and change the direction of the character’s movement by controlling the movement of the camera. This method needs to pass Only the cooperation of skill buttons and lens buttons can release sports skills in a specified direction. The operation is cumbersome and inefficient, and cannot adapt to the fast-paced virtual scene.
  • the embodiments of the present application provide a virtual skill control method, device, device, and computer-readable storage medium.
  • the compound skill control can be aroused, and the movement direction of the target virtual object can be controlled through a compound skill control.
  • the adjustment and the release of motor skills in the designated direction are easy to operate, and the efficiency of the release of motor skills in the designated direction is improved.
  • FIG. 8 is a schematic flowchart of a virtual skill control method provided by an embodiment of the present application. The method includes:
  • Step 201 The terminal presents skill controls and movement controls corresponding to the motor skills possessed by the target virtual object in the interface of the virtual scene.
  • the moving control (or moving joystick) is used to control the moving direction of the target virtual object.
  • the skill control or skill button
  • the skill control is used to release the corresponding motor skill;
  • the skill control is used to evoke the compound skill control (or skill roulette, which belongs to a kind of rocker), and the compound skill control is used to control the motor skill Adjust the release direction of the skill, and control the release timing of the movement skill.
  • Step 202 Determine whether a trigger operation for the skill control is received.
  • step 203 is performed; otherwise, step 207 is performed.
  • Step 203 Switch the presentation of skill controls to presentation of composite skill controls.
  • Step 204 In response to the drag operation on the compound skill control, a first direction adjustment instruction is received.
  • the compound skill control is essentially a rocker, which contains a direction indicator that can be dragged.
  • the position and angle of the direction indicator in the compound skill control With the change, the direction indicated by the first direction adjustment command is the direction of the changed direction indicator relative to the compound skill control, such as before dragging the direction indicator in the compound skill control, the center of the direction indicator is in line with the skill The centers of the controls coincide, and when the direction indicator is dragged from the center along a 45-degree direction, the first direction adjustment instruction triggered will instruct the target virtual object to move along a 45-degree direction.
  • Step 205 When the drag operation on the compound skill control is released, a first skill release instruction is received.
  • the first skill release instruction for the motor skill is triggered.
  • other implementation methods of triggering the first skill release command can also be set, such as when the dragging direction indicator reaches the edge of the composite skill control, or the dragging distance of the dragging direction indicator reaches the target distance, there is no need to release the Dragging the direction indicator can trigger the corresponding first skill release command.
  • These several implementation methods can be set in the interface of the virtual scene for the user to choose.
  • Step 206 In response to the first skill release instruction, control the target virtual object to move in the direction indicated by the first direction adjustment instruction.
  • the terminal when the terminal receives the first skill release instruction for the motor skill, it can control the release of the motor skill in the direction indicated by the first direction adjustment instruction, that is, control the target virtual object to move along the direction indicated by the first direction adjustment instruction. sports.
  • Step 207 Determine whether a trigger operation for the mobile control is received.
  • step 208 is performed; otherwise, step 211 is performed.
  • Step 208 Responding to a trigger operation on the mobile control, receiving a second direction adjustment instruction.
  • the terminal receives a corresponding second direction adjustment instruction, where the direction indicated by the second adjustment instruction is the dragging direction for the mobile control or swipe direction.
  • Step 209 Responding to a trigger operation on the skill control, receiving a second skill release instruction.
  • Step 210 In response to the second skill release instruction, control the target virtual object to move in the direction indicated by the second direction adjustment instruction.
  • the terminal receives the second skill release command for the motor skill, and in response to the second skill release command, controls the motor skill to be released in the direction indicated by the second adjustment command, that is, controls the target virtual object Movement is performed in the direction indicated by the second adjustment command.
  • Step 211 Responding to a trigger operation on a skill control, receiving a skill release instruction for a motor skill.
  • Step 212 Control the target virtual object to move along its own direction in response to the skill release instruction.
  • the terminal receives the corresponding skill release command, and responds to the skill control command to control the target virtual object to move along its own direction ; In this way, the need to quickly release motor skills without adjusting the direction of motion is met.
  • steps 201-206 are the implementation of controlling the movement direction of the target virtual object and the release timing of the movement skills through the compound skill control (referred to as method 1); step 201-step 202, step 207-step 210 , which is to firstly adjust the movement direction of the target virtual object through the moving control, and then control the release timing of the movement skill through the skill control (abbreviated as mode 2); step 201-step 202, step 207, step 211-step 212.
  • Method 3 an implementation method for quickly releasing motor skills without adjusting the direction of movement
  • Method 3 it can be seen that the completely different implementation methods of Method 1 and Method 2 can both achieve the goal of controlling the target virtual object along the direction indicated by the direction adjustment command. direction of movement.
  • Mode 1 and Mode 2 different priorities can also be set for Mode 1 and Mode 2.
  • the terminal receives the direction adjustment command triggered by Mode 1 and the direction adjustment command triggered by Mode 2 at the same time, and the two direction adjustment indications indicate When the directions are inconsistent, the control target virtual object moves in the direction indicated by the direction adjustment instruction triggered by the method with the highest priority.
  • the embodiment of the present application integrates and realizes multiple ways of controlling the release of motor skills along the specified direction, supports 360° omnidirectional adjustment of the motion direction of the target virtual object independent of the camera, and enriches the range of motion skills along the specified direction.
  • the user can choose any method according to the operating habits and actual conditions, which meets the user's demand for selectivity of the implementation.
  • the software modules stored in the virtual skill control device 555 of the memory 550 in FIG. 2 may include:
  • the control presentation module 5551 is configured to present the skill controls of the virtual scene, and the skill controls correspond to the motor skills of the target virtual object;
  • the control switching module 5552 is configured to switch from presenting the skill control to presenting a composite skill control containing a direction indicator when a trigger operation for the skill control is received;
  • the compound skill control is used to control the motor skill of the target virtual object
  • the attribute changing module 5553 is configured to change the attribute of the direction indicator identified in the compound skill control in response to the first direction adjustment instruction triggered based on the compound skill control;
  • the first control module 5554 is configured to, in response to the first skill release instruction triggered based on the compound skill control, control the target virtual object to release the motor skill along a first direction, and the first direction is, after the attribute is changed
  • the direction indicator identifies the indicated direction.
  • the device also includes:
  • the mode setting module is configured to present the skill release mode setting interface of the composite skill control
  • the skill release mode of the compound skill control is controlled to be the first release mode, so that by releasing the drag operation for the compound skill control, the The first skill release command;
  • the skill release mode of the compound skill control is controlled to be the second release mode, so that the second release mode is triggered by dragging the compound skill control to a target distance.
