Operation method, device, non-volatile storage medium and electronic device in game

By using functional controls of virtual scenes and virtual sub-models in 3D action mobile games, the problem that players cannot obtain the attackability of targets outside the main field of view is solved, real-time detection and response to targets outside the main field of view is achieved, and the game is improved Experience.

CN115105835BActive Publication Date: 2024-12-20NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210751180.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-06-29
Publication Date
2024-12-20
Estimated Expiration
2042-06-29

AI Technical Summary

Technical Problem

In 3D action mobile games, players cannot obtain target attackable objects outside their main field of view in time, resulting in poor game experience.

Method used

By displaying a graphical user interface on the terminal device, using preset virtual models and virtual sub-models in the virtual scene, the target virtual objects located within and outside the current field of view are determined, and the functional controls are used to interact to achieve outside the main field of view Target detection and response.

Benefits of technology

It reduces the time for players to think during interaction, improves visibility and aggressiveness of targets outside the main field of vision, and improves the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure discloses an operation method, device, non-volatile storage medium and electronic device in a game. The method includes: displaying at least one function control corresponding to at least one virtual sub-model on a preset virtual model; determining at least one target virtual sub-model corresponding to a target virtual object from at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of at least one virtual sub-model; determining a target function control corresponding to the target virtual sub-model in at least one function control; and displaying the target function control in a first preset display mode. The present disclosure solves the technical problem that a player cannot obtain the attackability of a target outside the main field of view in a timely manner.
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Description

Technical Field

[0001] The present disclosure relates to the field of game control, and in particular, to an operation method, device, non-volatile storage medium and electronic device in a game. Background Art

[0002] In traditional 3D (3-dimension) action mobile games, players can only obtain the images displayed in the main field of view of the controlled object through the screen. However, with the rapid update and iteration of game themes today, many new gameplays and control objects that support all-round operations have emerged. For example, in warship and science fiction weapon games, players can freely move the camera to observe the surrounding environment and use weapons at different angles to attack enemies outside the player's main field of view. However, simply attacking enemies within the player's main field of view can no longer meet the needs of such games. Therefore, it is necessary to invent a new attack key design and interaction method to meet this gameplay requirement. Summary of the invention

[0003] At least some embodiments of the present disclosure provide an operation method, device, non-volatile storage medium and electronic device in a game to at least solve the technical problem that a player cannot timely obtain the attackability of a target outside the main field of view.

[0004] According to one embodiment of the present disclosure, there is provided an operation method in a game, wherein a graphical user interface is displayed through a terminal device, the graphical user interface comprising a virtual scene and a preset virtual model located in the virtual scene, the preset virtual model being a virtual model corresponding to the terminal device, and the method comprising: displaying at least one function control corresponding to at least one virtual sub-model on the preset virtual model, wherein the at least one virtual sub-model comprises at least one of the following: a virtual sub-model located within a current field of view corresponding to the preset virtual model, and a preset sub-model located outside a current field of view corresponding to the preset virtual model, and the function control is configured to respond to a control operation to control the virtual sub-model to perform a corresponding game behavior; determining at least one target virtual sub-model corresponding to a target virtual object from the at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of the at least one virtual sub-model, wherein the target virtual object is at least one of the following virtual objects: a virtual object located within the current field of view, and a virtual object located outside the current field of view; determining a target function control corresponding to the target virtual sub-model in the at least one function control; and displaying the target function control in a first preset display mode, wherein the target function control is a function control corresponding to the target virtual sub-model in the at least one function control.

[0005] Optionally, displaying at least one function control corresponding to at least one virtual sub-model on a preset virtual model includes: determining a first function control corresponding to a preset sub-model within a current field of view; determining a second function control corresponding to a preset sub-model outside the current field of view; displaying the first function control through a second preset display mode; and displaying the second function control through a third preset display mode.

[0006] Optionally, the method further includes: acquiring at least one initial virtual object, wherein the at least one initial virtual object includes at least one of the following virtual objects: an initial virtual object located within a current field of view, and an initial virtual object located outside the current field of view; locking the at least one initial virtual object based on a target locking operation to obtain a target virtual object, wherein the target virtual object is the locked initial virtual object among the at least one initial virtual object.

[0007] Optionally, after acquiring at least one initial virtual object, the method further includes: acquiring an attack range of at least one virtual sub-model; and determining the initial virtual object located in the attack range as a target virtual object.

[0008] Optionally, the method further includes: obtaining an activation status of at least one function control, wherein the activation status is used to indicate whether the function control is activated; and determining a target function control in at least one function control based on the activation status, wherein the target function control is a function control that has been activated in at least one function control.

[0009] Optionally, the method further includes: controlling the first function control to align with the first preset position to obtain an alignment result, wherein the first function control is a function control to be activated; activating the first function control based on the alignment result to obtain a target function control.

[0010] Optionally, controlling the first function control to align with a first preset position to obtain an alignment result includes: receiving a first operation instruction for a preset operation control, wherein the first operation instruction is used to move the first function control by touching the preset operation control; and controlling the first function control to align with the first preset position based on the first operation instruction to obtain an alignment result.

[0011] Optionally, controlling the first function control to align with the first preset position based on the first operation instruction to obtain an alignment result includes: receiving a second operation instruction for at least one function control, wherein the second operation instruction is used to move the first function control; controlling the first function control to align with the first preset position based on the second operation instruction to obtain an alignment result.

[0012] Optionally, controlling the first function control to align with the first preset position to obtain an alignment result includes: obtaining a field of view adjustment parameter of a preset virtual model, wherein the field of view adjustment parameter is used to represent an adjustment parameter corresponding to adjusting from a current field of view image to a target field of view image; and controlling the first function control to align with the first preset position based on the field of view adjustment parameter to obtain an alignment result.

[0013] Optionally, the method also includes: obtaining a positional relationship between at least one virtual sub-model and a preset virtual model; establishing a mapping relationship between at least one virtual sub-model and at least one functional control based on the positional relationship; generating an interactive icon list based on the mapping relationship and at least one functional control; and displaying the interactive icon list.

[0014] Optionally, the attribute information includes at least one of the following: the number of virtual weapons included in the preset sub-model, the number of virtual characters included in the preset sub-model, and the skill cooling status of the preset sub-model, wherein the virtual characters are used to maintain the virtual weapons.

[0015] According to one embodiment of the present disclosure, there is also provided an operation device in a game, which displays a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene and a preset virtual model located in the virtual scene, and the preset virtual model is a virtual model corresponding to the terminal device, characterized in that the device includes: a first display module, which is used to display at least one function control corresponding to at least one virtual sub-model on the preset virtual model, wherein the at least one virtual sub-model includes at least one of the following: a virtual sub-model located within a current field of view corresponding to the preset virtual model, and a preset sub-model located outside the current field of view corresponding to the preset virtual model, and the function control is configured to respond to the control operation to control the virtual sub-model to perform a corresponding game behavior; a first determination module, which is used to determine at least one target virtual sub-model corresponding to a target virtual object from at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of at least one virtual sub-model, wherein the target virtual object is at least one of the following virtual objects: a virtual object located within the current field of view, and a virtual object located outside the current field of view; a second determination module, which is used to determine a target function control corresponding to the target virtual sub-model in at least one function control; and a second display module, which is used to display the target function control in a first preset display mode, wherein the target function control is a function control corresponding to the target virtual sub-model in at least one function control.

