Game interaction control method and device and electronic equipment
By displaying object identifiers representing occlusion relationships in the game scene, the challenge of selecting overlapping virtual objects in team-based competitive games is solved, thus improving the user experience.
Patent Information
- Application Number
- CN202610008317.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-01-05
- Publication Date
- 2026-03-17
AI Technical Summary
In high-pressure and high-frequency team-based competitive games, it is difficult for players to accurately select multiple overlapping and occluded virtual objects as skill targets in a dynamic and fast-paced environment.
The terminal device provides a graphical user interface to respond to the triggering of target game skills, determine the direction of the controlled virtual object, and display object icons of multiple selectable objects with occlusion relationships in the graphical user interface, allowing players to select the target object icon to determine the target of action.
It improves the player's experience in quickly and accurately selecting skill targets in team-based competitive games, while reducing the difficulty of operation.
Smart Images

Figure CN121668679A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game interaction design technology, and in particular to a game interaction control method, device and electronic device. Background Technology
[0002] In game scenarios, when players need to make precise selections among multiple overlapping virtual objects, they typically use a combination of key presses to single-click or select by dragging a selection box to bring up an object selection list. This list includes multiple overlapping virtual objects, from which a single virtual object is selected. This method is unsuitable for high-pressure, high-frequency movement in team-based competitive games, and it lacks sufficient visual clarity when selecting virtual objects, making it difficult for players to distinguish between different selectable objects in a relatively dynamic and fast-paced environment. Summary of the Invention
[0003] In view of this, the purpose of this disclosure is to provide a game interaction control method, device and electronic device to quickly and accurately select a skill target from multiple virtual objects with overlapping occlusion relationships in a high-pressure and high-frequency team competitive game scenario.
[0004] In a first aspect, embodiments of this disclosure provide a game interaction control method, which provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of the scene screen of a game scene. The game scene includes a controlled virtual object controlled by the terminal device. The controlled virtual object is configured with a target game skill, which is used to apply a corresponding target skill effect to a selected target. The method includes: in response to the target game skill being triggered, determining a first direction corresponding to the controlled virtual object; determining multiple selectable objects that have an occlusion relationship in the first direction from the game scene, and displaying object identifiers corresponding to the multiple selectable objects in the graphical user interface; in response to the target object identifier being selected, controlling the target virtual object corresponding to the target object identifier among the multiple selectable objects to be determined as the target of the target game skill.
[0005] Secondly, embodiments of this disclosure also provide a game interaction control device, which provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of the scene screen of a game scene. The game scene includes a controlled virtual object controlled by the terminal device. The controlled virtual object is configured with a target game skill, and the target game skill is used to apply a corresponding target skill effect to a selected target. The device includes: a direction determination module, used to determine a first direction corresponding to the controlled virtual object in response to the triggering of the target game skill; an identification display module, used to determine multiple selectable objects that have an occlusion relationship in the first direction from the game scene, and display object identifications corresponding to the multiple selectable objects in the graphical user interface; and an object determination module, used to control the determination of the target virtual object corresponding to the target object identification among the multiple selectable objects as the target of the target game skill in response to the selection of the target object identification.
[0006] Thirdly, this disclosure also provides an electronic device, which includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-described game interaction control method.
[0007] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the above-described game interaction control method.
[0008] The embodiments disclosed herein bring the following beneficial effects: This disclosure provides a game interaction control method, device, and electronic device. First, in response to the triggering of a target game skill, a first direction corresponding to a controlled virtual object is determined. Then, multiple selectable objects with occlusion relationships in the first direction are identified from the game scene, and object identifiers corresponding to these selectable objects are displayed in a graphical user interface. Next, in response to the selection of a target object identifier, the target virtual object corresponding to the target object identifier among the multiple selectable objects is controlled to be determined as the target of the target game skill. This method, when a target game skill is triggered, can display object identifiers of multiple selectable objects with occlusion relationships in the first direction in the graphical user interface, allowing players to quickly and accurately select the target of the target game skill from among the multiple selectable objects with occlusion relationships, thus improving the operational experience of fast-paced competitive games.
