Method and device for controlling virtual attack in game, electronic equipment and storage medium

文档序号:1119087 发布日期:2020-10-02 浏览:15次 中文

阅读说明:本技术 游戏中虚拟攻击控制方法、装置、电子设备及存储介质 (Method and device for controlling virtual attack in game, electronic equipment and storage medium ) 是由 张泽权 于 2020-06-23 设计创作,主要内容包括:本发明实施例提供了一种游戏中虚拟攻击控制方法、装置、电子设备及存储介质,通过第一终端设备提供图形用户界面,所述的方法包括:在所述图形用户界面上提供第一准心,所述第一准心用于指示虚拟攻击的第一位置;响应作用于所述图形用户界面的准心触发操作,在所述图形用户界面上提供第二准心,所述第二准心用于指示虚拟攻击的第二位置;响应虚拟攻击触发事件,根据所述第一准心所指示的第一位置和所述第二准心所指示的第二位置执行虚拟攻击。使得玩家可以在使用第一准心攻击主要目标的同时,快速地调整第二准心攻击次要敌人。(The embodiment of the invention provides a method and a device for controlling virtual attacks in a game, electronic equipment and a storage medium, wherein a graphical user interface is provided through first terminal equipment, and the method comprises the following steps: providing a first centroid on the graphical user interface, the first centroid being indicative of a first location of a virtual attack; providing a second centroid on the graphical user interface in response to a centroid triggering operation acting on the graphical user interface, the second centroid being used to indicate a second location of a virtual attack; and responding to a virtual attack triggering event, and executing the virtual attack according to the first position indicated by the first alignment center and the second position indicated by the second alignment center. So that the player can quickly adjust the second sighting attack secondary enemy while using the first sighting attack primary target.)

1. An in-game virtual attack control method, wherein a graphical user interface is provided through a first terminal device, the method comprising:

providing a first centroid on the graphical user interface, the first centroid being indicative of a first location of a virtual attack;

providing a second centroid on the graphical user interface in response to a centroid triggering operation acting on the graphical user interface, the second centroid being used to indicate a second location of a virtual attack;

and responding to a virtual attack triggering event, and executing the virtual attack according to the first position indicated by the first alignment center and the second position indicated by the second alignment center.

2. The method of claim 1, wherein the graphical user interface includes an aiming control region, the method further comprising:

moving the first collimation center in response to a first collimation control operation acting in the collimation control area.

3. The method of claim 2, wherein the content displayed by the graphical user interface includes a game scene presented in a current orientation of a virtual hero, the virtual hero being a virtual character controlled by a game player to execute game instructions in a game; the first centroid is located at a designated location of the graphical user interface.

4. The method of claim 3, wherein moving the first centroid in response to a first targeting control operation acting on the targeting control region comprises:

adjusting an orientation of the virtual hero in the game scene in response to a first aiming control operation acting on the aiming control region, the first center of gravity moving relative to the game scene during the adjustment of the orientation.

5. The method according to any one of claims 1-4, further comprising:

controlling the virtual hero to move in the game scene in response to a first operation acting in a movement control area of the graphical user interface.

6. The method according to any one of claims 1-4, further comprising:

after providing the second isocenter, moving the second isocenter in response to a second aiming control operation that is performed in an aiming control region of the graphical user interface.

7. The method of claim 6, wherein the quasi-centric triggering operation is continuous with the second aiming control operation.

8. The method of claim 6, wherein moving the second collimation in response to a second collimation control operation acting in a collimation control region of the graphical user interface comprises:

and in response to a second aiming control operation acting in an aiming control area of the graphical user interface, controlling the second sighting center to move in the game scene corresponding to the current orientation under the condition that the game scene corresponding to the current orientation is kept unchanged.

9. The method of claim 1, wherein the graphical user interface includes an aiming control region, the method further comprising:

simultaneously moving the first and second centroids in response to a third targeting control operation applied to the targeting control region.

10. The method of claim 9, wherein the third targeting control operation includes a first sub-sliding operation and a second sub-sliding operation; the simultaneously moving the first and second centroids in response to a third targeting control operation applied to the targeting control region includes:

moving the first centroid in response to a first sub-slide operation acting on the aiming control region;

moving the second centroid in response to a second sub-sliding operation applied to the aiming control region.

11. The method of claim 10, wherein moving the first centroid in response to the first sub-sliding operation acting on the aiming control region comprises:

responding to a first sub-sliding operation acting on the aiming control area, and moving the first collimation center to aim at a first target virtual object, wherein the first target virtual object is a virtual object which is within a preset distance and is closest to an end operation point of the first sub-sliding operation, and the virtual object is an acting object of the virtual attack;

the moving the second centroid in response to a second sub-sliding operation applied to the aiming control region includes:

and responding to a second sub-sliding operation acting on the aiming control area, and moving the second collimation center to aim at a second target virtual object, wherein the second target virtual object is a virtual object which is within a preset distance and is closest to an end operation point of the second sub-sliding operation, and the virtual object is an action object of the virtual attack.

12. The method according to claim 10, wherein, among the plurality of virtual objects satisfying a preset distance from the end operation point of the first sub-sliding operation, an included angle between a line segment formed by the position of the first target virtual object and the initial operation point of the first sub-sliding operation and a line segment corresponding to the first sub-sliding operation is smallest;

and in a plurality of virtual objects which meet the preset distance with the end operation point of the second sub-sliding operation, the included angle between the line segment formed by the position of the second target virtual object and the initial operation point of the second sub-sliding operation and the line segment corresponding to the second sub-sliding operation is the minimum.

13. The method of claim 1, wherein the virtual attack trigger event is a trigger event formed in response to a trigger operation applied to the graphical user interface.

14. The method of claim 1, further comprising:

responding to a second operation acting on the graphical user interface, and performing split screen processing on the graphical user interface to obtain a first display interface and a second display interface; the first display interface is a picture obtained by amplifying the preset range of the first collimation center, and the second display interface is a picture obtained by amplifying the preset range of the second collimation center.

