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CN118662898A - Game interaction method and device, electronic equipment and storage medium - Google Patents

Game interaction method and device, electronic equipment and storage medium
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CN118662898A
CN118662898ACN202410727523.XACN202410727523ACN118662898ACN 118662898 ACN118662898 ACN 118662898ACN 202410727523 ACN202410727523 ACN 202410727523ACN 118662898 ACN118662898 ACN 118662898A
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shooting
delay
virtual object
target
control
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周一君
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Abstract

Translated fromChinese

本申请公开了一种游戏交互方法、装置、电子设备和存储介质,包括:在所述图形用户界面上提供一延时调整控件;响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。本申请实施例使玩家可以在游戏对局内根据自身实际情况调整射击延迟,使玩家更能够结合操作手感或多样化战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,提高游戏交互效率;降低硬件设备的响应频率,有助于节约硬件设备的计算资源。

The present application discloses a game interaction method, device, electronic device and storage medium, including: providing a delay adjustment control on the graphical user interface; in response to an adjustment operation on the delay adjustment control, determining a target shooting delay based on the adjustment operation; in response to a shooting trigger event, determining a target virtual object targeted by delayed shooting, and controlling the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay. The embodiment of the present application enables players to adjust the shooting delay according to their actual situation in the game match, so that players can more conveniently and quickly adjust the shooting parameters in real time through the delay adjustment control in combination with the operating feel or diversified combat scenes, thereby improving the player's shooting experience, ensuring the smoothness of the player's combat experience in the game match, and improving the game interaction efficiency; reducing the response frequency of the hardware device helps to save the computing resources of the hardware device.

Description

Translated fromChinese
一种游戏交互方法、装置、电子设备和存储介质Game interaction method, device, electronic device and storage medium

技术领域Technical Field

本公开涉及游戏技术领域,具体涉及一种游戏交互方法、装置、电子设备和存储介质。The present disclosure relates to the field of game technology, and in particular to a game interaction method, device, electronic device and storage medium.

背景技术Background Art

为了满足人们对精神生活的追求,能够在终端上操作的娱乐游戏应运而生,例如,基于客户端或服务器架构开发的多人在线动作游戏、角色扮演游戏、战术竞技类游戏或第一人称射击游戏(First-person shooting game,FPS)等类型的游戏。在游戏中,玩家可以操纵屏幕中的虚拟人物来进行游戏,可以基于玩家所操作人物的第一视角或第三视角在游戏场景中执行行走、奔跑、跳跃、拾取道具以及格斗等相关操作,使得玩家们可以身临其境地体验游戏带来的视觉冲击,大大增强了游戏的主动性和真实感。In order to meet people's pursuit of spiritual life, entertainment games that can be operated on terminals have emerged, such as multiplayer online action games, role-playing games, tactical competitive games or first-person shooting games (FPS) developed based on client or server architecture. In the game, players can manipulate the virtual characters on the screen to play the game, and can perform related operations such as walking, running, jumping, picking up props and fighting in the game scene based on the first or third perspective of the character operated by the player, so that players can experience the visual impact brought by the game in an immersive way, which greatly enhances the initiative and realism of the game.

在目前的射击类游戏中,玩家控制的虚拟对象之间通常通过虚拟枪械展开对抗,例如采用虚拟枪械瞄准敌方虚拟对象进行射击造成伤害,以淘汰敌方虚拟对象。然而,随着玩家对游戏玩法需求的日益增长,玩家存在需要根据自身的游戏操作习惯对射击参数进行自定义的需求,现有技术中玩家对射击参数进行自定义的交互方式较少,并且玩家进行射击参数自定义的交互操作的步骤复杂,导致玩家无法快速进行射击参数的调整操作,影响玩家在游戏对局中战斗体验的流畅性,导致游戏交互效率低。In current shooting games, virtual objects controlled by players usually fight against each other through virtual guns, for example, using virtual guns to aim at enemy virtual objects and shoot to cause damage, so as to eliminate enemy virtual objects. However, with the increasing demand of players for game play, players need to customize shooting parameters according to their own game operation habits. In the prior art, there are few interactive methods for players to customize shooting parameters, and the steps for players to customize shooting parameters are complicated, which makes it impossible for players to quickly adjust shooting parameters, affecting the fluency of players' combat experience in the game, resulting in low game interaction efficiency.

发明内容Summary of the invention

本申请实施例提供一种游戏交互方法、装置、电子设备和存储介质,可以提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。The embodiments of the present application provide a game interaction method, device, electronic device and storage medium, which can enhance the player's shooting experience and ensure the smoothness of the player's combat experience in the game, thereby improving the game interaction efficiency; at the same time, reducing the response frequency of the hardware device, which helps to save the computing resources of the hardware device.

第一方面,本申请实施例提供一种游戏交互方法,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象,所述方法包括:In a first aspect, an embodiment of the present application provides a game interaction method, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface includes at least part of a virtual scene and a controlled virtual object located in the virtual scene and controlled by the terminal device, the method comprising:

在所述图形用户界面上提供一延时调整控件;Providing a delay adjustment control on the graphical user interface;

响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;In response to an adjustment operation on the delay adjustment control, determining a target shooting delay based on the adjustment operation;

响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。In response to a shooting trigger event, a target virtual object targeted by delayed shooting is determined, and the controlled virtual object is controlled to automatically shoot at least once at the target virtual object after the target shooting delay.

第二方面,本申请实施例提供一种游戏交互装置,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象,包括:In a second aspect, an embodiment of the present application provides a game interaction device, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes at least part of a virtual scene and a controlled virtual object located in the virtual scene and controlled by the terminal device, including:

显示单元,用于在所述图形用户界面上提供一延时调整控件;A display unit, used for providing a delay adjustment control on the graphical user interface;

第一响应单元,用于响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;A first response unit, configured to respond to an adjustment operation on the delay adjustment control and determine a target shooting delay based on the adjustment operation;

第二响应单元,用于响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。The second response unit is used to respond to the shooting trigger event, determine the target virtual object targeted by the delayed shooting, and control the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay.

第三方面,本申请实施例还提供一种电子设备,包括存储器存储有多条指令;处理器从存储器中加载指令,以执行本申请实施例所提供的任一种游戏交互方法的步骤。In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; a processor loads instructions from the memory to execute the steps of any one of the game interaction methods provided in the embodiments of the present application.

第四方面,本申请实施例还提供一种计算机可读存储介质,计算机可读存储介质存储有多条指令,指令适于处理器进行加载,以执行本申请实施例所提供的任一种游戏交互方法的步骤。In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the steps of any one of the game interaction methods provided in the embodiment of the present application.

第五方面,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,计算机程序或指令被处理器执行时实现本申请实施例所提供的任一种游戏交互方法中的步骤。In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, which, when executed by a processor, implements the steps of any one of the game interaction methods provided in the embodiments of the present application.

采用本申请实施例的方案,可以向玩家提供一延时调整控件,玩家可以根据实际游戏操作需求,通过延时调整控件对射击道具进行射击延时的调整,从而可以使玩家可以在游戏对局内根据自身实际情况调整射击延迟,具体能够使玩家更能够结合操作手感或多样化的战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。By adopting the scheme of the embodiment of the present application, a delay adjustment control can be provided to the player. The player can adjust the shooting delay of the shooting props through the delay adjustment control according to the actual game operation requirements, so that the player can adjust the shooting delay according to his own actual situation during the game. Specifically, the player can better combine the operation feel or various combat scenes, and adjust the shooting parameters in real time conveniently and quickly through the delay adjustment control, thereby improving the player's shooting experience, ensuring the smoothness of the player's combat experience in the game, thereby improving the game interaction efficiency; at the same time, reducing the response frequency of the hardware device helps to save the computing resources of the hardware device.

附图说明BRIEF DESCRIPTION OF THE DRAWINGS

为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

图1是本申请实施例提供的游戏交互系统的场景示意图;FIG1 is a schematic diagram of a scenario of a game interaction system provided in an embodiment of the present application;

图2是本申请实施例提供的游戏交互方法的一种实施例流程示意图;FIG2 is a schematic diagram of an embodiment of a game interaction method provided in an embodiment of the present application;

图3是本申请实施例提供的游戏交互方法的一种场景示意图;FIG3 is a schematic diagram of a scenario of a game interaction method provided in an embodiment of the present application;

图4是本申请实施例提供的游戏交互方法的另一种场景示意图;FIG4 is another schematic diagram of a game interaction method according to an embodiment of the present application;

图5是本申请实施例提供的游戏交互方法的另一种场景示意图;FIG5 is another schematic diagram of a game interaction method according to an embodiment of the present application;

图6是本申请实施例提供的游戏交互方法的另一种场景示意图;FIG6 is another schematic diagram of a game interaction method according to an embodiment of the present application;

图7是本申请实施例提供的游戏交互方法的另一种场景示意图;FIG7 is another schematic diagram of a game interaction method according to an embodiment of the present application;

图8是本申请实施例提供的游戏交互方法的另一种场景示意图;FIG8 is another schematic diagram of a game interaction method according to an embodiment of the present application;

图9是本申请实施例提供的游戏交互方法的另一种场景示意图;FIG9 is another schematic diagram of a game interaction method according to an embodiment of the present application;

图10是本申请实施例提供的游戏交互方法的另一种场景示意图;FIG10 is another schematic diagram of a game interaction method according to an embodiment of the present application;

图11是本申请实施例提供的游戏交互方法的另一种场景示意图;FIG11 is another schematic diagram of a game interaction method according to an embodiment of the present application;

图12是本申请实施例提供的游戏交互方法的另一种场景示意图;FIG12 is another schematic diagram of a game interaction method according to an embodiment of the present application;

图13是本申请实施例提供的游戏交互方法的另一种场景示意图;FIG13 is another schematic diagram of a game interaction method according to an embodiment of the present application;

图14是本申请实施例提供的游戏交互方法的另一种场景示意图;FIG14 is another schematic diagram of a game interaction method according to an embodiment of the present application;

图15是本申请实施例提供的游戏交互方法的一种游戏界面示意图;FIG15 is a schematic diagram of a game interface of a game interaction method provided in an embodiment of the present application;

图16是本申请实施例中提供的游戏交互装置的结构示意图;FIG16 is a schematic diagram of the structure of a game interaction device provided in an embodiment of the present application;

图17是本申请实施例中提供的电子设备的结构示意图。FIG. 17 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application.

具体实施方式DETAILED DESCRIPTION

下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。同时,在本申请实施例的描述中,术语“第一”、“第二”等仅用于区分描述,而不能理解为指示或暗示相对重要性。由此,限定有“第一”、“第二”的特征可以明示或者隐含地包括一个或者更多个特征。在本申请实施例的描述中,“多个”的含义是两个或两个以上,除非另有明确具体的限定。The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise clearly and specifically defined.

本申请实施例提供一种游戏交互方法、装置、电子设备和计算机可读存储介质。具体地,本实施例将从游戏交互装置的角度进行描述,该游戏交互装置具体可以集成在电子设备中,即本申请实施例游戏交互方法可以由电子设备执行,可选的,该电子设备可以包括:终端设备。终端设备可以为手机、平板电脑、智能蓝牙设备、笔记本电脑、游戏机、或者个人电脑(Personal Computer,PC)等设备。The embodiments of the present application provide a game interaction method, device, electronic device, and computer-readable storage medium. Specifically, the present embodiment will be described from the perspective of a game interaction device, which can be integrated into an electronic device, that is, the game interaction method of the embodiment of the present application can be executed by an electronic device, and optionally, the electronic device can include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC) and other devices.

本申请实施例提供的游戏交互方法,可以应用于如游戏交互系统中。其中,该游戏交互系统可以包括玩家终端设备和服务器,终端可以是既包括接收和发射硬件的设备,即具有能够在双向通信链路上,执行双向通信的接收和发射硬件的设备。玩家终端设备与服务器可以通过网络进行双向通信。The game interaction method provided in the embodiment of the present application can be applied to a game interaction system. The game interaction system may include a player terminal device and a server, and the terminal may be a device including both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server may perform two-way communication via a network.

可选的,该服务器可以是独立的服务器,也可以是服务器组成的服务器网络或服务器集群,其包括但不限于计算机、网络主机、单个网络服务器、多个网络服务器集或多个服务器构成的云服务器。其中,云服务器由基于云计算(Cloud Computing)的大量计算机或网络服务器构成。Optionally, the server may be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets or a cloud server composed of multiple servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.

在本公开其中一种实施例中的游戏交互方法可以运行于本地终端设备或者是服务器。当游戏交互方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。In one embodiment of the present disclosure, the game interaction method can be run on a local terminal device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

例如,当该游戏交互方法运行于终端时,终端设备存储有游戏应用程序并用于呈现游戏画面中的虚拟场景。终端设备用于通过图形用户界面与用户进行交互,例如通过终端设备下载安装游戏应用程序并运行。该终端设备将图形用户界面提供给用户的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影呈现图形用户界面。例如,终端设备可以包括触控显示屏和处理器,该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面、响应操作指令以及控制图形用户界面在触控显示屏上的显示。For example, when the game interaction method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present the graphical user interface and receive the operation instructions generated by the user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen.

例如,当该游戏交互方法运行于服务器时,可以为云游戏。云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏应用程序的运行主体和游戏画面呈现主体是分离的,游戏交互方法的储存与运行是在云游戏服务器上完成的。而游戏画面呈现是在云游戏的客户端完成的,云游戏客户端主要用于游戏数据的接收、发送以及游戏画面的呈现,例如,云游戏客户端可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑、个人数字助理等,但是进行游戏数据处理的终端设备为云端的云游戏服务器。在进行游戏时,用户操作云游戏客户端向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回云游戏客户端,最后,通过云游戏客户端进行解码并输出游戏画面。For example, when the game interaction method is run on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the game interaction method are completed on the cloud gaming server. The game screen presentation is completed on the client side of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.

请参阅图1,图1为本申请实施例提供的一种游戏交互系统的场景示意图。该系统可以包括至少一个终端,至少一个服务器,至少一个数据库,以及网络。用户持有的终端可以通过网络连接到不同游戏的服务器。终端是具有计算硬件的任何设备,该计算硬件能够支持和执行与游戏对应的软件产品。另外,当系统包括多个终端、多个服务器、多个网络时,不同的终端可以通过不同的网络、通过不同的服务器相互连接。网络可以是无线网络或者有线网络,比如无线网络为无线局域网(WLAN)、局域网(LAN)、蜂窝网络、2G网络、3G网络、4G网络、5G网络等。另外,不同的终端之间也可以使用自身的蓝牙网络或者热点网络连接到其他终端或者连接到服务器等。例如,多个用户可以通过不同的终端在线从而通过适当网络连接并且相互同步,以支持多玩家游戏。另外,该系统可以包括多个数据库,多个数据库耦合到不同的服务器,并且可以将与游戏环境有关的信息在不同用户在线进行多玩家游戏时连续地存储于数据库中。Please refer to Figure 1, which is a scene diagram of a game interaction system provided by an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the servers of different games through the network. The terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, multiple databases are coupled to different servers, and information related to the game environment can be continuously stored in the database when different users are online for multi-player games.

本申请实施例提供了一种游戏交互方法,该方法可以由终端或服务器执行。本申请实施例以游戏交互方法由终端执行为例来进行说明。其中,该终端可以包括触控显示屏和处理器(当然,终端也可以采用鼠标、键盘等外设作为输入设备,此处仅以触控显示屏为例进行说明),该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令。用户通过触控显示屏对图形用户界面进行操作时,该图形用户界面可以通过响应于接收到的操作指令控制终端本地的内容,也可以通过响应于接收到的操作指令控制对端服务器的内容。例如,用户作用于图形用户界面产生的操作指令包括用于启动游戏应用程序的指令,处理器被配置为在接收到用户提供的启动游戏应用程序的指令之后启动游戏应用程序。此外,处理器被配置为在触控显示屏上渲染和绘制与游戏相关联的图形用户界面。触控显示屏是能够感测屏幕上的多个点同时执行的触摸或者滑动操作的多触敏屏幕。用户在使用手指在图形用户界面上执行触控操作,图形用户界面在检测到触控操作时,控制游戏的图形用户界面中的不同虚拟对象执行与触控操作对应的动作。The embodiment of the present application provides a game interaction method, which can be executed by a terminal or a server. The embodiment of the present application takes the game interaction method executed by a terminal as an example for explanation. Among them, the terminal may include a touch display screen and a processor (of course, the terminal may also use peripherals such as a mouse and a keyboard as input devices, and only the touch display screen is used as an example for explanation here), and the touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instructions, and can also control the content of the opposite server by responding to the received operation instructions. For example, the operation instructions generated by the user acting on the graphical user interface include instructions for starting a game application, and the processor is configured to start the game application after receiving the instructions for starting the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user uses a finger to perform a touch operation on the graphical user interface, and when the graphical user interface detects the touch operation, the different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation.

需要说明的是,图1所示的游戏交互系统的场景示意图仅仅是一个示例,本申请实施例描述的游戏交互系统以及场景是为了更加清楚的说明本申请实施例的技术方案,并不构成对于本申请实施例提供的技术方案的限定,本领域普通技术人员可知,随着新业务场景的出现,本申请实施例提供的技术方案对于类似的技术问题,同样适用。It should be noted that the scene diagram of the game interaction system shown in Figure 1 is only an example. The game interaction system and scene described in the embodiment of the present application are for more clearly illustrating the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided in the embodiment of the present application. Ordinary technicians in this field can know that with the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.