[0009] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0010] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0011] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0012] Figure 1 A flowchart of a game interaction control method provided in this embodiment of the disclosure; Figure 2 This is a schematic diagram illustrating the determination of multiple selectable objects according to an embodiment of the present disclosure; Figure 3 A schematic diagram of a target panel provided in an embodiment of this disclosure; Figure 4 A schematic diagram illustrating the removal of an object identifier from a target panel, provided as an embodiment of this disclosure; Figure 5 This is a schematic diagram illustrating the addition of a display area to a target panel according to an embodiment of the present disclosure; Figure 6 This is a schematic diagram of the structure of a game interaction control device provided in an embodiment of the present disclosure; Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0013] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0014] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0015] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game interaction control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0016] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0017] In one possible implementation, this disclosure provides a game interaction control method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0018] In one possible implementation, this disclosure provides a game interaction control method that provides a graphical user interface (GUI) through a terminal device. The terminal device can be a local terminal device as mentioned above, or a client device in the aforementioned cloud interaction system. For example, the terminal device can be a mobile phone, tablet computer, or personal computer. The GUI includes at least a portion of the game scene's visuals; the game scene includes a controlled virtual object controlled by the terminal device. The controlled virtual object is configured with a target game skill, which is used to apply a corresponding target skill effect to a selected target. Figure 1 As shown, the method includes the following specific steps: Step S102: In response to the target game skill being triggered, determine the first direction corresponding to the controlled virtual object.
[0019] The aforementioned terminal device, by running the game program corresponding to the target game, can provide a graphical user interface for that target game. The target game can be a mobile game, a PC game, or a console game, etc. This graphical user interface is used to display the game scene, which includes at least a controlled virtual object controlled by the terminal device. The game scene may also include other virtual objects besides the controlled virtual object. These controlled virtual objects and other virtual objects can be game characters or virtual vehicles, etc.
[0020] The aforementioned controlled virtual object is pre-configured with a target game skill. This target game skill is used to apply the target skill effect to a selected target. The target skill effect can be healing, attacking, or defending the target. The target of the target game skill can be any virtual object in the game scene other than the controlled virtual object. Optionally, the target game skill can be a single-target skill, meaning that the target game skill can only have one target.
[0021] The triggering method for a target game skill can be determined according to development needs. For example, in mobile games, the target game skill can be triggered by clicking or long-pressing the target skill control displayed in the graphical user interface; in PC games, the target game skill can be triggered by clicking or long-pressing the target skill control displayed in the graphical user interface, or by clicking or long-pressing the trigger button corresponding to the target game skill on the keyboard or mouse; in console games, the target game skill can be triggered by clicking or long-pressing a specified button in the game control.
[0022] When a user triggers a target game skill, the controlled virtual object does not immediately cast the skill in the game scene. Instead, a first direction corresponding to the controlled virtual object needs to be determined within the game scene to identify the target of the skill. This first direction can be the aiming direction of the controlled virtual object, or a preset directional range centered on the aiming direction.
[0023] Step S104: Identify multiple selectable objects in the game scene that have an occlusion relationship in the first direction, and display the object identifiers corresponding to the multiple selectable objects in the graphical user interface.
[0024] In practical implementation, when a target game skill is triggered, it is necessary to identify multiple selectable objects in the first direction corresponding to the controlled virtual object from the game scene. These multiple selectable objects have an occlusion relationship in the first direction, meaning that the player can see multiple selectable objects with an occlusion relationship in the graphical user interface, making it impossible to accurately aim at a specific selectable object. Therefore, it is necessary to display object identifiers corresponding to multiple selectable objects in the graphical user interface. These object identifiers can be object avatars or object names, etc., so that the target of the target game skill can be selected based on the object identifiers corresponding to multiple selectable objects.
