Recording method, device, equipment and storage medium

By obtaining and storing game information on the graphical user interface, the problem of low memory efficiency of players is solved, efficient recording and viewing of game information is achieved, and the player's gaming experience is improved.

CN113908538BActive Publication Date: 2025-08-08NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111186982.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-10-12
Publication Date
2025-08-08
Estimated Expiration
2041-10-12

AI Technical Summary

Technical Problem

In the prior art, players rely on their own memory or manual memory to record memory inefficiently and have poor results, making it difficult to accurately record and review game information in reasoning games.

Method used

By displaying the game interface on the graphical user interface, responding to the player's movement operations and recording instructions, obtaining and storing the location information of the game interface and the information of the virtual character, and displaying the record information, including the layout of the virtual scene and character information in the second game task stage.

Benefits of technology

Improve the efficiency of game information recording, and players can accurately view the recording information of the first task stage in the second game task stage, improving the game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a recording method, device, equipment and storage medium, which relate to the field of games. The method includes: displaying a game interface on the graphical user interface, wherein the game interface includes a virtual scene of at least a portion of a first game task stage and a first virtual object located in the virtual scene; responding to a movement operation on the first virtual object, controlling the range of the virtual scene displayed in the game interface to change according to the movement operation; responding to a recording instruction triggered in the first game task stage, obtaining recording information of a preset range of the current game interface; storing the recording information; and responding to a viewing instruction triggered in the second game task stage, displaying at least one of the currently stored recording information. Compared with the existing technology, this avoids relying on the player's own memory or using other manual methods to memorize, which are inefficient and have poor memory effects.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and more specifically, to a recording method, apparatus, device, and storage medium. Background Art

[0002] Currently, most reasoning games, such as The game generally consists of an action phase and a voting phase. During the action phase, all surviving players can take actions, such as civilian players taking on quests, and werewolves causing trouble and completing quests. During the discussion phase, all surviving players briefly discuss their action paths and events (including completing quests). After the discussion, they vote to identify the werewolf.

[0003] In order to successfully identify the werewolf during the voting phase, each player needs to remember some key things when performing the task in the action phase, so that they can conduct argument analysis based on the remembered content during the discussion phase, find out the person who has taken suspicious actions, identify them, and vote for the werewolf.

[0004] However, in the existing technology, players mainly rely on their own memory or adopt other manual methods to memorize. This existing method is inefficient and has a poor memory effect. Summary of the Invention

[0005] The purpose of this application is to address the deficiencies in the above-mentioned prior art and provide a recording method, device, equipment and storage medium to solve the problem in the prior art that each player relies on their own memory or adopts other manual methods to memorize, which is inefficient and has poor memory effect.

[0006] To achieve the above objectives, the technical solutions adopted in the embodiments of the present application are as follows:

[0007] In a first aspect, an embodiment of the present application provides a recording method, providing a graphical user interface through a terminal, the method comprising:

[0008] Displaying a game interface on the graphical user interface, the game interface including a virtual scene at least a portion of a first game mission stage and a first virtual character located in the virtual scene;

[0009] In response to a movement operation on the first virtual character, controlling the range of the virtual scene displayed in the game interface to change according to the movement operation;

[0010] In response to a recording instruction triggered during the first game task stage, obtaining and storing recording information determined based on the game interface at the recording moment when the recording instruction was triggered, the recording information including: position information of the virtual scene corresponding to the game interface at the recording moment, and information of a second virtual character within the game interface at the recording moment, the second virtual character including at least one virtual character in the same game as the first virtual character;

[0011] In response to a viewing instruction triggered in the second game task stage, a display area for recording information is displayed on the graphical user interface; the display area includes a scene map corresponding to the layout of the virtual scene, identification information is displayed at a corresponding position of the scene map according to the position information, and information of the second virtual character is displayed in the display area, or information of the second virtual character is displayed at a corresponding position of the scene map according to the position information; wherein, the first game task stage and the second game task stage are different task stages in the game in which the first virtual character is currently located.

[0012] Optionally, in response to the recording instruction triggered in the first game task stage, obtaining the recording information of a preset range of the current game interface includes:

[0013] In response to a recording instruction triggered during the first game task stage, determining whether the recording instruction meets a preset triggering time requirement;

[0014] If so, obtain the record information of the preset range of the current game interface.

[0015] Optionally, the position information corresponding to the game interface at the recording moment is: position information of the first virtual character in the virtual scene at the recording moment.

[0016] Optionally, the game interface includes an in-field scene screen within the visual range determined according to the visual range of the first virtual character, and an out-of-field scene screen outside the visual range; the in-field scene screen can display the second virtual character within the visual range.

[0017] Optionally, the second virtual character in the game interface at the time of recording is: the second virtual character that is within the visual range of the first virtual character at the time of recording and that can display the scene screen within the visual field.

[0018] Optionally, the acquiring and storing the recording information determined according to the game interface at the recording moment when the recording instruction is triggered includes:

[0019] If the recorded information determined by the game interface at the time of recording is identified as containing a second virtual character that does not meet the preset conditions, the second virtual character that does not meet the preset conditions is eliminated from the recorded information to obtain updated recorded information; wherein the second virtual character that does not meet the preset conditions includes: a virtual character whose exposed area in the game interface at the time of recording is smaller than a preset proportion of its own area;

[0020] The updated record information is acquired and stored as the record information of the first virtual character.

[0021] Optionally, the recorded information further includes: movement trajectory information and / or task execution information of the first virtual character.

