Virtual item marking method, related device, equipment and storage medium
By using the graphical user interface to display identification controls and calibration information in multiplayer games, the problem of non-specified players picking up virtual props is solved, improving game fairness and player experience.
Patent Information
- Application Number
- CN202510934161.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-07
- Publication Date
- 2025-08-19
AI Technical Summary
In multiplayer games, non-specified players may pick up tagged virtual props without their knowledge, affecting game fairness and reducing player gaming experience.
The target virtual prop is displayed through the graphical user interface, and the identification control is displayed in response to the directional marking operation. The identification information of the virtual role is displayed on the identification control, and the calibration information of the directional marking status is displayed in response to the selection operation, so as to clarify that the virtual prop is picked up by the designated role.
Avoid non-specified players picking up marked virtual props, improve game fairness, and improve players' gaming experience.
Smart Images

Figure CN120502091A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a method for marking virtual props, related devices, equipment, and storage media. Background Art
[0002] Sharing virtual items with teammates is a common and strategic behavior in gaming. In multiplayer games, players often face limited inventory space or restrictions on virtual item usage. When encountering a virtual item that cannot be picked up or used by one's own, sharing it with teammates can both avoid wasted resources and strengthen the team.
[0003] In related technologies, if a player wants to share a virtual item with a specific player, they need to mark the virtual item. Once marked, a heads-up display (HUD) appears at the location of the virtual item. The player can use in-game voice or text to guide the designated player to find and pick up the virtual item based on the HUD information.
[0004] However, the inventors have discovered that current solutions have at least the following issues: because marked virtual items are not protected, unauthorized players may unknowingly pick up marked virtual items. This not only affects game fairness but also degrades the player's gaming experience. Therefore, an effective method to address this issue is urgently needed. Summary of the Invention
[0005] The embodiments of the present application provide a method, related apparatus, device, and storage medium for marking virtual items, which can prevent undesignated players from unknowingly picking up marked virtual items, thereby improving game fairness and further enhancing the player's gaming experience.
[0006] In view of this, the present application provides a method for marking a virtual prop, comprising:
[0007] Displaying target virtual props through a graphical user interface;
[0008] In response to a directional marking operation on a target virtual prop, displaying at least one identification control, wherein each of the at least one identification control displays identification information indicating a virtual character;
[0009] In response to a selection operation on a target identification control, first calibration information is displayed for indicating that the target virtual prop is in a directional marking state, wherein the target identification control is included in at least one identification control, and identification information of the second virtual character is displayed on the target identification control, the directional marking state indicates that the virtual prop is marked as being picked up by a specified virtual character, and the first calibration information includes the identification information of the second virtual character.
[0010] Another aspect of the present application provides a virtual prop marking device, comprising:
[0011] A display module, used for displaying the target virtual props through a graphical user interface;
[0012] The display module is further configured to display at least one identification control in response to a directional marking operation on a target virtual prop, wherein each identification control of the at least one identification control displays identification information indicating a virtual character;
[0013] The display module is also used to display first calibration information for indicating that the target virtual prop is in a directional marking state in response to a selection operation on a target identification control, wherein the target identification control is included in at least one identification control, and the identification information of the second virtual character is displayed on the target identification control, the directional marking state indicates that the virtual prop is marked as being picked up by a specified virtual character, and the first calibration information includes the identification information of the second virtual character.
[0014] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0015] A display module, specifically configured to display the virtual scene where the first virtual character is located through a graphical user interface, and to display a target virtual prop in the virtual scene;
[0016] In response to a drag operation on a target virtual item, at least one identification control is displayed.
[0017] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0018] A display module, specifically configured to display the virtual scene where the first virtual character is located through a graphical user interface, and to display a target virtual prop in the virtual scene;
[0019] When a gesture operation is detected, the gesture operation is recognized;
[0020] When the gesture operation successfully matches the preset gesture operation, at least one identification control is displayed.
[0021] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0022] A display module, specifically configured to display at least one identification control and a cancel control in response to a directional marking operation on a target virtual item;
[0023] The display module is further configured to interrupt the directional marking operation on the target virtual prop in response to a selection operation on the cancel control.
[0024] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0025] A display module, specifically configured to display a backpack interface of the first virtual character through a graphical user interface, and display a target virtual item in the backpack interface;
[0026] In response to a drag operation on a target virtual item, at least one identification control is displayed.
[0027] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0028] A display module, specifically configured to display a backpack interface of the first virtual character through a graphical user interface, and display a target virtual item in the backpack interface;
[0029] When a gesture operation is detected, the gesture operation is recognized;
[0030] When the gesture operation successfully matches the preset gesture operation, at least one identification control is displayed.
[0031] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0032] A display module, specifically configured to display at least one identification control and a cancel control in response to a directional marking operation on a target virtual item;
[0033] The display module is further configured to interrupt the directional marking operation on the target virtual prop in response to a selection operation on the cancel control.
[0034] In one possible design, in another implementation of another aspect of the embodiment of the present application, the first calibration information further includes a calibration countdown;
[0035] A display module is specifically used to display first calibration information for indicating that the target virtual prop is in a directional marking state, so as to indicate the position of the target virtual prop in the virtual scene and a calibration countdown;
[0036] When the calibration countdown ends, if the target virtual item is not picked up by the virtual character, the target virtual item is switched from the directional mark state to the non-directional mark state, wherein the non-directional mark state indicates canceling the directional mark for the virtual item.
[0037] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0038] The display module is further used to display an intra-game communication panel through a graphical user interface, wherein the intra-game communication panel is used to support players sending and receiving messages;
[0039] The display module is further configured to display a prop calibration message through the intra-office communication panel in response to a selection operation on the target identification control, wherein the prop calibration message includes the prop name of the target virtual prop, calibration party information, and calibration party information.
[0040] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual prop marking device further includes a switching module;
[0041] The display module is further configured to display a calibration retraction control for a target virtual item within a preset duration;
[0042] The switching module is configured to switch the target virtual prop from a directional marking state to a non-directional marking state in response to an interactive operation on a calibration retraction control.
[0043] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0044] The display module is further configured to display a calibration retraction control for the target virtual item when the target virtual item is not picked up by the virtual character;
[0045] The switching module is further configured to switch the target virtual prop from the directional marking state to the non-directional marking state in response to an interactive operation on the calibration retraction control.
[0046] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0047] The display module is further configured to display second calibration information indicating that the target virtual item is in a directional calibration state in response to a transfer marking operation on the target virtual item triggered by the second virtual character;
[0048] The transfer marking operation is used to mark the target virtual item as being picked up by a third virtual character, and the second marking information includes identification information of the third virtual character.
[0049] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual prop marking device further includes a cancellation module;
[0050] The cancellation module is configured to cancel the display of the first calibration information in the virtual scene where the first virtual character is located in response to a picking operation for the target virtual prop triggered by the second virtual character.
[0051] In one possible design, in another implementation of another aspect of the embodiment of the present application, when the target virtual item is marked as being picked up by the second virtual character, only the first virtual character and the second virtual character are allowed to pick up the target virtual item;
[0052] The first calibration information is presented only at the perspective corresponding to the first virtual character and the perspective corresponding to the second virtual character.
[0053] In one possible design, in another implementation of another aspect of the embodiment of the present application, when the target virtual item is marked as being picked up by the second virtual character, only the first virtual character and the second virtual character are allowed to pick up the target virtual item;
[0054] The first calibration information is presented from the perspectives corresponding to all virtual characters in the current round of the game.
[0055] In one possible design, in another implementation of another aspect of the embodiment of the present application, when the target virtual item is marked as being picked up by the second virtual character, all virtual characters in the current round of the game are allowed to pick up the target virtual item;
[0056] The first calibration information is presented from the perspectives corresponding to all virtual characters in the current round of the game.
[0057] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0058] The display module is also used to display target prompt messages;
[0059] The target prompt message is used to prompt that the target virtual item is marked as being picked up by the second virtual character, and supports being picked up by other virtual characters;
[0060] Alternatively, the target prompt message is used to prompt that the target virtual item is marked as being picked up by the second virtual character, and that it is not supported to be picked up by other virtual characters;
[0061] Alternatively, the target prompt message is used to prompt that the target virtual item is in a pickup state;
[0062] Alternatively, the target prompt message is used to prompt that the target virtual item is in an unavailable state.
[0063] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0064] The display module is further configured to display a thank-you message from the second virtual character in response to a thank-you operation triggered by the second virtual character when the second virtual character picks up the target virtual item.
[0065] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0066] The display module is further configured to obtain calibration priority information in response to a calibration configuration operation before displaying at least one identification control in response to a directional marking operation on a target virtual item, wherein the calibration priority information is used to sort the priorities of the virtual characters;
[0067] The display module is specifically configured to display at least one identification control according to the calibration priority information in response to a directional marking operation on a target virtual item.
[0068] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0069] The display module is further configured to display, in response to a directional marking operation on a target virtual item, a calibration request message from the second virtual character through a graphical user interface, wherein the calibration request message includes the name of the target virtual item and identification information of the second virtual character, and the calibration request message is used to request that the target virtual item be marked as being picked up by the second virtual character;
[0070] The display module is specifically configured to, in response to a directional marking operation on a target virtual prop, highlight a target identification control when a marking request message requests marking the target virtual prop as being picked up by the second virtual character.
[0071] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0072] The display module is further configured to display the first information panel via a graphical user interface;
[0073] Among them, the first information panel includes prop information of the virtual prop in the directional marking state and the corresponding withdrawal control, the prop information includes identification information marked as a specified virtual character, and the withdrawal control is used to switch the directional marking state to the non-directional marking state.
[0074] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0075] The display module is further configured to display a second information panel via a graphical user interface;
[0076] The second information panel includes item information of the virtual item marked as picked up by the first virtual character and corresponding operation controls;
[0077] The operation control includes at least one of a reject control and a transfer control. The reject control is used to reject picking up the corresponding virtual prop, and the transfer control is used to update the identification information of the specified virtual character.
[0078] On the other hand, the present application provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and the processor implements the above-mentioned methods when executing the computer program.
[0079] Another aspect of the present application provides a computer-readable storage medium having a computer program stored thereon, which implements the above-mentioned methods when the computer program is executed by a processor.
[0080] Another aspect of the present application provides a computer program product, including a computer program, which implements the above-mentioned methods when executed by a processor.
