Virtual object marking method and device, electronic equipment and readable storage medium
By introducing the first marking instruction and the second marking instruction in the game, the player's virtual object is allowed to accurately mark the target virtual object when it is blocked, solving the problem of low marking accuracy and improving human-computer interaction efficiency.
Patent Information
- Application Number
- CN202510142118.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-08
- Publication Date
- 2025-04-11
AI Technical Summary
In the game, when the player's virtual object is blocked by the first virtual object, it is difficult to accurately mark the obstructed second virtual object, resulting in low marking accuracy.
By providing the first marking instruction and the second marking instruction, the player virtual object is allowed to mark the first virtual object in the target direction and the second virtual object obscured by the first virtual object, and display the corresponding marking identifier on the graphical user interface.
Improves the accuracy of marking and human-computer interaction efficiency, allowing players to accurately mark target virtual objects under occlusion.
Smart Images

Figure CN119792922A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of human-computer interaction technology, and in particular to a virtual object marking method, device, electronic device and readable storage medium. Background Art
[0002] During the game process, the player can control the player's virtual object to move in the game scene, and / or control the player's virtual object to interact virtually with other virtual objects in the game scene. For example, the player can control the player's virtual object to perform a virtual attack operation on a second virtual object in the game scene, and control the player's virtual object to exchange information in the game scene with the teammate's virtual object in the game scene to better cooperate.
[0003] When the player controls the player's virtual object to perform medium- and long-distance virtual interaction with a second virtual object, for example, the player's virtual object can be controlled to use a virtual firearm to attack an enemy virtual object, etc. At this time, in order to ensure the safety of the player's virtual object, the player's virtual object can be controlled to move behind the first virtual object in the game scene, and then virtually interact with the second virtual object with the help of the cover of the first virtual object.
[0004] In the related art, when the player moves to one side of the first virtual object, the game scene on the other side of the first virtual object will be blocked by the virtual cover. For example, if the player's virtual object moves into a virtual building, then if the player's virtual object does not observe from the window of the virtual object, the game scene outside the virtual building will be blocked. At this time, if the player's virtual object wants to mark the second virtual object blocked by the first virtual object, due to the blockage of the first virtual object, only the first virtual object located in front of the player's virtual object can be marked, which will result in lower marking accuracy. Summary of the invention
[0005] In view of this, the purpose of the present disclosure is to provide a method, device, electronic device and readable storage medium for marking virtual objects. When a second virtual object is obscured by a first virtual object, in addition to marking the first virtual object through a first marking instruction, the obscured second virtual object can also be marked through a second marking instruction, which helps to improve marking accuracy and human-computer interaction efficiency.
[0006] In a first aspect, an embodiment of the present disclosure provides a method for marking a virtual object, wherein a graphical user interface is provided through a terminal device; the graphical user interface includes a game scene and a player virtual object located in the game scene; the marking method includes:
[0007] In response to a movement control operation of the player virtual object, control the player virtual object to move in the game scene;
[0008] In response to a first marking instruction, controlling the player virtual object to mark a first virtual object located in a target direction, and displaying a marking mark corresponding to the first virtual object on the graphical user interface;
[0009] In response to a second marking instruction, the player virtual object is controlled to mark a second virtual object located in the target direction, and a marking mark corresponding to the second virtual object is displayed on the graphical user interface, wherein the second virtual object is a virtual object obscured by the first virtual object.
[0010] In a second aspect, the embodiment of the present disclosure further provides a virtual object marking device, which provides a graphical user interface through a terminal device; the graphical user interface includes a game scene and a player virtual object located in the game scene; the marking device includes:
[0011] A movement control module, used for responding to a movement control operation of the player virtual object and controlling the movement of the player virtual object in the game scene;
[0012] A first marking module, configured to respond to a first marking instruction, control the player virtual object to mark a first virtual object located in a target direction, and display a marking mark corresponding to the first virtual object on the graphical user interface;
[0013] The second marking module is used to respond to a second marking instruction, control the player virtual object to mark a second virtual object located in the target direction, and display a marking mark corresponding to the second virtual object on the graphical user interface, wherein the second virtual object is a virtual object obscured by the first virtual object.
[0014] In a third aspect, an embodiment of the present disclosure further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the virtual object marking method as described in the first aspect.
[0015] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the virtual object marking method as described in the first aspect is executed.
[0016] The virtual object marking method, device, electronic device and readable storage medium provided by the embodiments of the present disclosure control the movement of the player virtual object in the game scene in response to the movement control operation of the player virtual object; in response to the first marking instruction, the player virtual object is controlled to mark the first virtual object located in the target direction, and the marking mark corresponding to the first virtual object is displayed on the graphical user interface; in response to the second marking instruction, the player virtual object is controlled to mark the second virtual object located in the target direction, and the marking mark corresponding to the second virtual object is displayed on the graphical user interface. In this way, when the second virtual object is blocked by the first virtual object, in addition to marking the first virtual object through the first marking instruction, the blocked second virtual object can also be marked through the second marking instruction, which helps to improve the marking accuracy and human-computer interaction efficiency.
[0017] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0019] Figure 1 A flowchart of a virtual object marking method provided by an embodiment of the present disclosure;
[0020] Figure 2 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure;
[0021] Figure 3 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0022] Figure 4 The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0023] Figure 5 A fourth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;
[0024] Figure 6 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;
[0025] Figure 7 The sixth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0026] Figure 8 A schematic diagram of the structure of a virtual object marking device provided by an embodiment of the present disclosure;
[0027] Fig. 9 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION
[0028] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present disclosure.
[0029] First, the nouns involved in this disclosure are introduced:
[0030] (1) Terminal equipment
[0031] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling operations on a virtual character. Among them, the terminal device may be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application may be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0032] (2) Graphical User Interface
[0033] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.
[0034] (3) Game scenes
[0035] The game scene is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used in the normal game process. In other words, the game scene refers to the virtual game control that carries the virtual character during the game process. The virtual character can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to perform actions such as movement and skill release. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for a game scene battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0036] (4) Player Virtual Object
[0037] A player virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the disclosed embodiment does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the player virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.
[0038] Secondly, the technical background of the present disclosure is introduced:
[0039] During the game process, the player can control the player's virtual object to move in the game scene, and / or control the player's virtual object to interact virtually with other virtual objects in the game scene. For example, the player can control the player's virtual object to perform a virtual attack operation on a second virtual object in the game scene, and control the player's virtual object to exchange information in the game scene with the teammate's virtual object in the game scene to better cooperate.
[0040] When the player controls the player's virtual object to perform medium- and long-distance virtual interaction with a second virtual object, for example, the player's virtual object can be controlled to use a virtual firearm to attack an enemy virtual object, etc. At this time, in order to ensure the safety of the player's virtual object, the player's virtual object can be controlled to move behind the first virtual object in the game scene, and then virtually interact with the second virtual object with the help of the cover of the first virtual object.
[0041] In the related art, when the player moves to one side of the first virtual object, the game scene on the other side of the first virtual object will be blocked by the virtual cover. For example, if the player's virtual object moves into a virtual building, then if the player's virtual object does not observe from the window of the virtual object, the game scene outside the virtual building will be blocked. At this time, if the player's virtual object wants to mark the second virtual object blocked by the first virtual object, due to the blockage of the first virtual object, only the first virtual object located in front of the player's virtual object can be marked, which will result in lower marking accuracy.
[0042] Based on this, an embodiment of the present disclosure provides a virtual object marking method to improve marking accuracy and human-computer interaction efficiency.
[0043] The virtual object marking method in one embodiment of the present disclosure can be run on a local mobile terminal or a server. When the virtual object marking method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0044] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual object marking method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0045] In an optional embodiment, taking a game as an example, a local mobile terminal stores a game program and is used to present a game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by a conventional electronic device and run. The local mobile terminal may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local mobile terminal may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0046] In an optional implementation, an embodiment of the present invention provides a method for marking a virtual object, providing a graphical user interface through a mobile terminal, wherein the mobile terminal may be the local mobile terminal mentioned above (such as a local touch terminal), or may be a client device in the cloud interaction system mentioned above. The following is an example of the virtual object marking method running on a local mobile terminal (hereinafter referred to as a mobile terminal).
[0047] See also Figure 1 , Figure 1 A flowchart of a virtual object marking method provided by an embodiment of the present disclosure. Figure 1 As shown in , the virtual object marking method provided by the embodiment of the present disclosure includes:
[0048] S101. In response to a movement control operation of the player virtual object, control the player virtual object to move in the game scene.
[0049] S102. In response to a first marking instruction, control the player virtual object to mark a first virtual object located in a target direction, and display a marking mark corresponding to the first virtual object on the graphical user interface.
[0050] S103. In response to a second marking instruction, control the player virtual object to mark a second virtual object located in the target direction, and display a marking mark corresponding to the second virtual object on the graphical user interface, wherein the second virtual object is a virtual object obscured by the first virtual object.