  • a skill release command is
  • the device also includes:
  • the instruction receiving module is configured to receive a first direction adjustment instruction triggered based on the drag operation in response to the drag operation directed at the direction indicator;
  • the instruction receiving module is further configured to receive the first skill release instruction when the drag operation is released when the release method corresponding to the composite skill control is the first release method;
  • the release mode corresponding to the compound skill control is the second skill release mode
  • the first skill release instruction is received when the drag distance corresponding to the drag operation reaches a target distance.
  • the device also includes:
  • a second control module configured to present a movement control for controlling the movement direction of the target virtual object
  • the target virtual object In response to a second skill release instruction triggered based on the skill control, the target virtual object is controlled to release the motor skill along the second direction.
  • the device also includes:
  • the third control module is configured to receive a third direction adjustment instruction triggered based on the compound skill control during the process of controlling the target virtual object to release the motor skill along the second direction;
  • the device also includes:
  • a fourth control module configured to determine the orientation of the target virtual object in the virtual scene
  • the target virtual object is controlled to release the motor skill along the direction.
  • the device also includes:
  • a fifth control module configured to present a movement control for controlling the movement direction of the target virtual object
  • a fourth direction adjustment instruction triggered based on the movement control is received;
  • the target virtual object is controlled to maintain releasing the motor skill along the first direction.
  • the instruction receiving module is further configured to present direction indication information for indicating the release direction corresponding to the motor skill
  • the first direction adjustment instruction is received in response to a trigger operation on the direction indication mark in the compound skill control.
  • the first control module is further configured to obtain the mapping relationship between the attribute of the direction indicator in the compound skill control and the release direction of the motor skill;
  • the first control module is further configured to determine the level of the target virtual object and the target distance corresponding to the level, and the target distance is when the motor skill is released and the target distance is The movement distance of the virtual object;
  • the first control module is further configured to perform obstacle detection on the target position to obtain a detection result
  • the device also includes:
  • a sixth control module configured to control the target virtual object to move in the first direction, when the target virtual object moves to a blocking area where there is an obstacle and the target virtual object cannot pass through the blocking automatically adjust the movement route of the target virtual object to avoid the obstacle;