[0016] According to one embodiment of the present disclosure, a non-volatile storage medium is further provided, in which a computer program is stored, wherein the computer program is configured to execute the operation method in any of the above games when executed by a processor.

[0017] According to one embodiment of the present disclosure, there is also provided an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute any of the above-mentioned operation methods in the game.

[0018] In at least some embodiments of the present disclosure, first, at least one function control corresponding to at least one virtual sub-model on a preset virtual model can be detected and displayed; at least one target virtual sub-model corresponding to the target virtual object is determined from at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of at least one virtual sub-model; a target function control corresponding to the target virtual sub-model in at least one function control is determined; and the target function control is displayed through a first preset display mode, so that the system can autonomously detect the interactive virtual objects outside the player's main field of view image, and reflect the detection results in real time to the function control, and the player can clearly identify the interactive virtual objects in any direction through the indicator icon, thereby reducing the thinking time required for the player to interact, thereby solving the technical problem that the player cannot obtain the attackability of the target outside the main field of view in time. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] The drawings described herein are used to provide a further understanding of the present disclosure and constitute a part of the present application. The illustrative embodiments of the present disclosure and their descriptions are used to explain the present disclosure and do not constitute an improper limitation on the present disclosure. In the drawings:

[0020] Figure 1 is a hardware structure block diagram of a mobile terminal of an operation method in a game according to an embodiment of the present disclosure;

[0021] Figure 2 is a schematic diagram of steps of an operation method in a game according to an embodiment of the present disclosure;

[0022] Figure 3 is a structural diagram of a function control display according to an embodiment of the present disclosure;

[0023] Figure 4 is a structural schematic diagram showing icon display after an interface is moved according to an embodiment of the present disclosure;

[0024] Figure 5 is a structural schematic diagram of icon display when facing a virtual object according to an embodiment of the present disclosure;

[0025] Figure 6 is a structural schematic diagram of an icon display when a virtual object is viewed sideways according to an embodiment of the present disclosure;

[0026] Figure 7 is a structural schematic diagram showing the completion of icon movement according to an embodiment of the present disclosure;

[0027] Figure 8 It is a structural block diagram of a device for operating in a game according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0028] In order to enable those skilled in the art to better understand the scheme of the present disclosure, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work should fall within the scope of protection of the present disclosure.

[0029] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products, or devices.

[0030] At present, in 3D games, taking ship battle games as an example, players can operate ships with weapons, such as pirate ships, cruisers, etc. The attack range of the ship can be regarded as a horizontal plane. When a target enters the horizontal attack range of the ship, the player can control the ship to attack the target. However, in the actual operation process, the player obtains the main field of view image displayed from the first-person perspective, which also leads to the player's inability to obtain field of view images in different directions at the same time, and cannot timely discover the attackable targets that enter the attack range of the ship. Players may be attacked by surprise or miss mission targets. Players cannot use ship-borne weapons to attack in time, which leads to a poor gaming experience for players.

[0031] In order to improve the gaming experience of players, according to one embodiment of the present disclosure, an embodiment of an operating method in a game is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although the logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0032] The method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID for short), a PAD, a game console and other terminal devices. Figure 1 FIG. 1 is a block diagram of the hardware structure of a mobile terminal according to an operation method in a game shown in an embodiment of the present disclosure. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1 Only one is shown in the figure) processor 102 (processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a programmable logic device (FPGA), a neural network processor (NPU), a tensor processor (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may also include a transmission device 106 for communication functions, an input and output device 108, and a display device 110. It can be understood by those skilled in the art that Figure 1 The structure shown is only for illustration and does not limit the structure of the mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.

[0033] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as computer programs corresponding to the operation methods in the game in the embodiment of the present disclosure. The processor 102 executes various functional applications and data processing by running the computer programs stored in the memory 104, that is, the operation methods in the above-mentioned game are realized. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include a memory remotely arranged relative to the processor 102, and these remote memories may be connected to the mobile terminal via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0034] The transmission device 106 is used to receive or send data via a network. The specific example of the above network may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, referred to as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0035] The inputs in the input / output device 108 may come from a plurality of human interface devices (HIDs), such as keyboards and mice, game controllers, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, remote controls, etc.). In addition to providing input functions, some human interface devices may also provide output functions, such as force feedback and vibration of game controllers, audio output of controllers, etc.

[0036] The display device 110 may be, for example, a head-up display (HUD), a touch-screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), and a user may interact with the GUI by finger contacts and / or gestures on a touch-sensitive surface, wherein the human-computer interaction functions here may optionally include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or a readable storage medium executable by one or more processors.

[0037] The operation method in the game in one embodiment of the present disclosure can be run on a local terminal device or a server. When the operation method in the game 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.

[0038] 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 operation methods in the game 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 operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0039] In an optional embodiment, taking a game as an example, a 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, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0040] In a possible implementation, an embodiment of the present disclosure provides an operation method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above. Figure 2 is a schematic diagram of a method for operating a game according to an embodiment of the present disclosure, wherein a graphical user interface is provided by a terminal device, and the content displayed by the graphical user interface includes a touch area, such as Figure 2 As shown, the method comprises the following steps:

[0041] Step S202: display at least one functional control corresponding to at least one virtual sub-model on the preset virtual model.

[0042] Among them, at least one virtual sub-model includes at least one of the following: a virtual sub-model located within the current field of view corresponding to the preset virtual model, a preset sub-model located outside the current field of view corresponding to the preset virtual model, and the function control is configured to respond to the control operation to control the virtual sub-model to perform corresponding game behavior.

[0043] The above-mentioned preset virtual model can generally be a 3D model of an object controlled by the player in a 3D game. The system can control the virtual model to perform relevant operations in the game, such as moving and attacking, according to the instructions issued by the player; the above-mentioned virtual sub-model can refer to multiple small virtual models on the preset virtual model. For example, if the preset virtual model is a warship, the virtual sub-model can be models of multiple ship guns, anchors, etc. on the warship.

[0044] Generally, in a graphical user interface, that is, an interface in which users can perform game operations, function controls corresponding to the above-mentioned virtual models or virtual sub-models can be displayed. Optionally, the function controls can also be divided into two categories, one is in the graphical user interface, that is, within the current field of view, and the user can directly obtain them through the graphical user interface; the other is outside the graphical user interface, that is, outside the current field of view, and the user cannot obtain them through the graphical user interface, but the corresponding function controls can still be displayed in the graphical user interface.