本申请实施例提供一种游戏交互方法,该方法可以由终端或服务器执行,本申请实施例以游戏交互方法由终端执行为例来进行说明,可以通过终端设备提供一图形用户界面,图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象。以下对图形用户界面、虚拟场景、以及虚拟对象进行说明。The embodiment of the present application provides a game interaction method, which can be executed by a terminal or a server. The embodiment of the present application takes the game interaction method executed by a terminal as an example for explanation, and a graphical user interface can be provided by a terminal device, and the graphical user interface includes at least part of a virtual scene and a controlled virtual object located in the virtual scene and controlled by the terminal device. The graphical user interface, virtual scene, and virtual object are explained below.

游戏场景(或称为虚拟场景)是应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制等虚拟对象完整游戏逻辑的场景,例如,对于沙盒类3D射击游戏中,虚拟场景为用于供玩家控制虚拟对象进行对战的3D游戏世界,实例性的虚拟场景可以包括:山川、平地、河流、湖泊、海洋、沙漠、天空、植物、建筑、车辆中的至少一种元素;例如,对于2D卡牌类游戏中,虚拟场景为供展示释放卡牌或是展示卡牌对应的虚拟对象的场景,实例性的虚拟场景可以包括:擂台场、决战场、或是其他可以显示卡牌对战状态的“场”元素或是其他元素;对于2D或是3D的多人在线战术竞技游戏,虚拟场景为供虚拟对象进行对战的2D或3D地形场景,实例性的虚拟场景可以包括:峡谷风格的山脉、线路、河流、教室、桌椅、讲台等元素。The game scene (or virtual scene) is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 3D multiplayer online tactical competitive games, the virtual scene is a 2D or 3D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.

图形用户界面是通过在移动终端或其它终端的处理器上执行软件应用并在显示器上渲染得到图形用户界面,可以是终端设备的显示屏界面。图形用户界面可以呈现游戏场景的全部,也可以只呈现游戏场景的局部。游戏场景中包括多个静态虚拟对象,具体包括地面、山体、石体、植被、建筑等。当游戏场景比较大时,在游戏的过程中终端设备的图形用户界面上只显示游戏场景的局部内容。可选地,游戏场景中包含游戏角色,游戏角色可以是玩家操控的游戏角色,也可以NPC(Non-Player Character的缩写,是游戏中一种角色类型,意思是非玩家角色),本示例性实施例不作限制。图形用户界面中可以包括供玩家进行交互的UI界面和游戏画面。在可选的实施方式中,该UI界面中可以包括游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等)。在可选的实施方式中,游戏画面为终端设备显示虚拟场景所对应的显示画面,游戏画面中可以包括在虚拟场景中进行执行游戏逻辑的游戏角色、NPC角色、AI角色等虚拟对象。The graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display, and can be a display screen interface of a terminal device. The graphical user interface can present the entire game scene, or only a part of the game scene. The game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc. When the game scene is relatively large, only the local content of the game scene is displayed on the graphical user interface of the terminal device during the game. Optionally, the game scene contains game characters, which can be game characters controlled by players, or NPCs (abbreviation of Non-Player Character, which is a type of character in the game, meaning non-player characters), which is not limited in this exemplary embodiment. The graphical user interface can include a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface can include game controls (such as skill controls, mobile controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation, the game screen is a display screen corresponding to a virtual scene displayed by a terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

游戏对象(或称为虚拟对象、游戏角色)是指在虚拟场景中可被控制的动态对象。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该虚拟对象是玩家通过输入设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的人工智能(ArtificialIntelligence,AI),或者是设置在虚拟场景对战中的非玩家角色(Non-Player Character,NPC)。可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟对象的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本申请实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟对象在该虚拟场景中进行移动,例如,控制虚拟对象跑动、跳动、爬行等,也能够控制虚拟对象使用应用程序所提供的技能、虚拟道具等与其他虚拟对象进行战斗。(游戏)道具是指虚拟对象在虚拟环境中能够使用的道具,包括但不限于枪械、冷兵器、手雷、护盾、跳板、傀儡等能够被虚拟对象使用,以提速自身属性、辅助作战或是对其他虚拟对象发起伤害的虚拟物品,虚拟道具还可以是子弹等补给道具,还可以为扩充弹夹、瞄准倍镜、消焰器、枪托等配件装配在指定虚拟武器上。虚拟摄像机是游戏场景画面所必需的组件,用于游戏场景画面的呈现,一个游戏场景至少对应一个虚拟摄像机,根据实际需要,可以有两个或两个以上,作为游戏渲染的窗口,为玩家捕捉和呈现游戏世界的画面内容,通过设置虚拟摄像机的参数可调整玩家观看游戏世界的视角,如第一人称视角、第三人称视角。A game object (or virtual object, game character) refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects. (Game) props refer to props that can be used by virtual objects in a virtual environment, including but not limited to firearms, cold weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to speed up their own attributes, assist in combat, or launch damage to other virtual objects. Virtual props can also be supply props such as bullets, and can also be equipped on designated virtual weapons for accessories such as extended magazines, aiming scopes, flash suppressors, and stocks. A virtual camera is a necessary component for the game scene screen, which is used to present the game scene screen. A game scene corresponds to at least one virtual camera. According to actual needs, there can be two or more virtual cameras, which serve as the game rendering window to capture and present the game world's screen content to the player. By setting the parameters of the virtual camera, the player's perspective of viewing the game world can be adjusted, such as the first-person perspective and the third-person perspective.

以下结合附图分别进行详细说明,本实施例中以执行主体是终端设备为例。需说明的是,以下实施例的描述顺序不作为对实施例优选顺序的限定。虽然在流程图中示出了逻辑顺序,但是在某些情况下,可以以不同于附图所示的顺序执行所示出或描述的步骤。The following is a detailed description in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.

请参阅图2,图2为本申请实施例提供的一种游戏交互方法的流程示意图,该游戏交互方法的具体流程可以如下步骤101至步骤103:Please refer to FIG. 2 , which is a schematic diagram of a flow chart of a game interaction method provided in an embodiment of the present application. The specific flow of the game interaction method may be as follows: Steps 101 to 103:

步骤101、在所述图形用户界面上提供一延时调整控件。Step 101: Provide a delay adjustment control on the graphical user interface.

在本申请实施例中,可以通过终端设备提供一图形用户界面,该图形用户界面包括至少部分虚拟场景、位于虚拟场景中由终端设备控制的部分受控虚拟对象,该受控虚拟对象可以装备有至少一射击道具,此时,受控虚拟对象可以手持或未手持该射击道具,延时调整控件均显示在图形用户界面上,也即延时调整控件常驻显示在图形用户界面上,该延时调整控件用于调整受控虚拟对象使用(也即手持)的射击道具的射击延时;或者,该延时调整控件用于调控受控虚拟对象拥有的所有射击道具的射击延时。In an embodiment of the present application, a graphical user interface can be provided by a terminal device, which includes at least part of a virtual scene and part of a controlled virtual object located in the virtual scene and controlled by the terminal device. The controlled virtual object can be equipped with at least one shooting prop. At this time, the controlled virtual object can hold or not hold the shooting prop, and the delay adjustment control is displayed on the graphical user interface, that is, the delay adjustment control is permanently displayed on the graphical user interface, and the delay adjustment control is used to adjust the shooting delay of the shooting prop used (that is, held) by the controlled virtual object; or, the delay adjustment control is used to adjust the shooting delay of all shooting props owned by the controlled virtual object.

在一实施例中,所述在所述图形用户界面上提供一延时调整控件,包括:In one embodiment, providing a delay adjustment control on the graphical user interface includes:

响应于针对目标射击道具的道具使用指令,将所述目标射击道具设置为所述受控虚拟对象当前手持使用的射击道具,并在所述图形用户界面上提供一延时调整控件,其中,所述延时调整控件用于调整所述射击道具的射击延时。In response to a prop usage instruction for a target shooting prop, the target shooting prop is set as the shooting prop currently held and used by the controlled virtual object, and a delay adjustment control is provided on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting prop.

具体的,玩家可以对受控虚拟对象执行手持射击道具的动作,以触发道具使用指令,计算机设备响应于针对目标射击道具的道具使用指令,将所述目标射击道具设置为所述受控虚拟对象当前手持使用的射击道具,并在所述图形用户界面上提供一延时调整控件,其中,所述延时调整控件用于调整受控虚拟对象当前手持使用的射击道具的射击延时。Specifically, the player can perform the action of holding a shooting prop on the controlled virtual object to trigger a prop usage instruction. The computer device responds to the prop usage instruction for the target shooting prop, sets the target shooting prop as the shooting prop currently held by the controlled virtual object, and provides a delay adjustment control on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting prop currently held by the controlled virtual object.

其中,射击道具可以包括虚拟枪械或虚拟兵器,例如,虚拟枪械可以包括虚拟狙击枪、虚拟步枪、虚拟冲锋枪、以及虚拟手枪等;虚拟兵器可以包括虚拟弓箭、虚拟弩、虚拟吹箭等;上述射击道具均可以通过延时调整控件调整射击延时。具体的,延时(也即延迟)是一种时间指标,是用于描述执行所需操作和取得预期结果之间的延迟时间,在FPS游戏中就是玩家进行射击触发操作后、直到执行射击动作之间的时间差。由上可知,射击延时可以理解为当玩家触发射击操作后,射击道具发出的攻击道具(例如子弹或箭)或攻击道具命中目标攻击对象的时间、与实际执行射击操作的时间之间存在一定的延迟。延迟射击也即具有射击延时(即在经过射击延时之后再进行射击)的射击操作。Among them, shooting props can include virtual firearms or virtual weapons, for example, virtual firearms can include virtual sniper rifles, virtual rifles, virtual submachine guns, and virtual pistols, etc.; virtual weapons can include virtual bows and arrows, virtual crossbows, virtual blowguns, etc.; the above shooting props can adjust the shooting delay through the delay adjustment control. Specifically, delay (also known as delay) is a time indicator, which is used to describe the delay time between performing the required operation and obtaining the expected result. In FPS games, it is the time difference between the player performing the shooting trigger operation and the execution of the shooting action. From the above, it can be seen that the shooting delay can be understood as when the player triggers the shooting operation, there is a certain delay between the time when the attack props (such as bullets or arrows) emitted by the shooting props or the attack props hit the target attack object and the time when the shooting operation is actually performed. Delayed shooting is also a shooting operation with a shooting delay (i.e., shooting after the shooting delay).

步骤102、响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时。Step 102: In response to an adjustment operation on the delay adjustment control, determine a target shooting delay based on the adjustment operation.

在本申请实施例中,玩家可以对延时调整控件执行调整操作,计算机设备响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时。具体的,可以通过对延时调整控件的调整操作,对当前的射击延时进行调大或调小,例如,当前的射击延时可以为0.5秒,可以通过对延时调整控件的调整操作对当前的射击延时进行调大,也即将射击延时从0.5秒调整为1秒,其在射击操作中实现的效果即为:当玩家触发射击操作之时起经过1秒的时长后,射击道具再发出的攻击道具(例如子弹或箭)。又例如,可以通过对延时调整控件的调整操作对当前的射击延时进行调小,也即将射击延时从0.5秒调整为0.2秒,其在射击操作中实现的效果即为:当玩家触发射击操作之时起经过0.2秒的时长后,射击道具再发出的攻击道具(例如子弹或箭)。In an embodiment of the present application, a player can perform an adjustment operation on a delay adjustment control, and a computer device responds to the adjustment operation for the delay adjustment control and determines the target shooting delay based on the adjustment operation. Specifically, the current shooting delay can be increased or decreased by adjusting the delay adjustment control. For example, the current shooting delay can be 0.5 seconds, and the current shooting delay can be increased by adjusting the delay adjustment control, that is, the shooting delay is adjusted from 0.5 seconds to 1 second, and the effect achieved in the shooting operation is: when the player triggers the shooting operation, after a duration of 1 second, the shooting props send out an attack prop (such as a bullet or arrow). For another example, the current shooting delay can be reduced by adjusting the delay adjustment control, that is, the shooting delay is adjusted from 0.5 seconds to 0.2 seconds, and the effect achieved in the shooting operation is: when the player triggers the shooting operation, after a duration of 0.2 seconds, the shooting props send out an attack prop (such as a bullet or arrow).

步骤103、响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。Step 103: In response to a shooting trigger event, determine a target virtual object for delayed shooting, and control the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay.

在本申请实施例中,所述射击触发事件包括以下任意一项:所述受控虚拟对象关联的准星、瞄准一虚拟对象的第一射击触发事件;对所述受控虚拟对象关联的射击控件执行触发操作的第二射击触发事件。In an embodiment of the present application, the shooting trigger event includes any one of the following: a first shooting trigger event of aiming a crosshair associated with the controlled virtual object at a virtual object; a second shooting trigger event of performing a trigger operation on a shooting control associated with the controlled virtual object.

其中,射击游戏中的准星是一个用于瞄准和射击的图标或标识,通常在玩家控制受控虚拟对象装备虚拟射击道具且使用时,在图形用户界面上进行显示。具体的,准星是玩家在游戏中使用虚拟射击道具进行射击时的参考点,准星的位置和变化可以帮助玩家控制受控虚拟对象准确地对准目标虚拟对象并进行射击。准星的样式和特征可能因游戏而异,例如,该准星可以是一个小点、一个十字线、一个圆圈或其他形状的图标,一些射击游戏还提供了自定义准星的选项,可以使玩家根据自身的游戏偏好进行调整。Among them, the crosshair in a shooting game is an icon or logo used for aiming and shooting, which is usually displayed on a graphical user interface when the player controls the controlled virtual object to equip the virtual shooting prop and use it. Specifically, the crosshair is a reference point when the player uses the virtual shooting prop to shoot in the game. The position and change of the crosshair can help the player control the controlled virtual object to accurately aim at the target virtual object and shoot. The style and features of the crosshair may vary from game to game. For example, the crosshair can be a small dot, a crosshair, a circle, or an icon of other shapes. Some shooting games also provide the option of customizing the crosshair, allowing players to adjust it according to their own game preferences.

具体的,玩家可以操控射击道具对应的准星瞄准一虚拟对象,计算机设备响应于受控虚拟对象关联的准星、瞄准一虚拟对象的第一射击触发事件,将该虚拟对象确定为延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。Specifically, the player can control the crosshairs corresponding to the shooting prop to aim at a virtual object. The computer device responds to the crosshairs associated with the controlled virtual object and the first shooting trigger event aimed at the virtual object, determines the virtual object as the target virtual object for delayed shooting, and controls the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay.

或者,玩家可以操控射击道具对应的准星瞄准一虚拟场景位置,计算机设备响应于受控虚拟对象关联的准星、瞄准一虚拟场景位置的射击触发事件,将该虚拟场景位置确定为延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。Alternatively, the player can control the crosshairs corresponding to the shooting props to aim at a virtual scene position, and the computer device responds to the shooting trigger event of the crosshairs associated with the controlled virtual object and aiming at a virtual scene position, and determines the virtual scene position as the target virtual object for delayed shooting, and controls the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay.

又或者,玩家可以对所述受控虚拟对象关联的射击控件执行触发操作,计算机设备响应于针对所述受控虚拟对象关联的射击控件执行触发操作的第二射击触发事件,确定对射击控件执行触发操作时准星所瞄准的虚拟对象或虚拟场景位置为延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。Alternatively, the player may perform a trigger operation on a shooting control associated with the controlled virtual object, and the computer device may respond to a second shooting trigger event of performing a trigger operation on the shooting control associated with the controlled virtual object, determine that the virtual object or virtual scene position at which the crosshairs are aimed when the trigger operation is performed on the shooting control is the target virtual object for delayed shooting, and control the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay.

具体的,至少一次射击可以为连续射击或单次射击。例如,当响应于射击触发事件时(在准星瞄准目标虚拟对象时),控制所述受控虚拟对象经过所述目标射击延时后,在目标射击延时达到时自动向所述目标虚拟对象进行至少一次射击,也即自动进行单次射击或连续射击(无需玩家对射击控件执行触发操作),可以理解为受控虚拟对象经过所述目标射击延时后,自动向目标虚拟对象进行单次射击或连续射击。Specifically, the at least one shooting may be continuous shooting or single shooting. For example, in response to a shooting trigger event (when the crosshair is aimed at the target virtual object), the controlled virtual object is controlled to automatically shoot at least one time at the target virtual object after the target shooting delay is reached, that is, automatically perform a single shot or continuous shooting (without the need for the player to perform a trigger operation on the shooting control), which can be understood as the controlled virtual object automatically performing a single shot or continuous shooting at the target virtual object after the target shooting delay.

可选的,在准星瞄准目标虚拟对象时起,还未达到目标射击延时的期间,玩家可以随时射击控件执行触发操作,从而立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击,也即单次射击。Optionally, from the time the crosshairs are aimed at the target virtual object, before the target shooting delay is reached, the player can shoot the control at any time to perform a trigger operation, thereby immediately controlling the controlled virtual object to shoot at least once at the target virtual object, that is, a single shot.

根据上述介绍的内容,下面将举例来进一步说明本申请的游戏交互方法,该游戏交互方法的具体实施例如下所述。Based on the above introduction, the game interaction method of the present application will be further illustrated by examples below. The specific embodiments of the game interaction method are described as follows.

在一实施例中,玩家可以针对延时调整控件执行滑动操作以确定目标射击延时,具体的,步骤“所述响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时”,包括:In one embodiment, the player may perform a sliding operation on the delay adjustment control to determine the target shooting delay. Specifically, the step of “determining the target shooting delay based on the adjustment operation in response to the adjustment operation on the delay adjustment control” includes:

响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时。In response to a sliding operation on the delay adjustment control, a target shooting delay is determined based on delay information indicated by the delay adjustment control when the sliding operation ends.