  • the target virtual object moves to a blocking area where there is an obstacle, and the target virtual object can pass through the blocking area, the target virtual object is controlled to maintain a current movement direction to move.
  • 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 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 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

一种虚拟技能的控制方法、装置、电子设备、计算机可读存储介质及计算机程序产品;方法包括:呈现虚拟场景的技能控件,该技能控件对应目标虚拟对象的运动技能(101);当接收到针对技能控件的触发操作时,将呈现技能控件切换为呈现包含方向指示标识的复合技能控件(102);响应于基于复合技能控件触发的第一方向调整指令,改变方向指示标识在所述复合技能控件中的属性(103);响应于基于复合技能控件触发的第一技能释放指令,控制目标虚拟对象沿第一方向释放所述运动技能,所述第一方向为,属性改变后方向指示标识指示的方向(104)。

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202110937321.4、申请日为2021年08月16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、电子设备、计算机可读存储介质及计算机程序产品。
背景技术
在大多涉及运动技能的虚拟场景应用中,相关技术在释放运动技能时,往往需要先点击运动技能对应的技能按键以控制角色沿自身朝向运动一定距离,并通过控制镜头移动来改变角色运动方向,此种方式需通过多个按钮的配合才能将运动技能沿指定方向释放,操作繁琐、低效,人机交互效率低;同时,在对局过程中,用户往往需要多次控制虚拟对象进行运动技能的释放,而每次技能释放所带来的多个按钮的切换,增加了电子设备的数据处理负担,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、设备及计算机可读存储介质,能够提高运动技能在指定方向的释放效率、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:
呈现虚拟场景的技能控件,所述技能控件对应目标虚拟对象的运动技能;
当接收到针对所述技能控件的触发操作时,将呈现所述技能控件切换为呈现包含方向指示标识的复合技能控件;
响应于基于所述复合技能控件触发的第一方向调整指令,改变所述方向指示标识在所述复合技能控件中的属性;
响应于基于所述复合技能控件触发的第一技能释放指令,控制所述目标虚拟对象沿第一方向释放所述运动技能,所述第一方向为,属性改变后所述方向指示标识所指示的方向。
本申请实施例提供一种虚拟技能的控制装置,包括:
控件呈现模块,配置为呈现虚拟场景的技能控件,所述技能控件对应目标虚拟对象的运动技能;
控件切换模块,配置为当接收到针对所述技能控件的触发操作时,将呈现所述技能控件切换为呈现包含方向指示标识的复合技能控件;
属性改变模块,配置为响应于基于所述复合技能控件触发的第一方向调整指令,改变所述方向指示标识在所述复合技能控件中的属性;
第一控制模块,配置为响应于基于所述复合技能控件触发的第一技能释放指令,控制所述目标虚拟对象沿第一方向释放所述运动技能,所述第一方向为,属性改变后所述方向指示标识所指示的方向。
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,用于引起处理器执行时,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:
通过触发运动技能对应的技能控件,将呈现的技能控件切换为复合技能控件,响应于基于复合技能控件触发的第一方向调整指令,改变方向指示标识在复合技能控件中的属性,也即,对于用户触发的指示进行方向调整的第一方向调整指令,通过方向指示标识在复合技能控件中属性的改变来响应,即通过属性改变指示方向的调整,当基于复合技能控件触发第一技能释放指令时,控制目标虚拟对象沿第一方向释放运动技能,即沿调整后的方向释放运动技能;如此,通过一个复合技能控件,即可实现针对目标虚拟对象运动方向的调整和运动技能在指定方向的释放,操作简单,提高了运动技能在指定方向的释放效率、人机交互效率及硬件资源利用率,同时,提高了在快节奏的虚拟场景中的适应性及用户的操作体验。
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目标虚拟对象的运动示意图;
图5为本申请实施例提供的技能释放模式示意图;
图6为本申请实施例提供的目标虚拟对象的运动示意图;
图7为本申请实施例提供的目标虚拟对象的运动示意图;
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战斗所需的兵器等道具,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,又称虚拟角色,是指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、动漫人物等,比如:在虚拟场景中显示的人物、动物、植物、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。
在一些实施例中,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。
以射击类游戏为例,用户可以控制虚拟对象在该虚拟场景的天空中自由下落、滑翔或者打开降落伞进行下落等,在陆地上中跑动、跳动、爬行、弯腰前行等,也可以控制虚拟对象在海洋中游泳、漂浮或者下潜等,当然,用户也可以控制虚拟对象乘坐虚拟载具在该虚拟场景中进行移动,例如,该虚拟载具可以是虚拟汽车、虚拟飞行器、虚拟游艇等,在此仅以上述场景进行举例说明,本申请实施例对此不作具体限定。用户也可以控制虚拟对象通过虚拟道具与其他虚拟对象进行对抗式的交互,例如,该虚拟道具可以是手雷、集束雷、粘性手雷等投掷类虚拟道具,也可以是机枪、手枪、步枪等射击类虚拟道具,本申请对虚拟技能的控制类型不作具体限定。
5)虚拟技能,虚拟场景中可以辅助目标虚拟对象与其他虚拟对象进行交互的各种特殊功能,运动技能是虚拟技能的一种,能够辅助目标虚拟对象在虚拟场景中进行如走、跑、跳、滑动等能产生位置移动的技能。
6)场景数据,表示虚拟场景中的对象在交互过程中受所表现的各种特征,例如,可以包括对象在虚拟场景中的位置。当然,根据虚拟场景的类型可以包括不同类型的特征;例如,在游戏的虚拟场景中,场景数据可以包括虚拟场景中配置的各种功能时需要等待的时间(取决于在特定时间内能够使用同一功能的次数),还可以表示游戏角色的各种状态的属性值,例如包括生命值(能量值,也称为红量)和魔法值(也称为蓝量)等。