[0051] The virtual object marking method provided in the embodiment of the present disclosure can, when the second virtual object is blocked by the first virtual object, not only mark the first virtual object through the first marking instruction, but also mark the blocked second virtual object through the second marking instruction, which helps to improve marking accuracy and human-computer interaction efficiency.
[0052] The following is a description of the exemplary steps of the embodiment of the present disclosure:
[0053] S101. In response to a movement control operation of the player virtual object, control the player virtual object to move in the game scene.
[0054] In the disclosed embodiments, the player can control the player's virtual object to move in the game scene, and / or control the player's virtual object to interact virtually with other virtual objects in the game scene. For example, the player can control the player's virtual object to perform virtual attack operations against enemy virtual objects in the game scene, and control the player's virtual object to exchange information in the game scene with teammate virtual objects in the game scene to better cooperate.
[0055] In an optional embodiment, when the player controls the player's virtual object to perform medium- and long-distance virtual interactions with an enemy virtual object, for example, the player's virtual object can be controlled to use a virtual firearm to attack the enemy virtual object. At this time, in order to ensure the safety of the player's virtual object, the player's virtual object can be controlled to move behind the first virtual object in the game scene, and then virtually interact with the enemy virtual object with the help of the first virtual object's cover.
[0056] Exemplarily, the first virtual object may be a virtual building or a virtual stone in the game scene; the player's virtual object moves to the first virtual object and is blocked by the first virtual object, which may be the case when the player's virtual object moves into the virtual building or moves behind a virtual stone.
[0057] In an optional embodiment, when the player moves to one side of the first virtual object, the game scene on the other side of the virtual cover will be blocked by the virtual cover. For example, if the player's virtual object moves into a virtual building, then if the player's virtual object does not observe from the window of the virtual object, the game scene outside the virtual building will be blocked. At this time, if the player's virtual object wants to perform a marking operation, the virtual cover in front of the player's virtual object will be marked due to the obstruction of the first virtual object, which will result in lower marking accuracy.
[0058] S102, in response to a first marking instruction, controlling the player virtual object to mark a first virtual object located in a target direction, and displaying a marking mark corresponding to the first virtual object on the graphical user interface.
[0059] In an optional implementation, a marking control may be displayed in the graphical user interface, and the first marking instruction may be issued by the player through a trigger operation on the marking control.
[0060] Exemplarily, it may be a click operation on a mark control.
[0061] Furthermore, when the player issues a marking instruction for the first virtual object, the location of the first virtual object will be marked and a marking mark will be displayed.
[0062] Specifically, the step of “displaying a mark corresponding to the first virtual object on the graphical user interface” includes:
[0063] a1: According to the first position information of the first virtual object, display a mark of the first virtual object at a position corresponding to the first position information on the first virtual object on the graphical user interface.
[0064] In an optional embodiment, after determining that a click operation on a mark control is received, taking the current position of the player's virtual object as the starting point, a virtual ray is emitted toward the first virtual object according to the first position information of the first virtual object relative to the player's virtual object, and then the position of the first virtual object directly in front of the target virtual object is determined as the mark position, the first virtual object is marked, and the mark identifier of the first virtual object is displayed.
[0065] The mark identification may include the position information of the first virtual object in the game scene and the distance information between the first virtual object and the player's virtual object.
[0066] In the embodiment of the present disclosure, when a second virtual object that needs to be marked by the player's virtual object is blocked by a first virtual object, a second marking instruction can be used to mark the blocked second virtual object, so that the player can accurately observe and mark the second virtual object blocked by the first virtual object, which helps to improve marking accuracy and human-computer interaction efficiency.
[0067] S103. In response to a second marking instruction, control the player virtual object to mark a second virtual object located in the target direction, and display a marking mark corresponding to the second virtual object on the graphical user interface, wherein the second virtual object is a virtual object obscured by the first virtual object.
[0068] In an optional embodiment, before marking the second virtual object obscured by the first virtual object through the second marking instruction, the obscured game scene obscured by the first virtual object can be displayed first, so that the obscured game scene can be observed more accurately, and the marking operation for the second virtual object can be accurately completed.
[0069] Specifically, the step of “responding to the second marking instruction, controlling the player virtual object to mark the second virtual object located in the target direction” includes:
[0070] b1: In response to a first sub-marking instruction triggered by the marking control, an obstructed game scene obstructed by the first virtual object is displayed in the graphical user interface, and the obstructed game scene includes at least the second virtual object.
[0071] b2: Control the player virtual object to mark a second virtual object located in the target direction.
[0072] In an optional implementation, a marking control may be provided in a graphical user interface, and a player may complete a marking operation on any virtual element in a game scene by triggering the marking control. The marking trigger operation in the disclosed embodiment may also be issued by the player through a triggering operation on the marking control.
[0073] Specifically, a mark control is displayed in the graphical user interface, and the player can issue a second mark instruction through a first sub-mark instruction triggered by the mark control.
[0074] Among them, the first sub-marking instruction triggered by the mark control can be a click operation, a double-click operation, a heavy press operation, or a long press operation on the mark control.
[0075] In one possible implementation, when the player virtual object approaches the first virtual object, that is, when it is determined that the distance between the player virtual object and the first virtual object is less than a preset distance threshold, the blocked game scene blocked by the virtual cover can be displayed "through" after receiving a mark trigger operation.
[0076] Specifically, the step of “responding to the first sub-marking instruction for the marking control, displaying the blocked game scene blocked by the first virtual object in the graphical user interface” includes:
[0077] c1: When the distance between the player virtual object and the first virtual object is less than a preset distance threshold, in response to a first sub-marking instruction for the marking control, an obstructed game scene obstructed by the first virtual object is displayed in the graphical user interface.
[0078] In an optional implementation, the preset distance threshold can be determined according to the size of the range of the occlusion area of the first virtual object where the player's virtual object is located. The area of the occlusion area that can be occluded by the virtual cover is approximately, and the larger the preset distance threshold can be set.
[0079] Exemplarily, if the first virtual object is a virtual building, when the player's virtual object enters the virtual building, since the corresponding occlusion area in the virtual building is relatively large, at this time, the preset distance threshold can be set to 5 meters (game distance); if the first virtual object is a virtual building stone, the player's virtual object hides behind the virtual stone. At this time, the occlusion area corresponding to the virtual stone is smaller. At this time, the preset distance threshold can be set to be smaller than 5 meters (game distance) corresponding to the virtual building, for example, it can be set to 1 meter (game distance).
[0080] In the disclosed embodiment, the "perspective" display of the game scene blocked by the first virtual object is also issued through the mark control in the graphical user interface. In order to distinguish it from the normal marking operation, it can be through different trigger operations for the same mark control, and after determining that the "perspective" display is triggered, the player can be prompted.
[0081] In an optional embodiment, after determining that the player has issued a long press operation on the mark control, the state preparation stage is entered, and after the perspective state preparation stage is completed, the "perspective" state is entered, and the blocked game scene blocked by the virtual cover is displayed in the graphical user interface.
[0082] Specifically, the marking method further includes:
[0083] d1: Displaying fluoroscopy preparation prompt information in the graphical user interface according to the preset time period.
[0084] In an optional implementation, during the perspective preparation stage, perspective preparation prompt information may be displayed in a graphical user interface so that the player is accurately informed that the "perspective" display stage is about to be entered, thereby improving the efficiency of human-computer interaction.
[0085] Here, the perspective preparation prompt information can be a text prompt information or a graphic prompt information. When the perspective preparation prompt information is a text prompt information, the text prompt information can be "about to enter the perspective marking state"; when the perspective preparation prompt information is a graphic prompt information, the perspective preparation prompt information can be displayed in the form of a progress bar. When entering the perspective state preparation stage, the progress bar is in a fully filled state. As the time in the perspective state preparation stage increases, the area of the progress bar in the filled state gradually decreases. When there is no filled area in the progress bar, it is determined that the perspective state preparation stage is over, and the blocked game scene blocked by the virtual cover is displayed in the graphical user interface.
[0086] In another optional implementation, in order to allow players to better distinguish between ordinary marks and "perspective" marks, a perspective mark control may be additionally displayed in the graphical user interface, and the player may issue a second mark instruction by triggering the perspective control. However, there are many controls in the graphical user interface. If new controls are added, the game scene may be further obscured, causing the player to be unable to accurately observe the situation in the game scene. For the real-time control mode, it may also affect the player's accurate operation. Therefore, in the embodiment of the present disclosure, it is preferred to distinguish between ordinary marks (first mark instruction) and "perspective" marks (second mark instruction) through different trigger operations for the same mark control.
[0087] In an optional embodiment, when displaying a game scene obscured by the first virtual object, in order to distinguish the obscured game scene from the game scene that is not obscured by the first virtual object, the obscured game scene can be displayed in a blurred form when displaying the obscured game scene.
[0088] Furthermore, when displaying the blocked game scene, it is also necessary to determine and display the second virtual object in the blocked game scene.
[0089] In an optional embodiment, it is necessary to mark at least one second virtual object that is located in the field of view of the player's virtual object in the game scene and is blocked by the first virtual object, that is, all second virtual objects that are within the field of view of the player's virtual object in the game scene have the possibility of being marked.