在一具体实施例中,所述延时调整控件提供一设置区域,可以针对设置区域的滑动操作确定目标显示位置,根据目标显示位置确定目标射击延时,具体的,步骤“所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时”,包括:In a specific embodiment, the delay adjustment control provides a setting area, and the target display position can be determined for a sliding operation in the setting area, and the target shooting delay is determined according to the target display position. Specifically, the step of "determining the target shooting delay based on the delay information indicated by the delay adjustment control when the sliding operation ends and in response to the sliding operation on the delay adjustment control" includes:

响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;In response to a sliding operation on the setting area, determining a target display position in the setting area when the sliding operation ends;

基于所述目标显示位置对应的延时信息确定目标射击延时。The target shooting delay is determined based on the delay information corresponding to the target display position.

可选的,所述图形用户界面还显示有射击控件,所述设置区域为滑轨,所述滑轨上显示有滑块,所述滑块在所述滑轨上的位置用于指示所述受控虚拟对象当前使用的射击道具的射击延时,其中,所述滑轨为弧形滑轨,且所述弧形滑轨以所述射击控件为中心、环绕所述射击控件进行显示。Optionally, the graphical user interface also displays a shooting control, and the setting area is a slide rail, a slider is displayed on the slide rail, and the position of the slider on the slide rail is used to indicate the shooting delay of the shooting prop currently used by the controlled virtual object, wherein the slide rail is an arc-shaped slide rail, and the arc-shaped slide rail is displayed around the shooting control with the shooting control as the center.

例如,请参阅图3,在本申请实施例中,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、以及位于所述虚拟场景中由所述终端设备控制的部分受控虚拟对象(例如受控虚拟对象的手部),还可以包括由敌方玩家的终端设备控制的其他虚拟对象,此时,受控虚拟对象正在手持第一枪械图标对应的第一射击道具。图形用户界面还显示有射击控件以及延时调整控件,该延时调整控件包括设置区域,该设置区域包括滑轨、以及显示在滑轨上的滑块,可以通过滑动滑块改变滑块在滑轨上的位置以确定目标射击延时。For example, referring to FIG. 3 , in an embodiment of the present application, a graphical user interface is provided by a terminal device, the graphical user interface includes at least part of a virtual scene, and part of a controlled virtual object (e.g., a hand of a controlled virtual object) located in the virtual scene and controlled by the terminal device, and may also include other virtual objects controlled by the terminal device of the enemy player, at which time the controlled virtual object is holding a first shooting prop corresponding to a first firearm icon. The graphical user interface also displays a shooting control and a delay adjustment control, the delay adjustment control includes a setting area, the setting area includes a slide rail, and a slider displayed on the slide rail, and the position of the slider on the slide rail can be changed by sliding the slider to determine the target shooting delay.

在一实施例中,步骤“所述响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置,基于所述目标显示位置对应的延时信息确定目标射击延时”,包括:In one embodiment, the step of “determining the target display position in the set area at the end of the sliding operation in response to the sliding operation on the set area, and determining the target shooting delay based on the delay information corresponding to the target display position” includes:

响应于针对所述滑块的移动操作,基于所述移动操作结束时所述滑块在所述滑轨上的目标显示位置确定目标射击延时。In response to a movement operation on the slider, a target shooting delay is determined based on a target display position of the slider on the slide rail at the end of the movement operation.

例如,请参阅图4,此时,受控虚拟对象正在手持第一枪械图标对应的第一射击道具,当前射击延时为0.5秒,玩家可以向图4中虚线箭头所指示的方向控制滑块执行移动操作,计算机设备可以响应于针对所述滑块的移动操作,基于所述移动操作结束时所述滑块在所述滑轨上的目标显示位置确定目标射击延时,也即确定目标射击延时为0.2秒。For example, please refer to Figure 4. At this time, the controlled virtual object is holding the first shooting prop corresponding to the first firearm icon, and the current shooting delay is 0.5 seconds. The player can control the slider to perform a moving operation in the direction indicated by the dotted arrow in Figure 4. The computer device can respond to the moving operation on the slider and determine the target shooting delay based on the target display position of the slider on the slide rail at the end of the moving operation, that is, determine the target shooting delay to be 0.2 seconds.

进一步的,请参阅图5,玩家可以操控射击道具对应的准星瞄准其他虚拟对象,计算机设备响应于受控虚拟对象关联的准星、瞄准其他虚拟对象的第一射击触发事件,将该其他虚拟对象确定为延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击,也即在准星瞄准其他虚拟对象之时起、经过0.2秒后,控制受控虚拟对象使用第一射击道具对其他虚拟对象进行至少一次射击。Further, please refer to Figure 5. The player can control the crosshairs corresponding to the shooting props to aim at other virtual objects. The computer device responds to the crosshairs associated with the controlled virtual object and the first shooting trigger event aimed at the other virtual object, determines the other virtual object as the target virtual object for the delayed shooting, and controls the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay, that is, from the time the crosshairs are aimed at the other virtual object and 0.2 seconds later, the controlled virtual object is controlled to use the first shooting prop to shoot at the other virtual object at least once.

在另一具体实施例中,可以针对延时调整控件执行滑动操作,根据滑动操作确定延时调整控件显示的延时信息,并基于延时信息确定目标射击延时,具体的,步骤“所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时”,包括:In another specific embodiment, a sliding operation may be performed on the delay adjustment control, the delay information displayed by the delay adjustment control may be determined according to the sliding operation, and the target shooting delay may be determined based on the delay information. Specifically, the step of “determining the target shooting delay based on the delay information indicated by the delay adjustment control when the sliding operation ends and in response to the sliding operation on the delay adjustment control” includes:

响应于针对所述延时调整控件的滑动操作,确定所述滑动操作结束时在所述图形用户界面上显示的延时信息;In response to a sliding operation on the delay adjustment control, determining delay information displayed on the graphical user interface when the sliding operation ends;

基于所述延时信息确定目标射击延时。The target shooting delay is determined based on the delay information.

例如,请参阅图6,此时,受控虚拟对象正在手持第一枪械图标对应的第一射击道具、射击控件以及延时调整控件,当前射击延时为0.5秒,也即延时调整控件中此时突出显示的延时信息为0.5,该延时信息两侧显示有灰度显示的其他延时信息,玩家可以通过滑动操作选择其他延时信息。具体的,请参阅图7,玩家可以针对延时调整控件向图7中虚线箭头所指示的方向执行滑动操作,计算机设备响应于针对所述延时调整控件的滑动操作,确定所述滑动操作结束时在所述图形用户界面上显示的延时信息,此时滑动操作结束时显示的延时信息为0.2,则可以基于延时信息确定目标射击延时为0.2秒。For example, please refer to Figure 6. At this time, the controlled virtual object is holding the first shooting prop, shooting control and delay adjustment control corresponding to the first firearm icon. The current shooting delay is 0.5 seconds, that is, the delay information highlighted in the delay adjustment control is 0.5 at this time. Other delay information displayed in grayscale is displayed on both sides of the delay information. The player can select other delay information by sliding. Specifically, please refer to Figure 7. The player can perform a sliding operation on the delay adjustment control in the direction indicated by the dotted arrow in Figure 7. The computer device responds to the sliding operation on the delay adjustment control and determines the delay information displayed on the graphical user interface when the sliding operation ends. At this time, the delay information displayed at the end of the sliding operation is 0.2, and the target shooting delay can be determined to be 0.2 seconds based on the delay information.

进一步的,玩家可以针对射击控件执行触发操作,计算机设备响应于针对射击控件的触发操作触发的第二触发事件,将射击控件被触发时准星瞄准的虚拟对象或虚拟场景位置作为目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击,也即在射击控件被执行触发操作之时起、经过0.2秒后,控制受控虚拟对象使用第一射击道具对其他虚拟对象进行至少一次射击。Furthermore, the player can perform a trigger operation on the shooting control, and the computer device responds to a second trigger event triggered by the trigger operation on the shooting control, and uses the virtual object or virtual scene position aimed at by the crosshairs when the shooting control is triggered as the target virtual object, and controls the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay, that is, from the time the shooting control is triggered and 0.2 seconds later, the controlled virtual object is controlled to use the first shooting prop to shoot other virtual objects at least once.

在一实施例中,在对所述延时调整控件执行滑动操作的过程中,对应于所述延时调整控件还显示有时间提示标识,所述时间提示标识用于指示所述过程中实时选择的射击延时的数值。In one embodiment, during the process of performing a sliding operation on the delay adjustment control, a time prompt mark is also displayed corresponding to the delay adjustment control, and the time prompt mark is used to indicate the value of the shooting delay selected in real time during the process.

例如,请参阅图8,在对所述延时调整控件执行滑动操作的过程中,对应于所述延时调整控件还显示有时间提示标识,具体的,可以在滑块附近显示有第一时间提示标识0.5S,以提示当前的射击延时为0.5秒;进一步的,在对滑块进行滑动操作时实时更新时间提示标识的显示,具体根据选择的射击延时来更新时间提示标识的显示,例如,此时滑动操作选中的射击延时为0.2秒,则在滑块附近显示0.2S。For example, please refer to Figure 8. During the sliding operation on the delay adjustment control, a time prompt icon is also displayed corresponding to the delay adjustment control. Specifically, a first time prompt icon 0.5S can be displayed near the slider to prompt that the current shooting delay is 0.5 seconds. Furthermore, the display of the time prompt icon is updated in real time when the slider is slid, and the display of the time prompt icon is updated specifically according to the selected shooting delay. For example, if the shooting delay selected by the sliding operation is 0.2 seconds, 0.2S will be displayed near the slider.

可选的,可以在延时调整控件的滑块进行显示时,在滑块一侧持续显示该滑块在滑轨上的相对位置确定的射击延时的数值。Optionally, when the slider of the delay adjustment control is displayed, the value of the shooting delay determined by the relative position of the slider on the slide rail can be continuously displayed on one side of the slider.

在本申请实施例中,不同的射击道具对应的可调延时范围不同,例如,虚拟狙击枪的可调延时范围为0.1秒至2秒,虚拟步枪的可调延时范围为0.1秒至0.5秒,虚拟冲锋枪的可调延时范围为0.1秒至0.8秒,虚拟霰弹枪的可调延时范围为0.1秒至1秒,在此仅为举例说明不同的射击道理的可调延时范围不同,并不对上述虚拟枪械的可调延时范围进行局限,可以根据游戏中实际需求对射击道具的可调延时范围进行设置。进一步的,所述延时调整控件的显示样式基于所述可调延时范围确定,其中,延时调整控件的滑轨的显示样式可以根据可调延时范围确定。具体的,可调延时范围越大,则滑轨对应的长度就越长。例如,请参阅图9,左侧为可调延时范围为0秒至1.5秒的延时调整控件,右侧为可调延时范围为0秒至2秒的延时调整控件,右侧的滑轨与左侧的滑轨的长度相比较下,右侧的滑轨要较长一些。In the embodiment of the present application, different shooting props have different adjustable delay ranges. For example, the adjustable delay range of a virtual sniper rifle is 0.1 to 2 seconds, the adjustable delay range of a virtual rifle is 0.1 to 0.5 seconds, the adjustable delay range of a virtual submachine gun is 0.1 to 0.8 seconds, and the adjustable delay range of a virtual shotgun is 0.1 to 1 second. This is only used to illustrate that the adjustable delay ranges of different shooting props are different, and the adjustable delay ranges of the above-mentioned virtual firearms are not limited. The adjustable delay range of the shooting props can be set according to the actual needs in the game. Furthermore, the display style of the delay adjustment control is determined based on the adjustable delay range, wherein the display style of the slide rail of the delay adjustment control can be determined according to the adjustable delay range. Specifically, the larger the adjustable delay range, the longer the corresponding length of the slide rail. For example, please refer to Figure 9. The left side is a delay adjustment control with an adjustable delay range of 0 seconds to 1.5 seconds, and the right side is a delay adjustment control with an adjustable delay range of 0 seconds to 2 seconds. Compared with the length of the slide rail on the left, the slide rail on the right is longer.

可选的,延时调整控件的滑轨可以为固定长度,根据不同的可调延时范围与滑轨的对应关系,确定滑轨上不同位置对应的射击延时。Optionally, the slide rail of the delay adjustment control can be of fixed length, and the shooting delay corresponding to different positions on the slide rail is determined according to the corresponding relationship between different adjustable delay ranges and the slide rail.

为了提示玩家可调控的可调延时范围的两个端值,可以在弧形滑轨两侧显示可调延时范围的端值,具体的,所述延时调整控件附近还显示有第一时间标识和第二时间标识,所述第一时间标识和所述第二时间标识用于指示所述可调延时范围的两个范围端点值。In order to prompt the player of the two end values of the adjustable delay range, the end values of the adjustable delay range can be displayed on both sides of the arc slide rail. Specifically, a first time marker and a second time marker are also displayed near the delay adjustment control, and the first time marker and the second time marker are used to indicate the two range endpoint values of the adjustable delay range.

例如,请参阅图10,时调整控件附近还显示有第一时间标识和第二时间标识,此时,由于可调延时范围为0.1秒至1秒,可调延时范围的两个范围端点值分别为第一端值0.1秒和第二端值1秒,则第一时间标识为0.1S,第二时间标识为1S,并分别分布在滑轨的两侧进行显示。For example, please refer to Figure 10, where the first time marker and the second time marker are also displayed near the time adjustment control. At this time, since the adjustable delay range is 0.1 seconds to 1 second, the two range endpoints of the adjustable delay range are the first end value 0.1 seconds and the second end value 1 second, respectively. The first time marker is 0.1S and the second time marker is 1S, and they are displayed on both sides of the slide rail respectively.

在一实施例中,所述图形用户界面还包括模式切换控件,所述模式切换控件被配置为至少在第一射击模式和第二射击模式下切换;在所述第一射击模式下,所述图形用户界面包括射击控件,所述射击控件用于接收触发操作后,立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击;在所述第二射击模式下,当响应于射击触发事件时,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击;步骤“在所述图形用户界面上提供一延时调整控件之前”,所述方法还包括:In one embodiment, the graphical user interface further includes a mode switching control, wherein the mode switching control is configured to switch between at least a first shooting mode and a second shooting mode; in the first shooting mode, the graphical user interface includes a shooting control, wherein the shooting control is used to immediately control the controlled virtual object to shoot at least once at the target virtual object after receiving a trigger operation; in the second shooting mode, in response to a shooting trigger event, the controlled virtual object is controlled to automatically shoot at least once at the target virtual object after the target shooting delay; in the step “before providing a delay adjustment control on the graphical user interface”, the method further includes:

在处于所述第一射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第一射击模式切换为所述第二射击模式,并在所述图形用户界面上显示延时调整控件。When in the first shooting mode, in response to a trigger operation on the mode switching control, the first shooting mode is switched to the second shooting mode, and a delay adjustment control is displayed on the graphical user interface.

例如,请参阅图11,图形用户界面还包括模式切换控件,模式切换控件被配置为至少在第一射击模式和第二射击模式下切换;在所述第一射击模式下,所述图形用户界面包括射击控件,所述射击控件用于接收触发操作后,立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击,也即进行单次射击,可以理解为射击控件接收触发操作后,立即控制受控虚拟对象向目标虚拟对象进行一次射击;在所述第二射击模式下,当响应于射击触发事件时,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击,也即进行单次射击或连续射击,可以理解为响应于射击触发事件时,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行单次射击或连续射击。For example, referring to Figure 11, the graphical user interface also includes a mode switching control, and the mode switching control is configured to switch between at least a first shooting mode and a second shooting mode; in the first shooting mode, the graphical user interface includes a shooting control, and the shooting control is used to immediately control the controlled virtual object to shoot at least once at the target virtual object after receiving a trigger operation, that is, to perform a single shot, which can be understood as that after the shooting control receives the trigger operation, the controlled virtual object is immediately controlled to shoot once at the target virtual object; in the second shooting mode, when responding to a shooting trigger event, the controlled virtual object is controlled to automatically shoot at least once at the target virtual object after the target shooting delay, that is, to perform a single shot or continuous shooting, which can be understood as that when responding to a shooting trigger event, the controlled virtual object is controlled to automatically shoot at the target virtual object after the target shooting delay.

进一步的,在第二射击模式下,在准星瞄准目标虚拟对象后,可以在目标射击延时达到时自动向目标虚拟对象进行射击(也即无需玩家对射击控件执行触发操作);并且,在第二射击模式下,玩家可以随时对射击控件执行触发操作,从而立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击,例如,在准星瞄准目标虚拟对象时起,还未达到目标射击延时的期间,玩家可以随时射击控件执行触发操作,从而立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击。Furthermore, in the second shooting mode, after the crosshairs are aimed at the target virtual object, the target virtual object can be automatically shot at when the target shooting delay is reached (that is, there is no need for the player to perform a trigger operation on the shooting control); and, in the second shooting mode, the player can perform a trigger operation on the shooting control at any time, thereby immediately controlling the controlled virtual object to shoot at least once at the target virtual object. For example, from the time the crosshairs are aimed at the target virtual object, before the target shooting delay is reached, the player can perform a trigger operation on the shooting control at any time, thereby immediately controlling the controlled virtual object to shoot at least once at the target virtual object.

