Information processing method and device, electronic equipment and computer readable storage medium
Patent Information
- Application Number
- CN202610906202.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-06-22
- Publication Date
- 2026-08-28
AI Technical Summary
[0003]然而,频繁的视角切换易导致当前操控画面的视野连续性中断,且多次画面重渲染与异地场景数据的频繁加载将增加终端设备的图形处理与运算负荷;此外,基于触控的地图导航交互易产生冗余操作指令,增加客户端的输入处理与响应开销,使得异地态势信息获取的时效性和操控效率较低
[0010]One embodiment of this disclosure provides an information processing method, comprising: displaying the current control screen of a first virtual character in a first graphical user interface; acquiring spatial association parameters between the first virtual character and a second virtual character, and target situation parameters of a target virtual object within the perception range of the second virtual character; and, when the spatial association parameters satisfy preset association conditions and the target situation parameters satisfy preset situation conditions, displaying a directional indicator corresponding to the target virtual object in the edge area of the first graphical user interface, wherein the display position of the directional indicator in the edge area is associated with the orientation of the target virtual object relative to the first virtual character in the virtual scene. Thus, when the preset association conditions and preset situation conditions are met, displaying a directional indicator in the edge area of the first graphical user interface allows the control terminal to acquire the orientation and situation information of a remote target virtual object without switching the current control screen. This helps reduce the load on screen rendering and data processing caused by frequent viewpoint switching, and reduces the occupation of client input processing resources by redundant interactive commands, thereby improving the timeliness of acquiring remote situation information and operational efficiency.
Smart Images

Figure CN122643683A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and more particularly to information processing methods, apparatus, electronic devices, and computer-readable storage media. Background Technology
[0002] In virtual scene interaction applications, in order to perceive situational information outside the field of view of the controlled object, users usually need to trigger perspective switching or map navigation controls. In the conventional implementation of related technologies, after the client responds to the above operation command, it needs to perform screen re-rendering and load the corresponding remote scene data to present the real-time picture of the target area.
[0003] However, frequent perspective switching can easily disrupt the continuity of the current control screen, and multiple screen re-rendering and frequent loading of remote scene data will increase the graphics processing and computing load of the terminal device. In addition, touch-based map navigation interaction is prone to generating redundant operation commands, increasing the input processing and response overhead of the client, resulting in low timeliness of remote situation information acquisition and low operation efficiency. Summary of the Invention
[0004] This disclosure provides an information processing method, apparatus, electronic device, and computer-readable storage medium to at least partially solve the aforementioned problems existing in the related art.
[0005] According to one aspect of this disclosure, an information processing method is provided, the method comprising: displaying the current control screen of a first virtual character in a first graphical user interface; acquiring spatial association parameters between the first virtual character and a second virtual character, and target situation parameters of a target virtual object within the perception range of the second virtual character; and, when the spatial association parameters satisfy preset association conditions and the target situation parameters satisfy preset situation conditions, displaying a directional indicator corresponding to the target virtual object in the edge area of the first graphical user interface, wherein the display position of the directional indicator in the edge area is associated with the orientation of the target virtual object relative to the first virtual character in the virtual scene.
[0006] According to one aspect of this disclosure, an information processing method is provided, the method comprising: displaying the current control screen of a second virtual character in a second graphical user interface; in response to detecting an assistance trigger event, generating an entry indicator in an edge region of the second graphical user interface, the entry indicator representing the intention of a first virtual character to assist the second virtual character; the generation conditions of the assistance trigger event include: spatial association parameters between the first virtual character and the second virtual character satisfying preset association conditions, and target situation parameters of a target virtual object within the perception range of the second virtual character satisfying preset situation conditions; the display position of the entry indicator in the edge region is associated with the orientation of the first virtual character relative to the second virtual character in the virtual scene.
[0007] According to one aspect of this disclosure, an information processing apparatus is provided, comprising: a display module for displaying the current control screen of a first virtual character in a first graphical user interface; an acquisition module for acquiring spatial association parameters between the first virtual character and a second virtual character, and target situation parameters of a target virtual object within the perception range of the second virtual character; and a processing module for controlling the display module to display a directional indicator corresponding to the target virtual object in the edge area of the first graphical user interface when the spatial association parameters satisfy a preset association condition and the target situation parameters satisfy a preset situation condition, wherein the display position of the directional indicator in the edge area is associated with the orientation of the target virtual object relative to the first virtual character in the virtual scene.
[0008] According to one aspect of this disclosure, an electronic device is provided, comprising: a memory storing computer-executable instructions executable by a processor; and a processor for executing the computer-executable instructions to implement any of the above methods.
[0009] According to one aspect of this disclosure, a computer-readable storage medium is provided that stores a computer program, which, when executed by a processor, implements any of the above methods.
[0010] One embodiment of this disclosure provides an information processing method, comprising: displaying the current control screen of a first virtual character in a first graphical user interface; acquiring spatial association parameters between the first virtual character and a second virtual character, and target situation parameters of a target virtual object within the perception range of the second virtual character; and, when the spatial association parameters satisfy preset association conditions and the target situation parameters satisfy preset situation conditions, displaying a directional indicator corresponding to the target virtual object in the edge area of the first graphical user interface, wherein the display position of the directional indicator in the edge area is associated with the orientation of the target virtual object relative to the first virtual character in the virtual scene. Thus, when the preset association conditions and preset situation conditions are met, displaying a directional indicator in the edge area of the first graphical user interface allows the control terminal to acquire the orientation and situation information of a remote target virtual object without switching the current control screen. This helps reduce the load on screen rendering and data processing caused by frequent viewpoint switching, and reduces the occupation of client input processing resources by redundant interactive commands, thereby improving the timeliness of acquiring remote situation information and operational efficiency. Attached Figure Description
[0011] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0012] Figure 1 A schematic diagram of a system architecture is shown in one exemplary embodiment of this disclosure. Figure 2 A flowchart of an information processing method in one exemplary embodiment of this disclosure is shown; Figure 3 A schematic diagram showing a directional indicator in a first graphical user interface in one exemplary embodiment of the present disclosure; Figure 4 This diagram illustrates a directional indicator corresponding to a second virtual character in a first graphical user interface in one exemplary embodiment of the present disclosure. Figure 5 This diagram illustrates a directional marker overlaid with a kill indicator in a first graphical user interface in one exemplary embodiment of the present disclosure. Figure 6 This diagram illustrates a first virtual character triggering collaborative broadcast information in a first graphical user interface in one exemplary embodiment of the present disclosure. Figure 7 This diagram illustrates a flowchart of an information processing method according to yet another exemplary embodiment of the present disclosure; Figure 8 This diagram illustrates an entry indicator in a second graphical user interface according to one exemplary embodiment of the present disclosure; Figure 9 This diagram illustrates the current control screen of the first virtual character displayed in a second graphical user interface according to one exemplary embodiment of the present disclosure. Figure 10 This diagram illustrates the structure of an information processing apparatus according to one exemplary embodiment of the present disclosure. Figure 11 A schematic diagram of the structure of an electronic device is shown in one exemplary embodiment of the present disclosure. Detailed Implementation
[0013] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0014] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0015] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0016] Figure 1 A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface, which may include the operating system interface or the application interface. An application, such as a game program, is installed on the terminal device 110. The server 120 generally refers to the backend system providing application services in this exemplary embodiment; it may be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one exemplary embodiment of this disclosure can be executed by any one or more of the terminal device 110 and the server 120.
[0017] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the cloud gaming operation mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0018] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application in a standalone environment to implement the game function and execute the method described above.
[0019] According to one embodiment of the information processing method of this disclosure, such as Figure 2 As shown, the method may include: Step S210: Display the current control screen of the first virtual character in the first graphical user interface; Step S220: Obtain the spatial association parameters between the first virtual character and the second virtual character, as well as the target situation parameters of the target virtual object within the perception range of the second virtual character; Step S230: When the spatial association parameters meet the preset association conditions and the target situation parameters meet the preset situation conditions, the orientation indicator corresponding to the target virtual object is displayed in the edge area of the first graphical user interface. The display position of the orientation indicator in the edge area is associated with the orientation of the target virtual object relative to the first virtual character in the virtual scene.
[0020] According to one embodiment of this disclosure, when preset association conditions and preset situation conditions are met, by displaying a directional indicator in the edge area of the first graphical user interface, the control terminal can obtain the directional situation information of the virtual object of the target in a different location without switching the current control screen. This helps to reduce the load on screen rendering and data processing caused by frequent viewpoint switching, and reduces the occupation of client input processing resources by redundant interactive commands, thereby improving the timeliness of obtaining situation information in a different location and the efficiency of operation.
[0021] The embodiments of this disclosure will now be further described.
[0022] In step S210, the current control screen of the first virtual character is displayed in the first graphical user interface. By continuously displaying the current control screen of the first virtual character in the first graphical user interface, the player's main view is not forcibly switched, providing a stable visual reference for the subsequent overlay and mapping of edge directional indicators, thus ensuring control continuity and entry safety.
[0023] Optionally, the first virtual character is the local combat unit directly controlled by the currently logged-in player, typically corresponding to a controllable hero or combat entity in a multiplayer online tactical battle. The first graphical user interface (GUI) is the real-time control screen of the first virtual character. Information such as the virtual character's current position, orientation, health, and skill status is rendered in real-time by the client and displayed in the main display area of the GUI. The GUI can be a full-screen game interface on a mobile device or a windowed or full-screen game display area on a personal computer. This interface typically uses the first virtual character as the central perspective, rendering elements such as terrain, buildings, friendly and enemy units, and control controls in the virtual scene in real-time. Unlike the target area screen that switches by dragging the minimap, the current control screen continuously presents the local environment surrounding the first virtual character, without perspective jumps or screen replacements due to the player's need to observe battle situations in other locations. In one specific approach, the current control screen adopts a top-down third-person perspective, with the camera smoothly following the movement of the first virtual character. The resolution, aspect ratio, and display area division of this interface can be adaptively adjusted according to the screen characteristics of the terminal device.
[0024] In step S220, spatial correlation parameters between the first virtual character and the second virtual character, as well as target situation parameters of target virtual objects within the perception range of the second virtual character, are obtained. Thus, by collecting spatial correlation parameters and target situation parameters in parallel, the necessity of coordinated combat can be comprehensively determined from two dimensions: spatial proximity and battlefield engagement intensity. This reduces the probability of misjudgment based on a single condition and provides a reliable triggering basis for subsequent non-screen-switching collaborative data mapping.
[0025] In one implementation, the system polls the three-dimensional world coordinates of the first and second virtual characters in the virtual scene at fixed time intervals, and determines the straight-line spatial distance between them as a spatial association parameter by calculating the coordinate difference. At the same time, the system generates a cone-shaped perception area centered on the current orientation of the second virtual character, scans all virtual objects in the area, identifies hostile virtual characters and counts their number, and then packages the number and the orientation information of each object relative to the second virtual character into target situational parameters.
[0026] Optionally, the spatial association parameter aims to measure the proximity or visual correlation between the first and second virtual characters in the virtual scene. This can include, but is not limited to, the geometric spatial distance between them, the overlap of their visual areas, or the screen pixel distance after perspective projection. Optionally, the spatial association parameter can be the spatial distance between the first and second virtual characters in the virtual scene. Considering the complex battlefield environment in MOBA (Multiplayer Online Battle Arena) games, where characters may be at different terrain heights or behind obstructions, the aforementioned spatial distance can be a three-dimensional Euclidean distance, a planar projection distance excluding the height component, or a path distance calculated along a walkable path. It should be noted that the specific calculation method for the spatial distance can be determined based on the navigation grid configuration of the game's physics engine. For example, when two virtual characters are located on the same straight road, the spatial distance is their straight-line distance in the world coordinate system; when there are insurmountable walls or rivers between them, the spatial distance can be the detour distance calculated by the system based on the pathfinding algorithm. In this way, by introducing multiple distance measurement methods, we can more accurately reflect the actual proximity of two virtual characters in the actual game scene, thus providing a reliable data basis for subsequent determination of whether a battlefield confrontation is about to occur.