[0090] In an optional embodiment, the second virtual object is a virtual object displayed through the first display parameter in response to the second marking instruction; and / or, the second virtual object is a virtual object that meets the preset sound source condition and is displayed according to the second display parameter; and / or the second virtual object is a virtual object that is displayed through the third display parameter in response to the skill release instruction.
[0091] The first display parameter, the second display parameter and the third display parameter may be the same, or partially the same.
[0092] In an optional embodiment, the second virtual object that can be marked is at least a virtual object that is obscured by the first virtual object in the aiming direction of the player's virtual object. The second virtual object that can be marked can be a virtual object displayed by the first display parameter after it is determined that the player has issued a second marking instruction. Here, in order to distinguish between the currently obscured game scene and the normal game scene, the clarity in the first display parameter can be lower than the clarity of the normally displayed game scene.
[0093] In a possible implementation, the display of the second virtual object blocked by the first virtual object may be performed in real time.
[0094] In another optional implementation, if the position of the second virtual object is marked in real time, the player virtual object will have most of the initiative in the game, that is, even if the second virtual object hides behind the first virtual object, the player virtual object will still know the position accurately. In this way, the balance of the game will be broken, our players will feel that the game is not challenging, and enemy players will find it difficult to win the game, which will lead to a decline in the gaming experience for both sides.
[0095] In an optional embodiment, in order to ensure the balance of the game, when determining and marking the second virtual object in the obstructed game scene, the marking is not performed in real time, but the enemy virtual object located at a certain position in the obstructed game scene before a certain period of time is marked, that is, the second virtual object is a substitute identification object for the third virtual object in the game scene at the first time point.
[0096] Specifically, when the second virtual object is a virtual object displayed by using the first display parameter in response to the second marking instruction:
[0097] The second virtual object is the second virtual object at a first time point in the game scene, wherein the first time point is different from the current time point.
[0098] In an optional embodiment, a mark control is also displayed on the graphical user interface, and the second mark instruction is an instruction triggered by a trigger operation acting on the mark control, and the time difference between the first time point and the current time point is the duration of the trigger operation for the mark control; or, the time difference between the first time point and the current time point is a preset time value.
[0099] Among them, the time difference between the first time point and the current time point can be determined according to the duration of the player's trigger operation on the mark control. For example, if the duration of the player's trigger operation on the mark control is 3 seconds, then the time difference between the first time point and the current time point can be set to 3 seconds.
[0100] Here, the preset time value can be set according to the gameplay or game requirements. For example, the preset time value can be set to 5 seconds, that is, the position of the second virtual object currently displayed in the occluded game scene is the position of the second virtual object 5 seconds ago.
[0101] In this way, even if the "perspective" display is blocked by the virtual cover of the game scene, the position of the second virtual object is only an approximate position, and the specific position of the second virtual object cannot be accurately determined in real time, which helps to improve the balance of the game and the player experience.
[0102] For example, the player's virtual object enters a virtual building, and 5 seconds ago, the player's virtual object observed through the window of the virtual building that there are virtual objects A and B on the balcony outside the virtual building. Then, when the player triggers the display of the obstructed game scene through the mark trigger operation, virtual object C moves to the balcony outside the virtual building. However, when the obstructed game scene is displayed, only virtual object A and virtual object B that were on the balcony 5 seconds ago are displayed, and virtual object C that is on the balcony at this time will not be displayed.
[0103] In another optional embodiment, the second virtual object can also be a virtual object that meets preset sound source conditions, that is, when the virtual object moves in the game scene or performs virtual interactive behavior, it will produce certain sounds. Therefore, the second virtual object can be a virtual object that meets the preset sound source conditions in the game scene.
[0104] Here, the preset sound source condition may be that the sound of the sound source is greater than a preset sound threshold, or that the distance between the location where the sound source is generated and the location of the player's virtual object in the game scene is less than a preset distance.
[0105] Furthermore, after determining the second virtual object that can be displayed, the second virtual object will be displayed to prompt the player that there is currently a second virtual object that can be marked for prompting.
[0106] Specifically, after the step of “displaying the blocked game scene blocked by the first virtual object in the graphical user interface”, the marking method further includes:
[0107] The virtual object displayed by the first display parameter, the virtual object displayed by the second display parameter, and the virtual object displayed by the third display parameter are at least one of the following:
[0108] Displaying an occluded game scene blocked by the first virtual object in the graphical user interface, wherein the occluded game scene includes at least one of the following: the second virtual object, contour information of the second virtual object, identification information and time interval information;
[0109] The outline information and / or identification information of the second virtual object is displayed on the first virtual object.
[0110] In an optional embodiment, the object identification information may be text prompt information or a preset icon prompt mark corresponding to the second virtual object, so as to prompt the player of the position of the second virtual object before a preset time interval through the text prompt information or the preset icon prompt mark.
[0111] Here, the object identification information may be location prompt information (text information, icon information, etc.) of the second virtual character.
[0112] In another optional embodiment, the outline information of the second virtual object may also be displayed. The position of the second virtual object before a preset time interval may be used as a reference and projected toward the current position of the player virtual object. The character outline information of the second virtual object may be projected onto the virtual element where the second virtual object is located, so that the player virtual object has a "perspective" visual effect, and the position of the second virtual object before the preset time interval is observed and displayed by "penetrating" the first virtual object.
[0113] Specifically, the object contour information of the second virtual object may be a projection shape of the entire contour information of the second virtual object.
[0114] In an optional embodiment, whether the position of the second virtual object before a preset time interval is displayed through object identification information or object contour information, the time interval information will also be displayed synchronously, that is, the time interval between the moment when the enemy virtual object is located at the display position and the current moment needs to be displayed.
[0115] Specifically, the time interval information may be displayed at a preset position of the object identification information of the second virtual object, for example, above the object identification information.
[0116] For the above example, when the second virtual object A and the second virtual object B are displayed in the occluded game scene, the object contour information of the second virtual object A and the second virtual object B needs to be displayed at the balcony position in the occluded game scene, and at the same time, the time interval information of "5 seconds ago" is displayed above the object contour information of the second virtual object A and the second virtual object B.
[0117] Furthermore, after determining that a second virtual object exists in the occluded game scene and is displayed in the occluded game scene, the player can control the player virtual object to mark the second virtual object, and then penetrate the first virtual object to mark the approximate position of the second virtual object.
[0118] In a possible implementation, the display of the second virtual object may be displayed in a displayed occluded game scene, that is, when the second virtual object is displayed, the occluded game scene may not be displayed, but the outline information and / or identification information of the second virtual object may be directly displayed on the first virtual object.
[0119] Exemplarily, if the first virtual object is a wall, when displaying the second virtual object, the second virtual object can be projected toward the position of the player's virtual character, and the object contour information of the second virtual object can be projected onto the wall, and the contour information and / or identification information of the second virtual object can be displayed on the wall.
[0120] In an optional implementation, when the second virtual object is marked by the second marking instruction, the marking mark will be displayed at the location of the second virtual object.
[0121] Specifically, the step of “displaying a mark corresponding to the second virtual object on the graphical user interface” includes:
[0122] e1: displaying a mark of the second virtual object at a position of the second virtual object corresponding to the second position information on the graphical user interface according to the second position information of the second virtual object.
[0123] In an optional implementation, when the second virtual object is marked by the second marking instruction, the marking mark will pass through the first virtual object that blocks the second virtual object and be displayed at the location of the second virtual object.
[0124] Specifically, after determining that the second marking instruction has been received, taking the current position of the player's virtual object as the starting point, a virtual ray is emitted toward the second virtual object according to the second position information of the second virtual object relative to the player's virtual object, and then the second virtual object is determined as the marking position, the second virtual object is marked, and the marking identifier of the second virtual object is displayed.
[0125] In an optional implementation, when marking the second virtual object in the occluded scene, the second virtual object to be marked may be selected through the crosshairs of the virtual shooting prop.
[0126] In the disclosed embodiment, the player can select any scene element in the game scene by moving the crosshair mark in the game scene. Specifically, the crosshair mark is aimed at the selected virtual element based on the degree of overlap between the crosshair mark and the virtual elements in the game scene. That is, the marking operation for the second virtual object can be completed by the aiming operation of the crosshair.
[0127] Specifically, the step of “responding to the second marking instruction, controlling the player virtual object to mark the second virtual object located in the target direction” includes:
[0128] f1: during the continuation of the long-press operation on the marking control, in response to a pointing operation on at least one obscured virtual object to be marked, determining the second virtual object to be marked.
[0129] f2: in response to the end of the long press operation on the marking control, marking the second virtual object targeted by the crosshair identifier.
[0130] In an optional embodiment, the graphical user interface includes an aiming mark, and the target direction is the direction indicated by the aiming mark; the player can control the crosshair mark to move in the occluded game scene, and determine the second virtual object that the player needs to mark based on the degree of overlap between the position of the crosshair mark in the occluded game scene and the positions of each virtual object in the occluded game scene.
