Interaction method and device in game, electronic equipment and storage medium
By displaying the interactive panel on the game interface and selecting the interactive object and sending signals in response to trigger operations, the problems of complex operations and unclear interaction in the prior art are solved, and fast and efficient player interaction is achieved.
Patent Information
- Application Number
- CN202510307976.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-14
- Publication Date
- 2025-08-01
AI Technical Summary
In existing games, the expression interaction methods between players are complex, high requirements, and unclear interaction direction, resulting in low game operation efficiency and poor player experience.
By displaying the interactive panel on the graphical user interface and displaying interactive options in response to trigger operations, allowing players to select interactive objects and send interactive signals, simplifying the operation process and achieving rapid object selection and emoticon sending.
It improves the interaction efficiency and experience between players, reduces the level of interaction, and simplifies the expression sending process.
Smart Images

Figure CN120393440A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of games, and in particular, to an interaction method, device, electronic device, and storage medium in a game. Background Art
[0002] With the development of game technology, in games, players can control virtual characters to perform many things. Players' demand for interaction in games is also increasing day by day. Players can enter other players' game worlds for multiplayer mode gameplay, and players can also play online together.
[0003] In the game world, the sending and interaction of emotive actions are one of the important ways for players to communicate. In many online games, players can send various emotive actions through specific operations or settings to convey their emotions and intentions. However, in the existing ways of interaction between players through emotive actions, either the process is complex, or the operation requirements for players are high, or the interaction directivity is not clear, which results in low operation efficiency of the game and poor game experience for players. Summary of the Invention
[0004] The purpose of the present disclosure is to provide an interaction method, device, electronic device, and storage medium in a game to optimize the interaction process between players and improve the interaction efficiency.
[0005] In a first aspect, an embodiment of the present disclosure provides an interaction method in a game. A graphical user interface is provided through a terminal, and the content displayed on the graphical user interface at least partially includes a game scene and at least one interaction object located in the game scene; the method includes: responding to a first trigger operation on the graphical user interface, controlling an interaction panel including at least one interaction option to be displayed on the graphical user interface; in a state where the interaction panel is displayed on the graphical user interface, responding to an object selection operation on the graphical user interface, and selecting a first interaction object from at least one interaction object; responding to a second trigger operation on the interaction option in the interaction panel, and determining a first interaction option from at least one interaction option; and sending an interaction signal corresponding to the first interaction option to the first interaction object.
[0006] Second aspect, embodiments of the present disclosure further provide an interaction device in a game. The device provides a graphical user interface through a terminal, and the content displayed on the graphical user interface at least partially includes a game scene and at least one interaction object located in the game scene. The device includes: a control module, configured to respond to a first trigger operation on the graphical user interface and control an interaction panel including at least one interaction option to be displayed on the graphical user interface; a first selection module, configured to, in a state where the interaction panel is displayed on the graphical user interface, respond to an object selection operation on the graphical user interface and select a first interaction object from at least one interaction object; a second selection module, configured to respond to a second trigger operation on the interaction option in the interaction panel and determine a first interaction option from at least one interaction option; a sending module, configured to send an interaction signal corresponding to the first interaction option to the first interaction object.
[0007] Third aspect, embodiments of the present disclosure further provide an electronic device, including a processor and a memory. The memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned interaction method in the game.
[0008] Fourth aspect, embodiments of the present disclosure further provide a computer-readable storage medium. The computer-readable storage medium stores computer executable instructions, and when the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the above-mentioned interaction method in the game.
[0009] Embodiments of the present disclosure provide an interaction method, device, electronic device, and storage medium in a game. By responding to a first trigger operation, an interaction panel including at least one interaction option is controlled to be displayed on the graphical user interface. Thus, in a state where the interaction panel is kept displayed, an object selection operation is responded to, and a first interaction object is selected. Further, in response to a second trigger operation on the interaction panel, a first interaction option is determined, so as to send an interaction signal corresponding to the first interaction option to the first interaction object. In this way, by triggering the display of the interaction panel, the graphical user interface enters an expression interaction state. Thus, after the first interaction object is selected, an interaction signal can be quickly sent to the first interaction object, realizing the interaction between the controlled virtual character and the first interaction object, and multiple expression interactions with the first interaction object can be realized, and the interaction object can be quickly switched. Embodiments of the present disclosure reduce the interaction operation levels, realize fast object selection and expression sending, and greatly improve the interaction efficiency and interaction experience among players in the game. Description of the Drawings
[0010] To more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present disclosure. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.
[0011] Figure 1 It is a schematic diagram of the interaction scenario between players in an existing game;
[0012] Figure 2 It is a schematic flowchart of an interaction method in a game provided by an embodiment of the present disclosure;
[0013] Figure 3 It is a schematic diagram of the application scenario of the interaction method in a game provided by an embodiment of the present disclosure;
[0014] Figure 4 It is a schematic diagram of an interaction device in a game provided by an embodiment of the present disclosure;
[0015] Figure 5 It is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Specific Embodiments
[0016] The following will clearly and completely describe the technical solutions of the present disclosure in combination with the embodiments. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts fall within the scope of protection of the present disclosure.
[0017] Participate Figure 1 , Figure 1The figure is a schematic diagram of the scene of interaction between players in the existing game. In the relevant existing game technology, the player can (1) click on the player's avatar (such as the avatar of character 2) to display the business card of other players, which contains the "expression action" option; then (2) select the "expression action" option to display the triggerable action, and then (3) select the action. In this method, the above three steps must be repeated each time when interacting with different players. The interactive method of expression action in conventional games has cumbersome operation levels and inconvenient switching of interactive objects, which seriously affects the player's willingness to interact. The embodiment of the present disclosure provides an interactive method, device, electronic device and storage medium in the game. The technology controls the display of an interactive panel containing at least one interactive option on a graphical user interface by responding to a first trigger operation, so that while keeping the interactive panel displayed, the first interactive object is selected in response to an object selection operation, and then the first interactive option is determined in response to a second trigger operation on the interactive panel, thereby sending an interactive signal corresponding to the first interactive option to the first interactive object. In this way, by triggering the display of the interactive panel, the graphical user interface enters an expression interaction state. After selecting the first interactive object, an interaction signal can be quickly sent to the first interactive object, enabling interaction between the controlled virtual character and the first interactive object. Furthermore, multiple expression interactions with the first interactive object can be achieved, as well as rapid switching of interactive objects. The disclosed embodiment reduces the number of interactive operation levels, enabling rapid object selection and expression sending, greatly improving the efficiency and interactive experience between players in the game, and avoiding the inefficient operation of traditional multi-layer menu switching.
[0018] This embodiment provides an interaction method in a game. The method provides a graphical user interface through a terminal device, and a game interface is displayed in the graphical user interface. The game interface includes a game scene screen and a user interface (User Interface, UI interface). Among them, the game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used for information interaction with the user and may include game design elements such as buttons, animations, texts, sounds, windows, etc. that directly or indirectly contact the user. In an alternative embodiment, the interface elements in the user interface may include the following controls: (1) Controls related to controlling the character, such as skill controls, movement controls, function controls, etc.; (2) Controls for indicating information, which can also be called information indication identifiers, such as direction indication identifiers, character indication identifiers, character stamina identifiers, prop pickup points, or the location points of treasure chests, etc.; (3) Information display controls, which can also be called information display areas, such as displaying basic character information (character name, occupation, health value, true qi value, etc.), character status information (such as whether in a coma, poisoned, etc.), or game information (such as the number of kills, game time, etc.); (4) Game setting controls, such as system settings, stores, gold coins, etc. In addition, the controls displayed in the user interfaces of different games may be different. In the user interface of some games, there may also be a friend list control. Through this control, the relevant information of the added friends can be viewed, and operations such as chatting, visiting the home, and deleting can be performed. There are also games that include task-related controls, such as displaying the current task list, including main tasks and side tasks, etc. These controls can help users better manage and play the game.
[0019] In an alternative embodiment, the game scene screen is the screen corresponding to the virtual scene displayed by the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, which can also be called player virtual characters), NPC characters (Non-Player Character), AI (Artificial Intelligence) characters, etc. that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.
[0020] The above virtual scene is the content displayed (or provided) when the game application runs on the terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects to fight. Exemplary virtual scenes may include at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, vehicles; for example, in a 2D or 2.5D card game, the virtual scene is a scene for displaying the release of cards or displaying virtual objects corresponding to the cards. Exemplary virtual scenes may include: a ring, a decisive battle field, or other "field" elements or other elements that can display the card battle status; for a 2D or 2.5D multiplayer online tactical competitive game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Exemplary virtual scenes may include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0021] The above virtual object refers to a dynamic object that can be controlled in the virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by the player through an input device, or an AI character set in the virtual environment battle through training, or an NPC set in the virtual scene battle. Optionally, the virtual object is a virtual character competing in the 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. The embodiments of the present disclosure do not limit this. In a possible implementation manner, 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 virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects.
