An information processing method, device, electronic device and storage medium in a game

Through the method of automatically determining and multi-state locking virtual objects, the problem of low operation efficiency and flexibility of locking virtual objects in the prior art is solved, and a more efficient and flexible locking function is achieved.

CN118079388BActive Publication Date: 2025-07-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410383118.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-03-29
Publication Date
2025-07-01
Estimated Expiration
2044-03-29

AI Technical Summary

Technical Problem

The function of locking virtual objects in existing games requires players to choose and filter independently, resulting in low operational efficiency and flexibility.

Method used

By automatically determining the target virtual object from the virtual environment and providing different locking states corresponding to different operating states, players can perform different operations under different locking states.

Benefits of technology

It reduces the filtering time of locking virtual objects, improves locking efficiency and function flexibility and richness, and improves human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides an information processing method, apparatus, electronic device and storage medium in a game, which determines a target virtual object determined from a virtual environment as a first locked state; in the case where the target virtual object is in the first locked state, in response to an attack event of a controlled virtual character, determines the target virtual object as a second locked state; in the case where the target virtual object is in the second locked state, in response to no attack event of the controlled virtual character being detected within a predetermined time, determines the target virtual object as the first locked state; in the case where the target virtual object is in the first locked state, in response to a lock trigger operation, determines the target virtual object as a third locked state; and in the case where the target virtual object is determined as the third locked state, in response to a lock release operation, determines the target virtual object as the first locked state. It can improve the locking efficiency, flexibility and richness of the locking function, and improve the human-computer interaction efficiency.
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Description

Technical Field

[0001] The present disclosure relates to the field of human-computer interaction technologies, and in particular, to a method, apparatus, electronic device, and storage medium for information processing in a game. Background Art

[0002] With the development of the network, more and more games have emerged in front of players. Players can control a target virtual character by operating virtual controls displayed on a terminal device. Therefore, the convenience of game operations plays a key role in the game process of players.

[0003] With the popularity of mobile terminals, many shooting games adapted to mobile touch terminals have emerged in recent years. However, compared with shooting games that mainly use long-range shooting as the main combat method, the combat attack methods of games with physical fighting and cold weapons as the main combat methods are more diverse, the combat attack moves are more changeable, and the offense-defense conversion is more flexible. No matter what kind of attack method, it is necessary to accurately attack the target virtual object when releasing a skill.

[0004] In related technical solutions, one aspect attempts to at least partially solve the above problems: providing a locking function. After locking a virtual object, a player can focus on the attack control of the controlled virtual character without having to focus on adjusting the attack direction anymore. However, in related technologies, the locking function generally requires the player to independently select the virtual object to be locked, which takes a certain amount of time for the player to screen the locked object; at the same time, after locking the locked object, only a single locking interaction can be performed and cannot be flexibly adjusted, and the operation efficiency and operation richness of the player are both relatively low. Summary of the Invention

[0005] In view of this, the purpose of the present disclosure is to provide a method, apparatus, electronic device, and storage medium for information processing in a game, which can automatically determine the locked target virtual object and provide different locking states corresponding to different operation states. Players can perform different operations in different locking states, reducing the screening time for locking virtual objects, improving the locking efficiency, while also improving the flexibility and richness of the locking function, and further improving the human-computer interaction efficiency.

[0006] In a first aspect, an embodiment of the present disclosure provides a method for information processing in a game, and the information processing method includes:

[0007] Determine a target virtual object from a virtual environment and determine the target virtual object as a first locking state;

[0008] In the case where the target virtual object is determined as the first locking state, in response to an attack event of a controlled virtual character, determine the target virtual object as a second locking state;

[0009] In the case where the target virtual object is determined to be in the second locked state, in response to not detecting an attack event of the controlled virtual character within a predetermined time, determining the target virtual object to be in the first locked state;

[0010] In a case where the target virtual object is determined to be in the first locked state, in response to a lock trigger operation, determining the target virtual object to be in a third locked state;

[0011] In a case where the target virtual object is determined to be in the third lock state, in response to a lock release operation, the target virtual object is determined to be in the first lock state.

[0012] In a second aspect, an embodiment of the present disclosure further provides an information processing device in a game, the information processing device comprising:

[0013] A first locking state determining module, used to determine a target virtual object from a virtual environment, and determine the target virtual object to be in a first locking state;

[0014] A second locking state determining module, configured to determine the target virtual object to be in a second locking state in response to an attack event of the controlled virtual character when the target virtual object is determined to be in the first locking state;

[0015] A first lock state conversion module is used for, when the target virtual object is determined to be in the second lock state, in response to not detecting an attack event of the controlled virtual character within a predetermined time, determining the target virtual object to be in the first lock state;

[0016] A third lock state determining module, configured to determine the target virtual object to be in a third lock state in response to a lock triggering operation when the target virtual object is determined to be in the first lock state;

[0017] The third lock state releasing module is configured to, when the target virtual object is determined to be in the third lock state, determine the target virtual object to be in the first lock state in response to a lock releasing operation.

[0018] In a third aspect, an embodiment of the present disclosure further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the information processing method in the game as described in any one of the first aspects.

[0019] Fourthly, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, it executes the information processing method in the game according to any one of the first aspects.

[0020] The information processing method, device, electronic device, and storage medium in the game provided by the embodiments of the present disclosure determine a target virtual object from a virtual environment and determine the target virtual object to be in a first locked state; in the case where the target virtual object is determined to be in the first locked state, in response to an attack event of a controlled virtual character, determine the target virtual object to be in a second locked state; in the case where the target virtual object is determined to be in the second locked state, in response to no attack event of the controlled virtual character being detected within a predetermined time, determine the target virtual object to be in the first locked state; in the case where the target virtual object is determined to be in the first locked state, in response to a lock trigger operation, determine the target virtual object to be in a third locked state; in the case where the target virtual object is determined to be in the third locked state, in response to an unlock operation, determine the target virtual object to be in the first locked state. In this way, the locked target virtual object can be automatically determined, and different locked states corresponding to different operation states are provided. Players can perform different operations in different locked states, reducing the screening time for locking virtual objects and improving the locking efficiency while also enhancing the flexibility and richness of the locking function, further improving the human-computer interaction efficiency.

[0021] To make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, makes the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] To more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present disclosure and should not be regarded as limiting the scope. For those of ordinary skill in the art, other relevant drawings can also be obtained based on these drawings without creative efforts.

[0023] Figure 1 It is a flowchart of an information processing method in a game provided by an embodiment of the present disclosure;

[0024] Figure 2 It is a schematic diagram of the conversion of locked states provided by an embodiment of the present disclosure;

[0025] Figure 3 It is one of the schematic diagrams of the graphical user interface provided by an embodiment of the present disclosure;

[0026] Figure 4The second schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;

[0027] Figure 5 The schematic diagram of the setting interface provided by the embodiments of the present disclosure;

[0028] Figure 6 The third schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;

[0029] Figure 7 The schematic diagram of another graphical user interface provided by the embodiments of the present disclosure;

[0030] Figure 8 The structural schematic diagram of an information processing device in a game provided by the embodiments of the present disclosure;

[0031] Figure 9 The structural schematic diagram of an electronic device provided by the embodiments of the present disclosure. Detailed implementation manners

[0032] To make the objectives, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only a part rather than all of the embodiments of the present disclosure. Usually, the components of the embodiments of the present disclosure described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure to be protected, but only represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without creative efforts belongs to the scope of protection of the present disclosure.

[0033] Noun introduction:

[0034] (1) Graphical user interface

[0035] A graphical user interface is a format for interface display in the communication between humans and computers, which allows users to manipulate icons, identifiers or menu options on the screen using input devices such as a mouse or a keyboard, and also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks, etc.

[0036] (2) Virtual environment

[0037] A virtual environment is a game scene displayed (or provided) when an application runs on a terminal or a server, that is, the scene used during the normal game process. That is to say, the virtual environment refers to the virtual game controls that carry virtual characters during the game process. The virtual characters can move, release skills, etc. under the control of operation instructions issued by the user (i.e., the player) to the terminal device in the game scene. Optionally, the game scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional virtual environment, a 2.5D virtual environment, and a three-dimensional virtual environment. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the game scene is the scene where the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for battles between at least two virtual characters in the game scene, and there are virtual resources available for at least two virtual characters in this game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc.

[0038] (3) Controlled virtual character:

[0039] It refers to a dynamic object that can be controlled in the game scene. Optionally, the dynamic object can be a virtual person, a virtual animal, an anime character, etc. The virtual character is a character controlled by the player through an input device (e.g., a terminal device), or an artificial intelligence (AI) set in the virtual scene battle through training, or a non-player character (NPC) set in the game scene battle. Optionally, the virtual character can include virtual people competing in the game scene. Optionally, the number of virtual characters in the game scene battle is preset or dynamically determined according to the number of clients joining the battle. The embodiments of the present disclosure do not limit this. In a possible implementation manner, the user can control the virtual character to move in the virtual scene. For example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills, virtual props, etc. provided by the application to fight with other virtual characters.

[0040] In an alternative embodiment, various cloud applications can run under a cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operating mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the information processing method in the game are completed on the cloud game server, and the role of the client device is for data reception, transmission, and the presentation of the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, decodes and outputs the game screen through the client device.

[0041] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The local terminal device can provide the graphical user interface to the player in various ways. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0042] In a possible embodiment, the embodiment of the present invention provides an information processing method in a game, which provides a graphical user interface through a terminal device. Among them, the terminal device can be the aforementioned local terminal device (such as a local touch terminal), or the client device in the aforementioned cloud interaction system. The following takes the information processing method in the game running on the local terminal device (hereinafter referred to as the terminal device) as an example for description.

[0043] Please refer to Figure 1 , Figure 1 which is a flowchart of an information processing method in a game provided by an embodiment of the present disclosure.

[0044] As Figure 1 shown in, the information processing method in a game provided by an embodiment of the present disclosure includes:

[0045] S101. Determine a target virtual object from the virtual environment and determine the target virtual object as the first locked state.

[0046] S102. When the target virtual object is determined to be in the first locked state, in response to an attack event of the controlled virtual character, determine the target virtual object to be in the second locked state.

[0047] S103. When the target virtual object is determined to be in the second locked state, in response to no attack event of the controlled virtual character being detected within a predetermined time, determine the target virtual object to be in the first locked state.

[0048] S104. When the target virtual object is determined to be in the first locked state, in response to a lock trigger operation, determine the target virtual object to be in the third locked state.

[0049] S105. When the target virtual object is determined to be in the third locked state, in response to a lock release operation, determine the target virtual object to be in the first locked state.

[0050] The information processing method in the game provided by the embodiments of the present disclosure can automatically determine the target virtual object to be locked and provides different locked states corresponding to different operation states. Players can perform different operations in different locked states, which reduces the screening time for locking virtual objects, improves the locking efficiency, and at the same time enhances the flexibility and richness of the locking function, further improving the human-computer interaction efficiency.

[0051] The following describes the exemplary steps of the embodiments of the present disclosure:

[0052] S101. Determine the target virtual object from the virtual environment and determine the target virtual object to be in the first locked state.

[0053] In the embodiments of the present disclosure, players can control the controlled virtual character to move in the virtual environment through operations, or interact with other virtual characters in the virtual environment (for example, fight; or cooperate with each other, etc.).

[0054] In a possible implementation manner, players can control the controlled virtual character to move in the virtual environment through a trigger operation on the movement control area provided in the graphical user interface. Among them, the movement control area can be the response area corresponding to the movement control on the graphical user interface.

[0055] In a possible implementation manner, the movement control area can be an area displayed in the graphical user interface, and at least one movement control is included in the movement control area. The display shape of the movement control area can be a preset shape (rectangle, circle, etc.), or can be the same as the shape of the movement control.

[0056] In another possible implementation, the movement control area can also be an area hidden in the graphical user interface. In this case, the movement control controls included in the movement control area can be displayed in the graphical user interface or hidden in the graphical user interface.

[0057] Regardless of which of the above display methods, the response range of the movement control area is greater than or equal to the control response range of the movement control control. During the game setting process, the response range of the movement control area can be preset. Exemplarily, the response range of the movement control area can be within the preset range of the movement control control.

[0058] In a possible implementation, the player's triggering operation on the movement control area can be a touch operation on the movement control area or a click operation on the movement control area.