[0022] Optionally, the acquiring and storing the recording information determined according to the game interface at the recording moment when the recording instruction is triggered includes:

[0023] Determining whether the currently stored record information of the first virtual character reaches a preset amount;

[0024] If the preset number is reached, the record information that is the oldest from the current time is deleted according to the storage time sequence, and the record information determined according to the game interface at the recording moment when the recording instruction is triggered is obtained and stored.

[0025] Optionally, in response to the viewing instruction triggered in the second game task stage, displaying a display area of the recorded information on the graphical user interface includes:

[0026] In response to a triggering operation on the information viewing control on the graphical user interface in the second game task stage, a display area for recorded information is displayed on the graphical user interface to display at least one currently stored recorded information.

[0027] Optionally, displaying identification information at a corresponding position of the scene map according to the position information, and displaying information of the second virtual character in the display area, includes:

[0028] Displaying identification information at a corresponding position of each position information in the scene map according to the position information of the first virtual character in the virtual scene at each recording moment;

[0029] The identification information of each piece of the position information and the identification information of the second virtual character in the game interface at the recording time corresponding to the identification information of each piece of the position information are displayed in the display area of the recorded information.

[0030] Optionally, displaying the information of the second virtual character in the display area includes:

[0031] According to the time sequence of each of the recorded moments, the identification information of each of the currently stored position information and the identification information of the second virtual character in the game interface at the recording moment corresponding to the identification information of each of the position information are sequentially displayed in the display area of the recorded information.

[0032] Optionally, the method further includes:

[0033] In the display area of the recorded information, the action trajectory information and / or the execution task information of the first virtual character are displayed in the scene map corresponding to the layout of the virtual scene.

[0034] In a second aspect, another embodiment of the present application provides a recording device, comprising: a display module, a control module, and an acquisition module, wherein:

[0035] The display module is configured to display a game interface on the graphical user interface, wherein the game interface includes a virtual scene of at least a portion of a first game mission stage and a first virtual character located in the virtual scene;

[0036] The control module is configured to respond to a movement operation on the first virtual character and control the range of the virtual scene displayed in the game interface to change according to the movement operation;

[0037] The acquisition module is configured to, in response to a recording instruction triggered during the first game task stage, acquire and store recording information determined based on the game interface at the recording moment when the recording instruction is triggered, the recording information including: position information of the virtual scene corresponding to the game interface at the recording moment, and information of a second virtual character within the game interface at the recording moment, the second virtual character including at least one virtual character in the same game as the first virtual character;

[0038] The display module is specifically used to display a display area for recording information on the graphical user interface in response to a viewing instruction triggered in the second game task stage; the display area includes a scene map corresponding to the layout of the virtual scene, displays identification information at a corresponding position of the scene map according to the position information, and displays information of the second virtual character in the display area, or displays information of the second virtual character at a corresponding position of the scene map according to the position information; wherein, the first game task stage and the second game task stage are different task stages in the game in which the first virtual character is currently located.

[0039] Optionally, the apparatus further comprises: a determination module configured to, in response to a recording instruction triggered during the first game task phase, determine whether the recording instruction meets a preset triggering time requirement;

[0040] The acquisition module is specifically used to obtain the record information of the preset range of the current game interface if so.

[0041] Optionally, the position information corresponding to the game interface at the recording moment is: position information of the first virtual character in the virtual scene at the recording moment.

[0042] Optionally, the game interface includes an in-field scene screen within the visual range determined according to the visual range of the first virtual character, and an out-of-field scene screen outside the visual range; the in-field scene screen can display the second virtual character within the visual range.

[0043] Optionally, the second virtual character in the game interface at the time of recording is: the second virtual character that is within the visual range of the first virtual character at the time of recording and that can display the scene screen within the visual field.

[0044] Optionally, the acquisition module is specifically used to eliminate the second virtual character that does not meet the preset conditions from the record information if the record information determined by the game interface at the time of recording is identified to include a second virtual character that does not meet the preset conditions, and obtain updated record information; wherein, the second virtual character that does not meet the preset conditions includes: a virtual character whose exposed area in the game interface at the time of recording is smaller than a preset proportion of its own area; the updated record information is acquired and stored as the record information of the first virtual character.

[0045] Optionally, the recorded information further includes: movement trajectory information and / or task execution information of the first virtual character.

[0046] Optionally, the determining module is specifically configured to determine whether the currently stored record information of the first virtual character reaches a preset amount;

[0047] The acquisition module is specifically used to delete the record information oldest from the current time according to the storage time sequence if the preset number is reached, and acquire and store the record information determined by the game interface at the recording moment when the recording instruction is triggered.

[0048] Optionally, the display module is specifically configured to display a display area for recorded information on the graphical user interface in response to a triggering operation on an information viewing control on the graphical user interface in the second game task stage, so as to display at least one recorded information currently stored.

[0049] Optionally, the display module is specifically used to display identification information at the corresponding position of each position information in the scene map according to the position information of the first virtual character in the virtual scene at each recording moment; display the identification information of each position information and the identification information of the second virtual character in the game interface at the recording moment corresponding to the identification information of each position information in the display area of the recording information.

[0050] Optionally, the display module is specifically used to sequentially display the identification information of each currently stored position information and the identification information of the second virtual character in the game interface at the recording moment corresponding to the identification information of each position information in the display area of the recording information according to the time sequence of each recording moment.

[0051] Optionally, the display module is specifically configured to display the action trajectory information and / or task execution information of the first virtual character in the scene map corresponding to the layout of the virtual scene in the display area of the recorded information.