[0022] The interactive method in the game in one embodiment of the present disclosure can run on a terminal device or a server. Among them, the terminal device can be a local terminal device, such as a touch device or a non-touch device. When the interactive method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and client devices.
[0023] In an alternative embodiment, cloud games can be run under a cloud interaction system. Cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the interaction methods in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the terminal device for information processing is the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game interface, returns it to the client device through the network, and finally, decodes and outputs the game interface through the client device.
[0024] In an alternative embodiment, the terminal device can be a local terminal device. The local terminal device stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The way the local terminal device provides the game interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, and the game interface includes the game scene screen. The processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0025] See Figure 2 , Figure 2 is a schematic flowchart of an interaction method in a game provided by an embodiment of the present disclosure. The method provides a graphical user interface through a terminal device, and the content displayed on the graphical user interface at least partially includes a game scene and at least one interactive object located in the game scene. See Figure 2 , and the method includes the following steps:
[0026] Step S10: Respond to a first trigger operation on the graphical user interface, and control an interactive panel containing at least one interactive option to be displayed on the graphical user interface.
[0027] Optionally, the above first trigger operation is an operation performed by the user. The implementation of the first trigger operation needs to combine the position layout and interaction logic of the user interface elements. As a possible implementation, the first trigger operation can be a trigger operation for an interactive control in the graphical user interface. The interactive control, as the core trigger control, can be set in an easy-to-operate area of the interface, such as the quick access toolbar in the lower right corner of the screen or the middle part at the bottom of the screen. The interactive control can be an icon of an expression action type to prompt the user that this interactive control is used to send expression actions. When it is detected that the user clicks or long presses the control, the system calls the panel rendering module to generate an interactive panel in the form of a semi-transparent overlay. The interactive panel contains at least one interactive option, which can be displayed as an expression action icon, that is, the interactive option represents an interactive action, and the interactive options can be arranged in a grid.
[0028] Optionally, the display state management of the interactive panel involves the interface stacking logic and the scene rendering priority. During the activation of the interactive panel, the processing of interactive events in the game scene needs to be dynamically adjusted. For example, non-essential scene click events are disabled, while the response to basic functions such as character movement and camera rotation is maintained. This state management mode is implemented through the event filter mechanism to ensure that the user does not accidentally trigger other game behaviors when operating the interactive panel. That is to say, when the system detects the first trigger operation, it can control the graphical user interface to enter an interactive state (such as an expression interaction state) to display an interactive panel containing at least one interactive option in the graphical user interface. The interactive state mentioned here refers to a state where the graphical user interface can respond to interactive operations related to expression interaction and exit operations to exit the expression interaction state, and block or not respond to interactive operations unrelated to expression interaction. After entering the expression interaction state, the player can send interactive signals related to expression actions at any time.
[0029] Step S102, in the state where the interactive panel is displayed in the graphical user interface, in response to an object selection operation on the graphical user interface, select a first interactive object from at least one interactive object.
[0030] When the interactive panel is displayed on the graphical user interface, the player can perform operations related to expression interaction, such as an object selection operation. The object selection operation mentioned here refers to an operation for selecting an interaction object. Among them, in the embodiments of the present disclosure, the interaction object can refer to other virtual characters in the game scene except the controlled virtual character, that is, the virtual characters with which the controlled virtual character can interact. The design of the object selection operation can be compatible with various input methods, including but not limited to touch screen sliding, mouse dragging, or joystick control of a gamepad. The core lies in mapping and matching the operation focus with the coordinates of virtual characters in the game scene through a spatial positioning algorithm. If the operation intersection point of the object selection operation matches the coordinates of any virtual character, then the virtual character is taken as the selected first interaction object. In addition, in the gameplay of traveling together in a large world, the player identification of each traveling-together player, such as an avatar identification, can be displayed in the game interface. Or, in the battle gameplay, the player identifications of all battle players (including friendly players and enemy players) will be displayed in the game interface. Therefore, the object selection operation in the embodiments of the present disclosure can be a trigger for the player identification (avatar identification) in the graphical user interface.
[0031] In a possible implementation manner of the present disclosure, when the interactive panel is displayed in the graphical user interface, the controlled virtual character can be controlled to move, and the controlled virtual character can also be controlled to adjust its orientation. The selected interaction object can be determined according to the field of view range of the controlled virtual character, and one or more interaction objects within the field of view range of the controlled virtual character can be selected. That is, in the embodiments of the present disclosure, multiple first interaction objects can be selected simultaneously, and interaction signals can be sent to the multiple first interaction objects simultaneously.
[0032] Optionally, the selected first interaction object is visually feedback through a highlighted contour line, a floating identifier, or a particle effect to strengthen the user's recognition of the current operation target.
[0033] Step S103, in response to a second trigger operation for an interaction option in the interactive panel, determine a first interaction option from at least one interaction option.
[0034] It should be noted that in the embodiments of the present disclosure, the interaction option can refer to an expression action, which can be a static expression or a dynamic expression, such as a jumping action. The interaction options in the interactive panel can be preset by the system or customized by the player.
[0035] Optionally, the second triggering operation may be a single - selection operation for the interaction options in the interaction panel. For example, clicking on any interaction option means selecting that interaction option and sending the interaction signal corresponding to the selected option. Of course, in the disclosed embodiments, the second triggering operation may also be a multiple - selection operation. For example, triggering a multiple - selection control enters the multiple - selection mode. In the multiple - selection mode, multiple interaction options can be selected by clicking; or, for example, entering the multiple - selection mode by long - pressing any interaction option, and after entering the multiple - selection mode, other interaction options can be continued to be selected.
[0036] After selecting multiple interaction options, multiple interaction signals corresponding to the selected interaction options can be sent to one selected interaction object, or multiple interaction signals corresponding to the selected interaction options can be sent to multiple selected interaction objects simultaneously.
[0037] Furthermore, in the disclosed embodiments of the present disclosure, when multiple interaction objects are selected, the order of the selected interaction objects can be determined according to the order of selecting the interaction objects in the object - selection operation, and the order of the selected interaction options can be determined according to the order of selecting multiple interaction options in the second triggering operation. Then, based on the order of the selected interaction objects and the order of the selected interaction options, the selected interaction options are respectively sent to the corresponding selected interaction objects. For example, the interaction signal corresponding to the interaction option ranked first is sent to the interaction object ranked first, and the interaction signal corresponding to the interaction option ranked second is sent to the interaction object ranked second.
[0038] Step S104: Send an interaction signal corresponding to the first interaction option to the first interaction object.
[0039] It should be noted that sending an interaction signal corresponding to the first interaction option to the first interaction object can cause the client corresponding to the first interaction object to display the expression action corresponding to the interaction signal.
[0040] Specifically, sending an interaction signal corresponding to the first interaction option to the first interaction object includes: sending an expression image and / or an expression action and / or text information corresponding to the first interaction option to the first interaction object.
[0041] Optionally, the transmission mechanism of the interaction signal needs to be combined with the network communication protocol and the game event system. When the first interaction option is determined, the client generates a data packet containing the ID of the target object (the first interaction object), the expression type code, and the time stamp, and quickly sends it to the game server through the communication protocol. After the server - side verifies the visibility and interaction permissions of both players, it pushes an animation trigger instruction to the target client and records the interaction event in the social relationship database at the same time. This asynchronous processing mechanism effectively reduces the operation delay and ensures the real - time interaction experience in the multi - player scenario.
[0042] Optionally, this method can be extended to interactive scenarios in augmented reality (AR) environments. In wearable devices such as AR glasses, the interactive panel can be presented as a spatially anchored holographic interface, and users can select objects through gaze tracking or gesture recognition. For example, when a user gazes at a virtual character for more than a preset time, the system automatically identifies it as the first interactive object and selects interactive options through gesture swiping.
[0043] Alternatively, in cloud gaming scenarios, the interaction logic can be restructured into a server-side rendering instruction stream. User input is transmitted to the cloud server via a low-latency video stream. The interactive panel rendering is completely handled by the GPU cluster, and the client is only responsible for displaying the decoded video frames. This architecture is particularly suitable for devices with limited hardware performance. It also enables regionalized interaction data caching through edge computing nodes, reducing cross-regional network transmission latency.
[0044] Optionally, machine learning models can be introduced into the interaction process for intelligent prediction. By analyzing historical user behavior data, the system preloads interactive options with a high probability of use before the interactive panel is displayed, and dynamically adjusts the order of options based on the current scene context (such as combat status, social scene). A collaborative filtering algorithm is used to build a player preference profile. When a specific interactive object is detected (such as a high-frequency interactive player in the friend list), related expression combinations are automatically recommended. This intelligent prediction mechanism requires the design of a dedicated inference engine and ensures the secure storage of user privacy data.