[0131] Here, if the position of the crosshair mark in the game scene coincides with the positions of multiple virtual objects in the game scene, a judgment can be made based on the overlapping area between the position of the crosshair mark in the game scene and the positions of different virtual objects in the game scene. Specifically, the virtual object with the largest position overlap with the crosshair mark in the game scene is determined as the second virtual object to be marked.
[0132] Exemplarily, if there is an overlapping area between the position of the crosshair mark in the game scene and the position of the virtual object A in the game scene and the position of the virtual object A in the game scene, at this time, it is determined that the overlapping area between the position of the crosshair mark in the game scene and the virtual object A in the game scene accounts for 40% of the entire crosshair mark area, and the overlapping area between the position of the crosshair mark in the game scene and the virtual object B in the game scene accounts for 60% of the entire crosshair mark area, then the enemy virtual object B is determined as the second virtual object to be marked.
[0133] In an optional embodiment, the operation of selecting the second virtual object to be marked through the crosshair mark is performed during the continuation of the long press operation on the mark control, that is, after determining the duration of the player's long press operation on the mark control, the player can again select the second virtual object to be marked through the crosshair mark. After selecting the second virtual object to be marked, the player ends the long press operation on the mark control, that is, completes the marking of the second virtual object, thereby improving the accuracy of the marking of the second virtual object.
[0134] Here, during the process of the player's long press operation on the mark control, the player may select more than one second virtual objects through the crosshair mark. At this time, if there is only one enemy virtual object that needs to be marked, the second virtual object aimed at by the crosshair mark when the long press operation on the mark control ends will be marked; if there are multiple second virtual objects that need to be marked, then all the multiple second virtual objects selected by the player through the crosshair mark during the process of the player's long press operation on the mark control can be marked.
[0135] Exemplarily, during the continuous long press operation of the mark control by the player, the player controls the crosshair mark to move in the obstructed game scene, and the crosshair mark successively targets the second virtual object A, the second virtual object B and the second virtual object C in the obstructed game scene. If there is only one second virtual object to be marked, the crosshair mark targets the second virtual object C when the long press operation of the mark control ends, and the second virtual object C will be marked at this time; if there are multiple second virtual objects to be marked, the crosshair mark targets the second virtual object A, the second virtual object B and the second virtual object C in the obstructed game scene, and when the long press operation of the mark control ends, the second virtual object A, the second virtual object B and the second virtual object C will be marked at the same time.
[0136] Furthermore, when marking the second virtual object in the occluded game scene, it is necessary to mark the element type and specific element area of the virtual scene element where the second virtual object is located in the occluded game scene to improve the accuracy of the marking.
[0137] Specifically, the identification information includes at least one of the following: the element type of the virtual scene element where the second virtual object is located, the regional position of the virtual scene element, and the time interval between the time point when the marked second virtual object is located at the marked position and the current time point.
[0138] In an optional implementation, in order to ensure the accuracy of the marking information shared after marking the second virtual object, it is necessary to mark the element type and specific element area of the virtual scene element where the second virtual object is located in the occluded game scene.
[0139] For example, if the second virtual object A is located on the roof of the virtual building A, the marking information for the second virtual object A may be “there is a second virtual object on the roof of the virtual building A”; if the second virtual object B is located behind the virtual tree, the marking information for the second virtual object B may be “there is a second virtual object behind the virtual tree”; if the second virtual object C is located at the bottom of the virtual building M, the marking information for the second virtual object C may be “there is a second virtual object at the bottom of the virtual building M”; if the second virtual object D is located on platform X, the marking information for the second virtual object D may be “there is a second virtual object on platform X”; if the second virtual object E is located behind the virtual box, the marking information for the second virtual object E may be “there is a second virtual object after the virtual box”.
[0140] In another optional implementation, after determining that a preset condition is met, the system automatically executes the second marking instruction to mark the second virtual object without the player triggering a marking operation.
[0141] In an optional implementation, it is also possible to determine whether a virtual object in the game scene satisfies a preset sound source condition, or the player's virtual object acquires a skill. After releasing the skill, the position of the second virtual object in the game scene can be obtained and the second virtual object can be marked.
[0142] Specifically, the step of “in response to the second marking operation, controlling the player virtual object to mark the second virtual object located in the target direction” includes:
[0143] g1: in response to a virtual object in the game scene satisfying a preset sound source condition, controlling display of the second virtual object displayed through the first perspective effect in the game scene;
[0144] g2: in response to a second sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction; or,
[0145] g3: in response to the player virtual object releasing a target skill to obtain the position of the second virtual object, controlling the display of the second virtual object displayed through the first perspective effect in the game scene;
[0146] g4: In response to a second sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction.
[0147] In an optional embodiment, the virtual object satisfies the preset sound source condition when the sound emitted by the virtual object located in the game scene is greater than a preset sound threshold, or the distance between the location of the sound emitted by the virtual object located in the game scene and the player's virtual object is less than a preset distance threshold. In this case, it is determined that the preset sound source condition is triggered, and then the system is triggered to mark the second virtual object, thereby marking the second virtual object.
[0148] Among them, the preset sound threshold and the preset distance threshold can be set according to the gameplay requirements and are not specifically limited here.
[0149] In another optional implementation, the player virtual object can acquire different target skills, wherein the target skill may be a perspective skill. After the player virtual object releases the target skill, the second virtual object blocked by the first virtual object can be viewed.
[0150] Here, after the player's virtual object releases the target skill, the position of the second virtual object in the game scene can be displayed (similarly, the position of the third virtual object in the game scene at the first time point is also displayed). When the player's virtual object releases the target skill, even if the current position of the second virtual object is blocked by the first virtual object, it will be displayed, and the marking of the second virtual object can be completed at the same time.
[0151] Specifically, the contour information of the second virtual object may be displayed, and the contour information of the second virtual object may be a projection shape of the entire contour information of the second virtual object.
[0152] In one possible implementation, the first sub-tag instruction for a tag control and the second sub-tag instruction for a tag control may be the same trigger operation for the tag control, or may be trigger operations for different tag controls. However, the first sub-tag instruction for the tag control and the second sub-tag instruction for the tag control also need to be different from the trigger operation for the tag control in the first tag instruction.
[0153] Exemplarily, when the first sub-tag instruction for the mark control and the second sub-tag instruction for the mark control are the same, the first sub-tag instruction for the mark control and the second sub-tag instruction for the mark control may be a long press operation for the mark control, and the operation for the mark control in the first mark instruction is a click operation; when the first sub-tag instruction for the mark control and the second sub-tag instruction for the mark control are the same, the first sub-tag instruction for the mark control is a long press operation for the mark control, the second sub-tag instruction for the mark control is a double-click operation for the mark control, and the operation for the mark control in the first mark instruction is a click operation.
[0154] In another possible implementation, the step of “controlling the player virtual object to mark the second virtual object located in the target direction in response to the second marking instruction” includes at least one of the following:
[0155] h1: in response to a third sub-marking instruction triggered by the marking control, displaying in the graphical user interface an obstructed game scene obstructed by the first virtual object, wherein the obstructed game scene includes at least the second virtual object;
[0156] h2: controlling the player virtual object to mark a second virtual object located in the target direction; and,
[0157] h3: in response to the virtual object in the game scene satisfying a preset sound source condition, controlling the display of the second virtual object displayed through the first perspective effect in the game scene;
[0158] h4: in response to a third sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction; and,
[0159] h5: in response to the player virtual object releasing a target skill to obtain the position of the second virtual object, controlling the display of the second virtual object displayed through the first perspective effect in the game scene;
[0160] h6: In response to a third sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction.
[0161] In a possible implementation, after displaying the second virtual object in different situations, the second virtual object can be marked by the same third marking instruction for the marking control, and the third sub-marking instruction for the marking control is different from the first sub-marking instruction for the marking control and the second sub-marking instruction for the marking control, and is also different from the triggering operation for the marking control in the first marking instruction.
[0162] Exemplarily, when the first sub-tag instruction for the mark control and the second sub-tag instruction for the mark control are the same, the first sub-tag instruction for the mark control and the second sub-tag instruction for the mark control may be a long press operation for the mark control, and the third sub-tag instruction for the mark control may be a heavy press operation; and the operation for the mark control in the first mark instruction is a click operation; when the first sub-tag instruction for the mark control and the second sub-tag instruction for the mark control are the same, the first sub-tag instruction for the mark control is a long press operation for the mark control, the second sub-tag instruction for the mark control is a double-click operation for the mark control, and the third sub-tag instruction for the mark control is a heavy press operation; and the operation for the mark control in the first mark instruction is a click operation.
[0163] Furthermore, if it is determined that the marking of the second virtual object is completed, the player can send the marking information of the second virtual object to the teammate virtual object, so as to enable team cooperation among multiple teammate virtual objects, increase the winning probability of the player's camp, and further enhance the player's gaming experience.