[0052] In the third aspect, another embodiment of the present application provides a recording device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the recording device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the steps of any method described in the first aspect above.

[0053] In a fourth aspect, another embodiment of the present application provides a storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of any method described in the first aspect are executed.

[0054] The beneficial effect of the present application is that: by adopting the recording method provided by the present application, the player can trigger the recording instruction in the first game task stage to obtain and store the recording information in the game interface at the recording moment corresponding to the recording instruction. Subsequently, in response to the graphical user interface changing the scene to the virtual scene corresponding to the second game task stage, the player can trigger the display of the recording information on the graphical user interface by viewing the trigger of the instruction in the virtual scene corresponding to the second game task stage, thereby realizing the player's position information of the virtual scene in the first game task stage and the information of the second virtual character. The recording information recorded in the first game task stage can be viewed in the second game task stage. This method of recording game information by simply triggering the recording instruction improves the recording efficiency, thereby solving the problem of low recording efficiency or inaccurate recording for players and improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0055] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0056] Figure 1 A flowchart of a recording method provided in one embodiment of the present application;

[0057] Figure 2 A schematic diagram of a graphical user interface for the first game mission stage provided by an embodiment of the present application;

[0058] Figure 3 A schematic diagram of a graphical user interface for the second game mission stage provided by an embodiment of the present application;

[0059] Figure 4 A schematic diagram of a graphical user interface for the second game mission stage provided by an embodiment of the present application;

[0060] Figure 5 A flowchart of a recording method provided in another embodiment of the present application;

[0061] Figure 6 A flowchart of a recording method provided in another embodiment of the present application;

[0062] Figure 7 A schematic structural diagram of a recording device provided in one embodiment of the present application;

[0063] Figure 8 A schematic structural diagram of a recording device provided in another embodiment of the present application;

[0064] Figure 9 A schematic structural diagram of a recording device provided in one embodiment of the present application. DETAILED DESCRIPTION

[0065] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.

[0066] The components of the embodiments of the present application generally described and illustrated in the drawings herein may be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but rather merely represents selected embodiments of the present application. All other embodiments obtained by those skilled in the art based on the embodiments of the present application without creative effort are within the scope of protection of the present application.

[0067] In addition, the flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts may not be implemented in order, and steps that have no logical contextual relationship may be reversed or performed simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or may remove one or more operations from the flowcharts.

[0068] The following is an explanation of some of the terms involved in this application:

[0069] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional virtual scene or a three-dimensional virtual scene. The virtual environment can include the sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. A virtual scene is a scene with complete game logic, including user-controlled virtual objects.

[0070] Virtual object: refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present application are not limited to this. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight with other virtual objects using skills, virtual props, etc. provided by the application.

[0071] Player Character: A virtual object that can be controlled by the player and moves within the game environment. In some video games, it is also called a Shikigami character or a hero character. A player character can be at least one of a variety of forms, including a virtual person, a virtual animal, an anime character, or a virtual vehicle.

[0072] Game interface: refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0073] Virtual objects: refers to static objects in a virtual scene, such as terrain, houses, bridges, vegetation, etc. Static objects are often not directly controlled by players, but can respond to the interactive behaviors of virtual objects in the scene (such as attacking, demolishing, etc.) and perform corresponding behaviors. For example, virtual objects can demolish, pick up, drag, and build buildings. Optionally, virtual objects may not be able to respond to the interactive behaviors of virtual objects. For example, virtual objects can also be buildings, doors, windows, plants, etc. in a virtual scene, but virtual objects cannot interact with them. For example, virtual objects cannot destroy or demolish windows.

[0074] The recording method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the recording method is run on a server, the recording method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0075] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the recording method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0076] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0077] The method provided by this application can be applied to a reasoning virtual scene, for example. In a reasoning game, multiple players participating in the game join the same game. After entering the game, different role attributes are assigned to the virtual objects of different players, such as identity attributes. By assigning different role attributes to determine different camps, players can win the game by performing the tasks assigned by the game at different stages of the game. For example, multiple virtual objects with role attribute A can "eliminate" virtual objects with role attribute B during the game stage to win the game. For example, 10 people are usually required to participate in the same game. At the beginning of the game, the identity information (role attributes) of the virtual objects in the game are determined. For example, the identity information includes civilian identity and werewolf identity. The virtual object with a civilian identity wins the game by completing the assigned tasks during the game stage, or eliminates the virtual object with a werewolf identity in the current game to win the game; the virtual object with a werewolf identity wins the game by performing attack behaviors on other virtual objects without werewolf identities during the game stage to eliminate the virtual object.

[0078] In the game of reasoning games, there are usually two stages: the action stage and the discussion stage.

[0079] During the action phase, one or more game tasks are usually assigned. In an optional embodiment, one or more corresponding game tasks are assigned to each virtual object, and the player controls the corresponding virtual object to move in the virtual scene and perform the corresponding game tasks to complete the game. In an optional embodiment, a common game task is determined for virtual objects with the same role attributes in the current game; during the action phase, the virtual objects participating in the current game can freely move to different areas in the virtual scene in the virtual scene of the action phase to complete the assigned game tasks, wherein the virtual objects in the current game include virtual objects with a first role attribute and virtual objects with a second role attribute. In an optional embodiment, when the virtual object with the second role attribute moves within a preset range of the virtual object with the first role attribute in the virtual scene, it can respond to an attack instruction and attack the virtual object with the first role attribute to eliminate the virtual object with the first role attribute.

[0080] In the discussion phase, a discussion function is provided for the virtual object representing the player. The discussion function is used to display the behavior of the virtual object in the action phase to decide whether to eliminate a specific virtual object in the current game.