[0027] Optionally, besides directly using geometric spatial distance, the spatial association parameter can also be the respective field of view areas of the first and second virtual characters. That is, the system can obtain the field of view cone parameters of the two virtual characters at the current moment and calculate the overlap area or intersection state of the two field of view areas in the virtual scene. When the two field of view areas overlap or intersect, even if the distance between the two characters has not reached a preset numerical threshold, the system can still determine that the spatial association parameter meets the preset association conditions. Furthermore, the overlap ratio or intersection depth of the two field of view areas can also serve as a quantitative basis for the association strength. The higher the overlap ratio, the greater the probability that the two characters can observe each other or their surrounding environment, and the more necessary it is to initiate cooperative information mapping in advance. In this way, by introducing the geometric relationship of the field of view areas as an alternative form of spatial association parameter, potential cooperative intervention windows can be captured more sensitively in complex battlefield environments.
[0028] Optionally, at the mobile graphical user interface rendering level, the spatial association parameter can also be represented as the pixel distance between the first and second virtual characters in the first graphical user interface. Considering the differences in screen resolution, field of view settings, and perspective relationship between characters and the screen on different terminal devices, the screen projection distance of two virtual characters under the same pair of world space coordinates may not be consistent on different devices. Based on this, the system can use the two-dimensional pixel distance between the two virtual characters in the screen coordinate system after perspective projection transformation as the spatial association parameter. This pixel distance can directly reflect the degree of proximity of the characters perceived by the player's naked eye. In actual implementation, the system can convert world coordinates to screen coordinates according to the camera's frustum parameters and calculate the pixel distance between the center points of the two character icons or models on the screen. It should be understood that the above three methods of obtaining spatial association parameters can be used individually or in combination. If used in combination, the system can set a weighted scoring mechanism to comprehensively determine whether the association condition is met based on the satisfaction of each parameter, so as to avoid misjudgment caused by fluctuation of a single parameter and significantly enhance the stability of trigger judgment.
[0029] Optionally, the perception range is the effective area defined by the second virtual character as the observation origin, used to define the statistical boundary of whether the target virtual object can be included in the target situation parameters. For third-person perspective games, the perception range can be configured as the unlocked field of view area of the second virtual character in the game scene. This field of view area is usually constrained by the character's attributes, scene terrain, and fog of war mechanism. The boundary shape of the perception range can be a regular circle or a fan shape, or an irregular polygon dynamically generated according to the scene fog algorithm. As the second virtual character continues to move, the center coordinates of the perception range will be updated in real time to ensure that the statistical boundary remains synchronized with the character's actual observation position. For first-person perspective games, the perception range can be a field of view cone, which is determined by the character's orientation, field of view distance, and included angle. In addition, if the second virtual character obtains a temporary global field of view gain or detection item effect, the system can correspondingly expand the radius of the perception range or remove some fog restrictions, so that the collection of target situation parameters can reflect the tactical information advantage brought by the character's skills or items in real time.
[0030] Optionally, the target virtual object is a virtual entity to be monitored that appears within the perception range of the second virtual character, and it includes at least hostile virtual characters belonging to a different faction from the first virtual character. Optionally, the target virtual object can be all virtual entities appearing within the perception range of the second virtual character, or it can be a subset determined from all virtual entities according to a preset filtering rule, such as containing only hostile virtual characters, or containing both hostile and friendly virtual characters.
[0031] Optionally, the target situation parameters aim to characterize the battlefield state of target virtual objects within the perception range of the second virtual character. They include at least the number and distribution information of hostile virtual characters, and can be further extended to include the state attributes or threat level information of each object. Optionally, the target situation parameters may include the number of hostile virtual characters within the perception range of the second virtual character, which reflects the intensity of the battlefield and the necessity of intervention. Considering the differences in the stages of different MOBA matches, the above-mentioned preset quantity threshold can be dynamically adjusted according to the game progress. For example, the threshold can be lowered during peak team fight periods to increase trigger sensitivity, while the threshold can be increased during the laning phase to reduce unnecessary interface interference. The system can quickly filter out hostile virtual character entities within the perception range of the second virtual character by traversing scene objects or using spatial query structures (such as quadtrees or octrees), and count their number in real time. It should be noted that, to avoid mistakenly including hostile characters in a stealthy or invisible state in the count, the system can also filter by combining the visibility flag of each hostile virtual character, only including hostile characters that have been truly exposed by the second virtual character or its friendly units in the counting range.
[0032] Optionally, in addition to the number of hostile virtual characters, the target situation parameters can further include multi-dimensional attributes such as the status information, threat level, or remaining health of each target virtual object. For example, the system can obtain the class type of each hostile virtual character and assign different basic threat weights, then combine this with its current health percentage, skill availability, and proximity to the second virtual character to calculate the overall threat level. Furthermore, the aforementioned threat level information can also serve as the sorting basis for the subsequent location indicator display priority, allowing the first virtual character to prioritize the most threatening enemy targets when acquiring off-screen mapping information. In another implementation, the target situation parameters can also cover the status of friendly virtual characters, such as the number and health of friendly virtual characters within the second virtual character's perception range, so that the system can determine whether the second virtual character is in a disadvantageous situation of outnumbered forces or surrounded, thereby more accurately assessing the urgency of cooperative intervention. In this way, by expanding the target situation parameters from simple quantitative statistics to multi-attribute fusion evaluation, not only are the dimensions of decision data enriched, but the triggering logic can also adapt to more complex and ever-changing team battle environments.
[0033] In optional implementations, the spatial association parameters include at least one of the following: the spatial distance between the first virtual character and the second virtual character in the virtual scene; the respective field of view areas of the first virtual character and the second virtual character; the pixel distance between the first virtual character and the second virtual character in the first graphical user interface; and the preset association conditions include at least one of the following: the spatial distance is less than a preset spatial distance threshold; the respective field of view areas of the first virtual character and the second virtual character overlap or intersect; and the pixel distance is less than a preset pixel distance threshold. Thus, by introducing multi-dimensional parameters such as spatial distance, field of view area, and pixel distance, and configuring corresponding preset conditions, cooperative intent can be accurately identified, reducing misjudgments and invalid prompts.
[0034] In one implementation, the system monitors the spatial distance between the first and second virtual characters in real time. When this distance shrinks to a preset spatial distance threshold (e.g., 5 meters or a scene distance corresponding to 20 pixels), the system determines that the association condition is met. In another implementation, the system can continuously monitor the respective field of view areas of both characters. When the field of view areas of the first and second virtual characters overlap or intersect in the virtual scene, subsequent status prompts and indicator display mechanisms are also triggered. Furthermore, on mobile terminals using a top-down view or landscape display, the system can directly calculate the pixel distance between the two characters in the first graphical user interface. When this pixel distance is less than a preset pixel distance threshold, it is also considered that the preset association condition is met, thereby triggering the subsequent cooperative combat prompt process.
[0035] Optionally, the aforementioned spatial association parameters can be configured to cover various types of metrics to comprehensively reflect the spatial proximity relationship between the first and second virtual characters. These parameters can include the spatial distance between the two characters in the virtual scene, i.e., the geometric straight-line distance or path distance calculated using three-dimensional or two-dimensional coordinates. In addition, the parameter can include their respective field of view areas, representing the boundaries of their visible or detectable range at the current moment. Furthermore, at the mobile terminal or screen rendering level, the spatial association parameter can further include the pixel distance between the two characters in the first graphical user interface, i.e., the Euclidean distance or Manhattan distance after mapping the three-dimensional scene coordinates to the screen's two-dimensional coordinates. It should be noted that the aforementioned spatial distance, field of view area, and pixel distance can be used individually as triggering criteria, or combined according to a preset weighting strategy, thereby maintaining the robustness of the judgment results across different device resolutions and different viewing modes, avoiding misjudgments caused by errors in a single parameter.
[0036] Optionally, considering the differences in terrain complexity and perspective modes in different MOBA battle scenarios, the above spatial correlation parameters can be dynamically replaced or expanded according to the specific application environment. For example, in maps with multi-layered terrain or elevation differences, in addition to planar spatial distance, vertical height difference can be further introduced as an auxiliary parameter; in terms of the field of view, it can also be further subdivided into basic field of view and skill-extended field of view. When the first virtual character temporarily expands its perception range through a specific detection skill, the overlap between this extended field of view and the basic field of view of the second virtual character can also be included in the calculation of spatial correlation parameters.
[0037] Optionally, the preset association conditions may include spatial distance thresholds, overlapping or intersecting field of view thresholds, or pixel distance thresholds. The specific judgment rules can be flexibly set according to actual game requirements. As one implementation, when spatial distance is included in the spatial association parameters, the preset association condition can be set to a spatial distance less than a preset spatial distance threshold. For example, when the scene distance between two teammate characters is shortened to 5 meters, 10 meters, or other values set by the developers based on map size and character movement speed, the judgment condition is met. As another implementation, when the spatial association parameters involve the field of view area, the aforementioned preset association condition can be configured such that the field of view areas of the first virtual character and the second virtual character overlap or intersect. This means that their visible ranges intersect in the virtual scene, indicating a higher probability of cooperative intervention. Furthermore, when pixel distance is used as the spatial association parameter, the preset association condition can also be set to a pixel distance less than a preset pixel distance threshold. This threshold can be dynamically adjusted according to the physical resolution of the terminal screen and the scaling ratio of the current graphical user interface, thereby ensuring a consistent judgment experience across devices of different sizes.
[0038] In an optional implementation, the target virtual object includes a hostile virtual character; the target situation parameters include the number of hostile virtual characters within the perception range of the second virtual character; and the preset situation conditions include the number reaching a preset threshold. Thus, by limiting the target virtual object to hostile virtual characters and using quantity as the trigger threshold, false triggering in non-threat scenarios can be avoided, ensuring that collaborative prompts are activated when there is a real risk of combat, thereby improving the accuracy and timeliness of information prompts.
[0039] In one implementation, if there are two enemy virtual characters controlled by the opposing player within the current perception range of the second virtual character, the target situation parameter measured by this number is 2 and reaches the preset number threshold. The preset situation condition is met, thereby triggering the subsequent process of displaying a directional indicator in the edge area of the first graphical user interface. If there are no enemy virtual characters within the perception range, the corresponding number is zero, the preset situation condition is not met, and the system does not activate the subsequent entry prompt.
[0040] Optionally, a hostile virtual character refers to a virtual combat entity that belongs to a different combat faction than the first and second virtual characters and has a direct attack or being attacked relationship. Specifically, it can be a hero unit controlled by an enemy player, a combat minion or tactical summoned by an enemy player, or a scene guardian unit or interactive defensive tower with hostile attributes. It should be noted that the relationship between a hostile virtual character and the second virtual character is not limited to units that have already engaged in actual attack. As long as the unit is within the second virtual character's perception range and is identified by the system as belonging to the enemy faction, it can be included in the statistical scope of target virtual objects.
[0041] Optionally, the hostile character quantity parameter is used to quantify the total number of hostile virtual characters present within the second virtual character's field of vision. Specifically, this parameter represents the total number of hostile virtual characters identified by the second virtual character within its perception boundary at a specific detection moment. The statistical range of this value typically covers a complete circular perception area or a fan-shaped forward field of vision area, depending on the game's preset field of vision geometry model. This quantity calculation process can be periodically refreshed at specified time intervals (e.g., every 0.1 seconds or every 0.5 seconds) to ensure that the target situation parameters can reflect the current concentration of hostile units on the battlefield in real time.
[0042] Optionally, the aforementioned preset threshold is the minimum number of enemy virtual characters set by the system to match different battle rhythms and prompt sensitivity. Its specific value can be uniformly set by the developers in the server configuration file, or dynamically assigned based on the player's historical competitive rank or the currently selected match mode. As a possible implementation, in fast-paced small-scale team battles, this threshold can be set to 1 to ensure that an entry prompt is triggered whenever an enemy unit appears in a teammate's field of vision. In large-scale match modes, this threshold can be adjusted upwards to 2 or 3 to avoid excessive prompt interference from the occasional passing of a single enemy scout unit. Furthermore, this threshold can also be coupled with the spatial relationship parameters between the first and second virtual characters. For example, when the two are very close, the threshold can be automatically lowered to 1; when the two are in a critical overlap area, the threshold can be raised to 2, thereby achieving adaptive adjustment of the prompt triggering strategy under different geographical conditions.
[0043] In step S230, when the spatial association parameters meet preset association conditions and the target situation parameters meet preset situation conditions, a directional indicator corresponding to the target virtual object is displayed in the edge area of the first graphical user interface. The display position of the directional indicator in the edge area is associated with the position of the target virtual object relative to the first virtual character in the virtual scene. In this way, by mapping the target virtual object of the remote battlefield to the edge area of the first graphical user interface using directional indicators, the player can perceive the battlefield situation in real time without switching the main viewpoint, reducing cognitive load and ensuring the continuity of the player's field of vision.