[0081] It can be seen from the above technical solutions that the embodiments of the present application have the following advantages:
[0082] In an embodiment of the present application, a method for marking virtual props is provided. First, player A can view the target virtual props displayed through a graphical user interface. Next, player A triggers a directional marking operation on the target virtual props and designates a virtual character (e.g., a second virtual character) controlled by a certain player (e.g., player B) to pick up the target virtual props. Based on this, after completing the directional marking of the target virtual props, the target virtual props and their corresponding first calibration information are displayed. Among them, the first calibration information clearly indicates that the target virtual props should be picked up by the second virtual character. In this way, players can mark virtual props to designated players during the game, and clearly indicate through the calibration information that the virtual props should be picked up by the designated player. In this way, it is possible to prevent non-designated players from picking up marked virtual props without knowing it, thereby improving the fairness of the game and further improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0083] Figure 1 A schematic diagram of an implementation environment of the virtual prop marking method in an embodiment of the present application;
[0084] Figure 2 A flowchart of a virtual prop marking method in an embodiment of the present application;
[0085] Figure 3A schematic diagram of directional marking when viewing nearby in an embodiment of the present application;
[0086] Figure 4 This is another schematic diagram of performing directional marking when viewing nearby in an embodiment of the present application;
[0087] Figure 5 A schematic diagram of canceling a directional mark when viewing nearby in an embodiment of the present application;
[0088] Figure 6 A schematic diagram of directional marking when viewing a virtual backpack in an embodiment of the present application;
[0089] Figure 7 Another schematic diagram of performing orientation marking when viewing a virtual backpack in an embodiment of the present application;
[0090] Figure 8 A schematic diagram of canceling a directional mark when viewing a virtual backpack in an embodiment of the present application;
[0091] Figure 9 This is a schematic diagram showing first calibration information in an embodiment of the present application;
[0092] Figure 10 A schematic diagram showing a prop calibration message in an embodiment of the present application;
[0093] Figure 11 A schematic diagram of withdrawing a directional mark for a virtual item in an embodiment of the present application;
[0094] Figure 12 Another schematic diagram of withdrawing a directional mark for a virtual prop in an embodiment of the present application;
[0095] Figure 13 A schematic diagram of transferring virtual props in an embodiment of the present application;
[0096] Figure 14 A schematic diagram of picking up a virtual item in an embodiment of the present application;
[0097] Figure 15 A schematic diagram of a shielding relationship of a directional marking virtual prop in an embodiment of the present application;
[0098] Figure 16 This is another schematic diagram of the shielding relationship of the directional marking virtual props in the embodiment of the present application;
[0099] Figure 17 This is another schematic diagram of the shielding relationship of the directional marking virtual props in the embodiment of the present application;
[0100] Figure 18 A schematic diagram of a thank you directional mark in an embodiment of the present application;
[0101] Figure 19 This is a schematic diagram showing an identification control based on calibration priority information in an embodiment of the present application;
[0102] Figure 20 A schematic diagram showing a target identification control based on a calibration request message in an embodiment of the present application;
[0103] Figure 21 A schematic diagram showing a first information panel in an embodiment of the present application;
[0104] Figure 22 A schematic diagram showing the second information panel in an embodiment of the present application;
[0105] Figure 23 This is a schematic diagram of the overall process of the virtual prop marking method in an embodiment of the present application;
[0106] Figure 24 A schematic diagram of a virtual prop marking device in an embodiment of the present application;
[0107] Figure 25 This is a structural diagram of a terminal in an embodiment of the present application. DETAILED DESCRIPTION
[0108] The embodiments of the present application provide a method, related apparatus, device, and storage medium for marking virtual items, which can prevent undesignated players from unknowingly picking up marked virtual items, thereby improving game fairness and further enhancing the player's gaming experience.
[0109] The terms "first", "second", "third", "fourth", etc. (if any) in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the numbers used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can, for example, be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "corresponding to" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0110] In multiplayer games, it's common for players to share virtual items they can't pick up with their teammates. Currently, this involves two players communicating via in-game voice and text. They drop the virtual item they want to share on the ground or mark it for the entire team, who then proceeds to pick it up. However, this approach presents several issues. First, marked virtual items lack privacy, leaving players with no protection from discarded or marked items. Second, after sharing a virtual item, a complete sharing link isn't established, making it impossible to determine whether the item has been successfully picked up. Third, the teammate being shared with needs to approach the virtual item and then mark it again, or communicate via voice and text to indicate they no longer need the communication. This complicates the spatial location and interaction steps involved. Consequently, the interactive operations employed by the currently used directional marking method can easily lead to a poor social and sharing experience.
[0111] Based on this, in an embodiment of the present application, a method for marking virtual props is provided, which can support players to mark virtual props in a targeted manner and provide a complete sharing link, thereby adding a certain sense of mutual assistance and fun to the players' social and prop sharing experience, and creating a high-value prop sharing and relay gameplay. A link structure of sharing, transfer, gratitude, and relationship chain establishment (i.e., meeting new friends) is formed. By strengthening the display effect of the virtual props that are targeted and marked, the players in the game can clearly identify the players who are designated to pick up the virtual props. In addition, the designated players can also accept or transfer virtual props and provide positive social feedback, thereby improving the experience of sharing props in battle, improving the marking fairness of other players in the team, and enhancing the social experience.
[0112] Before introducing the specific method of the present application, the application scenarios of the present application are first exemplified. It should be noted that the following application scenarios are only examples and are not limited to them.
[0113] (1) Applied to survival games;
[0114] In survival games, resource management and teamwork are core mechanics. Players acquire virtual items through exploration, gathering, and crafting. These items range from survival necessities to tools and equipment, and their scarcity and importance directly impact a player's ability to survive in the game world. Sharing virtual items is a key component of collaborative strategies between players. By transferring virtual items, team resource allocation can be optimized, increasing overall survival odds.
[0115] For example, if Player A's avatar gathers a large amount of food resources, while Player B's avatar possesses materials for crafting advanced tools, the two can share these items, enabling team members to complement each other's food reserves and tool upgrades, thereby improving exploration efficiency and the ability to respond to threats. Sharing items not only satisfies immediate needs but also builds trust and fosters long-term collaboration. This interactive model, based on the flow of resources, strengthens the social nature of survival games, nudging players from individual survival to collaborative groups.
[0116] (2) Applied to role-playing games;
[0117] In role-playing games, virtual props are a crucial element in building a gaming ecosystem. Sharing virtual props among players is essentially a behavior based on in-game social connections and collaborative mechanisms. These games often feature complex quest systems and role divisions, making it difficult for a single player to complete challenging tasks independently, requiring teamwork to achieve goals. Sharing virtual props can optimize team resource allocation and meet the development needs of different roles.
[0118] For example, a high-damage character controlled by Player A receives an attack-boosting item, while a support character controlled by Player B receives a survival-boosting item, significantly improving the team's combat effectiveness. Sharing not only fosters interaction and trust among players, fosters a stable social network, and strengthens players' sense of belonging to the gaming community. Furthermore, a sound item-sharing strategy helps players maximize their game world and advance their progress, embodying the core design principles of social interaction and resource management in role-playing games.
[0119] (3) Application in role-playing games;
[0120] Shooting games are centered around real-time confrontation and tactical coordination, and the sharing of virtual items is deeply integrated into the gameplay. In high-intensity combat scenarios, players must quickly respond to changing circumstances. Virtual items are crucial for replenishing combat resources and adjusting tactical strategies, and their sharing directly impacts team effectiveness.
[0121] In shooting games, the distribution of virtual items like recovery items and tactical gear is based on team members' equipment configurations, battlefield positioning, and real-time needs. For example, players holding high-consumption items receive ammunition resupply, while frontline assault characters receive protective items, maintaining the team's firepower and survivability. Item sharing strengthens tactical coordination among players, enabling a tighter teamwork in complex terrain and transitions between offense and defense. Furthermore, the fast pace and randomness inherent in shooting games require efficient decision-making when sharing items. Players must assess the situation and allocate resources within a short period of time. This interactive mechanism not only enhances the game's strategic depth but also strengthens real-time communication and trust between players.
[0122] It should be noted that the above application scenarios are only examples, and the virtual prop marking method provided in this embodiment can also be applied to other scenarios, which is not limited here.
[0123] The method provided in this application can be applied to Figure 1 The implementation environment shown includes a first terminal 101 used by player A, a second terminal 102 used by player B, and a server 103. The first terminal 101 and the server 103 can communicate with each other via a network. The network uses standard communication technologies and / or protocols, typically the Internet, but can also be any network, including but not limited to Bluetooth, a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), a mobile network, a dedicated network, or any combination of virtual private networks. In some embodiments, customized or dedicated data communication technologies can be used in place of or in addition to the aforementioned data communication technologies.
[0124] The terminals involved in this application include but are not limited to mobile phones, tablet computers, laptop computers, desktop computers, intelligent voice interaction devices, virtual reality devices, smart home appliances, vehicle-mounted terminals, aircraft, etc. Among them, the client is deployed on the terminal, and the client can be run on the terminal in the form of a browser, or in the form of an independent application (APP) or mini-program.
[0125] The server 103 involved in this application can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence (AI) platforms.
[0126] In conjunction with the above implementation environment, in step S1, the first terminal 101 displays a target virtual item (e.g., "Shadow Contract") via a graphical user interface. In step S2, in response to a directional marking operation by player A for the target virtual item, the first terminal 101 displays at least one identification control, each of which displays identification information indicating a virtual character. In step S3, in response to a selection operation on the target identification control, the first terminal 101 displays the target virtual item and first calibration information. In step S4, after player A triggers the selection operation on the target identification control, the first terminal 101 sends a directional marking request to the server 103, requesting that the target virtual item be marked as being picked up by player B. In step S5, player B triggers a pickup operation on the target virtual item via the second terminal 102. In step S6, the second terminal 102 sends an item pickup request to the server 103, requesting that the server update the owner information of the target virtual item. In step S7, the server 103 updates the owner information of the target virtual item.
[0127] In combination with the above introduction, the marking method of virtual props in this application will be introduced below. Figure 2 In the embodiment of the present application, the marking method of the virtual props can be completed independently by the terminal or by the terminal and the server. The method of the present application includes:
[0128] S201, displaying a target virtual item through a graphical user interface;
[0129] In one or more embodiments, a target virtual item is displayed on a graphical user interface (GUI) provided by a target game application. The target game application includes, but is not limited to, first-person shooter (FPS) and third-person shooter (TPS). The game modes supported by the target game application include, but are not limited to, multiplayer online games and single-player games. The target game application may be presented in two-dimensional form, three-dimensional form, virtual reality (VR), augmented reality (AR), and mixed reality (MR).
[0130] Specifically, Player A can use the game account to log in to the target game application running on the client and control the first virtual character. The corresponding game screen is displayed on the terminal where the client of the target game application runs. In the third-person perspective, the game screen shows the first virtual character controlled by the player, while in the first-person perspective, the game screen may not show the first virtual character controlled by the player.
[0131] It should be noted that the graphical user interface refers to the display screen used to present the virtual scene to the player. The graphical user interface may include elements in the virtual scene, such as virtual buildings, virtual props, virtual characters, etc. Optionally, the graphical user interface also includes some operation controls, such as buttons, sliders, icons, etc., for the user to operate.
[0132] S202. In response to the directional marking operation on the target virtual prop, display at least one identification control, where each identification control in the at least one identification control displays identification information for indicating the virtual character.
[0133] In one or more embodiments, Player A can trigger the directional marking operation on the target virtual prop. Thus, at least one identification control is displayed through the graphical user interface, and each identification control displays identification information for uniquely indicating the virtual character. Among them, the directional marking refers to the operation process in which the player establishes a unique or specific association relationship between a specific virtual prop (such as the target virtual prop) and another player based on a specific interaction logic, aiming to achieve the precise identification or directional allocation of the virtual prop among players.
[0134] Specifically, in one implementation manner, the identification information can be the number of the virtual character in the game team. For example, the identification information displayed on a certain identification control is "2", that is, it is used to indicate the second virtual character controlled by Player B. In another implementation manner, the identification information can be the player nickname of the player controlling the virtual character. For example, the identification information displayed on a certain identification control is "Lele333", that is, it is used to indicate the second virtual character controlled by Player B. In another implementation manner, the identification information can be the user identification (UID) of the player in the game. For example, the identification information displayed on a certain identification control is "1212333", that is, it is used to indicate the second virtual character controlled by Player B.
[0135] It should be noted that "in response to" involved in this application is used to represent the conditions or states on which the execution of an operation depends. When certain conditions or states are met, one or more operations can be executed. Among them, these operations can be real-time or have a certain delay.
[0136] S203. In response to a selection operation on a target identification control, first calibration information is displayed for indicating that the target virtual prop is in a directional marking state, wherein the target identification control is included in at least one identification control, and identification information of the second virtual character is displayed on the target identification control, the directional marking state indicates that the virtual prop is marked as being picked up by a specified virtual character, and the first calibration information includes the identification information of the second virtual character.
[0137] In one or more embodiments, player A selects any one of the at least one identification controls to trigger. The identification control triggered by player A is the target identification control. The target identification control displays identification information of the second virtual character. That is, triggering the target identification control indicates that the target virtual item is tagged to the second virtual character.