[0045] Optionally, the human-computer interaction design of this method can be enhanced by combining tactile feedback technology. When selecting an interactive object, differentiated vibration patterns are triggered according to the attribute characteristics of the target object (such as character size and equipment type), and non-visual information is transmitted through tactile encoding. For example, low-frequency vibrations are generated when a heavy-equipped character is selected, and short pulses are triggered when a light-equipped character is selected. This multimodal feedback mechanism requires the integration of high-precision tactile actuators and the establishment of a tactile pattern library to implement typed feedback.
[0046] Furthermore, sending an interactive signal corresponding to the first interactive option to the first interactive object specifically includes sending a prompt message to the first interactive object, and the prompt message may include an expression action and a text prompt, such as "Player A sent you an expression action."
[0047] The method disclosed in the embodiments of this disclosure compresses the operation path in expression actions and reduces the user's cognitive load. Traditional solutions require three hierarchical jumps (avatar-business card-expression), while this solution integrates object selection and expression triggering in a single interface state. This improvement is particularly suitable for the short-term and high-frequency interaction characteristics of mobile games, improving the efficiency of human-computer interaction.
[0048] In summary, the interaction method in the game provided by the embodiments of the present disclosure controls the display of an interaction panel including at least one interaction option on the graphical user interface by responding to a first trigger operation. Thus, while maintaining the display state of the interaction panel, in response to an object selection operation, a first interaction object is selected, and then in response to a second trigger operation on the interaction panel, a first interaction option is determined, thereby realizing the sending of an interaction signal corresponding to the first interaction option to the first interaction object. In this way, by triggering the display of the interaction panel, the graphical user interface enters the expression interaction state, so that after selecting the first interaction object, an interaction signal can be quickly sent to the first interaction object, realizing the interaction between the controlled virtual character and the first interaction object, and enabling multiple expression interactions with the first interaction object and quickly switching the interaction object. The embodiments of the present disclosure reduce the interaction operation level, realize fast object selection and expression sending, and greatly improve the interaction efficiency and interaction experience among players in the game.
[0049] See Figure 3 , FIG. 3 shows a schematic diagram of an application scenario of an interaction method in a game provided by the embodiments of the present disclosure. Figure 3 The graphical user interface shown includes at least a part of the game scene, which includes a controlled virtual character (such as character 1) and at least one interaction object (such as character 2). The game interface includes an interaction control, which is set in the shortcut bar area at the bottom of the interface. Clicking on the interaction control pops up an interaction panel. See Figure 3 As shown, the interaction panel includes multiple tab bars, and each tab bar corresponds to a category of expression actions. Figure 3 The interaction panel shown includes a "Common" bar, a "Single-player" bar, a "Multi-player" bar, a "Talent" bar, and a "Puzzle-solving" bar.
[0050] Among them, the expression actions stored in the "Common" bar are those frequently used by the player recently, that is, the expression actions frequently used by the player in other category bars are put into the "Common" bar. The "Common" bar is also the tab bar that is default displayed when the interaction panel 302 is opened, which facilitates the player to quickly select the required expression actions. Of course, the player can also customize the tab bar that is default displayed when the interaction panel 302 is opened, which is not limited in this application.
[0051] The "Single-player" bar is used to display single-player actions, that is, expression actions that the controlled virtual character can perform alone.
[0052] The "Multiplayer" section is used to display multiplayer interaction actions, that is, expression actions that require two or more characters to perform together. Specifically, after the controlled virtual character (such as Character 1) selects the multiplayer action 1 (such as the heart gesture) from the "Multiplayer" section, it sends an interaction signal corresponding to the multiplayer action 1 to the first interaction object. The interaction signal contains the identification information of the multiplayer action 1. The first interaction object will receive a prompt message, such as "Character 1 wants to invite you to do the heart gesture. Do you agree?", and provides "Decline" and "Accept" options. If the first interaction object selects the "Accept" option, it will control Character 1 and the first interaction object to perform the heart gesture together. If the first interaction object selects the "Decline" option, the invitation of Character 1 will be invalid and no action will be performed. Also, a reminder message can be sent to Character 1 to remind it that its invitation has not been accepted.
[0053] The "Talent" section is used to display talent actions, such as playing the piano and dancing. That is, through the talent actions in the "Talent" section, players can show their talents to other players. Of course, the talent actions in the "Talent" section include those that players "acquire" in advance (such as by doing tasks), and can also include talent actions given by the system.
[0054] The "Puzzle Solving" section is used to display puzzle-solving actions. Puzzle-solving actions refer to actions that can trigger puzzle-solving effects. For example, when the player is in the main storyline and the current plot node requires the player to play the flute, playing the flute corresponds to the puzzle-solving action 1. Therefore, if the player chooses to perform the puzzle-solving action 1, after playing the flute action, the plot can be advanced further.
[0055] Players can select the required interaction options (expression actions) from different tab sections according to their needs. Of course, the system can also make different tabs available or unavailable, or visible or invisible, according to the player's attributes and / or the current scene where the player is located.
[0056] When the interaction panel is displayed in the graphical user interface, the model of Character 2 can be clicked to determine the interaction object. To prevent accidental touches, after clicking the model of Character 2, the avatar identifier of Character 2 can be displayed, and then clicking the avatar identifier of Character 2 to determine the interaction object. Or adjust the orientation of Character 1 so that Character 1 faces Character 2 to determine the interaction object. Or, adjust the game camera by sliding the screen so that the focus of the game camera is on Character 2. When a character is selected, an expression action, such as the single-player action 1, can be selected in the interaction panel, so as to send an interaction signal of the selected expression action to Character 2 and control Character 1 to perform the selected expression action on Character 2.
[0057] After sending an interaction signal corresponding to an expression action to Character 2, if you want to continue interacting with other characters (such as Character 3), you can adjust the orientation of Character 1 so that Character 1 faces Character 3, thereby selecting Character 3 as the interaction object; or adjust the game camera by swiping the screen so that the focus of the game camera is on Character 3, thereby selecting Character 3; or click on the model of Character 3 or the avatar icon corresponding to Character 3 to select Character 3. When selecting Character 3 as the interaction object, you can select an expression action for interaction from the interaction panel, continue to select Single Action 1, or choose other expression actions, such as Multiplayer Action 1, thereby sending an interaction signal corresponding to Multiplayer Action 1 to Character 3. After receiving confirmation from Character 3, control Character 1 and Character 3 to perform Multiplayer Action 1 together. Thus, through two expression action selection operations and two character selection operations, the interaction between Character 1 and Character 2 and Character 3 is quickly completed. Compared with the traditional method, the operation process is simplified, the operation burden of players is reduced, and the interaction efficiency is improved. Especially when interacting with multiple characters, the effect of this simplification is more obvious.
[0058] As an alternative implementation, when sending an interaction signal corresponding to a first interaction option to a first interaction object, the method further includes: controlling a controlled virtual character in the game scene to perform an interaction action corresponding to the first interaction option on the first interaction object. In an embodiment of the present invention, after selecting the first interaction option, control the controlled virtual character to perform an interaction action corresponding to the first interaction option towards the first interaction object, and send an interaction signal corresponding to the first interaction option to the first interaction object, so that the client corresponding to the first interaction object displays the controlled virtual character performing the interaction action corresponding to the first interaction option.
[0059] As an alternative implementation, in the embodiments of the present disclosure, the object selection operation includes at least one of the following interaction methods:
[0060] Selecting the first interaction object by adjusting the pointing direction of the virtual camera;
[0061] Selecting the first interaction object by adjusting the orientation of the controlled virtual character;
[0062] Selecting the first interaction object by clicking on the model of the interaction object in the game scene;
[0063] Selecting the first interaction object by clicking on the avatar of the interaction object in the graphical user interface.
[0064] In the embodiments of the present disclosure, flexible operations in different scenarios can be achieved through multimodal interaction design. For example, in a combat scenario, the camera turning is preferentially used for selection, and in a social scenario, accurate selection is achieved by clicking on the avatar, effectively adapting to the operation habits of players and environmental requirements.
[0065] Optionally, the technical implementation of camera direction selection needs to combine three-dimensional space coordinate transformation and collision detection algorithms. When the user adjusts the virtual camera through an input device (such as mouse dragging, touch screen sliding, or joystick), the system calculates the projection path of the camera center ray in the game scene in real time, and uses ray detection (Raycast) technology to traverse the collision bodies of interactive objects in the scene. By setting priority weights (such as the distance from the camera and the size of the object), the system automatically selects the object with the highest weight as the first interactive object. For example, when the camera ray passes through multiple player models at the same time, the model closest to the camera center point is preferentially selected. This process is implemented through the collision detection interface of the physics engine to ensure calculation efficiency and accuracy.
