Method for Selecting a Target and Electronic Device

By displaying the target list in the game interface and switching the field of view in response to control operations, the selection process of virtual weapons is optimized, and the problems of poor display effect and poor correspondence are solved, improving the gaming experience.

CN113975811BActive Publication Date: 2025-07-08NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111257680.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-10-27
Publication Date
2025-07-08
Estimated Expiration
2041-10-27

AI Technical Summary

Technical Problem

In the game, the information display of virtual weapons is easily affected by model occlusion or camera angle, resulting in poor display effect, and the weapon selection panel has poor correspondence with the actual model, affecting player judgment and game experience.

Method used

The game view screen is displayed through the graphical user interface, the target virtual model is obtained and the target list is displayed in the interface, the view screen is switched in response to the control operation, and the target is prompted to be selected in the list, and the corresponding game functions are executed, and the target selection is optimized based on three-dimensional and one-dimensional interaction rules.

Benefits of technology

It improves the smoothness of target selection and clarity of information display, enhances the player's gaming experience, and avoids the problems of target display occlusion and poor correspondence.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN113975811B_ABST
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Patent Text Reader

Abstract

The present disclosure provides a method for selecting a target and an electronic device. After obtaining at least one target virtual model within a first game field of view screen, a corresponding target list can be displayed in a graphical user interface. When switching the first game field of view screen to a second game field of view screen and selecting the first target virtual model in the game scene, it can be indicated through the target list that the first target virtual model has been selected; in response to a control instruction, controlling the execution of a game function corresponding to the first target virtual model; this method selects a target through a model in the game scene and combines the list to display the target. On the one hand, it avoids the problem of target display occlusion that may occur when selecting a target through a scene model, and on the other hand, it avoids the problem of poor correspondence between the targets displayed in the list and the actual targets. In this embodiment, the operation of selecting the target virtual model is smooth and the information display is clear, improving the user's game experience.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technologies, and in particular, to a method for selecting a target and an electronic device. Background Art

[0002] In a game, a player can control a virtual object to fight against an enemy object using various virtual weapons carried on a virtual vehicle. During the battle, it may be necessary to switch virtual weapons multiple times. When the player needs to switch virtual weapons, it is usually necessary to display weapon information in the interface, and the player selects the virtual weapon to be replaced according to the weapon information. In one way of the related art, when the player approaches a certain virtual weapon in the game scene and the virtual weapon is visible in the interface, the virtual weapon can be displayed in a special format, and relevant weapon information appears near the virtual weapon. In this way, if the virtual weapon is blocked by other models or affected by the shooting angle of the virtual camera, it may affect the display effect of the weapon information. In another way, a weapon selection panel can be displayed in the interface. The weapon selection panel contains weapon information of multiple virtual weapons, and the player can select the required virtual weapon from the weapon selection panel. In this way, there is usually a certain gap between the weapon icons in the weapon selection panel and the actual weapon models, and the correspondence is poor, which affects the player's judgment and reduces the player's gaming experience. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a method for selecting a target and an electronic device, so as to enhance the correspondence between the model information and the virtual model while ensuring the display effect of the model information, and improve the player's gaming experience.

[0004] A method for selecting a target provided by the present disclosure provides a graphical user interface through a terminal device. The method includes: displaying a first game field of view screen through the graphical user interface, where the first game field of view screen includes a game scene and a virtual model located in the game scene; obtaining at least one target virtual model in the first game field of view screen, and displaying a target list corresponding to the at least one target virtual model in the graphical user interface, where the target list includes model identifiers of the at least one target virtual model; responding to a control operation for the first game field of view screen, and controlling the graphical user interface to switch the game field of view screen from the first game field of view screen to a second game field of view screen; responding that the scene position corresponding to a preset position of the second game field of view screen corresponds to a first target virtual model among the at least one target virtual model, and controlling to prompt the model identifier corresponding to the first target virtual model in the target list to indicate that the first target virtual model has been selected; and responding to a control instruction for the first target virtual model, and controlling to execute a game function corresponding to the first target virtual model.

[0005] Further, the step of obtaining at least one target virtual model within the first game field of view screen includes: determining a second target virtual model in the game scene according to a preset position of the first game field of view screen; and determining at least one target virtual model from the virtual models in the first game field of view screen according to the second target virtual model.

[0006] Further, the preset position of the first game field of view screen is the position where the sight of the first game field of view screen is located.

[0007] Further, the game scene includes a carrier model, and virtual models are arranged at different positions in the carrier model. The first game field of view screen is a game field of view screen formed by collecting the game scene at a first position of the carrier model according to a first orientation through a virtual camera. The control operation for the first game field of view screen is used to adjust the azimuth information of the virtual camera; the steps of controlling the graphical user interface to display the game field of view screen switching from the first game field of view screen to the second game field of view screen are: adjusting the azimuth information of the virtual camera according to the control operation, and collecting the game scene according to the adjusted azimuth information to form the second game field of view screen.

[0008] Further, the azimuth information includes a second orientation. The steps of adjusting the azimuth information of the virtual camera according to the control operation and collecting the game scene according to the adjusted azimuth information to form the second game field of view screen are: adjusting the orientation of the virtual camera from the first orientation to the second orientation according to the control operation, and controlling the virtual camera to collect the game scene at the first position according to the second orientation to form the second game field of view screen.

[0009] Further, the first position is the position in the carrier model where the virtual model for controlling the moving direction of the carrier model is located.

[0010] Further, the preset position of the second game field of view screen is the position where the sight of the second game field of view screen is located; before the step of responding that the scene position corresponding to the preset position of the second game field of view screen corresponds to the first target virtual model among at least one target virtual model, the method further includes: responding to switching the first game field of view screen to the second game field of view screen, and determining the target virtual model that moves to the position where the sight of the second game field of view screen is located as the first target virtual model.

[0011] Further, after the step of determining the target virtual model that moves to the position where the sight of the second game field of view screen is located as the first target virtual model, the method further includes: displaying a first mark at a specified position of the first target virtual model; wherein, the first mark is used to indicate that the first target virtual model has been selected.

[0012] Further, a second marker is displayed at a specified list position of the target list; the second marker is used to indicate that the target virtual model corresponding to the model identifier at the specified list position has been selected; the step of controlling to prompt the model identifier corresponding to the first target virtual model in the target list to indicate that the first target virtual model has been selected includes: moving the model identifier corresponding to the first target virtual model to the specified list position in the target list to indicate that the first target virtual model has been selected.

[0013] Further, the graphical user interface includes a touch button. The step of controlling to execute the game function corresponding to the first target virtual model in response to a control instruction for the first target virtual model further includes: responding to a first trigger operation on the touch button, controlling to switch the second game view screen to a third game view screen determined according to the first target virtual model; providing a function control corresponding to the first target virtual model through the graphical user interface, and the function control is configured to control the first target virtual model to execute the game function in response to a touch operation.

[0014] Further, the third game view screen is a game view screen formed by collecting a game scene at a second position of the carrier model according to a third orientation through a virtual camera. The first trigger operation for the touch button is used to adjust the orientation information of the virtual camera; the orientation information includes the second position and the third orientation; the step of controlling to switch the second game view screen to the third game view screen determined according to the first target virtual model is: adjusting the position of the virtual camera from the first position to the second position according to the first trigger operation, and adjusting the orientation of the virtual camera from the second orientation to the third orientation, and controlling the virtual camera to collect the game scene at the second position according to the third orientation to form the third game view screen.

[0015] Further, the method further includes: responding to a stop trigger operation on the touch button, and restoring the third game view screen to the first game view screen in the graphical user interface.

[0016] Further, the step of controlling to execute the game function corresponding to the first target virtual model in response to a control instruction for the first target virtual model includes: responding to a second trigger operation on the model identifier corresponding to the first target virtual model in the target list, controlling to switch the second game view screen to a third game view screen determined according to the first target virtual model; providing a function control corresponding to the first target virtual model through the graphical user interface, and the function control is configured to control the first target virtual model to execute the game function in response to a touch operation.

[0017] Further, the arrangement order of the model identifiers of at least one target virtual model in the target list is determined in the following manner: Based on the position of the second target virtual model in the game scene, a reference circular area is determined; wherein, the reference circular area connects at least some of the target virtual models including the second target virtual model; Based on the reference circular area and at least some of the target virtual models connected by the reference circular area, the arrangement order of the model identifiers of at least one target virtual model in the target list is determined.

[0018] Further, the game scene includes a carrier model, and the first game view screen is a game view screen formed by collecting the game scene at the first position of the carrier model according to the first orientation through a virtual camera; The step of determining the arrangement order of the model identifiers of at least one target virtual model in the target list based on the reference circular area and at least some of the target virtual models connected by the reference circular area includes: If the reference circular area connects all of the target virtual models in at least one target virtual model, connect the first position to the position of each target virtual model in the game scene respectively, so as to map each target virtual model to the first horizontal line; According to the relative position relationship of the mapping positions of each target virtual model on the first horizontal line, determine the arrangement order of the model identifiers of at least one target virtual model in the target list.