[0138] Specifically, after player A tags a target virtual item to the second virtual character, the target virtual item is displayed in the virtual scene where the first virtual character resides. That is, the target virtual item is dropped at a certain location in the virtual scene. Simultaneously, first calibration information is displayed via a graphical user interface to indicate that the target virtual item is in a directional tagged state. The first calibration information includes identification information of the second virtual character. In other words, the first calibration information indicates to the player that the target virtual item dropped in the virtual scene is marked as being picked up by the second virtual character.
[0139] In one embodiment of the present application, a method for marking virtual items is provided. Through this method, players can mark virtual items for designated players during gameplay, and through calibration information, clearly indicate that the designated player should pick up the virtual item. This prevents undesignated players from unknowingly picking up marked virtual items, thereby improving game fairness and enhancing the player's gaming experience.
[0140] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, displaying the target virtual props through a graphical user interface specifically includes:
[0141] Displaying a virtual scene where the first virtual character is located through a graphical user interface, and displaying a target virtual prop in the virtual scene;
[0142] In response to a directional marking operation on a target virtual prop, displaying at least one identification control specifically includes:
[0143] In response to a drag operation on a target virtual item, at least one identification control is displayed.
[0144] In one or more embodiments, a method for triggering a directional marker when viewing nearby objects is described. As described in the aforementioned embodiments, Player A views a virtual item dropped in a virtual scene during a game. Player A can then directional-mark the target virtual item in the virtual scene to Player B, who then controls a second virtual character.
[0145] Specifically, taking Player A's perspective as an example, please refer to Figure 3 , Figure 3 This is a schematic diagram of directional marking when viewing nearby in an embodiment of the present application, such as Figure 3 As shown in Figure (A), when the first virtual character controlled by player A approaches the target virtual prop indicated by 301 in the virtual scene, a prop pop-up window as indicated by 302 is displayed, and the interactive graphic corresponding to the target virtual prop is displayed in the prop pop-up window. 303 is used to indicate the calibration recognition area. Figure 3 As shown in the middle (B) figure, when player A drags the interactive graphic corresponding to the target virtual prop indicated by 302 to the calibration identification area indicated by 303, the directional marking operation for the target virtual prop is triggered, and a character list including at least one identification control is displayed. The identification control corresponding to player A will not be displayed in the character list.
[0146] For example, in one case, when player A drags the interactive graphic corresponding to the target virtual item into the calibration recognition area, a directional marking operation for the target virtual item can be triggered. In another case, when player A drags the interactive graphic corresponding to the target virtual item into the calibration recognition area and then lets go (i.e., releases the item within the calibration recognition area), a directional marking operation for the target virtual item can be triggered.
[0147] It should be noted that the character list includes three identification controls, each displaying an identification message. For example, in the case where the identification message is the number of the first virtual character in the game team, 304 indicates the target identification control. The identification message displayed on the target identification control is "2," corresponding to the second virtual character controlled by Player B.
[0148] Secondly, an embodiment of the present application provides a method for triggering a directional marker when viewing nearby items. Using this method, players can trigger a directional marker for a virtual item by dragging and releasing it while viewing nearby items. This visual drag-and-drop action conforms to real-world physics, enhancing the immersiveness of the interaction.
[0149] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, displaying the target virtual props through a graphical user interface specifically includes:
[0150] Displaying a virtual scene where the first virtual character is located through a graphical user interface, and displaying a target virtual prop in the virtual scene;
[0151] In response to a directional marking operation on a target virtual prop, displaying at least one identification control specifically includes:
[0152] When a gesture operation is detected, the gesture operation is recognized;
[0153] When the gesture operation successfully matches the preset gesture operation, at least one identification control is displayed.
[0154] In one or more embodiments, another method for triggering a directional marker when viewing nearby objects is introduced. As described in the aforementioned embodiments, Player A views a virtual item dropped in a virtual scene during a game. Player A can then directional-mark the target virtual item in the virtual scene to Player B, who then controls a second virtual character.
[0155] Specifically, taking Player A's perspective as an example, please refer to Figure 4 , Figure 4 This is another schematic diagram of performing directional marking when viewing nearby in an embodiment of the present application, such as Figure 4 As shown in Figure (A), when the first virtual character controlled by player A approaches the target virtual prop indicated by 401 in the virtual scene, a prop pop-up window as indicated by 402 is displayed, and the interactive graphic corresponding to the target virtual prop is displayed in the prop pop-up window. Figure 4 As shown in Figure (B), when Player A triggers a gesture (e.g., long-pressing the interactive graphic corresponding to the target virtual item), the gesture is recognized. If the recognized gesture (e.g., long-pressing) matches a preset gesture, a character list containing at least one identification control is displayed, and the identification control corresponding to Player A is not displayed in the character list.
[0156] It should be noted that the character list includes three identification controls, each displaying a piece of identification information. For example, in the case where the identification information is the number of the first virtual character in the game team, 403 indicates the target identification control. The identification information displayed on the target identification control is "2," corresponding to the second virtual character controlled by Player B.
[0157] It is understandable that the gesture operations involved in this application can be touch gesture operations (for example, click, long press, slide, pinch, etc.), or air gesture operations (for example, air click, slide gesture, rotation gesture, etc.). Among them, touch gesture operation refers to an operation method of interacting with the terminal through specific body movements (mainly finger movements), and its core is to convert natural body language into computer-recognizable instructions. Air gesture refers to an input method in which the user interacts with the terminal by making specific hand movements or postures in the air, without directly contacting the screen or other physical devices. It captures hand movements with the help of sensors (for example, cameras, infrared sensors, etc.) and converts them into corresponding instructions.
[0158] Secondly, the present embodiment provides another method for triggering the directional marker when viewing nearby items. Using this method, when viewing nearby items, players can use specific gestures to trigger the directional marker for a specific virtual item. This allows for precise triggering of the directional marker function, thus preventing player errors.
[0159] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, in response to a directional marking operation on a target virtual item, at least one identification control is displayed, specifically including:
[0160] In response to a directional marking operation on a target virtual item, displaying at least one identification control and a cancel control;
[0161] It may also include:
[0162] In response to a selection operation on the cancel control, a directional marking operation on the target virtual item is interrupted.
[0163] In one or more embodiments, a method for supporting a player to interrupt a directional marking operation is introduced. As can be seen from the above embodiments, after player A triggers the directional marking operation, the directional marking process can also be interrupted according to actual needs.
[0164] Specifically, taking Player A's perspective as an example, please refer to Figure 5 , Figure 5 This is a schematic diagram of canceling the directional mark when viewing nearby in an embodiment of the present application, such as Figure 5 As shown in Figure (A), the character list includes three identification controls and a cancel control indicated by 501. When player A clicks the cancel control indicated by 501, the selection operation for the cancel control is triggered, thereby interrupting the directional marking operation for the target virtual prop and displaying the following Figure 5The graphical user interface shown in Figure (B) is shown in Figure 502, where 502 is used to indicate the target virtual prop in the virtual scene.
[0165] Furthermore, embodiments of the present application provide a method for players to interrupt directional marking operations. This allows players to interrupt the directional marking process during the process. This, on the one hand, prevents players from making irreversible mistakes due to accidental touches or strategic misjudgments, provides room for trial and error, and thus enhances a sense of operational security. On the other hand, it reduces operational anxiety, thereby enhancing the controllability and smoothness of the gaming process.
[0166] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, displaying the target virtual props through a graphical user interface specifically includes:
[0167] Displaying a backpack interface of the first virtual character through a graphical user interface, and displaying the target virtual props in the backpack interface;
[0168] In response to a directional marking operation on a target virtual prop, displaying at least one identification control specifically includes:
[0169] In response to a drag operation on a target virtual item, at least one identification control is displayed.
[0170] In one or more embodiments, a method for triggering a directional marker when viewing a virtual backpack is introduced. As described in the aforementioned embodiments, Player A views virtual items in the virtual backpack during gameplay. Player A can then directional marker the target virtual item in the virtual backpack to Player B, who then controls a second virtual character to pick up the target virtual item.
[0171] Specifically, taking Player A's perspective as an example, please refer to Figure 6 , Figure 6 This is a schematic diagram of directional marking when viewing a virtual backpack in an embodiment of the present application, as shown in FIG. Figure 6 As shown in Figure (A), the backpack interface of the first virtual character displays the target virtual prop indicated by 601. Among them, 602 is used to indicate the calibration recognition area. Figure 6 As shown in the middle (B) figure, when player A drags the target virtual prop indicated by 601 to the calibration identification area indicated by 602, the directional marking operation for the target virtual prop is triggered, and a character list including at least one identification control is displayed. The identification control corresponding to player A will not be displayed in the character list.
[0172] It should be noted that the character list includes three identification controls, each displaying an identification message. For example, in the case where the identification message is the number of the first virtual character in the game team, 603 indicates the target identification control. The identification message displayed on the target identification control is "2," corresponding to the second virtual character controlled by Player B.
[0173] After player A clicks the target identification control indicated by 603, the target virtual item is discarded from the virtual backpack by player A. Based on this, the backpack interface of the first virtual character no longer displays the target virtual item.
[0174] Secondly, an embodiment of this application provides a method for triggering a directional marker when viewing a virtual backpack. Using this method, players can trigger a directional marker for a specific virtual item by dragging and releasing it while viewing the virtual backpack. This visual drag-and-drop action conforms to real-world physics, enhancing the immersiveness of the interaction.
[0175] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, displaying the target virtual props through a graphical user interface specifically includes:
[0176] Displaying a backpack interface of the first virtual character through a graphical user interface, and displaying the target virtual props in the backpack interface;
[0177] In response to a directional marking operation on a target virtual prop, displaying at least one identification control specifically includes:
[0178] When a gesture operation is detected, the gesture operation is recognized;
[0179] When the gesture operation successfully matches the preset gesture operation, at least one identification control is displayed.
[0180] In one or more embodiments, another method for triggering a directional marker when viewing a virtual backpack is introduced. As described in the aforementioned embodiments, Player A views virtual items in the virtual backpack during gameplay. Player A can directional marker the target virtual item in the virtual backpack to Player B, who then controls a second virtual character to pick up the target virtual item.
[0181] Specifically, taking Player A's perspective as an example, please refer to Figure 7 , Figure 7 This is another schematic diagram of performing orientation marking when viewing a virtual backpack in an embodiment of the present application. Figure 7 As shown in Figure (A), the backpack interface of the first virtual character displays the target virtual item indicated by 701. Figure 7As shown in Figure (B), when Player A triggers a gesture (e.g., long-pressing a target virtual item), the gesture is recognized. If the recognized gesture (e.g., long-pressing) matches a preset gesture, a character list containing at least one identifier is displayed, but the identifier corresponding to Player A is not displayed in the character list.
[0182] It should be noted that the character list includes three identification controls, each displaying an identification message. For example, in the case where the identification message is the number of the first virtual character in the game team, 702 indicates the target identification control. The identification message displayed on the target identification control is "2," corresponding to the second virtual character controlled by Player B.
[0183] After player A clicks the target identification control indicated by 702, the target virtual item is discarded from the virtual backpack by player A. Based on this, the backpack interface of the first virtual character no longer displays the target virtual item.
[0184] Secondly, the present embodiment provides another method for triggering the orientation marker when viewing a virtual backpack. Using this method, players can trigger the orientation marker for a specific virtual item using a specific gesture while viewing the virtual backpack. This allows for precise triggering of the orientation marker, thus preventing player errors.
[0185] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, in response to a directional marking operation on a target virtual item, at least one identification control is displayed, specifically including:
[0186] In response to a directional marking operation on a target virtual item, displaying at least one identification control and a cancel control;
[0187] May also include:
[0188] In response to a selection operation on the cancel control, a directional marking operation on the target virtual item is interrupted.
[0189] In one or more embodiments, another method for supporting players to interrupt the directional marking operation is introduced. As can be seen from the above embodiments, after player A triggers the directional marking operation, the directional marking process can also be interrupted according to actual needs.