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,该应用程序可以是第一人称射击游戏(FPS,First-Person Shooting game)、第三人称射击游戏、多人在线战术竞技游戏(MOBA,Multiplayer Online Battle Arena games)、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、三维地图程序或者多人枪战类生存游戏中的任意一种,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。
本申请实施例中涉及到的虚拟场景可以用于模拟一个三维虚拟空间,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、桌子、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战斗所需的兵器等道具。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。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,该虚拟形象可以是任一种形态,例如,仿真人物、仿真动物等,本申请对此不作限定。在实际实施时,用户可以使用终端控制虚拟对象在该虚拟场景中进行活动,该活动包括但不限于:调整身体姿态、爬行、奔跑、骑行、跳跃、驾驶、拾取、射击、攻击、投掷、切戳中的至少一种。
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,终端在虚拟场景的界面中,呈现目标虚拟对象具有的运动技能对应的技能控件;当接收到针对技能控件的触发操作时,将呈现技能控件切换为呈现包含方向指示标识的复合技能控件;其中,复合技能 控件,用于对目标虚拟对象的运动技能进行控制;响应于基于复合技能控件触发的第一方向调整指令,改变方向指示标识在所述复合技能控件中的属性;响应于基于复合技能控件触发的第一技能释放指令,控制目标虚拟对象沿属性改变后方向指示标识指示的方向进行运动。
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:控件呈现模块5551、控件切换模块5552、属性改变模块5553和第一控制模块5554,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。
接下来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,该方法可由服务器或终端单独实施,还可由服务器及终端协同 实施。参见图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,将结合图3示出的步骤进行说明。
步骤101:终端呈现虚拟场景的技能控件,所述技能控件对应目标虚拟对象的运动技能。
这里,终端上安装有支持虚拟场景的客户端,当用户打开终端上的客户端,且终端运行该客户端时,终端呈现以目标虚拟对象视角对虚拟场景观察得到的虚拟场景的界面,该目标虚拟对象为当前登录账号所对应的虚拟场景中的虚拟对象。在该虚拟场景中,用户可基于虚拟场景的界面控制目标虚拟对象与其他虚拟对象进行交互,如控制目标虚拟对象持有虚拟射击道具射击其他虚拟对象,还可控制目标虚拟对象使用虚拟技能,如控制目标虚拟对象使用运动技能这一虚拟技能,按指定放置运动至目标位置,以辅助目标虚拟对象与虚拟场景中其他虚拟对象进行交互。在实际应用中,在虚拟场景的界面中呈现的目标虚拟对象具有的虚拟技能的技能控件可为运动技能对应的图标、按钮等。
步骤102:当接收到针对技能控件的触发操作时,将呈现技能控件切换为呈现包含方向指示标识的复合技能控件。
这里,当用户触发(如点击、双击、滑动等)技能控件时,终端响应于该触发操作,将呈现的技能控件切换为复合技能控件,其中,复合技能控件,用于对目标虚拟对象的运动技能进行控制,如对目标虚拟对应的运动方向进行控制,并对运动技能的释放方向进行控制。
步骤103:响应于基于复合技能控件触发的第一方向调整指令,改变方向指示标识在复合技能控件中的属性。
这里,复合技能控件包含方向指示标识,随着用户针对复合技能控件中方向指示标识的拖动或滑动,方向指示标识在复合技能控件中的属性也会随着改变,如方向指示标识在复合技能控件中的位置、角度等随着改变。
第一方向调整指令,用于指示对运动技能的释放方向进行调整,方向指示标识在复合技能控件中的属性,能够指示运动技能的释放方向,通过方向指示标识的属性的改变来响应第一方向调整指令,即通过属性改变指示方向的调整;以属性为方向指示标识在复合技能控件中的位置为例,在触发第一方向调整指令前,方向指示标识在复合技能控件中的位置为第一位置,第一位置对应运动技能的第一释放方向,响应于基于复合技能控件触发的第一方向调整指令,将方向指示标识在复合技能控件中的位置由第一位置变换为第二位置,第二位置对应运动技能的第二释放方向,如此,指示运动技能的释放方向发生改变。
在一些实施例中,终端在改变方向指示标识在所述复合技能控件中的属性之前,可通过如下方式接收到第一方向调整指令:呈现用于指示运动技能对应的释放方向的方向指示信息;当目标虚拟对象当前的运动方向与释放方向不一致时,响应于针对复合技能控件中方向指示标识的触发操作, 接收到第一方向调整指令。
这里,方向指示信息用于指示运动技能的释放方向,即指示目标虚拟对象朝哪个方向最有利,基于方向指示信息所指示的释放方向,当目标虚拟对象当前的运动方向与释放方向不一致时,通过滑动或拖动复合技能控件中的方向指示标识来触发相应的第一方向调整指令,以控制运动技能朝第一方向调整指令所指示的方向进行释放,即控制目标虚拟对象朝着第一方向调整指令所指示的方向进行运动,如此,能够快速控制目标虚拟对象朝最佳方向进行运动,提高了运动技能的释放效率。
步骤104:响应于基于复合技能控件触发的第一技能释放指令,控制目标虚拟对象沿第一方向释放所述运动技能,所述第一方向为,属性改变后方向指示标识所指示的方向。
这里,用户可通过复合技能控件触发第一技能释放指令,终端响应于第一技能释放指令,控制目标虚拟对象沿第一方向释放所述运动技能,该运动技能使得目标虚拟对象进行运动,即在虚拟场景中产生位移,也即,终端响应于第一技能释放指令,控制目标虚拟对象沿属性改变后方向指示标识指示的方向进行运动。
参见图4,图4为本申请实施例提供的目标虚拟对象的运动示意图,当用户触发技能控件401时,终端响应于该触发操作,将呈现的技能控件401切换为呈现复合技能控件402,当拖动复合技能控件402中的方向指示标识403时,终端接收到第一方向调整指令,其中,第一方向调整指令所指示的方向为属性改变后的方向指示标识403指示的方向,当用户松开针对方向指示标识403的拖动,或当用户拖动方向指示标识403至目标距离时,终端接收到第一技能释放指令,并响应于该第一技能控制指令,控制沿第一方向调整指令所指示的方向释放运动技能,即控制目标虚拟对象404沿第一方向调整指令所指示的方向进行运动。
通过上述方式,当用户触发运动技能对应的技能控件时,将呈现的技能控件切换为复合技能控件,通过一个复合技能控件即可实现针对目标虚拟对象运动方向的调整、以及运动技能在指定方向的释放,操作简单,提高了运动技能在指定方向的释放效率,进而提高运动技能在快节奏的虚拟场景中的适应性。
在一些实施例中,终端将执行步骤102之后,即在呈现技能控件切换为呈现包含方向指示标识的复合技能控件之后,还可通过如下方式对第一技能释放指令的触发方式进行设置:呈现对应复合技能控件的技能释放方式设置界面;在技能释放方式设置界面中,呈现第一释放方式及第二释放方式;当接收到针对第一释放方式的选择操作时,控制复合技能控件的技能释放方式为第一释放方式,以通过释放针对复合技能控件的拖动操作,触发第一技能释放指令;当接收到针对第二释放方式的选择操作时,控制复合技能控件的技能释放方式为第二释放方式,以通过将复合技能控件拖 动目标距离,触发第一技能释放指令。