[0019] Further, the method further includes: If the reference circular area connects a part of the target virtual models in at least one target virtual model, connect the first position to the position of each target virtual model in the part of the target virtual models respectively, so as to map each target virtual model in the part of the target virtual models to the second horizontal line; Based on the positions of the other target virtual models in at least one target virtual model except the part of the target virtual models in the game scene, determine at least one concentric circle corresponding to the reference circular area; wherein, each concentric circle connects at least one of the other target virtual models; Based on the second horizontal line and at least one concentric circle, determine the arrangement order of the model identifiers of at least one target virtual model in the target list.

[0020] Further, the step of determining the arrangement order of the model identifiers of at least one target virtual model in the target list based on the second horizontal line and at least one concentric circle includes: For each concentric circle, connect the first position to the position of at least one target virtual model connected by the concentric circle in the game scene respectively, so as to map each target virtual model in at least one target virtual model to the third horizontal line; Merge the second horizontal line and at least one third horizontal line, and determine the relative position relationship of the mapping positions of at least one target virtual model after merging; According to the relative position relationship, determine the arrangement order of the model identifiers of at least one target virtual model in the target list.

[0021] An electronic device provided by the present disclosure includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the method for selecting the target described above.

[0022] A machine-readable storage medium provided by the present disclosure stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the method for selecting the target described above.

[0023] The method and electronic device for selecting a target provided by the present disclosure first display a first game field view screen through a graphical user interface. The first game field view screen includes a game scene and a virtual model located in the game scene; obtain at least one target virtual model within the first game field view screen, and display a target list corresponding to the at least one target virtual model in the graphical user interface. The target list includes the model identifier of the at least one target virtual model; in response to a control operation on the first game field view screen, control the graphical user interface to display the game field view screen switching from the first game field view screen to a second game field view screen; in response to the scene position corresponding to the preset position of the second game field view screen corresponding to the first target virtual model among the at least one target virtual models, control to prompt the model identifier corresponding to the first target virtual model in the target list to indicate that the first target virtual model has been selected; in response to a control instruction for the first target virtual model, control to execute the game function corresponding to the first target virtual model; this method can display a corresponding target list in the graphical user interface after obtaining at least one target virtual model within the first game field view screen. When switching the first game field view screen to the second game field view screen and selecting the first target virtual model in the game scene, it can be indicated that the first target virtual model has been selected through the target list; in response to the control instruction, control to execute the game function corresponding to the first target virtual model; this method selects the target through the model in the game scene and combines the list to display the target. On the one hand, it avoids the problem of target display occlusion that may occur when selecting the target through the scene model, and on the other hand, it avoids the problem of poor correspondence between the target displayed in the list and the actual target. In this embodiment, the operation of selecting the target virtual model is smooth and the information display is clear, improving the user's gaming experience. Description of the Drawings

[0024] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present disclosure. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0025] Figure 1 An interaction schematic diagram for selecting a target disclosed in one embodiment of the present disclosure;

[0026] Figure 2 Another interaction schematic diagram for selecting a target disclosed in one embodiment of the present disclosure;

[0027] Figure 3 A flowchart of a method for selecting a target disclosed in one embodiment of the present disclosure;

[0028] Figure 4 Another interaction schematic diagram for selecting a target disclosed in one embodiment of the present disclosure;

[0029] Figure 5 Another interaction schematic diagram for selecting a target disclosed in one embodiment of the present disclosure;

[0030] Figure 6 Another interaction schematic diagram for selecting a target disclosed in one embodiment of the present disclosure;

[0031] Figure 7 A target mapping schematic diagram disclosed in one embodiment of the present disclosure;

[0032] Figure 8 Another target mapping schematic diagram disclosed in one embodiment of the present disclosure;

[0033] Figure 9 Another target mapping schematic diagram disclosed in one embodiment of the present disclosure;

[0034] Figure 10 Another target mapping schematic diagram disclosed in one embodiment of the present disclosure;

[0035] Figure 11 A structural schematic diagram of a device for selecting a target disclosed in one embodiment of the present disclosure;

[0036] Figure 12 A structural schematic diagram of an electronic device disclosed in one embodiment of the present disclosure. Detailed implementation manners

[0037] Next, the technical solutions of the present disclosure will be clearly and completely described in conjunction with the embodiments. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in the present disclosure without creative efforts shall fall within the protection scope of the present disclosure.

[0038] In many game scenarios, players usually need to control virtual objects to fight against enemy objects using virtual equipment or virtual weapons. For example, when using vehicles such as virtual ships or virtual vehicles in combat, the vehicle usually carries a variety of virtual weapons. During the combat process, players may need to switch virtual weapons multiple times. When a player needs to switch virtual weapons, weapon information usually needs to be displayed in the interface, and the player selects the virtual weapon to be replaced based on the weapon information.

[0039] In related technologies, there are various different ways to switch virtual weapons. For example, referring to Figure 1 an interaction schematic diagram of selecting a target as shown. In this method, when a player approaches a certain virtual weapon in the game scene and the virtual weapon is visible within the camera view, the virtual weapon can be displayed in a special form. For example, the size of the virtual weapon can be enlarged, or a white outline can appear on the edge of the virtual weapon, etc. At the same time, relevant weapon information such as the weapon introduction and operation tips of the virtual weapon appears near the model. This information expression method based on the model has a good correspondence between the weapon information in the interface and the model in the game scene, and restores the operation process of picking up weapons in the real world in terms of experience. However, since only the relevant information of one virtual weapon can be displayed in the interface at a time, players cannot pick up multiple different virtual weapons at once, nor can they pick up virtual weapons outside the field of view, which reduces the convenience of operation. Although the virtual weapons in the game scene have different models, they cannot be fully distinguished and identified only by the models, and additional weapon information needs to be displayed in the interface. If the virtual weapon is blocked by other models or affected by the shooting angle of the virtual camera, the weapon information may be incompletely displayed, affecting the display effect of the weapon information. In addition, if a player operates this game on a mobile device, they need to click on the display interface of the mobile device to select the virtual weapon, which is prone to accidental touch and also has problems such as poor interactivity.

[0040] For another example, referring to Figure 2Another interactive schematic diagram of selecting a target is shown. In this method, when the player needs to switch virtual weapons, a weapon selection panel can be displayed in the interface through a trigger operation. The weapon selection panel contains weapon information of multiple virtual weapons. The player can select the desired virtual weapon from the weapon selection panel. When the player selects a virtual weapon, the virtual weapon carried by the virtual object controlled by the player will change at the same time. In this method, the method of displaying weapon information through the weapon selection panel can ensure the integrity of the weapon information display and is more convenient for the player to operate. However, the weapon selection panel usually requires the player to perform a corresponding trigger operation before it can be displayed, and the jump operation reduces the player's immersive experience in participating in the game; and the weapon selection panel is usually displayed in the center of the interface, and a large interactive operation space needs to be reserved, which will block the game scene, for example, it may block the virtual character, etc., affecting the player's immersive experience in participating in the game. In addition, the weapon selection panel is separated from the actual weapon model in the game scene, and the weapon icon in the weapon selection panel usually has a certain gap with the actual weapon model, and the correspondence is poor, which affects the player's judgment and reduces the player's game experience.

[0041] Based on this, the embodiments of the present disclosure provide a method and electronic device for selecting a target. The technology can be applied to virtual scenes or game scenes that require switching and selecting targets such as weapons and equipment.

[0042] In one embodiment of the present disclosure, the method for selecting a target in a game can be run on a local terminal device or a server. When the method for selecting a target is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0043] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the method for selecting the target are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting 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, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, 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.

[0044] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way for the local terminal device to provide the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, which includes a game screen. 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.

[0045] For ease of understanding, first, a method for selecting a target disclosed in one embodiment of the present disclosure will be introduced in detail; in this method, a graphical user interface is provided through a terminal device; wherein, the terminal device can be the aforementioned local terminal device, or the client device in the aforementioned cloud interaction system. The above-mentioned graphical user interface can be understood as an operating user interface displayed in a graphical manner, used to realize the interaction between the terminal device and the user operating the terminal device; as Figure 3 shown, the method includes the following steps:

[0046] Step S302, display a first game view screen through the graphical user interface, and the first game view screen includes a game scene and virtual models located in the game scene.

[0047] The above-mentioned first game view screen can be understood as the game view screen captured by a virtual camera in the initial or default state; the number of the above-mentioned virtual models can be multiple, and the virtual models in different game scenes are usually different. For example, taking the scene where the player uses a virtual ship as a carrier model to fight against enemy objects as an example, the virtual models in this game scene can include virtual equipment or virtual weapons located on the virtual ship, etc.; in actual implementation, the first game view screen in the initial state can be captured by a virtual camera, and the first game view screen can be displayed through the graphical user interface. The first game view screen usually includes a game scene and one or more virtual models located in the game scene.

[0048] Step S304, obtain at least one target virtual model within the first game view screen, and display a target list corresponding to the at least one target virtual model in the graphical user interface. The target list includes the model identifiers of the at least one target virtual model.

[0049] The above-mentioned target virtual model can be any one or more virtual models among the virtual models in the game scene; the above-mentioned target list usually includes model identification-related information such as model icons and model names of at least one target virtual model; the model identifications of at least one target virtual model in the target list can be arranged in one or more rows in a preset order, or can be arranged in one or more columns in a preset order, and can be specifically set according to actual needs; in actual implementation, after the first game view screen is displayed through the graphical user interface, at least one target virtual model within the first game view screen can be obtained. At the same time, at a specified position in the image user interface, such as in the graphical user interface, at a position close to the lower region, a target list including the model identifications of the at least one target virtual model is displayed.