[0059] For example, when the terminal device is a mobile terminal, the triggering operation on the movement control area can be a touch operation on the movement control area (such as a long press operation, a click operation, or a swipe operation, etc.); when the terminal device is a PC, the triggering operation on the movement control area can be a click operation on the movement control area through an external input device (such as a click operation with a mouse, etc.).

[0060] Exemplarily, taking the movement control control as a virtual joystick in game settings as an example, the virtual joystick is generally set at the lower left corner of the graphical user interface. The player controls the target virtual character to move in the game scene according to the player's control through the swipe operation (swipe position and swipe distance) on the virtual joystick; the area occupied by the entire virtual joystick in the graphical user interface can be the response range of the entire movement control area. In another example, a rectangular area can be set centered on the virtual joystick, and this rectangular area can be determined as the movement control area (this rectangular area can be displayed in the graphical user interface or hidden in the graphical user interface).

[0061] Furthermore, when the player controls the controlled virtual character to perform an attack operation, generally, before performing the attack operation, it is necessary to determine the attack target in the virtual environment and perform an attack according to the location of the attack target in the virtual environment. However, during the initial process of the attack or when screening the attack target before the attack, the player may not fully know the possible targets that can be attacked (here, the possible targets that can be attacked refer to the objects with a relatively high attack success rate, excluding the situation where the player stares at a certain virtual object to attack). At this time, target virtual objects can be screened out in the virtual environment. Among them, the screening operation for the target virtual objects is automatically triggered when it is determined that there are virtual objects in the virtual environment.

[0062] Specifically, the step of "determining a target virtual object from a virtual environment" includes:

[0063] a1: Automatically determine a target virtual object from the virtual environment.

[0064] In the embodiments of the present disclosure, when it is determined that there is a virtual object in the virtual environment, the system automatically filters out the target virtual object according to the relative position between the virtual object and the controlled virtual character. After filtering out the target virtual object, the target virtual object is determined to be in the first locked state.

[0065] In a possible implementation manner, if there are multiple objects to be locked in the virtual environment, the target virtual object can be filtered out according to the conditions of each object to be locked in the virtual environment, and the target virtual object is determined to be in the first locked state.

[0066] Specifically, the step of "determining a target virtual object from a virtual environment" includes:

[0067] b1: Determine the target virtual object according to the position of the object to be locked and the position of the controlled virtual character.

[0068] In a possible implementation manner, the object to be locked is a character within the field of view of the controlled virtual character. That is, taking the game screen presented in the graphical user interface as an example, where the virtual camera shoots the virtual environment from the third perspective, the object to be locked is the object presented in the graphical user interface.

[0069] Among them, the purpose of determining the target virtual object is to control the controlled virtual object to release skills towards the target virtual object. Therefore, when determining the target virtual object, it is necessary to consider whether the locked object is within the attack range of the controlled virtual character, and it is necessary to determine whether the locked object is in the attack direction of the controlled virtual character. That is, according to the distance between the position of the object to be locked and the position of the controlled virtual character, determine whether the distance between the position where the object to be locked is located and the position where the controlled virtual character is located is less than the first preset distance threshold; at the same time, it is necessary to determine whether the relative direction between the position where the object to be locked is located and the position where the controlled virtual character is located is in the attack direction of the controlled virtual character according to the position where the object to be locked is located and the position where the controlled virtual character is located.

[0070] Optionally, if there is more than one object to be locked whose distance from the position of the controlled virtual character is less than the first preset distance threshold and is in the attack direction of the controlled virtual character, the target virtual object can be determined according to the distance between the position of each object to be locked that meets the conditions and the position of the controlled virtual character.

[0071] Specifically, sort the distances between the positions of each object to be locked and the position of the controlled virtual character from small to large, and determine the object to be locked with the smallest distance between its position and the position of the controlled virtual character as the target virtual object.

[0072] Exemplarily, after screening, the objects to be locked whose distances from the position of the controlled virtual character are less than the first preset distance threshold and are in the attack direction of the controlled virtual character include object to be locked X, object to be locked Y, and object to be locked Z. At this time, according to the positions of object to be locked X, object to be locked Y, and object to be locked Z in the virtual environment respectively, it is determined that the distance between object to be locked X and the controlled virtual character is 10m (game distance), the distance between object to be locked Y and the controlled virtual character is 20m (game distance), and the distance between object to be locked Z and the controlled virtual character is 5m (game distance). Since it is determined that the distance between object to be locked Z and the controlled virtual character is the closest, object to be locked Z is determined as the target virtual object.

[0073] In a possible implementation manner, if there is more than one object to be locked with the smallest distance between its position and the position of the controlled virtual character, it is necessary to determine the object to be locked that has been locked within a preset time period according to the historical locking information of multiple objects to be locked, and determine it as the target virtual object (being locked within a preset time period means that the player has a relatively strong attack intention towards this virtual object, or the player is used to attacking this virtual object). Determining the above virtual object as the target virtual object can better conform to the player's operation habits and further improve the human-computer interaction efficiency.

[0074] Optionally, it can also be to determine the target virtual object according to the type of the object to be locked, combined with the position of the object to be locked and the position of the controlled virtual character.

[0075] Specifically, the step "determine the target virtual object from the virtual environment" further includes:

[0076] c1: Determine the target virtual object according to the type of the object to be locked, the position of the object to be locked, and the position of the controlled virtual character.

[0077] In a possible implementation manner, similarly, when determining the target virtual object, it is necessary to consider whether the target virtual object is within the attack range of the controlled virtual character, and it is also necessary to determine whether the locked object is in the attack direction of the controlled virtual character. The determination methods for whether the virtual object is within the attack range of the controlled virtual character and whether the locked object is in the attack direction of the controlled virtual character are the same as the above determination methods and will not be elaborated here.

[0078] In an embodiment of the present disclosure, the types of objects to be locked may include at least one of the following: virtual characters, virtual breakable objects, virtual summoned objects, virtual bullets, virtual mechanisms, etc. For different types of objects to be locked, priorities for different types of objects to be locked may be set, and the target virtual object may be determined according to the priorities of different types of objects to be locked.

[0079] In a possible implementation manner, the priorities of the same type of object to be locked may be determined according to the attack history information of the same player in different virtual environments, or the priorities of the same type of object to be locked may be determined according to the attack history information of different players in the same virtual environment; generally speaking, the priority of an object of the virtual character type is higher than that of other object types.

[0080] In a possible implementation manner, if the distance from the position of the controlled virtual character is less than the first preset distance threshold, and there are more than one object to be locked in the attack direction of the controlled virtual character, the target virtual object may be determined according to the distance between the position of each object to be locked that meets the conditions and the position of the controlled virtual character and the type of the object to be locked at the same time.

[0081] Specifically, it may be to first determine the object to be locked with the highest priority according to the type of the object to be locked. If there are more than one object to be locked with the highest priority, then according to the distance between the position of the object to be locked and the position of the controlled virtual character, the object to be locked with the highest priority and the closest distance to the controlled virtual character is determined as the target virtual object; it may also be to first determine the object to be locked with the closest distance to the controlled virtual character according to the distance between the position of each object to be locked and the position of the controlled virtual character. If there are more than one object to be locked with the closest distance to the controlled virtual character, then according to the type of the object to be locked, the object to be locked with the closest distance to the controlled virtual character and the highest priority is determined as the target virtual object.

[0082] For the above example, if, after screening, the distance between the position of the controlled virtual character is less than the first preset distance threshold, and the objects to be locked in the attack direction of the controlled virtual character include the object to be locked X, the object to be locked Y, and the object to be locked Z. At this time, according to the positions of the object to be locked X, the object to be locked Y, and the object to be locked Z in the virtual environment respectively, it is determined that the distance between the object to be locked X and the controlled virtual character is 10m (game distance), the distance between the object to be locked Y and the controlled virtual character is 5m (game distance), and the distance between the object to be locked Z and the controlled virtual character is 5m (game distance). At this time, there is more than one object to be locked that is the closest to the controlled virtual character, namely the object to be locked Y and the object to be locked Z. According to the type of the object to be locked, it can be known that the type of the object to be locked Y is a virtual character; the type of the object to be locked Z is a virtual mechanism, and the type priority of the object to be locked Y is higher than the type priority of the object to be locked Z. The object to be locked Y is determined as the target virtual object.

[0083] In a possible implementation manner, similarly, if there are more than one object to be locked with the smallest distance between the position where it is located and the position of the controlled virtual character and the highest type priority, it is necessary to determine the object to be locked that has been locked within a preset time period according to the historical locking information of multiple objects to be locked, and determine it as the target virtual object (being locked within the preset time period means that the player has a relatively strong attack intention for this virtual object, or the player is used to attacking this virtual object). Determining the above virtual object as the target virtual object can better conform to the player's operation habits and further improve the human-computer interaction efficiency.

[0084] Optionally, when determining the target virtual object that can be locked in this stage according to information such as the object type of multiple objects to be locked, the distance between the position of the object to be locked and the position of the controlled virtual character, etc., it is also possible to comprehensively consider the type of the object to be locked and the distance between the position of the object to be locked and the position of the controlled virtual character, calculate for each object to be locked, determine the locking score of each object to be locked, and then determine the target virtual object according to the calculated locking score.

[0085] Specifically, the target virtual object is determined from the virtual environment through the following steps:

[0086] d1: For each object to be locked, based on the object type of the object to be locked and the distance between the position where the object to be locked is located and the position of the controlled virtual character, determine the weighted character score and the first correction coefficient corresponding to the object to be locked.

[0087] d2: For each object to be locked, determine a weighted angle score and a second correction coefficient based on the object type of the object to be locked, the joystick input information of the current player, and the set attack angle.

[0088] d3: For each object to be locked, determine the object lock score of the object to be locked based on the weighted character score corresponding to the object to be locked, the first correction coefficient, the weighted angle score, the second correction coefficient, and the historical lock information of the object to be locked.

[0089] d4: Determine the object to be locked with the highest object lock score among at least one object to be locked as the target virtual object.

[0090] In the embodiments of the present disclosure, the object to be locked is a character within the field of view of the controlled virtual character. That is, taking the game screen presented in the graphical user interface formed by the virtual camera shooting the virtual environment from the third perspective as an example, the object to be locked is an object presented in the graphical user interface, and the distance between the position of the object to be locked and the position of the controlled virtual character is less than the first preset distance threshold.

[0091] Among them, the first preset distance threshold may be the maximum attack distance range in the attack skills that the controlled virtual character can use. That is, in order to ensure the success rate of the controlled virtual character's attack (the controlled virtual character can attack the locked virtual object after releasing the skill), it is necessary to first ensure that the object to be locked is within the skill attack range of the controlled virtual character.

[0092] Exemplarily, the first preset distance threshold can be set to 20m (game distance), and the virtual object that can be determined as the object to be locked is a virtual object whose distance from the controlled virtual character is less than or equal to 20m (game distance). At the same time, the virtual object is within the field of view of the controlled virtual character. For example, if there is a virtual object X whose distance from the position of the controlled virtual character is 10m (game distance), but the virtual object X is behind the controlled virtual character at this time, that is, the current controlled virtual character cannot observe the virtual object X, then, at this time, the virtual object X cannot be determined as the object to be locked; at the same time, there is a virtual object Y, and the current controlled virtual character cannot observe the virtual object Y, but the distance between the position of the virtual object Y and the position of the controlled virtual character is 50m (game distance), which is greater than the first preset distance threshold of 20m (game distance), then, at this time, the virtual object Y cannot be determined as the object to be locked.

[0093] In a possible implementation manner, the player can select different types of locked objects for different skills.

[0094] In a possible implementation, the method of screening the target virtual object from at least one object to be locked may be to calculate the object locking scores of different objects to be locked, and based on the object locking scores of each object to be locked, determine the object to be locked with the highest object locking score as the target virtual object.

[0095] Specifically, the object lock score can be calculated according to the object type of the object to be locked, the distance from the controlled virtual character, the player's current operation input, and historical locking information, etc. The calculation process of the object locking scores of each object to be locked will be elaborated below.

[0096] In a possible implementation, different weight coefficients will correspond to different parameters (the object type of the object to be locked, the distance from the controlled virtual character, the player's current operation input, and historical locking information).

[0097] Furthermore, different first correction coefficients also correspond to different object types of the objects to be locked. Before performing the weighted calculation, it is also necessary to modify the initial values corresponding to different object types according to the correction coefficients. At the same time, the calculation of the first coefficient according to the object type also needs to refer to the distance between the position of the object to be locked and the position of the controlled virtual character.