[0045] For example, when the virtual sub-model in the above example is a ship cannon, the above functional controls can be corresponding to firing shells, filling shells, etc., and can also be moving the warship, communicating with the in-game characters, etc. The user can perform corresponding game behaviors in the game by operating the above functional controls.

[0046] In an optional embodiment, displaying at least one function control corresponding to at least one virtual sub-model on a preset virtual model includes: determining a first function control corresponding to a preset sub-model within a current field of view; determining a second function control corresponding to a preset sub-model outside the current field of view; displaying the first function control through a second preset display mode; and displaying the second function control through a third preset display mode.

[0047] When displaying the function controls corresponding to the virtual sub-models, the function controls may be displayed in different preset display modes according to whether the virtual sub-models are within the current field of view.

[0048] For example, in the above-mentioned battleship game, if ship gun A is within the current field of view, the function controls related to ship gun A can be displayed in an enlarged display mode; if ship gun B is outside the current field of view, the function controls related to ship gun B can be displayed in a normal display mode.

[0049] The above-mentioned target virtual objects can generally be interactive game objects, which may include but are not limited to: attackable objects, dialogueable objects, controllable objects, etc., such as other PCCs (Player-Controlled Characters) or game NPCs (Non-Player Characters) that compete with the player in the game mission, NPCs that need to be communicated with when performing game tasks, and virtual props that can be controlled by players when performing game tasks, such as temporarily controlled mecha weapons, etc.

[0050] The above-mentioned preset conditions can generally be conditions that meet the player's game task requirements, such as the attack range of the player-controlled object has attackable objects, there are NPCs that can be talked to in the current game scene, etc. Optionally, the player-controlled object can generally be a game character that the player actively chooses to perform game tasks, such as a fixed protagonist in a role-playing game, an optional competitive character in a team battle competitive game, etc.

[0051] When a player is performing a game mission, the system can automatically detect whether there is a mission target related to the game mission the player is performing within the interactive range of the player's controlled object. The above-mentioned interactive range can generally be the preset activity range of the player's controlled object, such as the attack range of the player's controlled ship in a ship battle game, the conversation range when talking with an NPC, etc.

[0052] Step S204: determining at least one target virtual sub-model corresponding to the target virtual object from the at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of the at least one virtual sub-model.

[0053] The target virtual object is at least one of the following virtual objects: a virtual object within the current field of view, and a virtual object outside the current field of view.

[0054] The above-mentioned target virtual objects can generally be interactive game objects, which may include but are not limited to: attackable objects, dialogueable objects, controllable objects, etc., such as other PCCs (Player-Controlled Characters) or game NPCs (Non-Player Characters) that compete with the player in the game mission, NPCs that need to be communicated with when performing game tasks, and virtual props that can be controlled by players when performing game tasks, such as temporarily controlled mecha weapons, etc.

[0055] In an optional embodiment, the above-mentioned attribute information includes at least one of the following: the number of virtual weapons included in the preset sub-model, the number of virtual characters included in the preset sub-model, and the skill cooling status of the preset sub-model, wherein the virtual character is used to maintain the virtual weapons.

[0056] The above-mentioned attribute information can generally be the status information of the object or sub-object on the object controlled by the player in the game task, that is, the current information of the aforementioned virtual sub-model, which can include but is not limited to: the remaining health of the character, the remaining number of weapons, etc.; the target virtual object can generally be an interactive object in the game scene. For example, in a 3D ship battle game, the preset virtual model can refer to the ship model selected and controlled by the player, the target information status can refer to the current health of the ship, the cooling time of the weapons on the ship, the number of weapons, etc., and the target virtual object can refer to the ships controlled by other players or the system, the materials that can be collected, etc.

[0057] Optionally, a preset accessory model can also be attached to the preset virtual model or virtual sub-model. For example, a virtual sub-model for launching weapons, a hull accessory model for decorating the ship, etc. can be attached to the ship model in a ship battle game. The preset accessory model is a model that can be directly replaced in the game. Players can independently replace the preset accessory model in the game according to the system's preset replacement rules, such as installing or uninstalling the preset accessory model, changing the appearance of the preset accessory model, etc.

[0058] Generally, target virtual objects can be divided into two categories: one is in the graphical user interface, that is, within the current field of view, and the other is not in the graphical user interface, that is, outside the current field of view.

[0059] When the target virtual object appears within the operable range of the preset virtual model, at least one virtual sub-model related to the target virtual object may be determined from the plurality of virtual sub-models.

[0060] For example, in the aforementioned battleship game, when other target virtual objects enter the attackable range of the battleship operated by the user, a ship gun that can fire shells at the target virtual object can be determined from multiple ship guns.

[0061] Step S206: determining a target functional control corresponding to the target virtual sub-model in at least one functional control.

[0062] After determining the target virtual sub-model related to the target virtual object, the function control corresponding to the target virtual sub-model can be further determined. The function control is generally displayed on a touch-sensitive display screen, corresponding one-to-one to the aforementioned virtual sub-model. The aforementioned target function control may refer to the function control that the player can currently perform game operations on. Generally, multiple different virtual sub-models may be attached to the virtual model of the object controlled by the player. A virtual sub-model may generally launch a virtual prop. The aforementioned function control may be used to indicate the launch of the virtual prop corresponding to its virtual sub-model. However, if the game designer sets the virtual prop corresponding to the virtual sub-model to be freely switchable, or the launched virtual prop has a special prop skill, the aforementioned function control also includes multiple small indicator icons for switching virtual props or selecting prop skills. In other words, a virtual sub-model corresponds to at least one function control.

[0063] Optionally, the system can detect the relative position of the player-controlled object and the target virtual object frame by frame, and based on the relative speed of the two, the hit parameters of the player-controlled object, the basic dodge rate of the virtual target object and other information, using a fixed calculation formula preset by the game designer, the hit rate and display status of each artillery against the target ship are obtained, and the prop cooling time of the player-controlled object, the distance value to the virtual target object and other information are updated in real time.

[0064] After determining the target virtual sub-model that can launch virtual props to the target virtual object, the system can determine the target function control corresponding to the target virtual sub-model. If multiple target virtual sub-models are determined, the system can determine the one-to-one corresponding function controls. The player can click the function control determined by the system to launch virtual props to the target virtual object.

[0065] Step S208: displaying the target function control in a first preset display manner.

[0066] The first preset display mode is used to display the function control in an activated state. Generally, the preset display mode may include but is not limited to: enlarging, highlighting, deforming and flashing the function control in an activated state.

[0067] Optionally, according to the attribute information of the aforementioned virtual sub-model, the corresponding target function control can be aligned to set different display modes. Taking the aforementioned battleship game as an example, if the number of shells in a ship's gun is 0, or the shell cooling time has not ended, then the corresponding target function control can be displayed in full gray.