这里,在使用运动技能前,可对运动技能的技能释放方式进行设置,如终端响应于针对复合技能控件的点击操作,呈现对应复合技能控件的技能释放方式设置界面;或终端呈现用于指示用户进行技能释放方式设置的提示信息,当用户点击提示信息时,终端响应于针对提示信息的点击操作,呈现对应复合技能控件的技能释放方式设置界面,并在技能释放方式设置界面中呈现多个可供选择的技能释放方式,不同的技能释放方式所指示的针对第一技能释放指令的触发方式是不同的。
参见图5,图5为本申请实施例提供的技能释放模式示意图,在技能释放方式设置界面501中,呈现可供选择的技能释放方式,如第一释放方式502、第二释放方式503,当用户选择第一释放方式502时,控制复合技能控件的技能释放方式为第一释放方式,即后续用户在通过拖动复合技能控件(拖动的实质为方向指示标识)对目标虚拟对象的运动方向进行调整的过程中,可通过释放针对复合技能控件(实质为方向指示标识)的拖动操作,触发第一技能释放指令;当用户选择第二释放方式503时,控制复合技能控件的技能释放方式为第二释放方式,即后续用户在通过拖动复合技能控件(拖动的实质为方向指示标识)对目标虚拟对象的运动方向进行调整的过程中,可通过将复合技能控件(实质为方向指示标识)拖动到目标距离,触发第一技能释放指令。
在一些实施例中,终端在改变方向指示标识在所述复合技能控件中的属性之前,可通过如下方式接收到第一方向调整指令:响应于针对复合技能控件中方向指示标识的拖动操作,接收到基于拖动操作触发的第一方向调整指令;相应的,终端控制目标虚拟对象沿第一方向释放运动技能之前,可通过如下方式接收到第一技能释放指令:当复合技能控件对应的释放方式为第一释放方式时,在拖动操作被释放时,接收到第一技能释放指令;当复合技能控件对应的释放方式为第二技能释放方式时,在拖动操作对应的拖动距离达到目标距离时,接收到第一技能释放指令。
这里,当用户拖动复合技能控件中的方向指示标识时,可触发第一方向调整指令,拖动复合技能控件中的方向指示标识,导致的方向指示标识在复合技能控件中的属性的改变,可表征第一方向调整指示所指示的运动技能的释放方向(即运动方向)的改变,其中,第一方向调整指令所指示的方向即为运动技能的释放方向,运动技能的释放方向即为技能释放时目标虚拟对象的运动方向。若用户已选择第一技能释放方式作为复合技能控件的释放方式,则当用户释放针对方向指示标识的拖动操作时,终端将接收到第一技能释放指令;若用户已选择第二技能释放方式作为复合技能控件的释放方式,则当用户将方向指示标识拖动至目标距离、即针对方向指示标识的拖动操作的拖动距离达到目标距离时,终端将接收到第一技能释放指令。
在一些实施例中,终端可通过如下方式控制目标虚拟对象沿第一方向释放运动技能:获取方向指示标识在复合技能控件中的属性与所述运动技能的释放方向之间的映射关系;基于改变的方向指示标识在复合技能控件中的属性以及映射关系,确定第一方向调整指令所指示的方向为第一方向;控制目标虚拟对象沿第一方向释放运动技能,如,控制目标虚拟对象沿第一方向进行运动。
在实际应用中,由于方向指示标识在复合控件中的属性与运动技能的释放方向具有一定的映射关系,故属性改变后方向指示标识指示的方向即为第一方向调整指令所指示的方向,如在拖动或滑动方向指示标识前,方向指示标识的中心与技能控件的中心相重合,当从中心开始沿45度方向滑动或拖动方向指示标识时,所触发的方向调整指令指示目标虚拟对象沿45度方向进行运动,故用户可通过拖动或滑动方向指示标识以改变方向指示标识在复合技能控件中的属性,对目标虚拟对象的运动方向进行调整,并控制目标虚拟对象朝着调整后的运动方向进行运动。
在一些实施例中,终端可通过如下方式控制目标虚拟对象沿属性改变后方向指示标识指示的方向进行运动:确定目标虚拟对象的等级、以及所述等级对应的目标距离,所述目标距离为,释放运动技能时目标虚拟对象的运动距离;以目标虚拟对象的当前位置为起点、沿第一方向,确定距起点目标距离处的目标位置;控制目标虚拟对象沿第一方向,运动至目标位置。
这里,第一方向即为第一方向调整指令所指示的目标虚拟对象的运动方向,也即运动技能的释放方向。对于同一运动技能而言,在释放运动技能时,若目标虚拟对象的等级不同,则在所释放的技能作用下能够控制目标虚拟对象运动的距离也是不同的,通常情况下,目标虚拟对象的等级越高,能够控制目标虚拟对象的距离就越远。这里,根据目标虚拟对象的等级,确定在所释放的运动技能的作用下,目标虚拟对象从当前位置出发、沿运动技能的释放方向,距离当前位置的距离为目标距离处的目标位置,并控制目标虚拟对象沿运动技能的释放方向运动至目标位置处。
在一些实施例中,终端可通过如下方式控制目标虚拟对象沿属性改变后方向指示标识指示的方向,运动至目标位置:对目标位置进行障碍物检测,得到检测结果;当检测结果表征目标位置处不存在障碍物时,控制目标虚拟对象沿第一方向,运动至目标位置;相应的,当检测结果表征所述目标位置处存在障碍物时,控制目标虚拟对象沿第一方向运动至其他位置;其中,其他位置处不存在障碍物、且其他位置与目标位置之间的距离小于距离阈值。
这里,为了修正运动逻辑的漏洞,可以对目标位置处是否存在障碍物进行障碍物检测,当检测到目标位置处存在障碍物时,则说明目标位置不可到达。在实际实施时,可通过绑定在目标虚拟对象上的相机组件或绑定 在目标虚拟对象所使用的虚拟道具上的相机组件,从目标虚拟对象当前位置上发射与目标虚拟对象的朝向一致的检测射线,或从虚拟道具的位置上发射与虚拟道具的朝向一致的检测射线,基于检测射线确定目标位置处是否存在障碍物。
例如,通过目标虚拟对象使用的虚拟道具上的相机组件,从虚拟道具的位置上发射与虚拟道具的朝向一致的检测射线,通过检测射线确定目标位置处是否存在障碍物,当检测射线与绑定在障碍物(例如墙壁、油桶等阻碍目标虚拟对象行动的物体)上的碰撞器组件(例如碰撞盒子、碰撞球等)存在交叉时,则说明目标位置处存在障碍物;当检测射线与绑定在障碍物上的碰撞器组件不存在交叉时,则说明目标位置处不存在障碍物。
当确定目标位置处存在障碍物时,则控制目标虚拟对象就近运动至不存在障碍物的其他位置,以尽可能的达到用户最初需求;当确定目标位置处不存在障碍物时,则控制目标虚拟对象沿属性改变后方向指示标识指示的方向运动至目标位置。
在一些实施例中,终端在控制目标虚拟对象沿第一方向释放运动技能的过程中,当目标虚拟对象移动至存在阻挡物的阻挡区域、且目标虚拟对象无法穿越所述阻挡区域时,自动调整目标虚拟对象的运动路线以避开阻挡物;当目标虚拟对象移动至存在阻挡物的阻挡区域、且目标虚拟对象能够穿越阻挡区域时,控制目标虚拟对象维持当前运动方向进行运动。
为了修正运动逻辑的漏洞,在控制目标虚拟对象运动的过程中,可对目标虚拟对象运动的前方是否存在阻挡区域进行检测,当检测到目标虚拟对象运动的前方存在阻挡物的阻挡区域时,判断目标虚拟对象是否能够穿越阻挡区域,当目标虚拟对象无法穿越阻挡区域时,则说明目标虚拟对象前方存在阻挡区域、且阻挡区域不可到达,此种情况下,控制目标虚拟对象调整运动路线以避开阻挡物;当目标虚拟对象能够穿越(如跳过、穿透等)阻挡区域时,则说明目标虚拟对象前方存在阻挡区域、但阻挡区域能够到达,此种情况下,控制目标虚拟对象位置当前运动方向继续运动。
在实际实施时,可通过绑定在目标虚拟对象上的相机组件或绑定在目标虚拟对象所使用的虚拟道具上的相机组件,从目标虚拟对象当前位置上发射与目标虚拟对象的朝向一致的检测射线,或从虚拟道具的位置上发射与虚拟道具的朝向一致的检测射线,基于检测射线确定目标虚拟对象运动前方是否存在障碍物,具体检测方式与上述检测目标位置处是否存在障碍物的检测方式类似,在此不再赘述。