[0098] Exemplarily, if the virtual object is a virtual breakable object or a virtual mechanism, the calculation method of the corresponding first correction coefficient at this time is: 2.0 + (the distance between the position of the object to be locked and the position of the controlled virtual character) * 0.055; if the object to be locked is of a type other than virtual breakable objects and virtual mechanisms, the first correction coefficient is the first initial correction coefficient.

[0099] Exemplarily, the first initial correction coefficient can be set to 1.

[0100] In a possible implementation, it can also be to adjust the first correction coefficient again according to the distance between the position of the object to be locked and the position of the controlled virtual character; specifically, if the distance between the position of the object to be locked and the position of the controlled virtual character is less than or equal to 3m (game distance), the first correction coefficient is 0.2; if the distance between the position of the object to be locked and the position of the controlled virtual character is greater than 3m (game distance) and less than or equal to 6m (game distance), the calculation method of the first correction coefficient is: 1 + (the distance between the position of the object to be locked and the position of the controlled virtual character - 3) * 0.1; if the distance between the position of the object to be locked and the position of the controlled virtual character is greater than 6m (game distance), the calculation method of the first correction coefficient is: 1.3 + (the distance between the position of the object to be locked and the position of the controlled virtual character - 5) * 0.055.

[0101] Further, for the angle correction coefficient (the second correction coefficient), it is necessary to determine the calculation basis according to whether there is an angle input by the player. If there is an operation of the player inputting an angle (the player adjusts the direction or angle by inputting for the virtual joystick), at this time, the target angle participating in the calculation is subject to the joystick angle input by the player through the virtual joystick; if there is no operation of the player inputting an angle, at this time, the target angle participating in the calculation is subject to the preset attack angle.

[0102] Among them, the preset attack angle can be the attack angle determined according to the distribution of the current target to be locked (for example, the angle facing the largest number of targets to be locked); it can also be determined according to the player's historical attack information (determined according to the attack angle with the highest usage frequency when the player controls the controlled virtual character at the current position).

[0103] Further, after determining the target angle participating in the calculation, if the target angle is less than or equal to 30 degrees, the calculation method of the second correction coefficient is: 0.91 + target angle * 0.003; if the target angle is greater than 30 degrees and less than or equal to 60 degrees, the calculation method of the second correction coefficient is: 1 + (v angle - 30) * 0.003; if the target angle is greater than 60 degrees and less than or equal to 90 degrees, the calculation method of the second correction coefficient is: 1.09 + (target angle - 60) * 0.1; if the target angle is greater than 90 degrees, the second correction coefficient is 4.1.

[0104] Further, for each target to be locked, when determining the object lock score of the target to be locked according to the weighted character score, the first correction coefficient, the weighted angle score, the second correction coefficient, and the historical lock information of the target to be locked corresponding to the target to be locked, for different types of targets to be locked, the calculation methods of the object lock score are also different.

[0105] Specifically, if the virtual object is a virtual breakable object, a virtual mechanism, and a virtual summoned object, the calculation method of the corresponding object lock score is: the first correction coefficient * the second correction coefficient + 10000; if the virtual object is a virtual character and a virtual bullet, the calculation method of the corresponding object lock score is: the first correction coefficient * the second correction coefficient.

[0106] Further, when calculating the object lock score of each target to be locked, it is also necessary to consider the historical lock information (whether it is a virtual object that has been locked by the same skill). Specifically, if the target to be locked is a virtual object that has been locked by the same skill, at this time, on the basis of the calculated object lock score, it is necessary to subtract 10000 again to determine the final object lock score corresponding to the target to be locked.

[0107] It should be noted that even if there is only one object to be locked currently, it is necessary to calculate the object locking score of the object to be locked according to the above calculation method. At the same time, if the requirements such as distance and type are not met, the object to be locked will not be locked.

[0108] In a possible implementation manner, when determining the target virtual object from at least one object to be locked, the object to be locked with the highest object locking score is determined as the target virtual object according to the object locking scores corresponding to each object to be locked. If there are more than one object to be locked with the same and highest score, it is necessary to refer to the historical locking information to determine the target virtual object.

[0109] Specifically, the step of "determining the object to be locked with the highest object locking score among at least one object to be locked as the target virtual object" includes:

[0110] e1: Detect whether the number of objects to be locked with the highest object locking score is one.

[0111] e2: If the number of objects to be locked with the highest object locking score is one, determine the object to be locked with the highest object locking score as the target virtual object.

[0112] e3: If the number of objects to be locked with the highest object locking score is not one, based on the historical locking information corresponding to the objects to be locked, determine the object to be locked that has been locked within a preset time period as the target virtual object.

[0113] In the embodiments of the present disclosure, if it is determined that the number of objects to be locked with the highest object locking score among multiple objects to be locked is one, directly determine this object to be locked as the target virtual object; if it is determined that the number of objects to be locked with the highest object locking score among multiple objects to be locked is not one, it is necessary to determine the object to be locked that has been locked within a preset time period according to the historical locking information of the multiple objects to be locked as the target virtual object (being locked within the preset time period indicates that the player has a relatively strong attack intention for this virtual object, or the player is used to attacking this virtual object). Determining the above virtual object as the target virtual object can better conform to the player's operation habits and further improve the human-computer interaction efficiency.

[0114] Exemplarily, if there are target objects to be locked A, B, C, and D at the same time, after calculation, the object locking score of target object to be locked A is 10, the object locking score of target object to be locked B is 12, the object locking score of target object to be locked C is 6, and the object locking score of target object to be locked D is 12. At this time, the object locking scores corresponding to target objects to be locked B and D are the highest at 12. According to the historical locking information, it is known that target object to be locked B is a virtual object that has been locked within a preset time period. Then, at this time, target object to be locked B can be determined as the target virtual object.

[0115] In a possible implementation manner, after the target virtual object is determined, the target virtual object needs to be determined as the first locking state. The first locking state can be regarded as a pre-locking state. After the target virtual object is determined as the first locking state, the player can, through the prompt information corresponding to the first locking state, know the virtual object that the current attack will be directed at (if the attack direction is set to be towards the locked object direction). That is, the first locking state can be regarded as a prompt state.

[0116] Specifically, after the step of "determining the target virtual object as the first locking state", the information processing method further includes:

[0117] f1: Display the first locking prompt information at a preset position of the target virtual object.

[0118] In the embodiments of the present disclosure, the preset position of the target virtual object can be a body part of the target virtual object or a position such as on the head of the target virtual object.

[0119] In a possible implementation manner, the first locking prompt information can be in different forms such as text prompt information and icon prompt information.

[0120] Exemplarily, the text prompt information can be to display a prompt of "the target virtual object is in the first locking state" at the preset position of the target virtual object; the icon prompt information can be to prompt the player that the current target virtual object is in the first locking state through a specific icon (for example, a locking icon, a aiming sight icon, etc.).

[0121] Through the above method, the player can be prompted of the current locked target, so that the player can clearly determine the attack target and better adjust different attack strategies.

[0122] Further, when the target virtual object is in the first locked state, if the player controls the controlled virtual character to attack the target virtual object, the target virtual object will be converted from the first locked state to the second locked state. In the second locked state, the target virtual object will be continuously locked. At this time, the player can control the controlled virtual character to perform continuous attack actions towards the target virtual object.

[0123] S102. When the target virtual object is determined to be in the first locked state, in response to an attack event of the controlled virtual character, determine the target virtual object to be in the second locked state.

[0124] In the embodiments of the present disclosure, the attack event of the controlled virtual character can be considered that the controlled virtual character has performed an attack action, or it can be considered that after the controlled virtual character attacks the target virtual object and causes damage to the target virtual object, the target virtual object is converted to the second locked state.

[0125] Specifically, the step "when the target virtual object is determined to be in the first locked state, in response to an attack event of the controlled virtual character, determine the target virtual object to be in the second locked state" includes:

[0126] g1: When the target virtual object is determined to be in the first locked state, in response to the controlled virtual character performing an attack behavior, determine the target virtual object to be in the second locked state; or,

[0127] g2: When the target virtual object is determined to be in the first locked state, in response to the attack skill released by the controlled virtual character causing damage to the target virtual object, determine the target virtual object to be in the second locked state.

[0128] In the embodiments of the present disclosure, the controlled virtual character performing an attack behavior can be triggered by the player through an operation on the attack skill control provided by the graphical user interface.

[0129] In a possible implementation manner, as long as it is determined that the controlled virtual character in the first locked state has performed an attack behavior, it is not necessary to determine the execution result of this attack behavior (such as whether the target virtual object is attacked), that is, upgrade the target virtual object from the first locked state to the second locked state. This method can reduce the time and operation difficulty of the conversion of the second locked state of the target virtual object, and helps to improve the human-computer interaction efficiency.

[0130] In another possible implementation manner, after it is determined that the controlled virtual character has performed an attack behavior, it is necessary to determine whether the current attack behavior of the controlled virtual character has attacked the target virtual object, that is, whether it has caused damage to the target virtual object. Only when it is determined that the controlled virtual character has attacked the target virtual object will the target virtual object be determined to be in the second locked state.

[0131] Among them, when setting an attack, the player can set the attack direction of the controlled virtual character through the setting interface. The attack direction can be divided into: the direction towards the locked target, the direction towards the moving direction of the controlled virtual character, and the direction towards the virtual camera's field of view. At this time, if the locked target direction, the moving direction of the controlled virtual character, and the virtual camera's field of view are inconsistent, the attack behavior of the controlled virtual character will not necessarily be directed at a specific target virtual object. Therefore, to ensure the accuracy of the attack, at this time, it is necessary to determine that the attack behavior of the controlled virtual character causes damage to the target virtual object before determining the locked state of the target virtual object as the second locked state. This can reduce the error of attack and locked state adjustment and improve the accuracy of the attack.

[0132] Among them, whether the attack skill released by the controlled virtual character causes damage to the target virtual object can be determined through prompt information. For example, if the attack skill released by the controlled virtual character causes damage to the target virtual object, a damage special effect may be displayed at the location of the target virtual object. At this time, if the damage special effect is displayed in the graphical user interface, the player can know according to the prompt that the target virtual object is adjusted to the second locked state; when the target virtual object is a virtual character, it can also be by observing the health bar status of the target virtual character. If it is found that the health bar of the target virtual character decreases, it is determined that the attack behavior of the controlled virtual character has caused damage to the target virtual character, and the player can know that the target virtual object is adjusted to the second locked state.

[0133] In a possible implementation manner, the method of determining the second locked state of the target virtual object when the controlled virtual character executes an attack behavior is applicable to the scenario where the player does not set an attack direction (the default attack direction is the direction towards the locked target); the method of determining the second locked state of the target virtual object when the controlled virtual character executes an attack behavior and causes damage to the target object is applicable to the situation where the player sets an attack direction. In this way, different locked state adjustment schemes are set for different setting situations, which can improve the accuracy of the locked state setting.

[0134] In a possible implementation manner, the attack event executed by the controlled virtual character can be a specific flying rope event, and the player can directly attack the target virtual object by controlling the towing object.

[0135] Specifically, the step of "responding to the attack event of the controlled virtual character and determining the target virtual object as the second locked state" includes:

[0136] h1: Responding to the release of the towing object by the controlled virtual character and determining the target virtual object as the second locked state.

[0137] h2: Moreover, a traction object is presented between the controlled virtual character and the target virtual object, and the virtual character is controlled to perform an attack behavior on the target virtual object through the traction object.

[0138] In the embodiments of the present disclosure, a traction control area can be displayed in the graphical user interface. The player can control the controlled virtual character to release the traction object through a touch operation on the traction control area. As long as it is detected that the player triggers the traction control area, the traction object is released towards the target virtual object, the traction object is presented between the controlled virtual character and the target virtual object, and the target virtual object (in the case where the target virtual object is a target virtual character) is attacked using the traction object; if it is not a target virtual character, it can pull the controlled virtual character to perform a traction movement action.

[0139] In a possible implementation manner, the moving speeds of the conventional movement action and the traction movement action are different: specifically, the moving speed of the controlled virtual character when performing the traction movement action is greater than the moving speed of the controlled virtual character when performing the conventional movement action; the moving positions of the controlled virtual character when performing the conventional movement action or the traction movement action are different: specifically, the controlled virtual character moves at a position in the air (far from the ground) in the virtual environment when performing the traction movement action; while the controlled virtual character moves at a ground position in the virtual environment when performing the conventional movement action; the control logics of the controlled virtual character when performing the conventional movement action or the traction movement action are different. When controlling the controlled virtual character to perform the traction movement action, it is necessary to first select a target traction position, and then control the controlled virtual character to release the traction object, and control the controlled virtual character to move towards the selected target traction position according to the traction object; while when controlling the controlled virtual character to perform the conventional movement action, it is necessary to determine the moving direction of the controlled virtual character in the virtual environment according to the player's movement control operation (taking the player's control operation through the virtual joystick as an example, it is necessary to determine the moving direction of the controlled virtual character according to the operation direction of the player on the virtual joystick).