进一步的,请参阅图12,此时的射击模式为第一射击模式,第一射击模式下并未显示延时调整控件,且射击控件中显示有模式提示信息“射击”,以提示玩家此时为第一射击模式;可选的,也可以在射击控件中不显示任何模式提示信息。在处于所述第一射击模式下时,玩家可以对模式切换控件执行触发操作,计算机设备响应于针对所述模式切换控件的触发操作,将所述第一射击模式切换为所述第二射击模式,并在所述图形用户界面上显示延时调整控件,此时,射击控件中显示有模式提示信息“自动”,以提示玩家此时为第二射击模式。综上,本申请实施例可以通过提供手动射击模式以及半自动射击模式,玩家可以在不同射击场合通过模式切换控件快速选择射击模式,从而可以快速选择进行手动射击或自动射击,降低玩家的上手门槛的同时,还可以提升玩家操作的上限,能够使玩家快捷选择更加适合的射击模式。Further, please refer to FIG. 12 , the shooting mode at this time is the first shooting mode, the delay adjustment control is not displayed in the first shooting mode, and the shooting control displays the mode prompt information “shooting” to prompt the player that it is the first shooting mode at this time; optionally, no mode prompt information may be displayed in the shooting control. When in the first shooting mode, the player can perform a trigger operation on the mode switching control, and the computer device switches the first shooting mode to the second shooting mode in response to the trigger operation on the mode switching control, and displays the delay adjustment control on the graphical user interface. At this time, the shooting control displays the mode prompt information “automatic” to prompt the player that it is the second shooting mode at this time. In summary, the embodiment of the present application can provide a manual shooting mode and a semi-automatic shooting mode, and the player can quickly select the shooting mode through the mode switching control in different shooting situations, so that the player can quickly select manual shooting or automatic shooting, which reduces the player's entry threshold and increases the upper limit of the player's operation, so that the player can quickly select a more suitable shooting mode.

在一实施例中,所述方法还包括:In one embodiment, the method further comprises:

在处于所述第二射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第二射击模式切换为所述第一射击模式,在所述第一射击模式下,所述延时调整控件不可操作或不显示。When in the second shooting mode, in response to a trigger operation on the mode switching control, the second shooting mode is switched to the first shooting mode, and in the first shooting mode, the delay adjustment control is inoperable or not displayed.

例如,请参阅图13,此时的射击模式为第二射击模式,第二射击模式下显示有延时调整控件,且射击控件中显示有模式提示信息“自动”,以提示玩家此时为第二射击模式;在处于所述第二射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第二射击模式切换为所述第一射击模式,在所述第一射击模式下取消对延时调整控件的显示,且在射击控件中显示模式提示信息“射击”,以提示玩家此时为第一射击模式。For example, please refer to Figure 13, the shooting mode at this time is the second shooting mode, a delay adjustment control is displayed in the second shooting mode, and a mode prompt message "Automatic" is displayed in the shooting control to remind the player that it is now the second shooting mode; when in the second shooting mode, in response to the trigger operation of the mode switching control, the second shooting mode is switched to the first shooting mode, the display of the delay adjustment control is cancelled in the first shooting mode, and the mode prompt message "Shooting" is displayed in the shooting control to remind the player that it is now the first shooting mode.

可选的,第一射击模式和第二射击模式下延时调整控件的显示样式不同,以及射击控件的显示样式不同。具体的,在所述第一射击模式和所述第二射击模式下,所述射击控件的显示样式不同,其中,在所述第二射击模式下,所述射击控件显示有模式提示信息,所述模式提示信息用于提示所述受控虚拟对象处于所述第二射击模式,例如,第一射击模式下射击控件中显示的模式提示信息为“射击”,第二射击模式下射击控件中显示的模式提示信息为“自动”。或者,可以为不同的射击模式配置的不同的射击控件对应的控件标识,例如,第一射击模式下的射击控件配置有第一控件标识,第二射击模式下的射击控件配置有第二控件标识,第一控件标识与第二控件标识不同。Optionally, the display styles of the delay adjustment control and the display styles of the shooting control are different in the first shooting mode and the second shooting mode. Specifically, in the first shooting mode and the second shooting mode, the display styles of the shooting control are different, wherein in the second shooting mode, the shooting control displays mode prompt information, and the mode prompt information is used to prompt that the controlled virtual object is in the second shooting mode. For example, the mode prompt information displayed in the shooting control in the first shooting mode is "shooting", and the mode prompt information displayed in the shooting control in the second shooting mode is "automatic". Alternatively, control identifiers corresponding to different shooting controls configured for different shooting modes may be configured, for example, the shooting control in the first shooting mode is configured with a first control identifier, and the shooting control in the second shooting mode is configured with a second control identifier, and the first control identifier is different from the second control identifier.

在一实施例中,在步骤“所述图形用户界面上显示延时调整控件”之后,还包括:In one embodiment, after the step of “displaying the delay adjustment control on the graphical user interface”, the method further includes:

响应于针对所述延时调整控件的滑动操作,若所述滑动操作结束时所述滑块的显示位置不在所述延时调整控件上,则将所述第二射击模式切换为所述第一射击模式。In response to a sliding operation on the delay adjustment control, if the display position of the slider is not on the delay adjustment control when the sliding operation ends, the second shooting mode is switched to the first shooting mode.

在一具体实施例中,为了使玩家可以快捷进行射击模式的切换,所述延时调整控件包括滑轨、以及显示在所述滑轨上的滑块,所述方法还包括:In a specific embodiment, in order to enable the player to quickly switch the shooting mode, the delay adjustment control includes a slide rail and a slider displayed on the slide rail, and the method further includes:

响应于针对所述滑块的第一滑动操作,当检测到所述滑块滑动至临近所述滑轨的最小值对应的指定端点时,显示模式取消提示信息;In response to a first sliding operation on the slider, when it is detected that the slider slides to a designated endpoint corresponding to a minimum value of the slide track, displaying a mode cancel prompt message;

响应于与所述滑动操作连续的、针对所述滑块的第二滑动操作,若所述第二滑动操作结束时所述滑块的显示位置不在所述滑轨上,则将所述第二射击模式切换为所述第一射击模式。In response to a second sliding operation on the slider that is continuous with the sliding operation, if the display position of the slider is not on the slide rail when the second sliding operation ends, the second shooting mode is switched to the first shooting mode.

例如,请参阅图14,玩家可以对滑块进行第一滑动操作,计算机设备响应于针对所述滑块的第一滑动操作,当检测到所述滑块滑动至临近所述滑轨的最小值对应的指定端点(也即右侧端点)时,显示模式取消提示信息“切换模式”;接着,玩家可以对滑块执行第二触发操作,以使滑块脱离滑轨,计算机设备响应于与所述滑动操作连续的、针对所述滑块的第二滑动操作,若所述第二滑动操作结束时所述滑块的显示位置不在所述滑轨上,则将所述第二射击模式切换为所述第一射击模式;实现玩家滑动滑块脱离滑轨即可快速取消第二射击模式,从而快捷从第二射击模式切换为第一射击模式。For example, referring to Figure 14, the player can perform a first sliding operation on the slider, and the computer device responds to the first sliding operation on the slider, and when it detects that the slider slides to the specified endpoint corresponding to the minimum value of the slide track (that is, the right endpoint), the display mode cancel prompt message "Switch Mode" is displayed; then, the player can perform a second trigger operation on the slider to make the slider leave the slide track, and the computer device responds to a second sliding operation on the slider that is continuous with the sliding operation, and if the display position of the slider is not on the slide track at the end of the second sliding operation, the second shooting mode is switched to the first shooting mode; the player can quickly cancel the second shooting mode by sliding the slider off the slide track, thereby quickly switching from the second shooting mode to the first shooting mode.

在一具体实施例中,步骤“所述响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击”,方法可以包括:In a specific embodiment, the step of “determining the target virtual object for delayed shooting in response to the shooting trigger event, and controlling the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay” may include:

响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象;In response to a shooting trigger event, starting to accumulate shooting delay, and determining the virtual object aimed at by the crosshairs as a target virtual object;

控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长不满足预设的射击延时中断条件,则持续累积射击延时;Controlling the crosshair to move, during the movement of the crosshair, if the longest duration of the crosshair not aiming at the target virtual object does not meet a preset shooting delay interruption condition, then continuously accumulating shooting delay;

若所述射击延时达到所述目标射击延时后,控制所述受控虚拟对象自动向所述目标虚拟对象进行至少一次射击。If the shooting delay reaches the target shooting delay, the controlled virtual object is controlled to automatically shoot at least once at the target virtual object.

例如,目标射击延时为2秒,玩家可以操控射击道具对应的准星瞄准一虚拟对象,计算机设备响应于受控虚拟对象关联的准星、瞄准一虚拟对象的第一射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象;此时,玩家可以控制准星进行移动或者准星自动跟随目标虚拟对象的移动二移动,计算机设备控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长不满足预设的射击延时中断条件,例如准星未瞄准状态的最长持续时长未超过预设时长0.5秒,则持续累积射击延时;此时,若所述射击延时达到所述目标射击延时(也即2秒)后,控制所述受控虚拟对象自动向所述目标虚拟对象进行至少一次射击。For example, the target shooting delay is 2 seconds, and the player can control the crosshairs corresponding to the shooting props to aim at a virtual object. The computer device responds to the crosshairs associated with the controlled virtual object and the first shooting trigger event aimed at a virtual object, starts to accumulate shooting delay, and determines the virtual object aimed at by the crosshairs as the target virtual object; at this time, the player can control the crosshairs to move or the crosshairs automatically follow the movement of the target virtual object, and the computer device controls the crosshairs to move. During the movement of the crosshairs, if the longest duration of the crosshairs not aiming at the target virtual object does not meet the preset shooting delay interruption condition, for example, the longest duration of the crosshairs not aiming at the target virtual object does not exceed the preset duration of 0.5 seconds, then the shooting delay continues to be accumulated; at this time, if the shooting delay reaches the target shooting delay (that is, 2 seconds), the controlled virtual object is controlled to automatically shoot at the target virtual object at least once.

在另一具体实施例中,所述控制所述准星进行移动,包括:In another specific embodiment, controlling the crosshair to move includes:

控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长满足预设的射击延时中断条件,则取消持续累积射击延时,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。The crosshair is controlled to move. During the movement of the crosshair, if the longest duration of the crosshair's non-aiming state for the target virtual object meets a preset shooting delay interruption condition, the continuous cumulative shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay.

具体的,控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长满足预设的射击延时中断条件,例如准星未瞄准状态的最长持续时长超过了预设时长0.5秒,则取消持续累积射击延时,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。Specifically, the crosshairs are controlled to move. During the movement of the crosshairs, if the longest duration of the crosshairs' non-aiming state for the target virtual object meets the preset shooting delay interruption condition, for example, the longest duration of the crosshairs' non-aiming state exceeds the preset duration of 0.5 seconds, the continuous cumulative shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay.

在一实施例中,所述图形用户界面包括射击控件;步骤“所述响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象”,方法可以包括:In one embodiment, the graphical user interface includes a shooting control; the step of “in response to the shooting trigger event, starting to accumulate shooting delay, and determining the virtual object aimed at by the crosshairs as the target virtual object”, the method may include:

接收针对所述准星的移动操作,若所述准星瞄准一虚拟对象,则确定触发射击触发事件,并确定所述虚拟对象为目标虚拟对象,以及开始累计射击延时;receiving a movement operation for the crosshair, and if the crosshair is aimed at a virtual object, determining to trigger a shooting trigger event, determining the virtual object as a target virtual object, and starting to accumulate shooting delay;

或者,接收针对所述准星的移动操作,若所述准星在一虚拟对象对应的预设吸附范围内,则自动吸附到所述虚拟对象的目标部位,确定所述虚拟对象为所述目标虚拟对象,以及开始累计射击延时;Alternatively, receiving a movement operation for the crosshair, if the crosshair is within a preset adsorption range corresponding to a virtual object, automatically adsorbing it to a target part of the virtual object, determining that the virtual object is the target virtual object, and starting to accumulate shooting delay;

或者,响应于针对所述射击控件的触发操作,确定触发射击触发事件,开始累计射击延时,若在所述累计射击延时的时长到达所述目标射击延时前,所述准星移动到虚拟对象上或所述准星被自动吸附到所述虚拟对象上,则确定所述虚拟对象为所述目标虚拟对象。Alternatively, in response to a trigger operation on the shooting control, a trigger shooting trigger event is determined, and a cumulative shooting delay begins. If, before the duration of the cumulative shooting delay reaches the target shooting delay, the crosshairs moves to the virtual object or the crosshairs is automatically adsorbed to the virtual object, then the virtual object is determined to be the target virtual object.

其中,目标部位可以为目标虚拟对象的头部、心脏部位等位置,也可以为目标虚拟对象的其他身体部位。The target part may be the head, heart or other parts of the target virtual object, or may be other parts of the body of the target virtual object.

在一实施例中,所述控制所述准星进行移动,所述方法还包括:In one embodiment, the method of controlling the crosshair to move further includes:

确定所述目标虚拟对象上所述准星瞄准的目标部位;Determine the target part of the target virtual object that the crosshair is aiming at;

若所述目标虚拟对象移动,则自动控制所述准星跟随所述目标虚拟对象移动、并持续瞄准所述目标部位,以使得所述受控虚拟角色射击时针对所述目标部位进行射击。If the target virtual object moves, the crosshair is automatically controlled to follow the movement of the target virtual object and continuously aim at the target part, so that the controlled virtual character shoots at the target part.

为了保证后续可以向准星初始瞄准的目标部位进行射击,在控制准星进行移动之前,可以确定目标虚拟对象上准星瞄准的目标部位,若所述目标虚拟对象移动,则自动控制所述准星跟随所述目标虚拟对象移动、并持续瞄准所述目标部位,以使得所述受控虚拟角色射击时针对所述目标部位进行射击。In order to ensure that the target part initially aimed at by the crosshairs can be shot at subsequently, before the crosshairs are controlled to move, the target part aimed at by the crosshairs on the target virtual object can be determined. If the target virtual object moves, the crosshairs are automatically controlled to follow the movement of the target virtual object and continue to aim at the target part, so that the controlled virtual character shoots at the target part.

在一实施例中,所述图形用户界面包括射击控件,所述方法还包括:In one embodiment, the graphical user interface includes a shooting control, and the method further includes:

在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,若接收到针对所述射击控件的触发操作,则立即控制所述受控虚拟对象向所述目标虚拟对象进行射击,并取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。In a case where the accumulated shooting delay from the time when the shooting trigger event is triggered has not reached the target shooting delay, if a trigger operation for the shooting control is received, the controlled virtual object is immediately controlled to shoot at the target virtual object, and the accumulation of the shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has passed.

例如,在第二射击模式下,玩家可以随时对射击控件执行触发操作,从而立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击,例如,在准星瞄准目标虚拟对象时起,还未达到目标射击延时的期间,玩家可以随时射击控件执行触发操作,从而立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击。For example, in the second shooting mode, the player can perform a trigger operation on the shooting control at any time, thereby immediately controlling the controlled virtual object to shoot at least once at the target virtual object. For example, from the time the crosshairs are aimed at the target virtual object, before the target shooting delay is reached, the player can perform a trigger operation on the shooting control at any time, thereby immediately controlling the controlled virtual object to shoot at least once at the target virtual object.

在一实施例中,所述图形用户界面包括射击控件,所述方法还包括:In one embodiment, the graphical user interface includes a shooting control, and the method further includes:

在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,响应于针对所述目标虚拟对象的射击取消事件,取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作;In a case where the accumulated shooting delay from the time when the shooting trigger event is triggered has not reached the target shooting delay, in response to a shooting cancellation event for the target virtual object, the accumulation of the shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has passed;

其中,所述射击取消事件包括脱离对所述目标虚拟对象的准星瞄准状态,以及对所述射击控件执行射击取消操作中的至少一个。The shooting cancel event includes at least one of leaving the crosshair aiming state of the target virtual object and performing a shooting cancel operation on the shooting control.

具体的,在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,当检测到脱离对所述目标虚拟对象的准星瞄准状态,或者对所述射击控件执行射击取消操作,计算机设备响应于针对所述目标虚拟对象的射击取消事件,取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。Specifically, when the accumulated shooting delay from the time when the shooting trigger event is triggered has not reached the target shooting delay, when it is detected that the crosshair aiming state of the target virtual object is out of alignment, or a shooting cancel operation is performed on the shooting control, the computer device responds to the shooting cancel event for the target virtual object, cancels the accumulation of the shooting delay, and cancels the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has passed.

在一实施例中,所述响应于射击触发事件,包括:In one embodiment, the responding to the shooting trigger event includes:

响应于射击触发事件,在图形用户界面显示延时提示信息,所述延时提示信息用于提示所述目标射击延时的倒计时。In response to a shooting trigger event, delay prompt information is displayed on a graphical user interface, and the delay prompt information is used to prompt the countdown of the target shooting delay.

具体的,计算机设备响应于射击触发事件,在图形用户界面显示延时提示信息,所述延时提示信息用于提示所述目标射击延时的倒计时,其中,延时提示信息可以为一个倒计时标识或时间进度条,根据目标射击延时的倒计时显示目标射击延时所剩时长,从而提示当前玩家距离受控虚拟对象进行自动射击的所剩时长。Specifically, the computer device displays delay prompt information on a graphical user interface in response to a shooting trigger event, and the delay prompt information is used to prompt the countdown of the target shooting delay, wherein the delay prompt information can be a countdown mark or a time progress bar, which displays the remaining time of the target shooting delay according to the countdown of the target shooting delay, thereby prompting the current player of the remaining time for automatic shooting of the controlled virtual object.