[0081] by For example, a game consists of two phases: an action phase and a discussion phase. During the action phase, multiple virtual objects in the game move freely within the virtual scene. Other virtual objects within a preset range can be seen in the game screen displayed from the virtual objects' perspectives. Civilian virtual objects move within the virtual scene to complete assigned game tasks. Werewolf virtual objects can destroy completed tasks of civilian virtual objects or perform specific assigned game tasks. Furthermore, werewolf virtual objects can attack civilian virtual objects during the action phase to eliminate them. When the game phase transitions from the action phase to the discussion phase, players engage in a discussion using the corresponding virtual objects, attempting to identify the werewolf virtual object based on their game behavior during the action phase. The discussion results are determined by voting. The results determine whether there are any virtual objects that need to be eliminated. If so, the virtual object is eliminated based on the discussion results. If not, there are no virtual objects that need to be eliminated in the current discussion phase. The discussion phase can be conducted via voice, text, or other means.

[0082] The following is an explanation of a recording method provided in an embodiment of the present application in combination with multiple specific application examples. Figure 1 This is a flow chart of a recording method provided in one embodiment of the present application, wherein a graphical user interface is provided through a terminal, wherein the terminal device can be the local terminal device provided above, or a client device in the cloud gaming system provided above, Figure 2 This is a schematic diagram of a graphical user interface for the first game mission stage provided by an embodiment of the present application, such as Figure 1 As shown, the method includes:

[0083] S101: Displaying a game interface on a graphical user interface.

[0084] The game interface includes: a virtual scene that is at least a portion of a first game mission stage, and a first virtual character located in the virtual scene; wherein the first virtual object model is a controlled virtual object correspondingly manipulated by a player of the current terminal device.

[0085] like Figure 2 As shown, the first virtual character in the virtual scene is "Snow Girl Yingzhuo" numbered 1. Of course, there may be other virtual objects in the virtual scene, such as controlled virtual objects controlled by other players, or non-player characters (NPCs), etc., and this application does not limit this.

[0086] S102: In response to a movement operation on the first virtual character, the range of the virtual scene displayed in the game interface is controlled to change according to the movement operation.

[0087] In the embodiments of the present application, For example, the first game mission stage can be the above-mentioned In the action phase introduced above, in the first game mission phase, players from different camps correspond to different missions. Players from each camp operate their own virtual object models according to their own missions to perform tasks in the current virtual scene.

[0088] S103: In response to the recording instruction triggered in the first game task stage, obtaining and storing recording information determined according to the game interface at the recording moment when the recording instruction is triggered.

[0089] In some possible embodiments, the recording information includes: position information of the virtual scene corresponding to the game interface at the recording moment, and information of the second virtual character in the game interface at the recording moment, the second virtual character including at least one virtual character in the same game as the first virtual character; wherein the second virtual character is a controlled virtual character controlled by other players in the same game. It should be understood that if there are no other virtual characters except the first virtual character in the virtual scene corresponding to the current recording moment, the second virtual character will not be included in the recording information. The specific recording content of the recording information is determined according to the content of the virtual scene corresponding to the recording moment, and no restrictions are imposed here.

[0090] like Figure 2 As shown, in one embodiment of the present application, for example, in a virtual scene of the first game mission stage, a recording control may be displayed, and a recording instruction may be triggered in response to the player triggering the recording control in the virtual scene.

[0091] S104: In response to the viewing instruction triggered in the second game task stage, a display area for recording information is displayed on the graphical user interface.

[0092] Figure 3 This is a schematic diagram of a graphical user interface for the second game mission stage provided by an embodiment of the present application, such as Figure 3 As shown, in response to a preset trigger event, the virtual scene displayed by the graphical user interface is controlled to change from the virtual scene of the first game task interface to the virtual scene of the second game task stage. The second game task stage can be the virtual scene of the second game task stage. In the discussion phase described above, the triggering event is, for example, a virtual object initiating a discussion or the end of the action phase, which is not limited here.

[0093] After the trigger event occurs, the graphical user interface will switch to the virtual scene corresponding to the second game mission stage. Figure 3 As shown, the graphical user interface may include a preset record viewing control, then in response to the triggering operation of the information viewing control on the graphical user interface in the second game task stage, the viewing instruction is triggered, and the display area of the record information is displayed on the graphical user interface, wherein the display area of the record information includes the record information recorded in the first game task stage to display at least one record information currently stored.

[0094] For example, in one embodiment of the present application, the display area includes a scene map corresponding to the layout of the virtual scene, identification information is displayed at a corresponding position of the scene map according to the position information, and information of the second virtual character is displayed in the display area, or information of the second virtual character is displayed at a corresponding position of the scene map according to the position information; wherein the first game task stage and the first game task stage are different task stages in the game in which the first virtual character is currently located.

[0095] In an embodiment of the present application, the position information corresponding to the game interface at the recording moment is: the position information of the first virtual character in the virtual scene at the recording moment.

[0096] For example, in an embodiment of the present application, the game interface may include an in-field scene screen located within the visible range determined according to the visible range of the first virtual character, and an out-of-field scene screen located outside the visible range; the in-field scene screen can display the second virtual character located within the visible range.

[0097] The second virtual character in the game interface at the time of recording is: the second virtual character that is within the visual range of the first virtual character at the time of recording and whose scene can be displayed within the field of view.