[0044] In one implementation, see Figure 3 The first virtual character controls its own character to move on the battlefield. The system monitors in real time and determines that the spatial relationship parameters between the first virtual character and the second virtual character engaged in combat to its right meet preset relationship conditions. Furthermore, the system determines that three enemy virtual characters exist within the second virtual character's perception range, meeting preset situational conditions, and all three enemy virtual characters are located to the right of the first virtual character. Based on this, the system generates three directional indicators on the right edge of the first graphical user interface, each indicating one of the three enemy virtual characters. Thus, the first virtual character only needs to scan the edge of the screen to grasp the relative positions of various virtual targets on the distant battlefield, without needing to perform any viewpoint switching or map dragging operations.
[0045] Optionally, the edge area is used to display directional indicators to convey the battlefield situation in different locations without obstructing the main control screen. The edge area can refer to the non-core operational area surrounding the main control screen in the first graphical user interface. It can be located at the top, bottom, left, or right edge of the screen, or it can cover multiple sides simultaneously. Considering that players need to continuously focus on the main control screen in the center of the screen when moving and releasing skills, deploying the directional indicators in the edge area can effectively avoid obstructing the core combat view. The display range of this edge area can be dynamically adjusted according to screen resolution, device type, or player-defined settings. It should be noted that the boundary division of the edge area described above is only one example; in actual implementation, it can be determined according to the interface layout requirements.
[0046] Optionally, a directional indicator is used to map the relative orientation of the target virtual object to the edge area for display. Its specific form can be a graphic identifier with a pointing portion, such as a teardrop shape, an arrow shape, or a fan shape, where the direction of the pointing portion indicates the specific orientation of the target virtual object relative to the first virtual character in the virtual scene. The display position of the directional indicator in the edge area is associated with the orientation of the target virtual object relative to the first virtual character. For example, when the target virtual object is located northeast of the first virtual character, the corresponding directional indicator is displayed in the upper right edge area of the first graphical user interface, with the pointing portion pointing diagonally upward to the right; when the target virtual object is directly above the first virtual character, the corresponding directional indicator is displayed in the upper right edge area of the first graphical user interface, with the pointing portion pointing upward; when the target virtual object is located southwest of the first virtual character, the corresponding directional indicator is displayed in the lower left edge area of the first graphical user interface, with the pointing portion pointing diagonally downward to the left. In practical applications, a mapping relationship can be established between the edge area of the first graphical user interface and a 360-degree circle. With the first virtual character as the center and the horizontal direction to the right of the first virtual character as 0 degrees, the target virtual object is mapped to the corresponding edge position on the first graphical user interface based on its azimuth angle relative to the first virtual character. It should be noted that the specific form of the above-mentioned directional indicator is only one example; it can also be a geometric shape differentiated according to the type of virtual object. This disclosure is not intended to limit the visual style of the directional indicator.
[0047] In an optional implementation, the target virtual object includes hostile virtual characters and friendly virtual characters; the directional markers corresponding to hostile virtual characters and friendly virtual characters have different visual distinguishing attributes. In this way, by clearly distinguishing the directional markers of enemies and allies through differentiated visual distinguishing attributes, players can instantly complete enemy and friend identification without having to identify them one by one, reducing the cognitive load and risk of misjudgment when scanning the edge of the field of view.
[0048] In one implementation, Player A is in combat to the right of Player B. Player B's field of vision includes an enemy character and a teammate C. As Player A approaches Player B, pre-defined association and situational conditions are met. Two directional indicators appear on the right edge of Player A's main interface: one is a red diamond with a low-frequency pulse glow, indicating the presence of an enemy character to the upper right; the other is a blue teardrop shape with a solid white border, indicating the presence of teammate C to the lower right. Player A can determine the presence of both friendly and enemy units in the right area simply by glancing out of the corner of their eye, based on the difference in color and outline, without needing to remove their gaze from the main control area to drag the map for confirmation.
[0049] Optionally, this visual differentiation attribute aims to create a significant visual difference between the directional indicators corresponding to enemy and friendly virtual characters through color, shape, dynamic effects, or a combination thereof, so that players can quickly identify the target faction. As one possible implementation, the aforementioned visual differentiation attribute can include a combination of color and shape differences. For example, the directional indicator corresponding to an enemy virtual character can be a red rhombus, while the indicator corresponding to the supporting entity can be an orange teardrop shape, and the indicators corresponding to other friendly virtual characters can be blue circles. It should be noted that the above description of color and shape is only one example; in actual implementation, other forms such as contrasting warm and cool tones, contrasting solid graphics with hollow outlines, and contrasting static indicators with dynamic pulses can also be used. This disclosure is not intended to limit this. One objective of this embodiment is that by separating the directional indicators of enemy and friendly forces on the visual channel, the player's visual search time can be shortened, and incorrect entry decisions caused by indicator confusion can be avoided.
[0050] In an optional implementation, displaying the directional indicator corresponding to the target virtual object includes: determining the display priority of the target virtual object based on its threat level information and / or status information; and displaying the directional indicator corresponding to the target virtual object that meets the priority condition. This establishes a priority filtering mechanism based on threat level and status information, ensuring that high-threat targets are presented first in peripheral areas, avoiding information overload that interferes with the player's perspective, reducing cognitive load on the player, and improving the efficiency of entry decision-making.
[0051] In one implementation, the second virtual character's field of vision is mapped to the edge of the first virtual character's screen. At this time, there are three enemy virtual characters and two friendly virtual characters within the second virtual character's field of vision; displaying all of them would cause congestion in the edge area. The system obtains the threat level information of each enemy virtual character (e.g., calculated based on their attack power, skill cooldown status, and distance from the second virtual character) and their status information (e.g., low health below 30%). Based on this information, the system determines the display priority: the enemy marksman with low health and closest proximity is given the highest priority, while the enemy support with full health is given a lower priority. Subsequently, the system only displays the directional indicators corresponding to targets that meet the priority conditions (e.g., the top two priorities), allowing the first virtual character to quickly identify the primary target, while the indicators for low-threat targets are hidden, thus avoiding visual confusion in the edge area.
[0052] Optionally, threat level information is used to quantify the degree of danger posed by a target virtual object to the current battle situation. Its calculation basis may include attack attributes, skill status, and distance parameters. Optionally, threat level information can be a multi-dimensional quantitative assessment result. It can be determined not only based on the target virtual character's basic attack attributes (such as physical attack power or spell power), but also dynamically weighted by factors such as the target virtual character's current skill availability (e.g., whether the ultimate skill is available) and the real-time distance between the target virtual character and the second virtual character. As an example, the numerical calculation of threat level information can specifically include the following processing logic: determining a basic threat value based on the target virtual character's basic attack parameters and current skill cooldown status; determining a distance correction coefficient based on the real-time distance between the target virtual character and the second virtual character; and calculating the final threat level information based on the product or weighted sum of the basic threat value and the distance correction coefficient. It should be noted that the above description of the calculation dimensions of threat level information is only one example, and this disclosure is not intended to limit its composition. In actual implementation, equipment bonus coefficients, historical kill data, or other auxiliary parameters may also be introduced. Considering that the display space at the edge of the screen is usually very limited, if all the directional indicators corresponding to the target virtual objects are displayed indiscriminately, it is easy to cause visual congestion and interfere with the player's capture of the battle situation from the main perspective. As a possible implementation method, by prioritizing the display of targets with higher threat information, on the one hand, players can quickly lock onto the enemy unit that poses the greatest threat to their teammates before performing an entry operation, and on the other hand, it can effectively reduce the cognitive load on players in terms of information processing and avoid distraction caused by too many edge indicators.
[0053] Optionally, status information reflects the real-time survival and combat status of the target virtual object, including at least health points, skill cooldown status, and abnormal status markers. Optionally, status information can specifically represent one or more combinations of information such as the target virtual object's current health percentage, whether it is in the cooldown phase after skill activation, whether it is subject to control-type abnormal statuses (such as stun, slow, or silence), and whether it is in a selectable combat stance. This status information can be obtained directly from real-time combat data synchronized from the game server, or it can be obtained by parsing it on the local client according to preset rules. By incorporating status information into the display priority evaluation system, the system can prioritize targets with high tactical value (such as low-health enemy archers with health below a preset threshold) and display them prominently at the edge of the screen, allowing players to quickly determine the timing of entry and attack order without switching perspectives, thereby effectively improving the timeliness of tactical decisions.
[0054] Optionally, display priority is used to characterize the order or importance level of each target virtual object when displaying directional indicators in the edge area. It is dynamically determined based on threat level information and / or status information. Display priority can be a discrete level label (e.g., divided into level 1, level 2, and level 3 from high to low) or a continuously numerical rating result (e.g., a numerical range from zero to one hundred points). Its specific representation can be flexibly set according to the performance overhead and display accuracy requirements of the game client.
[0055] In an optional implementation, when multiple second virtual characters respectively meet preset association conditions and preset situation conditions, the method further includes: acquiring target virtual objects within the perception range of each second virtual character, and simultaneously displaying directional indicators corresponding to each second virtual character and its perceived target virtual object in the edge area; wherein the display position of the directional indicators corresponding to the second virtual character and the target virtual object in the edge area is associated with their respective positions relative to the first virtual character in the virtual scene. In this way, when multiple teammates simultaneously meet the conditions for cooperative combat, players can simultaneously acquire multi-directional battlefield situational awareness, thereby effectively improving the information integration efficiency and tactical decision-making speed of multi-player cooperative combat.
[0056] In one implementation, player A's two teammates, B and C, simultaneously engage enemy characters in nearby locations. The system determines that both B and C meet preset association and situational conditions. The system then acquires the enemy virtual characters within B and C's respective perception ranges and simultaneously generates multiple sets of directional indicators at the edge of player A's screen. The indicators corresponding to teammate B and their perceived targets are concentrated in the upper right corner of the screen, while the indicators corresponding to teammate C and their perceived targets are distributed on the left side of the screen. The teardrop-shaped tails of each indicator precisely point to the corresponding character's actual position relative to player A, and the position of each indicator at the screen edge also corresponds to the corresponding character's actual position relative to player A.
[0057] Optionally, when multiple second virtual characters simultaneously meet preset association and situation conditions, the system will activate concurrent data channels to read the set of target virtual objects within the perception range of each second virtual character, and synchronously render the corresponding directional indicators in the edge area of the first graphical user interface. During this process, directional indicator groups belonging to different second virtual characters can be hierarchically distinguished based on the spatial distance between the second and first virtual characters. For example, the indicators corresponding to teammates and their perceived targets that are closer can use larger bubble sizes and higher display transparency, while the groups of teammates that are farther away are appropriately reduced in size and displayed semi-transparently. This ensures complete information presentation while avoiding visual clutter caused by multiple indicator stacking in the edge area. It should be noted that the above mapping relationship between distance and display size is only an example. In actual implementation, other visual dimensions such as hue difference or outline thickness can also be used for multi-source differentiation.
[0058] Optionally, considering that different second virtual characters may be located in the same macroscopic orientation, in order to maintain the readability of the interface when multiple second virtual characters and their perceived targets are displayed concurrently, the arrangement of the aforementioned orientation indicators in the edge area can adopt an arc segment partitioning mechanism. That is, each second virtual character is assigned a preset arc segment display area, and the orientation indicators of the second virtual character and all the target virtual objects it perceives are constrained within this arc segment and arranged closely according to their orientation angles. As another implementation, the system can also calculate the precise landing point of each target virtual object at the screen edge based on the real-time orientation angle of each target virtual object relative to the first virtual character, and introduce a collision detection algorithm. When the distance between the landing points of two indicators is less than a preset threshold, radial offset or vertical stacking is automatically triggered, so that the pointing part of each indicator can still accurately reflect the true orientation of its corresponding character. This arrangement logic is not only applicable to two teammates who meet the conditions at the same time, but also naturally extends to three or more teammates cooperating in combat scenarios, thereby ensuring that players will not be interfered with by redundant or overlapping interface elements during the preparation phase of complex team battles.