[0140] In a possible implementation manner, the traction object can be displayed in the virtual environment in the form of a virtual traction rope, or can also be displayed in the virtual environment in the form of a virtual beam.

[0141] In a possible implementation manner, when the traction object is presented in the virtual environment, it can present an animation effect of emitting the traction object from the controlled virtual character towards the target traction position; or it can also present an animation effect of generating the traction object between the controlled virtual character and the target traction position.

[0142] In a possible implementation, in order to further prompt the player that the current target virtual object has been adjusted to the second locked state, the second locked prompt information can be displayed in the graphical user interface to prompt the player of the change in the locked state of the current target virtual object.

[0143] Specifically, after the step of "determining the target virtual object as the second locked state", the information processing method further includes:

[0144] i1: Adjust the display of the first locked prompt information at the preset position of the target virtual object to the second locked prompt information.

[0145] In the embodiments of the present disclosure, similarly, the preset position of the target virtual object can be a body part of the target virtual object or a position on the head of the target virtual object, etc.

[0146] In a possible implementation, the second locked prompt information can be in different forms such as text prompt information, icon prompt information, etc.

[0147] Exemplarily, the text prompt information can be to display a prompt of "the target virtual object is in the second locked state" at the preset position of the target virtual object; the icon prompt information can be to prompt the player that the current target virtual object is in the second locked state through a specific icon (for example, a lock icon, a aiming sight icon, etc.).

[0148] It should be noted that when the target virtual object is in the second locked state, the display form of the icon information of the second locked prompt information is different from that of the first locked prompt information, and the two can be different in icon style and / or icon color.

[0149] Exemplarily, if the first locked prompt information is a hollow sight style, then the second locked prompt information can be a solid sight style.

[0150] In a possible implementation, after determining that the player performs a lock trigger operation to switch the target virtual object to the second locked state, a special effect of converting from the first locked prompt information to the second locked prompt information can be displayed in the graphical user interface to prompt the player of the current lock state switching situation.

[0151] In a possible implementation, when the target virtual object is in the second locked state, the player can control the controlled virtual character to continuously attack the target virtual object. When the controlled virtual character attacks the target virtual object, the target virtual object is locked and will not be replaced. However, when the target virtual object is not attacked within the preset time, it will be adjusted to the first locked state.

[0152] S103: When the target virtual object is determined to be in the second locked state, in response to not detecting an attack event of the controlled virtual character within a predetermined time, the target virtual object is determined to be in the first locked state.

[0153] In the disclosed embodiment, the predetermined time may be determined based on the player's historical attack time. For example, it may be determined based on the average attack time of a continuous attack on a virtual character in the player's historical attack information. The player may also set the predetermined time independently before entering the game to select the switching time between the first lock state and the second lock state. For example, the predetermined time may be set to 0.5s.

[0154] In one possible implementation, after the target virtual object is determined to be in the second lock state, if no attack event of the controlled virtual character is detected within a predetermined time, it can be determined that the current player may give up the attack on the target virtual character, but the object cannot be adjusted when the target virtual object is in the second lock state. At this time, the target virtual object can be adjusted to the first lock state again, and the object lock score can be calculated again for different objects to be locked in the first lock state to update the current target virtual object.

[0155] Specifically, after the step of “determining the target virtual object to be in the first locked state”, the information processing method further includes:

[0156] j1: If an object with a higher locking score than the target virtual object appears, update the locked object.

[0157] j2: releasing the first locking state of the target virtual object, and setting the update locking object to the first locking state.

[0158] In the embodiment of the present disclosure, when the target virtual object is in the first locking state, the object locking score can be continuously calculated for the qualified objects to be locked. If an updated locked object with an object locking score higher than the target virtual object appears, the current target virtual object will be unlocked, and the updated locked object with a higher object locking score will be determined as the latest target virtual object, and the first locking prompt information will be displayed at the preset position of the updated target virtual object.

[0159] Through the above method, the locking state of the target virtual object can be adjusted according to the player's locking attack requirements, and then different locking objects can be adjusted to better meet the player's attack locking requirements.

[0160] In a possible implementation, whether it is the selection of the target virtual object, or the switching between the first locked state and the second locked state of the target virtual object, is automatically determined by the system according to different calculation parameters or by referring to the attack behavior of the player controlling the controlled virtual object. To better meet the player's locking needs, in the embodiments of the present disclosure, a solution is also provided in which the player can actively lock the target virtual object through a locking operation.

[0161] S104. When the target virtual object is determined to be in the first locked state, in response to a locking trigger operation, determine the target virtual object to be in the third locked state.

[0162] In the embodiments of the present disclosure, if the target virtual object is selected after calculating the object locking scores from multiple objects to be locked, the target virtual object can also be switched from the first locked state to the third locked state according to the received locking trigger operation.

[0163] In another possible implementation, the second locked state and the third locked state of the target virtual object can also be converted to each other.

[0164] Specifically, after the step of "when an attack event of the controlled virtual character is detected, determine the target virtual object to be in the second locked state", the information processing method further includes:

[0165] k1. When the target virtual object is determined to be in the second locked state, in response to a locking trigger operation, determine the target virtual object to be in the third locked state.

[0166] In the embodiments of the present disclosure, similarly, when the target virtual object is in the second locked state, the target virtual object can be switched from the first locked state to the third locked state according to the received locking trigger operation.

[0167] Among them, regardless of whether the target virtual object is currently in the first locked state or the second locked state, the method of switching to the third locked state can be triggered by a locking operation through a locking control displayed in the graphical user interface.

[0168] Specifically, the information processing method further includes:

[0169] l1. Provide a locking control in the graphical user interface.

[0170] In a possible implementation, the locking control can be resident in the graphical user interface, and the locking control can be displayed in the blank area other than the attack control to ensure that it does not affect the normal triggering operations of other attack controls, etc.

[0171] In another possible implementation, the locking control can also be displayed according to the settings of the player before entering the game. If the player turns on the locking function before entering the game, indicating that the player needs to perform the locking function during the game, at this time, the locking control can be displayed in the blank area of the graphical user interface; if the player does not turn on the locking function before entering the game, then the locking control can not be displayed in the blank area of the graphical user interface, that is, the display of the locking control is hidden, and it will be displayed again only after the player turns on the locking function again.

[0172] Further, if the locking control is displayed in the graphical user interface, at this time, the player can issue a locking operation by triggering the locking control.

[0173] Specifically, the step of "determining the target virtual object to be in the third locked state in response to the locking trigger operation" includes:

[0174] m1: In response to the trigger operation for the locking control, determine the target virtual object to be in the third locked state.

[0175] In a possible implementation, similarly, the player's trigger operation for the locking control can be a touch operation on the locking control or a click operation on the locking control.

[0176] For example, when the terminal device is a mobile terminal, the trigger operation for the locking control can be a touch operation on the locking control (such as a long press operation, a click operation, or a swipe operation, etc.); when the terminal device is a PC, the trigger operation for the locking control can be a click operation on the locking control through an external input device (such as a click operation with a mouse, etc.).

[0177] Further, after determining that the locking trigger operation of the player is received and determining that the target virtual object is in the third locked state, in order to allow the player to clearly understand the locked state of the current target virtual object, after the target virtual object is adjusted to the third locked state, a third locked prompt message can be displayed in the graphical user interface.

[0178] Specifically, after the step of "determining the target virtual object to be in the third locked state", the information processing method further includes:

[0179] n1: Adjust the display of the first locked prompt message or the second locked prompt message at the preset position of the target virtual object to the third locked prompt message.

[0180] In the embodiments of the present disclosure, similarly, the third locked prompt message can be in different forms such as a text prompt message, an icon prompt message, etc.

[0181] Exemplarily, the text prompt information may be to display a prompt of "the target virtual object is in the third locked state" at a preset position of the target virtual object; the icon prompt information may be to prompt the player that the current target virtual object is in the third locked state through a specific icon (for example, a lock icon, a aiming sight icon, etc.).

[0182] It should be noted that when the target virtual object is in the third locked state, the display form of the icon information of the third locked prompt information is different from that of the first locked prompt information or the second locked prompt information. The two may have different icon styles and / or different icon colors.

[0183] Exemplarily, the size of the third locked prompt information is generally larger than that of the first locked prompt information or the second locked prompt information.

[0184] In a possible implementation manner, after determining that the player performs a lock trigger operation to switch the target virtual object to the third locked state, a special effect of converting from the first locked prompt information or the second locked prompt information to the third locked prompt information may be displayed in the graphical user interface to prompt the player about the current lock state switching situation.

[0185] It should be noted that the special effect of converting from the first locked prompt information or the second locked prompt information to the third locked prompt information is different from the special effect of converting from the first locked prompt information to the second locked prompt information. By distinguishing different special effects, the player can more intuitively understand the current lock state switching situation.

[0186] In a possible implementation manner, when the target virtual object is in the second locked state or the third locked state, it is a continuous locked state of the target virtual object. In order to ensure that the player can more accurately observe the situation of the target virtual object in the virtual environment and then make a more accurate decision, it is necessary to ensure that the target virtual object is always in the graphical user interface when it is in the second locked state or the third locked state.

[0187] Specifically, the information processing method further includes:

[0188] o1: Display the picture taken by the virtual camera in the graphical user interface.

[0189] o2: In the case where the target virtual object is determined to be in the second locked state or the third locked state, adjust the shooting direction of the virtual camera according to the relative orientation between the target virtual object and the controlled virtual character, so that the target virtual object is located in the picture displayed in the graphical user interface.

[0190] In the embodiments of the present disclosure, the graphic user interface displays the image generated by the virtual camera shooting the virtual environment. Specifically, the displayed image is determined according to the orientation of the virtual camera. When the orientation of the virtual camera changes, the image on the graphic user interface also changes.

[0191] Furthermore, if the change in the orientation of the virtual camera causes the target virtual object to be no longer in the graphic user interface, it will affect the player's next attack decision. At this time, it is necessary to detect in real time whether the target virtual object is in the image displayed in the graphic user interface.

[0192] In a possible implementation manner, the detection method for whether the target virtual object is in the image displayed in the graphic user interface can be to emit a detection ray within a preset range starting from the position where the virtual camera is located. If the detection ray collides with the target virtual object during the emission process, it indicates that the target virtual object is in the graphic user interface.

[0193] Among them, the preset range can be the display range of the graphic user interface. The corresponding mapping relationship can be determined according to the conversion relationship between the camera coordinate system corresponding to the virtual camera and the two-dimensional coordinate system of the graphic user interface.

[0194] In a possible implementation manner, if it is determined that the current target virtual object is not in the image displayed in the graphic user interface, at this time, it is necessary to adjust the shooting direction of the virtual camera according to the relative orientation between the target virtual object and the controlled virtual character, so as to display the target virtual object in the graphic user interface. The player can accurately formulate the next strategy according to the situation of the target virtual object.

[0195] In a possible implementation manner, after the target virtual object is in the third locked state, switching the third locked state to the first locked state (or the second locked state) requires the player to actively switch, rather than the system making a judgment for switching.

[0196] S105. When the target virtual object is determined to be in the third locked state, in response to the lock release operation, determine the target virtual object to be in the first locked state.

[0197] In the embodiments of the present disclosure, the lock release operation is also triggered by the player through the triggering operation on the lock control.

[0198] In the first method, in order to distinguish the lock trigger operation and the lock release operation, different triggering operations for the lock control can be set. For example, the lock trigger operation is a click operation on the lock control, and the lock release operation is a slide operation on the lock control, etc.

[0199] In the second method, in order to further distinguish between the lock trigger operation and the lock release operation, the lock control can be divided into a lock trigger control and a lock release control. The player can issue a lock trigger operation through the trigger operation on the lock trigger control, and the player can also issue a lock release operation through the trigger operation on the lock release control.

[0200] In the third method, it can also be neither distinguishing the trigger methods for the same lock control nor different lock controls, but after issuing a lock trigger operation through the lock control, recording the trigger of the lock control and the current lock state. At this time, after receiving the trigger operation for the lock control again, it is determined that the received operation is a lock release operation.