[0050] Step S306, in response to a control operation for the first game view screen, control the graphical user interface to display the game view screen switching from the first game view screen to the second game view screen.

[0051] The above-mentioned control operation can be a perspective control operation in the game, for example, the control operation can be an operation where the player controls the movement of the first game view screen with the mouse to change the perspective, or it can also be an operation where the player slides a finger on the display screen of the terminal device, thereby controlling the movement of the first scene screen to change the perspective; in actual implementation, when the player needs to switch virtual weapons or virtual equipment, the player can control the currently displayed first game view screen by using the mouse or sliding a finger on the display screen, etc., to control the virtual camera to rotate or move in the game scene, so as to change the game perspective, and display the second game view screen after the virtual camera rotates or moves in the graphical user interface.

[0052] Step S308, in response to the scene position corresponding to the preset position of the second game view screen corresponding to the first target virtual model among the at least one target virtual models, control to prompt the model identification corresponding to the first target virtual model in the target list to indicate that the first target virtual model has been selected.

[0053] The preset position of the second game field of view screen can be determined according to actual game requirements, for example, the preset position can be the position where the crosshair of the second game field of view screen is located, etc.; the first target virtual model can be any one of the at least one target virtual models mentioned above, for example, taking the carrier model of the virtual ship used by the player as an example, the virtual ship carries five weapons, namely, the left bow gun, the right bow gun, the left grenade launcher, the right grenade launcher and the right side gun, and the second target can be any one of the five weapons, which needs to be determined according to the preset position of the second game field of view screen; in actual implementation, when the switched second game field of view screen is displayed in the graphical user interface, if the scene position corresponding to the preset position of the second game field of view screen corresponds to the first target virtual model, for example, the first target virtual model is displayed at the scene position corresponding to the preset position of the second game field of view screen, then the display effect of the target list is usually controlled in linkage, and the target list indicates that the first target virtual model has been selected, for example, the model identifier corresponding to the first target virtual model in the target list can be displayed in a special format, such as highlighting or adding a display border, etc., or a special mark is displayed at the position of the model identifier corresponding to the first target virtual model.

[0054] Step S310 , responding to a control instruction for the first target virtual model, controlling the execution of a game function corresponding to the first target virtual model.

[0055] The above-mentioned control instructions can be understood as instructions issued when the player needs to execute the corresponding game function on the first target virtual model. The control instructions can be issued in a variety of ways. For example, a touch button can be displayed in a graphical user interface. By triggering the touch button, the game field of view corresponding to the first target virtual model can be displayed in the graphical user interface. The function control corresponding to the first target virtual model can be provided through the graphical user interface. By triggering the function control, the corresponding game function can be executed, etc.

[0056] The method for selecting a target provided by the present disclosure first displays a first game field of view screen through a graphical user interface. The first game field of view screen includes a game scene and virtual models located in the game scene; obtains at least one target virtual model within the first game field of view screen, and displays a target list corresponding to the at least one target virtual model in the graphical user interface. The target list includes model identifiers of the at least one target virtual model; in response to a control operation on the first game field of view screen, controls the graphical user interface to display the game field of view screen switching from the first game field of view screen to a second game field of view screen; in response to the scene position corresponding to a preset position of the second game field of view screen corresponding to a first target virtual model among the at least one target virtual models, controls to prompt the model identifier corresponding to the first target virtual model in the target list to indicate that the first target virtual model has been selected; in response to a control instruction for the first target virtual model, controls to execute a game function corresponding to the first target virtual model; after obtaining at least one target virtual model within the first game field of view screen, this method can display a corresponding target list in the graphical user interface. When switching the first game field of view screen to the second game field of view screen and selecting the first target virtual model in the game scene, it can be indicated that the first target virtual model has been selected through the target list; in response to the control instruction, controls to execute the game function corresponding to the first target virtual model; this method selects a target through the model in the game scene and combines the list to display the target. On the one hand, it avoids the problem of target display occlusion that may occur when selecting a target through the scene model, and on the other hand, it avoids the problem of poor correspondence between the target displayed in the list and the actual target. In this embodiment, the operation of selecting the target virtual model is smooth and the information display is clear, improving the user's game experience.

[0057] The following describes a specific implementation manner for obtaining at least one target virtual model within the first game field of view screen. Determine a second target virtual model in the game scene according to a preset position of the first game field of view screen; determine at least one target virtual model from the virtual models in the first game field of view screen according to the second target virtual model. The above-mentioned preset position of the first game field of view screen can be determined according to actual game requirements. For example, the preset position of the first game field of view screen can be the position where the sight of the first game field of view screen is located. Among them, the position where the sight of the first game field of view screen is located can be understood as the aiming position of the virtual camera in the first game field of view screen; the above-mentioned second target virtual model can be any one of the virtual models in the game scene. For example, taking the player using a virtual ship as a carrier model as an example, in the default state, the second target virtual model can be the right bow gun set at the bow of the ship, etc.

[0058] In actual implementation, after the first game view screen is displayed through the graphical user interface, the second target virtual model in the game scene can be determined according to the preset position of the first game view screen. For example, if the preset position is the position where the crosshair of the first game view screen is located, the virtual model located at the position where the crosshair of the first game view screen is located can be determined as the second target virtual model, and then the reference circular area connecting the second target virtual model is determined based on the second target virtual model. The reference circular area can also be connected to at least one of the other virtual models. The connected second target virtual model and at least one virtual model are the above-mentioned at least one target virtual model. In addition, at least one concentric circle of the reference circular area can be determined according to the actual game scene, and each concentric circle is connected to at least one virtual model that is not connected to the reference circular area. Then, the second target virtual model and at least one virtual model connected by the reference circular area and each concentric circle are the above-mentioned at least one target virtual model. This method first determines the second target virtual model, and then determines at least one target virtual model according to the second target virtual model, which is convenient for the player to perform subsequent operations of switching from the first game view screen to the second game view screen. For example, only by moving the first game view screen up, down, left, or right, the switching operation can be realized, and any target virtual model in at least one target virtual model can be selected.

[0059] A game scene applicable to this embodiment is described below. The game scene includes a carrier model, and virtual models are set at different positions in the carrier model. The first game view screen is a game view screen formed by collecting the game scene at the first position of the carrier model according to the first orientation through a virtual camera. The control operation for the first game view screen is used to adjust the azimuth information of the virtual camera; the steps for controlling the graphical user interface to display the game view screen to switch from the first game view screen to the second game view screen are: adjusting the azimuth information of the virtual camera according to the control operation, and collecting the game scene according to the adjusted azimuth information to form the second game view screen.

[0060] The above carrier model can be a virtual ship, a virtual vehicle, a virtual aircraft, etc.; for the convenience of description, taking the carrier model as a virtual ship as an example, virtual models are set at different positions of the virtual ship. For example, a left bow gun, a right bow gun, a left grenade launcher, and a right grenade launcher are set at the front position of the virtual ship, a left broadside gun is set at the left position of the virtual ship, and a right broadside gun is set at the right position of the virtual ship, etc.; the first position of the above carrier model can be determined according to actual game requirements. For example, for a virtual ship, the rudder of the virtual ship is usually located on the vertical center line of the virtual ship, and the position of the rudder is the position where the helmsman is located. In order to better conform to the player's perspective and operation habits, the position of the rudder is usually used as the first position of the virtual ship; the above first orientation can be consistent with the forward direction of the virtual ship, that is, the first orientation is the forward direction of the virtual ship. Of course, other directions can also be selected according to the actual game scenario; in actual implementation, a virtual camera can be used to collect the game scenario in the forward direction of the virtual ship at the rudder position of the virtual ship, and the collected game scenario is the above first game view screen; the orientation information of the virtual camera usually includes the position information and / or orientation information of the virtual camera, etc. By performing a control operation on the first game view screen, the orientation information of the virtual camera can be adjusted. For example, by swiping the first game view screen left or right, the orientation of the virtual camera can be adjusted, etc.

[0061] In actual implementation, when a player performs a control operation on the first game view screen, the orientation information of the virtual camera can be adjusted according to the control operation. For example, if the player swipes the first game view screen left or right, the virtual camera can be adjusted to face left or right, etc. By using the virtual camera to collect the game scenario according to the adjusted orientation information, the above second game view screen can be obtained. This method describes the specific characteristics of the game application scenario, and this method only needs to adjust the orientation information of the virtual camera according to the player's control operation on the first game view screen, and then determine the switched second game view screen. The switching method is simple and convenient, which can improve the player's game experience.

[0062] Specifically, the orientation information includes a second orientation. The orientation of the virtual camera is adjusted from a first orientation to the second orientation according to a control operation, and the virtual camera is controlled to collect a game scene at the first position according to the second orientation to form a second game field of view screen. The above-mentioned second orientation is usually different from the first orientation. For example, if the first orientation is the front direction of the virtual ship, the second orientation can be the front left, front right, left side, or right side of the virtual ship, etc. In actual implementation, when the player performs a control operation on the first game field of view screen, the orientation of the virtual camera can be adjusted from the first orientation to the second orientation corresponding to the control operation. For example, the virtual camera can be adjusted from facing forward to facing the left side, etc. By collecting the game scene at the first position according to the adjusted second orientation of the virtual camera, the above-mentioned second game field of view screen can be obtained. It should be noted that the position of the virtual camera in this embodiment does not change, only the orientation changes.