[0059] Optionally, the aforementioned concurrent display mechanism can also incorporate a dynamic priority strategy to adaptively filter multi-source directional indicators. When the total number of directional indicators to be displayed simultaneously exceeds the preset interface capacity limit, the system can comprehensively calculate the urgency weight of each group of indicators based on the current status information, threat level information, and spatial distance between the second virtual character and the first virtual character. For example, for a second virtual character in a low-health state and being focused by multiple enemy characters, its corresponding directional indicator group will be given the highest display priority and allowed to be enlarged beyond conventional size limitations. For second virtual character groups that are extremely far away or in a stable situation, the system can temporarily fold them into aggregated indicators or retain only a single entry indicator for the corresponding second virtual character in the edge area until the player actively triggers the unfolding operation. This layered processing mechanism can, on the one hand, prevent the edge area from becoming overloaded by dozens of indicators simultaneously, and on the other hand, ensure that players always prioritize the most critical battlefield dynamics in cooperative combat decisions.
[0060] In an optional implementation, the method further includes: displaying a directional indicator corresponding to the second virtual character in the edge area of the first graphical user interface; wherein the display position of the directional indicator in the edge area is associated with the orientation of the second virtual character relative to the first virtual character in the virtual scene; the directional indicator corresponding to the second virtual character and the directional indicator corresponding to the target virtual object have different visual distinguishing attributes. This allows for the simultaneous presentation of the spatial orientation of the supported party at the edge of the supporting party's interface, assisting it in quickly establishing an entry route, and also avoids confusion with battlefield unit indicators through differentiated visual presentation, effectively reducing cognitive load and the probability of misjudgment in emergency support scenarios.
[0061] For example, see Figure 4 When the system determines that player A (the first virtual character) and teammate B (the second virtual character) meet the conditions for triggering a cooperative attack, the right edge of the first graphical user interface on player A's terminal displays directional indicators for three enemies. These indicators are teardrop-shaped with their tails pointing to their respective actual locations. Simultaneously, the system generates an additional directional indicator for teammate B on the lower right edge of player A's first graphical user interface. This indicator is also bubble-shaped with a halo surrounding it, and its tail points to the lower right, indicating that teammate B is currently located to player A's right rear. Due to the prominent visual effect of the halo, it is significantly different from the enemy indicators on the right edge. When player A quickly scans the edge of the screen, they can quickly distinguish teammate B's location from the location information of enemy units on the battlefield, thus obtaining teammate B's relative position and the distribution of enemies within their field of view while maintaining their primary perspective.
[0062] Optionally, the directional indicator is designed to identify the real-time location of the supported party, and its display position is determined in real-time by the position of the second virtual character relative to the first virtual character. The directional indicator corresponding to the second virtual character can take various forms, such as a bubble-shaped graphic, an arrow-shaped graphic, a character thumbnail, or a geometric symbol with a pointing tip. This directional indicator can be displayed on the top, bottom, left, or right edge of the first graphical user interface, with the specific display position determined in real-time by the position of the second virtual character relative to the first virtual character in the virtual scene. The purpose of this directional indicator is to reveal the relative position of the supported party to the operator of the first virtual character in real-time, allowing the supporting party to intuitively perceive the direction of their teammates without needing to shift their main view to observe the minimap thumbnail. By generating a directional indicator specifically for the second virtual character in the edge area of the first graphical user interface, continuous directional anchor points can be provided to the supporting party without obstructing the core combat view of the main view, thus providing a direct reference for their route planning and entry timing judgment.
[0063] Optionally, when multiple second virtual characters simultaneously meet preset association and preset situation conditions, the edge area of the first graphical user interface can simultaneously display the directional indicators corresponding to each of the multiple second virtual characters. To avoid stacking or obscuring of multiple directional indicators, the multiple directional indicators can be differentiated in display size or display density according to the straight-line distance between their respective second virtual characters and the first virtual character. For example, the directional indicator of a second virtual character closer to the first virtual character can be displayed in the edge area as a larger bubble; while the directional indicator of a second virtual character farther away can be reduced to a dot or displayed semi-transparently. It should be noted that the above layout of multiple teammate directional indicators is only one example, and this disclosure is not intended to limit the layout. In actual implementation, they can also be arranged in a fan-shaped pattern according to a preset angle threshold, or indicators exceeding the screen edge capacity can be included in an extended list at the edge. Furthermore, when one of the second virtual characters enters the current control screen of the first virtual character, the directional indicator corresponding to the second virtual character can be automatically removed from the edge area to ensure that the simplicity and readability of the interface information are always dynamically balanced during the cooperative battle.
[0064] Optionally, visual differentiation attributes are designed to prevent the assisting party from confusing the direction of the assisting party with the direction of the battlefield target. These visual differentiation attributes may include, but are not limited to, differences in color, shape, texture fill, dynamic breathing light effects, or border thickness. For example, the directional indicator corresponding to the assisting party can be configured as an orange bubble with a gold border, while the directional indicator corresponding to the enemy target virtual object mapped from the second virtual character's viewpoint is configured as a red teardrop shape, and the directional indicator corresponding to the friendly target virtual object is configured as a blue rhombus shape. The above combination of colors and shapes can be replaced with other schemes according to the game's faction theme or user-defined preferences; this disclosure does not limit this.
[0065] In an optional implementation, the directional indicator further includes a distance-related attribute characterizing the distance between its corresponding target virtual object or second virtual character and the first virtual character; wherein the distance-related attribute includes at least one of the following: the display size of the directional indicator is negatively correlated with the distance; the display transparency of the directional indicator is positively correlated with the distance. In this way, by converting spatial distance into a visual variable of the directional indicator through the distance-related attribute, players can quickly determine the distance to the target.
[0066] Optionally, the aforementioned distance-related attribute is used to establish a mapping relationship between spatial distance between objects and the visual representation of directional indicators, allowing players to intuitively judge the distance of targets without needing to read precise values. In actual implementation, this attribute can use straight-line distance or path distance in the virtual scene as input parameters, which, after normalization, are mapped to at least one visual variable among the display size, transparency, color saturation, or edge glow intensity of the directional indicator. For example, when an enemy character in teammate B's field of vision is 50 meters away from player A, the system can calculate the distance weight between the enemy character and player A, determine that it is in the medium-to-long distance range, and generate a medium-sized, teardrop-shaped red indicator with 60% transparency at the edge of player A's screen. As player A moves closer to the enemy character to within 20 meters, the system updates the distance weight in real time, simultaneously enlarging the indicator size and reducing its transparency to 20%, making the indicator appear thicker and more conspicuous at the edge of the screen to indicate to the player that the target has entered the effective combat zone. It should be noted that, in addition to linear decreasing or increasing, the above mapping relationship can also be nonlinearly mapped using piecewise functions or curve functions to adapt to the sensitivity requirements of players' distance perception under different game rhythms. This disclosure is not intended to limit the specific mapping algorithm.
[0067] Optionally, the aforementioned display transparency, as a subordinate representation of distance-related attributes, aims to convey hierarchical information about the distance of a target object from the player through changes in opacity. Considering that a large number of indicators at the screen edges can easily overlap and obscure each other, a design where transparency is positively correlated with distance is adopted. This ensures that high-threat targets at close range are clearly visible, while indicators for distant targets are made more transparent and relegated to a secondary visual level, effectively reducing the crowding out of the player's attention by the density of interface information. In actual implementation, the system can calculate the basic transparency based on the ratio of the current distance to the maximum effective mapping distance and set a minimum visible transparency threshold, ensuring that distant indicators maintain basic recognizability without completely disappearing.
[0068] In an optional implementation, the orientation indicator includes a graphic symbol with a pointing portion; the orientation of the pointing portion indicates the specific location of its corresponding target virtual object or second virtual character relative to the first virtual character in the virtual scene. In this way, players can intuitively perceive the specific relative location of the target through the dynamic orientation of the pointing portion, avoiding repeatedly switching perspectives to confirm direction, significantly reducing cognitive load and improving battlefield situational awareness efficiency.
[0069] For example, see Figure 3 When the first virtual character (Player A) and the second virtual character (Teammate B) meet the conditions for triggering a cooperative battle, the system generates three teardrop-shaped directional markers on the right edge of the first virtual character's (Player A's) screen. The circular head of each marker displays the enemy character's portrait, while its pointed tail points towards the corresponding enemy virtual character, thus providing Player A with a direct indication of the enemy character's current location.
[0070] Optionally, the aforementioned pointing part can be a protruding structure on the edge of a directional indicator used to indicate direction, such as the pointed tail of a teardrop icon, the arrowhead of an arrow-shaped symbol, or the apex of a triangle icon. Considering that players need to quickly determine the direction of the enemy during intense battles, the orientation of this pointing part is configured to remain consistent in real-time with the direction of the line connecting the target virtual object to the first virtual character. When the target moves away from the right, the pointing part points to the right; if the target moves to the left rear, the pointing part simultaneously deflects to the lower left. It should be noted that this pointing part and the main body of the directional indicator can be drawn as a single unit, or it can be dynamically generated as an additional layer; this disclosure does not limit its specific rendering implementation. This design allows players to establish an accurate sense of spatial orientation in a very short time simply by observing the orientation of the tail of the indicator at the edge of the screen, without having to look at the minimap.
[0071] Optionally, the aforementioned graphic identifier, serving as the overall visual carrier of directional indicators, can be presented in various geometric shapes that are easily and quickly recognizable at the screen edge. Examples include composite graphics with a teardrop-shaped head and a pointed tail, a combined icon with a circular body and a triangular arrow, or a marker symbol with a hexagonal border containing a character thumbnail. The main color of this graphic identifier can be differentiated based on faction affiliation; for example, a warm orange bubble corresponds to the second virtual character being assisted, a cool blue bubble to friendly units, and a warning red bubble to enemy units. It should be noted that the examples of shapes and colors above are merely illustrative for ease of understanding. In actual gameplay, the graphic identifier can be adjusted to any visually directional symbol such as a realistic shield, energy crystal, or tactical buoy, depending on the art style requirements, as long as it occupies a limited pixel space in the edge area and clearly expresses directional meaning.
[0072] In an optional implementation, the directional indicator includes at least one of the following information: the identification information of the target virtual object or second virtual character corresponding to the directional indicator; the current distance information between the target virtual object or second virtual character corresponding to the directional indicator and the first virtual character; and the current status information of the target virtual object or second virtual character corresponding to the directional indicator. Thus, by integrating the three types of information—identification, distance, and status—into the directional indicator, cooperating players can quickly identify the identity, distance, and real-time status of units on other battlefields without switching their main perspective, significantly reducing cognitive load and improving the efficiency of entry decision-making.
[0073] For example, see Figure 3 Player A's graphical user interface displays three directional indicators representing enemy units within teammate B's field of vision at its edge. Each indicator is teardrop-shaped, displaying the corresponding enemy character's portrait inside as identification information, with the tail pointing to the actual location of the enemy virtual character in the scene. Below the teardrop icon, the current distance information between the enemy character and Player A is displayed in micro-numerical form (e.g., 3.2M, 3M, 2M). Simultaneously, a health bar is attached above the icon as current status information. Player A only needs to scan the edge of the screen to simultaneously know the enemy character's identity, location, distance, and remaining health status while maintaining their own primary viewpoint, thus deciding whether to initiate an attack to assist.
[0074] Optionally, the aforementioned identification information is used to characterize the identity attributes of the corresponding virtual character. Its presentation can take many forms, such as an avatar icon or character name, or a simplified text code or faction emblem graphic. The purpose is to enable co-op players to intuitively identify the specific character identity corresponding to the indicator on the directional indicator in the edge area of the first graphical user interface.
[0075] Optionally, the aforementioned current distance information is used to quantify the real-time distance between the corresponding virtual character and the first virtual character in the virtual scene. This distance can be directly marked in Arabic numerals inside or below the directional indicator, or indirectly mapped through changes in the directional indicator's own visual parameters. For example, this current distance information can be dynamically correlated with the directional indicator's display size, transparency, or color saturation, allowing players to quickly perceive the distance between themselves and the target through visual differences without precise positioning.
[0076] Optionally, the aforementioned current status information is used to present the real-time survival and combat capabilities of the corresponding virtual character. This information may include, but is not limited to, core combat parameters such as current health percentage, current energy level, or skill cooldown status, as well as special behavioral markers such as whether the character is under control, accelerated, or invisible. Considering that assisting players need to quickly determine entry priority based on the actual status of units within the assisted player's field of vision, the current status information can be displayed as a text label, a mini progress bar, or an icon, and its content can be dynamically refreshed according to status changes. For example, when the health of an enemy virtual character has dropped below the kill threshold, a flashing red low-health marker can be displayed in the upper right corner of its corresponding directional indicator; when the target virtual object enters stealth mode, the current status information can be updated to an invisible stealth marker, simultaneously accompanied by a fading effect from the indicator. It should be understood that the specific type and presentation style of the aforementioned current status information can be flexibly configured and expanded according to the needs of the gameplay.