在一些实施例中,终端还可通过如下方式释放运动技能以控制目标虚拟对象的运动:呈现用于对目标虚拟对象的运动方向进行控制的移动控件;当接收到基于移动控件触发的第二方向调整指令时,确定第二方向调整指令所指示的方向为第二方向;响应于基于技能控件触发的第二技能释放指令,控制目标虚拟对象沿第二方向释放运动技能。
这里,移动控件用于对目标虚拟对象的运动方向进行控制,当用户先触发移动控件对运动技能的释放方向进行调整时,技能控件用于释放相应的运动技能。在实际应用中,当用户触发(如拖动、滑动等)移动控件时,终端接收到相应的第二方向调整指令,其中,第二调整指令所指示的方向即为针对移动控件的拖动方向或滑动方向;当用户触发技能控件时,终端接收到针对运动技能的第二技能释放指令,并响应于该第二技能释放指令,控制运动技能沿第二调整指令所指示的方向进行释放,即控制目标虚拟对象沿第二调整指令所指示的方向进行运动。
参见图6,图6为本申请实施例提供的目标虚拟对象的运动示意图,在虚拟场景的界面中呈现技能控件601和移动控件602,当用户先触发移动控件602时,终端接收到第二方向调整指令,并将针对移动控件的拖动方向或滑动方向确定为第二方向调整指令所指示的方向;然后,用户触发技能控件,终端接收到相应的第二技能释放指令,并控制目标虚拟对象603沿第二方向调整指令所指示的方向进行运动。
可以理解的是,在图6中,若用户先触发技能控件601,技能控件602用于唤起复合技能控件,通过一个复合技能控件即可实现对目标虚拟对象运动方向的调整(即实现运动技能的释放方向的调整)和运动技能的释放时机的控制(可参见步骤101-步骤104),此种方式简称方式一;当用户先触发移动控件602,再触发技能控件601时,通过移动控件实现对目标虚拟对象的运动方向的调整(即实现运动技能的释放方向的调整),通过技能控件601实现针对运动技能的释放时机的控制,此种方式简称方式二;可见,方式一与方式二这两者截然不同的实施方式均能达到控制目标虚拟对象沿方向调整指令所指示的方向进行运动的目的,如此,丰富了运动技能沿指定方向释放的实现方式,用户可根据操作习惯和实际情况选择任一方式,满足了用户针对实现方式的可选择型性的需求。
在一些实施例中,终端在控制目标虚拟对象沿第二方向释放运动技能的过程中,还可接收到基于复合技能控件触发的第三方向调整指令;响应于基于复合技能控件触发的第三技能释放指令,当第三方向调整指令所指示的第三方向与第二方向不一致时,控制目标虚拟对象将运动技能的释放方向由第二方向变换为所述第三方向,即控制目标虚拟对象沿第三方向进行运动(即释放运动技能)。
这里,当基于上述方式二控制目标虚拟对象沿第二方向运动的过程中,终端接收到采用方式一触发的第三方向调整指令和第三技能释放指令时,终端将第三方向调整指令所指示的第三方向与第二方向调整指令所指示的第二方向进行比较,当两者不一致时,由于方式一的实现过程更简洁快速,可控制目标虚拟对象沿方式一触发的第三方向调整指令所指示的第三方向进行运动。
参见图7,图7为本申请实施例提供的目标虚拟对象的运动示意图,当 通过方式一中的复合技能控件触发的第三方向调整指令所指示的方向1,与通过方式二中移动控件触发的第二方向调整指令所指示的方向2不一致时,控制目标虚拟对象按照方向1进行运动。
需要说明的是,在实际应用中,可对方式一和方式二设置不同的优先级,当终端同时接收到通过方式一触发的方向调整指令和方式二触发的方向调整指令、且这两个方向调整指示所指示的方向不一致时,控制目标虚拟对象按照优先级高的方式触发的方向调整指令所指示的方向进行运动。
在一些实施例中,终端还可通过如下方式释放运动技能以控制目标虚拟对象的运动:确定目标虚拟对象在虚拟场景中的朝向;当接收到基于技能控件触发的技能释放指令时,控制目标虚拟对象沿自身朝向释放运动技能(即进行运动)。
这里,在实际应用中,若用户没有对目标虚拟对象的运动方向进行调整而直接触发技能控件时,终端接收到相应的技能释放指令,并响应于该技能控制指令,控制目标虚拟对象沿自身朝向进行运动;如此,满足无需调整运动方向而快速释放运动技能的需求。
在一些实施例中,终端在控制目标虚拟对象沿第一方向运动的过程中,接收到基于移动控件触发的第四方向调整指令;当第一方向与第四方向调整指令所指示的第四方向不一致时,控制目标虚拟对象维持沿第一方向进行运动。
这里,在控制目标虚拟对象沿上述方式一触发的第一方向调整指令所指示的方向运动的过程中,当接收到基于方式二触发的第四方向调整指令时,终端将第一方向与第四方向进行比较,当两者不一致时,由于方式一的实现过程更简洁快速,可控制目标虚拟对象维持沿方式一触发的第一方向进行运动。
应用本申请上述实施例,通过触发技能控件唤起复合技能控件,通过一个复合技能控件即可实现针对目标虚拟对象运动方向的调整和运动技能在指定方向的释放,操作简单,提高了运动技能在指定方向的释放效率、人机交互效率及硬件资源利用率,同时,提高了在快节奏的虚拟场景中的适应性及用户的操作体验。
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。以虚拟场景为游戏为例,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。相关技术在释放运动技能时所采用的操作方法比较单一,如先点击运动技能对应的技能按键以控制角色沿自身朝向运动一定距离,并通过控制镜头移动来改变角色运动方向,此种方式需通过技能按键和镜头按键等的配合才能将运动技能沿指定方向释放,操作繁琐且低效,无法适应快节奏的虚拟场景。
为此,本申请实施例提供一种虚拟技能的控制方法、装置、设备及计 算机可读存储介质,通过触发技能控件唤起复合技能控件,通过一个复合技能控件即可实现针对目标虚拟对象运动方向的调整和运动技能在指定方向的释放,操作简单,提高了运动技能在指定方向的释放效率。
参见图8,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:终端在虚拟场景的界面中呈现目标虚拟对象具有的运动技能对应的技能控件和移动控件。
这里,移动控件(或移动摇杆)用于对目标虚拟对象的运动方向进行控制,当用户先触发移动控件对运动技能的释放方向(即目标虚拟对象的运动方向)进行调整时,技能控件(或技能按键)用于释放相应的运动技能;当用户先触发技能控件时,技能控件用于唤起复合技能控件(或称技能轮盘,属于一种摇杆),复合技能控件用于对运动技能的释放方向进行调整,并运动技能的释放时机进行控制。
步骤202:判断是否接收到针对技能控件的触发操作。
这里,当终端接收到针对技能控件的触发操作时,执行步骤203;否则,执行步骤207。
步骤203:将呈现技能控件切换为呈现复合技能控件。
步骤204:响应于针对复合技能控件的拖动操作,接收到第一方向调整指令。
这里,复合技能控件实质为一种摇杆,其中包含可被拖动的方向指示标识,随着用户针对复合技能控件中方向指示标识的拖动,方向指示标识在复合技能控件中的位置、角度等随着改变,第一方向调整指令所指示的方向即为改变后的方向指示标识相对复合技能控件的方向,如在拖动复合技能控件中的方向指示标识前,方向指示标识的中心与技能控件的中心相重合,当从中心开始沿45度方向拖动方向指示标识时,所触发的第一方向调整指令将指示目标虚拟对象沿45度方向进行运动。
步骤205:当针对复合技能控件的拖动操作被释放时,接收到第一技能释放指令。
这里,当用户松开针对方向指示标识的拖动时,触发针对运动技能的第一技能释放指令。在实际应用中,还可设置其他触发第一技能释放指令的实现方式,如当拖动方向指示标识至复合技能控件的边缘,或拖动方向指示标识的拖动距离达到目标距离时,无需松开针对方向指示标识的拖动,即可触发相应的第一技能释放指令,这几种实现方式可设置在虚拟场景的界面中供用户选择。
