Display control method, electronic device, and storage medium

By generating virtual markers and displaying target paths in the game, the problem of players finding it difficult to quickly locate virtual objects is solved, achieving a fast and accurate positioning effect.

CN119633388BActive Publication Date: 2026-08-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510128412.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-07-08
Publication Date
2026-08-25
Estimated Expiration
2042-07-08

AI Technical Summary

Technical Problem

In the game, players have difficulty finding marked virtual objects quickly. The existing markers can only indicate the approximate location, and the precise location needs to be determined through communication.

Method used

By generating virtual markers and displaying the target path on the graphical user interface, the system guides the virtual character to the location of the virtual object, and uses perspective display and special effects to ensure accurate positioning for the player.

Benefits of technology

It improves the efficiency of players in finding marked virtual objects, reduces the need for communication, and ensures quick and accurate location.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the present application disclose display control methods, electronic devices and storage media; the method comprises: displaying a virtual marker in a graphical user interface; in response to a target operation on the virtual marker, generating a target path between a first position and a second position in the virtual scene to indicate that a virtual character moves to the second position according to the target path; and in response to a movement instruction, controlling the virtual character to move in the virtual scene according to the target path. The virtual marker can indicate the approximate position of the virtual object, and the generated target path can guide the virtual character to move to the second position, thereby assisting the player in accurately positioning the position of the virtual object and improving the efficiency of finding the marked virtual object.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to display control methods, electronic devices, and storage media. Background Technology

[0002] Currently, in many games, players can mark virtual objects in the game scene. When other players need the marked virtual object, they can find the virtual object based on the mark, so as to realize information sharing within the game through marking.

[0003] However, these markers usually only indicate the approximate location of virtual objects. Players still need to communicate with other players to accurately determine the location of virtual objects, making it difficult to quickly find the marked virtual objects. Summary of the Invention

[0004] This application provides a display control method, apparatus, electronic device, and storage medium that can accurately indicate the location of marked virtual objects, assisting players in quickly finding the marked virtual objects.

[0005] This application provides a display control method, which provides a graphical user interface (GUI) via a terminal. The GUI displays content that at least partially includes a virtual scene and a virtual character located in the virtual scene. The virtual character is a character controlled by the terminal. The method includes:

[0006] The graphical user interface displays virtual markers, which are markers generated in response to marking operations on virtual objects in the virtual scene.

[0007] In response to a target operation on the virtual marker, a target path is generated between a first position and a second position in the virtual scene to instruct the virtual character to move to the second position according to the target path. The first position is the three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is the three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene.

[0008] In response to a movement command, the virtual character is controlled to move within the virtual scene according to the target path.

[0009] This application embodiment also provides a display control device that provides a graphical user interface via a terminal. The content displayed by the graphical user interface at least partially includes a virtual scene and a virtual character located in the virtual scene. The virtual character is a character controlled by the terminal. The device includes:

[0010] A display module is configured to display virtual markers in the graphical user interface, the virtual markers being markers generated in response to marker operations on virtual objects in the virtual scene;

[0011] A response module is configured to generate a target path between a first position and a second position in the virtual scene in response to a target operation on the virtual marker, so as to instruct the virtual character to move to the second position according to the target path, wherein the first position is the three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is the three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene;

[0012] The control module is used to respond to movement commands and control the virtual character to move in the virtual scene according to the target path.

[0013] In some embodiments, the virtual object is a virtual item, and the response module is used to:

[0014] When the current position of the virtual character and the second position satisfy a preset relationship, and there is an obstruction between the virtual character and the second position, the target marker indicating the virtual object is displayed through the perspective of the display module.

[0015] In some embodiments, the response module is further configured to:

[0016] The virtual object is outlined to obtain a virtual contour.

[0017] Set preset effects for the virtual outline to obtain a target marker indicating the virtual object;

[0018] Determine the straight-line distance between the current position and the second position;

[0019] If the straight-line distance is less than a preset distance, and there is an obstruction between the virtual character and the second position, the target mark is displayed through perspective via the display module.

[0020] In some embodiments, the display module is further configured to:

[0021] The target marker is positioned at the second location in the virtual scene;

[0022] The target marker is controlled to be displayed on top of the target display layer, which is the display layer where the virtual object is located.

[0023] In some embodiments, the display module is further configured to:

[0024] The second position is converted into a target display position, which is the display position of the virtual object in the graphical user interface;

[0025] Place the target marker at the display location.

[0026] In some embodiments, the display module is further configured to:

[0027] The target marker is positioned at the second location in the virtual scene;

[0028] Within the field of view of the virtual object, adjust the transparency of the obstruction to a specified range.

[0029] In some embodiments, in response to a target operation on the virtual tag, the response module is further configured to:

[0030] Obtain the account identifier corresponding to the virtual character that performs the target operation;

[0031] Based on the account identifier, a prompt message is displayed on the graphical user interface corresponding to the target virtual character, wherein the target virtual character is a virtual character that is in the same team as the virtual character performing the target operation.

[0032] In some embodiments, the response module is further configured to:

[0033] Obtain the account identifier corresponding to the first virtual character that performs the target operation.

[0034] In some embodiments, the display module is further configured to:

[0035] If the graphical user interface displays a global virtual map, the prompt information is displayed at the marker control corresponding to the virtual marker, and the marker control is used to receive target operations for the virtual marker;

[0036] If a virtual scene is displayed on the graphical user interface, the prompt information is displayed at the virtual marker in the virtual scene.

[0037] In some embodiments, the display module is further configured to:

[0038] If a global virtual map is displayed on the graphical user interface, a marker control corresponding to the virtual marker is displayed on the global virtual map, and the marker control is used to receive target operations for the virtual marker.

[0039] If the graphical user interface displays the account identifiers of other virtual characters in the same team, the tag control corresponding to the virtual tag is displayed at the account identifier of the virtual character performing the tagging operation.

[0040] In some embodiments, after responding to a movement command and controlling the virtual character to move according to the target path in the virtual scene, the response module is further configured to:

[0041] Determine the offset between the current position of the virtual character and the target path;

[0042] If the offset is greater than a preset threshold, the target path is updated.

[0043] In some embodiments, the response module further includes:

[0044] A location acquisition unit is used to acquire the first location and the second location;

[0045] A positioning point determination unit is used to determine the first position as a target positioning point, and to determine a next positioning point within a preset range of the target positioning point, wherein there are no obstacles between the next positioning point and the target positioning point;

[0046] A target sub-path determination unit is used to connect the target positioning point and the next positioning point to obtain the target sub-path;

[0047] The loop unit is used to take the next positioning point as the target positioning point and return to the step of determining the next positioning point within a preset range of the target positioning point to the step of connecting the target positioning point and the next positioning point to obtain the target sub-path, until the second position is located on the target sub-path;

[0048] The target path determination unit is used to determine all the target sub-paths as the target path.

[0049] In some embodiments, the positioning point determination unit is further configured to:

[0050] The direction from the first position to the second position is determined as the reference direction;

[0051] Within the preset range, a candidate positioning point that is farthest from the target positioning point is determined, and there are no obstacles between the candidate positioning point and the target positioning point;

[0052] The direction from the target location point to the candidate location point is determined as the candidate direction;

[0053] The next positioning point is determined from the candidate positioning points based on the angle between the candidate direction and the reference direction.

[0054] In some embodiments, the positioning point determination unit is further configured to:

[0055] Calculate the angle between the candidate direction and the reference direction to obtain the angle corresponding to the candidate positioning point;

[0056] The candidate positioning point corresponding to the smallest included angle is determined as the next positioning point.

[0057] This application also provides an electronic device, including a memory storing multiple instructions; the processor loads instructions from the memory to execute steps in any of the display control methods provided in this application.

[0058] This application also provides a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute steps in any of the display control methods provided in this application.

[0059] This application embodiment can display virtual markers and, in response to a target operation on the virtual markers, generate a target path from a first position to a second position to instruct a virtual object to move to the second position and interact with the virtual object indicated by the virtual markers. In response to a movement command, it controls a virtual character to move within the virtual scene according to the target path. Based on the virtual markers, the approximate location of the virtual object can be indicated, and based on the generated target path, the virtual character can be guided to the second position, thereby assisting players in accurately locating the virtual object and improving the efficiency of finding the marked virtual object. Attached Figure Description

[0060] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0061] Figure 1 This is a flowchart illustrating the display control method provided in an embodiment of this application;

[0062] Figure 2 This is a schematic diagram of a tag control for displaying virtual tags provided in an embodiment of this application;

[0063] Figure 3 This is a schematic diagram of another tag control for displaying virtual tags provided in an embodiment of this application;

[0064] Figure 4 This is a schematic diagram illustrating the display of the target path provided in an embodiment of this application;

[0065] Figure 5 This is a schematic diagram illustrating the acquisition of the target path provided in an embodiment of this application;

[0066] Figure 6This is a schematic diagram of the display of target markers provided in an embodiment of this application;

[0067] Figure 7 This is a schematic diagram illustrating a display of prompt information provided in an embodiment of this application;

[0068] Figure 8 This is a schematic diagram illustrating another way of displaying prompt information provided in an embodiment of this application;

[0069] Figure 9 This is a flowchart illustrating a display control method provided in another embodiment of this application;

[0070] Figure 10 This is a schematic diagram of the structure of the display control device provided in the embodiments of this application;

[0071] Figure 11 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0072] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0073] This application provides a display control method, apparatus, electronic device, and storage medium.

