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 PDFInfo
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- 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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- skill
- control
- release
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by 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
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
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
Description
Claims (16)
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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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| CN117654041A (zh) * | 2022-08-30 | 2024-03-08 | 腾讯科技(深圳)有限公司 | 基于虚拟场景的技能获取方法、装置、设备、介质及产品 |
| CN116212377A (zh) * | 2023-03-14 | 2023-06-06 | 网易(杭州)网络有限公司 | 一种游戏中虚拟技能交互方法、装置、设备及介质 |
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| JP2024507389A (ja) | 2024-02-19 |
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