[0025] It should be noted that when a target game skill is triggered, if there is only one selectable object in the first direction corresponding to the controlled virtual object in the game scene, the object identifier corresponding to the selectable object does not need to be displayed in the graphical user interface, and the selectable object can be directly selected as the target of the target game skill.
[0026] In an optional embodiment, to facilitate player selection, when displaying the object identifiers of multiple selectable objects in the graphical user interface, the object identifiers of multiple selectable objects can be displayed in the center of the graphical user interface, or a panel or list can be popped up in the graphical user interface to display the object identifiers of multiple selectable objects.
[0027] In step S106, in response to the target object identifier being selected, the control determines the target virtual object corresponding to the target object identifier among multiple selectable objects as the target of the target game skill.
[0028] After displaying object identifiers corresponding to multiple selectable objects in the graphical user interface, players can select any object identifier as needed, set the selected object identifier as the target object identifier, and set the target virtual object corresponding to the target object identifier as the target of the target game skill, so that the controlled virtual object can cast the target skill effect corresponding to the target game skill on the target.
[0029] This disclosure provides a game interaction control method that, when a target game skill is triggered, can display object identifiers of multiple selectable objects that are occluded in a first direction in the game scene in the graphical user interface. This allows players to quickly and accurately select the target of the target game skill from the multiple selectable objects that are occluded, thereby enhancing the operational experience of fast-paced competitive games.
[0030] The following examples describe a method for determining multiple selectable objects.
[0031] Specifically, the graphical user interface includes a crosshair that indicates the aiming direction of the controlled virtual object, with the first direction determined based on the aiming direction.
[0032] In practical implementation, the aforementioned crosshair can be displayed at the center of the graphical user interface. This crosshair is used to assist the player in aiming at the target. The direction indicated by the crosshair in the game scene is also the aiming direction of the controlled virtual object. Thus, the aiming direction of the controlled virtual object can be determined as the first direction, or a preset direction range of the aiming direction can be determined as the first direction. This preset direction range can be a cylindrical range with the aiming direction as the center and a first preset length as the radius, or a cubic range with the aiming direction as the center and a second preset length as the side length, etc.
[0033] Based on the above description, the specific process of determining multiple selectable objects with occlusion relationships in a first direction from the game scene may include: in response to the existence of multiple selectable objects within a preset directional range of the aiming direction, determining the multiple selectable objects as multiple selectable objects with occlusion relationships in the first direction.
[0034] When a target game skill is triggered, multiple selectable objects located within a preset directional range of the aiming direction are identified from the game scene. These selectable objects are virtual objects that can serve as the target of the game skill. Specifically, virtual objects whose entire object model is within the preset directional range of the aiming direction can be identified as selectable objects, or virtual objects whose at least a portion of the object model is within the preset directional range of the aiming direction can be identified as selectable objects.
[0035] like Figure 2 The diagram shown is a schematic representation of determining multiple selectable objects according to an embodiment of this disclosure. Figure 2 The black-headed character model is a controlled virtual object. The bold black circle indicates the preset directional range for aiming. From the graphical user interface, this preset directional range appears as a two-dimensional range, but in the game scene, it is a three-dimensional range. Figure 2 The three virtual objects located within the preset directional range of the aiming direction are three selectable objects. It should be noted that... Figure 2 The black circle used to indicate the preset direction range can be shown or not displayed in the graphical user interface.
[0036] The following examples describe a way of displaying object identifiers in a graphical user interface.
[0037] Specifically, the process of displaying object identifiers corresponding to multiple selectable objects in the graphical user interface may include: displaying a target panel in the graphical user interface and displaying object identifiers corresponding to multiple selectable objects within the target panel.
[0038] In practice, to help players understand which object identifiers correspond to selectable objects, a target panel can be popped up in the graphical user interface when the target game skill is triggered. This target panel displays the object identifiers of multiple selectable objects in the game scene that are occluded in the first direction.
[0039] In an optional embodiment, the selectable object includes object attributes, and the target skill effect is used to influence the object attributes. The object attributes can be, for example, health points or damage points.