[0074] Specifically, this display control method can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet, smart Bluetooth device, laptop, or personal computer (PC); the server can be a single server or a server cluster consisting of multiple servers.

[0075] In some embodiments, the display control method can also be integrated into multiple electronic devices. For example, the display control method can be integrated into multiple servers, and the display control method of this application can be implemented by multiple servers.

[0076] In some embodiments, the server may also be implemented as a terminal.

[0077] For example, in some embodiments, the electronic device can be a mobile terminal running a game client. The game client provides a graphical user interface (GUI) through the terminal. The GUI displays content that at least partially includes a virtual scene and virtual characters therein, wherein the virtual characters are characters controlled by the terminal. In this embodiment, virtual markers can be displayed in the GUI. These virtual markers are generated in response to a marking operation on a virtual object in the virtual scene. In response to a target operation on the virtual markers, a target path is generated between a first position and a second position in the virtual scene to instruct the virtual character to move to the second position according to the target path. The first position is the three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is the three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene. In response to a movement command, the virtual character is controlled to move in the virtual scene according to the target path.

[0078] One embodiment of the display control method disclosed in this application can run on a local terminal device or a server. When the display control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0079] In some implementations, various cloud applications, such as cloud gaming, can run under a cloud-interactive system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of display control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a terminal, television, computer, or PDA; however, character control is performed by the cloud gaming server in the cloud. When playing the game, the target client device sends operation commands, such as touch operation commands, to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0080] In some implementations, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the user through a graphical user interface (GUI), that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the user in various ways, such as rendering it on the terminal's display screen or providing it to the user through holographic projection. For example, the local terminal device may include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0081] A game scene (or virtual scene) is a virtual environment displayed (or provided) by an application while it is running on a terminal or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional or three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The virtual scene is the scene where the user controls virtual objects and completes the game logic. For example, in a sandbox-style 3D shooting game, the virtual scene is a 3D game world for users to control virtual characters in combat. Exemplary virtual scenes may include at least one element selected from: mountains, plains, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.

[0082] A game interface refers to the interface of an application provided or displayed through a graphical user interface. This interface includes a graphical user interface for user interaction and game screens, which are the scenes in the game.

[0083] In some implementations, the UI may include various game elements (e.g., status bar, character avatar, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., number of kills, match time, etc.), or game settings controls (e.g., system settings, shop, coins, etc.).

[0084] For example, in some embodiments, virtual markers may be displayed in the graphical user interface.

[0085] In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual characters such as game objects, NPC characters, and AI characters that execute game logic in the virtual scene.

[0086] For example, in some embodiments, the content displayed in the graphical user interface at least partially includes a game scene, wherein the game scene contains at least one game object.

[0087] In some embodiments, game objects in a game scene include virtual characters controlled by the player, i.e., user objects.

[0088] Game objects refer to virtual objects within a virtual environment, including game characters (also known as virtual roles). Game characters are controllable, dynamic objects; that is, dynamic virtual objects. Optionally, these dynamic objects can be virtual characters, virtual animals, anime characters, etc. These virtual roles are characters controlled by the user through input devices, or are artificial intelligence (AI) trained and set up for battles in a virtual environment, or are non-virtual characters (Non-Player Characters, NPCs) set up for battles in a virtual environment.

[0089] Optionally, the virtual character is a virtual person who competes in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this.

[0090] In one possible implementation, the user can control a virtual character to perform game behaviors in the virtual scene. Game behaviors can include moving, casting skills, using items, and talking. For example, the user can control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters.

[0091] Virtual cameras are an essential component of game scene visuals, used to present game scene visuals. Each game scene corresponds to at least one virtual camera, and depending on actual needs, there can be two or more. As a game rendering window, they capture and present the game world visuals for the user. By setting the parameters of the virtual camera, the user's viewing angle of the game world can be adjusted, such as first-person perspective or third-person perspective.

[0092] In one optional implementation, this invention provides a display control method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0093] In most games (e.g., shooting games, multiplayer competitive games), virtual characters can typically move within a virtual environment to find virtual objects and rely on these objects to compete against other virtual characters. Therefore, finding virtual objects is crucial. In some cases, a virtual object that one character doesn't need might be needed by another. Players can mark unwanted virtual objects so that other players on the same team can find them, thus sharing information. However, since virtual markers usually only indicate the approximate location of virtual objects, players often find it difficult to quickly locate them. Therefore, this application provides a method to solve the problem of difficulty in quickly finding marked virtual objects.

[0094] In this embodiment, a display control method is provided, such as... Figure 1 As shown, the specific flow of this display control method may include S110 to S130.

[0095] S110. Display virtual markers in the graphical user interface, the virtual markers being markers generated in response to a marking operation on a virtual object in the virtual scene.

[0096] A virtual marker is a marker generated by a player marking a virtual object. Virtual markers can be used to indicate virtual objects. Virtual objects can refer to locations within a virtual scene, virtual items, etc. Virtual items can refer to any item that can be held by a virtual character within a virtual scene, such as virtual weapons, virtual medicines, virtual clothing, etc.

[0097] For example, players can mark pools in a virtual scene to generate corresponding virtual markers. Similarly, when a player discovers a virtual medicine, they can mark it to generate a virtual marker that can be displayed in the virtual scene so other players can see it, thus indicating the approximate location of the virtual object.

[0098] The marking operation can be used to mark virtual objects to generate corresponding virtual tags. Marking operations can include swiping, clicking, double-clicking, etc., and the specific settings can be configured according to actual needs; no specific limitations are made here.

[0099] In some implementations, when a virtual marker is displayed in the graphical user interface, a marker control corresponding to the virtual marker can be displayed simultaneously. The marker control corresponding to the virtual marker is used to receive a target operation on the virtual marker. When displaying the marker control, if a global virtual map is displayed on the graphical user interface, the marker control corresponding to the virtual marker is displayed on the global virtual map; if the graphical user interface displays account identifiers of other virtual characters in the same team, the marker control corresponding to the virtual marker is displayed at the account identifier of the virtual character performing the target operation.

[0100] In other words, the marker control corresponding to the virtual marker can be displayed in two ways. One is that the player can control the graphical user interface to display a global virtual map, and the marker control corresponding to the virtual marker can be displayed at the corresponding position on the global virtual map. The global virtual map is a thumbnail of the entire virtual scene; any location in the virtual scene can be found on the global virtual map. When displaying the marker control corresponding to the virtual marker on the global virtual map, the virtual scene corresponding to the global virtual map can be obtained, and the display position of the virtual object on the global virtual map can be calculated based on the position of the virtual object in the virtual scene.

[0101] For example, one can obtain the positional mapping relationship between coordinates on the global virtual map and coordinates in the virtual scene. Based on this mapping relationship and the coordinates of the virtual object in the virtual scene, the display position of the marker control corresponding to the virtual marker on the global virtual map can be calculated, and then the marker control corresponding to the virtual marker can be set at the display position. For example, refer to... Figure 2 This diagram illustrates a tag control that displays virtual tags. Figure 2 In the map, the marker control 101 corresponding to the virtual marker is represented by a diamond shape, and the marker control corresponding to the virtual marker can be displayed at the corresponding location on the global virtual map.

[0102] Another approach involves displaying a game screen on a graphical user interface. This screen can show the account identifiers of other players on the same team as the current player, and a marker control corresponding to the virtual marker can be displayed at the account identifier of the virtual character performing the marker operation. For example, see [reference needed]. Figure 3 The diagram illustrates another method for displaying the tag control corresponding to a virtual tag. For example, if player A issues the virtual tag, then the tag control 101 corresponding to that virtual tag can be displayed next to player A's account identifier. Figure 3 In the game, players A, B, and C are in the same team. The numbers 1, 2, and 3 are the team numbers randomly assigned to these three players by the system after they enter the game.

[0103] S120, In response to a target operation on the virtual marker, a target path is generated between a first position and a second position in the virtual scene.

[0104] The target operation may include touch, swipe, tap, long press, short press, double tap, click, and end swipe. For example, in some embodiments, the target operation may be a short press; in some embodiments, the target operation may be a long press; and in some embodiments, the target operation may be a swipe.

[0105] Target actions can also include corresponding shortcut key actions. For example, players can pre-set shortcut keys to perform target actions on virtual markers. For instance, the "F1" key can be pre-set as the shortcut key corresponding to a virtual marker. When a player presses the "F1" key, the target action on the virtual marker can be detected.