[0063] The first position of the carrier model will be further described below. To better conform to the player's operation habits and further enhance the player's gaming experience, the first position is usually the position where the virtual model for controlling the moving direction of the carrier model is located in the carrier model. For example, for the carrier model of a virtual ship, the virtual model for controlling the moving direction of the virtual ship is usually the rudder. Therefore, the first position of the virtual ship is usually selected as the position where the rudder is located.

[0064] A specific application scenario applicable to this embodiment will be described below. The preset position of the second game field of view screen is the position where the crosshair of the second game field of view screen is located. Among them, the position where the crosshair of the second game field of view screen is located can be understood as the aiming position of the virtual camera in the second game field of view screen. Of course, the preset position of the second game field of view screen can also be determined according to actual game requirements; before the step of responding that the scene position corresponding to the preset position of the second game field of view screen corresponds to the first target virtual model among at least one target virtual model, the method further includes: responding to the switching of the first game field of view screen to the second game field of view screen, and determining the target virtual model that has moved to the position where the crosshair of the second game field of view screen is located as the first target virtual model.

[0065] In specific implementation, after switching the first game view screen to the second game view screen, since the virtual models in the game view screen usually change, the target virtual model that moves to the position of the aiming crosshair in the second game view screen can be determined as the first target virtual model. For example, taking the case where the player uses a virtual ship as a carrier model to fight against enemy objects, after the second game view screen is displayed, if the left bow gun in the virtual ship is located at the position of the aiming crosshair in the second game view screen, then the left bow gun is the first target virtual model; if the left grenade launcher in the virtual ship is located at the position of the aiming crosshair in the second game view screen, then the left grenade launcher is the first target virtual model. In this method, the position of the aiming crosshair in the second game view screen can usually be determined. Determining the target virtual model that moves to the position of the aiming crosshair in the second game view screen as the first target virtual model can improve the accuracy and effectiveness of the selected target, and thus can enhance the player's gaming experience in the game.

[0066] Furthermore, after determining the first target virtual model in the second game view screen, a first mark is usually displayed at a specified position of the first target virtual model; wherein, the first mark is used to indicate that the first target virtual model has been selected.

[0067] The above-mentioned specified position can be above, below, left or right of the first target virtual model, etc., and can be specifically set according to actual needs; the above-mentioned first mark can be letters, numbers, words or geometric figures in any display format, for example, the first mark can be a yellow triangle, etc. In actual implementation, after determining the first target virtual model in the second game view screen, the first mark can be displayed at the specified position of the first target virtual model. For example, a yellow triangle mark pointing to the first target virtual model can be displayed above the first target virtual model. Through this first mark, it can be indicated that the first target virtual model has been selected. Another example, taking the case where the player uses a virtual ship as a carrier model to fight against enemy objects, if the left bow gun is determined as the first target virtual model, a yellow triangle mark can be displayed above the left bow gun to indicate that the left bow gun has been selected. This method can effectively distinguish the selected target from other targets through the displayed first mark, improve the intuitiveness of the display, and enhance the player's gaming experience.

[0068] A specific application scenario applicable to this embodiment is described below. A second marker is displayed at a specified list position in the target list; the second marker is used to indicate that the target virtual model corresponding to the model identifier at the specified list position has been selected; the step of controlling the prompting of the model identifier corresponding to the first target virtual model in the target list to indicate that the first target virtual model has been selected may specifically include: in the target list, moving the model identifier corresponding to the first target virtual model to the specified list position to indicate that the first target virtual model has been selected.

[0069] The above-mentioned specified list position can be any position in the target list. Generally, to better conform to the player's operation habits, the middle position close to the target list can be determined as the specified list position. For example, if the model identifiers of 5 target virtual models can be displayed simultaneously in the target list, the middle third position of the displayed target list can be determined as the specified list position; the above-mentioned second marker can be letters, numbers, text, geometric figures, etc. in any display format. For example, the second marker can be a yellow triangle, etc., and can be specifically set according to actual needs; in actual implementation, during the process of the player sliding the screen, the target list usually slides accordingly. When the scene position corresponding to the preset position of the second game view screen corresponds to the first target virtual model, the model identifier of the first target virtual model in the target list usually moves to the specified list position accordingly. Since the second marker is displayed at the specified list position, it can be used to indicate that the first target virtual model has been selected. This method can effectively distinguish the model identifier of the selected target virtual model from the model identifiers of other target virtual models through the displayed second marker, improving the display intuitiveness and enhancing the player's gaming experience.

[0070] The target list is further described below. The target list may include model identifiers of multiple target virtual models. For example, it may include the model name, or model icon, or both the model name and model icon of each target virtual model among multiple target virtual models; of course, the model identifier may also include other relevant information, such as the model type, specifications, etc. of the target virtual model, which can be specifically set according to actual needs; in actual implementation, in order to ensure the display effect of the model identifier of the target virtual model while minimizing the occlusion of the game scene by the target list, in the graphical user interface, usually only a preset number of model identifiers of the target virtual models are displayed at the same time. The target list can be set in the area close to the lower part of the graphical user interface. Of course, it can also be set in other areas according to actual needs. Moreover, the display number of the model identifiers of the target virtual models can be preset. For example, the model identifiers of 5 target virtual models can be displayed simultaneously in the target list. When the model identifiers of other target virtual models need to be displayed, they can be displayed by sliding the target list.

[0071] The following describes a specific implementation method for controlling the execution of the game function corresponding to the first target virtual model in response to a control instruction. The graphical user interface includes a touch button. In response to a first trigger operation on the touch button, it is controlled to switch the second game view screen to the third game view screen determined according to the first target virtual model; function controls corresponding to the first target virtual model are provided through the graphical user interface, and the function controls are configured to control the first target virtual model to execute the game function in response to a touch operation.

[0072] The above touch button can be a button in any form such as circular or square. To further enhance the intuitiveness of the display, the touch button can be associated with the selected target. For example, taking the player using a carrier model of a virtual ship to fight against an enemy object as an example, if the selected target virtual model in the game scene is the right bow cannon, the information corresponding to the right bow cannon can be displayed at a specified position of the touch button. For example, if the touch button is circular, the icon or name of the right bow cannon can be displayed within the circular area of the touch button; the above first trigger operation can be a long press operation or a long press and heavy pressure operation on the touch button, etc.; the above third game view screen can be understood as the scene screen corresponding to the perspective of the currently selected first target virtual model; the number of the above function controls can be one or more, and the function controls corresponding to different target virtual models are usually different. For example, the function controls corresponding to the right bow cannon in the virtual ship can include multiple function controls such as solid shells, explosive shells, and micro shells, etc.; in actual implementation, when the player needs to switch the second game view screen to the perspective of the selected first target virtual model, the touch button can be held down, and at this time, the second game view screen displayed in the graphical user interface can be switched to the third game view screen; one or more function controls corresponding to the first target virtual model can be displayed in the graphical user interface. When the player triggers a certain function control, the first target virtual model can be controlled to point to the game function corresponding to the function control; for example, if the first target virtual model is the right bow cannon and the player triggers the function control of the solid shell corresponding to the right bow cannon, the right bow cannon can be controlled to fire solid shells. In this method, when the player needs to switch the display of the second game view screen to the third game view screen corresponding to the perspective of the selected first target virtual model, the switch can be achieved only by holding down the touch button, and the operation process is simple and convenient, which can improve the player's game experience.

[0073] The specific determination method for the third game field of view screen is described below. The third game field of view screen is a game field of view screen formed by collecting a game scene through a virtual camera at a second position of a carrier model according to a third orientation. The first trigger operation for the touch button is used to adjust the orientation information of the virtual camera; the orientation information includes the second position and the third orientation. The steps for controlling the switching of the second game field of view screen to the third game field of view screen determined according to the first target virtual model are as follows: According to the first trigger operation, adjust the position of the virtual camera from the first position to the second position, and adjust the orientation of the virtual camera from the second orientation to the third orientation, and control the virtual camera to collect the game scene at the second position according to the third orientation to form the third game field of view screen.

[0074] The above-mentioned second position is usually a position close to the first target virtual model. For example, the position where a virtual character that can control the first target virtual model to execute game functions can be determined as this second position, etc.; the above-mentioned third orientation can be the same as the direction pointed by the first target virtual model. For example, if the first target virtual model is the right side cannon in a virtual ship, since the right side cannon is usually located on the right side of the virtual ship, that is, it points to the right side direction of the virtual ship, then this third orientation can also be the right side direction of the virtual ship. The game scene on the right side direction of the virtual ship can be collected through the virtual camera at the second position of the virtual ship, and the collected game scene is the above-mentioned third game field of view screen; by triggering the touch button, the virtual camera can be adjusted to the second position of the carrier model and pointed to the third orientation; in actual implementation, when the player performs the first trigger operation on the touch button, the orientation information of the virtual camera can be adjusted according to this first trigger operation. Specifically, the position of the virtual camera can be adjusted from the first position corresponding to the second game field of view screen to the second position corresponding to the third game field of view screen, and moreover, the orientation of the virtual camera can be adjusted from the second orientation corresponding to the second game field of view screen to the third orientation corresponding to the third game field of view screen. The above-mentioned third game field of view screen can be obtained by collecting the game scene through the virtual camera according to the adjusted orientation information. This method only needs to adjust the orientation information of the virtual camera according to the first trigger operation of the player on the touch button, and then determine the switched third game field of view screen. The switching method is simple and convenient, and can improve the player's game experience.