[0077] In an optional implementation, the method further includes: acquiring real-time position change information of the target virtual object and the second virtual character in the virtual scene; and updating the display position and / or orientation of the corresponding directional indicator in the edge area in real-time based on the position change information. In this way, by tracking the dynamic movement of characters in different locations in real time and refreshing the screen edge indicators, the cooperating side can continuously grasp the evolution of the battlefield situation, effectively improving the timeliness of battlefield information.
[0078] In one implementation, player A is approaching teammate B to prepare for a coordinated attack. At this moment, an enemy virtual character within player B's field of vision is moving from right to left. The system continuously collects the enemy virtual character's 3D coordinate offset within the virtual scene and simultaneously reflects this on a directional indicator at the edge of player A's screen. The arrow-shaped indicator, originally located on the right edge of the screen, gradually moves towards the lower edge, its pointing end continuously aligned with the enemy virtual character's latest position relative to player A. When the enemy character moves to player A's left, the corresponding indicator's display position also changes to the left edge of player A's screen.
[0079] Optionally, the position change information includes the real-time coordinate offset and movement trend data of the corresponding virtual character in the virtual scene, aiming to provide a data basis for the dynamic refresh of the directional indicator. Optionally, the above-mentioned position change information can be the real-time coordinate offset of the target virtual object and the second virtual character in the virtual scene relative to the world coordinate system or local coordinate system, or it can be the movement velocity vector, acceleration parameter, or instantaneous tangent direction of their movement trajectory. It should be noted that this position change information can be extracted not only from the synchronization frame data broadcast by the server at a fixed frequency, but also calculated by the client based on the coordinate difference between two adjacent frames using a local interpolation algorithm. In the above implementation, by continuously monitoring the above-mentioned position change information, the system can complete the position mapping of the directional indicator in real time in the first graphical user interface, thereby enabling the cooperating party to continuously perceive the real-time movement trend of the enemy or teammates in the alien battlefield at the edge of the main view without relying on dragging the map, thus establishing a more accurate spatial situational awareness before entering the battlefield.
[0080] Optionally, the real-time update of the directional indicator includes display position offset and pointer orientation adjustment, used to dynamically reflect the real-time positional relationship between the corresponding virtual character and the player character. Specifically, the update of the directional indicator's display position in the edge area can be manifested as follows: when the target virtual object moves horizontally to the left and directly behind the first virtual character, the indicator originally displayed on the right side of the screen will smoothly move along the screen edge to the midpoint of the bottom edge, and its movement trajectory can be arc-shaped to fit the screen border, avoiding visual interference caused by directly crossing the center of the screen. The pointer orientation update is manifested in the indicator's arrow or teardrop-shaped extension always precisely aligning with the target virtual object's actual horizontal azimuth angle in the virtual scene, allowing the player to determine the approximate spatial orientation of the target object with just a glance at the edge. One objective of this embodiment is to prevent misjudgment caused by directional lag after the static indicator moves by synchronously linking the display position and the direction of the pointer. On the other hand, it also enables the cooperating forces to form continuous visual anchor points during the entry process, thereby greatly reducing the cognitive load when switching from the macroscopic orientation at the edge to the main view for close-range micro-operation.
[0081] In an optional implementation, the method further includes: acquiring the status information of the target virtual object in real time; and adjusting the visual effects of the directional indicator based on the status information of the target virtual object. In this way, by mapping the real-time status of the target virtual object to the visual changes of the directional indicator, players can quickly perceive the dynamics of battle in different locations without shifting their primary viewpoint, effectively reducing the probability of misjudgment and improving the accuracy of team battle entry decisions.
[0082] In one implementation, player A is moving towards teammate B to prepare for a team fight. At this time, a directional marker for an enemy virtual character within teammate B's field of vision is mapped to the edge of player A's main screen. The system monitors the enemy virtual character's status information in real time. When the enemy virtual character activates its stealth skill and enters stealth mode, the system immediately removes the directional marker to prevent player A from making incorrect entry decisions based on outdated location information. If the enemy virtual character is killed and enters a dead state, the system overlays a death indicator (e.g., a cross) on the corresponding directional marker and gradually makes it disappear after a period of time, allowing player A to accurately identify effective threat targets in the current battle.
[0083] Optionally, the target virtual object's status information encompasses all information reflecting its real-time attributes, such as survival, stealth, and skill status. Acquiring status information can include monitoring data from multiple dimensions. For example, the system can periodically query the target virtual object's role status field on the server at different preset time intervals, such as polling every 50 milliseconds, every 100 milliseconds, or every 500 milliseconds. It can also receive status change messages broadcast by the server in an event-driven manner. Survival status can include sub-states such as alive, dead, and resurrection countdown; visibility status can include sub-states such as normally visible, stealth, and fog of war; and skill release status can include whether the target is in a special phase such as control immunity, damage bonus, or shield protection.
[0084] Optionally, the visual effects of the directional markers can be dynamically adjusted based on the status of the target virtual object, reflecting the current battle situation through changes in shape. As one possible implementation, adjusting the visual effects of the directional markers based on the target virtual object's status information can be specifically manifested as follows: when the system detects that a target virtual object has entered stealth mode, the directional marker corresponding to that target virtual object is immediately removed from the display, thus preventing players from making incorrect entry decisions based on outdated location information; when a target virtual object is detected to have entered a dead state, a dead indicator is superimposed on the directional marker, for example, using a cross pattern or a dark overlay, and the directional marker is controlled to gradually disappear over a period of time. The purpose of this approach is to provide immediate and clear visual feedback, on the one hand, to focus the player's attention on targets that still pose a threat or have cooperative value, avoiding outdated information interfering with the visual center area; on the other hand, to ensure that players can accurately obtain real-time situational changes on the battlefield without switching their primary perspective.
[0085] Optionally, the above-mentioned visual effects can be adjusted using other presentation dimensions. For example, the visual effects of the directional indicator can also include changes in transparency, size scaling, color shifting, or dynamic border blinking. For instance, when the target virtual object releases a specific gain or debuff, the directional indicator can briefly provide a highlight with a bright color or pulse animation; when the distance between the target virtual object and the first virtual character changes significantly, the directional indicator can also reflect the distance by adjusting the color depth or the intensity of the outer glow. It should be noted that the above description of visual effects is only one example, and this disclosure is not intended to exhaustively limit the ways in which the visual adjustments of the directional indicator can be made. In actual implementation, it can be flexibly configured according to the actual game type or human-computer interaction requirements, as long as it can generate perceptible visual differences based on the real-time state information of the target virtual object.
[0086] In an optional implementation, the visual effect of the directional indicator is adjusted according to the state information of the target virtual object, including: canceling the display of the directional indicator corresponding to the target virtual object in response to the target virtual object entering an invisible state; and overlaying a death indicator on the directional indicator in response to the target virtual object entering a dead state. Thus, by canceling the directional indicator when the target virtual object enters an invisible state and overlaying a death indicator when it enters a dead state, visual interference caused by invisible targets can be eliminated, and definitively identified dead targets can be clearly marked, thereby ensuring the real-time accuracy of the screen edge indicator information and the purity of the interface.
[0087] In one implementation, when a target virtual object enters stealth mode due to triggering a stealth skill, the game client detects this state change and immediately cancels the display of the directional indicator corresponding to the target virtual object at the edge of the first virtual character's screen; when the target virtual object is killed in the virtual scene and enters a death state, the client overlays a death indicator, such as a dark cross mark, on its corresponding directional indicator. Figure 5 As shown in the image, the indicator and the death marker will gradually disappear with a transparent gradient within a preset time, allowing players to intuitively distinguish between actionable targets and inactive targets within their field of vision.
[0088] Optionally, the aforementioned stealth state can refer to a special situation where a virtual character cannot be directly observed in the control screen of a second virtual character after releasing a stealth skill, triggering a specific item effect, or entering an environmental camouflage area. One objective of this embodiment is to redistribute the cue resources at the edge of the screen to visible targets that still have tactical value, reducing the information filtering burden on players during the pre-battle preparation phase. It should be noted that the specific triggering mechanism of the aforementioned stealth state is not limited to skills or items; it can also include loss of visibility due to terrain obstruction, special weather rendering, or other equivalent mechanisms. This disclosure does not limit this.
[0089] Optionally, a kill indicator is overlaid on the directional indicator when the target virtual object is killed, to convey that the target is no longer needed and does not require tracking. The indicator, along with the kill marker, fades away after a preset time. The graphic form of the kill indicator can be diverse, and it should at least partially include visually distinctive elements such as a cross, skull icon, or prohibition symbol to strongly differentiate it from surviving targets. It should be noted that the above description of the form and overlay method of the kill indicator is just one example. In actual implementation, it can be adapted according to the interface art style and player-customized configurations; this disclosure does not limit this.
[0090] Optionally, after overlaying the death indicator, the client can also gradually hide the directional indicator according to a preset visual fading sequence. This process can employ either a linear fade-out strategy with a fixed duration or a dynamic fade-out strategy based on the relative distance between the fallen target and the first virtual character. One objective of this embodiment is to provide clear status confirmation through the overlay of the death indicator, while gradually releasing screen edge space through fading, allowing the player's attention to promptly return to the surviving target posing a real threat.
[0091] In an optional implementation, the method further includes: when a target virtual object appears in the current control screen of the first virtual character, canceling the display of the directional indicator corresponding to the target virtual object. This way, when the target virtual object enters the main screen, the corresponding edge directional indicator is automatically hidden, eliminating overlapping interference between elements inside and outside the screen, allowing the player to seamlessly transition from macroscopic directional perception to microscopic combat operations, effectively reducing visual cognitive load and improving the smoothness of transitions.
[0092] In one implementation, the first virtual character moves along the river towards the middle lane of the battlefield. Previously, the system had displayed directional indicators for enemy virtual characters within the teammates' field of vision on the right edge of the first graphical user interface. When the first virtual character turns through the bushes, the enemy virtual character appears fully in the current control screen, and the system automatically cancels the display of the enemy virtual character's directional indicator on the right edge. This allows the first virtual character to directly focus on the entity in the screen for skill aiming, without requiring the player to manually disable any floating or edge indicators, achieving a seamless transition from off-field prediction to on-field micro-management.
[0093] Optionally, this mechanism detects when a target virtual object enters the main screen and automatically cancels the display of its edge directional indicator to prevent visual interference. If the model projection of the target virtual object in the virtual scene falls completely within the display range of the first virtual character's current control screen, it is determined that the target virtual object has appeared in the current control screen, and the system immediately triggers the corresponding directional indicator hiding logic. This determination method can be implemented not only for all characters of both friendly and enemy factions, but can also further distinguish between partial entry and complete entry. For example, when only a small part of the target's model edge extends into the left side of the screen, its corresponding directional indicator can be temporarily left undisplayed until its entire position is completely within the visible area of the screen before the indicator is hidden, thereby avoiding frequent flashing of the directional indicator in the critical area and ensuring the stability of edge prompts and main screen view switching.
[0094] In an optional implementation, the method further includes: when the spatial association parameters meet preset association conditions and the target situation parameters meet preset situation conditions, visually enhancing the status indicator of the second virtual character in the first graphical user interface. In this way, by visually enhancing the status indicator of teammates who meet the cooperation conditions, players can quickly identify the cooperative target that is about to intervene without additional operation, effectively reducing information filtering costs and improving team battle response speed.
[0095] In one implementation, such as Figure 6 As shown, when player A and teammate B are within a preset spatial distance threshold in the virtual scene, and two hostile virtual characters (preset quantity 1) are exposed within teammate B's perception range, the system immediately enhances the display of teammate B's static avatar status indicator in the status bar at the top left corner of player A's mobile terminal screen. Specifically, the display size of the avatar status indicator is enlarged, and a glowing outline is superimposed around it, making the status indicator stand out from the status indicators of other teammates. Player A only needs to glance at the edge of the screen with peripheral vision to catch this visual cue, thus quickly establishing tactical attention to teammate B without shifting the main viewpoint.
[0096] Optionally, status indicators are used to identify teammate status in the graphical user interface (GUI). These status indicators can be displayed as character avatars, health bars, or icons. They can be configured in multiple areas of the GUI, such as a teammate status bar arranged horizontally at the top of the screen, a teammate list arranged vertically on the left side of the screen, or a quick information panel floating at the edge of the screen. In addition to carrying basic identity information for the second virtual character, such as character avatar and name, these status indicators can also integrate extended information such as real-time health, skill cooldown status, and survival / death markers to create a multi-dimensional information condensation anchor. In practical applications, the number of status indicators can be dynamically linked to the total number of teammates in the current match. For example, in a 5v5 competitive scenario, four teammate status indicators can be displayed, while in a 3v3 scenario, two teammate status indicators can be displayed.