[0106] like Figure 2 or Figure 3 As shown, a marker control corresponding to the virtual marker can be displayed on the graphical user interface so that the player can interact with the marker control. If the target action is a click action, when a click action is detected on the marker control, it can be considered that a target action targeting the virtual marker has been detected.

[0107] In some implementations, to facilitate players' quick location of virtual objects, upon detecting a target operation on a virtual marker, a target path can be generated between a first location and a second location in the virtual scene in response to the target operation. This path instructs the virtual character to move to the second location and interact with the virtual object. Any player can interact with the marker control corresponding to the virtual marker. For example, if player A generates a virtual marker, player B can click the corresponding marker control, and player A can also click the corresponding marker control to generate the target path.

[0108] The first position represents the three-dimensional spatial position information of the virtual character within the virtual scene, while the second position represents the three-dimensional spatial position information of the virtual object indicated by the virtual marker within the virtual scene. A virtual scene is a scene in three-dimensional space, and the position of any object or location within the virtual scene can typically be represented by its three-dimensional coordinates in the world coordinate system. The three-dimensional spatial position information here refers to the three-dimensional coordinates in the world coordinate system.

[0109] The target path refers to the movable path between the first position and the second position. If the virtual character moves along the target path, it can move to the second position so that the virtual character can interact with the virtual objects at the second position.

[0110] In some implementations, the generated target path can be displayed as a whole in the graphical user interface. For example, when the target path cannot be fully displayed in the graphical user interface, the game scene can be scaled down and the target path can be scaled so that the target path can be fully displayed in the graphical user interface.

[0111] In some implementations, the generated target path can be partially displayed in the graphical user interface. For example, if the target path cannot be fully displayed in the graphical user interface, the portion of the target path that can be displayed will be shown. For example, refer to... Figure 4 The diagram shows the target path, where 102 is the target path.

[0112] Specifically, the way the target path is displayed can be determined according to actual needs, and no specific restrictions are made here.

[0113] Specifically, when generating the target path, the process may involve obtaining a first position and a second position, then determining the first position as the target location point, determining the next location point within a preset range of the target location point, connecting the target location point and the next location point to obtain a target sub-path, using the next location point as the target location point, and returning to the step of determining the next location point within the preset range of the target location point until the second position is located on the target sub-path, and finally determining all the target sub-paths as the target path.

[0114] The first position is the 3D spatial position information of the virtual character in the virtual scene, which can be used as the starting point of the target path. The second position is the 3D spatial position information of the virtual object indicated by the virtual marker in the virtual scene, which can be used as the ending point of the target path. First, the first position can be used as the target location point. Then, the next location point of the target location point is determined. Connecting the target location point and the next location point yields the target sub-path within the target path. Next, the determined next location point is set as the target location point, and the process of determining the next location point and connecting it is repeated until the second position is also on the target sub-path.

[0115] For example, see Figure 5The diagram illustrates the process of obtaining the target path. If the first position is point X and the second position is point Y, then the target location point is also X. The next location point x1 is then determined, and connecting point X and point x1 yields the target sub-path X-x1. Next, point x1 is designated as the target location point, and the next location point x2 after x1 is determined. Connecting point x1 and point x2 yields the target sub-path x1-x2. Then, point x2 is designated as the target location point, and the next location point x3 after x2 is determined. Connecting point x2 and point x3 yields the target sub-path x2-x3, and so on, until point Y is also designated as the next location point. When connecting points on the target sub-path, all target sub-paths are designated as the target path.

[0116] When determining the next location point based on the target location point, the next location point can be determined within a preset range of the target location point. There are no obstacles between the target location point and the next location point; that is, the virtual character can move from the target location point to the next location point. Obstacles can refer to virtual objects in the virtual scene that hinder the movement of the virtual character, such as houses, hills, rocks, etc.

[0117] To accurately determine the next positioning point while satisfying the principle of minimizing the length of the target sub-path, when determining the next positioning point within a preset range of the target positioning point, the direction from the first position to the second position can be determined as the reference direction; within the preset range, the candidate positioning point farthest from the target positioning point is determined, and there are no obstacles between the candidate positioning point and the target positioning point; the direction from the target positioning point to the candidate positioning point is determined as the candidate direction; and the next positioning point is determined from the candidate positioning points based on the angle between the candidate direction and the reference direction.

[0118] Since the virtual character needs to move from the first position to the second position, the direction from the first position to the second position can be determined as the reference direction for use when determining the next positioning point.

[0119] Then, within a preset range of the target location, the candidate location that is furthest from the target location is determined. A candidate location is a position within the preset range that is furthest from the target location and where there are no obstacles between them.

[0120] In some implementations, the preset range can be a pre-defined area, such as a range within 2 meters of the target positioning point. The preset range can be represented as a circular area centered on the target positioning point, or it can be a spherical area centered on the target positioning point. When determining the next positioning point, candidate positioning points without obstacles between them and the target positioning point can be identified at the edge of this area. Then, the direction from the target positioning point to the candidate positioning point is determined as the candidate direction. Based on the angle between the candidate direction and the reference direction, the first positioning point is determined from the candidate positioning points.

[0121] Since the target path is a movable path from the first position to the second position, to ensure that the target path is the shortest possible and to save time in finding the virtual object, the next positioning point that can move the maximum distance in the reference direction can be determined by the angle between the candidate direction and the reference direction. For example, the angle between the candidate direction and the reference direction can be calculated to obtain the angle corresponding to the candidate positioning point; the candidate positioning point corresponding to the smallest angle can then be determined as the next positioning point.

[0122] For example, given three candidate positioning points z1, z2, and z3, and a reference direction represented by vector XY, and candidate directions represented by vectors Xz1, Xz2, and Xz3, the cosine of the angle between the candidate and reference directions can be calculated based on the coordinates of the candidate points, the first position, and the second position in the virtual scene. This allows us to determine the magnitude of the angle between the candidate and reference directions. A larger cosine value indicates a smaller angle, allowing us to select the candidate point with the smallest angle as the next positioning point. If two candidate points have the same smallest angle, one can be randomly selected as the next positioning point.

[0123] In some implementations, if the second position is within a preset range of the target positioning point and there are no obstacles between the target positioning point and the second position, the second position can be directly determined as the next positioning point. If the second position is within a preset range of the target positioning point, but there are obstacles between the target positioning point and the second position, the next positioning point can be determined in the manner described above.

[0124] In some implementations, the optimal path can be generated based on the terrain in the virtual scene using a pathfinding algorithm to obtain the target path. This pathfinding algorithm can include Dijkstra's algorithm, A* pathfinding algorithm, B* pathfinding algorithm, D* pathfinding algorithm, and so on.

[0125] S130. Responding to the movement command, control the virtual character to move in the virtual scene according to the target path.

[0126] After the target path is generated, the virtual character can be controlled to move according to the target path based on movement commands, so that the virtual character can move from the first position to the second position.

[0127] In some implementations, movement commands can be initiated by the player. For example, a player can issue a movement command through a movement operation to control the movement of the virtual character.

[0128] Movement operations refer to actions used to control the movement of a virtual character, and can include touch, swipe, tap, long press, short press, double tap, click, and end swipe. For example, in some embodiments, a movement operation can be a short press; in some embodiments, a long press; and in some embodiments, a swipe. Movement operations can also include corresponding shortcut key operations. For example, players can pre-set shortcut keys to control the movement of the virtual character. For instance, the "F2" key can be pre-set as the shortcut key corresponding to a virtual marker. When the player presses the "F2" key, a movement operation can be detected.

[0129] In some implementations, the movement command can be initiated automatically by the system. For example, when the target path is successfully generated, it can be considered that a movement command initiated by the system has been received, and the virtual character can be automatically controlled to move along the target path. If a player interruption is detected during the automatic control of the virtual character's movement along the target path, the movement of the virtual character can be terminated, and the movement of the virtual character can be controlled by the player's actions.

[0130] In some implementations, due to player actions, the virtual character may not move along the target path. In this case, the virtual character's current position is not on the target path. To ensure that the target path can correctly guide the virtual character to the second position, the offset between the virtual character's current position and the target path can be determined. If the offset is greater than a preset threshold, the target path is updated.

[0131] In some implementations, the shortest distance between the virtual character's current position and the target path can be calculated, and this shortest distance can be used as the offset.

[0132] In other implementations, a region can be defined with the current position of the virtual character as the center and a preset threshold as the radius. If the target path intersects with the region, it can be considered that the offset between the current position of the virtual character and the target path is not greater than the preset threshold. If the target path does not intersect with the region, it can be considered that the offset between the current position of the virtual character and the target path is greater than the preset threshold.

[0133] The preset threshold can be any value. When the offset is greater than the preset threshold, it can be considered that the virtual character has deviated from the target path, and the target path will be regenerated based on the current position of the virtual character.

[0134] In some implementations, after determining that the offset is greater than a preset threshold, the offset duration can also be determined. When the offset duration is greater than the preset duration, the target path is then updated.