[0075] Another specific application scenario applicable to this embodiment is described below. In response to the stop trigger operation for the touch button, in the graphical user interface, the third game view screen is restored to the first game view screen. The above stop trigger operation may be a long press operation or a long press and heavy press operation for the touch button, etc.; in actual implementation, when the player does not need to display the corresponding third game view screen of the selected first target virtual model in the graphical user interface, the player can release the finger to stop triggering the touch button. For example, stop the long press operation or the long press and heavy press operation for the touch button. At this time, the third game view screen in the graphical user interface can be automatically restored to the initial state, that is, automatically restored to the first game view screen. In this way, when the user does not need to display the third game view screen in the graphical user interface, only by releasing the finger to stop triggering the touch button, the switching process can be automatically realized without additional operations by the player. The operation process is simple and convenient, which can improve the player's gaming experience.

[0076] Another specific implementation manner of controlling the execution of the game function corresponding to the first target virtual model in response to the control instruction for the first target virtual model is described below. In response to the second trigger operation for the model identifier corresponding to the first target virtual model in the target list, control is performed to switch the second game view screen to the third game view screen determined according to the first target virtual model; a function control corresponding to the first target virtual model is provided through the graphical user interface, and the function control is configured to control the first target virtual model to execute the game function in response to the touch operation.

[0077] The above second trigger operation may be a click or long press operation for the model identifier corresponding to the first target virtual model in the target list, etc.; in actual implementation, each target virtual model in the target list usually presets its own corresponding virtual camera orientation information. When the player needs to switch the second game view screen to the perspective of the selected first target virtual model, the model identifier corresponding to the first target virtual model in the target list can be triggered. According to the preset virtual camera orientation information of the first target virtual model, the second game view screen displayed in the graphical user interface can be switched to the third game view screen corresponding to the first target virtual model; one or more function controls corresponding to the first target virtual model can be displayed in the graphical user interface. When the player triggers a certain function control, the first target virtual model can be controlled to point to the game function corresponding to the function control. In this way, when the player needs to switch the display of the second game view screen to the third game view screen corresponding to the perspective of the selected first target virtual model, only by triggering the model identifier corresponding to the first target virtual model in the target list can the switching be realized. The operation process is simple and convenient, which can improve the player's gaming experience.

[0078] To further understand the above embodiments, the following takes the player using the virtual ship as a carrier model to fight against enemy objects as an example for further illustration. Refer to Figure 4 Another interactive schematic diagram of selecting a target as shown. The virtual ship is equipped with various weapons. The Figure 4 is a schematic diagram in the initial state. A weapon list (corresponding to the above target list) is displayed in the lower middle of the graphical user interface. Among them, five weapon icons and their names are displayed. In the middle position of the weapon list, there is a triangular identifier pointing to the weapon in the exact middle of the weapon list. This weapon is the weapon selected according to the preset rules under the current perspective. Figure 4 The weapon selected in the initial state in is the right bow cannon. A long - press switch button (corresponding to the above touch button) is displayed on the left side of the graphical user interface. The icon of the currently selected right bow cannon is displayed on this long - press switch button. In the initial state, the right bow cannon carried on the ship is selected.

[0079] Refer to Figure 5 Another interactive schematic diagram of selecting a target as shown. Figure 5 (a), the player's finger can hold and slide on the right - hand side of the screen. At the corresponding position in the graphical user interface, a triangular identifier will be displayed. The currently selected weapon is marked with a triangular identifier above it to distinguish it from other unselected weapons. When the player slides the screen to adjust the perspective and select different weapons, the weapon list will automatically slide left and right. Figure 5 (a), after sliding, the weapon selected in the game scene is the left bow cannon. In the weapon list, the icon and name of the selected left bow cannon will slide to the middle position of the weapon list, and the weapon icons and names of a total of five weapons, left and right, will be displayed centered on the icon and name of the left bow cannon. The player can hold the long - press switch button on the left side to switch to the perspective of the currently selected left bow cannon weapon, as shown in Figure 5 (b), another interactive schematic diagram of selecting a target as shown. When the player releases the long - press switch button, it can be automatically switched to display Figure 4 the scene image corresponding to the helmsman's perspective in.

[0080] As another replaceable weapon - switching method, the player can also select weapons without sliding the screen. For example, refer to Figure 6 Another interactive schematic diagram of selecting a target as shown. The player can slide the weapon list and directly click on the weapon whose perspective needs to be displayed in the weapon list to directly switch to the scene image corresponding to the perspective of that weapon. Figure 6 (a), the player clicks on the right bow cannon in the weapon list. The graphical user interface after clicking is as shown in Figure 6As shown in (b), the ammunition list is usually displayed at the corresponding position of the weapon list, and a return button can be displayed on the right side of the ammunition list. When the player triggers the return button, the player can return from the scene corresponding to the perspective of the currently selected starboard bow gun to the Figure 4 scene corresponding to the perspective of the helmsman in

[0081] The following further describes the target list. The arrangement order of the model identifiers of at least one target virtual model in the target list is determined by the following method: Based on the position of the second target virtual model in the game scene, a reference circular area is determined; wherein, the reference circular area connects at least part of the target virtual models including the second target virtual model; Based on the reference circular area and at least part of the target virtual models connected by the reference circular area, the arrangement order of the model identifiers of at least one target virtual model in the target list is determined.

[0082] In actual implementation, since the target list includes the model identifiers of at least one target virtual model, in order to minimize the occlusion of the game scene by the target list, the model identifiers of at least one target virtual model in the target list are usually displayed in a row. In this way, it is necessary to determine the arrangement order of at least one model identifier corresponding to at least one target virtual model. Usually, the arrangement order of at least one model identifier can be determined according to the following mapping rules. Specifically, since in the initial state, the second target virtual model in the target virtual model is selected, a reference circular area can be determined based on the position of the second target virtual model in the game scene. The reference circular area is usually a circular ring area. When determining the reference circular area, the positions of other target virtual models in the game scene need to be referred to so that the determined reference circular area can connect as many target virtual models as possible; Usually, each target virtual model on the reference circular area has its corresponding small range circle. For example, taking the second target virtual model as an example, the small range circle corresponding to the second target virtual model can be a range circle formed by the range corresponding to 10 pixels above, below, left, and right of the center point of the second target virtual model. As long as the lens of the virtual camera moves into the small range circle corresponding to the second target virtual model, it can be considered that the second target virtual model is selected; Finally, based on the reference circular area and at least part of the target virtual models connected by the reference circular area, the arrangement order of at least one model identifier in the target list can be determined.

[0083] In this embodiment, for at least some of the target virtual models connected to the reference circular region, the player only needs to slide the screen left and right to select any one of the target virtual models, and the corresponding target list will also slide left and right accordingly. For example, the model identifier of the selected target virtual model can be displayed at a specified list position to indicate that the target virtual model has been selected. By first determining the reference circular region, the player only needs to move the first game view screen left and right to select any one of the target virtual models connected to the reference circular region in the game scene, which is more convenient for the player to operate and can improve the player's gaming experience.

[0084] To further understand the above embodiment, taking the player using a virtual ship as a carrier model to fight against enemy objects as an example for further illustration, see Figure 7 a target mapping schematic diagram as shown Figure 7 which includes a reference circular region. There are four weapons, A, B, C, and D, carried on the virtual ship. Under the defined initial camera view, weapon A is default selected. The reference circular region is determined according to the position of A. The reference circular region is not necessarily centered on the rudder. Specifically, the positions of other weapons in the game scene need to be referred to so that the reference circular region can cover as many weapons as possible. Figure 7 For example, both A and B are located on the reference circular region, and the player can directly select A or B when sliding the screen left and right.

[0085] The following describes the specific implementation method for determining the arrangement order of the model identifiers of at least one target virtual model in the target list based on the reference circular region and at least some of the target virtual models connected to the reference circular region. Specifically, the game scene includes a carrier model, and the first game view screen is a game view screen formed by collecting the game scene through a virtual camera at a first position of the carrier model according to a first orientation; if the reference circular region is connected to all of the target virtual models in at least one target virtual model, the first position is respectively connected to the positions of each target virtual model in the game scene to map each target virtual model onto a first horizontal line; according to the relative position relationship of the mapping positions of each target virtual model on the first horizontal line, the arrangement order of the model identifiers of at least one target virtual model in the target list is determined.