[0097] Optionally, the specific methods for visually enhancing the display can be flexibly configured according to the interface hierarchy. As one possible implementation, increasing the display size of the status indicator can be achieved by keeping the center anchor point unchanged and proportionally enlarging its width and height. For example, enlarging the avatar that originally occupied 1 / 30 of the screen area to occupy 1 / 20 or 1 / 15 of the area can attract the player's attention by increasing its visual share. When adding a glowing effect around the status indicator, the glowing layer can be overlaid as an independent semi-transparent texture on the bottom layer of the indicator. Its color can be distinguished according to the enemy / ally situation; for example, orange represents teammates awaiting assistance, red represents high-threat enemy targets, and blue represents other friendly units. Changing the display animation of the status indicator can be manifested as periodic breathing scaling, slow clockwise rotation, or vertical up-and-down floating. It should be noted that the above three enhancement methods can be triggered independently or simultaneously overlaid according to a preset combination strategy. For example, while enlarging the size, pulsed glowing and rotation animations can be overlaid to create sufficiently significant visual stimulation in a complex battlefield background.
[0098] In an optional implementation, the status indicator corresponding to the second virtual character is visually enhanced, including at least one of the following: increasing the display size of the status indicator; adding a glowing effect around the status indicator; or changing the display animation of the status indicator. In this way, through diversified visual enhancement methods such as size enlargement, edge glowing, and animation switching, opportunities for coordinated attacks can be indicated with a significant and hierarchical striking effect without switching the main viewpoint, effectively reducing the cognitive load and reaction delay for players recognizing changes in teammates' statuses in complex interfaces.
[0099] In an optional implementation, the method further includes: in response to a triggering operation of a status indicator for a visually enhanced display, generating a collaborative broadcast message and sending it to each team member in the team where the first virtual character is located; wherein the collaborative broadcast message contains information about the first virtual character's intention to assist the second virtual character. In this way, the intention to coordinate combat can be synchronized with teammates with a single click, avoiding the tediousness of manually inputting commands, significantly reducing tactical communication costs and improving team battle response efficiency.
[0100] For example, see Figure 6 On the control interface of the first virtual character, the status icon of the second virtual character in the upper left corner of the screen automatically enlarges and emits an external glow effect due to the fulfillment of both distance and enemy situation judgment conditions. At this time, the player corresponding to the first virtual character touches and taps the status icon with a single finger. After detecting this trigger operation, the terminal immediately generates a collaborative broadcast message locally. This message carries a clear intention from the first virtual character to assist the second virtual character. Subsequently, the system synchronously sends this collaborative broadcast message through the network layer to all clients of the same team as the first virtual character. This allows other teammates in different locations to receive the entry intention notification in real time on the main interface in the form of a bubble or banner without having to open any text or voice input windows.
[0101] Optionally, the aforementioned triggering operation can be a single-finger touch by the player on the mobile terminal screen targeting a visually enhanced teammate status indicator, a selection confirmation operation performed using an external gamepad, or a virtual click command completed through eye tracking or gesture recognition. In addition to a single click, it can also be configured to double-click the status indicator to trigger an advanced broadcast with additional information, or to long-press the status indicator to bring up a shortcut wheel containing various cooperative intent options, allowing the player to slide to select a specific command before releasing to send. It should be noted that the above description of interaction methods is not exhaustive; in actual implementation, the system can dynamically adjust the trigger sensitivity and response method based on the current stage of the game or the player's historical operating habits.
[0102] Optionally, the coordinated broadcast message aims to synchronize cooperative combat intentions across the entire team. Its content includes preset quick text or automatically generated dynamic descriptions, such as standardized text automatically generated from preset templates like "Teammates are on their way to support" or "Teammates are about to join the battle," or anthropomorphic natural language generated based on a generative AI model according to the game scenario. The form of this coordinated broadcast message can include text bubbles, voice banners, or quick messages. This broadcast is not only sent to the second virtual character but is simultaneously pushed to every member of the team, allowing teammates performing jungle clearing or defensive tasks in other areas of the map to promptly perceive the impending local troop buildup and make advance decisions regarding flanking, retreating, or providing support. This significantly reduces the time cost required to edit tactical commands in the chat window.
[0103] According to another embodiment of the information processing method of this disclosure, such as Figure 7 As shown, the method may include: Step S710: Display the current control screen of the second virtual character in the second graphical user interface; In step S720, in response to detecting an assist triggering event, an entry indicator pointing to the first virtual character is generated in the edge area of the second graphical user interface. The display position of the entry indicator in the edge area is associated with the orientation of the first virtual character relative to the second virtual character in the virtual scene. Step S730, the conditions for generating the assisted trigger event include: the spatial association parameters between the first virtual character and the second virtual character meet the preset association conditions, and the target situation parameters of the target virtual object within the perception range of the second virtual character meet the preset situation conditions.
[0104] According to one embodiment of this disclosure, when preset conditions are met, generating a location-related entry indicator in the edge area of the current control screen helps the operator to know the location information of the assisting party without switching the main viewpoint, reducing terminal interaction command redundancy and operation load, reducing the consumption of graphics rendering resources and data processing pressure caused by frequent viewpoint switching, and improving information synchronization efficiency.
[0105] The embodiments of this disclosure will now be further described.
[0106] In step S710, the current control screen of the second virtual character is displayed in the second graphical user interface.
[0107] Optionally, the second graphical user interface is used to display full-screen or partial rendering of the current control screen of the second virtual character. The second graphical user interface can be a full-screen game rendering window on a mobile terminal, or an application display layer running on a specified operating system. The specific implementation of the second graphical user interface can refer to the first graphical user interface.
[0108] Optionally, the second virtual character is the combat unit controlled by the currently logged-in player in the virtual scene, and the target situation parameters and spatial correlation parameters within its perception range together constitute the basis for generating the assisted trigger event.
[0109] Optionally, the current control screen is rendered in real-time with the second virtual character as the observation center, reflecting the character's real-time battlefield situation and the distribution of surrounding combat units in the virtual scene. The current control screen can be a third-person trailing view, a first-person immersive view, or a transitional view between the two, which can be switched according to the player's custom settings.
[0110] In step S720, in response to the detection of an assistance trigger event, an entry indicator pointing to the first virtual character is generated in the edge area of the second graphical user interface. The display position of the entry indicator in the edge area is associated with the position of the first virtual character relative to the second virtual character in the virtual scene. In this way, the assisted party can perceive the entry direction and relative position of the assisting party in real time without switching perspectives, effectively reducing tactical communication costs and improving team battle coordination efficiency.
[0111] In one implementation, when the system detects that the spatial distance between the first virtual character controlled by player A and the second virtual character controlled by player B is less than a preset spatial distance threshold, and at least one hostile virtual character exists within the perception range of the second virtual character, an assistance trigger event is activated. At this time, the system automatically generates an entry indicator pointing to player A in the lower left edge area of player B's second graphical user interface. The teardrop-shaped tail of this entry indicator points to the lower left, accurately indicating that player A is currently located to the lower left of player B; simultaneously, the indicator displays player A's character portrait, the real-time distance between them, and player A's current health status. As player A continues to move in the virtual scene, the display position of this entry indicator in the edge area is updated in real time, always maintaining a dynamic correlation with player A's position relative to player B.
[0112] Optionally, the assistance trigger event can be generated by the first virtual character acting as the assister, indicating its intention to assist. In one implementation, the first virtual character's control interface displays a status indicator of the second virtual character. The first and second virtual characters belong to the same team. The player corresponding to the first virtual character touches and taps the status indicator with a single finger. After detecting this trigger operation, the terminal immediately generates a collaborative broadcast message locally. This message carries a clear intention from the first virtual character to assist the second virtual character. Subsequently, the system synchronously sends this collaborative broadcast message through the network layer to all clients in the same team as the second virtual character. When the second virtual character receives the collaborative broadcast message, it detects the assistance trigger event and then generates an entry indicator pointing to the first virtual character in the edge area of the second graphical user interface.
[0113] Optionally, besides being triggered by the first virtual character, assistance trigger events can also be automatically triggered by the system based on battlefield situation conditions. For example, when the distance between the first and second virtual characters, who are teammates, meets the assistance condition (less than or equal to a certain distance threshold), and the second virtual character is in danger due to an enemy character within its current field of vision, the system generates an assistance trigger event command according to predetermined assistance judgment rules. Upon receiving the assistance trigger event command, the first virtual character moves towards the second virtual character to provide support. Upon receiving the assistance trigger event command, the second virtual character generates an entry indicator pointing to the first virtual character in the edge area of the second graphical user interface, indicating that the first virtual character is on its way to provide assistance. It should be noted that the generation method of assistance trigger events is not limited to the above example. In practical applications, more judgment factors or different interaction trigger methods can be included, as long as the assistance trigger event represents the first virtual character's intention to assist the second virtual character.
[0114] Optionally, the edge area is the display zone around the graphical user interface, used to carry the entry indicator to indicate the location of the supporting forces. Optionally, the aforementioned edge area can specifically be any one or more of the top, bottom, left, and right sides of the second graphical user interface. Considering that players' core attention in this type of game is usually focused on the main control field of view in the center of the screen, placing the entry indicator in the edge area can minimize the obstruction and interference to the player's observation of the surrounding environment of their own character. For example, when the first virtual character is located to the lower right of the second virtual character, the entry indicator can be displayed at the lower right edge of the second graphical user interface; when the first virtual character moves to directly above the second virtual character, the indicator moves accordingly to the top edge of the screen. Furthermore, the display position in the edge area is not only related to the direction, but can also be adjusted in conjunction with distance parameters to adjust the distance between the indicator and the border. For example, the closer the distance, the closer it is to the inside of the screen, and the farther the distance, the closer it is to the screen boundary, thereby providing players with more spatially layered directional prompts.
[0115] Optionally, the visual presentation of the entrance indicator can be diverse. For example, it may include an arrow or tail marker pointing to the location of the first virtual character, and display the avatar, name, or specific character icon of the supporting party in the indicator body area. It should be noted that the above description of the information composition and visual style of the entrance indicator is only one example, and this disclosure is not intended to limit its presentation form. In other embodiments, it may be simplified to a minimized indicator that only includes an avatar and a teardrop-shaped tail.
[0116] Optionally, when multiple allied forces simultaneously trigger an assistance event, the edge area of the second graphical user interface can simultaneously display multiple entry indicators pointing to different first virtual characters. In this case, the system needs to adaptively arrange the multiple indicators based on the relative distance or tactical priority of each allied force. For example, the largest indicator can be assigned to the allied force closest to the second virtual character, while smaller or more transparent indicators can be assigned to allied forces farther away to reduce visual redundancy. Furthermore, the entry indicators can also be updated based on the real-time actions of the first virtual character: when an allied force enters stealth mode, the corresponding indicator can fade away; when an allied force is killed en route to the battlefield, the corresponding indicator can display a death marker and be removed after a short delay. It should be understood that the display parameters of the entry indicators can be dynamically switched at different stages of the battle to adapt to the information density requirements of complex team battles.
[0117] In an optional implementation, the entry indicator includes at least one of the following information: the identification information of the first virtual character; the current distance information between the first virtual character and the second virtual character; and the current status information of the first virtual character. Thus, by integrating the identity, distance data, and real-time status of the assisting party into the entry indicator, the party receiving assistance can quickly assess the identity and combat capability of the reinforcements from multiple dimensions, thereby effectively reducing the cost of interpreting the battle situation and improving the efficiency of team collaborative response.
[0118] For example, see Figure 8 When player A responds to the assistance trigger event and approaches teammate B, the entry indicator generated at the edge of teammate B's screen displays a thumbnail of player A's corresponding virtual character's avatar as the first virtual character's identifier; the current distance information is displayed as a real-time numerical label below the avatar, in units of scene space distance; and the current status information is displayed as a horizontal health bar overlay. Teammate B only needs to glance at this indicator to instantly determine the identity of the reinforcements, their arrival distance, and their combat readiness without switching the main perspective, significantly reducing the cognitive and operational time required for switching perspectives to check.