步骤206:响应于第一技能释放指令,控制目标虚拟对象沿第一方向调整指令所指示的方向进行运动。
这里,当终端接收到针对运动技能的第一技能释放指令时,即可控制沿第一方向调整指令所指示的方向释放运动技能,即控制目标虚拟对象沿 第一方向调整指令所指示的方向进行运动。
步骤207:判断是否接收到针对移动控件的触发操作。
这里,当终端接收到针对移动控件的触发操作时,执行步骤208;否则,执行步骤211。
步骤208:响应于针对移动控件的触发操作,接收到第二方向调整指令。
在实际应用中,当用户触发(如拖动、滑动等)移动控件时,终端接收到相应的第二方向调整指令,其中,第二调整指令所指示的方向即为针对移动控件的拖动方向或滑动方向。
步骤209:响应于针对技能控件的触发操作,接收到第二技能释放指令。
步骤210:响应于第二技能释放指令,控制目标虚拟对象沿第二方向调整指令所指示的方向进行运动。
当用户触发技能控件时,终端接收到针对运动技能的第二技能释放指令,并响应于该第二技能释放指令,控制运动技能沿第二调整指令所指示的方向进行释放,即控制目标虚拟对象沿第二调整指令所指示的方向进行运动。
步骤211:响应于针对技能控件的触发操作,接收到针对运动技能的技能释放指令。
步骤212:响应于技能释放指令,控制目标虚拟对象沿自身朝向进行运动。
在实际应用中,若用户没有对目标虚拟对象的运动方向进行调整而直接触发技能控件时,终端接收到相应的技能释放指令,并响应于该技能控制指令,控制目标虚拟对象沿自身朝向进行运动;如此,满足无需调整运动方向而快速释放运动技能的需求。
由图8可知,步骤201-步骤206为通过复合技能控件对目标虚拟对象的运动方向和运动技能的释放时机进行控制的实现方式(简称方式一);步骤201-步骤202、步骤207-步骤210,为先通过移动控件对目标虚拟对象的运动方向的调整,再通过技能控件对运动技能的释放时机进行控制的实现方式(简称方式二);步骤201-步骤202、步骤207、步骤211-步骤212,为无需调整运动方向而快速释放运动技能的实现方式(简称方式三);可见,方式一与方式二这两者截然不同的实现方式均能达到控制目标虚拟对象沿方向调整指令所指示的方向进行运动的目的。
在实际应用中,也可对方式一和方式二设置不同的优先级,当终端同时接收到通过方式一触发的方向调整指令和方式二触发的方向调整指令、且这两个方向调整指示所指示的方向不一致时,控制目标虚拟对象按照优先级高的方式触发的方向调整指令所指示的方向进行运动。
通过上述方式,本申请实施例融合实现多种控制运动技能沿指定方向释放的实现方式,支持不依赖于通过镜头对目标虚拟对象的运动方向进行360°全方向调整,丰富了运动技能沿指定方向释放的实现方式,用户可根 据操作习惯和实际情况选择任一方式,满足了用户针对实现方式的可选择型性的需求。
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9,图9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:
控件呈现模块5551,配置为呈现虚拟场景的技能控件,所述技能控件对应目标虚拟对象的运动技能;
控件切换模块5552,配置为当接收到针对所述技能控件的触发操作时,将呈现所述技能控件切换为呈现包含方向指示标识的复合技能控件;
其中,所述复合技能控件,用于对所述目标虚拟对象的运动技能进行控制;
属性改变模块5553,配置为响应于基于所述复合技能控件触发的第一方向调整指令,改变所述方向指示标识在所述复合技能控件中的属性;
第一控制模块5554,配置为响应于基于所述复合技能控件触发的第一技能释放指令,控制所述目标虚拟对象沿第一方向释放所述运动技能,所述第一方向为,属性改变后所述方向指示标识所指示的方向。
在一些实施例中,所述装置还包括:
模式设置模块,配置为呈现所述复合技能控件的技能释放方式设置界面;
在所述技能释放方式设置界面中,呈现第一释放方式及第二释放方式;
当接收到针对所述第一释放方式的选择操作时,控制所述复合技能控件的技能释放方式为所述第一释放方式,以通过释放针对所述复合技能控件的拖动操作,触发所述第一技能释放指令;
当接收到针对所述第二释放方式的选择操作时,控制所述复合技能控件的技能释放方式为所述第二释放方式,以通过将所述复合技能控件拖动目标距离,触发所述第一技能释放指令。
在一些实施例中,所述装置还包括:
指令接收模块,配置为响应于针对方向指示标识的拖动操作,接收到基于所述拖动操作触发的第一方向调整指令;
所述指令接收模块,还配置为当所述复合技能控件对应的释放方式为第一释放方式时,在所述拖动操作被释放时,接收到所述第一技能释放指令;
当所述复合技能控件对应的释放方式为第二技能释放方式时,在所述拖动操作对应的拖动距离达到目标距离时,接收到所述第一技能释放指令。
在一些实施例中,所述装置还包括:
第二控制模块,配置为呈现用于对所述目标虚拟对象的运动方向进行 控制的移动控件;
当接收到基于所述移动控件触发的第二方向调整指令时,确定所述第二方向调整指令所指示的方向为第二方向;
响应于基于所述技能控件触发的第二技能释放指令,控制所述目标虚拟对象沿所述第二方向释放所述运动技能。
在一些实施例中,所述装置还包括:
第三控制模块,配置为在控制所述目标虚拟对象沿所述第二方向释放所述运动技能的过程中,接收到基于所述复合技能控件触发的第三方向调整指令;
响应于基于所述复合技能控件触发的第三技能释放指令,当所述第三方向调整指令所指示的第三方向与所述第二方向不一致时,控制所述目标虚拟对象将所述运动技能的释放方向由所述第二方向变换为所述第三方向。
在一些实施例中,所述装置还包括:
第四控制模块,配置为确定所述目标虚拟对象在所述虚拟场景中的朝向;
当接收到基于所述技能控件触发的技能释放指令时,控制所述目标虚拟对象沿所述朝向释放所述运动技能。
在一些实施例中,所述装置还包括:
第五控制模块,配置为呈现用于对所述目标虚拟对象的运动方向进行控制的移动控件;
在控制所述目标虚拟对象沿第一方向运动的过程中,接收到基于所述移动控件触发的第四方向调整指令;
当第一方向与所述第四方向调整指令所指示的第四方向不一致时,控制所述目标虚拟对象维持沿第一方向释放所述运动技能。
在一些实施例中,所述指令接收模块,还配置为呈现用于指示所述运动技能对应的释放方向的方向指示信息;
当所述目标虚拟对象当前运动方向与所述释放方向不一致时,响应于针对所述复合技能控件中方向指示标识的触发操作,接收到所述第一方向调整指令。
在一些实施例中,所述第一控制模块,还配置为获取所述方向指示标识在所述复合技能控件中的属性与所述运动技能的释放方向之间的映射关系;
基于改变后的所述属性以及所述映射关系,确定所述第一方向调整指令所指示的方向为第一方向;
控制所述目标虚拟对象沿所述第一方向释放所述运动技能。
在一些实施例中,所述第一控制模块,还配置为确定所述目标虚拟对象的等级、以及所述等级对应的目标距离,所述目标距离为,释放所述运 动技能时与所述目标虚拟对象的运动距离;
以所述目标虚拟对象的当前位置为起点、沿所述第一方向,确定距所述起点目标距离处的目标位置;
控制所述目标虚拟对象沿第一方向,运动至所述目标位置。
在一些实施例中,所述第一控制模块,还配置为对所述目标位置进行障碍物检测,得到检测结果;
当所述检测结果表征所述目标位置处不存在障碍物时,控制所述目标虚拟对象沿第一方向,运动至所述目标位置;
当所述检测结果表征所述目标位置处存在障碍物时,控制所述目标虚拟对象沿第一方向运动至其他位置;
其中,所述其他位置处不存在障碍物、且所述其他位置与所述目标位置之间的距离小于距离阈值。
在一些实施例中,所述装置还包括:
第六控制模块,配置为在控制所述目标虚拟对象沿第一方向进行运动的过程中,当所述目标虚拟对象移动至存在阻挡物的阻挡区域、且所述目标虚拟对象无法穿越所述阻挡区域时,自动调整所述目标虚拟对象的运动路线以避开所述阻挡物;
当所述目标虚拟对象移动至存在阻挡物的阻挡区域、且所述目标虚拟对象能够穿越所述阻挡区域时,控制所述目标虚拟对象维持当前运动方向进行运动。
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 (16)

  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:
    呈现虚拟场景的技能控件,所述技能控件对应目标虚拟对象的运动技能;
    当接收到针对所述技能控件的触发操作时,将呈现所述技能控件切换为呈现包含方向指示标识的复合技能控件;
    响应于基于所述复合技能控件触发的第一方向调整指令,改变所述方向指示标识在所述复合技能控件中的属性;
    响应于基于所述复合技能控件触发的第一技能释放指令,控制所述目标虚拟对象沿第一方向释放所述运动技能,所述第一方向为,属性改变后所述方向指示标识所指示的方向。
  2. 如权利要求1所述的方法,其中,所述将呈现所述技能控件切换为呈现包含方向指示标识的复合技能控件之后,所述方法还包括:
    呈现所述复合技能控件的技能释放方式设置界面;
    在所述技能释放方式设置界面中,呈现第一释放方式及第二释放方式;
    当接收到针对所述第一释放方式的选择操作时,控制所述复合技能控件的技能释放方式为所述第一释放方式,以通过释放针对所述复合技能控件的拖动操作,触发所述第一技能释放指令;
    当接收到针对所述第二释放方式的选择操作时,控制所述复合技能控件的技能释放方式为所述第二释放方式,以通过将所述复合技能控件拖动目标距离,触发所述第一技能释放指令。
  3. 如权利要求2所述的方法,其中,所述改变所述方向指示标识在所述复合技能控件中的属性之前,所述方法还包括:
    响应于针对所述方向指示标识的拖动操作,接收到基于所述拖动操作触发的第一方向调整指令;
    所述控制所述目标虚拟对象沿第一方向释放所述运动技能之前,所述方法还包括:
    当所述复合技能控件对应的释放方式为第一释放方式时,在所述拖动操作被释放时,接收到所述第一技能释放指令;
    当所述复合技能控件对应的释放方式为第二技能释放方式时,在所述拖动操作对应的拖动距离达到目标距离时,接收到所述第一技能释放指令。
  4. 如权利要求1所述的方法,其中,所述方法还包括:
    呈现移动控件,所述移动控件用于控制所述目标虚拟对象的运动方向;
    当接收到基于所述移动控件触发的第二方向调整指令时,确定所述第二方向调整指令所指示的方向为第二方向;
    响应于基于所述技能控件触发的第二技能释放指令,控制所述目标虚 拟对象沿所述第二方向释放所述运动技能。
  5. 如权利要求4所述的方法,其中,所述方法还包括:
    在控制所述目标虚拟对象沿所述第二方向释放所述运动技能的过程中,接收到基于所述复合技能控件触发的第三方向调整指令;
    响应于所述第三技能释放指令,当所述第三方向调整指令所指示的第三方向与所述第二方向不一致时,控制所述目标虚拟对象将所述运动技能的释放方向由所述第二方向变换为所述第三方向。
  6. 如权利要求1所述的方法,其中,所述方法还包括:
    确定所述目标虚拟对象在所述虚拟场景中的朝向;
    当接收到基于所述技能控件触发的技能释放指令时,控制所述目标虚拟对象沿所述朝向释放所述运动技能。
  7. 如权利要求1所述的方法,其中,所述方法还包括:
    呈现移动控件,所述移动控件用于控制所述目标虚拟对象的运动方向;
    在控制所述目标虚拟对象沿第一方向释放所述运动技能的过程中,接收到基于所述移动控件触发的第四方向调整指令;
    当所述第一方向与所述第四方向调整指令所指示的第四方向不一致时,控制所述目标虚拟对象维持沿第一方向释放所述运动技能。
  8. 如权利要求1所述的方法,其中,所述改变所述方向指示标识在所述复合技能控件中的属性之前,所述方法还包括:
    呈现方向指示信息,所述方向指示信息,用于指示所述运动技能的释放方向;
    当所述目标虚拟对象当前运动方向与所述释放方向不一致时,响应于针对所述方向指示标识的触发操作,接收到所述第一方向调整指令。
  9. 如权利要求1所述的方法,其中,所述控制所述目标虚拟对象沿第一方向释放所述运动技能,包括:
    获取所述方向指示标识在所述复合技能控件中的属性与所述运动技能的释放方向之间的映射关系;
    基于改变后的所述属性以及所述映射关系,确定所述第一方向调整指令所指示的方向为第一方向;
    控制所述目标虚拟对象沿所述第一方向释放所述运动技能。
  10. 如权利要求1所述的方法,其中,所述控制所述目标虚拟对象沿第一方向释放所述运动技能,包括:
    确定所述目标虚拟对象的等级、以及所述等级对应的目标距离,所述目标距离为,释放所述运动技能时所述目标虚拟对象的运动距离;
    以所述目标虚拟对象的当前位置为起点,沿所述第一方向,确定距所述起点目标距离处的目标位置;
    控制所述目标虚拟对象沿所述第一方向,运动至所述目标位置。
  11. 如权利要求10所述的方法,其中,所述控制所述目标虚拟对象沿 所述第一方向,运动至所述目标位置,包括:
    对所述目标位置进行障碍物检测,得到检测结果;
    当所述检测结果表征所述目标位置处不存在障碍物时,控制所述目标虚拟对象沿所述第一方向,运动至所述目标位置;
    所述方法还包括:
    当所述检测结果表征所述目标位置处存在障碍物时,控制所述目标虚拟对象沿所述第一方向运动至其他位置;
    其中,所述其他位置处不存在障碍物、且所述其他位置与所述目标位置之间的距离小于距离阈值。
  12. 如权利要求1所述的方法,其中,所述方法还包括:
    在控制所述目标虚拟对象沿第一方向释放所述运动技能的过程中,当所述目标虚拟对象移动至存在阻挡物的阻挡区域、且所述目标虚拟对象无法穿越所述阻挡区域时,自动调整所述目标虚拟对象的运动路线;
    当所述目标虚拟对象移动至存在阻挡物的阻挡区域、且所述目标虚拟对象能够穿越所述阻挡区域时,控制所述目标虚拟对象维持当前运动方向进行运动。
  13. 一种虚拟技能的控制装置,所述装置包括:
    控件呈现模块,配置为呈现虚拟场景的技能控件,所述技能控件对应目标虚拟对象的运动技能;
    控件切换模块,配置为当接收到针对所述技能控件的触发操作时,将呈现所述技能控件切换为呈现包含方向指示标识的复合技能控件;
    属性改变模块,配置为响应于基于所述复合技能控件触发的第一方向调整指令,改变所述方向指示标识在所述复合技能控件中的属性;
    第一控制模块,配置为响应于基于所述复合技能控件触发的第一技能释放指令,控制所述目标虚拟对象沿第一方向释放所述运动技能,所述第一方向为,属性改变后所述方向指示标识所指示的方向。
  14. 一种电子设备,包括:
    存储器,用于存储可执行指令;
    处理器,用于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12任一项所述的虚拟技能的控制方法。
  15. 一种计算机可读存储介质,存储有可执行指令,用于被处理器执行时,实现权利要求1至12任一项所述的虚拟技能的控制方法。
  16. 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12任一项所述的虚拟技能的控制方法。
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