[0086] If the reference circular region is connected to all the target virtual models in at least one target virtual model, in the initial state, when the virtual camera is at the corresponding scene position, the target virtual models that are relatively closer to the virtual camera in terms of left and right distance can be mapped to the horizontal line where the relatively farther target virtual model is located according to the actual positions of the target virtual models in the game scene. For example, the target virtual models that are relatively closer can all be mapped to the horizontal line where the target virtual model farthest from the virtual camera is located. Specifically, the first position of the carrier model can be connected to the positions of each target virtual model in the game scene respectively, and the intersection of the connection line corresponding to each target virtual model and the horizontal line where the target virtual model farthest from the virtual camera is located is determined as the mapping position of the target virtual model on this horizontal line. This horizontal line is the above-mentioned first horizontal line. On this first horizontal line, the mapping positions of at least one target virtual model are arranged in sequence from left to right, and moreover, the mapping positions of at least one target virtual model are usually relatively easy to distinguish, and the arrangement order can be determined as the arrangement order of the model identifiers of at least one target virtual model in the target list.

[0087] For the convenience of description, still taking the example of a player using a virtual ship as the carrier model to fight against enemy objects for further illustration, see Figure 8 the other target mapping schematic diagram shown in Figure 8 In this diagram, there are four weapons, A, B, C, and D, carried on the virtual ship. A and B are at the same horizontal position and are relatively far from the rudder. C and D are relatively close to the rudder, and the four weapons A, B, C, and D can be connected to the same reference circular region. The position of the rudder can be used as the first position of the virtual ship. Connect the rudder and C, and the intersection of the corresponding extension line and the horizontal line where AB is located is the mapping position C' of C. Similarly, connect the rudder and D, and the intersection of the corresponding extension line and the AB horizontal line is the mapping position D' of D. The post order on the horizontal line of AB is C'-A-B-D', and the arrangement order in the corresponding weapon list from left to right is C'-A-B-D'.

[0088] If the reference circular region is connected to a part of the target virtual models in at least one target virtual model, connect the first position to the positions of each target virtual model in the game scene among a part of the target virtual models respectively, so as to map each target virtual model among a part of the target virtual models to the second horizontal line; based on the positions of the other target virtual models in at least one target virtual model except a part of the target virtual models in the game scene, determine at least one concentric circle corresponding to the reference circular region; wherein, each concentric circle is connected to at least one target virtual model among the other target virtual models; based on the second horizontal line and at least one concentric circle, determine the arrangement order of the model identifiers of at least one target virtual model in the target list.

[0089] If only a part of the target virtual models in at least one target virtual model is connected to the reference circular area, when the virtual camera is at the corresponding scene position in the initial state, according to the actual positions of the target virtual models in the game scene, among the part of the target virtual models connected to the reference circular area, the target virtual models that are relatively closer to the virtual camera in the left - right direction can be mapped to the horizontal line where the target virtual models that are relatively farther away are located. This horizontal line is the above - mentioned second horizontal line. Specifically, it can be achieved by connecting the first position in the virtual ship to the positions of each target virtual model in the game scene among this part of the target virtual models, and determining the intersection point of the connection line corresponding to each target virtual model and the second horizontal line where the target virtual model that is relatively farther away from the virtual camera is located as the mapping position of this target virtual model on this second horizontal line.

[0090] For other target virtual models not connected by the reference range area, one or more concentric circles of the reference range area can be determined based on the reference range area. The remaining other target virtual models are connected through the concentric circles. The number of determined concentric circles can be determined according to the positions of each target virtual model in the game scene among the remaining other target virtual models. Finally, based on the second horizontal line and the one or more determined concentric circles, the arrangement order of the model identifiers of at least one target virtual model in the target list can be determined. By setting the concentric circles, players can move the virtual camera up and down to select target virtual models, which is more convenient for players to select target virtual models that are closer in the left - right direction, and can avoid the problem of misoperation caused by too small a moving angle range due to being too close in the left - right direction.

[0091] Continue to refer to the above Figure 7 shown target mapping schematic diagram, Figure 7 which also includes concentric circle 1 and concentric circle 2. Among them, weapon C is on concentric circle 1, and weapon D is on concentric circle 2. Since the distance between weapon C and the rudder is the farthest, and the distance between weapon D and the rudder is the closest, when the player needs to select weapon C, the virtual camera can be controlled to move upward, and when the player needs to select weapon D, the virtual camera can be controlled to move downward.

[0092] The following describes the specific implementation method for determining the arrangement order of the model identifiers of at least one target virtual model in the target list based on the second horizontal line and at least one concentric circle. For each concentric circle, connect the first position to the positions of at least one target virtual model connected by the concentric circle in the game scene, so as to map each target virtual model in at least one target virtual model to the third horizontal line; perform a merging process on the second horizontal line and at least one third horizontal line to determine the relative position relationship of the mapping positions of the model identifiers of at least one target virtual model after merging; according to the relative position relationship, determine the arrangement order of the model identifiers of at least one target virtual model in the target list.

[0093] After determining one or more concentric circles corresponding to the reference circular region, for each concentric circle, according to the actual positions of one or more target virtual models connected to the concentric circle in the game scene, the target virtual models that are relatively closer to the virtual camera in the left - right distance can be mapped to the horizontal line where the target virtual models that are relatively farther away are located. This horizontal line is the above - mentioned third horizontal line. Specifically, it can be achieved by connecting the first position in the virtual ship to the positions of each of the one or more target virtual models connected to the concentric circle in the game scene, and determining the intersection point of the connection line corresponding to each target virtual model and the third horizontal line where the target virtual model that is relatively farther away from the virtual camera is located as the mapping position of the target virtual model on this third horizontal line. It should be noted that usually, the number of third horizontal lines is the same as the number of concentric circles, and each concentric circle can correspond to a third horizontal line. The corresponding positions of the above - mentioned second horizontal line and the at least one obtained third horizontal line are merged to merge the mapping positions of at least one target virtual model distributed on each horizontal line together, obtaining the relative position relationship of the mapping positions of at least one target virtual model. The mapping positions of at least one target virtual model are usually arranged from left to right, and this arrangement order can be determined as the arrangement order of the model identifiers of at least one target virtual model in the target list.

[0094] See Figure 9 Another schematic diagram of target mapping shown in Figure 9 In it, there are six weapons A, B, C, D, E, and F carried on the virtual ship. A and B are at the same horizontal position and are relatively farthest from the rudder. According to the above - mentioned mapping method, A and B can be connected to the same concentric circle, and then A and B can be mapped to the same horizontal line, which is indicated by the AB horizontal line in the figure. E and F are at another horizontal position and are relatively closer to the rudder. C and D are at another horizontal position and are closest to the rudder. According to the above - mentioned mapping method, C, D, E, and F can be connected to another concentric circle, and then C, D, E, and F can be mapped to the same horizontal line, as shown in Figure 9 In it, connect the rudder and C, and the intersection point of the corresponding extended line and the horizontal line where EF is located is the mapping position C' of C. Similarly, connect the rudder and D, and the intersection point of the corresponding extended line and the horizontal line where EF is located is the mapping position D' of D. The horizontal line where EF is located is indicated by the EF horizontal line. Then the arrangement order of the weapons on the AB horizontal line from left to right is A - B, and the arrangement order of the weapons on the EF horizontal line from left to right is C' - E - F - D'. Merge the two horizontal lines and determine the merged arrangement order according to the left - right positions of the weapons on each horizontal line, which is the arrangement order of the weapon information of each weapon in the weapon list, as shown in Figure 9In it, after merging the AB horizontal line and the EF horizontal line, the arrangement order of each weapon from left to right is C’-A-E-F-B-D’. Usually, only the weapons located in the same reference range area or the same concentric circle can be mapped to the same horizontal line. The weapons located on the same concentric circle or horizontal line can be switched by sliding the screen left and right, and the weapons located on different concentric circles or horizontal lines can be switched by moving the virtual camera up and down.

[0095] In an actual game scenario, taking the use of a virtual ship carrier model to fight against enemy objects as an example for further illustration. Suppose there are bow guns, broadside guns and grenade launchers on the virtual ship. When sliding the screen to select weapons, the following rules can be followed. At the default camera height, according to the actual positions of the weapons in the game scenario, the weapons that are closer to the camera on the left and right are mapped to the horizontal line where a relatively farther weapon is located, and switching selection can be achieved by sliding left and right. Refer to Figure 10 Another schematic diagram of target mapping shown in the figure, where the two broadside guns on the left and right are mapped to the same horizontal position as the grenade launchers in the second row, and switching selection can be achieved by sliding left and right. Figure 10 The bow gun in the figure is another horizontal line determined according to the actual vertical spacing. In order to ensure that the virtual camera has a large enough rotation angle range, it may be necessary to make left-right and up-down offsets after mapping, and subsequent adjustments are made according to the actual effects, such as Figure 10 In the figure, in the field of view of the grenade launcher, lift the camera up and slide left and right to select the bow gun. For example, if the left and right distances between two weapons are too close and the mapping positions are very close, perhaps the player only needs to rotate the virtual camera by 1° to switch weapons, and the angle range is too small. It is difficult to accurately select either of the two weapons by only sliding the screen left and right. In this way, it is easy to switch to the wrong weapon and there is an easy problem of accidental touch. It can be set that for one of the weapons, it is necessary to move the virtual camera up or down to select it, which is more convenient for the player to select these two weapons.