[0066] Optionally, the selection mechanism for adjusting the orientation of the controlled virtual character can adjust the orientation of the controlled virtual character by moving the joystick. Different orientations correspond to different character field-of-view ranges, and the orientation of the controlled character is the central axis of the field-of-view range. In the embodiments of the present disclosure, it can be selected based on the overall field-of-view range or determined based on the central axis of the field-of-view range.
[0067] Optionally, the selection mechanism for clicking on the player model (i.e., the model of the interactive object) needs to optimize the hierarchical processing logic of click events. In the game scene rendering pipeline, the model of the interactive object is assigned a specific interaction layer identifier (Interaction Layer). When a screen click event is detected, after the system converts the screen coordinates to the world coordinate system, it retrieves all models containing the interaction layer at this coordinate and determines the outermost valid click target through depth buffer (Z-Buffer) comparison. For the dynamically moving player model, a motion prediction algorithm is used to compensate for the coordinate deviation caused by network latency. For example, in a multi-player online scenario, the client interpolates and calculates the real-time coordinates based on the position data synchronized by the server to ensure the accuracy of click determination.
[0068] Optionally, the interaction design of avatar click selection involves the dynamic generation and adaptive adjustment of the interface layout. The avatars of interactive objects are displayed in the edge area of the game scene in the form of floating panels, and their arrangement is dynamically adjusted according to the following rules: sorting rules based on the strength of the social relationship between players (such as the friendliness value); sorting rules based on physical proximity; classification rules based on the status of team members. Each avatar control is bound to a click event listener. When a click operation is detected, the corresponding virtual character in the scene is associated through a unique identifier (such as Player ID). This design optimizes the rendering performance through asynchronous loading technology and only preloads avatar resources within the visible range.
[0069] Optionally, the four interaction methods for selecting the first interaction object can work together, and this cooperation can be managed through a state machine model. The system maintains a set of currently available interaction methods and dynamically activates or deactivates specific methods according to the game scenario. For example, when the player is in a combat lock state, the avatar click method is disabled to avoid misoperations; in the social hall scene, the model click and avatar click methods are preferentially enabled. The availability status of the interaction method is visually feedback through methods such as graying out the interface icon and changing the operation prompt text. This state machine is updated through an event-driven mechanism, responding to external events such as game mode switching and network status changes.
[0070] Optionally, the technical effects of the interaction methods are verified through operation heatmap analysis and user testing. Experimental data shows that in high-speed movement scenarios, the average operation time of the camera direction selection is significantly lower than that of the model click; while in static social scenarios, the accuracy of the avatar click is higher than that of the camera selection. The system automatically recommends the optimal interaction method according to the scene type. For example, the camera selection is default enabled in the arena map, and the avatar click is enabled in the town map. This adaptive strategy is implemented through the scene label system and the interaction method recommendation algorithm, which can effectively improve the overall operation efficiency.
[0071] Optionally, the interaction methods for selecting the interaction object can be extended to somatosensory control in a virtual reality (VR) environment. In the VR headset device, the camera direction selection is achieved through head tracking data: the system calculates the player's head rotation angle in real time, and automatically triggers the selection when a certain interaction object continuously stays in the center area of the field of view for more than a preset threshold (such as 0.5 seconds). The operation of clicking on the model is achieved through the handle ray casting: the player emits a virtual ray with the handle and interacts with the model collider in the scene. This implementation method requires optimizing the six-degree-of-freedom (6DoF) tracking accuracy of the VR device and adopting the foveated rendering technology to reduce the GPU load.
[0072] Optionally, in cross-platform game scenarios, the input device adaptability of the interaction methods needs to be enhanced. For PC keyboard and mouse operations, the camera direction selection supports hierarchical adjustment of mouse sensitivity (such as 200 - 1600 DPI adaptation); for console controller operations, the dynamic dead zone algorithm is used to optimize the smoothness of the camera movement controlled by the joystick; for mobile touch screen operations, the inertial scrolling algorithm is introduced to improve the operation experience of long-distance camera dragging. Input events on different platforms are processed through a unified abstract interface to ensure the consistency of the core logic.
[0073] Optionally, the object selection operation can integrate voice command enhancement functions. When the player says a preset keyword (such as "select the player on the left"), the voice recognition module converts the voiceprint feature into an operation command and determines the target object by combining semantic analysis. For example, through natural language processing (NLP) technology, it analyzes the orientation description words (such as "left", "nearest") and converts them into spatial coordinate query conditions. This function requires a noise-canceling microphone array and a localized voice model to ensure accurate recognition of operation commands in a multi-person voice chat environment.
[0074] Optionally, the accessibility design of the interaction method for interactive object selection includes the implementation of an assisted aiming system. For players with limited mobility, the system provides an automatic locking function: when the player approximately aims at a certain interactive object (such as the deviation angle is less than 15 degrees), it automatically fine-tunes the lens position to complete accurate selection. The sensitivity of this function is adjusted through user-defined parameters, and a tactile feedback can be optionally configured to prompt the locking success. Such a design complies with the accessible game design specifications and expands the coverage of the user group.
[0075] Optionally, in a large-scale multiplayer online (MMO) scenario, the performance optimization of the interaction method involves server-side partitioning processing. When the number of interactive objects in the scenario exceeds a threshold (such as 200), the client uses the frustum culling technology to only process the object selection requests located within the player's visible range. The server-side uses a spatial partitioning algorithm (such as quadtree, grid partitioning) to transmit the player distribution information in chunks to the client, reducing the network data transmission volume. At the same time, the level of detail (LOD) technology is used to simplify the collision body complexity of the player models at a distance, improving the ray detection efficiency.
[0076] In an alternative embodiment, in response to a first trigger operation on the graphical user interface, control is performed to display an interaction panel including at least one interaction option on the graphical user interface, including: in response to a first trigger operation on an interaction control in the graphical user interface, control is performed to display an interaction panel including at least one interaction option in the graphical user interface.
[0077] The above-mentioned interaction control is fixedly displayed in the quick access toolbar, and its trigger area is dynamically adapted according to the device type (the mobile terminal uses a hot zone expansion algorithm to increase the touch area, and the PC terminal supports mouse hover highlighting feedback). The interaction control can be an icon of the expression action type to prompt the user that this interaction control is used for expression interaction. This design significantly reduces the user's learning cost through the strong spatial correlation between physical operations and interface elements, and realizes the quick calling and hiding of the expression function.
[0078] Optionally, the event listening mechanism of the interactive control adopts a hierarchical input processing architecture. For touchscreen devices, the system detects trigger operations by the inclusion relationship between the touch event coordinates and the control rectangle area, and supports multi-touch anti-shake processing (such as blocking consecutive clicks within 300ms); for mouse and keyboard devices, the event bubbling mechanism is used to capture mouse clicks or keyboard shortcuts (such as the F3 key binding); for gamepads, specific buttons (such as the RB button) are associated with the control trigger logic through an input mapping table. When a valid trigger is detected, the control state machine switches to the active state, triggering the subsequent panel rendering pipeline. This architecture shields device differences through an input abstraction layer to ensure the consistency of cross-platform operation logic.
[0079] Optionally, the rendering process of the interactive panel adopts asynchronous resource loading and dynamic layout generation technology. When the control is first triggered, the system loads the emoji icon resources frame by frame from the resource server (prioritizing the loading of thumbnails of frequently used emojis), and at the same time calculates the optimal layout parameters of the panel according to the screen resolution (such as a 3×4 grid layout for mobile devices and a 5×6 layout for PC devices).
[0080] Optionally, the interaction state management during panel display is achieved through redefining event priorities. When the interactive panel is activated, the system divides the interface interaction hierarchy into: panel layer (highest priority) > scene operation layer > basic UI layer. At this time, non-essential click events in the scene (such as NPC dialogue triggers) are temporarily disabled, but the responses to basic operations such as character movement and camera rotation are retained. This state management is achieved through the EventFilter mechanism and automatically restores the original event distribution logic when the panel is closed. At the same time, clicking outside the panel area automatically triggers the closing logic, and ray detection is used to determine whether the click position is outside the panel collision volume.
[0081] Optionally, the interactive control presents multi-state visual effects: it is normally displayed as a square icon, with an outer glow effect added when hovering / focusing, and a particle diffusion animation is played when triggered. At the same time, during the panel expansion process, the control position is synchronously moved to the panel anchor position (such as translated from the quick access bar area to the left side of the panel title bar), forming a clear visual movement line guidance. This design reduces the user's cognitive burden through spatial continuity.
[0082] Optionally, this implementation method can be extended to spatial interaction controls in augmented reality (AR) scenarios. In AR glasses or mobile AR applications, the interactive control is fixed and suspended in the lower right quadrant of the user's field of view in the form of a three-dimensional holographic button. Trigger operations support gesture recognition (such as a pinch gesture) or voice commands (such as "open emoji"), and the panel is displayed on a plane in the real environment (such as a desktop, wall) in a spatially anchored manner. This implementation requires integrating SLAM technology to achieve environment tracking, and ensuring the visual fusion authenticity between the panel and real objects through occlusion processing algorithms.