[0164] Specifically, after the step of "displaying a marking mark corresponding to the second virtual object on the graphical user interface", the marking method further includes:
[0165] i1: Synchronize the marked position of the second virtual object and the first time point information corresponding to the second virtual object to the target teammate virtual object or all teammate virtual objects.
[0166] In one possible implementation, for sharing the marking information of the second virtual object, the player can choose to share it in the team channel within the team, so that the team to which the player's virtual object belongs can all learn the location information of the marked second virtual object and take corresponding actions, that is, the teammate virtual object closest to the marked location moves to the marked location and performs virtual interaction with the second virtual object; the player can choose to share the marking information of the second virtual object to a specific teammate virtual object in the team, so that the teammate virtual object moves to the marked location and performs virtual interaction with the second virtual object. In this way, the marking information shared by the player can be avoided from being drowned in the information of the team channel, and the teammate virtual object can receive the marking information more accurately and take action, which also helps to improve the action efficiency of the teammate virtual object.
[0167] In another optional embodiment, after the player controls the player's virtual object to mark the second virtual object, the marking information can also be displayed in the graphical user interface of the terminal device of other players who control the teammate's virtual object. Other players can determine the marking information for the enemy virtual object by viewing the marking information.
[0168] Here, the teammate virtual object controlled by the player displaying the mark information needs to be within a preset distance range from the mark position. In this way, the teammate virtual object has a higher probability of successfully moving to the mark position to perform virtual interaction behavior, thereby improving the efficiency of human-computer interaction.
[0169] Exemplarily, the player marks the second virtual object A. At this time, the teammate virtual object X is 80 meters (game distance) away from the marked position of the second virtual object A, and the teammate virtual object Y is 150 meters (game distance) away from the marked position of the second virtual object A. If the preset distance is set to 100 meters (game distance), at this time, the marking information will be displayed in the graphical user interface of the player's terminal device corresponding to the teammate virtual object Y, prompting the player of the current marking position.
[0170] In an optional embodiment, when synchronizing the marking information of the second virtual object, in addition to synchronizing the element type of the virtual element where the second virtual object is located in the occluded game scene and the regional position of the virtual scene element, it is also necessary to synchronize the moment when the second virtual object is located at the marked position, so that other teammate virtual objects can understand the marking information more accurately and take more accurate actions, which helps to improve marking accuracy.
[0171] For the above example, if the second virtual object A was located on the roof of the virtual building A 5 seconds ago, the marking information for the second virtual object A may be "there was a second virtual object on the roof of the virtual building A 5 seconds ago"; if the second virtual object B was located behind the virtual tree 8 seconds ago, the marking information for the second virtual object B may be "there was a second virtual object after the virtual tree 8 seconds ago"; if the second virtual object C was located at the bottom of the virtual building M 7 seconds ago, the marking information for the second virtual object C may be "there was a second virtual object at the bottom of the virtual building M 7 seconds ago"; if the second virtual object D was located on platform X 5 seconds ago, the marking information for the second virtual object D may be "there was a second virtual object on platform X 5 seconds ago"; if the second virtual object E was located behind the virtual box 5 seconds ago, the marking information for the second virtual object E may be "there was a second virtual object after the virtual box 5 seconds ago".
[0172] Furthermore, if no enemy virtual object exists in the displayed occluding game scene at the first point in time, the player can also mark the virtual scene elements displayed in the occluding game scene.
[0173] Specifically, the marking method further includes:
[0174] j1 If there is no markable second virtual object in the obstructed game scene; in response to a marking operation on the obstructed game scene, mark at least one virtual scene element located in the obstructed game scene.
[0175] In an optional implementation, if there is no second virtual object that can be marked in the currently displayed occluding game scene, at this time, the crosshair mark can be used to aim at any virtual scene element in the virtual scene to mark the virtual scene element.
[0176] Here, the marking method for virtual scene elements is consistent with the marking method for the second virtual object. Specifically, during the continuous long press operation of the player on the marking control, the player selects the virtual scene element to be marked through the crosshair mark. If it is possible that the player has selected more than one virtual scene element through the crosshair mark, at this time, if there is only one virtual scene element that needs to be marked, the virtual scene element aimed at by the crosshair mark when the long press operation of the marking control ends will be marked; if there are multiple virtual scene elements that need to be marked, then all the multiple virtual scene elements selected by the player through the crosshair mark during the continuous long press operation of the marking control can be marked.
[0177] Exemplarily, there are virtual buildings A, balcony M and virtual tree Z in the occlusion game scene and there are no enemy virtual objects that can be marked. During the player's long press operation on the marking control, the player controls the crosshair mark to move in the occlusion game scene, and the crosshair mark aims at the virtual building A, balcony M and virtual tree Z in the occlusion game scene in turn. If there is only one virtual scene element that needs to be marked, the crosshair mark aims at the virtual building A when the long press operation of the marking control ends, and the virtual building A will be marked at this time; if there are multiple virtual scene elements that need to be marked, the crosshair mark aims at the virtual building A, balcony M and virtual tree Z in the occlusion game scene in turn, and the virtual building A, balcony M and virtual tree Z will be marked at the same time when the long press operation of the marking control ends.
[0178] Furthermore, after marking the virtual scene elements, the element type and position information of the virtual scene elements can also be synchronized to the target teammate virtual object or all teammate virtual objects. The specific synchronization method is the same as the method of synchronizing the marking information of the second virtual object, which will not be repeated here.
[0179] The following is an example of a virtual object marking process in the embodiment of the present disclosure.
[0180] See also Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 2 As shown, the graphical user interface 200 includes a player virtual object 210. For example, the player can control the player virtual object 210 to move in the game scene by triggering the movement control 220. If the player virtual object 210 moves to the first virtual object 230 (such as Figure 2 As shown, one side of the first virtual object 230 is a virtual wall of a virtual building, and the game scene on the other side of the first virtual object 230 is blocked, and only the first virtual object 230 can be observed in the current graphical user interface.
[0181] See also Figure 3 , Figure 3 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 3 As shown, the graphical user interface 200 also includes a mark control 240. After receiving a long press operation on the mark control 240, it enters the perspective state preparation stage; and displays the perspective preparation prompt information 241 to prompt the player of the current perspective progress according to the filling status of the perspective preparation prompt information 241.
[0182] For further information, see Figure 4 , Figure 4The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 4 As shown, when the filled area of the perspective preparation prompt information 241 disappears, the blocked game scene 250 blocked by the first virtual object is displayed in the graphical user interface 200. The blocked game scene 250 includes a virtual building 251 and a second virtual object 252 blocked at a preset position of the virtual building 251, and time interval information 253 corresponding to the second virtual object.
[0183] For further information, see Figure 5 , Figure 5 The fourth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 5 As shown, when the player moves the crosshair mark 260 to block the game scene 250 and selects the second virtual object 252 to be marked, after confirming that the crosshair mark 260 selects the second virtual object 252, the long press operation of the mark control 240 is ended, and the second virtual object 252 is marked for the second time.
[0184] For further information, see Figure 6 , Figure 6 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure is shown in FIG. Figure 6 As shown, if there is no second virtual object in the virtual building 251, at this time, the movable crosshair mark 260 can select any position of the virtual building 251, and after the long press operation on the mark control 240 is completed, the virtual building 251 is marked for the second time.
[0185] For further information, see Figure 7 , Figure 7 The sixth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 7 As shown, if a click operation is received on the mark control 240 , the normal marking state is entered, and the position of the first virtual object 230 located directly in front of the player's virtual object is directly selected through the crosshair mark 260 , and the first virtual object 230 is marked for the first time.
[0186] The virtual object marking method provided by the embodiment of the present disclosure controls the movement of the player's virtual object in the game scene in response to the movement control operation of the player's virtual object; controls the player's virtual object to mark the first virtual object located in the target direction in response to the first marking instruction, and displays the marking mark corresponding to the first virtual object on the graphical user interface; controls the player's virtual object to mark the second virtual object located in the target direction in response to the second marking instruction, and displays the marking mark corresponding to the second virtual object on the graphical user interface. In this way, when the second virtual object is blocked by the first virtual object, in addition to marking the first virtual object through the first marking instruction, the blocked second virtual object can also be marked through the second marking instruction, which helps to improve the marking accuracy and human-computer interaction efficiency.
[0187] Based on the same inventive concept, the embodiment of the present disclosure also provides a virtual object marking device corresponding to the virtual object marking method. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the above-mentioned virtual object marking method in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0188] See also Figure 8 , Figure 8 This is a schematic diagram of the structure of a virtual object marking device provided by an embodiment of the present disclosure. Figure 8 As shown in , the marking device 800 comprises:
[0189] A movement control module 810, configured to respond to a movement control operation on the player virtual object and control the movement of the player virtual object in the game scene;
[0190] A first marking module 820, configured to respond to a first marking instruction, control the player virtual object to mark a first virtual object located in a target direction, and display a marking mark corresponding to the first virtual object on the graphical user interface;
[0191] The second marking module 830 is used to respond to a second marking instruction, control the player virtual object to mark a second virtual object located in the target direction, and display a marking mark corresponding to the second virtual object on the graphical user interface, wherein the second virtual object is a virtual object obscured by the first virtual object.