[0135] In some implementations, virtual objects may include scene locations, virtual props, etc., within a virtual scene. If the virtual object is one that cannot be held or used by a virtual character, such as a scene location, only a target path may be generated for guidance.

[0136] In some implementations, if the virtual object can be held or used by a virtual character, for example, when the virtual object is a virtual prop, in order to improve the interactivity of the virtual marker, a perspective display can be used to indicate the target marker of the virtual object when the current position of the virtual character and the second position satisfy a preset relationship and there is an obstruction between the virtual character and the second position.

[0137] As the virtual character moves, if the virtual character gets closer and closer to the second position, then the virtual character's current position and the second position can satisfy a preset relationship. That is, when the straight-line distance between the virtual character's current position and the second position is less than a preset distance, it can be considered that the virtual character's current position and the second position satisfy the preset relationship.

[0138] When there is an obstruction between the virtual character and a secondary location, the player may have difficulty spotting the virtual object because the secondary location is blocked. Therefore, a target marker indicating the virtual object can be displayed through perspective, allowing the player to quickly determine the object's exact location. This target marker can take the form of text, special effects, the virtual object itself, preset markers, etc. The following explanation uses an example where the target marker is a special effect set for the virtual object.

[0139] In some implementations, when generating the target marker, the virtual object may be outlined to obtain a virtual outline; a preset effect may be set for the virtual outline to obtain the target marker.

[0140] For example, when rendering a virtual object, the virtual object can be expanded along its normal, and only the enlarged area can be rendered to achieve the outline processing of the virtual object, thus obtaining a virtual outline. Then, to make the target marker more eye-catching, preset effects can be set for the virtual outline, such as setting the virtual outline to a highlight or glowing material, etc. After setting preset effects for the virtual outline, the target marker can be obtained.

[0141] In one implementation, when the current position and the second position of the virtual character satisfy a preset relationship, and there is an obstacle between the current position and the second position of the virtual character, a target marker indicating the virtual object is generated and displayed in perspective.

[0142] In one implementation, a target marker can be generated when the current position and the second position of the virtual character satisfy a preset relationship, and the target marker can be displayed in perspective when the current position and the second position of the virtual character satisfy a preset relationship and there is an obstacle between the current position and the second position of the virtual character.

[0143] In one implementation, when responding to a marking operation on a virtual object, an instruction virtual marker and a target marker are generated, and when the current position and the second position of the virtual character satisfy a preset relationship, and there is an obstacle between the current position and the second position of the virtual character, the target marker is displayed in perspective.

[0144] Perspective-based target marker display refers to displaying target markers within a virtual scene without them being obstructed by objects within the scene. For example, if a virtual object is inside a building, its exact location cannot be observed from outside the building. By displaying the target marker in the virtual scene, the player can see the marker directly through the building and thus determine the virtual object's location.

[0145] For example, you can refer to Figure 6 This illustrates a diagram showing the target marker. Figure 6 In the game, the virtual object is located inside building 103. Building 103 will obscure the specific location of the virtual object, and the player cannot observe the specific location of the virtual object. However, the target marker 104 can directly indicate the specific location of the virtual object through building 103. At the same time, the virtual marker 105 and the target path 102 can continue to be displayed to indicate the movement of the virtual character.

[0146] In some implementations, to make the display of the target marker more natural, the display of the target marker in the virtual scene can be controlled by controlling the display layer, hereinafter referred to as the first method. For example, the target marker can be controlled to be located at the second position in the virtual scene; the target marker can be controlled to be displayed on the upper layer of the target display layer, which is the display layer where the virtual object is located.

[0147] After generating the target marker, it can be set at a second position in the virtual scene, that is, the position of the virtual object within the virtual scene. Then, the target marker is controlled to appear above the target display layer. The target display layer can refer to the display layer containing all models in the virtual scene; that is, all models in the virtual scene, such as building models, object models, and character models, are displayed in this target display layer, thus creating a visual effect of occlusion between buildings, objects, and characters. Displaying the target marker above the target display layer means that the target marker can occlude all models in the model layer, thereby achieving perspective display of the target marker in the game scene, unaffected by occlusion objects in the virtual scene.

[0148] In some implementations, in order to reduce the amount of data processing and quickly display the target marker, the target marker can be pasted on the display screen to control the display of the target marker in the virtual scene, which will be referred to as the second method. For example, the second position can be converted into the target display position, which is the display position of the virtual object in the graphical user interface; and the target marker is placed at the display position.

[0149] It's understandable that a world coordinate system can exist within a virtual scene, allowing the position of any virtual object to be represented using coordinates. Similarly, the second position can also be represented using coordinate information in the world coordinate system. To display virtual objects in the virtual scene on the graphical interface, the coordinate information in the world coordinate system is typically converted to display coordinates on the graphical interface. Therefore, based on the transformation relationship between coordinate systems, the second position can also be converted to its position in the graphical user interface, i.e., the target display position. Then, the target marker can be directly set at this target display position, thus overlaying the virtual object displayed in the graphical user interface. In other words, the target marker can be used as a texture and directly applied to the corresponding display position for display.

[0150] In some implementations, when displaying the target marker through perspective, the target marker can be controlled to be located at the second position in the virtual scene; within the field of view of the virtual character, the transparency of the obstruction is adjusted to a specified range so that the target marker can be displayed through perspective. This method will be referred to hereafter as the third method.

[0151] After generating the target marker, it can be placed at a second location in the virtual scene. Due to the presence of obstructions, the virtual object is invisible within the virtual character's field of vision. To highlight the virtual object so that the player can know its exact location, the transparency of the obstruction can be adjusted to a specified range, making the obstruction transparent so that the player can observe the virtual object through it.

[0152] The higher the transparency value, the more transparent the occluder; the more transparent the occluder, the more obvious the target marker. Thus, the specified range can refer to a range in which the player can observe the virtual object through the occluder, for example, a range greater than a certain transparency threshold, such as a transparency greater than 20.

[0153] In some implementations, the target marker can be displayed in the virtual scene using different methods based on the straight-line distance between the virtual character's current position and the second position. For example, when the straight-line distance between the virtual character's current position and the second position is less than a preset distance, a third method can be used to display the target marker; when the straight-line distance between the virtual character's current position and the second position is less than a first distance, a second method can be used to display the target marker; when the straight-line distance between the virtual character's current position and the second position is less than the second distance, a first method can be used to display the target marker; wherein the preset distance is greater than the first distance, and the first distance is greater than the second distance.

[0154] Since the preset distance value is the largest, it indicates that the virtual character may still be some distance away from the virtual object. Using the third method to display the target marker has a better display effect. When the straight-line distance is less than the first distance, it can be seen that the virtual character is closer to the virtual object. In order to reduce the amount of data processing and also allow the player to observe the virtual object, the second method can be used. When the straight-line distance is less than the second distance, it can be seen that the virtual character is already near the virtual object. At this time, in order to have a better display effect, the first method can be used to display the target marker.

[0155] It should be noted that the specific method for displaying the target marker can be determined according to actual needs; this is merely an example and not a specific limitation.

[0156] When the virtual character moves to the second position, the target path can be made to disappear. When the virtual character interacts with a virtual object, such as when the virtual character picks up a virtual object, the target marker disappears.

[0157] Virtual markers are typically marked by players who control target virtual characters, and target virtual characters refer to virtual characters that are in the same team as the target virtual character. To improve the interactivity of virtual markers, in response to a target operation on the virtual marker, the account identifier corresponding to the virtual object performing the target operation can be obtained; based on the account identifier, a prompt message can be displayed on the graphical user interface corresponding to the target virtual character.

[0158] The target virtual character refers to a virtual character that is in the same team as the virtual object performing the target operation, i.e., a teammate. This is to inform the player controlling the target virtual character that the virtual object indicated by the virtual marker is what the player corresponding to the account identifier wants, thus preventing the player controlling the target virtual object from also searching for the virtual object indicated by the virtual marker.

[0159] In this context, the virtual object performing the target operation refers to the virtual character controlled by the player performing the target operation; the account identifier refers to the identifier of the player controlling the virtual character's account in the game, such as the account name, the account number in the team, etc.; and the graphical user interface corresponding to the target virtual character refers to the graphical user interface displayed on the terminal used by the player controlling the target virtual character.

[0160] In other words, when a player performs a target action on a virtual marker, it indicates that the player intends to possess the virtual object indicated by the virtual marker. To prevent other teammates from searching for the virtual object indicated by the virtual marker at the same time, a message can be displayed on the teammates' user terminals based on the user ID of the player who intends to possess the virtual object, thereby improving the interactivity of the marker and enhancing communication between teammates.

[0161] For example, users A, B, and C are in the same team. User B marks a virtual medicine and generates a virtual tag. User A happens to need the virtual medicine. User A can click the tag control corresponding to the virtual tag to indicate their desire to possess the virtual medicine. After User A clicks the tag control, users B and C will see a prompt message. According to the prompt message, they know that user A needs the virtual medicine. If user C also happens to need the virtual medicine, since user C already knows that user A needs the virtual medicine based on the prompt message, user C does not need to search for the virtual medicine.