[0190] Specifically, taking Player A's perspective as an example, please refer to Figure 8 , Figure 8 This is a schematic diagram of canceling the orientation mark when viewing the virtual backpack in an embodiment of the present application. Figure 8As shown in Figure (A), the character list includes three identification controls and a cancel control indicated by 801. When player A clicks the cancel control indicated by 801, the selection operation for the cancel control is triggered, thereby interrupting the directional marking operation for the target virtual prop and displaying the following Figure 8 The graphical user interface shown in Figure (B) is shown in Figure 802. 802 is used to indicate the target virtual item displayed on the backpack interface of the first virtual character, that is, the target virtual item has not been discarded by Player A in the virtual scene.
[0191] Furthermore, embodiments of the present application provide another method for allowing players to interrupt directional marking operations. This method allows players to interrupt the directional marking process during the process. This, on the one hand, prevents players from making irreversible mistakes due to accidental touches or strategic misjudgments, provides room for trial and error, and thus enhances a sense of operational security. On the other hand, it reduces operational anxiety, thereby enhancing the controllability and smoothness of the gaming process.
[0192] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the first calibration information further includes a calibration countdown;
[0193] The first calibration information for indicating that the target virtual prop is in the directional marking state is displayed, specifically including:
[0194] Displaying first calibration information for indicating that the target virtual prop is in a directional marking state, so as to indicate the position of the target virtual prop in the virtual scene and a calibration countdown;
[0195] When the calibration countdown ends, if the target virtual item is not picked up by the virtual character, the target virtual item is switched from the directional mark state to the non-directional mark state, wherein the non-directional mark state indicates canceling the directional mark for the virtual item.
[0196] In one or more embodiments, a method for displaying first calibration information in the form of a heads-up display (HUD) is provided. As can be seen from the aforementioned embodiments, the first calibration information includes identification information of the virtual character (i.e., the second virtual character) that is being directional-marked. Based on this, the following example will be described using the example of player A triggering a directional marker on a target virtual item while viewing nearby objects.
[0197] Specifically, taking Player A's perspective as an example, please refer to Figure 9 , Figure 9 This is a schematic diagram showing the first calibration information in the embodiment of the present application. Figure 9As shown in Figure (A), 901 is used to indicate a character list, wherein the character list includes three identification controls, each of which displays an identification information. Taking the identification information as the number of the game team where the first virtual character is located as an example, the identification information "2" corresponds to the virtual character nicknamed "Le Le 333", the identification information "3" corresponds to the virtual character nicknamed "Powerful Di Zi", and the identification information "4" corresponds to the virtual character nicknamed "Tom". When Player A clicks the identification control indicated by 902 (i.e., the target identification control), the virtual character corresponding to the player nicknamed "Le Le 333" is used as the second virtual character.
[0198] Player A directs the target virtual object to the second virtual character controlled by Player B, thereby displaying the following Figure 9 The interface shown in Figure (B) is shown in Figure 903. 903 is used to indicate the target virtual props in the virtual scene. 904 is used to indicate the first calibration information. The first calibration information includes the identification information of the virtual character that is directionally marked (i.e., the identification information "2" of the second virtual character) and the calibration countdown. The calibration countdown shown in the figure is presented in the form of a graphical countdown (for example, a countdown presented in the form of a circular ring). In actual applications, it can also be presented in the form of a digital countdown or a color gradient countdown, which is not limited here. Furthermore, the system can also assign a corresponding color to each virtual character, and present the first calibration information in the corresponding color. For example, if the second virtual character corresponds to "orange", the background color of the first calibration information can be presented as orange.
[0199] It should be noted that the HUD overlays key information on the graphical user interface and provides environmental feedback. The HUD displays the first calibration information in the graphical user interface using icons, markers, etc., allowing players to intuitively identify the first calibration information from the game scene. For example, a navigation bar displayed in the virtual scene or in the interface. At the same time, the HUD indicates to the player in real time the position of the target virtual prop relative to the virtual character controlled by the player. Therefore, no matter how the virtual character moves or turns, the position indication is always updated, making it easier for players to quickly find the target virtual prop.
[0200] Secondly, the embodiments of this application provide a method for displaying the first calibration information in the form of a HUD. This method allows the first calibration information to be presented in real time in the HUD format, allowing players to more easily grasp the information and guide them to the location of the target virtual prop in the virtual scene, thereby improving operational consistency and immersion. Furthermore, the countdown-based design can enhance the game's sense of urgency, guide players to manage their time rationally, enhance the game's strategic nature, and optimize the overall gaming experience.
[0201] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0202] Displaying an in-game communication panel via a graphical user interface, wherein the in-game communication panel is used to support players sending and receiving messages;
[0203] In response to a selection operation on the target identification control, the method may further include:
[0204] The prop calibration message is displayed through the intra-office communication panel, wherein the prop calibration message includes the prop name of the target virtual prop, calibration party information and calibration party information.
[0205] In one or more embodiments, a method for displaying item targeting messages is described. As described in the aforementioned embodiments, Player A can direct a target virtual item to a second virtual character controlled by Player B. This is described below using the example of Player A triggering a directing marker on a target virtual item while viewing its surroundings.
[0206] Specifically, taking Player A's perspective as an example, please refer to Figure 10 , Figure 10 This is a schematic diagram showing a prop calibration message in an embodiment of the present application. Figure 10 As shown in Figure (A), 1001 is used to indicate a character list, wherein the character list includes three identification controls, each of which displays an identification information. Taking the identification information as the number of the game team where the first virtual character is located as an example, the identification information "2" corresponds to the virtual character nicknamed "Le Le 333", the identification information "3" corresponds to the virtual character nicknamed "Powerful Di Zi", and the identification information "4" corresponds to the virtual character nicknamed "Tom". When Player A clicks the identification control indicated by 1002 (i.e., the target identification control), the virtual character corresponding to the player nicknamed "Le Le 333" is used as the second virtual character.
[0207] Player A directs the target virtual object to the second virtual character controlled by Player B, thereby displaying the following Figure 10 The interface shown in Figure (B) is shown in Figure 1003. 1003 is used to indicate the target virtual prop in the virtual scene. 1004 is used to indicate the internal communication panel. 1005 is used to indicate the prop calibration message.
[0208] The display format of the item calibration message may be "[calibrator information] directs a mark to [calibrated party information] a [name of the virtual item]". For example, the item calibration message indicated by 1005 is "Little Jack directs a mark to Lele 333 a Shadow Contract", where "Little Jack" is the calibration party information (i.e., the nickname of Player A), "Lele 333" is the calibrated party information (i.e., the nickname of Player B), and "Shadow Contract" is the name of the target virtual item.
[0209] It's important to note that the in-game communication panel is a comprehensive platform for players to exchange various information. It can display a variety of information, such as public chat messages, private chat messages, and team channel information. In practice, Player A and Player B are typically teammates. Therefore, item calibration messages can be displayed through the team channel provided by the in-game communication panel. The team channel is used for communication between team members. Therefore, members of Player A's team can see item calibration messages, while those outside of that team cannot.
[0210] Secondly, this embodiment provides a method for displaying item calibration messages. Using this method, after player A directs a target virtual item to a second virtual character, the item calibration message automatically appears on the in-game communication panel. This eliminates the need for additional communication between players, reducing communication costs.
[0211] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0212] Display the calibration retraction control for the target virtual prop within a preset time period;
[0213] In response to an interactive operation on the calibration retraction control, the target virtual prop is switched from an orientation mark state to a non-orientation mark state.
[0214] In one or more embodiments, a method for allowing players to retract directional marking is described. As can be seen from the aforementioned embodiments, after a target virtual item has been directional marked by player A to a second virtual character controlled by player B, a control for retracting the marking of the target virtual item will be displayed when player A approaches the target virtual item. If player A clicks the control, the directional marking of the target virtual item is canceled. Based on this, the following description will use the example of player A directional marking a target virtual item in a virtual scene.
[0215] Specifically, taking Player A's perspective as an example, please refer to Figure 11 , Figure 11This is a schematic diagram of withdrawing a directional mark for a virtual prop in an embodiment of the present application. Figure 11 As shown in Figure (A), 1101 is used to indicate the target virtual prop. 1102 is used to indicate the first calibration information for the target virtual prop. 1103 is used to indicate the calibration withdrawal control. When player A clicks the calibration withdrawal control indicated by 1103 within the preset time, the interactive operation for the calibration withdrawal control is triggered, thereby displaying the following Figure 11 The interface shown in Figure (B) is shown. The target virtual item returns to a non-directionally marked state, i.e., it is not directionally marked. When the first virtual character controlled by Player A approaches the target virtual item in the virtual scene, the item pop-up window indicated by 1104 will still be displayed, and the interactive graphic corresponding to the target virtual item will be displayed in the item pop-up window.
[0216] It should be noted that a time limit can be set for withdrawing the directional mark. For example, after player A places the directional mark, the mark can be withdrawn within 5 seconds. That is, the preset time length can be set to 5 seconds, and the mark cannot be withdrawn after the preset time length is exceeded. It is understood that the preset time length can also be set to other time lengths, which are not limited here.
[0217] Secondly, the embodiments of the present application provide a method for supporting players to withdraw their directional markers. Through this method, Player A can withdraw their directional markers within a preset time period. This not only provides players with opportunities to withdraw their directional markers, but also prevents the game rhythm from being disrupted by frequent withdrawals, thus ensuring the smoothness and real-time nature of the game.
[0218] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0219] In the case where the target virtual item is not picked up by the virtual character, a calibration retraction control for the target virtual item is displayed;
[0220] In response to an interactive operation on the calibration retraction control, the target virtual prop is switched from an orientation mark state to a non-orientation mark state.
[0221] In one or more embodiments, another method for allowing players to retract directional marking is introduced. As can be seen from the aforementioned embodiments, after a target virtual item has been directional marked by Player A to a second virtual character controlled by Player B, a control for retracting the marking of the target virtual item will be displayed when Player A approaches the target virtual item. If Player A clicks the control, the directional marking of the target virtual item is canceled. Based on this, the following description will use the example of Player A directional marking the target virtual item through the backpack interface.
[0222] Specifically, taking Player A's perspective as an example, please refer to Figure 12 , Figure 12 This is another schematic diagram of withdrawing the directional mark of the virtual prop in the embodiment of the present application, as shown in FIG. Figure 12 As shown in Figure (A), 1201 is used to indicate the target virtual item. 1202 is used to indicate the first calibration information for the target virtual item. 1203 is used to indicate the calibration revocation control. When the target virtual item is not picked up by the virtual character, when player A clicks the calibration revocation control indicated by 1203, the interactive operation for the calibration revocation control is triggered, thereby displaying the following Figure 12 The interface shown in Figure (B) is shown. The target virtual item is restored to a non-directionally marked state, i.e., a state without a directional mark. When player A views the virtual backpack, the target virtual item is displayed in the backpack interface as indicated by 1204.
[0223] It should be noted that after player A marks the direction, as long as the marked target virtual prop has not been picked up, player A can withdraw the direction mark at any time. Once it is picked up by another player, player A cannot withdraw the direction mark.
[0224] Secondly, in the embodiment of the present application, another method for supporting players to withdraw the directional marker is provided. Through the above method, players can withdraw the directional marker at any time according to their needs, thereby giving players greater initiative and flexibility.
[0225] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0226] In response to a transfer mark operation on the target virtual item triggered by the second virtual character, displaying second calibration information for prompting that the target virtual item is in a directional marking state;
[0227] The transfer marking operation is used to mark the target virtual item as being picked up by a third virtual character, and the second marking information includes identification information of the third virtual character.
[0228] In one or more embodiments, a method for supporting player transfer of directional markers is introduced. As can be seen from the aforementioned embodiments, after player A assigns a directional marker of a target virtual item to a second virtual character controlled by player B, player B can also transfer the target virtual item, i.e., transfer the directional marker to a virtual character controlled by another player besides himself.