[0192] In an optional implementation, when the first marking module 820 is used to display a marking identifier corresponding to the first virtual object on the graphical user interface, the first marking module 820 is used to:
[0193] According to the first position information of the first virtual object, a mark of the first virtual object is displayed at a position on the first virtual object on the graphical user interface corresponding to the first position information.
[0194] In an optional implementation, when the second marking module 830 is used to display a marking identifier corresponding to the second virtual object on the graphical user interface, the second marking module 830 is used to:
[0195] According to the second position information of the second virtual object, a mark of the second virtual object is displayed at a position of the second virtual object on the graphical user interface corresponding to the second position information.
[0196] In an optional implementation, the second virtual object is a virtual object displayed by a first display parameter in response to the second marking instruction; and / or,
[0197] The second virtual object is a virtual object that meets a preset sound source condition and is displayed according to a second display parameter; and / or
[0198] The second virtual object is a virtual object that responds to a skill release instruction and is displayed using a third display parameter.
[0199] In an optional implementation, the virtual object displayed by the first display parameter, the virtual object displayed by the second display parameter, and the virtual object displayed by the third display parameter are at least one of the following:
[0200] Displaying an occluded game scene blocked by the first virtual object in the graphical user interface, wherein the occluded game scene includes at least one of the following: the second virtual object, contour information of the second virtual object, identification information and time interval information;
[0201] The outline information and / or identification information of the second virtual object is displayed on the first virtual object.
[0202] In an optional implementation, when the second virtual object is a virtual object displayed by using a first display parameter in response to the second marking instruction:
[0203] The second virtual object is the second virtual object at a first time point in the game scene, wherein the first time point is different from the current time point.
[0204] In an optional embodiment, a mark control is also displayed on the graphical user interface, and the second mark instruction is an instruction triggered by a trigger operation acting on the mark control, and the time difference between the first time point and the current time point is the duration of the trigger operation for the mark control; or, the time difference between the first time point and the current time point is a preset time value.
[0205] In an optional implementation, a marking control is also displayed on the graphical user interface; when the second marking module 830 is used to respond to the second marking instruction and control the player virtual object to mark the second virtual object located in the target direction, the second marking module 830 is used to:
[0206] In response to a first sub-marking instruction triggered by the marking control, displaying in the graphical user interface an obstructed game scene obstructed by the first virtual object, wherein the obstructed game scene includes at least the second virtual object;
[0207] The player virtual object is controlled to mark a second virtual object located in the target direction.
[0208] In an optional implementation, when the second marking module 830 is used to respond to the first sub-marking instruction for the marking control and display the blocked game scene blocked by the first virtual object in the graphical user interface, the second marking module 830 is used to:
[0209] When the distance between the player virtual object and the first virtual object is less than a preset distance threshold, in response to a first sub-marking instruction for the marking control, an obstructed game scene obstructed by the first virtual object is displayed in the graphical user interface.
[0210] In an optional implementation, a marking control is further displayed on the graphical user interface, and when the second marking module 830 is used to respond to the second marking instruction and control the player virtual object to mark the second virtual object located in the target direction, the second marking module 830 is used to:
[0211] In response to the virtual object in the game scene satisfying a preset sound source condition, controlling display of the second virtual object displayed through the first perspective effect in the game scene;
[0212] In response to a second sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction; or,
[0213] In response to the player virtual object releasing a target skill, obtaining the position of the second virtual object, and controlling the display of the second virtual object displayed through the first perspective effect in the game scene;
[0214] In response to a second sub-marking instruction triggered by the marking control, the player virtual object is controlled to mark a second virtual object located in the target direction.
[0215] In an optional implementation, a marking control is further displayed on the graphical user interface, and when the second marking module 830 is used to respond to the second marking instruction and control the player virtual object to mark the second virtual object located in the target direction, the second marking module 830 is used to:
[0216] In response to a third sub-marking instruction triggered by the marking control, displaying in the graphical user interface an obstructed game scene obstructed by the first virtual object, wherein the obstructed game scene includes at least the second virtual object;
[0217] controlling the player virtual object to mark a second virtual object located in the target direction; and,
[0218] In response to the virtual object in the game scene satisfying a preset sound source condition, controlling display of the second virtual object displayed through the first perspective effect in the game scene;
[0219] In response to a third sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction; and,
[0220] In response to the player virtual object releasing a target skill, obtaining the position of the second virtual object, and controlling the display of the second virtual object displayed through the first perspective effect in the game scene;
[0221] In response to a third sub-marking instruction triggered by the marking control, the player virtual object is controlled to mark a second virtual object located in the target direction.
[0222] In an optional implementation, the graphical user interface includes a targeting mark, and the target direction is the direction indicated by the targeting mark.
[0223] In an optional implementation, when the second marking module 830 is used to respond to the second marking instruction and control the player virtual object to mark the second virtual object located in the target direction, the second marking module 830 is used to:
[0224] During the continuation of the long-press operation on the marking control, in response to a pointing operation on at least one obscured virtual object to be marked, determining the second virtual object to be marked;
[0225] In response to the end of the long press operation on the marking control, the second virtual object targeted by the crosshair identifier is marked.
[0226] In an optional embodiment, the identification information includes at least one of the following: the element type of the virtual scene element where the second virtual object is located, the regional position of the virtual scene element, and the time interval between the time point when the marked second virtual object is located at the marked position and the current time point.
[0227] In an optional implementation, the marking device 800 further includes an information synchronization module (not shown in the figure), and the information synchronization module is used to:
[0228] The marked position of the second virtual object and the first time point information corresponding to the second virtual object are synchronized to the target teammate virtual object or all teammate virtual objects.
[0229] The virtual object marking device provided in the embodiment of the present disclosure controls the movement of the player virtual object in the game scene in response to the movement control operation of the player virtual object; controls the player virtual object to mark the first virtual object located in the target direction in response to the first marking instruction, and displays the marking mark corresponding to the first virtual object on the graphical user interface; controls the player virtual object to mark the second virtual object located in the target direction in response to the second marking instruction, and displays the marking mark corresponding to the second virtual object on the graphical user interface. In this way, when the second virtual object is blocked by the first virtual object, in addition to marking the first virtual object through the first marking instruction, the blocked second virtual object can also be marked through the second marking instruction, which helps to improve the marking accuracy and human-computer interaction efficiency.
[0230] See also Fig. 9 , Fig. 9 This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Fig. 9 As shown in , the electronic device 900 includes a processor 910 , a memory 920 and a bus 930 .
[0231] The memory 920 stores machine-readable instructions executable by the processor 910. When the electronic device 900 is running, the processor 910 communicates with the memory 920 via the bus 930, so that the processor 910 executes the following instructions when running:
[0232] In response to a movement control operation of the player virtual object, control the player virtual object to move in the game scene;
[0233] In response to a first marking instruction, controlling the player virtual object to mark a first virtual object located in a target direction, and displaying a marking mark corresponding to the first virtual object on the graphical user interface;
[0234] In response to a second marking instruction, the player virtual object is controlled to mark a second virtual object located in the target direction, and a marking mark corresponding to the second virtual object is displayed on the graphical user interface, wherein the second virtual object is a virtual object obscured by the first virtual object.
[0235] In an optional implementation, in the instructions executed by the processor 910, displaying a mark corresponding to the first virtual object on the graphical user interface includes:
[0236] According to the first position information of the first virtual object, a mark of the first virtual object is displayed at a position on the first virtual object on the graphical user interface corresponding to the first position information.
[0237] In an optional implementation, in the instructions executed by the processor 910, displaying a mark corresponding to the second virtual object on the graphical user interface includes:
[0238] According to the second position information of the second virtual object, a mark of the second virtual object is displayed at a position of the second virtual object on the graphical user interface corresponding to the second position information.
[0239] In an optional implementation, the second virtual object is a virtual object displayed by a first display parameter in response to the second marking instruction; and / or,
[0240] The second virtual object is a virtual object that meets a preset sound source condition and is displayed according to a second display parameter; and / or
[0241] The second virtual object is a virtual object that responds to a skill release instruction and is displayed using a third display parameter.
[0242] In an optional implementation, in the instructions executed by the processor 910, the virtual object displayed by the first display parameter, the virtual object displayed by the second display parameter, and the virtual object displayed by the third display parameter are at least one of the following:
[0243] Displaying an occluded game scene blocked by the first virtual object in the graphical user interface, wherein the occluded game scene includes at least one of the following: the second virtual object, contour information of the second virtual object, identification information and time interval information;
[0244] The outline information and / or identification information of the second virtual object is displayed on the first virtual object.
[0245] In an optional implementation, in the instructions executed by the processor 910, when the second virtual object is a virtual object displayed by using the first display parameter in response to the second marking instruction:
[0246] The second virtual object is the second virtual object at a first time point in the game scene, wherein the first time point is different from the current time point.