15. The method of claim 1, wherein the first centroid corresponds to a first virtual attack weapon and the second centroid corresponds to a second virtual attack weapon;

the executing the virtual attack according to the first position indicated by the first collimation center and the second position indicated by the second collimation center comprises:

controlling the first virtual attack weapon to perform a virtual attack to a first location indicated by the first centroid;

controlling the second virtual attack weapon to execute a virtual attack to a second location indicated by the second centroid.

16. The method of claim 15, wherein the virtual attack trigger event comprises a first trigger event and a second trigger event;

the responding to a virtual attack triggering event, and the executing a virtual attack according to the first and second centroids comprises:

controlling the first virtual attack weapon to execute a virtual attack to a first position indicated by the first alignment point in response to the first trigger event;

and controlling the second virtual attack weapon to execute the virtual attack to a second position indicated by the first alignment in response to the second trigger event.

17. The method of claim 1, further comprising:

and responding to a third operation acting on the graphical user interface to coincide the second collimation center with the first collimation center.

18. The method of claim 17, further comprising:

after the second collimation center is coincided with the first collimation center, responding to the virtual attack trigger event, and executing the virtual attack according to the first position indicated by the first collimation center.

19. The method of claim 1, wherein the virtual attack comprises a release skill.

20. An apparatus for controlling virtual attacks in a game, wherein a graphical user interface is provided through a first terminal device, the apparatus comprising:

a first centroid providing module for providing a first centroid on the graphical user interface, the first centroid being for indicating a first location of a virtual attack;

a second centroid providing module, configured to provide a second centroid on the graphical user interface in response to a centroid triggering operation acting on the graphical user interface, the second centroid being used to indicate a second location of a virtual attack;

and the virtual attack execution module is used for responding to a virtual attack trigger event and executing the virtual attack according to the first position indicated by the first alignment and the second position indicated by the second alignment.

21. An electronic device, comprising:

one or more processors; and

one or more machine readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform the steps of the method of one or more of claims 1-19.

22. A computer-readable storage medium having stored thereon instructions, which, when executed by one or more processors, cause the processors to perform the steps of the method of one or more of claims 1-19.

Technical Field

The present invention relates to the field of game interaction control technologies, and in particular, to a method and an apparatus for controlling a virtual attack in a game, an electronic device, and a storage medium.

Background

Currently, in some competitive game applications, a player character can hold a weapon or have multiple skills, but only provides a unique center of focus at the center of the screen, and can only attack the same position according to the center of focus. When a player controls the shooting sighting and attacks the main enemy, the potential threat of the secondary enemy needs to be faced, if the player wants to attack the secondary enemy, the shooting sighting can be only aimed at the secondary enemy, so that the player cannot flexibly adjust an attack point and uses weapons or skills to attack targets beyond the sighting.

Disclosure of Invention

In view of the above, embodiments of the present invention are proposed in order to provide an in-game virtual attack control method and a corresponding in-game virtual attack control apparatus that overcome or at least partially solve the above-mentioned problems.

The embodiment of the invention discloses a method for controlling virtual attacks in a game, which provides a graphical user interface through first terminal equipment, and comprises the following steps:

providing a first centroid on the graphical user interface, the first centroid being indicative of a first location of a virtual attack;

providing a second centroid on the graphical user interface in response to a centroid triggering operation acting on the graphical user interface, the second centroid being used to indicate a second location of a virtual attack;

and responding to a virtual attack triggering event, and executing the virtual attack according to the first position indicated by the first alignment center and the second position indicated by the second alignment center.

Optionally, the graphical user interface includes an aiming control area, and the method further includes:

moving the first collimation center in response to a first collimation control operation acting in the collimation control area.

Optionally, the content displayed by the graphical user interface comprises a game scene presented in a current orientation of a virtual hero, the virtual hero being a virtual character controlled by a game player to execute game instructions in a game; the first centroid is located at a designated location of the graphical user interface.

Optionally, the moving the first collimation center in response to a first collimation control operation acting on the collimation control area comprises:

adjusting an orientation of the virtual hero in the game scene in response to a first aiming control operation acting on the aiming control region, the first center of gravity moving relative to the game scene during the adjustment of the orientation.

Optionally, the method further comprises:

controlling the virtual hero to move in the game scene in response to a first operation acting in a movement control area of the graphical user interface.

Optionally, the method further comprises:

after providing the second isocenter, moving the second isocenter in response to a second aiming control operation that is performed in an aiming control region of the graphical user interface.

Optionally, the centering trigger operation is continuous with the second aiming control operation.

Optionally, the moving the second centroid in response to a second targeting control operation acting in a targeting control region of the graphical user interface comprises:

and in response to a second aiming control operation acting in an aiming control area of the graphical user interface, controlling the second sighting center to move in the game scene corresponding to the current orientation under the condition that the game scene corresponding to the current orientation is kept unchanged.

Optionally, the graphical user interface comprises an aiming control area, the method further comprising:

simultaneously moving the first and second centroids in response to a third targeting control operation applied to the targeting control region.

Optionally, the third targeting control operation comprises a first sub-sliding operation and a second sub-sliding operation; the simultaneously moving the first and second centroids in response to a third targeting control operation applied to the targeting control region includes:

moving the first centroid in response to a first sub-slide operation acting on the aiming control region;

moving the second centroid in response to a second sub-sliding operation applied to the aiming control region.