[0068] After the aforementioned target function control is determined, the target function control may be displayed in the graphical user interface according to a preset display mode.

[0069] In at least some embodiments of the present disclosure, first, at least one function control corresponding to at least one virtual sub-model on a preset virtual model can be detected and displayed; at least one target virtual sub-model corresponding to the target virtual object is determined from at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of at least one virtual sub-model; a target function control corresponding to the target virtual sub-model in at least one function control is determined; and the target function control is displayed through a first preset display mode, so that the system can autonomously detect the interactive virtual objects outside the player's main field of view image, and reflect the detection results in real time to the function control, and the player can clearly identify the interactive virtual objects in any direction through the indicator icon, thereby reducing the thinking time required for the player to interact, thereby solving the technical problem that the player cannot obtain the attackability of the target outside the main field of view in time.

[0070] In an optional embodiment, the method also includes: acquiring at least one initial virtual object, wherein the at least one initial virtual object includes at least one of the following virtual objects: an initial virtual object located within a current field of view, and an initial virtual object located outside the current field of view; locking the at least one initial virtual object based on a target locking operation to obtain a target virtual object, wherein the target virtual object is the locked initial virtual object among the at least one initial virtual object.

[0071] After acquiring at least one initial virtual object, the method further includes: acquiring an attack range of at least one virtual sub-model; and determining the initial virtual object located in the attack range as a target virtual object.

[0072] The above-mentioned initial virtual object can refer to an operable object in the entire 3D game scene. Generally, virtual sub-models are configured with corresponding operable ranges. Taking the aforementioned warship game as an example, the cannon model on the warship corresponds to an attack range for firing shells, that is, the above-mentioned attack range. The corresponding initial virtual object within this attack range can be used as a target virtual object, and the player can operate the corresponding cannon model to launch an attack on the target virtual object.

[0073] In an optional embodiment, the method further includes: obtaining an activation status of at least one functional control, wherein the activation status is used to indicate whether the functional control is activated; and determining a target functional control in at least one functional control based on the activation status, wherein the target functional control is a functional control that has been activated in at least one functional control.

[0074] The above activation state may mean that the player can complete the corresponding game operation in the game by operating the function control, such as moving a preset virtual model, launching an attack using a virtual sub-model, etc.

[0075] Figure 3is a structural diagram of a function control display according to an embodiment of the present disclosure, such as Figure 3 As shown in the figure, the left side shows the display mode of the function controls; the right side shows the preset virtual model of the object controlled by the player, as well as the thumbnails of multiple different virtual sub-models attached to the preset virtual model, where the shaded part is the main field of view image that the player can currently obtain, that is, the image within the field of view. Taking the ship battle game as an example, Figure 3 As shown, the ship includes six virtual sub-models A, B, C, D, E, and F that can cover 360°. Correspondingly, the touch screen includes six function control display areas, namely, the display areas of the above corresponding function controls, such as Figure 3 As shown, areas 1 to 6 correspond to 6 functional controls, namely A, B, C, D, E, and F, respectively. Optionally, since the orientations of three consecutive virtual sub-models can be combined into 180°, which is the largest main field of view image that the player can obtain, the main field of view areas 1, 2, and 3 can be set as the default activation state areas, and areas 4, 5, and 6 outside the main field of view can be set as the default standby state areas. The setting method can be determined by the designer and is not specifically limited here. If the virtual sub-model can be manually switched by the player with different weapon types, or each weapon includes multiple weapon skills, the functional control can also include multiple small indicator icons. For example, if the virtual sub-model A can fire artillery shells and lasers, or the running break it launches has the skills of invisibility and two-stage acceleration, the area where the corresponding functional control A is located can also include two small indicator icons a1 and a2, which are used by the player to choose to switch weapons or select weapon skills.

[0076] Generally, the lens field of view obtained in the forward direction of the ship can be used as the main field of view that the player can obtain. If the short axis of the ship is used as the x-axis and the long axis is used as the y-axis to establish a coordinate system, the point where the player obtains the main field of view is the center point of the ship. At the beginning of the game, a lens angle range can be set for each virtual sub-model, and the virtual sub-model corresponding to the range where the game lens is located is used as the central model, and its corresponding function control is the center icon. Optionally, in order to ensure that the function control corresponds to the position of the virtual sub-model, area 2 can be set as the center icon area, such as Figure 3As shown, the central model at this time is virtual model B, and the central area is area 2. Function controls A, B, and C corresponding to virtual sub-models A, B, and C in the initial direction are in an activated state, and function controls D, E, and F in other directions are in a standby state. After the system determines the function control in an activated state, or obtains the default activation area, in order to reduce the operating cost of the player when playing the game, the system can select an enlarged display method to display the target indicator icon in the activated state. In other words, the function control in the activated state can be set as a large icon to facilitate the player to select the function control, and the other icons in the standby state are set as small icons. No response is made after the player clicks, so as to avoid affecting the player's judgment and selection of the function control and causing misselection.

[0077] Optionally, the player can manually slide on the display screen to move the main field of view image displayed by the game camera. When the range of the game camera changes, the corresponding function controls will automatically move in the area as the player slides. Figure 4 is a schematic diagram of a structure of icon display after an interface is moved according to an embodiment of the present disclosure, such as Figure 4 As shown in the figure, when the player moves the main field of view image to the right, the virtual sub-model that appears in the main field of view image is Figure 3 The original A, B, C are changed to B, A, F. At this time, the system can automatically change the function controls displayed on areas 1, 2, and 3 to function controls F, A, and B, indicating that the function controls F, A, and B are in the activated state.

[0078] Optionally, different preset display modes can be set to display the function controls corresponding to multiple virtual sub-models, and the preset display modes include but are not limited to: highlight display, flashing display, deformation display, etc. After the system determines the target virtual sub-model that can launch virtual props to the target virtual object based on the relative position of the player's controlled object and the target virtual object, as well as the state information of the player's controlled object, the system can display the corresponding function controls on the touch-sensitive display screen in a preset display mode. Generally, in order to clearly distinguish between effective launch and invalid launch, and at the same time reduce the player's discomfort caused by flashing, highlight display is usually selected as the preset display mode to display the target function control.

[0079] Figure 5 is a schematic diagram of a structure of icon display for virtual objects according to an embodiment of the present disclosure. Figure 5As shown, at this time, within the interactive range of the player-controlled object, the system detects that the interactive target virtual object is directly in front of the player-controlled object. According to the relative positions of the player-controlled object and the target virtual object, and the current state of the virtual sub-model of the player-controlled object, it can be determined that the virtual sub-models that can effectively launch virtual props to the target virtual object are A, B, and C, and their corresponding function controls are icons A, B, and C, so at this time, icons A, B, and C can be displayed in a highlighted manner.