[0096] Based on the characteristics of three-dimensional information and one-dimensional information respectively, the above method defines a new interaction rule; that is, an initial shot is defined. Under this initial shot, a second target virtual model in the game scene is determined according to the preset position of the first game view screen, and a reference range area is defined based on this target. When the screen is horizontally swiped left and right to adjust the shot, among the target virtual models on this reference range area, the target virtual model that moves to the position of the sight in the second game view screen is determined as the selected target virtual model; concentric circles are defined with this reference range area as the reference to connect the target virtual models not on the reference range area. When the screen is vertically swiped up and down to adjust the height of the shot, the selected target virtual model can be switched to the target virtual models on different concentric circles; at the same time, the target list will automatically slide the list according to the different selected target virtual models, and adjust the model identifier of the selected target virtual model to the middle of the list to correspond to and feedback the screen adjustment effect; as another switching method, the target virtual model can also be directly selected by swiping the target list, etc. That is, when the player uses the carrier model of the virtual ship, different weapons can be selected by moving the virtual camera, or different weapons can be selected in the target list through traditional control interactions; this method combines the advantages of three dimensions and one dimension respectively, can meet more complex operations, and makes the entire interaction smoother and easier to use; while ensuring information display, it strengthens the correspondence between information display and the actual models in the game scene, enables the player to see both the actual models and the model identifiers in the target list at the same time, and can not be interrupted by the jump process during the entire interaction process, improving the player's gaming experience.

[0097] Corresponding to the above method embodiments, refer to Figure 11 A device for selecting a target as shown. Through a terminal device, a graphical user interface is provided. The device includes: a display module 110, configured to display a first game view screen through the graphical user interface, where the first game view screen includes a game scene and virtual models located in the game scene; an acquisition module 111, configured to acquire at least one target virtual model within the first game view screen, and display a target list corresponding to the at least one target virtual model in the graphical user interface, where the target list includes model identifiers of the at least one target virtual model; a switching module 112, configured to respond to a control operation on the first game view screen, and control the graphical user interface to display the game view screen switching from the first game view screen to the second game view screen; a prompting module 113, configured to respond that the scene position corresponding to the preset position of the second game view screen corresponds to a first target virtual model among the at least one target virtual models, and control to prompt the model identifier corresponding to the first target virtual model in the target list to indicate that the first target virtual model has been selected; an execution module 114, configured to respond to a control instruction for the first target virtual model, and control to execute a game function corresponding to the first target virtual model.

[0098] The above-mentioned device for selecting a target first displays a first game field of view screen through a graphical user interface. The first game field of view screen includes a game scene and virtual models located in the game scene; obtains at least one target virtual model within the first game field of view screen, and displays a target list corresponding to the at least one target virtual model in the graphical user interface. The target list includes the model identifiers of the at least one target virtual model; in response to a control operation on the first game field of view screen, controls the graphical user interface to display the game field of view screen switching from the first game field of view screen to the second game field of view screen; in response to the scene position corresponding to the preset position of the second game field of view screen corresponding to the first target virtual model among the at least one target virtual models, controls to prompt the model identifier corresponding to the first target virtual model in the target list to indicate that the first target virtual model has been selected; in response to a control instruction for the first target virtual model, controls to execute the game function corresponding to the first target virtual model; after the device obtains the at least one target virtual model within the first game field of view screen, it can display the corresponding target list in the graphical user interface. When switching the first game field of view screen to the second game field of view screen and selecting the first target virtual model in the game scene, it can indicate that the first target virtual model has been selected through the target list; in response to the control instruction, controls to execute the game function corresponding to the first target virtual model; the device selects a target through the model in the game scene and combines the list to display the target, on the one hand, avoiding the problem of target display occlusion that may occur when selecting a target through the scene model, and on the other hand, avoiding the problem of poor correspondence between the target displayed in the list and the actual target. In this embodiment, the operation of selecting the target virtual model is smooth and the information display is clear, improving the user's game experience.

[0099] In an optional implementation manner, the obtaining module is further configured to: determine a second target virtual model in the game scene according to the preset position of the first game field of view screen; determine at least one target virtual model from the virtual models in the first game field of view screen according to the second target virtual model.

[0100] In an optional implementation manner, the preset position of the first game field of view screen is the position where the sight of the first game field of view screen is located.

[0101] In an optional implementation manner, the game scene includes a carrier model, and virtual models are set at different positions in the carrier model. The first game field of view screen is a game field of view screen formed by collecting the game scene through a virtual camera at a first position of the carrier model according to a first orientation. The control operation for the first game field of view screen is used to adjust the azimuth information of the virtual camera; the switching module is further configured to: adjust the azimuth information of the virtual camera according to the control operation, and collect the game scene according to the adjusted azimuth information to form a second game field of view screen.

[0102] In an alternative embodiment, the orientation information includes a second orientation, and the switching module is further configured to: adjust the orientation of the virtual camera from the first orientation to the second orientation according to a control operation, and control the virtual camera to collect a game scene at the first position according to the second orientation to form a second game view screen.

[0103] In an alternative embodiment, the first position is the position of the virtual model in the carrier model that is used to control the moving direction of the carrier model.

[0104] In an alternative embodiment, the preset position of the second game view screen is the position where the crosshair of the second game view screen is located; the device is further configured to: in response to switching the first game view screen to the second game view screen, determine the target virtual model that has moved to the position where the crosshair of the second game view screen is located as the first target virtual model.

[0105] In an alternative embodiment, the device is further configured to: display a first mark at a specified position of the first target virtual model; wherein, the first mark is used to indicate that the first target virtual model has been selected.

[0106] In an alternative embodiment, a second mark is displayed at a specified list position of the target list; the second mark is used to indicate that the target virtual model corresponding to the model identifier at the specified list position has been selected; the prompting module is further configured to: in the target list, move the model identifier corresponding to the first target virtual model to the specified list position to indicate that the first target virtual model has been selected.

[0107] In an alternative embodiment, the graphical user interface includes a touch button, and the execution module is further configured to: in response to a first trigger operation on the touch button, control to switch the second game view screen to a third game view screen determined according to the first target virtual model; provide a function control corresponding to the first target virtual model through the graphical user interface, and the function control is configured to control the first target virtual model to execute a game function in response to a touch operation.

[0108] In an alternative embodiment, the third game view screen is a game view screen formed by collecting a game scene at a second position of the carrier model by a virtual camera according to a third orientation, and the first trigger operation on the touch button is used to adjust the orientation information of the virtual camera; the orientation information includes the second position and the third orientation; the execution module is further configured to: according to the first trigger operation, adjust the position of the virtual camera from the first position to the second position, and adjust the orientation of the virtual camera from the second orientation to the third orientation, and control the virtual camera to collect a game scene at the second position according to the third orientation to form a third game view screen.

[0109] In an optional implementation, the execution module is further configured to: in response to a stop trigger operation for a touch button, restore the third game view screen to the first game view screen in the graphical user interface.

[0110] In an optional implementation, the execution module is further configured to: in response to a second trigger operation for a model identifier corresponding to the first target virtual model in the target list, control the switching of the second game view screen to the third game view screen determined according to the first target virtual model; provide a function control corresponding to the first target virtual model through the graphical user interface, and the function control is configured to control the first target virtual model to execute a game function in response to a touch operation.

[0111] In an optional implementation, the arrangement order of the model identifiers of at least one target virtual model in the target list is determined by the following order determination module, and the order determination module is configured to: based on the position of the second target virtual model in the game scene, determine a reference circular area; wherein, the reference circular area connects at least part of the target virtual models including the second target virtual model; based on the reference circular area and at least part of the target virtual models connected by the reference circular area, determine the arrangement order of the model identifiers of at least one target virtual model in the target list.

[0112] In an optional implementation, the game scene includes a carrier model, and the first game view screen is a game view screen formed by collecting the game scene through a virtual camera at a first position of the carrier model according to a first orientation; the order determination module is further configured to: if the reference circular area connects all the target virtual models in at least one target virtual model, connect the first position to the positions of each target virtual model in the game scene respectively, so as to map each target virtual model to the first horizontal line; according to the relative position relationship of the mapping positions of each target virtual model on the first horizontal line, determine the arrangement order of the model identifiers of at least one target virtual model in the target list.

[0113] In an optional implementation, the order determination module is further configured to: if the reference circular area connects a part of the target virtual models in at least one target virtual model, connect the first position to the positions of each target virtual model in a part of the target virtual models respectively, so as to map each target virtual model in a part of the target virtual models to the second horizontal line; based on the positions of the other target virtual models in at least one target virtual model except a part of the target virtual models in the game scene, determine at least one concentric circle corresponding to the reference circular area; wherein, each concentric circle connects at least one target virtual model among the other target virtual models; based on the second horizontal line and at least one concentric circle, determine the arrangement order of the model identifiers of at least one target virtual model in the target list.

[0114] In an optional embodiment, the sequential determination module is further configured to: for each concentric circle, connect the first position to the positions of at least one target virtual model connected to the concentric circle in the game scene, so as to map each target virtual model in the at least one target virtual model to the third horizontal line; perform a merging process on the second horizontal line and the at least one third horizontal line to determine the relative position relationship of the mapped positions of the model identifiers of at least one target virtual model after merging; and determine the arrangement order of the model identifiers of at least one target virtual model in the target list according to the relative position relationship.