[0201] Regarding the above different methods, the first method requires the player to remember different trigger methods corresponding to different lock requirements, which may increase the player's understanding cost; although the second method reduces the player's understanding cost, however, since new controls are added to the graphical user interface, it may cause occlusion of the graphical user interface, thereby resulting in differences in the player's observation of the virtual environment; the third method reduces the player's understanding cost and the occlusion of the graphical user interface, and the player can directly perform operations. The above different processing methods have different advantages and disadvantages, and the appropriate setting method can be selected according to different setting requirements.

[0202] In a possible implementation manner, when the target virtual object is in the third lock state, it is a continuous lock state, which is the same as being in the second lock state, and the locked virtual object cannot be changed. Therefore, if the locked object needs to be changed, the player needs to actively trigger the lock release operation to adjust the target virtual object to the first lock state. In the first lock state, different locked objects can be adjusted. That is, when the target virtual object is in the third lock state, the actively triggered lock release operation only switches the target virtual object from the third lock state to the first lock state. At this time, the target virtual object is still in the locked state. As long as the player controls the controlled virtual character to execute an attack event, the attack direction will still be towards the target virtual object. For completely releasing the lock state, certain unlocking events need to be satisfied to release the lock state of the target object.

[0203] Among them, there are certain differences in the methods of releasing the lock state of the target virtual object when the target locked object is in the first lock state or the second lock state and when the target locked object is in the third lock state. The following will be elaborated separately.

[0204] On the first aspect, when the target locked object is in the third lock state:

[0205] Specifically, the information processing method further includes:

[0206] p1: When the target virtual object is determined to be in the third locked state, in response to the triggering of an unlocking event, the locked state of the target virtual object is released.

[0207] Among them, the unlocking event includes at least one of the following:

[0208] The distance between the position of the target virtual object and the position of the controlled virtual character is greater than the second preset distance threshold. When the target virtual object is the target virtual character, the target virtual object is defeated by the controlled virtual character, and the health value of the target virtual object is less than the preset health threshold.

[0209] In the embodiments of the present disclosure, when the target virtual object is in the third locked state, it is possible to determine whether to release the locked state according to the distance between the position of the target virtual object and the position of the controlled virtual character, and the life state of the target virtual object (in the case where the target virtual object is a virtual character).

[0210] In a possible implementation manner, the second preset distance threshold may be the maximum distance for the skill release of the controlled virtual character. If the distance between the position of the target virtual object and the position of the controlled virtual character is greater than the second preset distance threshold, it means that at this time, the controlled virtual character cannot attack the target virtual object. At this time, it is meaningless to make the attack direction of the controlled virtual character face the position of the target virtual object through locking (in any case, the controlled virtual character cannot attack the target virtual object). At this time, it is necessary to release the locked state of the target virtual object and calculate again according to the preset parameters to screen out the next target virtual object.

[0211] In another possible implementation manner, when the target virtual object is a virtual character, if it is in the locked state, it will continue to be under attack by the controlled virtual character. When the target virtual character is continuously attacked, it will consume blood volume and health value. If it is determined that the health value of the current target virtual character has decreased to the preset health threshold (which can be 0, that is, the target virtual character loses its life after being attacked, or the health value decreases to a certain extent and cannot output the target skill, and is defeated or eliminated), it is also meaningless to attack the target virtual character again. Therefore, after determining that the health value of the target virtual object is less than the preset health threshold, it is also necessary to release the locked state of the target virtual object, and then calculate again according to the preset parameters to screen out the next target virtual object.

[0212] In a possible implementation manner, if the target virtual object is in the first locked state or the second locked state, it may be determined whether to release the locked state of the target virtual object according to the distance between the position of the target virtual object and the position of the controlled virtual character.

[0213] Specifically, the information processing method further includes:

[0214] q1: When the target virtual object is determined to be in the first locked state or the second locked state, in response to the distance between the location of the target virtual object and the location of the controlled virtual character being greater than the second preset distance threshold, the locked state of the target virtual object is released.

[0215] In the embodiments of the present disclosure, when the target virtual object is in the first locked state or the second locked state, generally, the target virtual object (if the target virtual object is a virtual character) will not be in a situation where the health value is less than the preset health threshold. Specifically, when the target virtual object is in the first locked state, as long as the controlled virtual character executes an attack event, the target virtual object will switch from the first locked state to the second locked state. When the target virtual object is in the second locked state, it needs to continuously receive attacks from the controlled virtual character to maintain the second locked state. However, according to normal operations, the probability that the controlled virtual character continuously attacks the target virtual object is relatively low. Then, the controlled virtual character may switch from the second locked state to the first locked state. At the same time, the target virtual object in the first locked state may also be updated. That is, when the target virtual object is in the first locked state or the second locked state, the requirement to continuously lock the target virtual object is relatively high, and the target virtual object (if the target virtual object is a virtual character) generally will not be in a situation where the health value is less than the preset health threshold. Therefore, when the target virtual object is in the first locked state or the second locked state, generally, whether to release the locked state of the target virtual object is determined according to the distance between the location of the target virtual object and the location of the controlled virtual character.

[0216] Among them, similarly, the second preset distance threshold may be the maximum distance for the controlled virtual character to release a skill. If the distance between the location of the target virtual object and the location of the controlled virtual character is greater than the second preset distance threshold, it means that at this time, the controlled virtual character cannot attack the target virtual object. At this time, it is meaningless to make the attack direction of the controlled virtual character face the location of the target virtual object through locking. The locked state of the target virtual object needs to be released, and the calculation is performed again according to the preset parameters to screen out the next target virtual object.

[0217] In the embodiments of the present disclosure, the first locked state of the target virtual object can be regarded as a guaranteed state for attacks. As long as the target virtual object is in the first locked state, when the player controls the controlled virtual character to execute an attack event and the player does not control the attack direction through the virtual joystick and does not set the attack direction, skills can be released towards the target virtual object to ensure that the player's attack will not miss, thereby improving the success rate of the player's attack. The first locked state, the second locked state, and the third locked state of the target virtual character can be converted into each other to meet the different attack requirements of the player.

[0218] Specifically, please refer to Figure 2 , Figure 2 which is a schematic diagram of the locked state conversion provided by the embodiments of the present disclosure. As shown in Figure 2 , when the target virtual object is in the unlocked state, after determining that the target virtual object meets the locking conditions according to the calculation of different parameters, the target virtual object is determined to be in the first locked state. If the distance between the position of the target virtual object in the first locked state and the position of the controlled virtual character is greater than the second preset distance threshold, the target object will return to the unlocked state; in the case where the target virtual object is determined to be in the first locked state, if an attack event of the controlled virtual character is received, the target virtual object is determined to be in the second locked state; at the same time, in the case where the target virtual object is determined to be in the second locked state, if no attack event of the controlled virtual character is detected within a predetermined time, the target virtual object is determined to be in the first locked state; in the case where the target virtual object is determined to be in the second locked state, if the distance between the position of the target virtual object in the first locked state and the position of the controlled virtual character is greater than the second preset distance threshold, the target object will return to the unlocked state; in the case where the target virtual object is in the first locked state or the second locked state, if a lock trigger operation is received, the target virtual object is determined to be in the third locked state; and, in the case where the target virtual object is determined to be in the third locked state, if a lock release operation is received, the target virtual object is determined to be in the first locked state; at the same time, if the distance between the position of the target virtual object and the position of the controlled virtual character is greater than the second preset distance threshold, or the target virtual object (target virtual character) is defeated by the controlled virtual character, and the target virtual object is defeated (the health value of the target virtual character is less than the preset health threshold), the target object will return to the unlocked state.

[0219] Next, specific examples will be used to elaborate on the information processing process in the game in the embodiments of the present disclosure. Taking the target virtual object as the target virtual character as an example for elaboration:

[0220] Please refer to Figure 3 , Figure 3 which is one of the schematic diagrams of the graphical user interface provided by the embodiments of the present disclosure. As shown inFigure 3 As shown, in the graphical user interface 300, a game screen generated by a virtual camera shooting a virtual environment is displayed (the game screen includes trees). In the graphical user interface, a controlled virtual character 310, an attack control area 320, and a movement control area 330 are displayed. Players can control the controlled virtual character 310 to execute an attack event through the attack control in the attack control area 320. Players can control the controlled virtual character to execute regular movement actions in the virtual environment through touch operations in the movement control area 330. At the same time, multiple objects to be locked 340 are also displayed in the graphical user interface 300. According to calculations, the target virtual character 341 is determined, and the target virtual character 341 is determined to be in the first locked state, and a first lock prompt message 350 is displayed at the preset position of the target virtual character 341. At the same time, the character information 360 of the target virtual character 341 (including the health bar and armor bar) is displayed.

[0221] Further, please refer to FIG. 4. Figure 4 This is the second schematic diagram of the graphical user interface provided by the present disclosure. As Figure 4 shown, when an attack event of the controlled virtual character is received, the target virtual character 341 is determined to be in the second locked state, and a second lock prompt message 370 is displayed at the preset position of the target virtual character 341.

[0222] Further, please refer to FIG. 5. Figure 5 This is the schematic diagram of the setting interface provided by the present disclosure. As Figure 5 shown, the setting interface 500 includes a setting option area 510. When the lock setting option is selected, a lock setting area 520 is displayed in the setting interface 500. The lock setting area 520 includes an active lock function adjustment sub-area 521 and an attack direction setting sub-area 522. Players can turn on the active lock function by adjusting the active lock function adjustment sub-area 521.

[0223] Further, please refer to FIG. 6. Figure 6 This is the third schematic diagram of the graphical user interface provided by the present disclosure. As Figure 6 shown, if the player turns on the active lock function in the setting interface, a lock control 380 is displayed in the graphical user interface 300. If a trigger operation of the player on the lock control 380 is received, it is determined that a lock trigger operation is received, the target virtual character 341 is determined to be in the third locked state, and a third lock prompt message 390 is displayed at the preset position of the target virtual character 341. At the same time, in order to ensure that the target virtual character 341 is always displayed in the graphical user interface 300, the shooting direction of the virtual camera is adjusted, and the game screen changes from multiple trees following the conversion of the game scene to trees and houses.

[0224] To better understand the above technology, this embodiment provides an example of an application scenario. Refer to Figure 7 the schematic diagram of the graphical user interface shown Figure 7 which is another schematic diagram of the graphical user interface provided by an embodiment of the present disclosure. The content displayed on the graphical user interface includes a virtual scene and a controlled virtual character in the virtual scene. The player controls the controlled virtual character to move in the game scene. Figure 7 The interface in shows a variety of controls. The controls are displayed above the game scene. The introduction of each control is as follows:

[0225] Among them, the backpack control 700. Through a touch operation on this control, it triggers the display of the backpack interface in the graphical user interface for viewing the items and props in the backpack. The items and props may include, but are not limited to: medicines, weapons, accessories, armors and other props. In an optional implementation manner, an edge line is provided at the edge of the backpack control 700 to indicate the amount of items in the backpack. Among them, the touch operation on the backpack control 700 can be operations such as clicking, double-clicking, long-pressing, and swiping.

[0226] The movement control 702. The shaded circle is the joystick in the movement control. In an optional implementation manner, the movement control 702 is configured with a movement response area. Among them, the movement response area can be the same size as the movement control 702, that is, the area in the graphical user interface corresponding to the movement control 702 is the movement response area. In an optional implementation manner, the size of the movement response area can be larger than the size of the movement control 702, that is, the movement control 702 is set within the movement response area. Specifically, the graphical user interface is divided into left and right regions from the middle. Among them, the left region is the movement response area of the movement control 702. A movement control instruction is triggered through a touch operation on the movement response area of the movement control 702, and the movement direction of the virtual object is controlled according to the movement control instruction. Among them, the touch operation on the movement response area of the movement control 702 can be operations such as clicking, double-clicking, long-pressing, and swiping.