在一实施例中,切换射击道具后可以使用历史射击延时或切换前的射击道具的目标射击延时,作为切换后的射击道具的目标射击延时,所述方法还包括:In one embodiment, after switching the shooting props, the historical shooting delay or the target shooting delay of the shooting props before switching can be used as the target shooting delay of the shooting props after switching, and the method further includes:

响应于射击道具的切换指令,确定切换后的射击道具,以及确定所述切换后的射击道具历史设置过的历史射击延时或默认射击延时,将所述历史射击延时或默认射击延时作为所述切换后的射击道具的目标射击延时;In response to a switching instruction of a shooting prop, determining a switched shooting prop, and determining a historical shooting delay or a default shooting delay that has been set for the switched shooting prop, and using the historical shooting delay or the default shooting delay as a target shooting delay for the switched shooting prop;

或者,获取切换前的射击道具的第一射击关联参数、以及所述切换后的射击道具的第二射击关联参数,若所述第一射击关联参数和所述第二射击关联参数满足预设相似条件,则所述切换后的射击道具的目标射击延时、沿用所述切换前的射击道具对应的目标射击延时。Alternatively, a first shooting-related parameter of the shooting prop before switching and a second shooting-related parameter of the shooting prop after switching are obtained. If the first shooting-related parameter and the second shooting-related parameter meet a preset similarity condition, the target shooting delay of the shooting prop after switching continues to use the target shooting delay corresponding to the shooting prop before switching.

例如,请参阅图14,图形用户界面显示有第一枪械图标和第二枪械图标,第一枪械图标与第一射击道具关联,第一枪械图标被配置为接收到触发操作时将第一射击道具设置为所述受控虚拟对象当前手持使用的射击道具;第二枪械图标与第二射击道具关联,第二枪械图标被配置为接收到触发操作时将第二射击道具设置为所述受控虚拟对象当前手持使用的射击道具。此时,受控虚拟对象当前手持使用的第一射击道具,玩家可以对第二枪械图标执行触发操作,计算机设备响应于射击道具的切换指令,确定切换后的射击道具为第二射击道具,以及确定所述切换后的射击道具历史设置过的历史射击延时或默认射击延时,将所述历史射击延时或默认射击延时作为所述切换后的射击道具的目标射击延时;或者,获取切换前的射击道具的第一射击关联参数、以及所述切换后的射击道具的第二射击关联参数,若所述第一射击关联参数和所述第二射击关联参数满足预设相似条件,则所述切换后的射击道具(也即第二射击道具)的目标射击延时、沿用所述切换前的射击道具(也即第一射击道具)对应的目标射击延时;其中,预设相似条件可以为切换前的射击道具和切换后的射击道具的可调延时范围相同或相似。For example, please refer to Figure 14, the graphical user interface displays a first firearm icon and a second firearm icon, the first firearm icon is associated with a first shooting prop, and the first firearm icon is configured to set the first shooting prop as the shooting prop currently held and used by the controlled virtual object when a trigger operation is received; the second firearm icon is associated with a second shooting prop, and the second firearm icon is configured to set the second shooting prop as the shooting prop currently held and used by the controlled virtual object when a trigger operation is received. At this time, the controlled virtual object is currently holding the first shooting prop, and the player can perform a trigger operation on the second firearm icon. The computer device responds to the switching instruction of the shooting prop, determines that the switched shooting prop is the second shooting prop, and determines the historical shooting delay or default shooting delay that has been set for the switched shooting prop, and uses the historical shooting delay or default shooting delay as the target shooting delay of the switched shooting prop; or, obtains the first shooting-related parameter of the shooting prop before switching, and the second shooting-related parameter of the shooting prop after switching, if the first shooting-related parameter and the second shooting-related parameter meet the preset similarity condition, then the target shooting delay of the switched shooting prop (that is, the second shooting prop) continues to use the target shooting delay corresponding to the shooting prop before switching (that is, the first shooting prop); wherein the preset similarity condition may be that the adjustable delay range of the shooting prop before switching and the shooting prop after switching are the same or similar.

综上所述,本申请实施例提供了一种游戏交互方法,通过在所述图形用户界面上提供一延时调整控件;响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。采用本申请实施例的方案,可以向玩家提供一延时调整控件,玩家可以根据实际游戏操作需求,通过延时调整控件对射击道具进行射击延时的调整,从而可以使玩家可以在游戏对局内根据自身实际情况调整射击延迟,具体能够使玩家更能够结合操作手感或多样化的战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。In summary, the embodiment of the present application provides a game interaction method, by providing a delay adjustment control on the graphical user interface; in response to the adjustment operation for the delay adjustment control, determining the target shooting delay based on the adjustment operation; in response to the shooting trigger event, determining the target virtual object targeted by the delayed shooting, and controlling the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay. Using the scheme of the embodiment of the present application, a delay adjustment control can be provided to the player, and the player can adjust the shooting delay of the shooting props through the delay adjustment control according to the actual game operation requirements, so that the player can adjust the shooting delay according to his actual situation in the game, and specifically enable the player to combine the operation feel or diversified combat scenes, and conveniently and quickly adjust the shooting parameters in real time through the delay adjustment control, thereby improving the player's shooting experience, ensuring the fluency of the player's combat experience in the game, and thus improving the game interaction efficiency; at the same time, reducing the response frequency of the hardware device helps to save the computing resources of the hardware device.

可选的,本申请实施例还提供了一种游戏界面,该游戏界面可以如图15所示,游戏界面上可以显示至少部分游戏场景和若干控件,图15只是对游戏界面上界面元素的示例说明,游戏界面还可以包括除了图15所示的界面元素之外的界面元素,以下对图15所示的游戏界面中的界面元素进行详细说明。Optionally, an embodiment of the present application further provides a game interface, which may be as shown in Figure 15. At least a portion of the game scene and a number of controls may be displayed on the game interface. Figure 15 is only an example of the interface elements on the game interface. The game interface may also include interface elements other than the interface elements shown in Figure 15. The interface elements in the game interface shown in Figure 15 are described in detail below.

1001控件表示开火控件(即射击控件),其用于控制受控虚拟角色开火,1002控件表示左探头控件,其用于控制受控虚拟角色在虚拟枪械的左侧探头,1003控件表示右探头控件,其用于控制受控虚拟角色在虚拟枪械的右侧探头,1004表示取消投掷物控件,其用于取消投掷物的投掷。Control 1001 represents the firing control (i.e., the shooting control), which is used to control the controlled virtual character to fire, control 1002 represents the left probe control, which is used to control the controlled virtual character to probe on the left side of the virtual gun, control 1003 represents the right probe control, which is used to control the controlled virtual character to probe on the right side of the virtual gun, and control 1004 represents the cancel throwing control, which is used to cancel the throwing of the throwing object.

1005a表示操作点,1005b表示第一控制区域,1005c表示位于第一控制区域外围的第二控制,第一控制区域、第二控制区域以及操作点可以组成虚拟摇杆,虚拟摇杆用于控制受控虚拟角色移动的速度,玩家可通过拖动操作点至第一控制区域和/或第二控制区域上,从而控制目标受控虚拟角色以不同的速度进行移动。1005a represents an operation point, 1005b represents a first control area, and 1005c represents a second control located outside the first control area. The first control area, the second control area and the operation point can form a virtual joystick, and the virtual joystick is used to control the speed of movement of the controlled virtual character. The player can control the target controlled virtual character to move at different speeds by dragging the operation point to the first control area and/or the second control area.

1006表示医疗物资控件,用于触发终端设备显示受控虚拟角色具备的医疗物资,1007表示主武器栏,用于显示受控虚拟角色的主武器,1008表示副武器栏,用于显示受控虚拟角色的副武器,1009表示生命条,其用于显示受控虚拟角色的当前的生命值,10010表示投掷物控件,其用于控制受控虚拟角色在虚拟场景中投放投掷物。1006 represents a medical supplies control, which is used to trigger the terminal device to display the medical supplies possessed by the controlled virtual character. 1007 represents a main weapon bar, which is used to display the main weapon of the controlled virtual character. 1008 represents a secondary weapon bar, which is used to display the secondary weapon of the controlled virtual character. 1009 represents a life bar, which is used to display the current life value of the controlled virtual character. 10010 represents a throwing object control, which is used to control the controlled virtual character to throw throwing objects in the virtual scene.

10011表示头盔控件,其用于指示受控虚拟角色的头盔状态,比如,佩戴有头盔、头盔的破损情况、未佩戴头盔等,10012表示护甲控件,其用于指示受控虚拟角色的护甲状态,比如,穿戴有护甲、护甲的破损情况、未穿戴护甲等,10013表示饥饿状态控件,其用于指示受控虚拟角色的水分和能量状态,10014表示探测提示控件,其用于设置探测道具,10015表示射击模式控件,其用于切换自动射击模式和半自动射击模式,10016表示近战武器控件,其用于控制近战武器。10017表示手枪控件,其用于控制手枪,10018表示换弹控件,其用于控制受控虚拟角色更换子弹,10019表示蹲下控件,其用于控制受控虚拟角色执行蹲下动作。10011 represents a helmet control, which is used to indicate the helmet status of the controlled virtual character, such as whether the helmet is worn, whether the helmet is damaged, whether the helmet is not worn, etc. 10012 represents an armor control, which is used to indicate the armor status of the controlled virtual character, such as whether the armor is worn, whether the armor is damaged, whether the armor is not worn, etc. 10013 represents a hunger status control, which is used to indicate the moisture and energy status of the controlled virtual character. 10014 represents a detection prompt control, which is used to set detection props. 10015 represents a shooting mode control, which is used to switch between automatic shooting mode and semi-automatic shooting mode. 10016 represents a melee weapon control, which is used to control melee weapons. 10017 represents a pistol control, which is used to control a pistol. 10018 represents a bullet replacement control, which is used to control the controlled virtual character to replace bullets. 10019 represents a squat control, which is used to control the controlled virtual character to perform a squat action.

10020表示趴下控件,其用于控制受控虚拟角色执行趴下动作,10021表示跳跃控件,其用于控制受控虚拟角色执行跳跃动作,10022表示倍率切换控件,其用于对瞄准镜的倍率进行切换,10023表示瞄准控件,其用于控制瞄准镜进行瞄准,10024表示外界求救控件,其用于向局外大厅玩家和/或好友求救,10025表示附近求救控件,其用于向局内的玩家求救,10026表示检视控件,其用于对武器进行检视,10027表示设置控件,其用于设置第一控制区域和/或第二控制区域,10028表示救援控件,其用于救援其他玩家,10029表示技能控件,其用于设置技能的持续时间。10020 represents a lying down control, which is used to control the controlled virtual character to perform a lying down action, 10021 represents a jumping control, which is used to control the controlled virtual character to perform a jumping action, 10022 represents a magnification switching control, which is used to switch the magnification of the scope, 10023 represents an aiming control, which is used to control the aiming of the scope, 10024 represents an external help control, which is used to ask for help from players and/or friends in the lobby outside the game, 10025 represents a nearby help control, which is used to ask for help from players in the game, 10026 represents an inspection control, which is used to inspect weapons, 10027 represents a setting control, which is used to set the first control area and/or the second control area, 10028 represents a rescue control, which is used to rescue other players, and 10029 represents a skill control, which is used to set the duration of the skill.

10030表示宠物控制控件,其用于放出受控虚拟角色的宠物,10031表示专注技能控件,其用于释放专注技能,10032表示标记控件,其用于在游戏场景中标记位置,当受控虚拟角色远离标记位置时,玩家可以获知受控虚拟角色与标记位置的距离,10033表示聊天控件,其用于在游戏对局内发送和接收消息,10033表示聊天控件,其用于在游戏对局内发送和接收消息,10034表示喇叭控件,其用于播放游戏对局内的声音,10035表示话筒控件,其用于采集玩家的声音,10036表示游戏设置控件,其用于设置游戏对局内的相关配置,10037表示动作控件,其用于控制受控虚拟角色的相关动作,10038表示手电筒,用于控制虚拟受控角色在游戏场景中使用手电筒,10039表示可拾取物资。10030 represents a pet control control, which is used to release the pet of the controlled virtual character, 10031 represents a focus skill control, which is used to release the focus skill, 10032 represents a mark control, which is used to mark the position in the game scene. When the controlled virtual character is far away from the marked position, the player can know the distance between the controlled virtual character and the marked position, 10033 represents a chat control, which is used to send and receive messages in the game, 10033 represents a chat control, which is used to send and receive messages in the game, 10034 represents a speaker control, which is used to play the sound in the game, 10035 represents a microphone control, which is used to collect the player's voice, 10036 represents a game setting control, which is used to set the relevant configuration in the game, 10037 represents an action control, which is used to control the relevant actions of the controlled virtual character, 10038 represents a flashlight, which is used to control the virtual controlled character to use a flashlight in the game scene, and 10039 represents pick-up supplies.

10040表示风暴进度条,用于指示风暴侵袭游戏场景的进度。10050表示方位指示器,用于指示受控虚拟角色的朝向或者受控虚拟角色与预设位置的方位等信息。10040 represents a storm progress bar, which is used to indicate the progress of the storm attacking the game scene. 10050 represents a direction indicator, which is used to indicate the direction of the controlled virtual character or the direction of the controlled virtual character and the preset position.

本实施例还提供一种游戏交互装置,该游戏交互装置具体可以集成在终端设备中。例如,如图16所示,该游戏交互装置可以包括:This embodiment also provides a game interaction device, which can be integrated into a terminal device. For example, as shown in FIG16 , the game interaction device can include:

显示单元201,用于在所述图形用户界面上提供一延时调整控件;Display unit 201, used for providing a delay adjustment control on the graphical user interface;

第一响应单元202,用于响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;A first response unit 202, configured to respond to an adjustment operation on the delay adjustment control and determine a target shooting delay based on the adjustment operation;

第二响应单元203,用于响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。The second response unit 203 is used to respond to the shooting trigger event, determine the target virtual object for delayed shooting, and control the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,用于响应于针对目标射击道具的道具使用指令,将所述目标射击道具设置为所述受控虚拟对象当前手持使用的射击道具,并在所述图形用户界面上提供一延时调整控件,其中,所述延时调整控件用于调整所述射击道具的射击延时。The response subunit is used to respond to the prop usage instruction for the target shooting prop, set the target shooting prop as the shooting prop currently held and used by the controlled virtual object, and provide a delay adjustment control on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting prop.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时。The response subunit is also used to respond to the sliding operation on the delay adjustment control and determine the target shooting delay based on the delay information indicated by the delay adjustment control when the sliding operation ends.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;The response subunit is further configured to, in response to a sliding operation on the setting area, determine a target display position in the setting area when the sliding operation ends;

确定子单元,用于基于所述目标显示位置对应的延时信息确定目标射击延时。The determination subunit is used to determine the target shooting delay based on the delay information corresponding to the target display position.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于响应于针对所述延时调整控件的滑动操作,确定所述滑动操作结束时在所述图形用户界面上显示的延时信息;The response subunit is further used to determine the delay information displayed on the graphical user interface when the sliding operation ends in response to the sliding operation on the delay adjustment control;

确定子单元,还用于基于所述延时信息确定目标射击延时。The determination subunit is also used to determine the target shooting delay based on the delay information.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

显示子单元,用于在所述图形用户界面显示射击控件,所述设置区域为滑轨,所述滑轨上显示有滑块,所述滑块在所述滑轨上的位置用于指示所述受控虚拟对象当前使用的射击道具的射击延时,其中,所述滑轨为弧形滑轨,且所述弧形滑轨以所述射击控件为中心、环绕所述射击控件进行显示。A display subunit is used to display a shooting control on the graphical user interface, wherein the setting area is a slide rail, a slider is displayed on the slide rail, and the position of the slider on the slide rail is used to indicate the shooting delay of the shooting prop currently used by the controlled virtual object, wherein the slide rail is an arc-shaped slide rail, and the arc-shaped slide rail is displayed around the shooting control with the shooting control as the center.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于响应于针对所述滑块的移动操作,基于所述移动操作结束时所述滑块在所述滑轨上的目标显示位置确定目标射击延时。The response subunit is further used to respond to the moving operation on the slider and determine the target shooting delay based on the target display position of the slider on the slide rail when the moving operation ends.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于在处于所述第一射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第一射击模式切换为所述第二射击模式,并在所述图形用户界面上显示延时调整控件。The response subunit is also used to, when in the first shooting mode, switch the first shooting mode to the second shooting mode in response to a trigger operation on the mode switching control, and display a delay adjustment control on the graphical user interface.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于在处于所述第二射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第二射击模式切换为所述第一射击模式,在所述第一射击模式下,所述延时调整控件不可操作或不显示。The response subunit is also used to switch the second shooting mode to the first shooting mode in response to a trigger operation on the mode switching control when in the second shooting mode. In the first shooting mode, the delay adjustment control is inoperable or not displayed.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于响应于针对所述延时调整控件的滑动操作,若所述滑动操作结束时所述滑块的显示位置不在所述延时调整控件上,则将所述第二射击模式切换为所述第一射击模式。The response subunit is also used to respond to the sliding operation on the delay adjustment control, and if the display position of the slider is not on the delay adjustment control when the sliding operation ends, the second shooting mode is switched to the first shooting mode.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于响应于针对所述滑块的第一滑动操作,当检测到所述滑块滑动至临近所述滑轨的最小值对应的指定端点时,显示模式取消提示信息;The response subunit is further used to respond to the first sliding operation on the slider, and when it is detected that the slider slides to a designated endpoint corresponding to the minimum value of the slide rail, display a mode cancellation prompt message;