[0229] Specifically, see Figure 13 , Figure 13 A schematic diagram of transferring virtual props in an embodiment of the present application is shown as follows: Figure 13As shown in Figure (A), from Player B's perspective, 1301 indicates the first calibration information. 1302 indicates the countdown pop-up window, which appears before the countdown ends and automatically closes without player interaction. That is, if Player B does not perform any actions before the countdown ends, the pop-up window will automatically close, allowing Player B to search for and pick up the target virtual item. 1303 indicates the calibration transfer control.
[0230] When player B clicks the scale transfer control indicated by 1303, the following is displayed: Figure 13 In the interface shown in Figure (B), from the perspective of Player B, 1304 indicates a character list consisting of three identification controls and a cancel control. The identification control corresponding to Player B is not displayed in the character list. When Player B clicks the identification control indicated by 1304, a transfer operation is triggered for the target virtual item, thereby transferring the virtual character controlled by Player C, nicknamed "Powerful Dizi," to the third virtual character.
[0231] Based on this, Figure 13 As shown in Figure (C), from the perspective of player C, 1305 indicates the second calibration information. For example, if the identification information is the number of the first virtual character's team, the second calibration information includes the identification information of the third virtual character (i.e., "3"). 1306 indicates the in-game communication panel, which displays a calibration transfer message, such as "LeLe 333 Directional Marker gives a Shadow Contract to the powerful Dizi."
[0232] It should be noted that players can transfer the same virtual item repeatedly. For example, player B can transfer the target virtual item to the first virtual character controlled by player A. In addition, player B can also choose to cancel the directional mark or withdraw the directional mark.
[0233] Secondly, the present embodiment provides a method for players to transfer directional markers. Through this method, Player B can also transfer Player A's directional marker to their target virtual item to a virtual character controlled by another player. This not only improves the rationality of virtual item distribution but also effectively reduces the frequency of players interacting with the controls in the physical game space, improving their operational efficiency and thus forming a closed-loop link for calibration.
[0234] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0235] In response to a picking-up operation for the target virtual item triggered by the second virtual character, the first calibration information is canceled from being displayed in the virtual scene where the first virtual character is located.
[0236] In one or more embodiments, a method for picking up a virtual item with a direction mark is introduced. As can be seen from the above embodiments, after player A marks the direction of the target virtual item to the second virtual character controlled by player B, player B can also go and pick up the target virtual item.
[0237] Specifically, see Figure 14 , Figure 14 This is a schematic diagram of picking up virtual props in an embodiment of the present application. Figure 14 As shown in Figure (A), taking the perspective of player B as an example, 1401 is used for the first calibration information. 1402 is used to indicate the countdown pop-up window. 1403 is used to indicate the go control. When player B clicks the go control indicated by 1403, the following is displayed: Figure 14 In the interface shown in Figure (B), taking the perspective of player B as an example, the second virtual character controlled by player B goes to the location of the target virtual prop based on the first calibration information in the form of HUD, that is, enters the automatic picking state.
[0238] Based on this, Figure 14 As shown in the middle (C) figure, from the perspective of player B, when player B approaches the target virtual item, a deposit control indicated by 1404 is displayed. When player B clicks the deposit control indicated by 1404, a pickup operation for the target virtual item is triggered, thereby adding the target virtual item to player B's virtual backpack. Simultaneously, the target virtual item and the first calibration information are no longer displayed in player A's graphical user interface.
[0239] Secondly, the embodiment of the present application provides a method for picking up virtual props with a directional mark. Through the above method, player B can also quickly find the target virtual props with a directional mark, which not only reduces the operation threshold but also allows for quick connection between tasks or activities, thereby optimizing the gaming experience.
[0240] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, when the target virtual item is marked as being picked up by the second virtual character, only the first virtual character and the second virtual character are allowed to pick up the target virtual item;
[0241] The first calibration information is presented only at the perspective corresponding to the first virtual character and the perspective corresponding to the second virtual character.
[0242] In one or more embodiments, a method for making a target virtual item visible and accessible is described. As described in the aforementioned embodiments, Player A directs a target virtual item to a second virtual character controlled by Player B. Based on this, only the first virtual character controlled by Player A and the second virtual character controlled by Player B are allowed to pick up the target virtual item.
[0243] Specifically, for easier understanding, see Figure 15 , Figure 15 This is a schematic diagram of the shielding relationship for directional marking virtual props in an embodiment of the present application. As shown in the figure, taking Player B as Player A's designated teammate as an example, after Player A directional marks the target virtual prop to the second virtual character, only Player A and Player B can see the target virtual prop and the first calibration information through the item interaction layer, while other players cannot see the target virtual prop and the first calibration information. All teammates in Player A's team can see the prop calibration information through the team broadcast layer provided by the intra-game communication panel.
[0244] When the calibration countdown ends, if the target virtual item has not been picked up or withdrawn, all players will be able to see the target virtual item through the item interaction layer.
[0245] It should be noted that the virtual props marked by players have a certain range of detection. The client front-end sets the detection range logic. When other players approach the marked virtual props, the corresponding whitelist judgment is activated, and players can achieve relevant goals by interacting with them. When there are no other players in the range, the calibration information can be stored on the server, reducing front-end internal friction. Furthermore, the calibration location set by the player can be displayed on the large map, and players can click to go to it.
[0246] Secondly, the embodiments of this application provide a method for making the target virtual item visible and accessible. This method allows only the targeting player (i.e., Player A) and the targeted player (i.e., Player B) to see and pick up the targeted virtual item (i.e., the target virtual item). This prevents the virtual item shared by the targeting player from being picked up by non-targeting players, thereby improving the reliability of targeted sharing.
[0247] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, when the target virtual item is marked as being picked up by the second virtual character, only the first virtual character and the second virtual character are allowed to pick up the target virtual item;
[0248] The first calibration information is presented from the perspectives corresponding to all virtual characters in the current round of the game.
[0249] In one or more embodiments, another method for making a target virtual item visible and accessible is introduced. As described in the aforementioned embodiments, player A directs a target virtual item to a second virtual character controlled by player B. Based on this, only the first virtual character controlled by player A and the second virtual character controlled by player B are allowed to pick up the target virtual item.
[0250] Specifically, for easier understanding, see Figure 16 , Figure 16 This is another schematic diagram of the shielding relationship for directional marking virtual items in an embodiment of the present application. As shown in the figure, taking Player B as Player A's designated teammate as an example, after Player A directional marks the target virtual item to the second virtual character, all players can see the target virtual item and the first calibration information through the item interaction layer. All teammates in Player A's team can also see the item calibration information through the team broadcast layer provided by the intra-game communication panel.
[0251] If other virtual characters (i.e., virtual characters other than the first and second virtual characters) controlled by some players (i.e., players other than Player A and Player B) pick up the target virtual item, these players will see a target prompt message through the message interaction layer. For example, the target prompt message may be "The virtual item has been marked for Player B and cannot be picked up."
[0252] Secondly, the embodiments of this application provide another method for making the target virtual item visible and accessible. This method allows only the targeting player (i.e., Player A) and the targeted player (i.e., Player B) to pick up the targeted virtual item (i.e., the target virtual item). Other players can see the targeted virtual item but cannot pick it up. This prevents the virtual item shared by the targeting player from being picked up by non-targeting players, thereby improving the reliability of targeted sharing.
[0253] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, when the target virtual item is marked as being picked up by the second virtual character, all virtual characters in the current round of the game are allowed to pick up the target virtual item;
[0254] The first calibration information is presented from the perspectives corresponding to all virtual characters in the current round of the game.
[0255] In one or more embodiments, another method of making a target virtual item visible and pickable is introduced. As can be seen from the above embodiments, after player A directs the target virtual item to the second virtual character controlled by player B, all virtual characters controlled by other players are allowed to pick up the target virtual item.
[0256] Specifically, for easier understanding, see Figure 17 , Figure 17 This is another schematic diagram of the shielding relationship for directional marking virtual items in an embodiment of the present application. As shown in the figure, taking Player B as Player A's designated teammate as an example, after Player A directional marks the target virtual item to the second virtual character, all players can see the target virtual item and the first calibration information through the item interaction layer. All teammates in Player A's team can also see the item calibration information through the team broadcast layer provided by the intra-game communication panel.
[0257] If other virtual characters (i.e., virtual characters other than the first and second virtual characters) controlled by some players (i.e., players other than Player A and Player B) pick up the target virtual item, these players will see a target prompt message through the message interaction layer. For example, the target prompt message may read, "This virtual item has been marked for Player B. Do you still want to pick it up?"
[0258] Secondly, the present embodiment provides another method for making the target virtual item visible and accessible. This method allows all players, including the target player (i.e., Player A) and the targeted player (i.e., Player B), to pick up the targeted virtual item (i.e., the target virtual item). This enhances the game's tension, requires close coordination between the target player and the targeted player, and thus increases the game's fun.
[0259] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application,
[0260] Display target prompt message;
[0261] The target prompt message is used to prompt that the target virtual item is marked as being picked up by the second virtual character, and supports being picked up by other virtual characters;
[0262] Alternatively, the target prompt message is used to prompt that the target virtual item is marked as being picked up by the second virtual character, and that it is not supported to be picked up by other virtual characters;
[0263] Alternatively, the target prompt message is used to prompt that the target virtual item is in a pickup state;
[0264] Alternatively, the target prompt message is used to prompt that the target virtual item is in an unavailable state.
[0265] In one or more embodiments, a method for displaying a target prompt message is introduced. As can be seen from the aforementioned embodiments, a target prompt message can also be triggered when a player-controlled virtual character picks up a target virtual item or approaches a target virtual item. Several types of target prompt messages are described below.
[0266] Case 1;
[0267] Specifically, when the target virtual item is marked as being picked up by the second virtual character, when a virtual character controlled by another player (i.e., a player other than Player A and Player B) (i.e., a virtual character other than the first virtual character and the second virtual character) picks up the target virtual item or approaches the target virtual item, a target prompt message is displayed. The target prompt message indicates that the target virtual item is marked as being picked up by the second virtual character, but other virtual characters are still supported to pick it up. For example, the target prompt message is "This virtual item has been marked for Player B. Do you still want to pick up this virtual item?"
[0268] Case 2:
[0269] Specifically, when the target virtual item is marked as being picked up by the second virtual character, when a virtual character controlled by another player (i.e., a player other than Player A and Player B) (i.e., a virtual character other than the first virtual character and the second virtual character) picks up the target virtual item or approaches the target virtual item, a target prompt message is displayed. The target prompt message indicates that the target virtual item is marked as being picked up by the second virtual character, but other virtual characters are still supported to pick it up. For example, the target prompt message is "This virtual item has been marked for Player B and cannot be picked up at this time."
[0270] Case 3:
[0271] Specifically, when a target virtual item is marked as being picked up by a second virtual character, a target prompt message is displayed when the virtual character controlled by the player picks up the target virtual item or approaches the target virtual item. The target prompt message indicates that the target virtual item is available for pickup. For example, the target prompt message may read "This virtual item can be picked up."
[0272] Case 4:
[0273] Specifically, when the target virtual item is marked as being picked up by the second virtual character, when a virtual character controlled by another player (i.e., a player other than Player A and Player B) (i.e., a virtual character other than the first virtual character and the second virtual character) picks up the target virtual item or approaches the target virtual item, a target prompt message is displayed. The target prompt message indicates that the target virtual item is in an unavailable state. For example, the target prompt message is "This virtual item cannot be picked up."
[0274] Furthermore, embodiments of the present application provide a method for displaying a target prompt message. Through this method, players can use the target prompt message to clearly identify the target virtual item's marking status and whether it is available for pickup. This can optimize player decision-making efficiency and provide players with a more efficient and organized interactive experience.
[0275] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0276] When the second virtual character picks up the target virtual item, in response to a thank-you operation triggered by the second virtual character, a thank-you message from the second virtual character is displayed.
[0277] In one or more embodiments, a method is introduced that allows players to express gratitude with one click. As can be seen from the aforementioned embodiments, after a second virtual character controlled by Player B picks up a target virtual item marked by Player A, they can also choose to thank Player A. The first implementation method is to display the thank-you message triggered by Player B through the in-game communication panel, thereby allowing other players to see it. The second implementation method is to display the thank-you message only in Player A's graphical user interface, meaning that other players cannot see it. The first implementation method will be used as an example for description below.