Optionally, the moving the first collimation center in response to a first sub-sliding operation acting on the aiming control area comprises:

responding to a first sub-sliding operation acting on the aiming control area, and moving the first collimation center to aim at a first target virtual object, wherein the first target virtual object is a virtual object which is within a preset distance and is closest to an end operation point of the first sub-sliding operation, and the virtual object is an acting object of the virtual attack;

the moving the second centroid in response to a second sub-sliding operation applied to the aiming control region includes:

and responding to a second sub-sliding operation acting on the aiming control area, and moving the second collimation center to aim at a second target virtual object, wherein the second target virtual object is a virtual object which is within a preset distance and is closest to an end operation point of the second sub-sliding operation, and the virtual object is an action object of the virtual attack.

Optionally, in a plurality of virtual objects which satisfy a preset distance from the end operation point of the first sub-sliding operation, an included angle between a line segment formed by the position of the first target virtual object and the initial operation point of the first sub-sliding operation and a line segment corresponding to the first sub-sliding operation is the smallest;

and in a plurality of virtual objects which meet the preset distance with the end operation point of the second sub-sliding operation, the included angle between the line segment formed by the position of the second target virtual object and the initial operation point of the second sub-sliding operation and the line segment corresponding to the second sub-sliding operation is the minimum.

Optionally, the virtual attack trigger event is a trigger event formed in response to a trigger operation acting on the graphical user interface.

Optionally, the method further comprises:

responding to a second operation acting on the graphical user interface, and performing split screen processing on the graphical user interface to obtain a first display interface and a second display interface; the first display interface is a picture obtained by amplifying the preset range of the first collimation center, and the second display interface is a picture obtained by amplifying the preset range of the second collimation center.

Optionally, the first centroid corresponds to a first virtual attack weapon and the second centroid corresponds to a second virtual attack weapon;

the executing the virtual attack according to the first position indicated by the first collimation center and the second position indicated by the second collimation center comprises:

controlling the first virtual attack weapon to perform a virtual attack to a first location indicated by the first centroid;

controlling the second virtual attack weapon to execute a virtual attack to a second location indicated by the second centroid.

Optionally, the virtual attack trigger event includes a first trigger event and a second trigger event;

the responding to a virtual attack triggering event, and the executing a virtual attack according to the first and second centroids comprises:

controlling the first virtual attack weapon to execute a virtual attack to a first position indicated by the first alignment point in response to the first trigger event;

and controlling the second virtual attack weapon to execute the virtual attack to a second position indicated by the first alignment in response to the second trigger event.

Optionally, the method further comprises:

and responding to a third operation acting on the graphical user interface to coincide the second collimation center with the first collimation center.

Optionally, the method further comprises:

after the second collimation center is coincided with the first collimation center, responding to the virtual attack trigger event, and executing the virtual attack according to the first position indicated by the first collimation center.

Optionally, the virtual attack comprises releasing skills.

The embodiment of the invention also discloses a virtual attack control device in the game, which provides a graphical user interface through the first terminal equipment, and the device comprises:

a first centroid providing module for providing a first centroid on the graphical user interface, the first centroid being for indicating a first location of a virtual attack;

a second centroid providing module, configured to provide a second centroid on the graphical user interface in response to a centroid triggering operation acting on the graphical user interface, the second centroid being used to indicate a second location of a virtual attack;

and the virtual attack execution module is used for responding to a virtual attack trigger event and executing the virtual attack according to the first position indicated by the first alignment and the second position indicated by the second alignment.

The embodiment of the invention also discloses an electronic device, which comprises:

one or more processors; and

one or more machine-readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform one or more of the method steps as described in embodiments of the invention.

Embodiments of the invention also disclose a computer-readable storage medium having instructions stored thereon, which, when executed by one or more processors, cause the processors to perform one or more of the method steps as described in embodiments of the invention.

The embodiment of the invention has the following advantages:

in the embodiment of the invention, the first sighting center is provided on the graphical user interface, the second sighting center is provided on the graphical user interface in response to the sighting center triggering operation acted on the graphical user interface, and the virtual attack is executed according to the first position indicated by the first sighting center and the second position indicated by the second sighting center in response to the virtual attack triggering event, so that a player can quickly adjust the second sighting center to attack a secondary enemy while attacking a primary target by using the first sighting center, and the requirements of flexibly adjusting a plurality of attack positions in a game and attacking targets beyond the sighting center by using weapons or skills are met.

Drawings

FIG. 1 is a flow chart of steps of an embodiment of a method for controlling virtual attacks in a game in accordance with the present invention;

FIG. 2A is a schematic view of two isocenters of the present invention;

FIG. 2B is a schematic illustration of two misalignment alignments according to the present invention;

FIG. 3 is a schematic diagram of the present invention for simultaneously attacking different locations;

FIG. 4 is a schematic illustration of the present invention releasing a game skill to a location pointed to by a second centroid;

fig. 5 is a block diagram of an embodiment of an in-game virtual attack control apparatus according to the present invention.

Detailed Description

In order to make the aforementioned objects, features and advantages of the present invention comprehensible, embodiments accompanied with figures are described in further detail below.

The virtual attack control method in the game in one embodiment of the invention can be operated on a terminal device or a server. The terminal device may be a local terminal device. When the virtual attack control method in the game runs on the server, the virtual attack control method in the game can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.

In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presenting main body are separated, the storage and the running of the virtual attack control method in the game are finished on a cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device for performing the virtual attack control method in the game is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.

In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.

Referring to fig. 1, which is a flowchart illustrating steps of an embodiment of a method for controlling a virtual attack in a game according to the present invention, providing a graphical user interface through a first terminal device may specifically include the following steps:

step 101, providing a first collimation point on the graphical user interface, wherein the first collimation point is used for indicating a first position of a virtual attack;

it should be noted that the first terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in the cloud interaction system. The operating system of the first terminal device may include Android (Android), IOS, Windows Phone, Windows, and the like, and may generally support the running of various game applications. By running the game application on the first terminal device and rendering on the display of the first terminal device, a graphical user interface is obtained through which a player can perform game interaction operations.