[0227] The attack control 714 triggers an attack command through a specified touch operation on the attack response area of the attack control 714, and controls the virtual character to perform an attack action in the game scene according to the attack command. Among them, the attack action triggered by the attack control 714 corresponds to the current equipped state of the virtual character. For example, when the virtual character is equipped with a ranged weapon, the attack action triggered by the attack control is a shooting action, that is, the right hand can perform a shooting operation by triggering the attack control 714; when the virtual character is equipped with a melee weapon, the attack action triggered by the attack control 714 is a slashing action, etc. In an optional implementation, only one of the attack controls 714 is displayed, and it is set on the lower right side of the graphical user interface. Among them, the display position of the attack control can be adjusted according to the position setting instruction, where the position setting instruction can be triggered in the setting interface or during the game. Among them, the specified touch operation on the attack control can be a click, double-click or long-press operation. Among them, the click or double-click is used to control the virtual character to perform a normal attack action, and the long-press operation is used to control the virtual character to perform a charged attack action. The attack control 714 of this embodiment has a control indication. When a touch operation (including click, double-click, long-press and slide operation) is performed on the attack control 714, a first control set is displayed in the graphical user interface, and the first control set may include at least one of a posture action control, a defense control or other attack controls. If the touch operation is a slide operation, a first target control is determined from the first control set according to the slide operation, and the virtual character is controlled to perform the action corresponding to the first target control.

[0228] The posture action controls 708 and 710 trigger a posture adjustment command through a touch operation on the posture control to adjust the posture of the virtual character in the game scene. Among them, triggering the posture action control 708 can control the virtual character to perform a jumping action; triggering the posture action control 710 can control the virtual object to perform a dodging action. The posture action controls 708 and 710 are mostly used in scenarios where the virtual character dodges the attack of the enemy virtual character in close combat. According to the needs of the actual application scenario, the posture action control may also include other controls, such as a crouching control, a sprinting control, etc. Among them, the touch operation on the posture action control can be a click, double-click, long-press, slide and other operations.

[0229] The weapon disarming control 711 is used to quickly disarm the enemy. After the player touches the weapon disarming control 711 to disarm the enemy's weapon, the player's virtual character can pick up the weapon. The touch operation on the weapon disarming control can be a click, double-click, long-press, slide and other operations.

[0230] The weapon slot 712, triggering the weapon slot can switch the weapon used by the player. The touch operation on the weapon slot can be a click, double-click, long-press, slide and other operations.

[0231] The field of view adjustment control control 726 (which can be a small eye icon) is used to control the shooting parameters of the virtual camera presenting the game screen, so as to adjust the field of view of the game scene displayed in the graphical user interface. In an optional embodiment, it is determined that a touch operation acting on the field of view adjustment control control 726 is detected, and the shooting parameters of the virtual camera are adjusted according to the touch operation, where the shooting parameters include but are not limited to the position, orientation, viewing angle, etc. of the virtual camera. For the convenience of user operation, a specified blank area in the graphical user interface can also be used to adjust the field of view of the game scene. Among them, the touch operation acting on the field of view adjustment control control 726 can be operations such as clicking, double-clicking, long-pressing, and swiping.

[0232] The marking control 728 marks virtual characters, virtual objects, etc. in the game scene through a touch operation acting on the marking control. The touch operation acting on the marking control 728 can be operations such as clicking, double-clicking, long-pressing, and swiping.

[0233] The setting control 732 is used to set the basic functions of the current game. Click the control 732 to display a setting menu for the user to perform setting operations.

[0234] The message controls 734 and 736, where the message control 734 can be used to view system notifications, and the message control 736 can be used to view messages sent by teammates or send messages to teammates.

[0235] The mini-map 738 is used to display the position of the virtual character controlled by the player, and can also display the positions of some virtual characters of other players.

[0236] In addition to the above controls, it can also include a hook lock control, a lens mode switching control, a combat encyclopedia control, a switch speaker control, a switch microphone control, an expression control, a text chat control, etc. The functions of these controls can refer to relevant games, and the embodiments of the present disclosure will not elaborate on them here.

[0237] The movement control of the above virtual character can include two control methods:

[0238] (1) In the non-remote combat mode, if the down operation is performed on the movement joystick, the orientation of the controlled virtual character is adjusted to face the virtual camera direction, and the controlled virtual character is controlled to move based on the current orientation. This way of controlling the orientation of the controlled virtual character through the movement joystick in the non-remote combat mode can make the controlled virtual character turn to face the virtual camera when the movement joystick is dragged down, and the subsequent movement is more in line with the movement mode of characters in the real combat scenario. For example: in a melee combat scenario, when the player controls the controlled virtual character and is unable to withstand the attack of the enemy virtual character, and chooses to temporarily flee, running forward while turning is faster and more directional than running backward, which is more vivid. Another example: in a melee combat scenario, when an enemy virtual character suddenly approaches behind the controlled virtual character, in order to quickly attack the approaching enemy virtual character, the player can quickly turn the controlled virtual character by dragging the movement joystick downward with the left hand, and at the same time, operate the attack control with the right hand to release an attack action on the approaching enemy virtual character. This movement joystick function can improve the response speed of the player during the combat process and is more in line with the behavioral actions shown in actual combat.

[0239] (2) In the remote combat mode, considering that the aiming or locking function of the remote weapon usually needs to be provided in remote combat, when the down operation is performed on the movement joystick in the remote combat mode, the virtual character is controlled to move backward, and the orientation of the controlled virtual character still faces away from the virtual camera to not affect the realization of the aiming or locking function in remote attacks.

[0240] The information processing method in the game provided by the embodiments of the present disclosure determines a target virtual object from the virtual environment and determines the target virtual object to be in the first locked state; in the case where the target virtual object is determined to be in the first locked state, in response to an attack event of the controlled virtual character, the target virtual object is determined to be in the second locked state; in the case where the target virtual object is determined to be in the second locked state, in response to the fact that no attack event of the controlled virtual character is detected within a predetermined time, the target virtual object is determined to be in the first locked state; in the case where the target virtual object is determined to be in the first locked state, in response to a lock trigger operation, the target virtual object is determined to be in the third locked state; in the case where the target virtual object is determined to be in the third locked state, in response to a lock release operation, the target virtual object is determined to be in the first locked state. In this way, the locked target virtual object can be automatically determined, and different locked states corresponding to different operation states are provided. Players can perform different operations in different locked states, which reduces the screening time for the locked virtual object, improves the locking efficiency, and at the same time improves the flexibility and richness of the locking function, further improving the human-computer interaction efficiency.

[0241] Based on the same inventive concept, the embodiments of the present disclosure also provide an information processing device in the game corresponding to the information processing method in the game. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the information processing method in the game mentioned above in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0242] See also Figure 8 , Figure 8 A schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure, such as Figure 8 As shown in , the information processing device 800 includes:

[0243] A first lock state determination module 810, configured to determine a target virtual object from a virtual environment, and determine the target virtual object to be in a first lock state;

[0244] A second lock state determination module 820, configured to determine the target virtual object to be in a second lock state in response to an attack event of the controlled virtual character when the target virtual object is determined to be in the first lock state;

[0245] A first lock state conversion module 830 is used to determine the target virtual object to be in the first lock state in response to not detecting an attack event of the controlled virtual character within a predetermined time when the target virtual object is determined to be in the second lock state;

[0246] A third lock state determination module 840 is used to determine the target virtual object to be in a third lock state in response to a lock trigger operation when the target virtual object is determined to be in the first lock state;

[0247] The third lock state releasing module 850 is configured to, when the target virtual object is determined to be in the third lock state, determine the target virtual object to be in the first lock state in response to a lock releasing operation.

[0248] In a possible implementation, when the first lock state determination module 810 is used to determine the target virtual object from the virtual environment, the first lock state determination module 810 is used to:

[0249] Automatically determine the target virtual object from the virtual environment.

[0250] In a possible implementation, the virtual environment includes a plurality of objects to be locked; when the first locking state determining module 810 is used to determine the target virtual object from the virtual environment, the first locking state determining module 810 is used to:

[0251] The target virtual object is determined according to the position of the object to be locked and the position of the controlled virtual character.

[0252] In a possible implementation, the virtual environment includes multiple objects to be locked; when the first locking state determination module 810 is used to determine a target virtual object from the virtual environment, the first locking state determination module 810 is configured to:

[0253] Determine the target virtual object according to the type of the object to be locked, the position of the object to be locked, and the position of the controlled virtual character.

[0254] In a possible implementation, the distance between the position where the object to be locked is located and the position where the controlled virtual character is located is less than a first preset distance threshold; the first locking state determination module 810 is configured to determine the target virtual object from the virtual environment through the following steps:

[0255] For each object to be locked, based on the object type of the object to be locked and the distance between the position where the object to be locked is located and the position where the controlled virtual character is located, determine the weighted character score and the first correction coefficient corresponding to the object to be locked;

[0256] Based on the joystick input information of the current player and the set attack angle, determine the weighted angle score and the second correction coefficient;

[0257] For each object to be locked, based on the weighted character score, the first correction coefficient, the weighted angle score, the second correction coefficient, and the historical locking information of the object to be locked corresponding to the object to be locked, determine the object locking score of the object to be locked;

[0258] Determine the object to be locked with the highest object locking score among at least one object to be locked as the target virtual object.

[0259] In a possible implementation, when the second locking state determination module 820 is used to determine the target virtual object as the second locking state in response to an attack event of the controlled virtual character when the target virtual object is determined to be in the first locking state, the second locking state determination module 820 is configured to:

[0260] When the target virtual object is determined to be in the first locking state, in response to the controlled virtual character performing an attack behavior, determine the target virtual object as the second locking state; or,

[0261] When the target virtual object is determined to be in the first locking state, in response to the attack skill released by the controlled virtual character causing damage to the target virtual object, determine the target virtual object as the second locking state.

[0262] In a possible implementation, the information processing device further includes a third locking state conversion module (not shown in the figure), and the third locking state conversion module is configured to:

[0263] In a case where the target virtual object is determined to be in the second lock state, in response to a lock trigger operation, the target virtual object is determined to be in a third lock state.

[0264] In a possible implementation, the information processing device further includes a lock control providing module (not shown in the figure), and the lock control providing module is used to:

[0265] Provides locking controls in the graphical user interface.

[0266] When the third lock state determination module 840 is used to determine the target virtual object as the third lock state in response to the lock trigger operation, the third lock state determination module 840 is used to:

[0267] In response to a trigger operation on the lock control, the target virtual object is determined to be in a third lock state.

[0268] In a possible implementation, the information processing device further includes a first lock releasing module (not shown in the figure), and the first lock releasing module is used to:

[0269] When the target virtual object is determined to be in the third locked state, in response to triggering of an unlocking event, the locked state of the target virtual object is released.

[0270] In a possible implementation, the unlocking event includes at least one of the following:

[0271] The distance between the location of the target virtual object and the location of the controlled virtual character is greater than a second preset distance threshold; when the target virtual object is the target virtual character, the target virtual object is defeated by the controlled virtual character, and the life value of the target virtual object is less than the preset life threshold.

[0272] In a possible implementation, the information processing device further includes a second lock release module (not shown in the figure), and the second lock release module is used to:

[0273] When the target virtual object is determined to be in the first locked state or the second locked state, in response to the distance between the position of the target virtual object and the position of the controlled virtual character being greater than a second preset distance threshold, the locked state of the target virtual object is released.

[0274] In a possible implementation, the information processing device further includes a picture adjustment module (not shown in the figure), and the picture adjustment module is used to:

[0275] Displaying images captured by a virtual camera in a graphical user interface;

[0276] When the target virtual object is determined to be in the second locked state or the third locked state, adjust the shooting direction of the virtual camera according to the relative orientation between the target virtual object and the controlled virtual character, so that the target virtual object is located in the picture displayed on the graphical user interface.

[0277] In a possible implementation manner, when the first locked state determination module 810 determines the target virtual object as the to-be-locked object with the highest corresponding object lock score among at least one to-be-locked object, the first locked state determination module 810 is used for:

[0278] Detect whether the number of to-be-locked objects with the highest object lock score is one;

[0279] If the number of to-be-locked objects with the highest object lock score is one, determine the to-be-locked object with the highest object lock score as the target virtual object;

[0280] If the number of to-be-locked objects with the highest object lock score is not one, based on the historical lock information corresponding to the to-be-locked objects, determine the to-be-locked object that has been locked within a preset time period as the target virtual object.

[0281] In a possible implementation manner, the information processing device further includes a locked object update module (not shown in the figure), and the locked object update module is used for:

[0282] If there is an updated locked object with an object lock score higher than that of the target virtual object;

[0283] Release the first locked state of the target virtual object and determine the updated locked object as the first locked state.

[0284] In a possible implementation manner, the information processing device further includes a first locked information display module (not shown in the figure), and the first locked information display module is used for:

[0285] Display the first locked prompt information at the preset position of the target virtual object.