[0040] When a target skill in a game applies its corresponding effect to a target, it will affect the target's attributes, such as increasing or decreasing the target's attribute values.
[0041] Based on the above description, the specific process of displaying object identifiers corresponding to multiple selectable objects in the target panel may include: determining the object attributes corresponding to each of the multiple selectable objects; and displaying the object identifiers corresponding to each of the multiple selectable objects in the target panel according to the object attributes.
[0042] In practice, the display style of the selectable object's identifier in the target panel is related to the selectable object's object attributes. Different object attributes result in different display styles in the target panel. For example, the larger the attribute value of a selectable object, the larger the display area of the selectable object's identifier in the target panel; or, the larger the attribute value of a selectable object, the larger the displayed value of the selectable object's identifier; or, the larger the attribute value of a selectable object, the brighter the color of the selectable object's identifier.
[0043] In an optional embodiment, the specific process of displaying the object identifiers corresponding to multiple selectable objects in the target panel according to the object attributes may include: dividing the target panel into multiple display areas according to the object attributes and the number of objects of the multiple selectable objects, and displaying the object identifiers corresponding to the multiple selectable objects in the multiple display areas respectively; wherein, the display area corresponds one-to-one with the selectable object, and the area size of the display area corresponding to different selectable objects is positively correlated with their object attributes.
[0044] In practical implementation, the number of display areas to be divided in the target panel can be determined based on the number of selectable objects that have an occlusion relationship in the first direction. The number of areas is the same as the number of objects, ensuring that one display area corresponds to one selectable object, and different display areas correspond to different selectable objects. Then, based on the number of objects corresponding to each selectable object, the area size of the display area corresponding to each selectable object is determined. The higher the attribute value of the selectable object's corresponding object, the larger the area size of the display area. After determining the area sizes of each display area after the target panel is divided, the object identifiers corresponding to each selectable object are displayed within their respective display areas.
[0045] In an optional embodiment, the attribute value or attribute identifier of the object attribute corresponding to the selectable object can also be displayed in the display area corresponding to the selectable object.
[0046] like Figure 3 The image shown is a schematic diagram of a target panel provided in an embodiment of this disclosure. Figure 3 The circular panel displayed in the center of the graphical user interface is the target panel. Since the target panel includes three selectable objects within the preset direction range of the aiming direction, it is divided into three display areas. Figure 3 The avatars displayed in the three display areas are object identifiers. The dark numerical bars on the circular rings of these object identifiers indicate the magnitude of the object attributes of the selectable object. The larger the attribute value of the selectable object, the longer the dark numerical bar. Therefore, the larger the attribute value of the selectable object, the larger the display area corresponding to the selectable object.
[0047] Furthermore, after displaying the object identifiers corresponding to multiple selectable objects in the target panel, the system controls the selection of the first display area with the largest area size in the target panel.
[0048] Due to the default priority selection logic, when a player brings up the target panel, the largest display area in the target panel is selected by default. This display area is also the first display area. This method can better serve the player to quickly cast the target game skill on the virtual object that needs it more.
[0049] Furthermore, after controlling the selection of the first display area with the largest area size in the target panel, in response to the area switching command, the selected display area in the target panel is switched from the first display area to the second display area; wherein, the second display area is any display area in the target panel other than the first display area.
[0050] In its implementation, this disclosure selects the first display area by default when the target panel is brought up. At the same time, players can adjust the currently selected display area in the target panel according to their actual needs through the area switching command. That is, the selected display area in the target panel is switched from the first display area to the second display area. The second display area is the currently selected display area, which is any display area in the target panel other than the first display area.
[0051] The aforementioned area switching command can be triggered by the player moving the cursor over the area of the target panel. For example, if the cursor is in the second display area of the target panel, the second display area will be selected as the currently selected display area in the target panel. The aforementioned area switching command can be triggered by pressing a key on the game controller or keyboard, by sliding the mouse, or by clicking on a display area in the target panel.