[0080] Figure 6 is a schematic diagram of a structure of icon display when a virtual object is viewed from the side according to an embodiment of the present disclosure, such as Figure 6 As shown, when the target virtual object is currently located in front of the right side of the player's controlled object, based on the relative positions of the player's controlled object and the target virtual object, and the current state of the virtual sub-model of the player's controlled object, it can be determined that the virtual sub-models that can effectively launch virtual props to the target virtual object are F, A, and B, and their corresponding function controls F, A, and B are displayed in a highlighted manner.

[0081] In an optional embodiment, the method further includes: controlling the first function control to align with the first preset position to obtain an alignment result, wherein the first function control is the function control to be activated; activating the first function control based on the alignment result to obtain a target function control.

[0082] The first preset position may refer to a preset position for displaying a target function control in an activated state, and the target function control may refer to a function control that a player can operate. Figure 6 As shown, the above-mentioned first preset position is areas 1, 2, and 3 of the function control area. If the above-mentioned first function control is not in the preset position, the system can control the movement of all function controls, align the first function control with the first preset position, and obtain the result. Since the function control that is not in the preset position is in standby state, the system needs to activate the first function control after aligning the first function control with the first preset position, so that it is in an activated state and becomes the target function control.

[0083] When there is no virtual target object in the main field of view obtained by the player, but there is a need to interact with the target virtual object, the system can accept the activation command issued by the player, align the first function control with the first preset position, and make the virtual target object appear in the main field of view obtained by the player, so that the player can use the aligned target function control to launch virtual props or interact with the virtual target object.

[0084] Optionally, controlling the first function control to align with a first preset position to obtain an alignment result includes: receiving a first operation instruction for the preset control, wherein the first operation instruction is used to move the first function control by touching the preset control; and controlling the first function control to align with the first preset position based on the first operation instruction to obtain an alignment result.

[0085] Game designers can set a "one-click move" button in the function control area. The button's appearance includes but is not limited to: setting a move arrow on the right side of the area, setting a round button above the area, etc. Figure 6 As shown, from an aesthetic point of view, a moving arrow is set on the right side of the attack indication area. When the user clicks the moving arrow, the system responds to the moving instruction, automatically moves all the function controls to the right, and highlights the moved function controls F, A, and B. At the same time, the system moves the main field of view image to the position of the virtual sub-models F, A, and B.

[0086] When the player clicks the "One-click Move" button, the system can automatically detect the position of the first function control that is not aligned with the first preset position in the function control area. If the first function control is located in area 4 or 5, the system can directly reduce the area numbers of all function controls until the first function control is aligned with the first preset position; if the first function control is located in area 6, the system can directly increase the area numbers of all function controls, and the function control originally located in area 6 is moved to area 1.

[0087] By setting a "one-click move" button, players only need to click the button once to complete all moves, reducing the difficulty of operation.

[0088] Optionally, controlling the first function control to align with the first preset position to obtain an alignment result includes: receiving a second operation instruction for at least one function control, wherein the second operation instruction is used to move the first function control; and controlling the first function control to align with the first preset position based on the second operation instruction to obtain an alignment result.

[0089] Game designers can also design a drag rule so that players can freely drag function controls, such as Figure 6 As shown, when the first function control F is not aligned with the first preset position, the player can long press the function control F and drag it to the first preset position. Based on the dragging instruction, the system moves the first function control F to areas 1, 2, and 3 in real time, and the remaining function controls C, D, and E move to the left. The player can also customize the position sorting of icons in areas 1, 2, and 3 according to his or her own preferences. At the same time, the system moves the main field of view image to the position of the virtual sub-models F, A, and B.

[0090] Optionally, controlling the first function control to align with the first preset position to obtain an alignment result includes: obtaining a field of view adjustment parameter of a preset virtual model, wherein the field of view adjustment parameter is used to represent an adjustment parameter corresponding to adjusting from a current field of view image to a target field of view image; and controlling the first function control to align with the first preset position based on the field of view adjustment parameter to obtain an alignment result.

[0091] The above-mentioned field of view adjustment parameter may refer to a lens angle link corresponding to the virtual lens in the game. For example, in a warship game, an angle link may be set in the user graphical interface to display the direction of the current virtual lens, such as longitude and latitude, a circular link with due north at 90°, etc. The player may change the position of the virtual sub-model by manipulating the virtual lens, that is, whether the virtual sub-model appears in the user graphical interface, or whether the virtual sub-model corresponds to other target virtual objects, etc., so as to align the above-mentioned first functional control with the first preset position.

[0092] When the first function control is not aligned with the first preset position, the player can also manually slide the display screen according to the highlight of the first function control to move the acquired virtual lens, that is, the main field of view image, so that the virtual sub-model corresponding to the highlighted function control appears in the main field of view image. The method of moving the screen is the same as the above, and will not be repeated here.

[0093] Optionally, the game designer may also set a lock button. When the first function control is aligned with the first preset position, the player may click the lock button. At this time, the position of the first function control no longer changes as the player moves the display screen lens.

[0094] Figure 7 is a schematic diagram of a structure in which an icon is moved after completion according to an embodiment of the present disclosure. After the first function control is aligned with the first preset position, the structure of the function control interface is as follows: Figure 7 As shown, the function controls F, A, and B are in an activated state and are highlighted, and the function controls C, D, and E are in a standby state and are not highlighted.

[0095] Optionally, if the corresponding virtual sub-model in the activated function control is in an abnormal state, for example, the remaining number of shells is 0, the shells have been destroyed, etc., it will no longer be highlighted to remind the user that the virtual sub-model is in an abnormal state.

[0096] In an optional embodiment, the system also includes: obtaining a positional relationship between at least one virtual sub-model and a preset virtual model; establishing a mapping relationship between at least one virtual sub-model and at least one functional control based on the positional relationship; generating an interactive icon list based on the mapping relationship and at least one functional control; and displaying the interactive icon list.

[0097] The above-mentioned preset virtual model refers to the corresponding position of the functional control on the player's controlled object, such as Figure 3 As shown, taking the ship battle game as an example, the game designer can pre-set multiple mapping positions on the ship. Point A maps to function control A, and point B maps to function control B. When the designer or player configures different accessories at the mapping position based on their own needs, each accessory maps to a function control. After the system determines the mapping relationship between the accessories and the function controls, it generates and displays an interactive icon list in the function control area, and the player can click on the interactive icon list. Optionally, when the player installs or uninstalls a preset virtual model, or changes the appearance of a preset virtual model, the icon list corresponding to the preset virtual model can also be changed. For example, if the player uninstalls the preset virtual model, the system will clear the corresponding icon; if the player installs a new preset virtual model, the system will update the style of the corresponding icon.

[0098] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present disclosure, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, a disk, or an optical disk), and includes a number of instructions for a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods of each embodiment of the present disclosure.