[0083] Optionally, the trigger prediction of the control can introduce machine learning model optimization. By collecting the user's historical operation data (such as trigger frequency, common expression types), a time series prediction model (such as an LSTM network) is trained to preload the interactive panel resources in specific game scenarios (such as when the character approaches a friend). When the model confidence exceeds the threshold, the system automatically pre-generates the panel but does not display it, and realizes zero-latency response when actually triggered. This mechanism requires designing a dedicated data processing pipeline to ensure the anonymization and encrypted storage of user privacy data.
[0084] As a possible implementation manner, the method of the embodiment of the present application further includes: responding to a third trigger operation on the interactive control in the graphical user interface, and hiding the interactive panel.
[0085] The third trigger operation can reuse the control of the first trigger operation (for example, click the same expression interaction button again), or use an independent close control (for example, the "×" icon on the panel). The display and hiding control of the panel is realized through a two-way switching mechanism, and the user can quickly switch the operation state through the same entry, avoiding redundant accumulation of interface elements. When it is detected that the click coordinate overlaps with the hot area of the interactive control and the duration is less than the long-press threshold, it is determined as the third trigger operation, and the panel hiding instruction is called. This design significantly improves the interface operation coherence, enabling the player to seamlessly switch between expression interaction and scene exploration.
[0086] Optionally, the recognition logic of the third trigger operation needs to combine the time series analysis of the interaction event. When the interactive panel is in the active state, the system starts a dual operation mode determination: if a short click on the expression button is detected (such as the duration ≤ 300 ms), the panel is hidden; if a long-press operation is detected (such as the duration > 800 ms), the panel display is maintained and the advanced editing function (such as custom expression sorting) is activated. This mechanism is implemented through a timestamp comparison module to accurately distinguish the user's intention. The panel hiding process uses a fade-out animation effect, and the transparency linearly transitions from 100% to 0%, while synchronously reducing the GPU rendering priority to optimize resource allocation.
[0087] Optionally, the background processing of the hiding operation involves the migration logic of the interface state machine. When receiving the third trigger operation, the system switches the current UI state from "PANEL_ACTIVE" to "PANEL_HIDDEN", and sends an event broadcast to notify the scene manager to restore the full interaction permission. This includes re-enabling the temporarily disabled scene click detector and restoring the response priority of the character skill shortcut keys. At the same time, the video memory resources occupied by the interactive panel are cleared, but the panel layout data is retained in the cache pool to ensure instant loading when called next time. This state retention strategy achieves a balance between operation efficiency and resource consumption.
[0088] Optionally, during the process of hiding the panel, the system superimposes a rotating arrow icon on the interactive control, and uses a 180-degree counterclockwise rotation animation to indicate the state change. At the same time, the highlighted outline of the last selected interactive object is maintained for 2 seconds to prevent players from experiencing cognitive dissonance due to the sudden disappearance of the panel. In the AR scenario, spatial audio cues (such as a short closing sound effect) can also be used to enhance the operation feedback.
[0089] Optionally, in the VR environment, the third trigger operation can be reconstructed as a specific gesture of the handle. When the user makes a pinching gesture (thumb touches the index finger) and holds it for 1 second, the gesture recognition module determines it as a close command through a convolutional neural network. At this time, the interactive panel is hidden with a particle dissipation effect, and the broken interface elements fly away along the normal direction and gradually become transparent, creating a visual feedback that conforms to the physical characteristics of the virtual space. This effect uses GPU instancing technology to batch process the particle movement trajectories to ensure stable performance under rendering requirements.
[0090] Optionally, the hiding operation can integrate voice command interaction. When the voice recognition module detects specific keywords (such as "close the panel", "put it away") and the confidence level is greater than a certain value, the panel hiding process is triggered.
[0091] As a possible implementation, the method of the embodiments of the present disclosure further includes: while maintaining the state of the first interactive object being selected, in response to a trigger operation for different interactive options in the interactive panel, continuously sending multiple interactive signals corresponding to the different interactive options to the first interactive object. In the specific implementation process, the first interactive option can be selected in the interactive panel, and then the interactive signal corresponding to the first interactive option is sent to the first interactive object. The user can continue to select the second interactive option, and then the interactive signal corresponding to the second interactive option is sent to the first interactive object. In another specific implementation process, the multi-selection mode of the interactive panel can be triggered. In the multi-selection mode, multiple interactive options can be selected from the interactive panel, so that multiple interactive signals corresponding to the multiple interactive options can be continuously sent to the first interactive object, or the multiple interactive signals corresponding to the multiple interactive options can be sent to the first interactive object simultaneously.
[0092] Optionally, the system maintains focus tracking on the first interactive object through an object locking mechanism. This mechanism stores the unique identifier of the target object (such as PlayerID) in a temporary storage area and establishes an independent status listener in the interactive panel event processing thread. When a serialized trigger event of an interactive option is detected (such as rapid consecutive clicks or swipe selection), the system batch generates interactive signal data packets based on a time window algorithm (such as a 500ms interval) and sends them to the server in timestamp order through a priority queue. This design enables zero-switch operation of multiple expressions for a single object, and the operation efficiency is greatly improved compared to traditional solutions.
[0093] Optionally, the object locking mechanism adopts a dual-verification strategy to ensure target persistence. When the first interactive object is selected for the first time, the system not only records its scene coordinates but also establishes a data link with the skeletal animation system of the target character (the first interactive object). When the target (the first interactive object) moves beyond the preset interaction radius (e.g., 10 meters), automatic unlocking is triggered and the temporary storage area is cleared; if the target remains in an interactive state, its spatial position data is continuously updated to the coordinate buffer. This mechanism performs target visibility verification every preset time (e.g., 200 ms) through a ray detection algorithm to prevent misoperations caused by scene occlusion. The acquisition of expression trigger events adopts anti-shake processing, and consecutive click events with an interval less than a certain time (e.g., 100 ms) are merged into a single operation to avoid signal redundancy.
[0094] Optionally, the user interface provides dynamic feedback to enhance operation coherence. When multiple expressions are sent to the same object, the controlled virtual character model performs action fusion processing: for example, the first expression triggers a waving animation, and subsequent expressions are overlaid with a blinking effect, achieving natural transitions through animation layer blending technology. At the same time, a status identifier "Interacting" is continuously displayed above the head of the controlled virtual character. This identifier takes the form of a particle counter, and the number of particles reflects the number of expressions sent in real time. On touchscreen devices, continuous operations are also accompanied by haptic feedback, and each expression trigger generates a specific vibration pattern (such as alternating short and long vibrations), enhancing the sense of operation confirmation through haptic encoding.
[0095] Optionally, in the AR scene, consecutive expression triggers can be combined with spatial gesture recognition to enhance interaction. The player continuously touches the virtual expression icon with the index finger (requiring a gesture tracking glove), and the system captures the finger movement trajectory based on sensors. For example, when three rapid downward pressing actions with an amplitude > 15 cm are detected, it is determined as three consecutive triggers. Each trigger point generates a holographic ripple effect, and the ripple color corresponds to different expression categories, achieving visual effect fusion through wave frequency superposition algorithms.
[0096] Optionally, an intelligent prediction algorithm can be introduced to preload high-probability expressions. After the first expression is sent, the system preloads subsequent interaction options with a transfer probability greater than a certain value into the cache queue. For example, if a player often uses the "Cheer" expression after using the "Applaud" expression, then the "Cheer" expression resource is pre-loaded into the video memory in advance. The preloading range is limited to 3 candidate expressions, and the cache replacement is managed through the LRU algorithm. When the actual trigger hits the pre-loaded expression, the response delay can be shortened.
[0097] Optionally, under the cloud game architecture, the continuous operation processing is reconstructed into a server-dominated mode. The client only sends operation intention metadata (such as "continuous trigger mode - expression A → expression C"), and the server dynamically adjusts the animation rendering quality according to the performance of the player's device. For example, for low-end devices, skeletal animation is degraded, and only the motion data of key skeletal nodes is retained. At the same time, the server implements a traffic shaping strategy to perform timestamp alignment processing on continuous emoticons, eliminating animation stuttering caused by network jitter.
[0098] Optionally, a voice-assisted continuous operation system can be developed. When the player says "continuously send expressions 1, 3, 5", the voice recognition module extracts the instructions through digital sequence parsing technology and automatically generates the corresponding trigger event sequence. The dynamic threshold endpoint detection algorithm (such as the double-threshold comparison method) is used to accurately segment the digital intervals in the voice command, and the language model is combined to correct recognition errors. During execution, the system inserts a certain delay (such as 150ms) at each expression sending interval to simulate the rhythm of manual operation and avoid being misjudged as a machine operation by the anti-cheat system.