[0162] In some implementations, the server may respond to only one target operation, for example, responding to the first target operation received. That is, when obtaining the account identifier corresponding to the virtual character that performs the target operation, it may obtain the account identifier corresponding to the first virtual character that performs the target operation, where the first virtual character that performs the target operation refers to the virtual character controlled by the first player to perform the target operation for that virtual identifier.

[0163] As one implementation, the server can record the response time of the target operation for the virtual tag. When obtaining the account identifier corresponding to the first virtual character that performs the target operation, if the target operation is received and there is no response time, the server can obtain the account identifier corresponding to the virtual object that performs the target operation.

[0164] In other words, if a target operation is received for a virtual tag, it can be determined whether there is a response time. If there is a response time, it means that a response has already been made to the target operation for the virtual tag, so the target operation received this time will not be responded to again. If there is no response time, the target operation can be responded to, thereby realizing the goal of only responding to the first target operation received.

[0165] In other words, it is possible to respond to only the first target operation on the virtual marker. For example, after user A clicks the marker control of the virtual marker, the target path can be displayed on user A's interface, and prompt information can be displayed on user B and user C's interfaces. If user C clicks the marker control corresponding to the virtual marker again after user A clicks the marker control corresponding to the virtual marker, the target path cannot be displayed.

[0166] In one implementation, after responding to the first target operation on the virtual marker, the corresponding marker control can be changed to an inoperable state, i.e., a locked state. In the locked state, other players cannot perform target operations on the virtual marker. For example, after user A clicks the marker control of the virtual marker, the target path can be displayed on user A's interface, while prompts can be displayed on the interfaces of users B and C, and the marker control of the virtual marker can no longer be clicked, for example, by setting the marker control to gray.

[0167] In some implementations, the system may respond to all target actions on the virtual marker and display a prompt based on the distance between the virtual character's current position and the second position. For example, if both user A and user C click the marker control corresponding to the virtual marker, then the target path can be displayed in the graphical user interfaces of both user A and user C, and a prompt will be displayed in the graphical user interfaces of all players.

[0168] In some implementations, user identifiers can be sorted and displayed according to the probability of obtaining a virtual object. For example, if the remaining path length for the virtual character controlled by user A to reach the second position is y1, and the remaining path length for the virtual character controlled by user B to reach the second position is y2, and y1 is less than y2, then user A has a higher probability of obtaining the virtual object than user B, and the prompt message can be displayed as "User A, User B". As users A and B move their respective virtual characters, the remaining path length may change, causing the probability of obtaining the virtual object to change, and the prompt message can also be changed accordingly. For example, when the probability of user B obtaining the virtual object is greater than the probability of user A obtaining the virtual object, the prompt message can be displayed as "User B, User A".

[0169] In some implementations, a target path may be generated in response to the first target operation on a virtual tag, and the account identifier of the first virtual character to perform the target operation may be displayed on the graphical user interface of the target virtual character; in response to subsequent target operations on a virtual tag, only the target path may be generated. For example, after user A clicks the tag control corresponding to the virtual tag, the target path may be displayed on user A's interface, and prompt information (i.e., user A's account identifier) ​​may be displayed on the interfaces of users B and C. If user C clicks the tag control corresponding to the virtual tag again after user A has clicked the virtual tag, the target path may be displayed, but the prompt information corresponding to user C will not be displayed.

[0170] In some implementations, when displaying the prompt information, if a global virtual map is displayed on the graphical user interface, the prompt information may be displayed at the marker control corresponding to the virtual marker; if a virtual scene is displayed on the graphical user interface, the prompt information may be displayed at the virtual marker displayed in the virtual scene.

[0171] As one implementation method, players can control the graphical user interface to display a global virtual map, and prompts can be displayed at corresponding locations on the global virtual map. For example, see... Figure 7 This illustrates a schematic diagram of displaying prompt information. Figure 7 In the map, the prompt information can be divided into two parts. The first part is displayed near the marker control 101 of the virtual marker, and the second part displays more detailed information on the left side of the map, such as the corresponding virtual marker and the corresponding prompt "Player A has occupied it in advance", indicating that Player A, numbered 1, has occupied the virtual object indicated by the virtual marker in advance.

[0172] As another implementation, in a virtual scene, virtual markers can be displayed in a corresponding direction within the virtual scene so that players can determine the approximate location of the virtual object indicated by the marker. Therefore, prompts can also be displayed at the virtual markers in the virtual scene. For example, see... Figure 8 The diagram illustrates another way to display prompts, where the prompt "1" can be displayed near the virtual marker 105 in the virtual scene, while the target path 102 continues to be displayed, indicating the movement of the virtual character.

[0173] The display control scheme provided in this application can be applied to various game marking scenarios. For example, taking shooting games as an example, items can usually be marked to guide players to find the virtual objects indicated by the marks. The scheme provided in this application can further reduce the time players spend searching for marked virtual objects and help players quickly find the marked virtual objects.

[0174] As can be seen from the above, the embodiments of this application can display virtual markers, and in response to a target operation on the virtual markers, generate a target path from a first position to a second position to instruct a virtual object to move to the second position and interact with the virtual object indicated by the virtual marker; in response to a movement command, control the virtual character to move in the virtual scene according to the target path. Based on the virtual markers, the approximate location of the virtual object can be indicated, and based on the generated target path, the virtual character can be guided to move to the second position, thereby assisting players in accurately locating the virtual object and improving the efficiency of finding the marked virtual object. Furthermore, when the virtual object is a virtual item, a target marker can be generated and displayed. Based on the virtual markers, the approximate location of the virtual object can be indicated, and based on the target markers, the specific location of the virtual object can be indicated, further assisting players in accurately locating the virtual object and improving the efficiency of finding the marked virtual object.

[0175] The method described in the above embodiments will be further described in detail below.

[0176] In this embodiment, the method of this application embodiment will be described in detail using a shooting game as an example, in which the virtual object is a virtual item and the virtual marker can only be owned by the player who first performs the target operation.

[0177] like Figure 9 As shown, the specific process of a display control method is as follows:

[0178] S210, in response to the first click operation on the virtual marker, display the target path from the first position to the second position on the first graphical user interface, and display a prompt message on the second graphical user interface.

[0179] Virtual markers can be displayed in a virtual scene. The marker control corresponding to the virtual marker can be displayed in the global virtual map or near the account identifier of the virtual character that generated the virtual marker.

[0180] Players can click on the marker control corresponding to a virtual marker to indicate their desire to possess the virtual object indicated by the virtual marker. A click on the marker control corresponding to a virtual marker is considered a click operation on the virtual marker. The server can respond to the first click operation on the virtual marker by displaying the target path on a first graphical user interface (GUI), which refers to the GUI on the terminal used by the player who first performed the click operation on the virtual marker.

[0181] In response to the first click on the virtual marker, the server can also display a prompt message on a second graphical user interface (GUI). This second GUI is the GUI of a player who is on the same team as the player who first clicked on the virtual marker, i.e., a teammate.

[0182] In other words, after a player clicks on the virtual marker control, the target path is displayed on the graphical user interface of the player who first made the click, i.e., the first graphical user interface, and a prompt message is displayed on the teammate's graphical user interface, i.e., the second graphical user interface.

[0183] The prompt information may include the account identifier of the player who first clicked the action. For example, if the account identifier of the player who first clicked the action in the team is "3", then "3" can be displayed on the second graphical user interface. Specifically, it can be displayed near a virtual marker in the virtual scene, or near the marker control corresponding to the virtual marker on the global virtual map.

[0184] S220. In response to a movement command, control the virtual character to move within the virtual scene according to the target path.

[0185] S230. Stroke the virtual object to obtain a virtual outline.

[0186] S240. Set the virtual outline to a glowing material to obtain the target mark.

[0187] S250. If the distance between the current position and the second position of the virtual character is less than a preset distance, and there is an obstruction between the virtual character and the second position, the target marker is controlled to be displayed in perspective on the first graphical user interface.

[0188] Players control the movement of a virtual character, changing the distance between the character's current position and a second position. If this distance is less than a preset distance, the server can outline the virtual object to create a virtual silhouette. This silhouette is then given a glowing material, making it highlighted and creating a target marker. The target marker can belong to the effects layer, while the virtual character, virtual objects, and other objects in the virtual scene are on the model layer. By ensuring the effects layer is always placed above the model layer, the target marker is displayed on top of the model layer, preventing it from being obscured by objects in the virtual scene and achieving perspective display.

[0189] When the target marker is displayed on top of the model layer, the player can observe the target marker on the first graphical user interface, and the target marker will not be obscured by occlusions in the virtual scene, thus making it easier for the player to control the virtual object to accurately find the virtual object.

[0190] When the virtual character moves to the second position, the target path on the first graphical user interface can be made to disappear. If an interaction between the virtual character and a virtual object is detected, for example, after the virtual character picks up the virtual object, the target marker can be made to disappear.