[0098] Example 1:

[0099] Figure 4 This is a schematic diagram of a graphical user interface for the second game mission stage provided by another embodiment of the present application, such as Figure 4 As shown, the display content in the display area can be, for example, displaying identification information at the corresponding position of each position information in the scene map according to the position information of the first virtual character in the virtual scene at each recording moment; displaying the identification information of each position information in the display area of the recorded information, and the identification information of the second virtual character in the game interface at the recording moment corresponding to the identification information of each position information.

[0100] That is, the scene map portion in the display area can display identification information at the location information corresponding to each recording moment, wherein the identification information can be, for example, a serial number generated according to the time sequence of each recording moment, such as Figure 4 As shown, when the number of recorded information corresponding to the current first virtual character is 5, the serial number identification information of 1-5 is displayed at the position information corresponding to each recorded moment in the scene map, and each serial number corresponds to the position information corresponding to a recorded moment. It should be understood that the display method of the specific identification information can be flexibly adjusted according to the needs of the user. For example, it can also be a name identification generated according to the position name of the position information corresponding to each recorded moment, etc. This application does not impose any restrictions here.

[0101] Among them, the display method of each recorded moment can, for example, be to display each recorded information in reverse order according to the recording time of each recorded information, that is, to give priority to displaying the recorded information closest to the current time, and the content of the recorded information can, for example, include: recording moment information, and information about the second virtual character who was with the first virtual character at the recording moment; wherein, the display method of the recorded moment can, for example, be the recording time corresponding to the recorded moment, such as 10:15, etc., or it can be the time difference between the recorded moment and the current time, such as 25 seconds ago, etc. It should be understood that the above embodiments are only exemplary descriptions, and the specific display rules and display methods can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.

[0102] In addition, continue as Figure 4 As shown, the information of the second virtual character is displayed outside the scene map in the display area. The information of the second virtual character can be, for example: the number information or name information of the second virtual character. In one embodiment of the present application, in order to save the space occupied by displaying the information of the second virtual character and to clearly display the content, the number information of the second virtual character in this game can be displayed outside the scene map in the display area.

[0103] like Figure 4 As shown, in addition to the scene map in the display area, the serial number identification corresponding to each recorded moment is also displayed, and under each serial number identification is displayed the number information of the second virtual character displayed in the game interface at the recorded moment in the current game; among them, the second virtual character in the game interface at the recorded moment is the virtual character that is with the first virtual character at the recorded moment. Players can reason and discuss the game process according to the information recorded at each recorded moment during the discussion stage.

[0104] Among them, in some possible embodiments, the display method of the recorded information can be, for example, to sequentially display the identification information of each currently stored position information in the display area of the recorded information according to the time sequence of each recording moment, and the identification information of the second virtual character in the game interface at the recording moment corresponding to the identification information of each position information.

[0105] In some possible embodiments, for the display of the numbering information of the second virtual character in different record information, the same virtual character can be displayed in the same color even in different record information. For example, the second virtual character with numbering information 1 is displayed in blue in different record information, the second virtual character with numbering information 2 is displayed in orange in different record information, the second virtual character with numbering information 3 is displayed in yellow in different record information, etc. It should be understood that the above embodiment is only an exemplary description, and the specific display color can be flexibly adjusted and configured according to user needs; thereby making it easier for players to view and making the viewing more clear at a glance. It should be understood that the above embodiment is only an exemplary description, and the specific display method of the second virtual character can be flexibly adjusted according to user needs, and this application does not impose any restrictions hereon.

[0106] Example 2:

[0107] In other possible embodiments, the display area may only include a scene map, and identification information is displayed at the position information corresponding to each recorded moment in the scene map; wherein the identification information can be, for example, a serial number identification generated according to the time sequence of each recorded moment, and the information of the second virtual character is displayed at the corresponding position on the scene map. The information of the second virtual character can be name information or number information, etc., and this application does not impose any restrictions here.

[0108] For example, in some possible embodiments, the serial number identification corresponding to each recorded moment can be directly displayed at the corresponding position of the scene map, and the information of the second virtual character in the game interface at the recorded moment can be displayed after each serial number identification, so that the position information and the second virtual character information corresponding to each recorded information can be directly and intuitively displayed on the scene map. It should be understood that if the second virtual character does not exist in the game interface at a certain recording moment, there is no need to display the information of the second virtual character after the serial number identification corresponding to the recording moment; the display content included in the specific display area and the display method of each display content can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.

[0109] By adopting the recording method provided by the present application, the player can trigger the recording instruction in the first game task stage to obtain and store the recording information in the game interface at the recording moment corresponding to the recording instruction. Subsequently, in response to the graphical user interface changing the scene to the virtual scene corresponding to the second game task stage, the player can trigger the display of the recording information on the graphical user interface by viewing the trigger of the instruction in the virtual scene corresponding to the second game task stage, thereby realizing the player's position information of the virtual scene and the information of the second virtual character in the first game task stage. The recording information recorded in the first game task stage can be viewed in the second game task stage. This method of recording game information by simply triggering the recording instruction improves the recording efficiency, thereby solving the problem of low recording efficiency or inaccurate recording for players and improving the player's gaming experience.

[0110] In some possible embodiments of the present application, the recording instruction may have a cooling time, which may be preset, for example. Then, when obtaining the recording information within the preset range of the current game interface, it may respond to the recording instruction triggered in the first game task stage to determine whether the recording instruction meets the preset trigger time requirement; if so, the recording information within the preset range of the current game interface is obtained; otherwise, a prompt message indicating that the current recording is still within the cooling time is returned, or no prompt is returned, thereby avoiding players from excessively using the recording function, such as repeatedly triggering the recording instruction at the same time, resulting in the problem of repeated content of the recorded information.