[0099] In the present embodiment, a device for operating in a game is also provided, and the device is used to implement the above-mentioned embodiments and preferred embodiments, and the descriptions that have been made will not be repeated. As used below, the terms "unit" and "module" can implement a combination of software and / or hardware of a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, the implementation of hardware, or a combination of software and hardware is also possible and conceived.

[0100] Figure 8 is a structural block diagram of an operating device in a game according to an embodiment of the present disclosure, wherein a graphical user interface is provided through a terminal device, and the content displayed by the graphical user interface includes a touch area, such as Figure 8 As shown, the device comprises:

[0101] A first display module 802 is used to display at least one functional control corresponding to at least one virtual sub-model on a preset virtual model, wherein the at least one virtual sub-model includes at least one of the following: a virtual sub-model located within a current visual field corresponding to the preset virtual model, and a preset sub-model located outside a current visual field corresponding to the preset virtual model, and the functional control is configured to respond to a control operation to control the virtual sub-model to execute a corresponding game behavior;

[0102] A first determination module 804 is used to determine at least one target virtual sub-model corresponding to a target virtual object from at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of at least one virtual sub-model, wherein the target virtual object is at least one of the following virtual objects: a virtual object located within the current field of view, and a virtual object located outside the current field of view;

[0103] A second determination module 806 is used to determine a target functional control corresponding to a target virtual sub-model in at least one functional control;

[0104] The second display module 808 is used to display the target function control in a first preset display mode, wherein the target function control is a function control corresponding to the target virtual sub-model in at least one function control.

[0105] Optionally, the first display module 802 includes: a first determination unit, used to determine a first function control corresponding to a preset sub-model within the current field of view; a second determination unit, used to determine a second function control corresponding to a preset sub-model outside the current field of view; a first display unit, used to display the first function control through a second preset display mode; and a second display unit, used to display the second function control through a third preset display mode.

[0106] Optionally, the device also includes: a first acquisition module, used to acquire at least one initial virtual object, wherein the at least one initial virtual object includes at least one of the following virtual objects: an initial virtual object located within the current field of view, and an initial virtual object located outside the current field of view; a second acquisition module, used to lock the at least one initial virtual object based on a target locking operation to obtain a target virtual object, wherein the target virtual object is the locked initial virtual object among the at least one initial virtual object.

[0107] Optionally, the device further includes: a third acquisition module, used to acquire an attack range of at least one virtual sub-model; and a third determination module, used to determine that an initial virtual object located in the attack range is a target virtual object.

[0108] Optionally, the device also includes: a fourth acquisition module, used to acquire the activation status of at least one function control, wherein the activation status is used to indicate whether the function control is activated; a fourth determination module, used to determine a target function control in at least one function control based on the activation status, wherein the target function control is a function control that has been activated in at least one function control.

[0109] Optionally, the device also includes: a first alignment module, used to control the first function control to align with the first preset position to obtain an alignment result, wherein the first function control is the function control to be activated; and a fifth acquisition module, used to activate the first function control based on the alignment result to obtain a target function control.

[0110] Optionally, the first alignment module includes: a first receiving unit, used to receive a first operation instruction for a preset operation control, wherein the first operation instruction is used to move a first function control by touching the preset operation control; a first alignment unit, used to control the first function control to align with a first preset position based on the first operation instruction to obtain an alignment result.

[0111] Optionally, the first alignment module includes: a second receiving unit, used to receive a second operation instruction for at least one functional control, wherein the second operation instruction is used to move the first functional control; a second alignment unit, used to control the first functional control to align with the first preset position based on the second operation instruction to obtain an alignment result.

[0112] Optionally, the first alignment module includes: a parameter acquisition unit, used to acquire the field of view adjustment parameters of a preset virtual model, wherein the field of view adjustment parameters are used to represent the adjustment parameters corresponding to the adjustment from the current field of view picture to the target field of view picture; a third alignment unit, used to control the alignment of the first function control with the first preset position based on the field of view adjustment parameters to obtain an alignment result.

[0113] Optionally, the device also includes: a sixth acquisition module, used to obtain the positional relationship between at least one virtual sub-model and a preset virtual model; a first mapping module, used to establish a mapping relationship between at least one virtual sub-model and at least one functional control based on the positional relationship; a first generation module, used to generate an interactive icon list based on the mapping relationship and at least one functional control; and a first display module, used to display the interactive icon list.

[0114] Optionally, the attribute information in the first determination module includes at least one of the following: the number of virtual weapons included in the preset sub-model, the number of virtual characters included in the preset sub-model, and the skill cooling status of the preset sub-model, wherein the virtual characters are used to maintain the virtual weapons.

[0115] In at least some embodiments of the present disclosure, first, at least one function control corresponding to at least one virtual sub-model on a preset virtual model can be detected and displayed; at least one target virtual sub-model corresponding to the target virtual object is determined from at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of at least one virtual sub-model; a target function control corresponding to the target virtual sub-model in at least one function control is determined; and the target function control is displayed through a first preset display mode, so that the system can autonomously detect the interactive virtual objects outside the player's main field of view image, and reflect the detection results in real time to the function control, and the player can clearly identify the interactive virtual objects in any direction through the indicator icon, thereby reducing the thinking time required for the player to interact, thereby solving the technical problem that the player cannot obtain the attackability of the target outside the main field of view in time.

[0116] It should be noted that the above-mentioned units and modules can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to this: the above-mentioned units and modules are all located in the same processor; or, the above-mentioned units and modules are located in different processors in any combination.

[0117] An embodiment of the present disclosure further provides a non-volatile storage medium, in which a computer program is stored, wherein the computer program is configured to execute the following steps when running:

[0118] Display at least one functional control corresponding to at least one virtual sub-model on a preset virtual model, wherein the at least one virtual sub-model includes at least one of the following: a virtual sub-model located within a current field of view corresponding to the preset virtual model, and a preset sub-model located outside the current field of view corresponding to the preset virtual model, and the functional control is configured to respond to a control operation to control the virtual sub-model to perform a corresponding game behavior; determine at least one target virtual sub-model corresponding to a target virtual object from at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of at least one virtual sub-model, wherein the target virtual object is at least one of the following virtual objects: a virtual object located within the current field of view, and a virtual object located outside the current field of view; determine a target functional control corresponding to the target virtual sub-model in at least one functional control; and display the target functional control in a first preset display mode, wherein the target functional control is a functional control corresponding to the target virtual sub-model in at least one functional control.

[0119] Optionally, displaying at least one function control corresponding to at least one virtual sub-model on a preset virtual model includes: determining a first function control corresponding to a preset sub-model within a current field of view; determining a second function control corresponding to a preset sub-model outside the current field of view; displaying the first function control through a second preset display mode; and displaying the second function control through a third preset display mode.

[0120] Optionally, the method further includes: acquiring at least one initial virtual object, wherein the at least one initial virtual object includes at least one of the following virtual objects: an initial virtual object located within a current field of view, and an initial virtual object located outside the current field of view; locking the at least one initial virtual object based on a target locking operation to obtain a target virtual object, wherein the target virtual object is the locked initial virtual object among the at least one initial virtual object.