[0191] As can be seen from the above, the embodiments of this application can respond to a target operation on a virtual marker by displaying the target path on a first graphical user interface and displaying prompt information on a second graphical user interface. When a virtual character moves near a virtual object, the target marker indicating the virtual object is highlighted in perspective, so that the player can accurately determine the location of the virtual object. By indicating the approximate location of the virtual object through virtual markers and accurately indicating the location of the virtual object through target markers, the time spent searching for virtual objects can be saved, and the efficiency of finding virtual objects can be improved. Furthermore, displaying prompt information on the second graphical user interface can enhance the value of the information conveyed by the markers and enhance information communication between teammates.

[0192] To better implement the above methods, this application also provides a display control device, which can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, or personal computer; the server can be a single server or a server cluster composed of multiple servers.

[0193] For example, in this embodiment, the method of this application embodiment will be described in detail by taking the display control device specifically integrated into the terminal as an example.

[0194] For example, such as Figure 10 As shown, the display control device 300 may include a display module 310, a response module 320, and a control module 330.

[0195] Display module 310 is configured to display virtual markers in the graphical user interface, the virtual markers being generated in response to a marking operation on a virtual object in the virtual scene;

[0196] The response module 320 is configured to generate a target path between a first position and a second position in the virtual scene in response to a target operation on the virtual marker, so as to instruct the virtual character to move to the second position according to the target path, wherein the first position is the three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is the three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene;

[0197] The control module 330 is used to respond to movement commands and control the virtual character to move in the virtual scene according to the target path.

[0198] In some embodiments, the virtual object is a virtual item, and the response module 320 is used to:

[0199] When the current position of the virtual character and the second position satisfy a preset relationship, and there is an obstruction between the virtual character and the second position, the target marker indicating the virtual object is displayed through the perspective display module 310.

[0200] In some embodiments, the response module 320 is further configured to:

[0201] The virtual object is outlined to obtain a virtual contour.

[0202] Set preset effects for the virtual outline to obtain a target marker indicating the virtual object;

[0203] Determine the straight-line distance between the current position and the second position;

[0204] If the straight-line distance is less than a preset distance, and there is an obstruction between the virtual character and the second position, the target mark is displayed through the perspective of the display module 310.

[0205] In some embodiments, the display module 310 is further configured to:

[0206] The target marker is positioned at the second location in the virtual scene;

[0207] The target marker is controlled to be displayed on top of the target display layer, which is the display layer where the virtual object is located.

[0208] In some embodiments, the display module 310 is further configured to:

[0209] The second position is converted into a target display position, which is the display position of the virtual object in the graphical user interface;

[0210] Place the target marker at the display location.

[0211] In some embodiments, the display module 310 is further configured to:

[0212] The target marker is positioned at the second location in the virtual scene;

[0213] Within the field of view of the virtual object, adjust the transparency of the obstruction to a specified range.

[0214] In some embodiments, in response to a target operation on the virtual marker, the response module 320 is further configured to:

[0215] Obtain the account identifier corresponding to the virtual character that performs the target operation;

[0216] Based on the account identifier, a prompt message is displayed on the graphical user interface corresponding to the target virtual character, wherein the target virtual character is a virtual character that is in the same team as the virtual character performing the target operation.

[0217] In some embodiments, the response module 320 is further configured to:

[0218] Obtain the account identifier corresponding to the first virtual character that performs the target operation.

[0219] In some embodiments, the display module 310 is further configured to:

[0220] If the graphical user interface displays a global virtual map, the prompt information is displayed at the marker control corresponding to the virtual marker, and the marker control is used to receive target operations for the virtual marker;

[0221] If a virtual scene is displayed on the graphical user interface, the prompt information is displayed at the virtual marker in the virtual scene.

[0222] In some embodiments, the display module 310 is further configured to:

[0223] If a global virtual map is displayed on the graphical user interface, a marker control corresponding to the virtual marker is displayed on the global virtual map, and the marker control is used to receive target operations for the virtual marker.

[0224] If the graphical user interface displays the account identifiers of other virtual characters in the same team, the tag control corresponding to the virtual tag is displayed at the account identifier of the virtual character performing the tagging operation.

[0225] In some embodiments, after responding to a movement command and controlling the virtual character to move according to the target path in the virtual scene, the response module 320 is further configured to:

[0226] Determine the offset between the current position of the virtual character and the target path;

[0227] If the offset is greater than a preset threshold, the target path is updated.

[0228] In some embodiments, the response module 320 further includes:

[0229] A location acquisition unit is used to acquire the first location and the second location;

[0230] A positioning point determination unit is used to determine the first position as a target positioning point, and to determine a next positioning point within a preset range of the target positioning point, wherein there are no obstacles between the next positioning point and the target positioning point;

[0231] A target sub-path determination unit is used to connect the target positioning point and the next positioning point to obtain the target sub-path;

[0232] The loop unit is used to take the next positioning point as the target positioning point and return to the step of determining the next positioning point within a preset range of the target positioning point to the step of connecting the target positioning point and the next positioning point to obtain the target sub-path, until the second position is located on the target sub-path;

[0233] The target path determination unit is used to determine all the target sub-paths as the target path.

[0234] In some embodiments, the positioning point determination unit is further configured to:

[0235] The direction from the first position to the second position is determined as the reference direction;

[0236] Within the preset range, a candidate positioning point that is farthest from the target positioning point is determined, and there are no obstacles between the candidate positioning point and the target positioning point;

[0237] The direction from the target location point to the candidate location point is determined as the candidate direction;

[0238] The next positioning point is determined from the candidate positioning points based on the angle between the candidate direction and the reference direction.

[0239] In some embodiments, the positioning point determination unit is further configured to:

[0240] Calculate the angle between the candidate direction and the reference direction to obtain the angle corresponding to the candidate positioning point;

[0241] The candidate positioning point corresponding to the smallest included angle is determined as the next positioning point.

[0242] In practice, each of the above modules or units can be implemented as an independent entity or can be arbitrarily combined to be implemented as the same or several entities. For the specific implementation of each of the above modules or units, please refer to the previous method embodiments, which will not be repeated here.

[0243] As can be seen from the above, the display control device in this embodiment can display virtual markers, and in response to a target operation on the virtual markers, generate a target path from a first position to a second position to instruct a virtual object to move to the second position and interact with the virtual object indicated by the virtual markers; in response to a movement command, it controls the virtual character to move in the virtual scene according to the target path. Based on the virtual markers, the approximate location of the virtual object can be indicated, and based on the generated target path, the virtual character can be guided to move to the second position, thereby assisting the player in accurately locating the virtual object and improving the efficiency of finding the marked virtual object.

[0244] Accordingly, this application also provides an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer, personal digital assistant (PDA) and other terminal devices.

[0245] like Figure 11 As shown, Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 400 includes a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 and the memory 402 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0246] The processor 401 is the control center of the electronic device 400. It connects various parts of the electronic device 400 through various interfaces and lines. It executes various functions of the electronic device 400 and processes data by running or loading software programs and / or modules stored in the memory 402 and calling data stored in the memory 402.

[0247] In this embodiment, the processor 401 in the electronic device 400 loads the instructions corresponding to the processes of one or more applications into the memory 402 according to the following steps, and the processor 401 runs the applications stored in the memory 402 to realize various functions:

[0248] The graphical user interface displays virtual markers, which are generated in response to marking operations on virtual objects in the virtual scene. In response to a target operation on the virtual markers, a target path is generated between a first position and a second position in the virtual scene to instruct the virtual character to move to the second position according to the target path. The first position is the three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is the three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene. In response to a movement command, the virtual character is controlled to move in the virtual scene according to the target path.

[0249] If the virtual object is a virtual prop, and the current position of the virtual character and the second position satisfy a preset relationship, and there is an obstruction between the virtual character and the second position, a perspective display indicates the target marker of the virtual object.

[0250] Virtual markers can determine the approximate location of virtual objects. When the virtual character and the virtual object are close to each other, a target marker is generated to indicate the specific location of the virtual object, making it easier for players to quickly find the virtual object indicated by the virtual marker.

[0251] The virtual object is outlined to obtain a virtual outline; a preset effect is set for the virtual outline to obtain a target marker indicating the virtual object; the straight-line distance between the current position and the second position is determined; if the straight-line distance is less than a preset distance and there is an obstruction between the virtual character and the second position, the target marker is displayed in perspective.

[0252] Preset effects are set for the outlines of virtual objects to obtain target markers, making the target markers more conspicuous and making it easier for players to accurately find virtual objects. Under certain conditions, perspective display can be performed to improve the efficiency of finding virtual objects.

[0253] The target marker is positioned at the second location in the virtual scene; the target marker is displayed on top of the target display layer, which is the display layer where the virtual object is located.

[0254] By setting the display hierarchy relationship between the target marker and the display layer of the virtual object, the target marker can be displayed on top of all models in the virtual scene, so that the target marker is not obscured by occlusion objects in the virtual scene.