[0111] Continue as Figure 4 As shown, the recorded information may also include: movement trajectory information and / or task execution information of the first virtual character.

[0112] Correspondingly, in an embodiment of the present application, the action trajectory information and / or execution task information of the first virtual character can also be displayed in the scene map corresponding to the layout of the virtual scene in the display area of the recorded information; wherein, in one embodiment of the present application, Figure 4 As shown, the scene map also displays the action trajectory information of the first virtual character, wherein the action trajectory information is the action trajectory information starting from the starting position of the first virtual character's action and ending at the end position of the action. From the action trajectory information, the complete action trajectory of the first virtual character in the first game task stage can be intuitively seen, and the places the first virtual character has been to in the first game task stage and the position of the first virtual character at each recorded moment can be observed.

[0113] This method allows players to more intuitively obtain more content of the first game task stage from the recorded information, thereby helping themselves to better discuss their own behavior, their position in the game process, and the people passing by through the recorded information when discussing the second game task stage. This information can be used to identify other players or to prove themselves. Players who act together in the first game task stage can be understood as fellow players, and fellow players can prove each other's innocence. It should be understood that the recorded information can only be viewed by the first virtual character who records it, and cannot be sent to other players. It cannot be used as evidence itself, but can only be used as reference content for the player's discussion in the second game task stage, so that the player can remember the content of the first game task stage.

[0114] Optionally, based on the above embodiment, the embodiment of the present application may further provide a recording method. The following is an example of the implementation process of obtaining and storing record information in the above method with reference to the accompanying drawings. Figure 5 A flowchart of a recording method provided in another embodiment of the present application is shown as follows: Figure 5 As shown, S103 may include:

[0115] S105: If the record information determined by the game interface at the time of identifying the record includes a second virtual character that does not meet the preset conditions, the second virtual character that does not meet the preset conditions is deleted from the record information to obtain updated record information.

[0116] Among them, the second virtual character that does not meet the preset conditions includes: a virtual character whose exposed area in the game interface at the time of recording is smaller than a preset proportion of its own area; this recording method avoids the situation where the second virtual character's exposed area is too small and it is impossible to identify which player the virtual character is through the exposed area, so that the second virtual character can avoid being recorded by other players by being blocked by some obstructions in the game scene, which not only ensures the accuracy of the recording, but also ensures the gaming experience of each player.

[0117] S106: Acquire and store the updated record information as the record information of the first virtual character.

[0118] Such a recording method can ensure the recording effect of the recorded information. Only other second virtual characters within the field of view of the first virtual character are recorded in the recorded information, and the recording process needs to summarize the ratio of the exposed area of other second virtual characters to their own area. When the exposed area is smaller than the preset ratio of its own area, it is considered that the identity information of the second virtual character cannot be determined from the current leakage area of the second virtual character, that is, the second virtual character that does not meet the area screening condition will not be recorded. In some possible embodiments, the preset ratio can be, for example, 50%. It should be understood that the above embodiments are only exemplary descriptions, and the specific preset ratio setting can be flexibly adjusted according to user needs and is not limited to the above embodiments.

[0119] Optionally, based on the above embodiment, the embodiment of the present application may further provide a recording method. The following is an example of the implementation process of obtaining and storing record information in the above method with reference to the accompanying drawings. Figure 6 A flowchart of a recording method provided in another embodiment of the present application is shown as follows: Figure 6 As shown, S103 may include:

[0120] S107: Determine whether the currently stored record information of the first virtual character reaches a preset amount.

[0121] S108: If the preset number is reached, the record information that is the oldest from the current time is deleted according to the storage time sequence, and the record information determined according to the game interface at the recording time when the recording instruction is triggered is obtained and stored.

[0122] In an embodiment of the present application, the preset number may be, for example, 6, meaning that the maximum number of records that can be sequentially saved is 6. When the number of records exceeds the preset number and a record instruction is triggered, records that are further away from the current moment are cleared first, and the records determined by the game interface at the current recording moment are saved. It should be understood that the above embodiment is merely illustrative, and the specific preset number can be flexibly adjusted based on user needs and can be set to any integer, and is not limited to the above embodiment.

[0123] By adopting the recording method provided by the present application, the player corresponding to the first virtual character can record some core information of the first game task stage by triggering the recording instruction in the first game task stage, so as to help himself make a discussion in the second game task stage. The first virtual character can intuitively view his own movement trajectory, each recording moment and the people who were traveling with him at each recording moment from each recording information, so as to use it to prove for others or for himself, find out suspicious actions and identify them, reducing the recording pressure of the player in the first game task stage, and can realize automatic recording of the recorded information by triggering the recording instruction, which not only ensures the accuracy of the record, but also ensures the real-time and efficiency of the record, thereby improving the player's gaming experience.

[0124] The following is an explanation of the recording device provided by this application with reference to the accompanying drawings. The recording device can perform the above Figures 1-6 For any recording method, its specific implementation and beneficial effects are as described above and will not be repeated below.