响应子单元,还用于响应于与所述滑动操作连续的、针对所述滑块的第二滑动操作,若所述第二滑动操作结束时所述滑块的显示位置不在所述滑轨上,则将所述第二射击模式切换为所述第一射击模式。The response subunit is also used to respond to a second sliding operation on the slider that is continuous with the sliding operation. If the display position of the slider is not on the slide rail when the second sliding operation ends, the second shooting mode is switched to the first shooting mode.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象;The response subunit is further used to respond to the shooting trigger event, start accumulating the shooting delay, and determine the virtual object aimed at by the crosshairs as the target virtual object;

控制子单元,用于控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长不满足预设的射击延时中断条件,则持续累积射击延时;A control subunit, used for controlling the movement of the crosshair, and in the process of the movement of the crosshair, if the longest duration of the crosshair not aiming at the target virtual object does not meet the preset shooting delay interruption condition, the shooting delay is continuously accumulated;

控制子单元,还用于若所述射击延时达到所述目标射击延时后,控制所述受控虚拟对象自动向所述目标虚拟对象进行至少一次射击。The control subunit is further used to control the controlled virtual object to automatically shoot at least once at the target virtual object if the shooting delay reaches the target shooting delay.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

控制子单元,还用于控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长满足预设的射击延时中断条件,则取消持续累积射击延时,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。The control subunit is also used to control the movement of the crosshairs. During the movement of the crosshairs, if the longest duration of the crosshairs' non-aiming state for the target virtual object meets a preset shooting delay interruption condition, the continuous accumulated shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

确定子单元,还用于接收针对所述准星的移动操作,若所述准星瞄准一虚拟对象,则确定触发射击触发事件,并确定所述虚拟对象为目标虚拟对象,以及开始累计射击延时;The determination subunit is further used to receive a movement operation for the crosshair, and if the crosshair is aimed at a virtual object, determine to trigger a shooting trigger event, determine that the virtual object is a target virtual object, and start accumulating shooting delay;

或者,接收针对所述准星的移动操作,若所述准星在一虚拟对象对应的预设吸附范围内,则自动吸附到所述虚拟对象的目标部位,确定所述虚拟对象为所述目标虚拟对象,以及开始累计射击延时;Alternatively, receiving a movement operation for the crosshair, if the crosshair is within a preset adsorption range corresponding to a virtual object, automatically adsorbing it to a target part of the virtual object, determining that the virtual object is the target virtual object, and starting to accumulate shooting delay;

或者,响应于针对所述射击控件的触发操作,确定触发射击触发事件,开始累计射击延时,若在所述累计射击延时的时长到达所述目标射击延时前,所述准星移动到虚拟对象上或所述准星被自动吸附到所述虚拟对象上,则确定所述虚拟对象为所述目标虚拟对象。Alternatively, in response to a trigger operation on the shooting control, a trigger shooting trigger event is determined, and a cumulative shooting delay begins. If, before the duration of the cumulative shooting delay reaches the target shooting delay, the crosshairs moves to the virtual object or the crosshairs is automatically adsorbed to the virtual object, then the virtual object is determined to be the target virtual object.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

确定子单元,还用于确定所述目标虚拟对象上所述准星瞄准的目标部位;The determination subunit is further used to determine the target part of the target virtual object that the crosshair is aiming at;

控制子单元,还用于若所述目标虚拟对象移动,则自动控制所述准星跟随所述目标虚拟对象移动、并持续瞄准所述目标部位,以使得所述受控虚拟角色射击时针对所述目标部位进行射击。The control subunit is also used to automatically control the crosshairs to follow the movement of the target virtual object and continuously aim at the target part if the target virtual object moves, so that the controlled virtual character shoots at the target part.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

控制子单元,还用于在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,若接收到针对所述射击控件的触发操作,则立即控制所述受控虚拟对象向所述目标虚拟对象进行射击,并取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。The control subunit is also used for, when the accumulated shooting delay from the time when the shooting trigger event is triggered has not reached the target shooting delay, if a trigger operation for the shooting control is received, immediately controlling the controlled virtual object to shoot at the target virtual object, and canceling the accumulation of the shooting delay, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has passed.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,响应于针对所述目标虚拟对象的射击取消事件,取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作;The response subunit is further configured to, in response to a shooting cancellation event for the target virtual object, cancel the accumulation of the shooting delay when the accumulated shooting delay from the time when the shooting trigger event is triggered has not reached the target shooting delay, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has passed;

其中,所述射击取消事件包括脱离对所述目标虚拟对象的准星瞄准状态,以及对所述射击控件执行射击取消操作中的至少一个。The shooting cancel event includes at least one of leaving the crosshair aiming state of the target virtual object and performing a shooting cancel operation on the shooting control.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于响应于射击触发事件,在图形用户界面显示延时提示信息,所述延时提示信息用于提示所述目标射击延时的倒计时。The response subunit is also used to display delay prompt information on the graphical user interface in response to the shooting trigger event, and the delay prompt information is used to prompt the countdown of the target shooting delay.

在一些实施例中,该游戏交互装置包括:In some embodiments, the game interaction device includes:

响应子单元,还用于响应于射击道具的切换指令,确定切换后的射击道具,以及确定所述切换后的射击道具历史设置过的历史射击延时或默认射击延时,将所述历史射击延时或默认射击延时作为所述切换后的射击道具的目标射击延时;The response subunit is further used to respond to the switching instruction of the shooting prop, determine the switched shooting prop, and determine the historical shooting delay or default shooting delay that has been set in the history of the switched shooting prop, and use the historical shooting delay or default shooting delay as the target shooting delay of the switched shooting prop;

获取子单元,用于获取切换前的射击道具的第一射击关联参数、以及所述切换后的射击道具的第二射击关联参数,若所述第一射击关联参数和所述第二射击关联参数满足预设相似条件,则所述切换后的射击道具的目标射击延时、沿用所述切换前的射击道具对应的目标射击延时。The acquisition subunit is used to acquire the first shooting-related parameter of the shooting prop before switching and the second shooting-related parameter of the shooting prop after switching. If the first shooting-related parameter and the second shooting-related parameter meet the preset similarity condition, the target shooting delay of the shooting prop after switching continues to use the target shooting delay corresponding to the shooting prop before switching.

本申请实施例公开了一种游戏交互装置,通过显示单元201在所述图形用户界面上提供一延时调整控件;第一响应单元202响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;第二响应单元203响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。本申请实施例可以向玩家提供一延时调整控件,玩家可以根据实际游戏操作需求,通过延时调整控件对射击道具进行射击延时的调整,从而可以使玩家可以在游戏对局内根据自身实际情况调整射击延迟,具体能够使玩家更能够结合操作手感或多样化的战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。The embodiment of the present application discloses a game interaction device, which provides a delay adjustment control on the graphical user interface through a display unit 201; the first response unit 202 responds to the adjustment operation for the delay adjustment control, and determines the target shooting delay based on the adjustment operation; the second response unit 203 responds to the shooting trigger event, determines the target virtual object targeted by the delayed shooting, and controls the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay. The embodiment of the present application can provide a delay adjustment control to the player, and the player can adjust the shooting delay of the shooting props through the delay adjustment control according to the actual game operation requirements, so that the player can adjust the shooting delay according to his actual situation in the game game, and specifically enable the player to combine the operation feel or diversified combat scenes, and conveniently and quickly adjust the shooting parameters in real time through the delay adjustment control, thereby improving the player's shooting experience, ensuring the fluency of the player's combat experience in the game game, and thus improving the game interaction efficiency; at the same time, reducing the response frequency of the hardware device helps to save the computing resources of the hardware device.

相应的,本申请实施例还提供一种电子设备,该电子设备可以为终端,该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、游戏机、个人计算机(PC,PersonalComputer)、个人数字助理(Personal Digital Assistant,PDA)等终端设备。或者,电子设备可以为服务器。Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and other terminal devices. Alternatively, the electronic device may be a server.

如图17所示,图17为本申请实施例提供的电子设备的结构示意图。该电子设备300包括有一个或者一个以上处理核心的处理器301、有一个或一个以上计算机可读存储介质的存储器302及存储在存储器302上并可在处理器上运行的计算机程序。其中,处理器301与存储器302电性连接。本领域技术人员可以理解,图中示出的电子设备结构并不构成对电子设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。As shown in Figure 17, Figure 17 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. Among them, the processor 301 is electrically connected to the memory 302. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange components differently.

处理器301是电子设备300的控制中心,利用各种接口和线路连接整个电子设备300的各个部分,通过运行或加载存储在存储器302内的软件程序和/或单元,以及调用存储在存储器302内的数据,执行电子设备300的各种功能和处理数据,从而对电子设备300进行整体监控。处理器301可以是中央处理器CPU、图形处理器GPU、网络处理器(NetworkProcessor,NP)等,可以实现或者执行本申请实施例中公开的各方法、步骤及逻辑框图。The processor 301 is the control center of the electronic device 300, and uses various interfaces and lines to connect various parts of the entire electronic device 300. By running or loading software programs and/or units stored in the memory 302, and calling data stored in the memory 302, the processor 301 executes various functions of the electronic device 300 and processes data, thereby monitoring the electronic device 300 as a whole. The processor 301 can be a central processing unit CPU, a graphics processing unit GPU, a network processor (Network Processor, NP), etc., and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application.

在本申请实施例中,电子设备300中的处理器301会按照如下的步骤,将一个或一个以上的应用程序的进程对应的指令加载到存储器302中,并由处理器301来运行存储在存储器302中的应用程序,从而实现各种功能,例如:In the embodiment of the present application, the processor 301 in the electronic device 300 will load instructions corresponding to the processes of one or more application programs into the memory 302 according to the following steps, and the processor 301 will run the application programs stored in the memory 302 to implement various functions, such as:

在所述图形用户界面上提供一延时调整控件;Providing a delay adjustment control on the graphical user interface;

响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;In response to an adjustment operation on the delay adjustment control, determining a target shooting delay based on the adjustment operation;

响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。In response to a shooting trigger event, a target virtual object targeted by delayed shooting is determined, and the controlled virtual object is controlled to automatically shoot at least once at the target virtual object after the target shooting delay.

在一实施例中,所述在所述图形用户界面上提供一延时调整控件,包括:In one embodiment, providing a delay adjustment control on the graphical user interface includes:

响应于针对目标射击道具的道具使用指令,将所述目标射击道具设置为所述受控虚拟对象当前手持使用的射击道具,并在所述图形用户界面上提供一延时调整控件,其中,所述延时调整控件用于调整所述射击道具的射击延时。In response to a prop usage instruction for a target shooting prop, the target shooting prop is set as the shooting prop currently held and used by the controlled virtual object, and a delay adjustment control is provided on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting prop.

在一实施例中,所述射击触发事件包括以下任意一项:In one embodiment, the shooting trigger event includes any one of the following:

所述受控虚拟对象关联的准星、瞄准一虚拟对象的第一射击触发事件;A first shooting trigger event of a crosshair associated with the controlled virtual object and aimed at a virtual object;

对所述受控虚拟对象关联的射击控件执行触发操作的第二射击触发事件。A second shooting trigger event of executing a trigger operation on a shooting control associated with the controlled virtual object.

在一实施例中,所述响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时,包括:In one embodiment, in response to an adjustment operation on the delay adjustment control, determining the target shooting delay based on the adjustment operation includes:

响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时。In response to a sliding operation on the delay adjustment control, a target shooting delay is determined based on delay information indicated by the delay adjustment control when the sliding operation ends.

在一实施例中,所述延时调整控件提供一设置区域;In one embodiment, the delay adjustment control provides a setting area;

所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时,包括:The step of determining the target shooting delay in response to the sliding operation on the delay adjustment control based on the delay information indicated by the delay adjustment control when the sliding operation ends includes:

响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;In response to a sliding operation on the setting area, determining a target display position in the setting area when the sliding operation ends;

基于所述目标显示位置对应的延时信息确定目标射击延时。The target shooting delay is determined based on the delay information corresponding to the target display position.

在一实施例中,所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时,包括:In one embodiment, in response to a sliding operation on the delay adjustment control, determining the target shooting delay based on the delay information indicated by the delay adjustment control when the sliding operation ends, includes:

响应于针对所述延时调整控件的滑动操作,确定所述滑动操作结束时在所述图形用户界面上显示的延时信息;In response to a sliding operation on the delay adjustment control, determining delay information displayed on the graphical user interface when the sliding operation ends;

基于所述延时信息确定目标射击延时。The target shooting delay is determined based on the delay information.

在一实施例中,所述图形用户界面还显示有射击控件,所述设置区域为滑轨,所述滑轨上显示有滑块,所述滑块在所述滑轨上的位置用于指示所述受控虚拟对象当前使用的射击道具的射击延时,其中,所述滑轨为弧形滑轨,且所述弧形滑轨以所述射击控件为中心、环绕所述射击控件进行显示。In one embodiment, the graphical user interface also displays a shooting control, and the setting area is a slide rail, a slider is displayed on the slide rail, and the position of the slider on the slide rail is used to indicate the shooting delay of the shooting prop currently used by the controlled virtual object, wherein the slide rail is an arc-shaped slide rail, and the arc-shaped slide rail is displayed around the shooting control with the shooting control as the center.

在一实施例中,所述响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置,基于所述目标显示位置对应的延时信息确定目标射击延时,包括:In one embodiment, in response to a sliding operation on the set area, determining a target display position in the set area at the end of the sliding operation, and determining a target shooting delay based on delay information corresponding to the target display position, includes:

响应于针对所述滑块的移动操作,基于所述移动操作结束时所述滑块在所述滑轨上的目标显示位置确定目标射击延时。In response to a movement operation on the slider, a target shooting delay is determined based on a target display position of the slider on the slide rail at the end of the movement operation.

在一实施例中,在对所述延时调整控件执行滑动操作的过程中,对应于所述延时调整控件还显示有时间提示标识,所述时间提示标识用于指示所述过程中实时选择的射击延时的数值。In one embodiment, during the process of performing a sliding operation on the delay adjustment control, a time prompt mark is also displayed corresponding to the delay adjustment control, and the time prompt mark is used to indicate the value of the shooting delay selected in real time during the process.

在一实施例中,不同的射击道具对应的可调延时范围不同,所述延时调整控件的显示样式基于所述可调延时范围确定。In one embodiment, different shooting props correspond to different adjustable delay ranges, and the display style of the delay adjustment control is determined based on the adjustable delay range.

在一实施例中,所述延时调整控件附近还显示有第一时间标识和第二时间标识,所述第一时间标识和所述第二时间标识用于指示所述可调延时范围的两个范围端点值。In one embodiment, a first time marker and a second time marker are also displayed near the delay adjustment control, and the first time marker and the second time marker are used to indicate two range endpoint values of the adjustable delay range.

在一实施例中,所述图形用户界面还包括模式切换控件,所述模式切换控件被配置为至少在第一射击模式和第二射击模式下切换;In one embodiment, the graphical user interface further comprises a mode switching control, wherein the mode switching control is configured to switch between at least a first shooting mode and a second shooting mode;

在所述第一射击模式下,所述图形用户界面包括射击控件,所述射击控件用于接收触发操作后,立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击;在所述第二射击模式下,当响应于射击触发事件时,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击;In the first shooting mode, the graphical user interface includes a shooting control, and the shooting control is used to immediately control the controlled virtual object to shoot at least once at the target virtual object after receiving a trigger operation; in the second shooting mode, in response to a shooting trigger event, the controlled virtual object is controlled to automatically shoot at least once at the target virtual object after the target shooting delay has passed;

在所述图形用户界面上提供一延时调整控件之前,所述方法还包括:Before providing a delay adjustment control on the graphical user interface, the method further includes:

在处于所述第一射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第一射击模式切换为所述第二射击模式,并在所述图形用户界面上显示延时调整控件。When in the first shooting mode, in response to a trigger operation on the mode switching control, the first shooting mode is switched to the second shooting mode, and a delay adjustment control is displayed on the graphical user interface.

在一实施例中,所述方法还包括:In one embodiment, the method further comprises:

在处于所述第二射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第二射击模式切换为所述第一射击模式,在所述第一射击模式下,所述延时调整控件不可操作或不显示。When in the second shooting mode, in response to a trigger operation on the mode switching control, the second shooting mode is switched to the first shooting mode, and in the first shooting mode, the delay adjustment control is inoperable or not displayed.

在一实施例中,在所述第一射击模式和所述第二射击模式下,所述射击控件的显示样式不同,其中,在所述第二射击模式下,所述射击控件显示有模式提示信息,所述模式提示信息用于提示所述受控虚拟对象处于所述第二射击模式。In one embodiment, in the first shooting mode and the second shooting mode, the display style of the shooting control is different, wherein in the second shooting mode, the shooting control displays mode prompt information, and the mode prompt information is used to prompt that the controlled virtual object is in the second shooting mode.

在一实施例中,在所述图形用户界面上显示延时调整控件之后,还包括:In one embodiment, after the delay adjustment control is displayed on the graphical user interface, the method further includes:

响应于针对所述延时调整控件的滑动操作,若所述滑动操作结束时所述滑块的显示位置不在所述延时调整控件上,则将所述第二射击模式切换为所述第一射击模式。In response to a sliding operation on the delay adjustment control, if the display position of the slider is not on the delay adjustment control when the sliding operation ends, the second shooting mode is switched to the first shooting mode.