[0247] In an optional embodiment, a mark control is also displayed on the graphical user interface, and the second mark instruction is an instruction triggered by a trigger operation acting on the mark control, and the time difference between the first time point and the current time point is the duration of the trigger operation for the mark control; or, the time difference between the first time point and the current time point is a preset time value.
[0248] In an optional implementation, a marking control is also displayed on the graphical user interface; in the instructions executed by the processor 910, responding to the second marking instruction and controlling the player virtual object to mark the second virtual object located in the target direction includes:
[0249] In response to a first sub-marking instruction triggered by the marking control, displaying in the graphical user interface an obstructed game scene obstructed by the first virtual object, wherein the obstructed game scene includes at least the second virtual object;
[0250] The player virtual object is controlled to mark a second virtual object located in the target direction.
[0251] In an optional implementation, in the instructions executed by the processor 910, the response to the first sub-marking instruction of the marking control, displaying the blocked game scene blocked by the first virtual object in the graphical user interface, includes:
[0252] When the distance between the player virtual object and the first virtual object is less than a preset distance threshold, in response to a first sub-marking instruction for the marking control, an obstructed game scene obstructed by the first virtual object is displayed in the graphical user interface.
[0253] In an optional implementation, a marking control is also displayed on the graphical user interface, and in the instructions executed by the processor 910, in response to the second marking instruction, controlling the player virtual object to mark the second virtual object located in the target direction includes:
[0254] In response to the virtual object in the game scene satisfying a preset sound source condition, controlling display of the second virtual object displayed through the first perspective effect in the game scene;
[0255] In response to a second sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction; or,
[0256] In response to the player virtual object releasing a target skill, obtaining the position of the second virtual object, and controlling the display of the second virtual object displayed through the first perspective effect in the game scene;
[0257] In response to a second sub-marking instruction triggered by the marking control, the player virtual object is controlled to mark a second virtual object located in the target direction.
[0258] In an optional implementation, a marking control is further displayed on the graphical user interface, and the instructions executed by the processor 910, in response to the second marking instruction, control the player virtual object to mark the second virtual object located in the target direction, including at least one of the following:
[0259] In response to a third sub-marking instruction triggered by the marking control, displaying in the graphical user interface an obstructed game scene obstructed by the first virtual object, wherein the obstructed game scene includes at least the second virtual object;
[0260] controlling the player virtual object to mark a second virtual object located in the target direction; and,
[0261] In response to the virtual object in the game scene satisfying a preset sound source condition, controlling display of the second virtual object displayed through the first perspective effect in the game scene;
[0262] In response to a third sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction; and,
[0263] In response to the player virtual object releasing a target skill, obtaining the position of the second virtual object, and controlling the display of the second virtual object displayed through the first perspective effect in the game scene;
[0264] In response to a third sub-marking instruction triggered by the marking control, the player virtual object is controlled to mark a second virtual object located in the target direction.
[0265] In an optional implementation, the graphical user interface includes a targeting mark, and the target direction is the direction indicated by the targeting mark.
[0266] In an optional implementation, in the instructions executed by the processor 910, the step of responding to the second marking instruction and controlling the player virtual object to mark the second virtual object located in the target direction includes:
[0267] During the continuation of the long-press operation on the marking control, in response to a pointing operation on at least one obscured virtual object to be marked, determining the second virtual object to be marked;
[0268] In response to the end of the long press operation on the marking control, the second virtual object targeted by the crosshair identifier is marked.
[0269] In an optional embodiment, the identification information includes at least one of the following: the element type of the virtual scene element where the second virtual object is located, the regional position of the virtual scene element, and the time interval between the time point when the marked second virtual object is located at the marked position and the current time point.
[0270] In an optional implementation manner, the instructions executed by the processor 910 further include:
[0271] The marked position of the second virtual object and the first time point information corresponding to the second virtual object are synchronized to the target teammate virtual object or all teammate virtual objects.
[0272] Through the above method, when the second virtual object is blocked by the first virtual object, in addition to marking the first virtual object through the first marking instruction, the blocked second virtual object can also be marked through the second marking instruction, which helps to improve the marking accuracy and human-computer interaction efficiency; further, in order to ensure the balance of the game, when determining and marking the second virtual object in the blocked game scene, the marking is not performed in real time, but the second virtual object located at a certain position in the blocked game scene before a certain period of time is marked; further, when marking the second virtual object in the blocked game scene, it is necessary to mark the element type and specific element area of the virtual scene element where the second virtual object is located in the blocked game scene to improve the marking accuracy.
[0273] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is executed by a processor, the following instructions are executed:
[0274] In response to a movement control operation of the player virtual object, control the player virtual object to move in the game scene;
[0275] In response to a first marking instruction, controlling the player virtual object to mark a first virtual object located in a target direction, and displaying a marking mark corresponding to the first virtual object on the graphical user interface;
[0276] In response to a second marking instruction, the player virtual object is controlled to mark a second virtual object located in the target direction, and a marking mark corresponding to the second virtual object is displayed on the graphical user interface, wherein the second virtual object is a virtual object obscured by the first virtual object.
[0277] In an optional implementation, in the instructions executed by the computer-readable storage medium, displaying a mark corresponding to the first virtual object on the graphical user interface includes:
[0278] According to the first position information of the first virtual object, a mark of the first virtual object is displayed at a position on the first virtual object on the graphical user interface corresponding to the first position information.
[0279] In an optional implementation, in the instructions executed by the computer-readable storage medium, displaying a mark corresponding to the second virtual object on the graphical user interface includes:
[0280] According to the second position information of the second virtual object, a mark of the second virtual object is displayed at a position of the second virtual object on the graphical user interface corresponding to the second position information.
[0281] In an optional implementation, the second virtual object is a virtual object displayed by a first display parameter in response to the second marking instruction; and / or,
[0282] The second virtual object is a virtual object that meets a preset sound source condition and is displayed according to a second display parameter; and / or
[0283] The second virtual object is a virtual object that responds to a skill release instruction and is displayed using a third display parameter.
[0284] In an optional implementation, in the instructions executed by the computer-readable storage medium, the virtual object displayed by the first display parameter, the virtual object displayed by the second display parameter, and the virtual object displayed by the third display parameter are at least one of the following:
[0285] Displaying an occluded game scene blocked by the first virtual object in the graphical user interface, wherein the occluded game scene includes at least one of the following: the second virtual object, contour information of the second virtual object, identification information and time interval information;
[0286] The outline information and / or identification information of the second virtual object is displayed on the first virtual object.
[0287] In an optional implementation, in the instructions executed by the computer-readable storage medium, when the second virtual object is a virtual object displayed by using the first display parameter in response to the second marking instruction:
[0288] The second virtual object is the second virtual object at a first time point in the game scene, wherein the first time point is different from the current time point.
[0289] In an optional embodiment, a mark control is also displayed on the graphical user interface, and the second mark instruction is an instruction triggered by a trigger operation acting on the mark control, and the time difference between the first time point and the current time point is the duration of the trigger operation for the mark control; or, the time difference between the first time point and the current time point is a preset time value.
[0290] In an optional implementation, a marking control is also displayed on the graphical user interface; in the instructions executed by the computer-readable storage medium, the step of responding to the second marking instruction and controlling the player virtual object to mark the second virtual object located in the target direction includes:
[0291] In response to a first sub-marking instruction triggered by the marking control, displaying in the graphical user interface an obstructed game scene obstructed by the first virtual object, wherein the obstructed game scene includes at least the second virtual object;
[0292] The player virtual object is controlled to mark a second virtual object located in the target direction.
[0293] In an optional embodiment, in the instructions executed by the computer-readable storage medium, the response to the first sub-marking instruction of the marking control, displaying the blocked game scene blocked by the first virtual object in the graphical user interface, includes:
[0294] When the distance between the player virtual object and the first virtual object is less than a preset distance threshold, in response to a first sub-marking instruction for the marking control, an obstructed game scene obstructed by the first virtual object is displayed in the graphical user interface.
[0295] In an optional implementation, a marking control is further displayed on the graphical user interface, and in the instructions executed by the computer-readable storage medium, in response to the second marking instruction, controlling the player virtual object to mark the second virtual object located in the target direction includes:
[0296] In response to the virtual object in the game scene satisfying a preset sound source condition, controlling display of the second virtual object displayed through the first perspective effect in the game scene;
[0297] In response to a second sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction; or,
[0298] In response to the player virtual object releasing a target skill, obtaining the position of the second virtual object, and controlling the display of the second virtual object displayed through the first perspective effect in the game scene;
[0299] In response to a second sub-marking instruction triggered by the marking control, the player virtual object is controlled to mark a second virtual object located in the target direction.