[0119] Optionally, the identification information of the first virtual character is used to distinguish the identity of the cooperating party, and its presentation format can be flexibly configured according to the terminal performance. Optionally, the identification information can be a graphical identifier or a textual identifier. As one possible implementation, the aforementioned graphical identifier includes, but is not limited to, a thumbnail of the avatar of the controllable virtual character corresponding to the cooperating party, a faction emblem, a class icon, or a custom team logo, and its display position can be embedded in the center area or top edge of the entrance indicator. As another implementation, the textual identifier can be the name, nickname, or preset code of the controllable virtual character. When there are multiple entrance indicators on the same screen edge, they can also be distinguished by color coding.
[0120] Optionally, the current distance information is used to quantify the spatial interval between two virtual characters, assisting the assisted party in predicting the arrival time and entry route of the assisting party. Optionally, this current distance information can be represented as a straight-line distance within the virtual scene, a navigation distance along a preset walking path, or a pixel projection distance in the graphical user interface. In one implementation, the server calculates the Euclidean distance based on the real-time three-dimensional coordinates of the two characters and converts it into meters, displaying it below the entry indicator. In another implementation, considering the terrain obstruction factors in this type of virtual battle scene, the aforementioned distance can also be the reachable path length derived from a pathfinding algorithm, enabling the assisted party to more accurately estimate the actual arrival time. Furthermore, this distance information can not only be presented intuitively using Arabic numerals, but can also be metaphorically expressed through the bubble size or transparency of the entry indicator itself, where the closer the distance, the larger and less transparent the bubble, and the farther the distance, the smaller and gradually disappearing the bubble, thus forming a more intuitive visual perception of distance hierarchy and reducing the cognitive burden on players in intense combat.
[0121] Optionally, the current status information reflects the combat capability of the first virtual character, including but not limited to remaining health, remaining energy, shield value, readiness markers for core control skills, or cooldown status of movement skills. In one implementation, the remaining health is presented as a horizontal progress bar overlaid with a percentage number, where the progress bar color dynamically switches to a highly recognizable color scheme based on the percentage of health; a flashing warning effect can also be added when health is extremely low. In another implementation, for resource statuses such as mana or rage, a vertical progress bar or a circular graph can be nested around the avatar, forming a visual distinction orthogonal dimension from health. Considering the deeper needs of tactical coordination, the current status information can also include availability markers for key ultimate skills, such as a highlighted icon or a flowing border indicating that the ultimate skill is ready, or a grayscale mask indicating that it is on cooldown, allowing the assisted party to accurately judge the threatening level of the assisting party's entry and the skill synergy window, achieving tactical synergy without relying on voice communication.
[0122] In an optional implementation, the method further includes: displaying the current control screen of the first virtual character in a second graphical user interface in response to an interactive operation on the entry marker. In this way, by triggering an interactive operation on the entry marker, the real-time control screen of the assisting party can be directly presented in the local interface. The assisting party can quickly grasp the dynamics of teammates' entry and the situation of the battle in different locations without switching its own main view, significantly reducing the risk of loss of vision caused by dragging the map and improving tactical coordination efficiency.
[0123] For example, see Figure 9Once an entry indicator pointing to Player A has been generated at the edge of Player B's control interface, Player B continuously presses the indicator with their finger. The terminal responds to this press command, generating a small perspective window overlaid on the non-central control area of Player B's main interface. This window renders Player A's current control screen in real time. The current control screen includes the distribution of enemy units and terrain details within Player A's field of view. While maintaining their own character's movement and skill usage, Player B indirectly obtains vision of their teammates from other locations through this overlay window, providing an intuitive visual basis for judging the timing of the two sides' rendezvous, thus avoiding the loss of their own main field of view caused by traditional map dragging.
[0124] Optionally, the aforementioned interactive operation is used to receive a view request triggered by the player, so as to initiate and present the remote real-time control screen in the local interface. The specific form of the interactive operation can be flexibly configured according to the screen characteristics of the terminal device or the player's custom settings. For example, the interactive operation can be a press-type touch operation for the entry indicator. In addition to single-finger continuous pressing, the interactive operation can also include double-clicking, long-press and then sliding to maintain, or other equivalent touch gestures. This disclosure does not limit this.
[0125] Optionally, the supporting side's perspective view should include at least real-time field-of-view rendering content to show the opposing side the situation of the battlefield in a different location.
[0126] Optionally, the aforementioned allied perspective view can be directly displayed on the top layer of the graphical user interface, or it can be generated as a partial floating window in the second graphical user interface after receiving an interactive operation for the entry indicator. Specifically, this partial floating window can be displayed in the non-core operation area at the top, bottom, or side of the screen, and its window size can be configured to not obstruct the central area of the second virtual character's own field of vision, for example, occupying one-third of the horizontal proportion of the screen and in the form of a rectangular or rounded rectangular bubble. Considering that prolonged viewing of the off-site scene may obscure key information in the player's own main perspective, as a possible implementation, the partial floating window can also be set to have semi-transparent edges or adjustable transparency parameters, so that while viewing the allied perspective, the second virtual character can still observe the real-time changes in its own main perspective through the window edge, avoiding interruption of environmental perception due to complete obstruction.
[0127] In an optional implementation, the method further includes: displaying a quick response control at an associated location on the current control screen of the first virtual character displayed in the second graphical user interface; and generating corresponding tactical feedback information and sending it to each team member in the team to which the second virtual character belongs, in response to a selection operation on the quick response control. The tactical feedback information includes at least one of the following: a request to enter the fray or a request to retreat. Thus, by configuring a quick response control at an associated location, players can send tactical feedback information with a single click without tedious input, significantly shortening tactical communication time, avoiding delays in combat, and effectively improving team coordination efficiency and immediate response capabilities.
[0128] For example, see Figure 9 The second virtual character continuously presses the entry indicator on the edge of the second graphical user interface. In response, the system displays the current control screen of the first virtual character in a local window. On the right side of this local window, two quick response controls are displayed, labeled "Enter Now" and "Retreat Now." When the second virtual character observes that the first virtual character's health is low and the enemy has a numerical advantage, it selects the quick response control corresponding to the retreat message. The system immediately generates corresponding tactical feedback information and automatically broadcasts it to all team members, allowing the first virtual character to receive the instruction promptly and adjust its entry strategy.
[0129] Optionally, a quick reply control is used to receive selection actions, triggering the generation of tactical feedback information and broadcasting it to team members, enabling the immediate communication of battlefield intentions. Considering the rapidly changing battlefield situation, manually entering text commands would significantly consume operational resources and potentially delay opportunities; therefore, the aforementioned quick reply control can be pre-generated and cached locally on the client. This control can float on one side of the first virtual character's current control screen in the form of a preset graphic card.
[0130] Optionally, besides presenting it as a fixed graphic card, the quick response control can also be implemented as a trigger for voice commands or a sensing area for gesture operations. For example, after the second virtual character presses and holds the entry indicator to expand the small window, they can directly invoke the corresponding tactical feedback information by swiping in a specific direction; for instance, swiping left triggers a request to retreat, and swiping right triggers a request to enter. Similarly, this control can also be designed as a short-press entry point for the microphone icon. After detecting that the second virtual character has pressed the button for a specified duration, it automatically collects the voice signals in the environment and converts them into tactical feedback information, sending it to each team member. It should be understood that regardless of whether touch clicks, gesture swipes, or voice triggers are used, the purpose of the above design is to minimize the operation chain, thereby ensuring the real-time nature of battlefield communication.
[0131] Optionally, the associated position is used to configure the quick reply control in an adjacent area of the current control screen, so that the player can simultaneously perform touch feedback while observing the perspective of the cooperating party. Specifically, the associated position can be configured to fit against the bottom edge or side edge of the small window. In another implementation, the aforementioned associated position can also be dynamically adjusted according to the battlefield situation presented in the current control screen of the first virtual character. For example, when the center of gravity of the screen is detected to be shifted to the left, the quick reply control is automatically moved to the right side of the screen to avoid obstructing core visual information. It should be noted that the above layout description of the associated position is only one example. In actual implementation, it can be adaptively adjusted according to the screen ratio of the terminal or the recognition results of the grip posture.
[0132] Optionally, tactical feedback information is used to carry brief instructions regarding the intent to coordinate combat. Tactical feedback information can include at least two basic categories: requests to enter the fray and requests to retreat. Requests to enter the fray can be configured to carry the initiator's role identifier, target location, and current timestamp, allowing recipient members to accurately identify the information source and its effective duration. Requests to retreat can be further accompanied by visual labels indicating risk levels. For example, when the number of hostile virtual characters within the second virtual character's perception range exceeds a preset threshold, the retreat information will automatically include a high-priority warning label. It should be noted that the recipients of tactical feedback information are not limited to members of the second virtual character's team. In other possible implementations, it can also be sent only to the first virtual character, or intelligently filtered and sent to the team members closest to the current battlefield; this disclosure does not limit this.
[0133] Optionally, after tactical feedback information is generated, its presentation can be a plain text string, a preset voice clip, or a message bubble with mixed text and images. This message bubble can be rendered with differentiated visual levels in each team member's individual graphical user interface. Furthermore, to avoid information overload, the aforementioned tactical feedback information can be set with an effective display duration, automatically fading away after exceeding the preset duration. Alternatively, when multiple messages are sent consecutively by the same initiator, the system can automatically merge and deduplicate messages with similar content, thereby ensuring the cleanliness of the graphical user interface and the accuracy of information transmission.
[0134] In an optional implementation, the method further includes: closing the current control screen of the first virtual character in response to the end command of the interaction. In this way, by automatically closing the cooperative combat view window upon recognizing the intention to terminate the interaction, the player can instantly return to the main combat screen without performing any additional exit steps, effectively avoiding interruptions to combat operations caused by the back-to-back interaction and ensuring the continuity and smoothness of the control process.
[0135] In one example, before a team fight, player B continuously presses the edge of the screen pointing to teammate A's entry indicator to view the enemy distribution in teammate A's field of vision in a small window. At this moment, player B suddenly discovers that an enemy character has flanked and is close in, requiring player B to immediately release both hands to reposition and counterattack. Player B then releases their fingers, and the system immediately detects the end command of this interaction and immediately closes the control screen of the currently displayed first virtual character. Player B's main interface immediately returns to the original screen showing the battle situation around their own character, allowing player B to quickly refocus their attention on their own battle without having to perform the extra step of clicking the close button.
[0136] Optionally, the end command is used to indicate that the player's interaction with the entry indicator has ended, triggering the closure of the cooperative combat view and restoration of the main combat view. The end command can be configured in various specific triggering forms. It can manifest as a finger lifting off the touchscreen while the player is continuously pressing the entry indicator, or as an automatic termination signal issued after the pressing duration reaches a system-defined duration threshold, or as an exit command generated by the player actively clicking the system-provided return control while viewing the current control screen of the first virtual character. This disclosure is not intended to limit the specific generation method of the end command.
[0137] In step S730, the conditions for generating the assistance trigger event include: the spatial association parameters between the first virtual character and the second virtual character meet preset association conditions, and the target situation parameters of the target virtual object within the perception range of the second virtual character meet preset situation conditions. Thus, through the dual threshold determination of spatial association between characters and target situation, the assistance prompt is accurately triggered when there is a genuine need for support and teammates can effectively assist, thereby reducing visual interference and improving the reliability of collaborative responses.
[0138] In one implementation, player A, controlling a first virtual character, is moving from the top lane river towards the mid lane bushes. Player B, controlling a second virtual character, is already engaged in combat with two enemy virtual characters in the mid lane bushes. The system periodically calculates the Euclidean distance between the first and second virtual characters in the virtual scene, finding the current spatial distance to be 5 meters, which is less than a preset spatial distance threshold (e.g., 10 meters). Simultaneously, the system detects two enemy virtual characters within the second virtual character's perception range, reaching a preset number threshold (e.g., one). At this point, both conditions are met, and the system generates an assistance trigger event and sends a cooperation prompt to the first virtual character. The system displays directional indicators of the enemy virtual characters within the second virtual character's current field of vision on the first virtual character's main control interface and highlights the first virtual character's status indicator. Upon receiving the cooperation prompt, the first virtual character presses the second virtual character's status indicator to send a cooperative broadcast message to the second virtual character and other virtual characters in the same team, indicating an intention to assist the second virtual character. After receiving the cooperative broadcast information, the second virtual character determines that an assistance trigger event has been detected and displays an entry indicator pointing to the first virtual character on the edge of the second virtual character's current control interface. It should be noted that if any of the above conditions are not met, such as player A being more than 30 meters away from the second virtual character in the fountain area, or the second virtual character having no enemy units in its line of sight, the assistance trigger event will not be generated, thus avoiding unnecessary interface elements interfering with the player's current operation.