在一实施例中,所述延时调整控件包括滑轨、以及显示在所述滑轨上的滑块,所述方法还包括:In one embodiment, the delay adjustment control includes a slide rail and a slider displayed on the slide rail, and the method further includes:

响应于针对所述滑块的第一滑动操作,当检测到所述滑块滑动至临近所述滑轨的最小值对应的指定端点时,显示模式取消提示信息;In response to a first sliding operation on the slider, when it is detected that the slider slides to a designated endpoint corresponding to a minimum value of the slide track, displaying a mode cancel prompt message;

响应于与所述滑动操作连续的、针对所述滑块的第二滑动操作,若所述第二滑动操作结束时所述滑块的显示位置不在所述滑轨上,则将所述第二射击模式切换为所述第一射击模式。In response to a second sliding operation on the slider that is continuous with the sliding operation, if the display position of the slider is not on the slide rail when the second sliding operation ends, the second shooting mode is switched to the first shooting mode.

在一实施例中,所述响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击,包括:In one embodiment, in response to a shooting trigger event, determining a target virtual object for delayed shooting, and controlling the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay, comprises:

响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象;In response to a shooting trigger event, starting to accumulate shooting delay, and determining the virtual object aimed at by the crosshairs as a target virtual object;

控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长不满足预设的射击延时中断条件,则持续累积射击延时;Controlling the crosshair to move, during the movement of the crosshair, if the longest duration of the crosshair not aiming at the target virtual object does not meet a preset shooting delay interruption condition, then continuously accumulating shooting delay;

若所述射击延时达到所述目标射击延时后,控制所述受控虚拟对象自动向所述目标虚拟对象进行至少一次射击。If the shooting delay reaches the target shooting delay, the controlled virtual object is controlled to automatically shoot at least once at the target virtual object.

在一实施例中,所述控制所述准星进行移动,包括:In one embodiment, controlling the crosshair to move includes:

控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长满足预设的射击延时中断条件,则取消持续累积射击延时,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。The crosshair is controlled to move. During the movement of the crosshair, if the longest duration of the crosshair's non-aiming state for the target virtual object meets a preset shooting delay interruption condition, the continuous accumulated shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay.

在一实施例中,所述图形用户界面包括射击控件;In one embodiment, the graphical user interface includes a shooting control;

所述响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象,包括:The step of responding to the shooting trigger event, starting to accumulate shooting delay, and determining the virtual object aimed at by the crosshair as the target virtual object, includes:

接收针对所述准星的移动操作,若所述准星瞄准一虚拟对象,则确定触发射击触发事件,并确定所述虚拟对象为目标虚拟对象,以及开始累计射击延时;receiving a movement operation for the crosshair, and if the crosshair is aimed at a virtual object, determining to trigger a shooting trigger event, determining the virtual object as a target virtual object, and starting to accumulate shooting delay;

或者,接收针对所述准星的移动操作,若所述准星在一虚拟对象对应的预设吸附范围内,则自动吸附到所述虚拟对象的目标部位,确定所述虚拟对象为所述目标虚拟对象,以及开始累计射击延时;Alternatively, receiving a movement operation for the crosshair, if the crosshair is within a preset adsorption range corresponding to a virtual object, automatically adsorbing it to a target part of the virtual object, determining that the virtual object is the target virtual object, and starting to accumulate shooting delay;

或者,响应于针对所述射击控件的触发操作,确定触发射击触发事件,开始累计射击延时,若在所述累计射击延时的时长到达所述目标射击延时前,所述准星移动到虚拟对象上或所述准星被自动吸附到所述虚拟对象上,则确定所述虚拟对象为所述目标虚拟对象。Alternatively, in response to a trigger operation on the shooting control, a trigger shooting trigger event is determined, and a cumulative shooting delay begins. If, before the duration of the cumulative shooting delay reaches the target shooting delay, the crosshairs moves to the virtual object or the crosshairs is automatically adsorbed to the virtual object, then the virtual object is determined to be the target virtual object.

在一实施例中,所述控制所述准星进行移动,所述方法还包括:In one embodiment, the method of controlling the crosshair to move further includes:

确定所述目标虚拟对象上所述准星瞄准的目标部位;Determine the target part of the target virtual object that the crosshair is aiming at;

若所述目标虚拟对象移动,则自动控制所述准星跟随所述目标虚拟对象移动、并持续瞄准所述目标部位,以使得所述受控虚拟角色射击时针对所述目标部位进行射击。If the target virtual object moves, the crosshair is automatically controlled to follow the movement of the target virtual object and continuously aim at the target part, so that the controlled virtual character shoots at the target part.

在一实施例中,所述图形用户界面包括射击控件,所述方法还包括:In one embodiment, the graphical user interface includes a shooting control, and the method further includes:

在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,若接收到针对所述射击控件的触发操作,则立即控制所述受控虚拟对象向所述目标虚拟对象进行射击,并取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。In a case where the accumulated shooting delay from the time when the shooting trigger event is triggered has not reached the target shooting delay, if a trigger operation for the shooting control is received, the controlled virtual object is immediately controlled to shoot at the target virtual object, and the accumulation of the shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has passed.

在一实施例中,所述图形用户界面包括射击控件,所述方法还包括:In one embodiment, the graphical user interface includes a shooting control, and the method further includes:

在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,响应于针对所述目标虚拟对象的射击取消事件,取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作;In a case where the accumulated shooting delay from the time when the shooting trigger event is triggered has not reached the target shooting delay, in response to a shooting cancellation event for the target virtual object, the accumulation of the shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has passed;

其中,所述射击取消事件包括脱离对所述目标虚拟对象的准星瞄准状态,以及对所述射击控件执行射击取消操作中的至少一个。The shooting cancel event includes at least one of leaving the crosshair aiming state of the target virtual object and performing a shooting cancel operation on the shooting control.

在一实施例中,所述响应于射击触发事件,包括:In one embodiment, the responding to the shooting trigger event includes:

响应于射击触发事件,在图形用户界面显示延时提示信息,所述延时提示信息用于提示所述目标射击延时的倒计时。In response to a shooting trigger event, delay prompt information is displayed on a graphical user interface, and the delay prompt information is used to prompt the countdown of the target shooting delay.

在一实施例中,所述方法还包括:In one embodiment, the method further comprises:

响应于射击道具的切换指令,确定切换后的射击道具,以及确定所述切换后的射击道具历史设置过的历史射击延时或默认射击延时,将所述历史射击延时或默认射击延时作为所述切换后的射击道具的目标射击延时;In response to a switching instruction of a shooting prop, determining a switched shooting prop, and determining a historical shooting delay or a default shooting delay that has been set for the switched shooting prop, and using the historical shooting delay or the default shooting delay as a target shooting delay for the switched shooting prop;

或者,获取切换前的射击道具的第一射击关联参数、以及所述切换后的射击道具的第二射击关联参数,若所述第一射击关联参数和所述第二射击关联参数满足预设相似条件,则所述切换后的射击道具的目标射击延时、沿用所述切换前的射击道具对应的目标射击延时。Alternatively, a first shooting-related parameter of the shooting prop before switching and a second shooting-related parameter of the shooting prop after switching are obtained. If the first shooting-related parameter and the second shooting-related parameter meet a preset similarity condition, the target shooting delay of the shooting prop after switching continues to use the target shooting delay corresponding to the shooting prop before switching.

本申请实施例提供的电子设备,可以在所述图形用户界面上提供一延时调整控件;响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。因此采用本申请实施例的方案,可以向玩家提供一延时调整控件,玩家可以根据实际游戏操作需求,通过延时调整控件对射击道具进行射击延时的调整,从而可以使玩家可以在游戏对局内根据自身实际情况调整射击延迟,具体能够使玩家更能够结合操作手感或多样化的战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。The electronic device provided by the embodiment of the present application can provide a delay adjustment control on the graphical user interface; in response to the adjustment operation for the delay adjustment control, determine the target shooting delay based on the adjustment operation; in response to the shooting trigger event, determine the target virtual object targeted by the delayed shooting, and control the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay. Therefore, by adopting the scheme of the embodiment of the present application, a delay adjustment control can be provided to the player, and the player can adjust the shooting delay of the shooting props through the delay adjustment control according to the actual game operation requirements, so that the player can adjust the shooting delay according to his actual situation in the game, and specifically enable the player to combine the operation feel or diversified combat scenes, and conveniently and quickly adjust the shooting parameters in real time through the delay adjustment control, thereby improving the player's shooting experience, ensuring the fluency of the player's combat experience in the game, and thus improving the game interaction efficiency; at the same time, reducing the response frequency of the hardware device helps to save the computing resources of the hardware device.

以上各个操作的具体实施可参见前面的实施例,在此不再赘述。The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.

可选的,如图17所示,电子设备300还包括:触控显示屏303、射频电路304、音频电路305、输入单元306以及电源307。其中,处理器301分别与触控显示屏303、射频电路304、音频电路305、输入单元306以及电源307电性连接。本领域技术人员可以理解,图17中示出的电子设备结构并不构成对电子设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。Optionally, as shown in FIG17 , the electronic device 300 further includes: a touch screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will appreciate that the electronic device structure shown in FIG17 does not limit the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange components differently.

触控显示屏303可用于显示图形用户界面以及接收用户作用于图形用户界面产生的操作指令。触控显示屏303可以包括显示面板和触控面板。其中,显示面板可用于显示由用户输入的信息或提供给用户的信息以及电子设备的各种图形用户接口,这些图形用户接口可以由图形、文本、图标、视频和其任意组合来构成。可选的,可以采用液晶显示器(LCD,Liquid Crystal Display)、有机发光二极管(OLED,Organic Light-Emitting Diode)等形式来配置显示面板。触控面板可用于收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板上或在触控面板附近的操作),并生成相应的操作指令,且操作指令执行对应程序。可选的,触控面板可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器301,并能接收处理器301发来的命令并加以执行。触控面板可覆盖显示面板,当触控面板检测到在其上或附近的触摸操作后,传送给处理器301以确定触摸事件的类型,随后处理器301根据触摸事件的类型在显示面板上提供相应的视觉输出。在本申请实施例中,可以将触控面板与显示面板集成到触控显示屏303而实现输入和输出功能。但是在某些实施例中,触控面板与触控面板可以作为两个独立的部件来实现输入和输出功能。即触控显示屏303也可以作为输入单元306的一部分实现输入功能。The touch display screen 303 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 303 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel can be used to collect the user's touch operation on or near it (such as the user uses any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 301, and can receive the command sent by the processor 301 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 301 to determine the type of touch event, and then the processor 301 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 303 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 303 can also be used as a part of the input unit 306 to realize the input function.

射频电路304可用于收发射频信号,以通过无线通信与网络设备或其他电子设备建立无线通讯,与网络设备或其他电子设备之间收发信号。The radio frequency circuit 304 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.

音频电路305可以用于通过扬声器、传声器提供用户与电子设备之间的音频接口。音频电路305可将接收到的音频数据转换后的电信号,传输到扬声器,由扬声器转换为声音信号输出;另一方面,传声器将收集的声音信号转换为电信号,由音频电路305接收后转换为音频数据,再将音频数据输出处理器301处理后,经射频电路304以发送给比如另一电子设备,或者将音频数据输出至存储器302以便进一步处理。音频电路305还可能包括耳塞插孔,以提供外设耳机与电子设备的通信。The audio circuit 305 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 305 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 305 and converted into audio data, and then the audio data is output to the processor 301 for processing, and then sent to another electronic device through the radio frequency circuit 304, or the audio data is output to the memory 302 for further processing. The audio circuit 305 may also include an earplug jack to provide communication between an external headset and the electronic device.

输入单元306可用于接收输入的数字、字符信息或用户特征信息(例如指纹、虹膜、面部信息等),以及产生与用户设置以及功能控制有关的键盘、鼠标、操作杆、光学或者轨迹球信号输入。The input unit 306 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.

电源307用于给电子设备300的各个部件供电。可选的,电源307可以通过电源管理系统与处理器301逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源307还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。The power supply 307 is used to supply power to various components of the electronic device 300. Optionally, the power supply 307 can be logically connected to the processor 301 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 307 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

尽管图17中未示出,电子设备300还可以包括摄像头、传感器、无线保真模块、蓝牙模块等,在此不再赘述。Although not shown in FIG. 17 , the electronic device 300 may further include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

本领域普通技术人员可以理解,上述实施例的各种方法中的全部或部分步骤可以通过指令来完成,或通过指令控制相关的硬件来完成,该指令可以存储于一计算机可读存储介质中,并由处理器进行加载和执行。A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

为此,本申请实施例提供一种计算机可读存储介质,其中存储有多条计算机程序,该计算机程序能够被处理器进行加载,以执行本申请实施例所提供的任一种游戏交互方法。该计算机程序可以执行如下游戏交互方法的步骤:To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute any one of the game interaction methods provided in the embodiments of the present application. The computer program can execute the following steps of the game interaction method:

在所述图形用户界面上提供一延时调整控件;Providing a delay adjustment control on the graphical user interface;

响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;In response to an adjustment operation on the delay adjustment control, determining a target shooting delay based on the adjustment operation;

响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。In response to a shooting trigger event, a target virtual object targeted by delayed shooting is determined, and the controlled virtual object is controlled to automatically shoot at least once at the target virtual object after the target shooting delay.

由于该存储介质中所存储的计算机程序,可以在所述图形用户界面上提供一延时调整控件;响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。因此采用本申请实施例的方案,可以向玩家提供一延时调整控件,玩家可以根据实际游戏操作需求,通过延时调整控件对射击道具进行射击延时的调整,从而可以使玩家可以在游戏对局内根据自身实际情况调整射击延迟,具体能够使玩家更能够结合操作手感或多样化的战斗场景,通过延时调整控件便捷且快速的对射击参数实时进行调控,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。Due to the computer program stored in the storage medium, a delay adjustment control can be provided on the graphical user interface; in response to the adjustment operation for the delay adjustment control, the target shooting delay is determined based on the adjustment operation; in response to the shooting trigger event, the target virtual object targeted by the delayed shooting is determined, and the controlled virtual object is controlled to automatically shoot at least once at the target virtual object after the target shooting delay. Therefore, by adopting the scheme of the embodiment of the present application, a delay adjustment control can be provided to the player, and the player can adjust the shooting delay of the shooting props through the delay adjustment control according to the actual game operation requirements, so that the player can adjust the shooting delay according to his actual situation in the game, and specifically enable the player to combine the operation feel or diversified combat scenes, and conveniently and quickly adjust the shooting parameters in real time through the delay adjustment control, thereby improving the player's shooting experience, ensuring the fluency of the player's combat experience in the game, and thus improving the game interaction efficiency; at the same time, reducing the response frequency of the hardware device helps to save the computing resources of the hardware device.

以上各个操作的具体实施可参见前面的实施例,在此不再赘述。The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.

其中,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、磁盘或光盘等。The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

由于该计算机可读存储介质中所存储的计算机程序,可以执行本申请实施例所提供的任一种游戏交互方法,因此,可以实现本申请实施例所提供的任一种游戏交互方法所能实现的有益效果,详见前面的实施例,在此不再赘述。Since the computer program stored in the computer-readable storage medium can execute any one of the game interaction methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game interaction methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.

根据本申请的一个方面,还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。电子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,使得该电子设备执行上述实施例中的各种可选实现方式中提供的方法。According to one aspect of the present application, a computer program product or a computer program is also provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in various optional implementations of the above embodiments.

在上述游戏交互装置、计算机可读存储介质、电子设备、计算机程序产品实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的游戏交互装置、计算机可读存储介质、计算机程序产品、电子设备及其相应单元的具体工作过程及可带来的有益效果,可以参考如上实施例中游戏交互方法的说明,具体在此不再赘述。In the above-mentioned game interaction device, computer-readable storage medium, electronic device, and computer program product embodiments, the description of each embodiment has its own emphasis. For parts not described in detail in a certain embodiment, reference can be made to the relevant description of other embodiments. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process and beneficial effects of the above-described game interaction device, computer-readable storage medium, computer program product, electronic device and its corresponding units can refer to the description of the game interaction method in the above embodiment, and will not be repeated here.

以上对本申请实施例所提供的一种游戏交互方法、装置、电子设备、计算机可读存储介质以及计算机程序产品进行了详细介绍,本文中应用了具体个例对本申请的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本申请的方法及其核心思想;同时,对于本领域的技术人员,依据本申请的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本申请的限制。The game interaction method, device, electronic device, computer-readable storage medium and computer program product provided in the embodiments of the present application are introduced in detail above. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for technical personnel in this field, according to the idea of the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.