[0286] In a possible implementation manner, the information processing device further includes a second locked information display module (not shown in the figure), and the second locked information display module is used for:

[0287] Adjust the first locked prompt information displayed at the preset position of the target virtual object to the second locked prompt information.

[0288] In a possible implementation manner, the information processing device further includes a third locked information display module (not shown in the figure), and the third locked information display module is used for:

[0289] Adjust the display of the first locking prompt message or the second locking prompt message at the preset position of the target virtual object to a third locking prompt message.

[0290] In a possible implementation, when the second locking state determination module 820 is used to determine the target virtual object as the second locking state in response to an attack event of the controlled virtual character, the second locking state determination module 820 is used to:

[0291] Determine the target virtual object as the second locking state in response to the controlled virtual character releasing the traction object;

[0292] Moreover, present a traction object between the controlled virtual character and the target virtual object, and control the virtual character to perform an attack behavior on the target virtual object through the traction object.

[0293] The information processing device in the game provided by the embodiments of the present disclosure determines a target virtual object from a virtual environment and determines the target virtual object as the first locking state; in the case where the target virtual object is determined as the first locking state, in response to an attack event of the controlled virtual character, determine the target virtual object as the second locking state; in the case where the target virtual object is determined as the second locking state, in response to the fact that no attack event of the controlled virtual character is detected within a predetermined time, determine the target virtual object as the first locking state; in the case where the target virtual object is determined as the first locking state, in response to a locking trigger operation, determine the target virtual object as the third locking state; in the case where the target virtual object is determined as the third locking state, in response to a locking release operation, determine the target virtual object as the first locking state. In this way, the locked target virtual object can be automatically determined, and different locking states corresponding to different operation states are provided. Players can perform different operations in different locking states, which reduces the screening time for locking virtual objects and improves the locking efficiency. At the same time, it also improves the flexibility and richness of the locking function, and further improves the human-computer interaction efficiency.

[0294] Please refer to Figure 9 , Figure 9 which is a schematic structural diagram of an electronic device provided by the embodiments of the present disclosure. As Figure 9 shown in, the electronic device 900 includes a processor 910, a memory 920, and a bus 930.

[0295] The memory 920 stores machine-readable instructions executable by the processor 910. When the electronic device 900 runs, the processor 910 communicates with the memory 920 through the bus 930, so that the processor 910 executes the following instructions when running:

[0296] Determine a target virtual object from a virtual environment and determine the target virtual object as the first locking state;

[0297] When the target virtual object is determined to be in the first locked state, in response to an attack event of the controlled virtual character, the target virtual object is determined to be in the second locked state;

[0298] When the target virtual object is determined to be in the second locked state, in response to no attack event of the controlled virtual character being detected within a predetermined time, the target virtual object is determined to be in the first locked state;

[0299] When the target virtual object is determined to be in the first locked state, in response to a lock trigger operation, the target virtual object is determined to be in the third locked state;

[0300] When the target virtual object is determined to be in the third locked state, in response to an unlock operation, the target virtual object is determined to be in the first locked state.

[0301] In a possible implementation manner, among the instructions executed by the processor 910, determining a target virtual object from the virtual environment includes:

[0302] Automatically determining a target virtual object from the virtual environment.

[0303] In a possible implementation manner, the virtual environment includes multiple objects to be locked; among the instructions executed by the processor 910, determining a target virtual object from the virtual environment includes:

[0304] Determining the target virtual object according to the position of the object to be locked and the position of the controlled virtual character.

[0305] In a possible implementation manner, the virtual environment includes multiple objects to be locked; among the instructions executed by the processor 910, determining a target virtual object from the virtual environment includes:

[0306] Determining the target virtual object according to the type of the object to be locked, the position of the object to be locked and the position of the controlled virtual character.

[0307] In a possible implementation manner, the distance between the position where the object to be locked is located and the position where the controlled virtual character is located is less than a first preset distance threshold; among the instructions executed by the processor 910, the target virtual object is determined from the virtual environment through the following steps:

[0308] For each object to be locked, based on the object type of the object to be locked and the distance between the position where the object to be locked is located and the position where the controlled virtual character is located, determine the weighted character score and the first correction coefficient corresponding to the object to be locked;

[0309] Based on the joystick input information of the current player and the set attack angle, determine the weighted angle score and the second correction coefficient;

[0310] For each object to be locked, based on the weighted role score, the first correction coefficient, the weighted angle score, the second correction coefficient and the historical locking information of the object to be locked, the object locking score of the object to be locked is determined;

[0311] The object to be locked having the highest corresponding object locking score among the at least one object to be locked is determined as the target virtual object.

[0312] In a possible implementation, the instructions executed by the processor 910, when the target virtual object is determined to be in the first locked state, in response to an attack event of the controlled virtual character, determine the target virtual object to be in the second locked state, include:

[0313] In the case where the target virtual object is determined to be in the first locked state, in response to the controlled virtual character performing an attacking behavior, the target virtual object is determined to be in the second locked state; or,

[0314] In the case where the target virtual object is determined to be in the first locked state, in response to the attack skill released by the controlled virtual character causing damage to the target virtual object, the target virtual object is determined to be in the second locked state.

[0315] In a possible implementation manner, the instructions executed by the processor 910 further include:

[0316] In a case where the target virtual object is determined to be in the second lock state, in response to a lock trigger operation, the target virtual object is determined to be in a third lock state.

[0317] In a possible implementation manner, the instructions executed by the processor 910 further include:

[0318] Provide locking controls in the graphical user interface;

[0319] In a possible implementation, the instructions executed by the processor 910, in response to the lock triggering operation, determine the target virtual object to be in the third lock state, including:

[0320] In response to a trigger operation on the lock control, the target virtual object is determined to be in a third lock state.

[0321] In a possible implementation manner, the instructions executed by the processor 910 further include:

[0322] When the target virtual object is determined to be in the third locked state, in response to triggering of an unlocking event, the locked state of the target virtual object is released.

[0323] In a possible implementation manner, the unlocking event includes at least one of the following:

[0324] The distance between the position of the target virtual object and the position of the controlled virtual character is greater than a second preset distance threshold. When the target virtual object is the target virtual character, the target virtual object is defeated by the controlled virtual character, and the health value of the target virtual object is less than a preset health threshold.

[0325] In a possible implementation manner, the instructions executed by the processor 910 further include:

[0326] When the target virtual object is determined to be in the first locked state or the second locked state, in response to the distance between the position of the target virtual object and the position of the controlled virtual character being greater than the second preset distance threshold, the locked state of the target virtual object is released.

[0327] In a possible implementation manner, the instructions executed by the processor 910 further include:

[0328] Display the image captured by the virtual camera in the graphical user interface;

[0329] When the target virtual object is determined to be in the second locked state or the third locked state, adjust the shooting direction of the virtual camera according to the relative orientation between the target virtual object and the controlled virtual character, so that the target virtual object is located in the image displayed in the graphical user interface.

[0330] In a possible implementation manner, in the instructions executed by the processor 910, determining the target virtual object as the to-be-locked object with the highest corresponding object locking score among at least one to-be-locked object includes:

[0331] Detect whether the number of to-be-locked objects with the highest object locking score is one;

[0332] If the number of to-be-locked objects with the highest object locking score is one, determine the to-be-locked object with the highest object locking score as the target virtual object;

[0333] If the number of to-be-locked objects with the highest object locking score is not one, based on the historical locking information corresponding to the to-be-locked objects, determine the to-be-locked object that has been locked within a preset time period as the target virtual object.

[0334] In a possible implementation manner, the instructions executed by the processor 910 further include:

[0335] If there is an updated locked object with an object locking score higher than that of the target virtual object;

[0336] Release the first locked state of the target virtual object, and determine the updated locked object as the first locked state.

[0337] In a possible implementation manner, the instructions executed by the processor 910 further include:

[0338] Display a first locking prompt message at a preset position of the target virtual object.

[0339] In a possible implementation, the instructions executed by the processor 910 further include:

[0340] Adjust the display of the first locking prompt message at the preset position of the target virtual object to a second locking prompt message.

[0341] In a possible implementation, the instructions executed by the processor 910 further include:

[0342] Adjust the display of the first locking prompt message or the second locking prompt message at the preset position of the target virtual object to a third locking prompt message.

[0343] In a possible implementation, in the instructions executed by the processor 910, in response to an attack event of the controlled virtual character, determining the target virtual object to be in a second locking state includes:

[0344] In response to the controlled virtual character releasing the traction object, determining the target virtual object to be in a second locking state;

[0345] And, present a traction object between the controlled virtual character and the target virtual object, and control the virtual character to perform an attack behavior towards the target virtual object through the traction object.

[0346] Through the above method, the locked target virtual object can be automatically determined, and different locking states corresponding to different operation states are provided. Players can perform different operations in different locking states, reducing the screening time for locking virtual objects and improving the locking efficiency. At the same time, the flexibility and richness of the locking function are also improved, further enhancing the human-computer interaction efficiency; at the same time, the first locking state of the target virtual object can be considered as a guaranteed state for attacks. As long as the target virtual object is in the first locking state, when the player controls the controlled virtual character to perform an attack event and the player does not control the attack direction through the virtual joystick and does not set the attack direction, the skill can be released towards the target virtual object, ensuring that the player's attack will not miss, thereby improving the success rate of the player's attack. The first locking state, the second locking state, and the third locking state of the target virtual character can be mutually converted, thereby meeting the different attack requirements of players and further improving the flexibility, richness, and human-computer interaction efficiency of the locking function.

[0347] The embodiments of the present disclosure further provide a computer-readable storage medium, on which a computer program is stored, so that when the computer program is run by a processor, the following instructions are executed:

[0348] Determine a target virtual object from a virtual environment and determine the target virtual object to be in a first locked state;

[0349] When the target virtual object is determined to be in the first locked state, in response to an attack event of a controlled virtual character, determine the target virtual object to be in a second locked state;

[0350] When the target virtual object is determined to be in the second locked state, in response to no attack event of the controlled virtual character being detected within a predetermined time, determine the target virtual object to be in the first locked state;

[0351] When the target virtual object is determined to be in the first locked state, in response to a lock trigger operation, determine the target virtual object to be in a third locked state;

[0352] When the target virtual object is determined to be in the third locked state, in response to a lock release operation, determine the target virtual object to be in the first locked state.

[0353] In a possible implementation manner, among the instructions executed by a computer-readable storage medium, determining a target virtual object from a virtual environment includes:

[0354] Automatically determine a target virtual object from the virtual environment.

[0355] In a possible implementation manner, the virtual environment includes multiple objects to be locked; among the instructions executed by a computer-readable storage medium, determining a target virtual object from the virtual environment includes:

[0356] Determine the target virtual object according to the position of the object to be locked and the position of the controlled virtual character.

[0357] In a possible implementation manner, the virtual environment includes multiple objects to be locked; among the instructions executed by a computer-readable storage medium, determining a target virtual object from the virtual environment includes:

[0358] Determine the target virtual object according to the type of the object to be locked, the position of the object to be locked, and the position of the controlled virtual character.

[0359] In a possible implementation manner, the virtual environment includes multiple objects to be locked; the distance between the position where the object to be locked is located and the position where the controlled virtual character is located is less than a first preset distance threshold; among the instructions executed by a computer-readable storage medium, the target virtual object is determined from the virtual environment through the following steps:

[0360] For each object to be locked, based on the object type of the object to be locked and the distance between the position where the object to be locked is located and the position where the controlled virtual character is located, determine the weighted role score and the first correction coefficient corresponding to the object to be locked;

[0361] Based on the joystick input information of the current player and the set attack angle, determine the weighted angle score and the second correction coefficient;

[0362] For each object to be locked, based on the weighted character score corresponding to the object to be locked, the first correction coefficient, the weighted angle score, the second correction coefficient, and the historical locking information of the object to be locked, determine the object locking score of the object to be locked;

[0363] Determine the object to be locked with the highest object locking score among at least one object to be locked as the target virtual object.

[0364] In a possible implementation, among the instructions executed by the computer-readable storage medium, when the target virtual object is determined to be in the first locked state, in response to an attack event of the controlled virtual character, determining the target virtual object to be in the second locked state includes:

[0365] When the target virtual object is determined to be in the first locked state, in response to the controlled virtual character performing an attack behavior, determining the target virtual object to be in the second locked state; or,

[0366] When the target virtual object is determined to be in the first locked state, in response to the attack skill released by the controlled virtual character causing damage to the target virtual object, determining the target virtual object to be in the second locked state.