During the game, a first centroid may be provided on the graphical user interface, the first centroid being used to indicate a first position of the virtual attack, and the first centroid may be located at a designated position of the graphical user interface, where the designated position may be a pre-designated position, such as a position with the designated position as a center position. When a player controls a virtual hero to make a virtual attack, the enemy virtual unit at the first position can be damaged, for example, the enemy virtual unit at the first position can be damaged by the virtual unit controlled by other players in shooting games, or virtual monsters in shooting games for attacking and mourning corpses, and the like.

Step 102, responding to a collimation trigger operation acted on the graphical user interface, and providing a second collimation on the graphical user interface, wherein the second collimation is used for indicating a second position of a virtual attack;

specifically, when the player needs to attack another target (which may refer to an enemy virtual unit other than the target aimed at by the first centroid), a centroid triggering operation may be performed on the graphical user interface to trigger the presentation of the second centroid, where the centroid triggering operation refers to an operation for triggering the presentation of the second centroid, and includes long-press, click, or double-click operations on a preset area. For example, the centroid triggering operation may include a long press, a click, or a double click on the first centroid, or a long press, a click, or a double click on a blank area of the graphical user interface, or a long press, a click, or a double click on a virtual attack prop (weapon) held by the virtual chief actor, or a long press, a click, or a double click on a preset control (the preset control refers to a preset control, such as a mirror-opening control). In addition, the quasi-center triggering operation may be set as another user operation according to actual needs, which is not limited in the embodiment of the present invention.

The gaming application, upon receiving the distraction trigger action applied to the graphical user interface, may provide a second distraction on the graphical user interface in response to the distraction trigger action, the second distraction indicating a second location of the virtual attack. The second centroid may have an initial position, e.g., the initial position is coincident with the first centroid, the provided second centroid may be displayed at the initial position, and the position of the second centroid may be adjusted, so that the targets aimed by the first centroid and the second centroid are different, thereby achieving simultaneous attack on two different targets.

To facilitate distinguishing between the first and second centroids, a morphological or color distinction may be made between the first and second centroids, e.g., the first centroid may be morphologically smaller than the second centroid, and/or the second centroid may be red and the second centroid green, etc. After providing the second alignment, the player may individually adjust the second alignment so that the second alignment points to other targets that need to be attacked.

And 103, responding to a virtual attack trigger event, and executing the virtual attack according to the first position indicated by the first collimation center and the second position indicated by the second collimation center.

The virtual attack trigger event refers to a trigger event formed in response to a trigger operation applied to the graphical user interface, for example, an attack control, such as a shooting control or a skill control, is included in the graphical user interface, and when the game application receives the trigger operation for the attack control in the graphical user interface, it is considered that the occurrence of the virtual attack trigger event is detected. The trigger operation may include a click operation, a long-time press operation, or the like.

The gaming application may respond to a virtual attack triggering event by executing a virtual attack according to a first location indicated by the first centroid and a second location indicated by the second centroid. The virtual attack may be a logic program for performing an attack, and after the virtual attack is executed, if the aimed position has an enemy unit, the enemy unit at the position may be damaged to some extent, and the effect of the enemy unit being damaged may be displayed, and a corresponding virtual attack animation special effect may be displayed. Due to the fact that the two centroids (including the first centroid and the second centroid) are provided, when the virtual attack is executed, the attack can be simultaneously carried out on the positions pointed by the two centroids respectively.

In embodiments of the invention, the virtual attack may include launch shots, and the virtual attack may further include release skills, the release skills not requiring a virtual hero hand weapon, the launch shots requiring a virtual hero hand weapon. As an example, in a shooting type game, a virtual hero manipulated by a player may hold two virtual attack props, and shoot at a first position indicated by a first sighting center and a second position indicated by a second sighting center with the two virtual attack props, respectively, or in a non-shooting type game, the virtual hero may be controlled to release skills to the first position indicated by the first sighting center and the second position indicated by the second sighting center, respectively. In addition, when the virtual attack is executed, the first position indicated by the first collimation center and/or the second position indicated by the second collimation center can be adjusted in the continuous attack process, so that the enemy virtual unit can be attacked more accurately. For example, if the player presses the right button of the mouse and fires while holding the right button, the first position indicated by the first centroid and/or the second position indicated by the second centroid can be changed by moving the mouse, so that the goal of firing while moving the centroids is achieved.

In a preferred embodiment of the present invention, the graphic user interface includes an aiming control area, and the method may further include the steps of:

moving the first collimation center in response to a first collimation control operation acting in the collimation control area.

Specifically, the graphic user interface includes an aiming control area, which refers to an area for controlling the collimation center. When the player needs to adjust the first collimation to aim at the target to be attacked, a first aiming control operation may be performed in an aiming control area of the graphical user interface. The first aiming control operation may include a sliding operation when applied to a game running on the mobile terminal, and the first aiming control operation may include a long-press and movement operation of a preset key, such as a long-press and movement operation for a left mouse button, when applied to a game running on the PC terminal.

The gaming application may move the first aim in response to a first aim control operation applied in an aim control area of the graphical user interface after receiving the first aim control operation. Specifically, the first centroid may be kept unchanged with respect to the position in the graphical user interface, and the game scene displayed in the graphical user interface may be adjusted, so that the first position pointed by the first centroid in the game scene is changed.

In a preferred embodiment of the present invention, the method may further comprise the steps of:

controlling the virtual hero to move in the game scene in response to a first operation acting in a movement control area of the graphical user interface.

In an embodiment of the invention, the content displayed by the graphical user interface comprises a game scene presented in a current orientation of a virtual hero, the virtual hero being a virtual character controlled by a game player to execute game instructions in a game.

The graphic user interface can include a movement control area which is used for controlling the virtual main angle to move, such as forward, backward, steering and the like. When the player needs to control the virtual hero to move, a first operation may be performed in a movement control area of the graphical user interface. In a specific implementation, the movement control area may have a virtual rocker control, and the movement of the virtual main corner is controlled by the first operation acting on the virtual rocker control in the movement control area.