[0278] Specifically, see Figure 18 , Figure 18 This is a schematic diagram of the directional marking in the embodiment of the present application. Figure 18 As shown in Figure (A), taking the perspective of player B as an example, 1801 is used to indicate the thank you control. When player B clicks the thank you control indicated by 1801, the thank you operation is triggered to player A through the second virtual character. Figure 18 As shown in the middle (B) figure, taking the perspective of player A as an example, 1802 is used to indicate the in-game communication panel. 1803 is used to indicate a thank you message, that is, player A receives a thank you message from player B.
[0279] Secondly, the embodiments of this application provide a method for players to express gratitude with one click. Through this method, when Player B picks up a virtual item that Player A has assigned to him / her, he / she can trigger the thank you action during the game, allowing Player A to understand Player B's intentions, thereby strengthening the emotional connection between players, promoting positive interaction, creating a warmer gaming community ecosystem, and enhancing the overall social atmosphere of the game.
[0280] Optionally, in the above Figure 2 Based on one or more corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, in response to a directional marking operation on a target virtual item, before displaying at least one identification control, the method may further include:
[0281] In response to the calibration configuration operation, calibration priority information is obtained, wherein the calibration priority information is used to sort the priorities of the virtual characters;
[0282] In response to a directional marking operation on a target virtual prop, displaying at least one identification control specifically includes:
[0283] In response to a directional marking operation directed to a target virtual item, at least one identification control is displayed according to the marking priority information.
[0284] In one or more embodiments, a method for displaying identification controls based on calibration priority information is described. As can be seen from the aforementioned embodiments, Player A can also pre-configure calibration priority information, which is used to prioritize virtual characters. The higher the priority of a virtual character, the more prominent the corresponding identification control is, thereby guiding Player A to prioritize identification controls with a more prominent effect.
[0285] Specifically, taking Player A's perspective as an example, please refer to Figure 19 , Figure 19 This is a schematic diagram showing an identification control based on calibration priority information in an embodiment of the present application. Figure 19 As shown in Figure (A), 1901 indicates the priority configuration panel. Player A assigns the second virtual character used by teammate #2 (i.e., Player B, nicknamed "LeLe333") the highest priority, the third virtual character used by teammate #3 (i.e., Player C, nicknamed "Powerful Dizi") the second highest priority, and the fourth virtual character used by teammate #4 (i.e., Player D, nicknamed "Tom") the lowest priority. Player A clicks the confirmation control indicated by 1902 to obtain the scaled priority information.
[0286] Based on this, Figure 19As shown in the middle (B) figure, when player A triggers a directional tagging operation for a target virtual item, a character list indicated by 1903 is displayed. The icon control indicated by 1904 has the darkest background color to highlight its highest priority. The icon control indicated by 1905 has a darker background color to highlight its second-highest priority. The icon control indicated by 1906 has no background color to highlight its lowest priority.
[0287] It should be noted that, in actual applications, changes in color brightness, saturation, and hue contrast can be used to display logo controls with different effects, or size differences can be used to display logo controls with different effects, or motion effects can be used to guide logo controls with different effects, or shape differentiation can be used to display logo controls with different effects. There is no limitation here.
[0288] Secondly, embodiments of this application provide a method for displaying identification controls based on calibration priority information. This method allows for the display of identification controls with specific styles during the directional marking process, based on the player's pre-configured calibration priority information. This serves to remind the player of the virtual characters they need to mark first, thereby improving the player's decision-making efficiency.
[0289] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, before responding to the directional marking operation on the target virtual prop, the following may also be included:
[0290] Displaying a calibration request message from the second virtual character through a graphical user interface, wherein the calibration request message includes the name of the target virtual item and identification information of the second virtual character, and the calibration request message is used to request that the target virtual item be marked as being picked up by the second virtual character;
[0291] In response to a directional marking operation on a target virtual prop, displaying at least one identification control specifically includes:
[0292] In response to the directional marking operation for the target virtual prop, a target identification control is highlighted if the marking request message requests that the target virtual prop be marked as picked up by the second virtual character.
[0293] In one or more embodiments, a method for displaying a target identification control is provided. As can be seen from the aforementioned embodiments, if Player B requests Player A to directionally mark a target virtual item, and Player A agrees, the target identification control is highlighted during the direction marking process, prompting Player A to directionally mark the target item to Player B's second virtual character.
[0294] Specifically, taking Player A's perspective as an example, please refer to Figure 20 , Figure 20 This is a schematic diagram showing a target identification control based on a calibration request message in an embodiment of the present application. Figure 20 As shown in Figure (A), 2001 indicates a calibration request message originating from Player B via a second virtual character. For example, "Teammate #2 (LeLe333) requests that you direct-mark a Shadow Contract. Do you agree?" "Shadow Contract" is the name of the target virtual item, and "2" and "LeLe333" are both identifiers corresponding to the second virtual character. When Player A clicks the consent control indicated by 2002, they agree to prioritize direct-marking the target virtual item for Player B's second virtual character.
[0295] Based on this, Figure 20 As shown in the middle (B) figure, when player A triggers the directional marking operation for the target virtual prop, the character list indicated by 2003 is displayed. Among them, the target identification control indicated by 2004 is highlighted.
[0296] It should be noted that, in actual applications, highlighting includes but is not limited to displaying in a color contrast manner, displaying in a dynamic effect manner, displaying in a size contrast manner, or displaying in a specific logo manner.
[0297] Secondly, the present embodiment provides a method for displaying a target identification control. This method allows Player A to target virtual items based on Player B's needs. This improves collaboration efficiency and reduces communication costs. Furthermore, it fosters trust and cooperation between players, enhancing the overall gaming experience.
[0298] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0299] displaying a first information panel via a graphical user interface;
[0300] Among them, the first information panel includes prop information of the virtual prop in the directional marking state and the corresponding withdrawal control, the prop information includes identification information marked as a specified virtual character, and the withdrawal control is used to switch the directional marking state to the non-directional marking state.
[0301] In one or more embodiments, a method for displaying a first information panel is introduced. As can be seen from the above embodiments, player A can also view the first information panel through a graphical user interface, wherein the first information panel is used to provide item information of the virtual item that player A has marked.
[0302] Specifically, taking the perspective of player A as an example, for ease of understanding, please refer to Figure 21 , Figure 21 This is a schematic diagram showing the first information panel in an embodiment of the present application. As shown in the figure, 2101 is used to indicate the first information panel. Among them, the first information panel shows the prop information of 4 groups of virtual props in the directional marking state and the corresponding withdrawal controls. Taking the set of prop information indicated by 2102 as an example, the prop information includes identification information and the prop name (for example, "Shadow Contract"). The identification information includes but is not limited to the player nickname corresponding to the specified virtual character (for example, "LeLe333") and the number in the game team (for example, 2).
[0303] 2103 is used to indicate the withdrawal control. When player A clicks the withdrawal control indicated by 2103, the orientation mark for the virtual prop can be directly withdrawn, thereby switching the virtual prop from the orientation mark state to the non-orientation mark state.
[0304] Secondly, embodiments of the present application provide a method for displaying a first information panel. This method centrally displays item information for virtual items that players have marked based on the first information panel. This facilitates players in viewing relevant information and in withdrawing marked items, thereby improving operational convenience and ultimately enhancing the player's gaming experience.
[0305] Optionally, in the above Figure 2 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0306] displaying a second information panel via the graphical user interface;
[0307] The second information panel includes item information of the virtual item marked as picked up by the first virtual character and corresponding operation controls;
[0308] The operation control includes at least one of a reject control and a transfer control. The reject control is used to reject picking up the corresponding virtual prop, and the transfer control is used to update the identification information of the specified virtual character.
[0309] In one or more embodiments, a method for displaying a second information panel is described. As can be seen from the aforementioned embodiments, Player A can also view the second information panel through a graphical user interface, wherein the second information panel is used to provide item information of a virtual item directional-tagged to a first virtual character (i.e., the virtual character controlled by Player A).
[0310] Specifically, taking the perspective of player A as an example, for ease of understanding, please refer to Figure 22 , Figure 22This is a schematic diagram showing the second information panel in an embodiment of the present application. As shown in the figure, 2201 is used to indicate the second information panel. Among them, the second information panel shows the prop information of 4 groups of virtual props in the directional marking state and the corresponding operation controls (i.e., including the rejection control and the transfer control). Take the set of prop information indicated by 2202 as an example, wherein the prop information includes identification information and the prop name (for example, "Star Blade"). The identification information includes but is not limited to the player nickname corresponding to the player who directional-marked the first virtual character (for example, "Tom") and the number in the game team (for example, 4).
[0311] 2203 is used to indicate a rejection control. When player A clicks the rejection control indicated by 2203, it means that he refuses to pick up the virtual props marked by other players.
[0312] Reference numeral 2204 indicates a transfer control. When player A clicks the transfer control indicated by 2204, they can select another virtual character from the character list for a targeted transfer. For example, after clicking the transfer control, player A can transfer the "Star Blade" to the virtual character controlled by the player nicknamed "Powerful Dizi."
[0313] Secondly, the present application provides a method for displaying a second information panel. This method, based on the second information panel, can improve the player's information acquisition efficiency, allowing players to quickly obtain global information and meet the needs of real-time decision-making in the game. Furthermore, it supports players to reject or transfer marked virtual props, thereby improving operational convenience and further enhancing the player's gaming experience.
[0314] Based on the above embodiments, Figure 23 This section describes the process of marking virtual items from different players' perspectives. Figure 23 , Figure 23 This is a schematic diagram of the overall process of the virtual prop marking method in the embodiment of the present application. As shown in the figure, taking the perspective of player A as an example, specifically:
[0315] In step A1, player A selects a target virtual item that needs to be directional marked.
[0316] In step A2, player A triggers a directional marking operation for a target virtual item. For example, player A selects the target virtual item and drags it to the calibration identification area, at which point the calibration identification area becomes highlighted. A determination is then made as to whether player A has released their finger. If player A releases their finger, the dragged target virtual item is successfully moved to the calibration identification area, and a character list, including at least one identification control, is expanded. Each identification control displays identification information for a virtual character, but does not include its own identification information (i.e., the identification information of the first virtual character controlled by player A).
[0317] In step A3, player A selects a virtual character (e.g., a second virtual character controlled by player B) that requires orientation marking (i.e., orientation sharing) and triggers a corresponding identification control (i.e., a target identification control) based on the identification information of the virtual character. If player A clicks the cancel control, the target virtual item is moved out of the calibration recognition area.
[0318] In step A4, after player A marks the target virtual item to the second virtual character, a calibration retraction control is displayed.
[0319] In step A5, it is determined whether player A clicks the calibration withdrawal control. If so, it means that player A withdraws the directional mark, that is, the process ends. If not, step A6 is executed.
[0320] In step A6, the directional marking of player A is successful, and thus a message of the marking is broadcast in the team channel provided by the in-game communication panel.
[0321] Taking player B's perspective as an example, after player A successfully marks the orientation, a countdown pop-up window will pop up in player B's graphical user interface, displaying detailed information about the target virtual item, the calibration transfer control, and the go control.
[0322] In step B1, it is determined whether player B clicks the scale transfer control in the countdown pop-up window. If so, step B2 is executed. If not, step B4 is executed.
[0323] In step B2, after player B clicks the directional transfer control, a character list including at least one identification control is displayed. Each identification control displays identification information for indicating a virtual character, but does not include its own identification information (i.e., the identification information of the second virtual character controlled by player B). Player B selects the virtual character to which the directional flag needs to be transferred (i.e., directional sharing) (e.g., the third virtual character controlled by player C), and triggers the corresponding identification control based on the identification information of the virtual character.