Claims (27)

Translated fromChinese
1.一种游戏交互方法,其特征在于,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象,所述方法包括:1. A game interaction method, characterized in that a graphical user interface is provided by a terminal device, wherein the graphical user interface includes at least part of a virtual scene and a controlled virtual object located in the virtual scene and controlled by the terminal device, and the method comprises:在所述图形用户界面上提供一延时调整控件;Providing a delay adjustment control on the graphical user interface;响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;In response to an adjustment operation on the delay adjustment control, determining a target shooting delay based on the adjustment operation;响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。In response to a shooting trigger event, a target virtual object targeted by delayed shooting is determined, and the controlled virtual object is controlled to automatically shoot at least once at the target virtual object after the target shooting delay.2.根据权利要求1所述的方法,其特征在于,所述在所述图形用户界面上提供一延时调整控件,包括:2. The method according to claim 1, wherein providing a delay adjustment control on the graphical user interface comprises:响应于针对目标射击道具的道具使用指令,将所述目标射击道具设置为所述受控虚拟对象当前手持使用的射击道具,并在所述图形用户界面上提供一延时调整控件,其中,所述延时调整控件用于调整所述射击道具的射击延时。In response to a prop usage instruction for a target shooting prop, the target shooting prop is set as the shooting prop currently held and used by the controlled virtual object, and a delay adjustment control is provided on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting prop.3.根据权利要求1所述的方法,其特征在于,所述射击触发事件包括以下任意一项:3. The method according to claim 1, characterized in that the shooting trigger event includes any one of the following:所述受控虚拟对象关联的准星、瞄准一虚拟对象的第一射击触发事件;A first shooting trigger event of a crosshair associated with the controlled virtual object and aimed at a virtual object;对所述受控虚拟对象关联的射击控件执行触发操作的第二射击触发事件。A second shooting trigger event of executing a trigger operation on a shooting control associated with the controlled virtual object.4.根据权利要求1所述的方法,其特征在于,所述响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时,包括:4. The method according to claim 1, characterized in that in response to the adjustment operation on the delay adjustment control, determining the target shooting delay based on the adjustment operation comprises:响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时。In response to a sliding operation on the delay adjustment control, a target shooting delay is determined based on delay information indicated by the delay adjustment control when the sliding operation ends.5.根据权利要求4所述的方法,其特征在于,所述延时调整控件提供一设置区域;5. The method according to claim 4, characterized in that the delay adjustment control provides a setting area;所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时,包括:The step of determining the target shooting delay in response to the sliding operation on the delay adjustment control based on the delay information indicated by the delay adjustment control when the sliding operation ends includes:响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;In response to a sliding operation on the setting area, determining a target display position in the setting area when the sliding operation ends;基于所述目标显示位置对应的延时信息确定目标射击延时。The target shooting delay is determined based on the delay information corresponding to the target display position.6.根据权利要求4所述的方法,其特征在于,所述响应于在所述延时调整控件上的滑动操作,基于所述滑动操作结束时、所述延时调整控件指示的延时信息确定目标射击延时,包括:6. The method according to claim 4, characterized in that, in response to the sliding operation on the delay adjustment control, determining the target shooting delay based on the delay information indicated by the delay adjustment control when the sliding operation ends, comprises:响应于针对所述延时调整控件的滑动操作,确定所述滑动操作结束时在所述图形用户界面上显示的延时信息;In response to a sliding operation on the delay adjustment control, determining delay information displayed on the graphical user interface when the sliding operation ends;基于所述延时信息确定目标射击延时。The target shooting delay is determined based on the delay information.7.根据权利要求5所述的方法,其特征在于,所述图形用户界面还显示有射击控件,所述设置区域为滑轨,所述滑轨上显示有滑块,所述滑块在所述滑轨上的位置用于指示所述受控虚拟对象当前使用的射击道具的射击延时,其中,所述滑轨为弧形滑轨,且所述弧形滑轨以所述射击控件为中心、环绕所述射击控件进行显示。7. The method according to claim 5 is characterized in that the graphical user interface also displays a shooting control, the setting area is a slide rail, a slider is displayed on the slide rail, the position of the slider on the slide rail is used to indicate the shooting delay of the shooting prop currently used by the controlled virtual object, wherein the slide rail is an arc-shaped slide rail, and the arc-shaped slide rail is displayed around the shooting control with the shooting control as the center.8.根据权利要求7所述的方法,其特征在于,所述响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置,基于所述目标显示位置对应的延时信息确定目标射击延时,包括:8. The method according to claim 7, characterized in that, in response to the sliding operation on the setting area, determining the target display position in the setting area when the sliding operation ends, and determining the target shooting delay based on the delay information corresponding to the target display position, comprises:响应于针对所述滑块的移动操作,基于所述移动操作结束时所述滑块在所述滑轨上的目标显示位置确定目标射击延时。In response to a movement operation on the slider, a target shooting delay is determined based on a target display position of the slider on the slide rail at the end of the movement operation.9.根据权利要求4所述的方法,其特征在于,在对所述延时调整控件执行滑动操作的过程中,对应于所述延时调整控件还显示有时间提示标识,所述时间提示标识用于指示所述过程中实时选择的射击延时的数值。9. The method according to claim 4 is characterized in that, during the process of performing a sliding operation on the delay adjustment control, a time prompt mark is also displayed corresponding to the delay adjustment control, and the time prompt mark is used to indicate the value of the shooting delay selected in real time during the process.10.根据权利要求7所述的方法,其特征在于,不同的射击道具对应的可调延时范围不同,所述延时调整控件的显示样式基于所述可调延时范围确定。10. The method according to claim 7 is characterized in that different shooting props correspond to different adjustable delay ranges, and the display style of the delay adjustment control is determined based on the adjustable delay range.11.根据权利要求10所述的方法,其特征在于,所述延时调整控件附近还显示有第一时间标识和第二时间标识,所述第一时间标识和所述第二时间标识用于指示所述可调延时范围的两个范围端点值。11. The method according to claim 10 is characterized in that a first time marker and a second time marker are also displayed near the delay adjustment control, and the first time marker and the second time marker are used to indicate two range endpoint values of the adjustable delay range.12.根据权利要求1至11任一项所述的方法,其特征在于,所述图形用户界面还包括模式切换控件,所述模式切换控件被配置为至少在第一射击模式和第二射击模式下切换;12. The method according to any one of claims 1 to 11, characterized in that the graphical user interface further comprises a mode switching control, wherein the mode switching control is configured to switch between at least a first shooting mode and a second shooting mode;在所述第一射击模式下,所述图形用户界面包括射击控件,所述射击控件用于接收触发操作后,立即控制所述受控虚拟对象向所述目标虚拟对象进行至少一次射击;在所述第二射击模式下,当响应于射击触发事件时,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击;In the first shooting mode, the graphical user interface includes a shooting control, and the shooting control is used to immediately control the controlled virtual object to shoot at least once at the target virtual object after receiving a trigger operation; in the second shooting mode, in response to a shooting trigger event, the controlled virtual object is controlled to automatically shoot at least once at the target virtual object after the target shooting delay has passed;在所述图形用户界面上提供一延时调整控件之前,所述方法还包括:Before providing a delay adjustment control on the graphical user interface, the method further includes:在处于所述第一射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第一射击模式切换为所述第二射击模式,并在所述图形用户界面上显示延时调整控件。When in the first shooting mode, in response to a trigger operation on the mode switching control, the first shooting mode is switched to the second shooting mode, and a delay adjustment control is displayed on the graphical user interface.13.根据权利要求12所述的方法,其特征在于,所述方法还包括:13. The method according to claim 12, characterized in that the method further comprises:在处于所述第二射击模式下时,响应于针对所述模式切换控件的触发操作,将所述第二射击模式切换为所述第一射击模式,在所述第一射击模式下,所述延时调整控件不可操作或不显示。When in the second shooting mode, in response to a trigger operation on the mode switching control, the second shooting mode is switched to the first shooting mode, and in the first shooting mode, the delay adjustment control is inoperable or not displayed.14.根据权利要求12所述的方法,其特征在于,在所述第一射击模式和所述第二射击模式下,所述射击控件的显示样式不同,其中,在所述第二射击模式下,所述射击控件显示有模式提示信息,所述模式提示信息用于提示所述受控虚拟对象处于所述第二射击模式。14. The method according to claim 12 is characterized in that, in the first shooting mode and the second shooting mode, the display style of the shooting control is different, wherein, in the second shooting mode, the shooting control displays mode prompt information, and the mode prompt information is used to prompt that the controlled virtual object is in the second shooting mode.15.根据权利要求12所述的方法,其特征在于,在所述图形用户界面上显示延时调整控件之后,还包括:15. The method according to claim 12, characterized in that after displaying the delay adjustment control on the graphical user interface, it also includes:响应于针对所述延时调整控件的滑动操作,若所述滑动操作结束时所述滑块的显示位置不在所述延时调整控件上,则将所述第二射击模式切换为所述第一射击模式。In response to a sliding operation on the delay adjustment control, if the display position of the slider is not on the delay adjustment control when the sliding operation ends, the second shooting mode is switched to the first shooting mode.16.根据权利要求15所述的方法,其特征在于,所述延时调整控件包括滑轨、以及显示在所述滑轨上的滑块,所述方法还包括:16. The method according to claim 15, wherein the delay adjustment control comprises a slide rail and a slider displayed on the slide rail, and the method further comprises:响应于针对所述滑块的第一滑动操作,当检测到所述滑块滑动至临近所述滑轨的最小值对应的指定端点时,显示模式取消提示信息;In response to a first sliding operation on the slider, when it is detected that the slider slides to a designated endpoint corresponding to a minimum value of the slide track, displaying a mode cancel prompt message;响应于与所述滑动操作连续的、针对所述滑块的第二滑动操作,若所述第二滑动操作结束时所述滑块的显示位置不在所述滑轨上,则将所述第二射击模式切换为所述第一射击模式。In response to a second sliding operation on the slider that is continuous with the sliding operation, if the display position of the slider is not on the slide rail when the second sliding operation ends, the second shooting mode is switched to the first shooting mode.17.根据权利要求1至11任一项所述的方法,其特征在于,所述响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击,包括:17. The method according to any one of claims 1 to 11, characterized in that, in response to a shooting trigger event, determining a target virtual object for delayed shooting, and controlling the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay, comprises:响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象;In response to a shooting trigger event, starting to accumulate shooting delay, and determining the virtual object aimed at by the crosshairs as a target virtual object;控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长不满足预设的射击延时中断条件,则持续累积射击延时;Controlling the crosshair to move, during the movement of the crosshair, if the longest duration of the crosshair not aiming at the target virtual object does not meet a preset shooting delay interruption condition, then continuously accumulating shooting delay;若所述射击延时达到所述目标射击延时后,控制所述受控虚拟对象自动向所述目标虚拟对象进行至少一次射击。If the shooting delay reaches the target shooting delay, the controlled virtual object is controlled to automatically shoot at least once at the target virtual object.18.根据权利要求17所述的方法,其特征在于,所述控制所述准星进行移动,包括:18. The method according to claim 17, wherein controlling the crosshair to move comprises:控制所述准星进行移动,在所述准星移动的过程中,若针对所述目标虚拟对象的准星未瞄准状态的最长持续时长满足预设的射击延时中断条件,则取消持续累积射击延时,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。The crosshair is controlled to move. During the movement of the crosshair, if the longest duration of the crosshair's non-aiming state for the target virtual object meets a preset shooting delay interruption condition, the continuous accumulated shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay.19.根据权利要求17所述的方法,其特征在于,所述图形用户界面包括射击控件;19. The method of claim 17, wherein the graphical user interface includes a shooting control;所述响应于射击触发事件,开始累计射击延时,以及确定准星瞄准的虚拟对象作为目标虚拟对象,包括;The step of responding to the shooting trigger event, starting to accumulate shooting delay, and determining the virtual object aimed at by the crosshairs as the target virtual object, includes:接收针对所述准星的移动操作,若所述准星瞄准一虚拟对象,则确定触发射击触发事件,并确定所述虚拟对象为目标虚拟对象,以及开始累计射击延时;receiving a movement operation for the crosshair, and if the crosshair is aimed at a virtual object, determining to trigger a shooting trigger event, determining the virtual object as a target virtual object, and starting to accumulate shooting delay;或者,接收针对所述准星的移动操作,若所述准星在一虚拟对象对应的预设吸附范围内,则自动吸附到所述虚拟对象的目标部位,确定所述虚拟对象为所述目标虚拟对象,以及开始累计射击延时;Alternatively, receiving a movement operation for the crosshair, if the crosshair is within a preset adsorption range corresponding to a virtual object, automatically adsorbing it to a target part of the virtual object, determining that the virtual object is the target virtual object, and starting to accumulate shooting delay;或者,响应于针对所述射击控件的触发操作,确定触发射击触发事件,开始累计射击延时,若在所述累计射击延时的时长到达所述目标射击延时前,所述准星移动到虚拟对象上或所述准星被自动吸附到所述虚拟对象上,则确定所述虚拟对象为所述目标虚拟对象。Alternatively, in response to a trigger operation on the shooting control, a trigger shooting trigger event is determined, and a cumulative shooting delay begins. If, before the duration of the cumulative shooting delay reaches the target shooting delay, the crosshairs moves to the virtual object or the crosshairs is automatically adsorbed to the virtual object, then the virtual object is determined to be the target virtual object.20.根据权利要求19所述的方法,其特征在于,所述控制所述准星进行移动,所述方法还包括:20. The method according to claim 19, wherein the controlling the crosshair to move further comprises:确定所述目标虚拟对象上所述准星瞄准的目标部位;Determine the target part of the target virtual object that the crosshair is aiming at;若所述目标虚拟对象移动,则自动控制所述准星跟随所述目标虚拟对象移动、并持续瞄准所述目标部位,以使得所述受控虚拟角色射击时针对所述目标部位进行射击。If the target virtual object moves, the crosshair is automatically controlled to follow the movement of the target virtual object and continuously aim at the target part, so that the controlled virtual character shoots at the target part.21.根据权利要求1所述的方法,其特征在于,所述图形用户界面包括射击控件,所述方法还包括:21. The method of claim 1, wherein the graphical user interface includes a shooting control, the method further comprising:在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,若接收到针对所述射击控件的触发操作,则立即控制所述受控虚拟对象向所述目标虚拟对象进行射击,并取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作。In a case where the accumulated shooting delay from the time when the shooting trigger event is triggered has not reached the target shooting delay, if a trigger operation for the shooting control is received, the controlled virtual object is immediately controlled to shoot at the target virtual object, and the accumulation of the shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has passed.22.根据权利要求1所述的方法,其特征在于,所述图形用户界面包括射击控件,所述方法还包括:22. The method of claim 1, wherein the graphical user interface includes a shooting control, the method further comprising:在所述射击触发事件被触发时起累计的射击延时、还未达到所述目标射击延时的情况下,响应于针对所述目标虚拟对象的射击取消事件,取消对射击延时的累计,以取消控制所述受控虚拟对象经过所述目标射击延时后,自动向所述射击触发事件确定的目标虚拟对象进行至少一次射击的操作;In a case where the accumulated shooting delay from the time when the shooting trigger event is triggered has not reached the target shooting delay, in response to a shooting cancellation event for the target virtual object, the accumulation of the shooting delay is canceled to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay has passed;其中,所述射击取消事件包括脱离对所述目标虚拟对象的准星瞄准状态,以及对所述射击控件执行射击取消操作中的至少一个。The shooting cancel event includes at least one of leaving the crosshair aiming state of the target virtual object and performing a shooting cancel operation on the shooting control.23.根据权利要求1所述的方法,其特征在于,所述响应于射击触发事件,包括:23. The method according to claim 1, characterized in that the responding to the shooting trigger event comprises:响应于射击触发事件,在图形用户界面显示延时提示信息,所述延时提示信息用于提示所述目标射击延时的倒计时。In response to a shooting trigger event, delay prompt information is displayed on a graphical user interface, and the delay prompt information is used to prompt the countdown of the target shooting delay.24.根据权利要求7所述的方法,其特征在于,所述方法还包括:24. The method according to claim 7, characterized in that the method further comprises:响应于射击道具的切换指令,确定切换后的射击道具,以及确定所述切换后的射击道具历史设置过的历史射击延时或默认射击延时,将所述历史射击延时或默认射击延时作为所述切换后的射击道具的目标射击延时;In response to a switching instruction of a shooting prop, determining a switched shooting prop, and determining a historical shooting delay or a default shooting delay that has been set for the switched shooting prop, and using the historical shooting delay or the default shooting delay as a target shooting delay for the switched shooting prop;或者,获取切换前的射击道具的第一射击关联参数、以及所述切换后的射击道具的第二射击关联参数,若所述第一射击关联参数和所述第二射击关联参数满足预设相似条件,则所述切换后的射击道具的目标射击延时、沿用所述切换前的射击道具对应的目标射击延时。Alternatively, a first shooting-related parameter of the shooting prop before switching and a second shooting-related parameter of the shooting prop after switching are obtained. If the first shooting-related parameter and the second shooting-related parameter meet a preset similarity condition, the target shooting delay of the shooting prop after switching continues to use the target shooting delay corresponding to the shooting prop before switching.25.一种游戏交互装置,其特征在于,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象,包括:25. A game interaction device, characterized in that a graphical user interface is provided through a terminal device, the graphical user interface includes at least part of a virtual scene, and a controlled virtual object located in the virtual scene and controlled by the terminal device, including:显示单元,用于在所述图形用户界面上提供一延时调整控件;A display unit, used for providing a delay adjustment control on the graphical user interface;第一响应单元,用于响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;A first response unit, configured to respond to an adjustment operation on the delay adjustment control and determine a target shooting delay based on the adjustment operation;第二响应单元,用于响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。The second response unit is used to respond to the shooting trigger event, determine the target virtual object targeted by the delayed shooting, and control the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay.26.一种电子设备,其特征在于,包括处理器和存储器,所述存储器存储有多条指令;所述处理器从所述存储器中加载指令,以执行如权利要求1~24任一项所述的游戏交互方法的步骤。26. An electronic device, characterized in that it comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the game interaction method as described in any one of claims 1 to 24.27.一种计算机可读存储介质,其特征在于,所述计算机可读存储介质存储有多条指令,所述指令适于处理器进行加载,以执行如权利要求1~24任一项所述的游戏交互方法的步骤。27. A computer-readable storage medium, characterized in that the computer-readable storage medium stores a plurality of instructions, wherein the instructions are suitable for a processor to load to execute the steps of the game interaction method according to any one of claims 1 to 24.
CN202410727523.XA2024-06-052024-06-05Game interaction method and device, electronic equipment and storage mediumPendingCN118662898A (en)

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