[0099] Optionally, in the MMO game scenario, continuous expressions can trigger combined special effects. When a specific expression sequence (such as "heart → fireworks → applause") is detected, the system calls the combined skill logic predefined by the server to generate celebration special effects visible to the whole server around the target player (the first interaction object). This design can enhance the social expressiveness of the game.
[0100] As a possible implementation manner, the method of the embodiment of the present disclosure further includes: in response to an object selection operation on the graphical user interface, selecting a second interaction object from at least one interaction object; in response to a trigger operation on an interaction option in the interaction panel, determining a second interaction option from at least one interaction option; and sending an interaction signal corresponding to the first interaction option to the selected second interaction object.
[0101] This implementation manner allows the user to quickly switch interaction objects without closing the interface by maintaining the continuous activation state of the interaction panel, realizing the cross-object expression interaction flow. Compared with the traditional solution where each time an object is switched, the user needs to re-click the object avatar, open the menu, and send an expression, this solution compresses the operation steps into a single panel usage cycle, greatly improving the interaction efficiency.
[0102] Optionally, the selection logic of the second interactive object is the same as that of the first interactive object. For example, a dynamic focus coverage mechanism is adopted. When it is detected that the adjustment amplitude of the camera direction exceeds a preset threshold (for example, the horizontal rotation angle ≥ 15°), the system calculates the candidate objects within the camera frustum range in real time in the game scene based on the spatial collision detection algorithm, and automatically switches the selected object according to the projection coordinates of the center point. For click operations, the screen touch coordinates are converted into three-dimensional scene coordinates through ray casting technology. When it is detected that the collision body intersects with the player model, the unique identifier of the hit object is written into the current selection cache. This process notifies the interactive panel through the event bus to remain active, avoiding the interface from closing due to focus switching.
[0103] Optionally, the determination of the second interactive option is achieved through panel state persistence technology. After the interactive panel is triggered for the first time, it enters the "sticky mode", and its display state is decoupled from the interaction events in the game scene. Even if the camera rotates or the character moves, the panel still floats in the preset area of the interface (such as the left 1 / 3 area of the screen) in the form of a semi-transparent overlay. When the user triggers a new interactive option, the system compares the current selected object ID with the previous operation record. If it detects an object change, a new interactive signal data packet is generated, including the target object identifier, expression type code, and timestamp, and only the changed fields are sent to the server through the differential transmission protocol, thereby reducing the network data volume.
[0104] Optionally, the routing mechanism of the interactive signal adopts a dual-channel verification strategy. Before the client sends the second interactive signal, it first queries the server about the visible state and interaction permissions of the target object (the second interactive object). If the target is in a non-interactive state (such as offline, invisible, or in combat stun), a prohibited operation prompt (such as a red flashing border) is displayed in the graphical user interface; if the permission verification passes, a two-way confirmation process is triggered: after the sending end generates an interaction request instruction and the receiving end returns a confirmation response, the expression animations are played synchronously on both client sides.
[0105] Optionally, in the traditional solution, switching the target requires performing a closed-loop operation of "closing the current panel - reselecting the object - opening a new panel", while in this solution, through continuous panel state maintenance, the operation flow is simplified to an open-loop operation of "rotating the camera / clicking on a new target - clicking on the expression", and the average time consumption is reduced.
[0106] Optionally, in a virtual reality (VR) scene, the selection of the second interactive object can be combined with head tracking and gesture recognition technologies. When the user's head turns to a new target and maintains a gaze for more than a certain duration (such as 0.5 seconds), the system automatically marks it as the second interactive object, and at the same time, the gesture controller detects the thumb pressing action as an expression trigger signal.
[0107] Optionally, for a massively multiplayer online (MMO) scenario, an object screening priority algorithm can be introduced. When there are more than 20 candidate interaction objects in the scenario, the system automatically sorts them according to the following weights: social relationship intimacy (e.g., 40%), physical distance (e.g., 30%), and historical interaction frequency (e.g., 30%). The user can quickly switch to high-priority targets through the arrow keys or swipe gestures, and a dynamic aperture is displayed around the target object to indicate its sorting position.
[0108] Optionally, in a cross-platform interaction scenario, differential rendering technology can be used for the synchronous display of the second interaction object. When a mobile user selects a PC player as the second interaction object, the mobile device only loads a simplified model (LOD Level 1) of the second interaction object, while the PC maintains high-precision rendering. The facial expression animation data of both parties is serialized through protocol buffers and automatically degraded to skeletal animation data transmission in a bandwidth-constrained environment to ensure that the synchronous frame rate can still be maintained in a low-bandwidth network.
[0109] As a possible implementation method, the display form of the interaction panel includes at least one of the following:
[0110] (1) Suspended display in the form of a semi-transparent overlay above the game scene. The transparency parameter is set within a certain range (e.g., 30% - 60%) to ensure the readability of the panel content and not completely block the scene dynamics. Through the layer stacking order management of the graphics rendering engine, the interaction panel is placed between the HUD layer and the 3D scene layer, so that the actions of the virtual character and the movement trajectories of the interaction objects remain visible.
[0111] (2) Displayed in a split-screen form in a preset area of the graphical user interface. Specifically, when implemented, the screen is divided into a main game area and a side panel area in a certain ratio (e.g., 7:3). The main game area maintains the original game perspective rendering, and the side panel area uses dynamic adsorption technology to automatically adjust the display orientation according to the player's current camera direction (for example, the panel is on the right in the first-person perspective and at the bottom in the top-down perspective).
[0112] (3) A scalable panel is displayed in a preset area, and the display panel of the scalable panel is adjusted based on a scaling operation. Specifically, a scaling operation is triggered on the panel based on a two-finger pinch gesture or a control button. The scaling levels are divided into three levels: compact mode (e.g., displaying 6 core expression icons), standard mode (e.g., a 12-icon grid layout), and extended mode (e.g., 24 icons displayed in pages). Transition animations are used during the scaling process to ensure visual coherence.
[0113] Optionally, in the semi - transparent overlay implementation, the transparency dynamic adjustment mechanism is associated with the scene complexity. By real - time monitoring of the GPU rendering load, when the scene contains more than a certain number (e.g., 50) of dynamic objects, the transparency is automatically increased (e.g., increased to 60%) to reduce visual interference; it is restored to the base transparency (e.g., 40%) in a simple scene. This mechanism is implemented through a post - processing shader in the rendering pipeline, dynamically mixing the alpha channels of the scene and the UI layer during the frame buffer synthesis stage. The interaction event handling adopts a ray - casting priority strategy to ensure that touch or click events in the panel area are responded to prior to scene objects.
[0114] Optionally, the dynamic layout adaptation in split - screen form involves a multi - resolution compatibility algorithm. For the vertical screen mode of mobile devices, it automatically switches to a top - bottom split - screen (e.g., the scene area accounts for 70%, and the panel area accounts for 30%); in the wide - screen mode of the PC, it adopts a left - right split - screen. The background of the panel area uses a frosted glass effect, which is generated by Gaussian blurring the corresponding position of the scene area and then overlaying a semi - transparent background color. The layout switching process uses a parallax scrolling animation, and the position change of the panel content is synchronized with the direction of the player's camera rotation to enhance the perception of spatial consistency.
[0115] Optionally, the touch logic of the scalable panel includes anti - accidental touch optimization design. The effective area of the two - finger pinch - zoom gesture is limited to a circular sensitive area with a diameter of 200 pixels in the center of the panel to avoid conflicts with the scene rotation operation. The zoom control buttons adopt a progressive display - hiding strategy: the "+" button is displayed when the panel is in the compact mode, the "-" button is displayed in the extended mode, and both buttons are displayed in the standard mode. The zoom state memory function is implemented through local storage, recording the player's zoom level preferences in the last three uses and preferentially restoring them when starting up next time.
[0116] As a possible implementation, the object selection operation further includes: selecting the first interactive object through a voice command; selecting the first interactive object through a gesture recognition operation. This method integrates multi - modal interaction technology, allowing users to quickly lock the interaction target through natural language input or physical actions. Specifically, the voice recognition engine parses the object selection instruction issued by the user in real - time (e.g., "select the player on the left"), while the computer vision algorithm captures the user's gesture trajectory (such as drawing a circle in the air to select the target), mapping the physical space operation to the object coordinates in the virtual scene. This design not only improves the operation freedom but also enhances the immersive interaction experience, especially suitable for the fast target positioning requirements in VR / AR devices or large - screen touch scenarios.