[0255] The second position is converted into a target display position, which is the display position of the virtual object in the graphical user interface; the target marker is placed at the display position.

[0256] Placing the target marker at the display position of the virtual object in the graphical user interface is simple and convenient, and it also allows the target marker to be unobstructed by occlusions in the virtual scene.

[0257] The target marker is positioned at the second location in the virtual scene; within the field of view of the virtual object, the transparency of the occluder is adjusted to a specified range.

[0258] Adjust the transparency of the occluder to make the target marker unobstructed in the virtual scene.

[0259] Obtain the account identifier corresponding to the virtual character performing the target operation; based on the account identifier, display a prompt message on the graphical user interface corresponding to the target virtual character, wherein the target virtual character is a virtual character in the same team as the virtual character performing the target operation.

[0260] When a player performs a target action on a virtual marker, a notification message corresponding to that player's account identifier can be generated and displayed on the graphical user interface of other teammates to enhance the interactivity of the marker.

[0261] Obtain the account identifier corresponding to the first virtual character that performs the target operation.

[0262] If a global virtual map is displayed on the graphical user interface, the prompt information is displayed at the marker control corresponding to the virtual marker, and the marker control is used to receive target operations for the virtual marker; if a virtual scene is displayed on the graphical user interface, the prompt information is displayed at the virtual marker in the virtual scene.

[0263] Prompt messages can be displayed in different areas to help players obtain relevant information.

[0264] If a global virtual map is displayed on the graphical user interface, a marker control corresponding to the virtual marker is displayed on the global virtual map. The marker control is used to receive target operations for the virtual marker. If the graphical user interface displays account identifiers of other virtual characters in the same team, the marker control corresponding to the virtual marker is displayed at the account identifier of the virtual character performing the marker operation.

[0265] The virtual marker control can be displayed in different areas, making it easier for players to perform target operations on the virtual marker.

[0266] Determine the offset between the current position of the virtual character and the target path; if the offset is greater than a preset threshold, update the target path.

[0267] When a virtual object deviates from the target path by a certain distance, the target path can be updated so that the target path can accurately indicate the virtual object to the second position.

[0268] Obtain the first position and the second position; determine the first position as the target positioning point, determine the next positioning point within a preset range of the target positioning point, where there are no obstacles between the next positioning point and the target positioning point; connect the target positioning point and the next positioning point to obtain a target sub-path; use the next positioning point as the target positioning point, and return to the step of determining the next positioning point within the preset range of the target positioning point until the step of connecting the target positioning point and the next positioning point to obtain the target sub-path, until the second position is located on the target sub-path; determine all the target sub-paths as the target path.

[0269] Starting from the current position of the virtual object, the next positioning point is continuously searched to obtain multiple target sub-paths, which can then be combined to form the target path.

[0270] The direction from the first position to the second position is determined as a reference direction; within the preset range, the candidate positioning point farthest from the target positioning point is determined, and there are no obstacles between the candidate positioning point and the target positioning point; the direction from the target positioning point to the candidate positioning point is determined as a candidate direction; and the next positioning point is determined from the candidate positioning points based on the angle between the candidate direction and the reference direction.

[0271] By searching for candidate locations that meet the conditions within the preset range of the target location, and then determining the next location from the candidate locations using the reference direction, it can be ensured that each target sub-path obtained is a virtual object that can be moved.

[0272] Calculate the angle between the candidate direction and the reference direction to obtain the angle corresponding to the candidate positioning point; determine the candidate positioning point corresponding to the smallest angle as the next positioning point.

[0273] Determining the next location point from candidate locations based on the included angle ensures that the length of each target sub-path is short, avoids detours in the target path, and reduces the time players spend searching for virtual objects.

[0274] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0275] Optional, such as Figure 11As shown, the electronic device 400 also includes: a touch display screen 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch display screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407. Those skilled in the art will understand that... Figure 11 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0276] The touch display screen 403 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 403 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 401. It can also receive and execute commands from the processor 401. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 401 to determine the type of touch event. Subsequently, the processor 401 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 403 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 403 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 403 can also be used as part of the input unit 406 to achieve input functions.

[0277] In this embodiment, a game application is executed by processor 401 to generate a graphical user interface (GUI) on touch display screen 403. The virtual scene on the GUI includes at least one skill control area, and the skill control area includes at least one skill control. The touch display screen 403 is used to present the GUI and receive operation commands generated by the user interacting with the GUI.

[0278] The radio frequency circuit 404 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0279] Audio circuit 405 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 405 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 405, converted back into audio data, and then processed by processor 401 before being transmitted via radio frequency circuit 404 to, for example, another electronic device, or output to memory 402 for further processing. Audio circuit 405 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.

[0280] The input unit 406 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0281] Power supply 407 is used to supply power to various components of electronic device 400. Optionally, power supply 407 can be logically connected to processor 401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 407 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0282] although Figure 11 As not shown in the diagram, the electronic device 400 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0283] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0284] As can be seen from the above, the electronic device provided in this embodiment can display virtual markers, and in response to a target operation on the virtual markers, generate a target path from a first position to a second position to instruct a virtual object to move to the second position and interact with the virtual object indicated by the virtual markers; in response to a movement command, control the virtual character to move in the virtual scene according to the target path. Based on the virtual markers, the approximate location of the virtual object can be indicated, and based on the generated target path, the virtual character can be guided to move to the second position, thereby assisting players in accurately locating the virtual object and improving the efficiency of finding the marked virtual object.

[0285] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0286] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the display control methods provided in embodiments of this application. For example, the computer program can execute the following steps:

[0287] The graphical user interface displays virtual markers, which are generated in response to marking operations on virtual objects in the virtual scene. In response to a target operation on the virtual markers, a target path is generated between a first position and a second position in the virtual scene to instruct the virtual character to move to the second position according to the target path. The first position is the three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is the three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene. In response to a movement command, the virtual character is controlled to move in the virtual scene according to the target path.

[0288] If the virtual object is a virtual prop, and the current position of the virtual character and the second position satisfy a preset relationship, and there is an obstruction between the virtual character and the second position, a perspective display indicates the target marker of the virtual object.

[0289] Virtual markers can determine the approximate location of virtual objects. When the virtual character and the virtual object are close to each other, a target marker is generated to indicate the specific location of the virtual object, making it easier for players to quickly find the virtual object indicated by the virtual marker.

[0290] The virtual object is outlined to obtain a virtual outline; a preset effect is set for the virtual outline to obtain a target marker indicating the virtual object; the straight-line distance between the current position and the second position is determined; if the straight-line distance is less than a preset distance and there is an obstruction between the virtual character and the second position, the target marker is displayed in perspective.

[0291] Preset effects are set for the outlines of virtual objects to obtain target markers, making the target markers more conspicuous and making it easier for players to accurately find virtual objects. Under certain conditions, perspective display can be performed to improve the efficiency of finding virtual objects.

[0292] The target marker is positioned at the second location in the virtual scene; the target marker is displayed on top of the target display layer, which is the display layer where the virtual object is located.

[0293] By setting the display hierarchy relationship between the target marker and the display layer of the virtual object, the target marker can be displayed on top of all models in the virtual scene, so that the target marker is not obscured by occlusion objects in the virtual scene.

[0294] The second position is converted into a target display position, which is the display position of the virtual object in the graphical user interface; the target marker is placed at the display position.

[0295] Placing the target marker at the display position of the virtual object in the graphical user interface is simple and convenient, and it also allows the target marker to be unobstructed by occlusions in the virtual scene.

[0296] The target marker is positioned at the second location in the virtual scene; within the field of view of the virtual object, the transparency of the occluder is adjusted to a specified range.

[0297] Adjust the transparency of the occluder to make the target marker unobstructed in the virtual scene.

[0298] Obtain the account identifier corresponding to the virtual character performing the target operation; based on the account identifier, display a prompt message on the graphical user interface corresponding to the target virtual character, wherein the target virtual character is a virtual character in the same team as the virtual character performing the target operation.

[0299] When a player performs a target action on a virtual marker, a notification message corresponding to that player's account identifier can be generated and displayed on the graphical user interface of other teammates to enhance the interactivity of the marker.

[0300] Obtain the account identifier corresponding to the first virtual character that performs the target operation.

[0301] If a global virtual map is displayed on the graphical user interface, the prompt information is displayed at the marker control corresponding to the virtual marker, and the marker control is used to receive target operations for the virtual marker; if a virtual scene is displayed on the graphical user interface, the prompt information is displayed at the virtual marker in the virtual scene.

[0302] Prompt messages can be displayed in different areas to help players obtain relevant information.

[0303] If a global virtual map is displayed on the graphical user interface, a marker control corresponding to the virtual marker is displayed on the global virtual map. The marker control is used to receive target operations for the virtual marker. If the graphical user interface displays account identifiers of other virtual characters in the same team, the marker control corresponding to the virtual marker is displayed at the account identifier of the virtual character performing the marker operation.

[0304] The virtual marker control can be displayed in different areas, making it easier for players to perform target operations on the virtual marker.