[0121] Optionally, after acquiring at least one initial virtual object, the method further includes: acquiring an attack range of at least one virtual sub-model; and determining the initial virtual object located in the attack range as a target virtual object.

[0122] Optionally, the method further includes: obtaining an activation status of at least one function control, wherein the activation status is used to indicate whether the function control is activated; and determining a target function control in at least one function control based on the activation status, wherein the target function control is a function control that has been activated in at least one function control.

[0123] Optionally, the method further includes: controlling the first function control to align with the first preset position to obtain an alignment result, wherein the first function control is a function control to be activated; activating the first function control based on the alignment result to obtain a target function control.

[0124] Optionally, controlling the first function control to align with a first preset position to obtain an alignment result includes: receiving a first operation instruction for a preset operation control, wherein the first operation instruction is used to move the first function control by touching the preset operation control; and controlling the first function control to align with the first preset position based on the first operation instruction to obtain an alignment result.

[0125] Optionally, controlling the first function control to align with the first preset position based on the first operation instruction to obtain an alignment result includes: receiving a second operation instruction for at least one function control, wherein the second operation instruction is used to move the first function control; controlling the first function control to align with the first preset position based on the second operation instruction to obtain an alignment result.

[0126] Optionally, controlling the first function control to align with the first preset position to obtain an alignment result includes: obtaining a field of view adjustment parameter of a preset virtual model, wherein the field of view adjustment parameter is used to represent an adjustment parameter corresponding to adjusting from a current field of view image to a target field of view image; and controlling the first function control to align with the first preset position based on the field of view adjustment parameter to obtain an alignment result.

[0127] Optionally, the method also includes: obtaining a positional relationship between at least one virtual sub-model and a preset virtual model; establishing a mapping relationship between at least one virtual sub-model and at least one functional control based on the positional relationship; generating an interactive icon list based on the mapping relationship and at least one functional control; and displaying the interactive icon list.

[0128] Optionally, the attribute information includes at least one of the following: the number of virtual weapons included in the preset sub-model, the number of virtual characters included in the preset sub-model, and the skill cooling status of the preset sub-model, wherein the virtual characters are used to maintain the virtual weapons.

[0129] In at least some embodiments of the present disclosure, first, at least one function control corresponding to at least one virtual sub-model on a preset virtual model can be detected and displayed; at least one target virtual sub-model corresponding to the target virtual object is determined from at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of at least one virtual sub-model; a target function control corresponding to the target virtual sub-model in at least one function control is determined; and the target function control is displayed through a first preset display mode, so that the system can autonomously detect the interactive virtual objects outside the player's main field of view image, and reflect the detection results in real time to the function control, and the player can clearly identify the interactive virtual objects in any direction through the indicator icon, thereby reducing the thinking time required for the player to interact, thereby solving the technical problem that the player cannot obtain the attackability of the target outside the main field of view in time.

[0130] The specific implementation contents of the operating method in the game run in this embodiment are also applicable to the implementation contents of the operating method in the aforementioned game, so they will not be repeated here.

[0131] Optionally, in this embodiment, the above-mentioned non-volatile storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.

[0132] An embodiment of the present disclosure further provides an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to perform the following steps:

[0133] Display at least one functional control corresponding to at least one virtual sub-model on a preset virtual model, wherein the at least one virtual sub-model includes at least one of the following: a virtual sub-model located within a current field of view corresponding to the preset virtual model, and a preset sub-model located outside the current field of view corresponding to the preset virtual model, and the functional control is configured to respond to a control operation to control the virtual sub-model to perform a corresponding game behavior; determine at least one target virtual sub-model corresponding to a target virtual object from at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of at least one virtual sub-model, wherein the target virtual object is at least one of the following virtual objects: a virtual object located within the current field of view, and a virtual object located outside the current field of view; determine a target functional control corresponding to the target virtual sub-model in at least one functional control; and display the target functional control in a first preset display mode, wherein the target functional control is a functional control corresponding to the target virtual sub-model in at least one functional control.

[0134] Optionally, displaying at least one function control corresponding to at least one virtual sub-model on a preset virtual model includes: determining a first function control corresponding to a preset sub-model within a current field of view; determining a second function control corresponding to a preset sub-model outside the current field of view; displaying the first function control through a second preset display mode; and displaying the second function control through a third preset display mode.

[0135] Optionally, the method further includes: acquiring at least one initial virtual object, wherein the at least one initial virtual object includes at least one of the following virtual objects: an initial virtual object located within a current field of view, and an initial virtual object located outside the current field of view; locking the at least one initial virtual object based on a target locking operation to obtain a target virtual object, wherein the target virtual object is the locked initial virtual object among the at least one initial virtual object.

[0136] Optionally, after acquiring at least one initial virtual object, the method further includes: acquiring an attack range of at least one virtual sub-model; and determining the initial virtual object located in the attack range as a target virtual object.

[0137] Optionally, the method further includes: obtaining an activation status of at least one function control, wherein the activation status is used to indicate whether the function control is activated; and determining a target function control in at least one function control based on the activation status, wherein the target function control is a function control that has been activated in at least one function control.

[0138] Optionally, the method further includes: controlling the first function control to align with the first preset position to obtain an alignment result, wherein the first function control is a function control to be activated; activating the first function control based on the alignment result to obtain a target function control.

[0139] Optionally, controlling the first function control to align with a first preset position to obtain an alignment result includes: receiving a first operation instruction for a preset operation control, wherein the first operation instruction is used to move the first function control by touching the preset operation control; and controlling the first function control to align with the first preset position based on the first operation instruction to obtain an alignment result.

[0140] Optionally, controlling the first function control to align with the first preset position based on the first operation instruction to obtain an alignment result includes: receiving a second operation instruction for at least one function control, wherein the second operation instruction is used to move the first function control; controlling the first function control to align with the first preset position based on the second operation instruction to obtain an alignment result.

[0141] Optionally, controlling the first function control to align with the first preset position to obtain an alignment result includes: obtaining a field of view adjustment parameter of a preset virtual model, wherein the field of view adjustment parameter is used to represent an adjustment parameter corresponding to adjusting from a current field of view image to a target field of view image; and controlling the first function control to align with the first preset position based on the field of view adjustment parameter to obtain an alignment result.

[0142] Optionally, the method also includes: obtaining a positional relationship between at least one virtual sub-model and a preset virtual model; establishing a mapping relationship between at least one virtual sub-model and at least one functional control based on the positional relationship; generating an interactive icon list based on the mapping relationship and at least one functional control; and displaying the interactive icon list.

[0143] Optionally, the attribute information includes at least one of the following: the number of virtual weapons included in the preset sub-model, the number of virtual characters included in the preset sub-model, and the skill cooling status of the preset sub-model, wherein the virtual characters are used to maintain the virtual weapons.