After receiving a first operation acting in a movement control area of the graphical user interface, the game application may control the virtual hero to move in the game scene in response to the first operation. Specifically, the method can be implemented by moving a game scene in the graphical user interface, that is, the position of the virtual hero relative to the graphical user interface is not changed, the game scene presented by the graphical user interface is changed by adjusting the orientation of the virtual hero in the game scene, and the virtual hero is moved in the game scene by the first operation acting on the movement control area of the graphical user interface.

The first centroid may be located at a designated location of the graphical user interface, which may be a pre-designated location, such as a designated location being a center location. It should be noted that, when adjusting the game scene in the graphical user interface, the position of the first centroid in the graphical user interface is not changed, but the first position pointed to by the first centroid in the game scene is changed.

In a preferred embodiment of the present invention, the moving the first centroid in response to a first aiming control operation acting on the aiming control region includes:

adjusting an orientation of the virtual hero in the game scene in response to a first aiming control operation acting on the aiming control region, the first center of gravity moving relative to the game scene during the adjustment of the orientation.

Specifically, the first aiming control operation may include a moving direction and a moving distance, and the game application, after receiving the first aiming control operation acting on the aiming control area, responds to the first aiming control operation and adjusts the orientation of the virtual main angle in the game scene according to the moving direction and the moving distance in the first aiming control operation. The first center of gravity can be bound with the orientation of the virtual character in the game, and the first center of gravity moves relative to the game scene in the process of adjusting the orientation of the virtual character in the game scene.

In a preferred embodiment of the present invention, the method further comprises:

after providing the second isocenter, moving the second isocenter in response to a second aiming control operation that is performed in an aiming control region of the graphical user interface.

After providing the second collimation, the player may target a second target in need of attack by performing a second targeting control operation in a targeting control area of the graphical user interface. Wherein the second sighting control operation means an operation for controlling the second sighting center to move. When the method is applied to a game running on the mobile terminal, the second aiming control operation may include a click operation or a double-click operation, and the second aiming center may be moved to a trigger position corresponding to the click operation or the double-click operation. When applied to a game running on the PC side, the second aiming control operation may include a long-press and move operation of a preset key, such as a long-press and move operation for a right mouse button.

The gaming application may move the second aim point in response to a second aim control operation acting in the aim control region of the graphical user interface after receiving the second aim control operation. While moving the second centroid, adjusting a position of the second centroid in the graphical user interface, the orientation of the virtual hero in the game scene is unchanged such that a second position pointed to by the second centroid in the game scene changes, thereby aiming at a second target in the game scene. Fig. 2A-2B are schematic diagrams of the alignment in a game scenario, wherein in fig. 2A, a first alignment and a second alignment are coincident and both are located at the center of the gui, and in fig. 2B, after the second alignment is adjusted, the second alignment is not coincident with the first alignment and the second alignment is located at the right side of the first alignment.

In a preferred embodiment of the invention, the centering trigger operation is continuous with the second aiming control operation.

The sighting control operation and the second sighting control operation may be a one-time continuous operation, that is, after the player performs the sighting control operation on the graphical user interface through the operation medium to trigger the providing of the second sighting center, the operation medium does not leave the graphical user interface, and the second sighting center is moved by continuing the second sighting control operation on the graphical user interface through the operation medium to aim at the second target to be attacked. The operating medium may be a medium that can input a signal to the first terminal device, such as a finger of a player, a stylus pen, a mouse, or a keyboard.

Furthermore, the centering trigger operation and the second aiming control operation may not be continuous operations, that is, after the player performs the centering trigger operation on the graphical user interface through the operation medium to trigger the provision of the second centering, the operation medium may leave the graphical user interface, and then when the second centering is moved, the operation medium acts on the graphical user interface again, and the second centering is moved by performing the second aiming control operation on the graphical user interface through the operation medium.

In a preferred embodiment of the present invention, the moving the second collimation center in response to a second collimation control operation acting in the collimation control area of the graphical user interface includes:

and in response to a second aiming control operation acting in an aiming control area of the graphical user interface, controlling the second sighting center to move in the game scene corresponding to the current orientation under the condition that the game scene corresponding to the current orientation is kept unchanged.

Specifically, the second targeting control operation may carry the trigger position, and after receiving the second targeting control operation acting on the targeting control area of the graphical user interface, the trigger position in the second targeting control operation may be extracted, and the second centroid may be moved to the trigger position. The triggering position may refer to a position in the graphical user interface, and a new second position of the second centroid in the game scene corresponding to the current orientation may be calculated according to the triggering position while the game scene corresponding to the current orientation is kept unchanged, and the second centroid is controlled to move in the game scene corresponding to the current orientation according to the second position.

In a preferred embodiment of the invention, the graphical user interface comprises an aiming control area, the method further comprising:

simultaneously moving the first and second centroids in response to a third targeting control operation applied to the targeting control region.

The third sighting control operation may refer to an operation for simultaneously controlling the first and second centroids to move, for example, a two-finger sliding operation, where the sliding operation of each finger controls one centroid to move. The first and second sighting centers are moved simultaneously in response to a third sighting control operation by the player acting on the sighting control area.

In a preferred embodiment of the present invention, the third aiming control operation includes a first sub-sliding operation and a second sub-sliding operation; the simultaneously moving the first and second centroids in response to a third targeting control operation applied to the targeting control region includes:

moving the first centroid in response to a first sub-slide operation acting on the aiming control region; moving the second centroid in response to a second sub-sliding operation applied to the aiming control region.

The first sub-sliding operation and the second sub-sliding operation are both sliding operations, the first sub-sliding operation and the second sub-sliding operation are performed simultaneously, and the first sub-sliding operation and the second sub-sliding operation can respectively carry corresponding sliding directions and sliding distances. And by receiving the first sub-sliding operation and the second sub-sliding operation, respectively responding to the first sub-sliding operation and the second sub-sliding operation, moving the first alignment center according to the sliding direction and the sliding distance in the first sub-sliding operation, and moving the second alignment center according to the sliding direction and the sliding distance in the second sub-sliding operation.