[0125] Figure 7 A structural diagram of a recording device provided in an embodiment of the present application is shown in FIG. Figure 7 As shown, the device includes: a display module 201, a control module 202 and an acquisition module 203, wherein:

[0126] A display module 201 is configured to display a game interface on a graphical user interface, wherein the game interface includes a virtual scene of at least a portion of a first game mission stage and a first virtual character located in the virtual scene;

[0127] The control module 202 is configured to respond to a movement operation on the first virtual character and control the range of the virtual scene displayed in the game interface to change according to the movement operation;

[0128] An acquisition module 203 is configured to, in response to a recording instruction triggered during the first game mission phase, acquire and store recording information determined based on the game interface at the time of recording when the recording instruction is triggered, the recording information including: location information of the virtual scene corresponding to the game interface at the time of recording, and information of a second virtual character within the game interface at the time of recording, the second virtual character including at least one virtual character in the same game as the first virtual character;

[0129] The display module 201 is specifically used to display a display area of recorded information on a graphical user interface in response to a viewing instruction triggered in the second game task stage; the display area includes a scene map corresponding to the layout of the virtual scene, displays identification information at a corresponding position of the scene map according to the position information, and displays the information of the second virtual character in the display area, or displays the information of the second virtual character at a corresponding position of the scene map according to the position information; wherein the first game task stage and the first game task stage are different task stages in the game in which the first virtual character is currently located.

[0130] Optionally, based on the above embodiment, the embodiment of the present application may further provide a recording device, as follows with reference to the accompanying drawings: Figure 8 The implementation process of the given device is described with an example. Figure 4 A structural diagram of a recording device provided in another embodiment of the present application is shown in FIG. Figure 9 As shown, the apparatus further includes: a determination module 204 for determining, in response to a recording instruction triggered in the first game task stage, whether the recording instruction meets a preset triggering time requirement;

[0131] The acquisition module 203 is specifically used to obtain the record information of the preset range of the current game interface if yes.

[0132] Optionally, the position information corresponding to the game interface at the recording moment is: position information of the first virtual character in the virtual scene at the recording moment.

[0133] Optionally, the game interface includes an in-view scene screen within the visible range determined according to the visible range of the first virtual character, and an out-of-view scene screen outside the visible range; the in-view scene screen can display the second virtual character within the visible range.

[0134] Optionally, the second virtual character in the game interface at the time of recording is: a second virtual character that is within the visual range of the first virtual character at the time of recording and in which the scene screen can be displayed.

[0135] Optionally, the acquisition module 203 is specifically used to eliminate the second virtual character that does not meet the preset conditions from the recording information if the recording information determined by the game interface at the time of recording is identified to include a second virtual character that does not meet the preset conditions, and obtain updated recording information; wherein, the second virtual character that does not meet the preset conditions includes: a virtual character whose exposed area in the game interface at the time of recording is smaller than a preset proportion of its own area; and the updated recording information is obtained and stored as the recording information of the first virtual character.

[0136] Optionally, the recorded information further includes: movement trajectory information and / or task execution information of the first virtual character.

[0137] Optionally, the determination module 204 is specifically configured to determine whether the currently stored record information of the first virtual character has reached a preset amount;

[0138] The acquisition module 203 is specifically used to delete the record information oldest from the current time according to the storage time sequence if the preset number is reached, and acquire and store the record information determined by the game interface at the recording time when the recording instruction is triggered.

[0139] Optionally, the display module 201 is specifically configured to display a display area for recorded information on the graphical user interface in response to a triggering operation on an information viewing control on the graphical user interface in the second game task stage, so as to display at least one recorded information currently stored.

[0140] Optionally, the display module 201 is specifically used to display identification information at the corresponding position of each position information in the scene map according to the position information of the first virtual character in the virtual scene at each recording moment; display the identification information of each position information in the display area of the recorded information, and the identification information of the second virtual character in the game interface at the recording moment corresponding to the identification information of each position information.

[0141] Optionally, the display module 201 is specifically used to sequentially display the identification information of each currently stored position information and the identification information of the second virtual character in the game interface at the recording moment corresponding to the identification information of each position information in the display area of the recording information according to the time sequence of each recording moment.

[0142] Optionally, the display module 201 is specifically configured to display the action trajectory information and / or the execution task information of the first virtual character in a scene map corresponding to the layout of the virtual scene in the display area of the recorded information.

[0143] The above-mentioned device is used to execute the method provided in the above-mentioned embodiment. Its implementation principle and technical effect are similar and will not be repeated here.

[0144] The above modules can be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), one or more digital singnal processors (DSPs), or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented by scheduling program code through a processing element, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0145] Figure 9 This is a structural diagram of a recording device provided in one embodiment of the present application. The recording device can be integrated into a terminal device or a chip of the terminal device.

[0146] like Figure 9 As shown, the recording device includes: a processor 501 , a storage medium 502 and a bus 503 .

[0147] The processor 501 is used to store programs. The processor 501 calls the program stored in the storage medium 502 to execute the above Figures 1-6 The specific implementation and technical effects of the corresponding method embodiment are similar and will not be described in detail here.

[0148] Optionally, the present application also provides a program product, such as a storage medium, on which a computer program is stored, including a program that, when executed by a processor, executes an embodiment corresponding to the above method.

[0149] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0150] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0151] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0152] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: a USB flash drive, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated: ROM), a random access memory (English: Random Access Memory, abbreviated: RAM), a disk or an optical disk, and other media that can store program code.