[0144] In at least some embodiments of the present disclosure, first, at least one function control corresponding to at least one virtual sub-model on a preset virtual model can be detected and displayed; at least one target virtual sub-model corresponding to the target virtual object is determined from at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of at least one virtual sub-model; a target function control corresponding to the target virtual sub-model in at least one function control is determined; and the target function control is displayed through a first preset display mode, so that the system can autonomously detect the interactive virtual objects outside the player's main field of view image, and reflect the detection results in real time to the function control, and the player can clearly identify the interactive virtual objects in any direction through the indicator icon, thereby reducing the thinking time required for the player to interact, thereby solving the technical problem that the player cannot obtain the attackability of the target outside the main field of view in time.

[0145] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation modes, and this embodiment will not be described in detail here.

[0146] The serial numbers of the above-mentioned embodiments of the present disclosure are only for description and do not represent the advantages or disadvantages of the embodiments.

[0147] In the above embodiments of the present disclosure, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0148] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of units can be a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0149] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed over multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0150] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0151] If the integrated unit 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 all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, disk or optical disk, etc. Various media that can store program codes.

[0152] The above are only preferred embodiments of the present disclosure. It should be pointed out that, for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present disclosure. These improvements and modifications should also be regarded as the protection scope of the present disclosure.

Claims

1. An operation method in a game, wherein a graphical user interface is displayed through a terminal device, wherein the graphical user interface includes a virtual scene and a preset virtual model located in the virtual scene, wherein the preset virtual model is a virtual model corresponding to the terminal device, wherein: The method comprises: Displaying at least one functional control corresponding to at least one virtual sub-model on the preset virtual model, wherein the at least one virtual sub-model includes: a virtual sub-model located within a current visual field corresponding to the preset virtual model, and a preset sub-model located outside the current visual field corresponding to the preset virtual model, and the functional control is configured to control the virtual sub-model to perform a corresponding game behavior in response to a control operation; Determining at least one target virtual sub-model corresponding to a target virtual object from the at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of the at least one virtual sub-model, wherein the target virtual object is at least one of the following virtual objects: a virtual object located within the current field of view, and a virtual object located outside the current field of view; Determining a target functional control corresponding to the target virtual sub-model in the at least one functional control; The target function control is displayed in a first preset display mode, wherein the target function control is a function control corresponding to the target virtual sub-model in the at least one function control.

2. The method according to claim 1, characterized in that Displaying at least one functional control corresponding to at least one virtual sub-model on the preset virtual model includes: Determining a first functional control corresponding to a preset sub-model within the current field of view; Determining a second function control corresponding to a preset sub-model outside the current field of view; Displaying the first function control in a second preset display mode; The second function control is displayed in a third preset display manner.

3. The method according to claim 1, characterized in that The method further comprises: Acquire at least one initial virtual object, wherein the at least one initial virtual object includes at least one of the following virtual objects: an initial virtual object located within the current field of view, and an initial virtual object located outside the current field of view; The at least one initial virtual object is locked based on a target locking operation to obtain the target virtual object, wherein the target virtual object is the locked initial virtual object among the at least one initial virtual object.

4. The method according to claim 3, characterized in that After acquiring at least one initial virtual object, the method further includes: Acquiring an attack range of the at least one virtual sub-model; The initial virtual object located in the attack range is determined as the target virtual object.

5. The method according to claim 1, characterized in that The method further comprises: Acquire an activation state of the at least one functional control, wherein the activation state is used to indicate whether the functional control is activated; A target function control in the at least one function control is determined based on the activation state, wherein the target function control is an activated function control in the at least one function control.

6. The method according to claim 5, characterized in that The method further comprises: Controlling a first functional control to align with a first preset position to obtain an alignment result, wherein the first functional control is a functional control to be activated; The first functional control is activated based on the alignment result to obtain the target functional control.

7. The method according to claim 6, characterized in that Controlling the first functional control to align with the first preset position to obtain an alignment result includes: Receiving a first operation instruction for a preset operation control, wherein the first operation instruction is used to move the first function control by touching the preset operation control; Based on the first operation instruction, the first function control is controlled to align with the first preset position to obtain the alignment result.

8. The method according to claim 7, characterized in that Controlling the first function control to align with the first preset position based on the first operation instruction to obtain the alignment result includes: receiving a second operation instruction for the at least one functional control, wherein the second operation instruction is used to move the first functional control; Based on the second operation instruction, the first function control is controlled to align with the first preset position to obtain the alignment result.

9. The method according to claim 7, characterized in that: Controlling the first functional control to align with the first preset position to obtain an alignment result includes: Obtaining a field of view adjustment parameter of the preset virtual model, wherein the field of view adjustment parameter is used to represent an adjustment parameter corresponding to adjusting from a current field of view picture to a target field of view picture; The first function control is controlled to align with the first preset position based on the field of view adjustment parameter to obtain the alignment result.

10. The method according to claim 1, characterized in that The method further comprises: Acquire a positional relationship between the at least one virtual sub-model and the preset virtual model; Establishing a mapping relationship between the at least one virtual sub-model and the at least one functional control based on the position relationship; Generate an interactive icon list based on the mapping relationship and the at least one functional control; The interactive icon list is displayed.

11. The method according to claim 1, characterized in that The attribute information includes at least one of the following: the number of virtual weapons included in the preset sub-model, the number of virtual characters included in the preset sub-model, and the skill cooling status of the preset sub-model, wherein the virtual character is used to maintain the virtual weapon.

12. An operating device in a game, which displays a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene and a preset virtual model located in the virtual scene, wherein the preset virtual model is a virtual model corresponding to the terminal device, characterized in that: The device comprises: A first display module, configured to display at least one functional control corresponding to at least one virtual sub-model on the preset virtual model, wherein the at least one virtual sub-model includes: a virtual sub-model located within a current visual field corresponding to the preset virtual model, and a preset sub-model located outside the current visual field corresponding to the preset virtual model, and the functional control is configured to control the virtual sub-model to execute a corresponding game behavior in response to a control operation; A first determination module, configured to determine at least one target virtual sub-model corresponding to a target virtual object from the at least one virtual sub-model according to the orientation information of the preset virtual model and the attribute information of the at least one virtual sub-model, wherein the target virtual object is at least one of the following virtual objects: a virtual object located within the current field of view, and a virtual object located outside the current field of view; A second determining module, used to determine a target functional control corresponding to the target virtual sub-model in the at least one functional control; The second display module is used to display the target function control in a first preset display mode, wherein the target function control is a function control corresponding to the target virtual sub-model in the at least one function control.

13. A storage medium, characterized in that: The storage medium stores a computer program, wherein the computer program is configured to execute the operation method in the game described in any one of claims 1 to 11 when executed by a processor.

14. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to execute the operation method in the game as claimed in any one of claims 1 to 11.