[0115] Embodiments of the present disclosure further provide an electronic device. Refer to Figure 12 As shown, the electronic device includes a processor 130 and a memory 131. The memory 131 stores machine-executable instructions that can be executed by the processor 130. The processor 130 executes the machine-executable instructions to implement the method for selecting a target as described above. The electronic device may be a server or a terminal device.

[0116] Furthermore, Figure 12 The electronic device shown further includes a bus 132 and a communication interface 133. The processor 130, the communication interface 133, and the memory 131 are connected through the bus 132.

[0117] Among them, the memory 131 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 133 (which may be wired or wireless), a communication connection is established between the system network element and at least one other network element, and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 132 may be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of simplicity of representation, Figure 12 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0118] The processor 130 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit of the hardware in the processor 130 or the instructions in the form of software. The above-mentioned processor 130 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by the hardware decoding processor, or executed and completed by the combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 131, and the processor 130 reads the information in the memory 131 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0119] The embodiments of the present disclosure also provide a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above method for selecting a target. For specific implementation, reference may be made to the method embodiments, which will not be elaborated herein.

[0120] The computer program product of the method and the electronic device for selecting a target provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the foregoing method embodiments. For specific implementation, reference may be made to the method embodiments, which will not be elaborated herein.

[0121] When the above-described function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.

[0122] Finally, it should be noted that: the above embodiments are only used to illustrate the technical solutions of the present disclosure, and are not intended to limit them; although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements on some or all of the technical features; and these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the various embodiments of the present disclosure.

Claims

1. A method for selecting a target, characterized in that, Provide a graphical user interface through a terminal device. The method includes: Display a first game view screen through the graphical user interface. The first game view screen includes a game scene and virtual models located in the game scene; Obtain at least one target virtual model within the first game view screen, and display a target list corresponding to the at least one target virtual model in the graphical user interface. The target list includes model identifiers of the at least one target virtual model; the model identifiers of the at least one target virtual model in the target list are arranged in one or more rows in a preset order, or arranged in one or more columns in a preset order; In response to a control operation on the first game view screen, control the graphical user interface to display the game view screen switching from the first game view screen to a second game view screen; In response to the scene position corresponding to a preset position of the second game view screen being corresponding to a first target virtual model among the at least one target virtual models, control to prompt the model identifier corresponding to the first target virtual model in the target list to indicate that the first target virtual model has been selected; In response to a control instruction for the first target virtual model, control to execute a game function corresponding to the first target virtual model.

2. The method according to claim 1, wherein The step of obtaining at least one target virtual model within the first game view screen includes: Determine a second target virtual model in the game scene according to a preset position of the first game view screen; Determine the at least one target virtual model from the virtual models in the first game view screen according to the second target virtual model.

3. The method according to claim 2, characterized in that, The preset position of the first game view screen is the position where the crosshair of the first game view screen is located.

4. The method according to claim 1, wherein The game scene includes a carrier model, and virtual models are arranged at different positions in the carrier model. The first game view screen is a game view screen formed by collecting the game scene through a virtual camera at a first position of the carrier model according to a first orientation. The control operation on the first game view screen is used to adjust the orientation information of the virtual camera; the step of controlling the graphical user interface to display the game view screen switching from the first game view screen to a second game view screen is: adjusting the orientation information of the virtual camera according to the control operation, and collecting the game scene according to the adjusted orientation information to form the second game view screen.

5. The method according to claim 4, characterized in that, The orientation information includes a second orientation. The step of adjusting the orientation information of the virtual camera according to the control operation and collecting the game scene according to the adjusted orientation information to form the second game view screen is: adjusting the orientation of the virtual camera from the first orientation to the second orientation according to the control operation, and controlling the virtual camera to collect the game scene at the first position according to the second orientation to form the second game view screen.

6. The method according to claim 4, wherein The first position is the position in the carrier model where the virtual model for controlling the moving direction of the carrier model is located.

7. The method according to claim 1, wherein The preset position of the second game field of view screen is the position where the aiming crosshair of the second game field of view screen is located; before the step of responding to the corresponding relationship between the scene position corresponding to the preset position of the second game field of view screen and the first target virtual model among the at least one target virtual model, the method further includes: Responding to the switching of the first game field of view screen to the second game field of view screen, determining the target virtual model that moves to the position where the aiming crosshair of the second game field of view screen is located as the first target virtual model.

8. The method according to claim 7, wherein After the step of determining the target virtual model that moves to the position where the aiming crosshair of the second game field of view screen is located as the first target virtual model, the method further includes: Displaying a first mark at a specified position of the first target virtual model; wherein, the first mark is used to indicate that the first target virtual model has been selected.

9. The method according to claim 1, wherein A second mark is displayed at a specified list position of the target list; the second mark is used to indicate that the target virtual model corresponding to the model identifier at the specified list position has been selected; The step of controlling to prompt the model identifier corresponding to the first target virtual model in the target list to indicate that the first target virtual model has been selected includes: In the target list, moving the model identifier corresponding to the first target virtual model to the specified list position to indicate that the first target virtual model has been selected.

10. The method according to claim 5, characterized in that The graphical user interface includes a touch button, and the step of responding to the control instruction for the first target virtual model and controlling to execute the game function corresponding to the first target virtual model further includes: Responding to a first trigger operation on the touch button, controlling to switch the second game field of view screen to a third game field of view screen determined according to the first target virtual model; Providing a function control corresponding to the first target virtual model through the graphical user interface, and the function control is configured to control the first target virtual model to execute the game function in response to a touch operation.

11. The method according to claim 10, wherein The third game field of view screen is a game field of view screen formed by collecting the game scene at a second position of the carrier model according to a third orientation through a virtual camera, and the first trigger operation on the touch button is used to adjust the orientation information of the virtual camera; the orientation information includes the second position and the third orientation; the step of controlling to switch the second game field of view screen to a third game field of view screen determined according to the first target virtual model is: adjusting the position of the virtual camera from the first position to the second position according to the first trigger operation, and adjusting the orientation of the virtual camera from the second orientation to the third orientation, and controlling the virtual camera to collect the game scene at the second position according to the third orientation to form the third game field of view screen.

12. The method according to claim 11, wherein The method further includes: Responding to a stop trigger operation on the touch button, restoring the third game field of view screen to the first game field of view screen in the graphical user interface.

13. The method according to claim 1, wherein Steps of controlling the execution of the game function corresponding to the first target virtual model in response to a control instruction for the first target virtual model include: In response to a second triggering operation for the model identifier corresponding to the first target virtual model in the target list, controlling to switch the second game view screen to a third game view screen determined according to the first target virtual model; Providing, through a graphical user interface, a function control for the first target virtual model, the function control being configured to control the first target virtual model to execute a game function in response to a touch operation.

14. The method according to claim 2, wherein The arrangement order of the model identifiers of the at least one target virtual model in the target list is determined by the following method: Based on the position of the second target virtual model in the game scene, determining a reference circular area; wherein, the reference circular area connects at least part of the target virtual models including the second target virtual model; Based on the reference circular area and the at least part of the target virtual models connected by the reference circular area, determining the arrangement order of the model identifiers of at least one target virtual model in the target list.

15. The method according to claim 14, wherein The game scene includes a carrier model, and the first game view screen is a game view screen formed by collecting the game scene at a first position of the carrier model according to a first orientation through a virtual camera; The step of determining the arrangement order of the model identifiers of at least one target virtual model in the target list based on the reference circular area and the at least part of the target virtual models connected by the reference circular area includes: If the reference circular area connects all of the target virtual models in at least one target virtual model, connecting the first position to the positions of each target virtual model in the game scene respectively, so as to map each target virtual model onto a first horizontal line; Determining the arrangement order of the model identifiers of the at least one target virtual model in the target list according to the relative position relationship of the mapped positions of each target virtual model on the first horizontal line.

16. The method according to claim 15, wherein The method further includes: If the reference circular area connects a part of the target virtual models in at least one target virtual model, connecting the first position to the positions of each target virtual model in the part of the target virtual models respectively, so as to map each target virtual model in the part of the target virtual models onto a second horizontal line; Based on the positions of the other target virtual models in at least one target virtual model except the part of the target virtual models, determining at least one concentric circle corresponding to the reference circular area; wherein each concentric circle connects at least one of the other target virtual models; Based on the second horizontal line and the at least one concentric circle, determining the arrangement order of the model identifiers of the at least one target virtual model in the target list.

17. The method according to claim 16, wherein The step of determining the arrangement order of the model identifiers of the at least one target virtual model in the target list based on the second horizontal line and the at least one concentric circle includes: For each of the concentric circles, connect the position of the at least one target virtual model that connects the first position to the concentric circle respectively to the position of the at least one target virtual model in the game scene, so as to map each target virtual model in the at least one target virtual model to the third horizontal line; Perform a merging process on the second horizontal line and the at least one third horizontal line to determine the relative position relationship of the mapped positions of the model identifiers of the at least one target virtual model after merging; According to the relative position relationship, determine the arrangement order of the model identifiers of the at least one target virtual model in the target list.

18. An electronic device, characterized in that, It includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the method for selecting a target according to any one of claims 1-17.

19. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the method for selecting a target according to any one of claims 1-17.

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