[0367] In a possible implementation, among the instructions executed by the computer-readable storage medium, further includes:

[0368] When the target virtual object is determined to be in the second locked state, in response to a lock trigger operation, determining the target virtual object to be in the third locked state.

[0369] In a possible implementation, among the instructions executed by the computer-readable storage medium, further includes:

[0370] Provide a lock control in the graphical user interface;

[0371] In a possible implementation, among the instructions executed by the computer-readable storage medium, in response to a lock trigger operation, determining the target virtual object to be in the third locked state includes:

[0372] In response to a trigger operation on the lock control, determine the target virtual object to be in the third locked state.

[0373] In a possible implementation, among the instructions executed by the computer-readable storage medium, further includes:

[0374] When the target virtual object is determined to be in the third locked state, in response to the triggering of an unlocking event, the locked state of the target virtual object is released.

[0375] In a possible implementation, the unlocking event includes at least one of the following:

[0376] The distance between the location of the target virtual object and the location of the controlled virtual character is greater than a second preset distance threshold. When the target virtual object is the target virtual character, the target virtual object is defeated by the controlled virtual character, and the health value of the target virtual object is less than a preset health threshold.

[0377] In a possible implementation, the instructions executed by the computer-readable storage medium further include:

[0378] When the target virtual object is determined to be in the first locked state or the second locked state, in response to the distance between the location of the target virtual object and the location of the controlled virtual character being greater than a second preset distance threshold, the locked state of the target virtual object is released.

[0379] In a possible implementation, the instructions executed by the computer-readable storage medium further include:

[0380] Display the image captured by the virtual camera in the graphical user interface;

[0381] When the target virtual object is determined to be in the second locked state or the third locked state, adjust the shooting direction of the virtual camera according to the relative orientation between the target virtual object and the controlled virtual character, so that the target virtual object is located in the image displayed in the graphical user interface.

[0382] In a possible implementation, in the instructions executed by the computer-readable storage medium, determining the target virtual object as the to-be-locked object with the highest corresponding object locking score among at least one to-be-locked object includes:

[0383] Detect whether the number of to-be-locked objects with the highest object locking score is one;

[0384] If the number of to-be-locked objects with the highest object locking score is one, determine the to-be-locked object with the highest object locking score as the target virtual object;

[0385] If the number of to-be-locked objects with the highest object locking score is not one, based on the historical locking information corresponding to the to-be-locked objects, determine the to-be-locked object that has been locked within a preset time period as the target virtual object.

[0386] In a possible implementation, the instructions executed by the computer-readable storage medium further include:

[0387] If the object lock score appears to be higher than that of the target virtual object, update the locked object;

[0388] Release the first locked state of the target virtual object and determine the updated locked object as the first locked state.

[0389] In a possible implementation, the instructions executed by the computer-readable storage medium further include:

[0390] Display a first lock prompt message at a preset position of the target virtual object.

[0391] In a possible implementation, the instructions executed by the computer-readable storage medium further include:

[0392] Adjust the first lock prompt message displayed at the preset position of the target virtual object to a second lock prompt message.

[0393] In a possible implementation, the instructions executed by the computer-readable storage medium further include:

[0394] Adjust the first lock prompt message or the second lock prompt message displayed at the preset position of the target virtual object to a third lock prompt message.

[0395] In a possible implementation, in the instructions executed by the computer-readable storage medium, in response to an attack event of the controlled virtual character, determining the target virtual object as the second locked state includes:

[0396] In response to the controlled virtual character releasing a traction object, determine the target virtual object as the second locked state;

[0397] And, present a traction object between the controlled virtual character and the target virtual object, and control the virtual character to perform an attack behavior on the target virtual object through the traction object.

[0398] In the above - mentioned manner, the locked target virtual object can be automatically determined, and different locking states corresponding to different operation states are provided. Players can perform different operations in different locking states, which reduces the screening time for locking virtual objects, improves the locking efficiency, and at the same time enhances the flexibility and richness of the locking function, further improving the human - machine interaction efficiency. At the same time, the first locking state in which the target virtual object is located can be regarded as a guaranteed state for attacks. As long as the target virtual object is in the first locking state, when the player controls the controlled virtual character to execute an attack event and the player does not control the attack direction through the virtual joystick and does not set the attack direction, the skill can be released towards the target virtual object, ensuring that the player's attack will not miss, thereby increasing the success rate of the player's attack. The first locking state, the second locking state, and the third locking state in which the target virtual character is located can be converted into each other, thereby meeting the different attack requirements of players and further enhancing the flexibility, richness, and human - machine interaction efficiency of the locking function.

[0399] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the above - described systems, devices, and units can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein.

[0400] In several embodiments provided by the present disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and there may be other division methods in actual implementation. For another 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 displayed or discussed coupling or direct coupling or communication connection to each other can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be in electrical, mechanical, or other forms.

[0401] The units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0402] In addition, the functional units in each embodiment of the present disclosure can be integrated into one processing unit, or each unit can exist physically alone, or two or more units can be integrated into one unit.

[0403] When a function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods of the various embodiments of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, read-only memories (ROM), random access memories (RAM), magnetic disks, or optical discs.

[0404] Finally, it should be noted that the above embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered by the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A method for processing information in a game, characterized in that: The information processing method comprises: Determine a target virtual object from the virtual environment, and determine the target virtual object to be in a first locked state; In a case where the target virtual object is determined to be in the first locked state, in response to an attack event of the controlled virtual character, the target virtual object is determined to be in the second locked state; In the case where the target virtual object is determined to be in the second locked state, in response to not detecting an attack event of the controlled virtual character within a predetermined time, determining the target virtual object to be in the first locked state; In a case where the target virtual object is determined to be in the first locked state, in response to a lock trigger operation, determining the target virtual object to be in a third locked state; In a case where the target virtual object is determined to be in the third locked state, in response to a lock release operation, determining the target virtual object to be in the first locked state; Determine the target virtual object from the virtual environment by following these steps: For each object to be locked, based on the object type of the object to be locked and the distance between the location of the object to be locked and the location of the controlled virtual character, determine the weighted character score corresponding to the object to be locked and the first correction coefficient; Determine a weighted angle score and a second correction coefficient based on the current player's joystick input information and the set attack angle; For each object to be locked, based on the weighted role score, the first correction coefficient, the weighted angle score, the second correction coefficient and the historical locking information of the object to be locked, the object locking score of the object to be locked is determined; An object to be locked having a highest corresponding object locking score among at least one of the objects to be locked is determined as the target virtual object.

2. The information processing method according to claim 1, characterized in that: Determining the target virtual object from the virtual environment includes: A target virtual object is automatically determined from the virtual environment.

3. The information processing method according to claim 2, characterized in that: The virtual environment includes a plurality of objects to be locked; and determining the target virtual object from the virtual environment includes: The target virtual object is determined according to the position of the object to be locked and the position of the controlled virtual character.

4. The information processing method according to claim 1, characterized in that: When the target virtual object is determined to be in the first locked state, in response to an attack event of the controlled virtual character, determining the target virtual object to be in the second locked state includes: In the case where the target virtual object is determined to be in the first locked state, in response to the controlled virtual character performing an attacking behavior, the target virtual object is determined to be in the second locked state; or In the case where the target virtual object is determined to be in the first locked state, in response to the attack skill released by the controlled virtual character causing damage to the target virtual object, the target virtual object is determined to be in the second locked state.

5. The information processing method according to claim 1, characterized in that: After determining the target virtual object to be in the second locked state in response to the attack event of the controlled virtual character, the information processing method further includes: In a case where the target virtual object is determined to be in the second lock state, in response to a lock trigger operation, the target virtual object is determined to be in a third lock state.

6. The information processing method according to claim 1 or 5, characterized in that: The information processing method further includes: Providing locking controls in the graphical user interface; In response to the lock triggering operation, determining the target virtual object to be in a third lock state includes: In response to a trigger operation on the lock control, the target virtual object is determined to be in a third lock state.

7. The information processing method according to claim 1, characterized in that: The information processing method further includes: When the target virtual object is determined to be in the third locked state, in response to triggering of an unlocking event, the locked state of the target virtual object is released.

8. The information processing method according to claim 7, characterized in that: The unlocking event includes at least one of the following: The distance between the position of the target virtual object and the position of the controlled virtual character is greater than a second preset distance threshold; when the target virtual object is the target virtual character, the target virtual object is defeated by the controlled virtual character; and the life value of the target virtual object is less than a preset life threshold.

9. The information processing method according to claim 1, characterized in that: The information processing method further includes: When the target virtual object is determined to be in the first locked state or the second locked state, in response to the distance between the position of the target virtual object and the position of the controlled virtual character being greater than a second preset distance threshold, the locked state of the target virtual object is released.

10. The information processing method according to claim 1, characterized in that: The information processing method further includes: Displaying images captured by a virtual camera in a graphical user interface; When the target virtual object is determined to be in the second lock state or the third lock state, the shooting direction of the virtual camera is adjusted according to the relative orientation of the target virtual object and the controlled virtual character so that the target virtual object is located in the picture displayed by the graphical user interface.

11. The information processing method according to claim 3, characterized in that: The step of determining the object to be locked having the highest object locking score among at least one of the objects to be locked as the target virtual object comprises: Check whether the number of objects to be locked with the highest object locking score is one; If the number of the to-be-locked objects with the highest object locking score is one, the to-be-locked object with the highest object locking score is determined as the target virtual object; If the number of the objects to be locked with the highest object locking score is not one, based on the historical locking information corresponding to the objects to be locked, the objects to be locked that have been locked within a preset time period are determined as the target virtual objects.

12. The information processing method according to claim 11, characterized in that: After determining the target virtual object to be in the first locked state, the information processing method further includes: If an updated locked object with an object locking score higher than the target virtual object appears; The first locking state of the target virtual object is released, and the updated locked object is determined to be in the first locking state.

13. The information processing method according to claim 5, characterized in that: After determining the target virtual object to be in the first locked state, the information processing method further includes: Displaying first locking prompt information at a preset position of the target virtual object.

14. The information processing method according to claim 13, characterized in that: After determining the target virtual object to be in the second locked state, the information processing method further includes: The first locking prompt information displayed at the preset position of the target virtual object is adjusted to the second locking prompt information.

15. The information processing method according to claim 14, characterized in that: After determining the target virtual object to be in the third locked state, the information processing method further includes: The first locking prompt information or the second locking prompt information displayed at the preset position of the target virtual object is adjusted to the third locking prompt information.

16. The information processing method according to claim 4, characterized in that: In response to the attack event of the controlled virtual character, determining the target virtual object to be in the second locked state includes: In response to the controlled virtual character releasing the pulling object, determining the target virtual object to be in a second locking state; Furthermore, a traction object is presented between the controlled virtual character and the target virtual object, and the virtual character is controlled by the traction object to execute the attack behavior toward the target virtual object.

17. An information processing device in a game, characterized in that: The information processing device comprises: A first locking state determining module, used to determine a target virtual object from a virtual environment, and determine the target virtual object to be in a first locking state; A second locking state determining module, configured to determine the target virtual object to be in a second locking state in response to an attack event of the controlled virtual character when the target virtual object is determined to be in the first locking state; A first lock state conversion module is used for, when the target virtual object is determined to be in the second lock state, in response to not detecting an attack event of the controlled virtual character within a predetermined time, determining the target virtual object to be in the first lock state; A third lock state determining module, configured to determine the target virtual object to be in a third lock state in response to a lock triggering operation when the target virtual object is determined to be in the first lock state; A third lock state releasing module, configured to, when the target virtual object is determined to be in the third lock state, determine the target virtual object to be in the first lock state in response to a lock releasing operation; The first locking state determination module is used to determine the target virtual object from the virtual environment through the following steps: For each object to be locked, based on the object type of the object to be locked and the distance between the location of the object to be locked and the location of the controlled virtual character, determine the weighted character score corresponding to the object to be locked and the first correction coefficient; Determine a weighted angle score and a second correction coefficient based on the current player's joystick input information and the set attack angle; For each object to be locked, based on the weighted role score, the first correction coefficient, the weighted angle score, the second correction coefficient and the historical locking information of the object to be locked, the object locking score of the object to be locked is determined; An object to be locked having a highest corresponding object locking score among at least one of the objects to be locked is determined as the target virtual object.

18. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in the game as described in any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the information processing method in the game as described in any one of claims 1 to 16 are executed.

Citation Information

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