In a preferred embodiment of the present invention, the moving the first centroid in response to the first sub-sliding operation applied to the aiming control area includes:

responding to a first sub-sliding operation acting on the aiming control area, and moving the first collimation center to aim at a first target virtual object, wherein the first target virtual object is a virtual object which is within a preset distance and is closest to an end operation point of the first sub-sliding operation, and the virtual object is an acting object of the virtual attack;

since some games (such as shooting games for attacking a mourning corpse) have a specific shooting trajectory, as long as a virtual object exists in the shooting trajectory for initiating the attack, the virtual object can be damaged without aiming at the virtual object, wherein the virtual object is a target for the virtual attack. Thus, a preset distance may be set, automatically aiming the virtual object as long as the distance of the first centroid from the virtual object satisfies the preset distance. The preset distance may be a preset distance threshold.

In an embodiment of the present invention, after receiving the first sub-swipe operation acting on the targeting control area, the first centroid may be moved to a position targeting, e.g., moving to, the first target virtual object in response to the first sub-swipe operation. Specifically, a first target virtual object closest to an end operation point of the first sub-sliding operation may be determined, and it may be determined whether a distance between the end operation point and the first target virtual object is less than a preset distance, if the distance between the end operation point and the first target virtual object is less than the preset distance, the first centroid is moved to aim at the first target virtual object, and if the distance between the end operation point and the first target virtual object is greater than or equal to the preset distance, the first centroid is moved to the end operation point.

In a preferred embodiment of the present invention, the adjusting the position of the second collimation center in response to the second sub-sliding operation acting on the aiming control area includes:

and responding to a second sub-sliding operation acting on the aiming control area, and moving the second collimation center to aim at a second target virtual object, wherein the second target virtual object is a virtual object which is within a preset distance and is closest to an end operation point of the second sub-sliding operation, and the virtual object is an action object of the virtual attack.

In an embodiment of the present invention, after receiving the second sub-swipe operation acting on the targeting control area, the second centroid may be moved to a position targeting, e.g., to a second target virtual object in response to the second sub-swipe operation. Specifically, a second target virtual object closest to an end operation point of the second sub-sliding operation may be determined, and it is determined whether a distance between the end operation point and the second target virtual object is smaller than a preset distance, if the distance between the end operation point and the first target virtual object is smaller than the preset distance, the second centroid is moved to aim at the second target virtual object, and if the distance between the end operation point and the second target virtual object is greater than or equal to the preset distance, the second centroid is moved to the end operation point.

Therefore, when the player adjusts the first collimation center and the second collimation center simultaneously through the third aiming control operation (double-finger sliding operation) on the graphical user interface, even if the direction of the first sub-sliding operation and/or the second sub-sliding operation has a certain deviation from the actual direction corresponding to the target virtual object, the collimation center can be accurately positioned to the target virtual object corresponding to the first sub-sliding operation and/or the second sub-sliding operation to initiate an attack, and the operation experience of the game is improved.

In a preferred embodiment of the present invention, an included angle between a line segment formed by the position of the first target virtual object and the initial operation point of the first sub-sliding operation and a line segment corresponding to the first sub-sliding operation is the smallest among a plurality of virtual objects satisfying a preset distance from the end operation point of the first sub-sliding operation;

and in a plurality of virtual objects which meet the preset distance with the end operation point of the second sub-sliding operation, the included angle between the line segment formed by the position of the second target virtual object and the initial operation point of the second sub-sliding operation and the line segment corresponding to the second sub-sliding operation is the minimum.

Specifically, after receiving the first sub-sliding operation, a plurality of virtual objects which satisfy a preset distance from an end operation point of the first sub-sliding operation may be determined, a plurality of line segments formed by positions of the plurality of virtual objects and an initial operation point of the first sub-sliding operation may be determined, a plurality of included angle angles between the plurality of line segments and a line segment corresponding to the first sub-sliding operation may be calculated, and the virtual object with the smallest included angle may be selected as the first target virtual object.

After receiving the second sub-sliding operation, a plurality of virtual objects which satisfy a preset distance with an end operation point of the second sub-sliding operation may be determined, a plurality of line segments formed by positions of the plurality of virtual objects and an initial operation point of the second sub-sliding operation may be determined, a plurality of included angle angles between the plurality of line segments and a line segment corresponding to the second sub-sliding operation may be calculated, and a virtual object with a minimum included angle may be selected as the second target virtual object.

Therefore, when the player adjusts the first collimation center and the second collimation center simultaneously through the third aiming control operation (double-finger sliding operation) on the graphical user interface, even if the sliding angle of the first sub-sliding operation and/or the second sub-sliding operation has a certain deviation from the actual angle corresponding to the target virtual object, the collimation center can be accurately positioned to the target virtual object corresponding to the first sub-sliding operation and/or the second sub-sliding operation to initiate an attack, and the operation experience of the game is improved.

In a preferred embodiment of the present invention, the method may further comprise the steps of:

responding to a second operation acting on the graphical user interface, and performing split screen processing on the graphical user interface to obtain a first display interface and a second display interface; the first display interface displays a picture obtained after the preset range of the first collimation is amplified, and the second display interface displays a picture obtained after the preset range of the second collimation is amplified.

In some game scenarios, the player may open the high power mirror to assist in aiming the target, and specifically, the second operation may be a user operation for opening the high power mirror, for example, a mirror-opening control is included in the graphical user interface, and the second operation is a click operation or a long-press operation acting on the mirror-opening control.