[0324] In step B3, the countdown pop-up window in the graphical user interface of player B is closed, while a countdown pop-up window is popped up in the graphical user interface of player C, that is, the system determines that player B has successfully transferred the target virtual item to the third virtual character.
[0325] In step B4, it is determined whether player B clicks the go control in the countdown pop-up window. If so, step B5 is executed. If not, step B6 is executed.
[0326] In step B5, after player B clicks the go control, the countdown pop-up window closes and the automatic pickup process begins. That is, when player B actively approaches the target virtual item and triggers the item pickup list to appear, he or she can click to trigger the pickup.
[0327] In step B6, when the countdown displayed in the pop-up window ends, if player B does not interact with the countdown pop-up window, the countdown pop-up window in the graphical user interface of player B is closed. The total duration of the countdown displayed in the pop-up window is usually less than or equal to the total duration of the countdown.
[0328] In step B7, player B can still go to and pick up the target virtual item within the calibration countdown. That is, after clicking the target virtual item, the picked up target virtual item is added to player B's virtual backpack. At this time, the calibration information for the target virtual item (that is, the first calibration information) disappears.
[0329] In step B8, it is determined whether player B thanks the other party (ie, player A). If so, step B9 is executed. If not, step B10 is executed.
[0330] In step B9, player A receives a thank you message from the other party (ie, player B).
[0331] In step B10, player B ends the interactive behavior.
[0332] The virtual prop marking device in this application is described in detail below. Figure 24 , Figure 24 This is a schematic diagram of an embodiment of a virtual prop marking device in an embodiment of the present application. The virtual prop marking device 240 includes:
[0333] Display module 2401, used for displaying target virtual props through a graphical user interface;
[0334] The display module 2401 is further configured to display at least one identification control in response to a directional marking operation on a target virtual item, wherein each identification control in the at least one identification control displays identification information indicating a virtual character;
[0335] The display module 2401 is also used to display first calibration information for indicating that the target virtual prop is in a directional marking state in response to a selection operation on a target identification control, wherein the target identification control is included in at least one identification control, and the identification information of the second virtual character is displayed on the target identification control, the directional marking state indicates that the virtual prop is marked as being picked up by a specified virtual character, and the first calibration information includes the identification information of the second virtual character.
[0336] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0337] The display module 2401 is specifically configured to display the virtual scene where the first virtual character is located through a graphical user interface, and to display a target virtual prop in the virtual scene;
[0338] In response to a drag operation on a target virtual item, at least one identification control is displayed.
[0339] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0340] The display module 2401 is specifically configured to display the virtual scene where the first virtual character is located through a graphical user interface, and to display a target virtual prop in the virtual scene;
[0341] When a gesture operation is detected, the gesture operation is recognized;
[0342] When the gesture operation successfully matches the preset gesture operation, at least one identification control is displayed.
[0343] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0344] The display module 2401 is specifically configured to display at least one identification control and a cancel control in response to a directional marking operation on a target virtual item;
[0345] The display module 2401 is further configured to interrupt the directional marking operation on the target virtual item in response to a selection operation on the cancel control.
[0346] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0347] The display module 2401 is specifically configured to display the backpack interface of the first virtual character through a graphical user interface, and to display the target virtual item in the backpack interface;
[0348] In response to a drag operation on a target virtual item, at least one identification control is displayed.
[0349] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0350] The display module 2401 is specifically configured to display the backpack interface of the first virtual character through a graphical user interface, and to display the target virtual item in the backpack interface;
[0351] When a gesture operation is detected, the gesture operation is recognized;
[0352] When the gesture operation successfully matches the preset gesture operation, at least one identification control is displayed.
[0353] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0354] The display module 2401 is specifically configured to display at least one identification control and a cancel control in response to a directional marking operation on a target virtual item;
[0355] The display module 2401 is further configured to interrupt the directional marking operation on the target virtual item in response to a selection operation on the cancel control.
[0356] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application, the first calibration information further includes a calibration countdown;
[0357] The display module 2401 is specifically configured to display first calibration information indicating that the target virtual prop is in a directional marking state, so as to indicate the position of the target virtual prop in the virtual scene and a calibration countdown;
[0358] When the calibration countdown ends, if the target virtual item is not picked up by the virtual character, the target virtual item is switched from the directional mark state to the non-directional mark state, wherein the non-directional mark state indicates canceling the directional mark for the virtual item.
[0359] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0360] The display module 2401 is further configured to display an intra-game communication panel via a graphical user interface, wherein the intra-game communication panel is configured to support players in sending and receiving messages;
[0361] The display module 2401 is further configured to display a prop calibration message through the intra-office communication panel in response to a selection operation on the target identification control, wherein the prop calibration message includes the prop name of the target virtual prop, calibration party information, and calibration party information.
[0362] Optionally, in the above Figure 24On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application, the virtual prop marking device 240 further includes a switching module 2402;
[0363] The display module 2401 is further configured to display a calibration retraction control for a target virtual item within a preset time period;
[0364] The switching module 2402 is configured to switch the target virtual item from the directional marking state to the non-directional marking state in response to an interactive operation on the calibration retraction control.
[0365] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0366] The display module 2401 is further configured to display a calibration undo control for the target virtual item when the target virtual item is not picked up by the virtual character;
[0367] The switching module 2402 is further configured to switch the target virtual item from the directional marking state to the non-directional marking state in response to an interactive operation on the calibration retraction control.
[0368] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0369] The display module 2401 is further configured to display second calibration information indicating that the target virtual item is in a directional calibration state in response to a transfer marking operation triggered by the second virtual character on the target virtual item.
[0370] The transfer marking operation is used to mark the target virtual item as being picked up by a third virtual character, and the second marking information includes identification information of the third virtual character.
[0371] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application, the virtual prop marking device 240 further includes a cancellation module 2403;
[0372] The canceling module 2403 is configured to cancel the display of the first calibration information in the virtual scene where the first virtual character is located in response to a picking operation for the target virtual prop triggered by the second virtual character.
[0373] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0374] In the case where the target virtual item is marked as being picked up by the second virtual character, only the first virtual character and the second virtual character are allowed to pick up the target virtual item;
[0375] The first calibration information is presented only at the perspective corresponding to the first virtual character and the perspective corresponding to the second virtual character.
[0376] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0377] In the case where the target virtual item is marked as being picked up by the second virtual character, only the first virtual character and the second virtual character are allowed to pick up the target virtual item;
[0378] The first calibration information is presented from the perspectives corresponding to all virtual characters in the current round of the game.
[0379] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0380] When the target virtual item is marked as being picked up by the second virtual character, all virtual characters in the current round of the game are allowed to pick up the target virtual item;
[0381] The first calibration information is presented from the perspectives corresponding to all virtual characters in the current round of the game.
[0382] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0383] The display module 2401 is also used to display the target prompt message;
[0384] The target prompt message is used to prompt that the target virtual item is marked as being picked up by the second virtual character, and supports being picked up by other virtual characters;
[0385] Alternatively, the target prompt message is used to prompt that the target virtual item is marked as being picked up by the second virtual character, and that it is not supported to be picked up by other virtual characters;
[0386] Alternatively, the target prompt message is used to prompt that the target virtual item is in a pickup state;
[0387] Alternatively, the target prompt message is used to prompt that the target virtual item is in an unavailable state.
[0388] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0389] The display module 2401 is further configured to display a thank-you message from the second virtual character in response to a thank-you operation triggered by the second virtual character when the second virtual character picks up the target virtual item.
[0390] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0391] The display module 2401 is further configured to obtain calibration priority information in response to a calibration configuration operation before displaying at least one identification control in response to a directional marking operation on a target virtual item, wherein the calibration priority information is used to sort the priorities of the virtual characters;
[0392] The display module 2401 is specifically configured to display at least one identification control according to the calibration priority information in response to a directional marking operation on a target virtual item.
[0393] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0394] The display module 2401 is further configured to display a first information panel via a graphical user interface;
[0395] Among them, the first information panel includes prop information of the virtual prop in the directional marking state and the corresponding withdrawal control, the prop information includes identification information marked as a specified virtual character, and the withdrawal control is used to switch the directional marking state to the non-directional marking state.
[0396] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0397] The display module 2401 is further configured to display a second information panel via a graphical user interface;
[0398] The second information panel includes item information of the virtual item marked as picked up by the first virtual character and corresponding operation controls;
[0399] The operation control includes at least one of a reject control and a transfer control. The reject control is used to reject picking up the corresponding virtual prop, and the transfer control is used to update the identification information of the specified virtual character.
[0400] Optionally, in the above Figure 24 On the basis of the corresponding embodiment, in another embodiment of the virtual prop marking device 240 provided in the embodiment of the present application,
[0401] The display module 2401 is further configured to display a second information panel via a graphical user interface;
[0402] The second information panel includes item information of the virtual item marked as picked up by the first virtual character and a corresponding rejection control, where the rejection control is used to reject picking up the corresponding virtual item.
[0403] The present application also provides a terminal, such as Figure 25 For the sake of convenience, only the parts related to the embodiment of the present application are shown. For specific technical details not disclosed, please refer to the method part of the embodiment of the present application. In the embodiment of the present application, the terminal is taken as an example for explanation:
[0404] Figure 25 The block diagram shows a partial structure of a mobile phone related to the terminal provided in the embodiment of the present application. Figure 25 The mobile phone includes components such as a radio frequency (RF) circuit 2510, a memory 2520, an input unit 2530, a display unit 2540, a sensor 2550, an audio circuit 2560, a mobile hotspot (wireless fidelity, WiFi) module 2570, a processor 2580, and a power supply 2590. Those skilled in the art will understand that Figure 25 The mobile phone structure shown in the figure does not constitute a limitation to the mobile phone, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0405] The following combination Figure 25 A detailed introduction to the various components of a mobile phone:
[0406] The RF circuit 2510 can be used to receive and send signals during information transmission or calls. In particular, after receiving downlink information from the base station, it is sent to the processor 2580 for processing; in addition, the designed uplink data is sent to the base station. Generally, the RF circuit 2510 includes but is not limited to an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier (LNA), a duplexer, etc. In addition, the RF circuit 2510 can also communicate with the network and other devices through wireless communication. The above-mentioned wireless communication can use any communication standard or protocol, including but not limited to the global system of mobile communications (GSM), general packet radio service (GPRS), code division multiple access (CDMA), wideband code division multiple access (WCDMA), long term evolution (LTE), email, short messaging service (SMS), etc.
[0407] Memory 2520 can be used to store software programs and modules. Processor 2580 executes the various functional applications and data processing of the mobile phone by running the software programs and modules stored in memory 2520. Memory 2520 may primarily include a program storage area and a data storage area. The program storage area may store an operating system and at least one application required for a function (such as a sound playback function or an image playback function); the data storage area may store data generated based on the use of the mobile phone (such as audio data, a phone book, etc.). In addition, memory 2520 may include high-speed random access memory and non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0408] The input unit 2530 can be used to receive input digital or character information, and to generate key signal input related to the user settings and function control of the mobile phone. Specifically, the input unit 2530 may include a touch panel 2531 and other input devices 2532. The touch panel 2531, also known as a touch screen, can collect user touch operations on or near it (such as operations performed by the user using a finger, stylus, or any other suitable object or accessory on or near the touch panel 2531) and drive the corresponding connection device according to a pre-set program. Optionally, the touch panel 2531 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch direction and detects the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into touch point coordinates, which are then sent to the processor 2580. It can also receive commands sent by the processor 2580 and execute them. In addition, the touch panel 2531 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 2531, the input unit 2530 may further include other input devices 2532. Specifically, the other input devices 2532 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a mouse, and an operating stick.