[0300] In an optional embodiment, a marking control is further displayed on the graphical user interface, and the instructions executed by the computer-readable storage medium, in response to the second marking instruction, control the player virtual object to mark the second virtual object located in the target direction, including at least one of the following:
[0301] In response to a third sub-marking instruction triggered by the marking control, displaying in the graphical user interface an obstructed game scene obstructed by the first virtual object, wherein the obstructed game scene includes at least the second virtual object;
[0302] controlling the player virtual object to mark a second virtual object located in the target direction; and,
[0303] In response to the virtual object in the game scene satisfying a preset sound source condition, controlling display of the second virtual object displayed through the first perspective effect in the game scene;
[0304] In response to a third sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction; and,
[0305] In response to the player virtual object releasing a target skill, obtaining the position of the second virtual object, and controlling the display of the second virtual object displayed through the first perspective effect in the game scene;
[0306] In response to a third sub-marking instruction triggered by the marking control, the player virtual object is controlled to mark a second virtual object located in the target direction.
[0307] In an optional implementation, the graphical user interface includes a targeting mark, and the target direction is the direction indicated by the targeting mark.
[0308] In an optional implementation, in the instructions executed by the computer-readable storage medium, the step of responding to the second marking instruction and controlling the player virtual object to mark the second virtual object located in the target direction includes:
[0309] During the continuation of the long-press operation on the marking control, in response to a pointing operation on at least one obscured virtual object to be marked, determining the second virtual object to be marked;
[0310] In response to the end of the long press operation on the marking control, the second virtual object targeted by the crosshair identifier is marked.
[0311] In an optional embodiment, the identification information includes at least one of the following: the element type of the virtual scene element where the second virtual object is located, the regional position of the virtual scene element, and the time interval between the time point when the marked second virtual object is located at the marked position and the current time point.
[0312] In an optional implementation, the instructions executed by the computer-readable storage medium further include:
[0313] The marked position of the second virtual object and the first time point information corresponding to the second virtual object are synchronized to the target teammate virtual object or all teammate virtual objects.
[0314] Through the above method, when the second virtual object is blocked by the first virtual object, in addition to marking the first virtual object through the first marking instruction, the blocked second virtual object can also be marked through the second marking instruction, which helps to improve the marking accuracy and human-computer interaction efficiency; further, in order to ensure the balance of the game, when determining and marking the second virtual object in the blocked game scene, the marking is not performed in real time, but the second virtual object located at a certain position in the blocked game scene before a certain period of time is marked; further, when marking the second virtual object in the blocked game scene, it is necessary to mark the element type and specific element area of the virtual scene element where the second virtual object is located in the blocked game scene to improve the marking accuracy.
[0315] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0316] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.
[0317] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0318] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0319] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0320] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.
Claims
1. A method for marking a virtual object, characterized in that: A graphical user interface is provided through a terminal device; the graphical user interface includes a game scene and a player virtual object located in the game scene; the marking method includes: In response to a movement control operation of the player virtual object, control the player virtual object to move in the game scene; In response to a first marking instruction, controlling the player virtual object to mark a first virtual object located in a target direction, and displaying a marking mark corresponding to the first virtual object on the graphical user interface; In response to a second marking instruction, the player virtual object is controlled to mark a second virtual object located in the target direction, and a marking mark corresponding to the second virtual object is displayed on the graphical user interface, wherein the second virtual object is a virtual object obscured by the first virtual object.
2. The marking method according to claim 1, characterized in that: The step of displaying a mark corresponding to the first virtual object on the graphical user interface includes: According to the first position information of the first virtual object, a mark of the first virtual object is displayed at a position on the first virtual object on the graphical user interface corresponding to the first position information.
3. The marking method according to claim 1, characterized in that: The step of displaying a mark corresponding to the second virtual object on the graphical user interface includes: According to the second position information of the second virtual object, a mark of the second virtual object is displayed at a position of the second virtual object on the graphical user interface corresponding to the second position information.
4. The marking method according to claim 1, characterized in that: The second virtual object is a virtual object displayed by a first display parameter in response to the second marking instruction; and / or, The second virtual object is a virtual object that meets a preset sound source condition and is displayed according to a second display parameter; and / or, The second virtual object is a virtual object that responds to a skill release instruction and is displayed using a third display parameter.
5. The marking method according to claim 4, characterized in that: The virtual object displayed by the first display parameter, the virtual object displayed by the second display parameter, and the virtual object displayed by the third display parameter are at least one of the following: Displaying an occluded game scene blocked by the first virtual object in the graphical user interface, wherein the occluded game scene includes at least one of the following: the second virtual object, contour information of the second virtual object, identification information and time interval information; The outline information and / or identification information of the second virtual object is displayed on the first virtual object.
6. The marking method according to claim 4, characterized in that: In the case where the second virtual object is a virtual object displayed by the first display parameter in response to the second marking instruction: The second virtual object is the second virtual object at a first time point in the game scene, wherein the first time point is different from the current time point.
7. The marking method according to claim 6, characterized in that: The graphical user interface also displays a marking control, the second marking instruction is an instruction triggered by a trigger operation acting on the marking control, and the time difference between the first time point and the current time point is the duration of the trigger operation for the marking control; Alternatively, the time difference between the first time point and the current time point is a preset time value.
8. The marking method according to claim 1, characterized in that: The graphical user interface also displays a marking control; the step of responding to the second marking instruction and controlling the player virtual object to mark the second virtual object located in the target direction includes: In response to a first sub-marking instruction triggered by the marking control, displaying in the graphical user interface an obstructed game scene obstructed by the first virtual object, wherein the obstructed game scene includes at least the second virtual object; The player virtual object is controlled to mark a second virtual object located in the target direction.
9. The marking method according to claim 8, characterized in that: The step of displaying the blocked game scene blocked by the first virtual object in the graphical user interface in response to the first sub-tag instruction of the tag control includes: When the distance between the player virtual object and the first virtual object is less than a preset distance threshold, in response to a first sub-marking instruction for the marking control, an obstructed game scene obstructed by the first virtual object is displayed in the graphical user interface.
10. The marking method according to claim 8, characterized in that: The graphical user interface also displays a marking control; the step of controlling the player virtual object to mark the second virtual object located in the target direction in response to the second marking instruction includes: In response to the virtual object in the game scene satisfying a preset sound source condition, controlling display of the second virtual object displayed through the first perspective effect in the game scene; In response to a second sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction; or, In response to the player virtual object releasing a target skill, obtaining the position of the second virtual object, and controlling the display of the second virtual object displayed through the first perspective effect in the game scene; In response to a second sub-marking instruction triggered by the marking control, the player virtual object is controlled to mark a second virtual object located in the target direction.
11. The marking method according to claim 8, characterized in that: The graphical user interface also displays a marking control, and the step of controlling the player virtual object to mark the second virtual object located in the target direction in response to the second marking instruction includes at least one of the following: In response to a third sub-marking instruction triggered by the marking control, displaying in the graphical user interface an obstructed game scene obstructed by the first virtual object, wherein the obstructed game scene includes at least the second virtual object; Controlling the player virtual object to mark a second virtual object located in the target direction; and, In response to the virtual object in the game scene satisfying a preset sound source condition, controlling display of the second virtual object displayed through the first perspective effect in the game scene; In response to a third sub-marking instruction triggered by the marking control, controlling the player virtual object to mark a second virtual object located in the target direction; and, In response to the player virtual object releasing a target skill, obtaining the position of the second virtual object, and controlling the display of the second virtual object displayed through the first perspective effect in the game scene; In response to a third sub-marking instruction triggered by the marking control, the player virtual object is controlled to mark a second virtual object located in the target direction.
12. The marking method according to claim 1, characterized in that: The graphical user interface includes a targeting mark, and the target direction is the direction indicated by the targeting mark.
13. The marking method according to claim 12, characterized in that: The step of responding to the second marking instruction and controlling the player virtual object to mark the second virtual object located in the target direction includes: During the continuation of the long-press operation on the marking control, in response to a pointing operation on at least one obscured virtual object to be marked, determining the second virtual object to be marked; In response to the end of the long press operation on the marking control, the second virtual object targeted by the crosshair identifier is marked.
14. The marking method according to claim 1, characterized in that: The identification information includes at least one of the following: the element type of the virtual scene element where the second virtual object is located, the regional position of the virtual scene element, and the time interval between the time point when the marked second virtual object is located at the marked position and the current time point.
15. The marking method according to claim 1, characterized in that: After the step of displaying a marking mark corresponding to the second virtual object on the graphical user interface, the marking method further includes: The marked position of the second virtual object and the first time point information corresponding to the second virtual object are synchronized to the target teammate virtual object or all teammate virtual objects.
16. A virtual object marking device, characterized in that: A graphical user interface is provided through a terminal device; the graphical user interface includes a game scene and a player virtual object located in the game scene; the marking device includes: A movement control module, used for responding to a movement control operation of the player virtual object and controlling the movement of the player virtual object in the game scene; A first marking module, configured to respond to a first marking instruction, control the player virtual object to mark a first virtual object located in a target direction, and display a marking mark corresponding to the first virtual object on the graphical user interface; The second marking module is used to respond to a second marking instruction, control the player virtual object to mark a second virtual object located in the target direction, and display a marking mark corresponding to the second virtual object on the graphical user interface, wherein the second virtual object is a virtual object obscured by the first virtual object.
17. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the virtual object marking method as described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the virtual object marking method according to any one of claims 1 to 15.