After receiving a second operation acting on the graphical user interface, the second operation may be responded, and the graphical user interface is subjected to split screen processing to obtain a first display interface and a second display interface, where the first display interface is a picture obtained by amplifying a preset range of the first centroid, and the second display interface is a picture obtained by amplifying a preset range of the second centroid. The predetermined range may be a predetermined range size, for example, the predetermined range is a circular or square area with a diameter of 20 cm.

In a preferred embodiment of the present invention, the first centroid corresponds to a first virtual attack weapon and the second centroid corresponds to a second virtual attack weapon;

the executing the virtual attack according to the first position indicated by the first collimation center and the second position indicated by the second collimation center comprises:

controlling the first virtual attack weapon to perform a virtual attack to a first location indicated by the first centroid; controlling the second virtual attack weapon to execute a virtual attack to a second location indicated by the second centroid.

The virtual attack weapon may be a weapon in a game scenario, such as shooting a rifle, and in some application scenarios of the game, the virtual hero may attack using two virtual attack weapons simultaneously. In the embodiment of the invention, the first virtual attack weapon can be controlled to execute the virtual attack to the first position indicated by the first alignment, and the second virtual attack weapon can be controlled to execute the virtual attack to the second position indicated by the second alignment.

It should be noted that the first virtual attack weapon may be a virtual hero left-handed weapon or a virtual hero right-handed weapon, and similarly, the second virtual attack weapon may be a virtual hero left-handed weapon or a virtual hero right-handed weapon, and when the first virtual attack weapon is a virtual hero left-handed weapon, the second virtual attack weapon is a virtual hero right-handed weapon. A left-handed weapon strikes a relatively left centroid in the graphical user interface and a right-handed weapon strikes a relatively right centroid in the graphical user interface, e.g., when the second centroid is to the left of the display screen, the left-handed weapon fires at the second centroid. Fig. 3 shows a schematic diagram of the virtual attack execution method of the present invention, in which a virtual chief angle holds two virtual attack weapons, and virtual attacks are simultaneously executed on two different positions, so that two different targets are simultaneously attacked.

In a preferred embodiment of the present invention, the virtual attack trigger event includes a first trigger event and a second trigger event;

the responding to a virtual attack triggering event, and the executing a virtual attack according to the first and second centroids comprises:

controlling the first virtual attack weapon to execute a virtual attack to a first position indicated by the first alignment point in response to the first trigger event; and controlling the second virtual attack weapon to execute the virtual attack to a second position indicated by the first alignment in response to the second trigger event.

In the embodiment of the invention, the virtual attack trigger event comprises a first trigger event and a second trigger event, wherein the first trigger event refers to a trigger event aiming at a first virtual attack weapon, and the second trigger event refers to a trigger event aiming at a second virtual attack weapon. And controlling the first virtual attack weapon to execute the virtual attack to a first position indicated by the first alignment in response to the first trigger event, and controlling the second virtual attack weapon to execute the virtual attack to a second position indicated by the first alignment in response to the second trigger event so as to attack two different targets simultaneously.

In a preferred embodiment of the present invention, the method further comprises:

and responding to a third operation acting on the graphical user interface to coincide the second collimation center with the first collimation center.

The third operation may refer to an operation for resetting the position of the second centroid, such as a double-click operation for the second centroid, or a click operation for the right mouse button, or the like.

After receiving a third operation to act on the graphical user interface, the second centroid may be coincident with the first centroid in response to the third operation. In particular, the first centroid is located at a specified position in the graphical user interface, and the second centroid can be moved to the specified position in the graphical user interface, e.g., the second centroid can be moved to a center position in the graphical user interface to coincide with the first centroid.

In a preferred embodiment of the present invention, the method further comprises:

after the second collimation center is coincided with the first collimation center, responding to the virtual attack trigger event, and executing the virtual attack according to the first position indicated by the first collimation center.

In the embodiment of the present invention, after the second centroid coincides with the first centroid, the virtual attack may be executed according to the first position indicated by the first centroid in response to the virtual attack triggering event. Specifically, if the virtual chief angle double-holding weapon is used, the first virtual attack weapon and the second virtual attack weapon can be controlled, the virtual attack can be executed to the first position indicated by the first sighting point, and if the enemy target exists in the first position, double damage can be caused to the enemy target, and the enemy target can be killed in an accelerated manner.

In a preferred embodiment of the invention, the virtual attack may include a release skill, i.e. the virtual chief angle releases the skill directly to the target at aim and inflicts injury thereto without the need to hold a weapon.

The embodiment of the invention is not only suitable for shooting games, but also suitable for other types of games, and when the virtual attack triggering event is monitored, the skill can be released to the second position pointed by the second sighting point. After the action to release the skill is completed (e.g., the playing skill animation is completed), the position of the second centroid can be automatically reset and hidden. Fig. 4 shows a schematic diagram of the present invention for releasing game skills to a location pointed by a second centroid.

Referring to fig. 5, a block diagram of an embodiment of an apparatus for controlling virtual attacks in a game according to the present invention is shown, and a graphical user interface is provided by a first terminal device, which may specifically include the following modules:

a first centroid providing module 501, configured to provide a first centroid on the graphical user interface, where the first centroid is used to indicate a first position of a virtual attack;

a second centroid providing module 502, configured to provide a second centroid on the graphical user interface in response to a centroid triggering operation acting on the graphical user interface, the second centroid being used to indicate a second location of a virtual attack;

the virtual attack execution module 503 is configured to, in response to a virtual attack trigger event, execute a virtual attack according to a first location indicated by the first centroid and a second location indicated by the second centroid.

In a preferred embodiment of the present invention, the graphical user interface includes an aiming control area, and the apparatus further comprises:

a first centroid moving module for moving the first centroid in response to a first aiming control operation acting in the aiming control region.

In a preferred embodiment of the invention, the content displayed by the graphical user interface comprises a game scene presented in a current orientation of a virtual hero, the virtual hero being a virtual character controlled by a game player to execute game instructions in a game; the first centroid is located at a designated location of the graphical user interface.