Claims

1. A recording method, characterized in that: Providing a graphical user interface via a terminal, the method comprising: Displaying a game interface on the graphical user interface, the game interface including a virtual scene at least a portion of a first game mission stage and a first virtual character located in the virtual scene; In response to a movement operation on the first virtual character, controlling the range of the virtual scene displayed in the game interface to change according to the movement operation; In response to a recording instruction triggered during the first game task stage, obtaining and storing recording information determined based on the game interface at the recording moment when the recording instruction was triggered, the recording information including: position information of the first virtual character in the virtual scene at the recording moment, and information of a second virtual character within the game interface at the recording moment, the second virtual character including at least one virtual character in the same game as the first virtual character, and the recording instruction having a cooldown period; In response to a viewing instruction triggered in the second game task stage, a display area for recorded information is displayed on the graphical user interface; the display area includes a scene map corresponding to the layout of the virtual scene, identification information is displayed at a corresponding position of the scene map according to the position information, and information of the second virtual character is displayed in the display area, or information of the second virtual character is displayed at a corresponding position of the scene map according to the position information; wherein the first game task stage and the second game task stage are different task stages in the game currently in which the first virtual character is located, and the identification information is a serial number identification generated according to the time sequence of each recording moment.

2. The method according to claim 1, characterized in that The step of obtaining recorded information of a preset range of the current game interface in response to a recording instruction triggered in the first game task stage includes: In response to a recording instruction triggered during the first game task stage, determining whether the recording instruction meets a preset triggering time requirement; If so, obtain the record information of the preset range of the current game interface.

3. The method according to claim 1, characterized in that The game interface includes a visual field scene screen located within the visual range determined according to the visual range of the first virtual character, and an out-of-visual field scene screen located outside the visual range; The scene image within the field of view can display the second virtual character within the visible range.

4. The method according to claim 3, characterized in that The second virtual character in the game interface at the time of recording is: the second virtual character that is within the visual range of the first virtual character at the time of recording and that can display the scene screen within the visual field.

5. The method according to claim 1, wherein The acquiring and storing the recording information determined according to the game interface at the recording moment when the recording instruction is triggered includes: If the recorded information determined by the game interface at the time of recording is identified as containing a second virtual character that does not meet the preset conditions, the second virtual character that does not meet the preset conditions is eliminated from the recorded information to obtain updated recorded information; wherein the second virtual character that does not meet the preset conditions includes: a virtual character whose exposed area in the game interface at the time of recording is smaller than a preset proportion of its own area; The updated record information is acquired and stored as the record information of the first virtual character.

6. The method according to claim 1, characterized in that The recorded information also includes: movement trajectory information and / or task execution information of the first virtual character.

7. The method according to claim 1, characterized in that The acquiring and storing the recording information determined according to the game interface at the recording moment when the recording instruction is triggered includes: Determining whether the currently stored record information of the first virtual character reaches a preset amount; If the preset number is reached, the record information that is the oldest from the current time is deleted according to the storage time sequence, and the record information determined according to the game interface at the recording moment when the recording instruction is triggered is obtained and stored.

8. The method according to any one of claims 1 to 7, characterized in that The display area for displaying the recorded information on the graphical user interface in response to the viewing instruction triggered during the second game task stage includes: In response to a triggering operation on the information viewing control on the graphical user interface in the second game task stage, a display area for recorded information is displayed on the graphical user interface to display at least one currently stored recorded information.

9. The method according to claim 1, characterized in that Displaying identification information at a corresponding position of the scene map according to the position information, and displaying information of the second virtual character in the display area, includes: Displaying identification information at a corresponding position of each position information in the scene map according to the position information of the first virtual character in the virtual scene at each recording moment; The identification information of each piece of the position information and the identification information of the second virtual character in the game interface at the recording time corresponding to the identification information of each piece of the position information are displayed in the display area of the recorded information.

10. The method according to claim 9, characterized in that The displaying the information of the second virtual character in the display area includes: According to the time sequence of each of the recorded moments, the identification information of each of the currently stored position information and the identification information of the second virtual character in the game interface at the recording moment corresponding to the identification information of each of the position information are sequentially displayed in the display area of the recorded information.

11. The method according to claim 6, characterized in that The method further comprises: In the display area of the recorded information, the action trajectory information and / or the execution task information of the first virtual character are displayed in the scene map corresponding to the layout of the virtual scene.

12. A recording device, characterized in that: The device includes: a display module, a control module and an acquisition module, wherein: The display module is configured to display a game interface on a graphical user interface, wherein the game interface includes a virtual scene of at least a portion of a first game mission stage and a first virtual character located in the virtual scene; The control module is configured to respond to a movement operation on the first virtual character and control the range of the virtual scene displayed in the game interface to change according to the movement operation; The acquisition module is configured to, in response to a recording instruction triggered during the first game task stage, acquire and store recording information determined based on the game interface at the recording moment when the recording instruction is triggered, the recording information including: position information of the first virtual character in the virtual scene at the recording moment, and information of a second virtual character within the game interface at the recording moment, the second virtual character including at least one virtual character in the same game as the first virtual character, and the recording instruction having a cooldown period; The display module is specifically used to display a display area of recorded information on the graphical user interface in response to a viewing instruction triggered in the second game task stage; the display area includes a scene map corresponding to the layout of the virtual scene, displays identification information at a corresponding position of the scene map according to the position information, and displays the information of the second virtual character in the display area, or displays the information of the second virtual character at a corresponding position of the scene map according to the position information; wherein, the first game task stage and the second game task stage are different task stages in the game currently in which the first virtual character is located, and the identification information is a serial number identification generated according to the time sequence of each recording moment.

13. A recording device, characterized in that The device includes: a processor, a storage medium and a bus, the storage medium stores machine-readable instructions executable by the processor, and when the recording device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the method described in any one of claims 1 to 11 above.

14. A storage medium, characterized in that The storage medium stores a computer program, which, when executed by a processor, executes the method according to any one of claims 1 to 11.

Citation Information

Patent Citations

  • Scene recording method and device in game, equipment and storage medium

    CN113101637A