[0117] As a possible implementation, when the first interaction object is selected from at least one interaction object, the method further includes: displaying an object selection identifier in the graphical user interface. The presentation form of the object selection identifier includes, but is not limited to, a dynamic highlighted contour line around the first interaction object (model), an arrow indicator floating above the first interaction object, or a particle special effect attached to the surface of the model. Through the visual reinforcement feedback mechanism, players can quickly confirm the currently selected interaction object and avoid misoperations caused by the complexity of the scene. For example, in an MMO game scene, when a player turns the camera to select a certain character within 10 meters, the system automatically generates a circular light effect identifier under the feet of the character, and at the same time, a translucent nickname board is displayed above its head. This design deeply integrates the visualization of the selection state with the spatial layout of the game scene, significantly improving the efficiency of conveying interaction intentions.
[0118] Optionally, the display logic of the object selection identifier includes a status synchronization mechanism. When the client selects an interaction object by clicking or aiming the camera, it needs to send an object ID and a selection status instruction to the server. After the server verifies the visibility rules of the object (such as whether it is within the field of view and whether there is occlusion), it broadcasts a status update data packet to all relevant clients. After the receiving end parses the data, the identifier display is triggered only when the following conditions are met: 1) The target object is within the visible range of the current client; 2) The target object is not completely occluded by other UI elements (such as dialogue bubbles); 3) There is an effective interaction relationship between the target object and the controlled character.
[0119] As a possible implementation, after sending an interaction signal corresponding to the first interaction option to the first interaction object, the method further includes: displaying an interaction special effect between the controlled virtual character and the first interaction object. The implementation methods of the interaction special effect include, but are not limited to, particle system animation, dynamic light connection, or three-dimensional model deformation effect. Its technical effect is to enhance the user's perception of the interaction behavior and establish a visual feedback loop. For example, when the user sends a "hug" expression to the target player, the system generates a heart-shaped particle flow special effect between the two characters, and at the same time triggers the preset bone animation of the character model, causing the controlled virtual character to perform the action of opening its arms, while the virtual character of the target player synchronously responds to the hug action. This two-way special effect synchronization mechanism is achieved through client pre-loaded resources and server status verification to ensure the consistency of visual performance across multiple devices.
[0120] As a possible implementation, sending an interaction signal corresponding to the first interaction option to the first interaction object includes: responding to the end of the first trigger operation and sending an interaction signal corresponding to the first interaction option to the first interaction object.
[0121] The operation timing of sending an interaction signal corresponding to the first interaction option to the first interaction object is bound to the release action of the first trigger operation. The specific implementation includes: when it is detected that the user ends the first trigger operation (such as releasing the finger pressing the expression button), the system immediately generates an expression interaction instruction data packet. This design synchronizes the signal sending timing with the operation termination state, avoiding the operation delay of the traditional long - press confirmation mode and preventing the sending of unexpected instructions caused by accidental touches. For example, in a touch - screen device, after the user clicks the expression button and maintains the pressing state to adjust the selection target, releasing the finger instantly triggers the signal sending, realizing a closed - loop of single - gesture continuous operation.
[0122] As a possible implementation manner, the arrangement of interaction options in the interaction panel is dynamically adjusted according to at least one of the following rules:
[0123] The sorting rule based on historical usage frequency. The interaction options frequently used by the user are preferentially displayed in the front - end visible area.
[0124] The sorting rule based on the role - attribute matching degree. According to the occupation, equipment, or camp attributes of the interaction object, interaction options with high scenario relevance are recommended. When it is detected that the controlled character is a healing class (such as a priest) and the interaction object is a tank class (such as a warrior), the attribute matching model calls the preset "assist - defense" scenario rule library and preferentially recommends collaborative expressions such as "encouragement" and "healing light effect". This rule library is constructed using a multi - dimensional tag system, and each expression is annotated with metadata such as applicable occupation combinations, combat states (such as combat / non - combat), and environment types (such as dungeon / city). During the matching process, the system real - time obtains the equipment scores, skill tree activation states, and current health ratios of both characters, calculates the scenario relevance score through a decision tree algorithm, and dynamically adjusts the option layout of the interaction panel.
[0125] The sorting rule based on the relationship of interaction objects. A customized expression sequence is generated based on the social intimacy, teaming status, or historical interaction data between players. The system stores the interaction records between players in a database, and the attributes include dimensions such as private chat frequency, teaming duration, and gift - giving times. When a certain interaction object is selected, the relationship calculation module, based on a similarity algorithm, retrieves the common friends strongly associated with this object and extracts the common expression combinations of these friends and this object as the recommendation basis. For example, if players A and B have used the "celebratory high - five" expression in 80% of the teaming scenarios, when player C (a friend of A) selects B as the interaction object, this expression will be promoted to the recommended position. At the same time, the system introduces a time decay factor to ensure that the recommendation results reflect the latest changes in social relationships.
[0126] This dynamic arrangement mechanism in the embodiments of the present application significantly improves the scenario adaptability and operation efficiency of expression selection.
[0127] The interactive method in the game provided by the present invention brings significant improvements in user experience and operation efficiency, which are specifically reflected in the following three aspects:
[0128] First of all, this solution realizes "one-key" quick access by reconstructing the interaction path. The traditional three-level menu operation (click on the avatar - business card - expression) is simplified to directly access the function panel through the expression button, reducing the level of the expression interaction entry and significantly shortening the user operation path. Secondly, a spatial positioning interaction mechanism is innovatively introduced. Through the dual target locking method of lens direction recognition and player model clicking, the user is allowed to switch the interaction object in real time only by turning the lens or clicking action while keeping the interaction panel open. This design improves the cross-player interaction efficiency. Especially in the scenario where multiple people gather, the operation time for the user to switch different interaction objects will be significantly reduced.
[0129] Furthermore, this solution establishes an intelligent memory mode of "object - action" separation. The system automatically records the last interaction object. When the user needs to send different expressions to the same player, the operation of repeatedly selecting the object can be omitted. For example, the operation steps of continuously sending different expressions to the same player three times are reduced from 9 steps to 3 steps, and the operation complexity is reduced. This intelligent state retention mechanism effectively improves the coherence of social interaction and makes the real-time emotional expression between players more natural and fluent.
[0130] These technical improvements not only break through the interaction shackles of the traditional hierarchical menu, but also construct an intelligent interaction paradigm in the three-dimensional environment through spatial positioning and state memory technologies, achieving an exponential increase in operation efficiency while ensuring the integrity of functions, providing a new technical direction for the human-computer interaction design of the game social system.
[0131] Based on the above method embodiments, the embodiments of the present disclosure also provide an interactive device in a game, which provides a graphical user interface through a terminal. The content displayed on the graphical user interface at least partially includes a game scene and at least one interaction object located in the game scene. See Figure 4 This device includes the following modules:
[0132] Control module 11, configured to control the display of an interaction panel including at least one interaction option on the graphical user interface in response to a first trigger operation on the graphical user interface.
[0133] First selection module 12, configured to select a first interaction object from at least one interaction object in response to an object selection operation on the graphical user interface in the state where the interaction panel is displayed on the graphical user interface.
[0134] Second selection module 13, configured to determine a first interaction option from at least one interaction option in response to a trigger operation on the interaction option in the interaction panel.
[0135] A sending module 14, configured to send an interaction signal corresponding to a first interaction option to a first interaction object.
[0136] The above-mentioned device responds to a first trigger operation, controls an interaction panel including at least one interaction option to be displayed on a graphical user interface, and thus, while maintaining the display state of the interaction panel, responds to an object selection operation, selects a first interaction object, and further responds to a second trigger operation for the interaction panel to determine a first interaction option, so as to realize sending an interaction signal corresponding to the first interaction option to the first interaction object. In this way, by triggering the display of the interaction panel, the graphical user interface enters an expression interaction state, so that after selecting the first interaction object, an interaction signal can be quickly sent to the first interaction object, realizing the interaction between the controlled virtual character and the first interaction object, and multiple expression interactions with the first interaction object can be realized, as well as quickly switching the interaction object. Embodiments of the present disclosure reduce the interaction operation level, realize fast object selection and expression sending, and greatly improve the interaction efficiency and interaction experience among players in the game.
[0137] As a possible implementation manner, the above-mentioned object selection operation includes at least one of the following interaction methods: selecting the first interaction object by adjusting the pointing direction of a virtual camera; selecting the first interaction object by adjusting the orientation of the controlled virtual character; selecting the first interaction object by clicking on the model of an interaction object in the game scene; selecting the first interaction object by clicking on the avatar of an interaction object in the graphical user interface.
[0138] As a possible implementation manner, the control module 11 is specifically configured to: respond to a first trigger operation for an interaction control in the graphical user interface, and control an interaction panel including at least one interaction option to be displayed on the graphical user interface.
[0139] As a possible implementation manner, the control module 11 is further configured to: control the controlled virtual character in the game scene to perform an interaction action corresponding to the first interaction option on the first interaction object.
[0140] As a possible implementation manner, the control module 11 is further configured to: respond to a third trigger operation for the interaction control in the graphical user interface, and hide the interaction panel.