In a preferred embodiment of the present invention, the first centering moving module includes:

adjusting an orientation of the virtual hero in the game scene in response to a first aiming control operation acting on the aiming control region, the first center of gravity moving relative to the game scene during the adjustment of the orientation.

In a preferred embodiment of the present invention, the apparatus further comprises:

and the virtual main character moving module is used for responding to a first operation in a moving control area of the graphical user interface and controlling the virtual main character to move in the game scene.

In a preferred embodiment of the present invention, the apparatus further comprises:

a second isocenter movement module to move the second isocenter in response to a second aiming control operation applied in an aiming control area of the graphical user interface after providing the second isocenter.

In a preferred embodiment of the invention, the centering trigger operation is continuous with the second aiming control operation.

In a preferred embodiment of the present invention, the second centering moving module includes:

and the second collimation moving submodule is used for responding to a second collimation control operation acted in the collimation control area of the graphical user interface and controlling the second collimation to move in the game scene corresponding to the current orientation under the condition that the game scene corresponding to the current orientation is kept unchanged.

In a preferred embodiment of the invention, the graphical user interface comprises an aiming control area, the apparatus further comprising:

a simultaneous movement module for simultaneously moving the first and second centroids in response to a third targeting control operation applied to the targeting control region.

In a preferred embodiment of the present invention, the third aiming control operation includes a first sub-sliding operation and a second sub-sliding operation; the simultaneous movement module includes:

a first moving submodule for moving the first centroid in response to a first sub-slide operation applied to the aiming control region;

a second moving submodule for moving the second alignment center in response to a second sub-sliding operation applied to the aiming control area.

In a preferred embodiment of the present invention, the first moving submodule includes:

a first moving unit, configured to move the first collimation center to aim at a first target virtual object in response to a first sub-sliding operation acting on the aiming control area, where the first target virtual object is a virtual object within a preset distance and closest to an end operation point of the first sub-sliding operation, and the virtual object is an acting object of the virtual attack;

the second mobile sub-module comprising:

and the second moving unit is used for responding to a second sub-sliding operation acting on the aiming control area and moving the second collimation center to aim at a second target virtual object, wherein the second target virtual object is a virtual object which is within a preset distance and is closest to an end operation point of the second sub-sliding operation, and the virtual object is an acting object of the virtual attack.

In a preferred embodiment of the present invention, an included angle between a line segment formed by the position of the first target virtual object and the initial operation point of the first sub-sliding operation and a line segment corresponding to the first sub-sliding operation is the smallest among a plurality of virtual objects satisfying a preset distance from the end operation point of the first sub-sliding operation;

and in a plurality of virtual objects which meet the preset distance with the end operation point of the second sub-sliding operation, the included angle between the line segment formed by the position of the second virtual object and the initial operation point of the second sub-sliding operation and the line segment corresponding to the second sub-sliding operation is the minimum.

In a preferred embodiment of the present invention, the virtual attack trigger event is a trigger event formed in response to a trigger operation applied to the graphical user interface.

In a preferred embodiment of the present invention, the method further comprises:

the screen splitting processing module is used for responding to a second operation acting on the graphical user interface and performing screen splitting processing on the graphical user interface to obtain a first display interface and a second display interface; the first display interface is a picture obtained by amplifying the preset range of the first collimation center, and the second display interface is a picture obtained by amplifying the preset range of the second collimation center.

In a preferred embodiment of the present invention, the first centroid corresponds to a first virtual attack weapon and the second centroid corresponds to a second virtual attack weapon;

the virtual attack execution module 503 includes:

a first attack control submodule for controlling the first virtual attack weapon to execute a virtual attack to a first position indicated by the first centroid;

and the second attack control submodule controls the second virtual attack weapon to execute virtual attack to a second position indicated by the second alignment center.

In a preferred embodiment of the present invention, the virtual attack trigger event includes a first trigger event and a second trigger event;

the virtual attack execution module 503 includes:

a first attack control unit, configured to control the first virtual attack weapon to execute a virtual attack to a first position indicated by the first alignment in response to the first trigger event;

and the second attack control unit is used for controlling the second virtual attack weapon to execute the virtual attack to the second position indicated by the first alignment in response to the second trigger event.

In a preferred embodiment of the present invention, the apparatus further comprises:

and the center coincidence module is used for responding to a third operation acted on the graphical user interface and making the second center coincide with the first center.

In a preferred embodiment of the present invention, the method further comprises:

and the first virtual attack execution module is used for responding to the virtual attack trigger event after the second collimation center is coincided with the first collimation center and executing the virtual attack according to the first position indicated by the first collimation center.

In a preferred embodiment of the invention, the virtual attack comprises a release skill.

For the device embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, refer to the partial description of the method embodiment.

An embodiment of the present invention further provides an electronic device, including:

one or more processors; and

one or more machine-readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform steps of a method as described by embodiments of the invention.

Embodiments of the present invention also provide a computer-readable storage medium having stored thereon instructions, which, when executed by one or more processors, cause the processors to perform the steps of the method according to embodiments of the present invention.

The embodiments in the present specification are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other.

As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.

Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.

These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.

These computer program instructions may also be loaded onto a computer or other programmable data processing terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.

While preferred embodiments of the present invention have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the invention.

Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or terminal that comprises the element.

The detailed description of the method and the device for controlling virtual attacks in a game, the electronic device and the computer-readable storage medium provided by the present invention is provided above, and the specific examples are applied herein to illustrate the principles and embodiments of the present invention, and the description of the above embodiments is only used to help understand the method and the core ideas of the present invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

20页详细技术资料下载
上一篇:一种医用注射器针头装配设备
下一篇:游戏道具的整理方法、装置和电子设备

网友询问留言

已有0条留言

还没有人留言评论。精彩留言会获得点赞!

精彩留言,会给你点赞!

技术分类