[0139] Optionally, spatial association parameters are designed to quantify the proximity of two characters in the scene, and meeting the association conditions is a necessary prerequisite for triggering event generation.
[0140] Optionally, spatial association parameters can be configured in various forms, such as the three-dimensional Euclidean distance between two characters in the virtual scene, the two-dimensional planar projection distance, the overlap ratio of the field of view, or the pixel distance on the minimap in the first graphical user interface. The specific forms, calculation methods, and preset association conditions of the spatial association parameters can be found in the relevant content of the foregoing embodiments.
[0141] Optionally, the target situation parameters are used to describe the battlefield threat level of the target object within the perception range of the second virtual character. Meeting the preset situation conditions is another necessary prerequisite for triggering the event generation.
[0142] Optionally, the target situation parameters may include, but are not limited to, the number of hostile virtual characters within the perception range, the cumulative remaining health, the skill availability indicator, or the configuration weight of the character type. The method for determining the perception range of the second virtual character, the specific form of the target situation parameters, and the determination of preset situation conditions can refer to the relevant content in the foregoing embodiments.
[0143] It should be noted that after determining that the conditions for triggering the assistance trigger event are met, the system can directly notify the second virtual character to trigger the display of an entry indicator pointing to the first virtual character. Alternatively, it can only send the assistance trigger event to the first virtual character, guiding the first virtual character to provide assistance. Only after the first virtual character confirms its assistance (e.g., by sending an assistance notification message to the second virtual character) will the system notify the second virtual character to generate the assistance trigger event, thereby triggering the display of the entry indicator pointing to the first virtual character. In short, the conditions for generating the assistance trigger event only limit the prerequisites for its occurrence, not the direct cause for the second virtual character to detect the assistance trigger event.
[0144] Corresponding to the above method embodiments, this disclosure also provides an information processing apparatus. See also... Figure 10 According to one embodiment of the information processing apparatus of this disclosure, the apparatus may include: The display module is used to display the current control screen of the first virtual character in the first graphical user interface; The acquisition module is used to acquire the spatial association parameters between the first virtual character and the second virtual character, as well as the target situation parameters of the target virtual objects within the perception range of the second virtual character. The processing module is used to control the display module to display the orientation indicator corresponding to the target virtual object in the edge area of the first graphical user interface when the spatial association parameters meet the preset association conditions and the target situation parameters meet the preset situation conditions. The display position of the orientation indicator in the edge area is associated with the orientation of the target virtual object relative to the first virtual character in the virtual scene.
[0145] In this way, under the condition of satisfying the preset association conditions and preset situation conditions, by displaying the azimuth indicator in the edge area of the first graphical user interface, the control terminal can obtain the azimuth situation information of the virtual object of the target in a different location without switching the current control screen. This helps to reduce the load on screen rendering and data processing caused by frequent viewpoint switching, and reduces the occupation of client input processing resources by redundant interactive commands, thereby improving the timeliness of obtaining situation information in a different location and the efficiency of operation.
[0146] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0147] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0148] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.
[0149] The following is a detailed reference. Figure 11 The diagram illustrates a structural schematic suitable for implementing an electronic device according to embodiments of the present disclosure. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 1201, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 1202 or a program loaded from memory 1208 into random access memory (RAM) 1203. The RAM 1203 also stores various programs and data required for the operation of the electronic device. The processor 1201, ROM 1202, and RAM 1203 are interconnected via a bus 1204. An input / output (I / O) interface 1205 is also connected to the bus 1204.
[0150] Typically, the following devices can be connected to I / O interface 1205: input devices 1206 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 1207 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; memory devices 1208 including, for example, magnetic tapes, hard disks, etc.; and communication devices 1209. Communication device 1209 allows electronic devices to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 11 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.
[0151] In particular, according to one embodiment of this disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, one embodiment of this disclosure includes a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via communication device 1209, or installed from memory 1208, or installed from ROM 1202. When the computer program is executed by processor 1201, it performs the functions defined in the methods described above in various embodiments of this disclosure.
[0152] Figure 11 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.
[0153] This disclosure also provides a computer-readable storage medium in which the methods described in this disclosure can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code originally stored on a remote storage medium or a non-transitory machine-readable storage medium and subsequently stored on a local storage medium after being downloaded over a network. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium may also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code, which, when accessed and executed by the computer, processor, or hardware, implements the methods shown in the above embodiments.
[0154] A portion of this disclosure can be applied to computer program products, such as computer program instructions, which, when executed by a computer, can invoke or provide methods and / or technical solutions according to this disclosure through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, and installation package files. Accordingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions; the computer compiling the instructions and then executing the corresponding compiled program; the computer reading and executing the instructions; or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.
[0155] Although embodiments of the present disclosure have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations all fall within the scope defined by the appended claims.
Claims
1. An information processing method, characterized in that, The method includes: The current control screen of the first virtual character is displayed in the first graphical user interface; Obtain the spatial association parameters between the first virtual character and the second virtual character, as well as the target situation parameters of the target virtual object within the perception range of the second virtual character; When the spatial association parameters meet the preset association conditions and the target situation parameters meet the preset situation conditions, a directional indicator corresponding to the target virtual object is displayed in the edge area of the first graphical user interface. The display position of the directional indicator in the edge area is associated with the orientation of the target virtual object relative to the first virtual character in the virtual scene.
2. The method according to claim 1, characterized in that, The spatial association parameters include at least one of the following: The spatial distance between the first virtual character and the second virtual character in the virtual scene; The respective field of vision areas of the first virtual character and the second virtual character; The pixel distance between the first virtual character and the second virtual character in the first graphical user interface; The preset association conditions include at least one of the following: The spatial distance is less than a preset spatial distance threshold; The field of vision of the first virtual character and the second virtual character overlap or intersect; The pixel distance is less than a preset pixel distance threshold.
3. The method according to claim 1, characterized in that, The target virtual object includes hostile virtual characters; The target situation parameters include the number of hostile virtual characters within the perception range of the second virtual character; The preset situation conditions include the quantity reaching a preset quantity threshold.
4. The method according to claim 1, characterized in that, The method further includes: When the spatial association parameters satisfy the preset association conditions and the target situation parameters satisfy the preset situation conditions, the status identifier corresponding to the second virtual character is visually enhanced in the first graphical user interface.
5. The method according to claim 4, characterized in that, The visual enhancement of the status indicator corresponding to the second virtual character includes at least one of the following: Increase the display size of the status indicator; Add a glowing effect around the status indicator; Change the display animation of the status indicator.
6. The method according to claim 4, characterized in that, The method further includes: In response to a trigger operation on the status indicator of the visual enhancement display, a collaborative broadcast message is generated and sent to each team member in the team where the first virtual character is located; The collaborative broadcast information includes information about the intention of the first virtual character to assist the second virtual character.
7. The method according to claim 1, characterized in that, The target virtual objects include hostile virtual characters and friendly virtual characters; The directional markers corresponding to the hostile virtual characters and the directional markers corresponding to the friendly virtual characters have different visual distinguishing attributes.
8. The method according to claim 1, characterized in that, The method further includes: In the edge area of the first graphical user interface, a directional indicator corresponding to the second virtual character is displayed; The display position of the orientation indicator in the edge area is associated with the orientation of the second virtual character relative to the first virtual character in the virtual scene; The directional indicator corresponding to the second virtual character has different visual distinguishing attributes from the directional indicator corresponding to the target virtual object.
9. The method according to claim 1, characterized in that, The location indicator corresponding to the target virtual object includes: The display priority of the target virtual object is determined based on the threat level information and / or status information of the target virtual object; Based on the display priority, display the directional indicator corresponding to the target virtual object that meets the priority condition.
10. The method according to claim 1, characterized in that, When multiple second virtual characters respectively satisfy the preset association condition and the preset situation condition, the method further includes: The target virtual objects within the perception range of each second virtual character are acquired respectively, and the directional indicators corresponding to each second virtual character and its perceived target virtual objects are simultaneously displayed in the edge area. The orientation indicators corresponding to the second virtual character and the target virtual object are displayed in the edge area at positions that are associated with their respective orientations relative to the first virtual character in the virtual scene.
11. The method according to claim 1, 8, or 10, characterized in that, The directional indicator also includes a distance association attribute used to characterize the distance between the corresponding target virtual object or the second virtual character and the first virtual character; The distance association attribute includes at least one of the following: The display size of the directional indicator is negatively correlated with the distance. The transparency of the orientation indicator is positively correlated with the distance.
12. The method according to claim 1, 8, or 10, characterized in that, The shape of the directional indicator includes a graphic symbol with a pointing part; The orientation of the pointing part is used to indicate the specific location of its corresponding target virtual object or the second virtual character relative to the first virtual character in the virtual scene.
13. The method according to claim 1, 8, or 10, characterized in that, The orientation indicator contains at least one of the following information: The identification information of the target virtual object or the second virtual character corresponding to the directional indicator; The current distance information between the target virtual object or the second virtual character corresponding to the directional indicator and the first virtual character; The current status information of the target virtual object or the second virtual character corresponding to the directional indicator.
14. The method according to claim 12, characterized in that, The method further includes: Real-time acquisition of position change information of the target virtual object and the second virtual character in the virtual scene; Based on the position change information, the display position of the corresponding orientation indicator in the edge area and / or the orientation of the pointing part are updated in real time.
15. The method according to claim 1, characterized in that, The method further includes: Real-time acquisition of the status information of the target virtual object; Adjust the visual effect of the directional indicator based on the state information of the target virtual object.
16. The method according to claim 15, characterized in that, Adjusting the visual effect of the directional indicator based on the state information of the target virtual object includes: In response to the target virtual object entering an invisible state, the display of the location indicator corresponding to the target virtual object is cancelled; In response to the target virtual object entering a dead state, a dead indication mark is superimposed on the orientation indicator.
17. The method according to claim 1, characterized in that, The method further includes: If the target virtual object appears in the current control screen of the first virtual character, the display of the directional indicator corresponding to the target virtual object is canceled.
18. An information processing method, characterized in that, The method includes: The current control screen of the second virtual character is displayed in the second graphical user interface; In response to the detection of an assist triggering event, an entry indicator pointing to the first virtual character is generated in the edge area of the second graphical user interface. The display position of the entry indicator in the edge area is associated with the orientation of the first virtual character relative to the second virtual character in the virtual scene. The conditions for generating the assisted triggering event include: the spatial association parameters between the first virtual character and the second virtual character satisfy the preset association conditions, and the target situation parameters of the target virtual object within the perception range of the second virtual character satisfy the preset situation conditions.
19. The method according to claim 18, characterized in that, The entry indicator contains at least one of the following information: The identification information of the first virtual character; The current distance information between the first virtual character and the second virtual character; The current status information of the first virtual character.
20. The method according to claim 18, characterized in that, The method further includes: In response to an interactive operation on the entry indicator, the current control screen of the first virtual character is displayed in the second graphical user interface.
21. The method according to claim 20, characterized in that, The method further includes: A quick reply control is displayed at the associated location of the current control screen of the first virtual character shown in the second graphical user interface; In response to the selection operation of the quick reply control, corresponding tactical feedback information is generated and sent to each team member in the team where the second virtual character is located. The tactical feedback information includes at least one of the following: a request to enter the field or a request to retreat.
22. The method according to claim 20, characterized in that, The method further includes: In response to the end command of the interaction operation, the current control screen of the first virtual character is closed.
23. An information processing device, characterized in that, The device includes: The display module is used to display the current control screen of the first virtual character in the first graphical user interface; The acquisition module is used to acquire the spatial association parameters between the first virtual character and the second virtual character, as well as the target situation parameters of the target virtual object within the perception range of the second virtual character. The processing module is configured to, when the spatial association parameters satisfy preset association conditions and the target situation parameters satisfy preset situation conditions, control the display module to display a directional indicator corresponding to the target virtual object in the edge area of the first graphical user interface, wherein the display position of the directional indicator in the edge area is associated with the orientation of the target virtual object relative to the first virtual character in the virtual scene.
24. An electronic device, characterized in that, include: Memory stores computer-executable instructions that can be executed by a processor; A processor for executing the computer-executable instructions to implement the method as claimed in any one of claims 1-22.
25. A computer-readable storage medium, characterized in that, The device contains a computer program that, when executed by a processor, implements the method as described in any one of claims 1-22.