[0141] As a possible implementation manner, the sending module 14 is further configured to: while maintaining the state of the first interaction object being selected, respond to a trigger operation for different interaction options in the interaction panel, and continuously send multiple interaction signals corresponding to the different interaction options to the first interaction object.
[0142] As a possible real-time manner, the first selection module 12 is further configured to: in response to an object selection operation on the graphical user interface, select a second interactive object from at least one interactive object. The second selection module 13 is further configured to: in response to a trigger operation on an interactive option in the interactive panel, determine a second interactive option from at least one interactive option. The sending module 14 is further configured to: send an interactive signal corresponding to the second interactive option to the selected second interactive object.
[0143] Specifically, the sending module 14 is configured to: send an expression image and / or expression action and / or text information corresponding to the first interactive option to the first interactive object.
[0144] As a possible implementation manner, the display form of the above interactive panel includes at least one of the following:
[0145] Floating and displaying in the form of a semi-transparent overlay above the game scene;
[0146] Displaying in a split-screen form in a preset area of the graphical user interface;
[0147] A scalable panel is displayed in a preset area, and the display area of the scalable panel is adjusted based on a scaling operation.
[0148] As a possible implementation manner, the above object selection operation further includes:
[0149] Selecting the first interactive object through a voice command;
[0150] Selecting the first interactive object through a gesture recognition operation.
[0151] As a possible implementation manner, the device further includes a display module, and the display module is configured to: when selecting a first interactive object from at least one interactive object, display an object selection identifier in the graphical user interface.
[0152] As a possible implementation manner, the display module is further configured to: after sending an interactive signal corresponding to the first interactive option to the first interactive object, display an interactive special effect between the controlled virtual character and the first interactive object.
[0153] As a possible implementation manner, the sending module 14 is specifically configured to: in response to the end of the first trigger operation, send an interactive signal corresponding to the first interactive option to the first interactive object.
[0154] As a possible implementation manner, the arrangement manner of the interactive options in the interactive panel is dynamically adjusted according to at least one of the following rules: a sorting rule based on historical usage frequency; a sorting rule based on the matching degree of character attributes; a sorting rule based on the relationship of interactive objects.
[0155] The interactive device in the game provided by the embodiments of the present disclosure has the same implementation principle and technical effects as those of the foregoing method embodiments. For the sake of brief description, for the parts not mentioned in the embodiments of the interactive device in the game, reference may be made to the corresponding content in the foregoing method embodiments of the interactive method in the game.
[0156] The term "and / or" in this article is merely a description of the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent three situations: A exists alone, A and B exist simultaneously, and B exists alone. In addition, the term "at least one" in this article means any one of multiple types or any combination of at least two of multiple types. For example, including at least one of A, B, and C can represent any one or more elements selected from the set composed of A, B, and C.
[0157] The embodiments of the present disclosure also provide an electronic device, such as Figure 5 shown in the structural schematic diagram of the electronic device. Among them, the electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the above-mentioned interactive method in the game.
[0158] In Figure 5 the shown embodiment, the electronic device further includes a bus 112 and a communication interface 113. Among them, the processor 111, the communication interface 113, and the memory 110 are connected through the bus 112.
[0159] Among them, the memory 110 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 113 (which can be wired or wireless), a communication connection is established between the system network element and at least one other network element, and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture, industrial standard architecture) bus, a PCI (Peripheral Component Interconnect, peripheral component interconnect standard) bus, or an EISA (Extended Industry Standard Architecture, extended industrial standard structure) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience of representation, Figure 5 only a bidirectional arrow is used in
[0160] The processor 111 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method may be completed by the integrated logic circuit of the hardware in the processor 111 or the instructions in the form of software. The above-mentioned processor 111 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit
[0161] (ASIC for short), a field-programmable gate array (FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure may be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory, and the processor 111 reads the information in the memory and combines its hardware to complete the steps of the interactive method in the game of the foregoing embodiments.
[0162] The embodiments of the present disclosure also provide a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the interactive method in the above game. For the specific implementation, reference may be made to the foregoing method embodiments and will not be elaborated herein.
[0163] The computer program product of the interactive method, device, and electronic device in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the foregoing method embodiments. For the specific implementation, reference may be made to the method embodiments and will not be elaborated herein.
[0164] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.
[0165] When the above-mentioned 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 executable by a processor. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art or part of this technical solution can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs.
[0166] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation to the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.
[0167] Finally, it should be noted that the above-mentioned embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions described in the foregoing embodiments or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be determined by the protection scope of the claims.
Claims
1. An interaction method in a game, characterized in that, Provide a graphical user interface through a terminal, and at least part of the content displayed on the graphical user interface includes a game scene and at least one interactive object located in the game scene; the method includes: In response to a first trigger operation on the graphical user interface, control the display of an interactive panel including at least one interactive option on the graphical user interface; In a state where the interactive panel is displayed on the graphical user interface, in response to an object selection operation on the graphical user interface, select a first interactive object from the at least one interactive object; In response to a second trigger operation on the interactive option in the interactive panel, determine a first interactive option from the at least one interactive option; Send an interactive signal corresponding to the first interactive option to the first interactive object.
2. The method according to claim 1, characterized in that, When sending the interactive signal corresponding to the first interactive option to the first interactive object, the method further includes: Control a controlled virtual character in the game scene to perform an interactive action corresponding to the first interactive option on the first interactive object.
3. The method according to claim 1, wherein The sending the interactive signal corresponding to the first interactive option to the first interactive object includes: Send an expression image and / or expression action and / or text information corresponding to the first interactive option to the first interactive object.
4. The method according to claim 1, characterized in that, The object selection operation includes at least one of the following interaction methods: Select the first interactive object by adjusting the pointing direction of the virtual camera; Select the first interactive object by adjusting the orientation of the controlled virtual character in the game scene; Select the first interactive object by clicking on the model of the interactive object in the game scene; Select the first interactive object by clicking on the avatar of the interactive object in the graphical user interface.
5. The method according to claim 1, wherein The responding to the first trigger operation on the graphical user interface and controlling the display of an interactive panel including at least one interactive option on the graphical user interface includes: In response to a first trigger operation on an interactive control in the graphical user interface, control the display of an interactive panel including at least one interactive option on the graphical user interface.
6. The method according to claim 5, characterized in that, The method further includes: In response to a third trigger operation on the interactive control in the graphical user interface, hide the interactive panel.
7. The method according to claim 1, wherein The method further includes: While maintaining the state of the first interactive object being selected, in response to trigger operations on different interactive options in the interactive panel, continuously send multiple interactive signals corresponding to the different interactive options to the first interactive object.
8. The method according to claim 1, characterized in that, The method further includes: In a state where the interactive panel is displayed on the graphical user interface, in response to an object selection operation on the graphical user interface, select a second interactive object from the at least one interactive object; In response to a trigger operation on the interactive option in the interactive panel, determine a second interactive option from the at least one interactive option; Send an interactive signal corresponding to the second interactive option to the selected second interactive object.
9. The method according to claim 1, characterized in that, The display form of the interactive panel includes at least one of the following: Suspended display in the form of a semi-transparent overlay above the game scene; Display in a split-screen form in a preset area of the graphical user interface; A scalable panel is displayed in a preset area, and the display area of the scalable panel is adjusted based on a zoom operation.
10. The method according to claim 1, wherein The object selection operation further includes: Selecting the first interactive object through a voice command; Selecting the first interactive object through a gesture recognition operation.
11. The method according to claim 1, characterized in that, When the first interactive object is selected from the at least one interactive object, the method further includes: Displaying an object selection identifier in the graphical user interface.
12. The method according to claim 1, characterized in that, After sending an interaction signal corresponding to the first interaction option to the first interactive object, the method further includes: Displaying an interaction special effect between the controlled virtual character and the first interactive object.
13. The method according to claim 1, wherein The arrangement of the interaction options in the interaction panel is dynamically adjusted according to at least one of the following rules: A sorting rule based on historical usage frequency; A sorting rule based on the matching degree of character attributes; A sorting rule based on the relationship between interactive objects.
14. An interactive device in a game, characterized in that, A graphical user interface is provided through a terminal, and the content displayed on the graphical user interface at least partially includes a game scene and at least one interactive object located in the game scene; the device includes: A control module, configured to respond to a first trigger operation on the graphical user interface and control the display of an interaction panel including at least one interaction option in the graphical user interface; A first selection module, configured to, in a state where the interaction panel is displayed in the graphical user interface, respond to an object selection operation on the graphical user interface and select a first interactive object from the at least one interactive object; A second selection module, configured to respond to a second trigger operation on the interaction options in the interaction panel and determine a first interaction option from the at least one interaction option; A sending module, configured to send an interaction signal corresponding to the first interaction option to the first interactive object.
15. An electronic device, characterized in that, It includes a processor and a memory, the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the method according to any one of claims 1 to 13.
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