[0305] Determine the offset between the current position of the virtual character and the target path; if the offset is greater than a preset threshold, update the target path.

[0306] When a virtual object deviates from the target path by a certain distance, the target path can be updated so that the target path can accurately indicate the virtual object to the second position.

[0307] Obtain the first position and the second position; determine the first position as the target positioning point, determine the next positioning point within a preset range of the target positioning point, where there are no obstacles between the next positioning point and the target positioning point; connect the target positioning point and the next positioning point to obtain a target sub-path; use the next positioning point as the target positioning point, and return to the step of determining the next positioning point within the preset range of the target positioning point until the step of connecting the target positioning point and the next positioning point to obtain the target sub-path, until the second position is located on the target sub-path; determine all the target sub-paths as the target path.

[0308] Starting from the current position of the virtual object, the next positioning point is continuously searched to obtain multiple target sub-paths, which can then be combined to form the target path.

[0309] The direction from the first position to the second position is determined as a reference direction; within the preset range, the candidate positioning point farthest from the target positioning point is determined, and there are no obstacles between the candidate positioning point and the target positioning point; the direction from the target positioning point to the candidate positioning point is determined as a candidate direction; and the next positioning point is determined from the candidate positioning points based on the angle between the candidate direction and the reference direction.

[0310] By searching for candidate locations that meet the conditions within the preset range of the target location, and then determining the next location from the candidate locations using the reference direction, it can be ensured that each target sub-path obtained is a virtual object that can be moved.

[0311] Calculate the angle between the candidate direction and the reference direction to obtain the angle corresponding to the candidate positioning point; determine the candidate positioning point corresponding to the smallest angle as the next positioning point.

[0312] Determining the next location point from candidate locations based on the included angle ensures that the length of each target sub-path is short, avoids detours in the target path, and reduces the time players spend searching for virtual objects.

[0313] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0314] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0315] Since the computer program stored in the storage medium can execute the steps of any of the display control methods provided in the embodiments of this application, the beneficial effects that any of the display control methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.

[0316] The above provides a detailed description of a display control method, apparatus, storage medium, and electronic device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A display control method, characterized in that, The method includes: Virtual markers and corresponding marker controls are displayed in a virtual scene shown in a graphical user interface. The virtual markers are generated in response to marker operations on virtual objects in the virtual scene. In response to a target operation on the virtual marker triggered by the marker control, a prompt message is displayed on the graphical user interface corresponding to the target virtual character based on the account identifier of the virtual character performing the target operation. The target virtual character is a virtual character that is in the same team as the virtual character performing the target operation. The step of displaying a prompt message on the graphical user interface corresponding to the target virtual character based on the account identifier of the virtual character performing the target operation, in response to a target operation triggered by the marker control, includes: In response to a target operation on the virtual marker triggered by a marker control in an unlocked state, a prompt message is displayed on the graphical user interface corresponding to the target virtual character based on the account identifier of the first virtual character to perform the target operation, and the state of the marker control is updated to a locked state, wherein the locked state is configured to prevent other virtual characters from performing trigger operations on the marker control.

2. The method according to claim 1, characterized in that, The step of displaying a prompt message on the graphical user interface corresponding to the target virtual character based on the account identifier of the virtual character performing the target operation in response to a target operation triggered by the tag control includes: In response to a target operation on the virtual tag triggered by the tag control, a prompt message is displayed on the graphical user interface corresponding to the target virtual character based on the account identifier of any virtual character performing the target operation.

3. The method according to claim 1, characterized in that, The method further includes: If a global virtual map is displayed on the graphical user interface, a marker control corresponding to the virtual marker is displayed on the global virtual map; If the graphical user interface displays the account identifiers of other virtual characters in the same team, the tag control corresponding to the virtual tag is displayed at the account identifier of the virtual character performing the tagging operation.

4. The method according to claim 1, characterized in that, The method further includes: In response to a target operation on the virtual marker triggered by the marker control, a target path between a first position and a second position is displayed in the graphical user interface of the virtual character performing the target operation, wherein the first position is the position information of the virtual character performing the target operation, and the second position is the position information of the virtual object indicated by the virtual marker.

5. The method according to claim 2, characterized in that, In the presence of multiple virtual characters performing the target operation, the step of displaying prompt information on the graphical user interface corresponding to the target virtual character based on the account identifier of the virtual character performing the target operation includes: displaying prompt information on the graphical user interface corresponding to the target virtual character based on the account identifier of the virtual character performing the target operation and the distance between the current position and the second position of the multiple virtual characters performing the target operation.

6. The method according to claim 2, characterized in that, In the case where there are multiple virtual characters performing the target operation, the step of displaying a prompt message on the graphical user interface corresponding to the target virtual character based on the account identifier of the virtual character performing the target operation includes: The account identifiers of the virtual characters performing the target operation are sorted according to the probability of obtaining the virtual object, and prompt information is displayed on the graphical user interface corresponding to the target virtual character.

7. The method according to claim 1, characterized in that, The method further includes: In response to a target operation on the virtual marker triggered by the marker control, a target path between a first position and a second position is displayed in the graphical user interface of the first virtual character to perform the target operation; In response to a target operation on the virtual marker that is not the first one triggered by the marker control, the system continuously displays a prompt message on the graphical user interface corresponding to the target virtual character based on the account identifier of the first virtual character to perform the target operation, and displays the target path between the first and second positions in the graphical user interface of the target characters that are not the first to perform the target operation.

8. The method according to claim 1, characterized in that, When the virtual scene is displayed in the graphical user interface, the virtual marker is displayed in the direction corresponding to the virtual object in the virtual scene, and the prompt information is displayed at the position of the virtual marker.

9. The method according to claim 1, characterized in that, The prompt information includes brief information and detailed information. When the graphical user interface displays a global virtual map, the brief information is displayed at the marker control corresponding to the virtual marker displayed on the global virtual map, and the detailed information is displayed at a preset position on the global virtual map, where the preset position is the position on the global virtual map excluding the marker control.

10. The method according to claim 1, characterized in that, The method further includes: When the virtual object is an object that cannot be held or used by the virtual character, in response to the target operation triggered by the tag control on the virtual tag, the target path is generated. When the virtual object is an object that can be held or used by a virtual character, in response to a target operation on the virtual mark triggered by the mark control, a target path is generated on the graphical user interface of the virtual character performing the target operation, and the target mark of the virtual object is displayed in perspective.

11. The method according to claim 1, characterized in that, The method further includes: In response to a target operation on the virtual marker triggered by the marker control, if there is an obstruction between the virtual character performing the target operation and the second position, a perspective display is shown of the target marker indicating the virtual object, wherein the second position is the location information of the virtual object indicated by the virtual marker.

12. The method according to claim 1, characterized in that, The method further includes: If the current position and the second position of the virtual character performing the target operation satisfy a preset relationship, and there is an obstacle between the virtual character performing the target operation and the second position, a target marker indicating a virtual object is generated and displayed in perspective, wherein the second position is the position information of the virtual object indicated by the virtual marker.

13. The method according to claim 1, characterized in that, The method further includes: A target marker is generated when the current position and the second position of the virtual character performing the target operation satisfy a preset relationship; When an obstacle exists between the virtual character performing the target operation and the second location, a target marker is displayed in perspective.

14. The method according to claim 4, characterized in that, The method further includes: In response to a movement command, the virtual character is controlled to move within the virtual scene according to the target path; Determine the offset between the current position of the virtual character and the target path; If the offset is greater than a preset threshold, the target path is updated.

15. The method according to claim 4, characterized in that, The display of the target path between the first and second positions includes: Obtain the first position and the second position; The first location is determined as the target positioning point, and the next positioning point is determined within a preset range of the target positioning point, wherein there are no obstacles between the next positioning point and the target positioning point; Connect the target location point and the next location point to obtain the target sub-path; The next positioning point is taken as the target positioning point, and the process returns to the step of determining the next positioning point within the preset range of the target positioning point until the step of connecting the target positioning point and the next positioning point to obtain the target sub-path is performed, until the second position is located on the target sub-path; All the target sub-paths are identified as the target path.

16. The method according to claim 15, characterized in that, Determining the next positioning point within a preset range of the target positioning point includes: The direction from the first position to the second position is determined as the reference direction; Within the preset range, a candidate positioning point that is farthest from the target positioning point is determined, and there are no obstacles between the candidate positioning point and the target positioning point; The direction from the target location point to the candidate location point is determined as the candidate direction; The next positioning point is determined from the candidate positioning points based on the angle between the candidate direction and the reference direction.

17. The method according to claim 16, characterized in that, Determining the next positioning point from the candidate positioning points based on the angle between the candidate direction and the reference direction includes: Calculate the angle between the candidate direction and the reference direction to obtain the angle corresponding to the candidate positioning point; The candidate positioning point corresponding to the smallest included angle is determined as the next positioning point.

18. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the display control method as described in any one of claims 1 to 17.

19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the display control method according to any one of claims 1 to 17.

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