[0409] The display unit 2540 can be used to display information input by the user or information provided to the user and various menus of the mobile phone. The display unit 2540 may include a display panel 2541. Optionally, the display panel 2541 may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. Further, the touch panel 2531 may cover the display panel 2541. When the touch panel 2531 detects a touch operation on or near it, it is transmitted to the processor 2580 to determine the type of touch event. Subsequently, the processor 2580 provides corresponding visual output on the display panel 2541 according to the type of touch event. Although in Figure 25 In the embodiment, the touch panel 2531 and the display panel 2541 are used as two independent components to realize the input and output functions of the mobile phone, but in some embodiments, the touch panel 2531 and the display panel 2541 can be integrated to realize the input and output functions of the mobile phone.
[0410] The mobile phone may also include at least one sensor 2550, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 2541 according to the brightness of the ambient light, and the proximity sensor may turn off the display panel 2541 and / or the backlight when the mobile phone is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that the mobile phone can also be configured with, such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be described here.
[0411] Audio circuit 2560, speaker 2561, and microphone 2562 provide an audio interface between the user and the phone. Audio circuit 2560 converts received audio data into electrical signals and transmits them to speaker 2561, which then converts them into sound signals for output. Microphone 2562, on the other hand, converts collected sound signals into electrical signals, which are then received by audio circuit 2560 and converted into audio data. The audio data is then processed by processor 2580 and then transmitted to, for example, another phone via RF circuit 2510. Alternatively, the audio data can be stored in memory 2520 for further processing.
[0412] WiFi is a short-range wireless transmission technology. Mobile phones can help users send and receive emails, browse the web, and access streaming media through the WiFi module 2570. It provides users with wireless broadband Internet access. Figure 25 A WiFi module 2570 is shown, but it is understandable that it is not an essential component of the mobile phone and can be omitted as needed without changing the essence of the invention.
[0413] Processor 2580 is the control center of the phone, connecting all parts of the phone using various interfaces and circuits. It executes software programs and / or modules stored in memory 2520 and accesses data stored in memory 2520 to perform various phone functions and process data. Optionally, processor 2580 may include one or more processing units. Alternatively, processor 2580 may integrate an application processor and a modem processor. The application processor primarily handles the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into processor 2580.
[0414] The mobile phone also includes a power supply 2590 (such as a battery) to supply power to various components. Optionally, the power supply can be logically connected to the processor 2580 through a power management system, thereby managing functions such as charging, discharging, and power consumption through the power management system.
[0415] Although not shown, the mobile phone may also include a camera, a Bluetooth module, etc., which will not be described in detail here.
[0416] The steps performed by the terminal in the above embodiment can be based on the Figure 25 The terminal structure shown.
[0417] A computer device is also provided in an embodiment of the present application, including a memory and a processor, wherein the memory stores a computer program, and when the processor executes the computer program, the steps of the methods described in the above embodiments are implemented.
[0418] A computer-readable storage medium is also provided in an embodiment of the present application, on which a computer program is stored. When the computer program is executed by a processor, the steps of the methods described in the above embodiments are implemented.
[0419] A computer program product is also provided in an embodiment of the present application, including a computer program. When the computer program is executed by a processor, the steps of the methods described in the above embodiments are implemented.
[0420] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0421] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0422] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.
[0423] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0424] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0425] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a server or terminal device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store computer programs, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0426] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the above embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the above embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.
Claims
1. A method for marking a virtual item, characterized in that: include: Displaying target virtual props through a graphical user interface; In response to a directional marking operation on the target virtual prop, displaying at least one identification control, wherein each identification control of the at least one identification control displays identification information for indicating a virtual character; In response to a selection operation on a target identification control, first calibration information is displayed for indicating that the target virtual prop is in a directional marking state, wherein the target identification control is included in the at least one identification control, and identification information of a second virtual character is displayed on the target identification control, the directional marking state indicates that the virtual prop is marked as being picked up by a specified virtual character, and the first calibration information includes the identification information of the second virtual character.
2. The marking method according to claim 1, characterized in that The displaying of the target virtual props through the graphical user interface includes: Displaying a virtual scene where the first virtual character is located through the graphical user interface, and displaying the target virtual prop in the virtual scene; The displaying of at least one identification control in response to the directional marking operation on the target virtual prop includes: In response to the drag operation on the target virtual item, the at least one identification control is displayed.
3. The marking method according to claim 1, characterized in that The displaying of the target virtual props through the graphical user interface includes: Displaying a virtual scene where the first virtual character is located through the graphical user interface, and displaying the target virtual prop in the virtual scene; The displaying of at least one identification control in response to the directional marking operation on the target virtual prop includes: When a gesture operation is detected, identifying the gesture operation; In a case where the gesture operation successfully matches the preset gesture operation, the at least one identification control is displayed.
4. The marking method according to claim 1, characterized in that The displaying of the target virtual props through the graphical user interface includes: Displaying the backpack interface of the first virtual character through the graphical user interface, and displaying the target virtual prop in the backpack interface; The displaying of at least one identification control in response to the directional marking operation on the target virtual prop includes: In response to the drag operation on the target virtual item, the at least one identification control is displayed.
5. The marking method according to claim 1, wherein: The displaying of the target virtual props through the graphical user interface includes: Displaying the backpack interface of the first virtual character through the graphical user interface, and displaying the target virtual prop in the backpack interface; The displaying of at least one identification control in response to the directional marking operation on the target virtual prop includes: When a gesture operation is detected, identifying the gesture operation; In a case where the gesture operation successfully matches the preset gesture operation, the at least one identification control is displayed.
6. The marking method according to any one of claims 1 to 5, characterized in that The displaying of at least one identification control in response to the directional marking operation on the target virtual prop includes: In response to a directional marking operation on the target virtual item, displaying at least one identification control and a cancel control; The method further comprises: In response to a selection operation on the cancel control, an orientation marking operation on the target virtual prop is interrupted.
7. The marking method according to any one of claims 1 to 6, characterized in that The first calibration information also includes a calibration countdown; The displaying of the first calibration information for prompting that the target virtual prop is in the directional marking state includes: Displaying the first calibration information for indicating that the target virtual prop is in the orientation mark state, so as to indicate the position of the target virtual prop in the virtual scene and the calibration countdown; When the calibration countdown ends, if the target virtual item is not picked up by the virtual character, the target virtual item is switched from the directional mark state to the non-directional mark state, wherein the non-directional mark state indicates that the directional mark for the virtual item is cancelled.
8. The marking method according to any one of claims 1 to 7, characterized in that The method further comprises: Displaying an intra-game communication panel through the graphical user interface, wherein the intra-game communication panel is used to support players sending and receiving messages; After responding to the selection operation on the target identification control, the method further includes: The prop calibration message is displayed through the intra-office communication panel, wherein the prop calibration message includes the prop name of the target virtual prop, calibration party information, and calibration party information.
9. The marking method according to any one of claims 1 to 8, characterized in that The method further comprises: Displaying a calibration retraction control for the target virtual item within a preset time period; In response to an interactive operation on the calibration retraction control, the target virtual prop is switched from the directional marking state to a non-directional marking state.
10. The marking method according to any one of claims 1 to 8, characterized in that The method further comprises: In the case that the target virtual item is not picked up by the virtual character, displaying a calibration revocation control for the target virtual item; In response to an interactive operation on the calibration retraction control, the target virtual prop is switched from the directional marking state to a non-directional marking state.
11. The marking method according to any one of claims 1 to 10, characterized in that: The method further comprises: In response to a transfer mark operation on the target virtual item triggered by the second virtual character, displaying second calibration information for prompting that the target virtual item is in a directional marking state; The transfer marking operation is used to mark the target virtual item as being picked up by a third virtual character, and the second marking information includes identification information of the third virtual character.
12. The marking method according to any one of claims 1 to 10, characterized in that The method further comprises: In response to a picking-up operation for the target virtual item triggered by the second virtual character, the first calibration information is canceled from being displayed in the virtual scene where the first virtual character is located.
13. The marking method according to any one of claims 1 to 12, characterized in that In a case where the target virtual item is marked as being picked up by the second virtual character, only the first virtual character and the second virtual character are allowed to pick up the target virtual item; The first calibration information is presented only at a viewing angle corresponding to the first virtual character and a viewing angle corresponding to the second virtual character.
14. The marking method according to any one of claims 1 to 12, characterized in that In a case where the target virtual item is marked as being picked up by the second virtual character, only the first virtual character and the second virtual character are allowed to pick up the target virtual item; The first calibration information is presented from the perspectives corresponding to all virtual characters in the current round of the game.
15. The marking method according to any one of claims 1 to 12, characterized in that When the target virtual item is marked as being picked up by the second virtual character, all virtual characters in the current round of the game are allowed to pick up the target virtual item; The first calibration information is presented from the perspectives corresponding to all virtual characters in the current round of the game.
16. The marking method according to any one of claims 13 to 15, characterized in that The method further comprises: Display target prompt message; The target prompt message is used to prompt that the target virtual item is marked as being picked up by the second virtual character, and supports being picked up by other virtual characters; Alternatively, the target prompt message is used to prompt that the target virtual item is marked as being picked up by the second virtual character, and is not supported to be picked up by other virtual characters; Alternatively, the target prompt message is used to prompt that the target virtual item is in a pickup state; Alternatively, the target prompt message is used to prompt that the target virtual item is in an unavailable state.
17. The marking method according to any one of claims 1 to 16, characterized in that The method further comprises: When the second virtual character picks up the target virtual item, in response to a thank-you operation triggered by the second virtual character, a thank-you message from the second virtual character is displayed.
18. The marking method according to any one of claims 1 to 17, characterized in that Before displaying at least one identification control in response to the directional marking operation on the target virtual item, the method further includes: In response to the calibration configuration operation, obtaining calibration priority information, wherein the calibration priority information is used to sort the priorities of the virtual characters; The displaying of at least one identification control in response to the directional marking operation on the target virtual prop includes: In response to a directional marking operation on the target virtual item, the at least one identification control is displayed according to the marking priority information.
19. The marking method according to any one of claims 1 to 18, characterized in that Before responding to the directional marking operation on the target virtual prop, the method further includes: Displaying, through the graphical user interface, a calibration request message from the second virtual character, wherein the calibration request message includes the name of the target virtual item and identification information of the second virtual character, and the calibration request message is used to request that the target virtual item be marked as being picked up by the second virtual character; The displaying of at least one identification control in response to the directional marking operation on the target virtual prop includes: In response to the directional marking operation for the target virtual prop, the target identification control is highlighted if the marking request message requests that the target virtual prop be marked as picked up by the second virtual character.
20. The marking method according to any one of claims 1 to 19, characterized in that The method further comprises: displaying a first information panel via the graphical user interface; Among them, the first information panel includes prop information of the virtual prop in the directional marking state and a corresponding withdrawal control, the prop information includes identification information marked as a specified virtual character, and the withdrawal control is used to switch the directional marking state to a non-directional marking state.
21. The marking method according to any one of claims 1 to 20, characterized in that The method further comprises: displaying a second information panel via the graphical user interface; The second information panel includes item information of the virtual item marked as picked up by the first virtual character and corresponding operation controls; The operation control includes at least one of a reject control and a transfer control, the reject control is used to reject picking up the corresponding virtual prop, and the transfer control is used to update the identification information of the specified virtual character.
22. A virtual prop marking device, characterized in that: include: A display module, used for displaying the target virtual props through a graphical user interface; The display module is further configured to display at least one identification control in response to a directional marking operation on the target virtual prop, wherein each identification control of the at least one identification control displays identification information indicating a virtual character; The display module is further configured to display first calibration information indicating that the target virtual item is in a directional marking state in response to a selection operation on a target identification control, wherein the target identification control is included in the at least one identification control, and identification information of a second virtual character is displayed on the target identification control, the directional marking state indicates that the virtual item is marked as being picked up by a specified virtual character, and the first calibration information includes identification information of the second virtual character.
23. A computer device comprising a memory and a processor, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the processor implements the steps of the virtual item marking method according to any one of claims 1 to 21.
24. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the computer program implements the steps of the virtual item marking method according to any one of claims 1 to 21.
25. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the computer program implements the steps of the virtual item marking method according to any one of claims 1 to 21.