[0052] In an optional embodiment, the graphical user interface includes a target game skill control, which is at least used to indicate the triggering method of the target game skill. For example, in a mobile game, a player can trigger the target game skill by clicking or long-pressing the target game skill control; in a PC game, a player can trigger the target game skill by pressing a button indicated on the target game skill control or by clicking a mouse button; and in a console game, a player can trigger the target game skill by pressing a button indicated on the target game skill control.
[0053] Based on the above description, in response to the execution of the triggering method, it is determined that the target game skill has been triggered; in response to the end of the execution of the triggering method, the control determines the object identifier corresponding to the selected display area in the target panel as the target object identifier.
[0054] In practice, when a player performs an action that matches the triggering method of the target game skill control instruction, the target game skill is triggered, so that the target game skill is in a triggered state. When the target game skill is in a triggered state, the corresponding object identifier is selected in the target panel. When the target game skill ends its triggered state, the object identifier selected in the target panel is determined as the target object identifier, and the target virtual object corresponding to the target object identifier is determined as the target of the target game skill. The target skill effect is then applied to the target.
[0055] When the target game skill ends and is triggered, not only is the target object icon in the target panel selected, but the target panel will also be de-displayed in the graphical user interface.
[0056] Furthermore, before the target object identifier is selected, in response to a change in the object attribute of any selectable object, the area size of multiple display areas within the target panel is updated based on the changed object attributes of multiple selectable objects, so that the updated area size matches its corresponding object attribute.
[0057] In practical implementation, when displaying the target panel in the graphical user interface, if the object properties of selectable objects corresponding to certain display areas in the target panel change, the area size of each display area needs to be updated according to the changed object properties corresponding to each display area in the target panel, so that the updated area size is positively correlated with its corresponding object properties.
[0058] In an optional embodiment, the specific process of updating the area size of multiple display areas in the target panel according to the changed object attributes of multiple selectable objects may include: in response to the object attribute of the first selectable object among the multiple selectable objects being zeroed or the first selectable object leaving the preset directional range of the aiming direction, controlling the removal of the first object identifier corresponding to the first selectable object from the target panel and canceling the display area corresponding to the first object identifier; in response to the second selectable object entering the preset directional range of the aiming direction, adding a display area corresponding to the second selectable object in the target panel according to the object attribute of the second selectable object, and displaying the second object identifier of the second selectable object in the display area.
[0059] In practical implementation, the first selectable object can be any one of multiple selectable objects. When the object attribute of the first selectable object is zeroed out, or when the first selectable object is not within the preset directional range of the aiming direction, the first object identifier corresponding to the first selectable object is removed from the target panel, and the display area corresponding to the first object identifier is deleted from the target panel. When deleting the display area corresponding to the first object identifier, it is also necessary to update the area size of the remaining display area according to the object attribute of the selectable object corresponding to the remaining display area in the target panel, so that the updated area size matches its corresponding object attribute.
[0060] like Figure 4 The diagram shown is a schematic representation of removing an object identifier from a target panel according to an embodiment of this disclosure. Figure 4 The target panel in the left image includes three display areas. When the object attribute of the first selectable object is zeroed out, or when the first selectable object is no longer within the preset directional range of the aiming direction, the display area and object identifier of the first selectable object are removed from the target panel. Based on the object attributes of the remaining selectable objects, the area size of the display areas of the remaining selectable objects is updated, resulting in the following: Figure 4 The image on the right includes two updated display areas.
[0061] In specific implementation, the second selectable object can be any virtual object in the game scene other than the multiple selectable objects currently within the preset directional range of the aiming direction. When the second selectable object enters the preset directional range of the aiming direction, a display area for the second selectable object is added to the target panel according to the object attributes of the second selectable object, and the area size of other display areas in the target panel is updated so that the updated area size matches its corresponding object attributes.
[0062] like Figure 5 The diagram shown is a schematic representation of adding a new display area to a target panel according to an embodiment of this disclosure. Figure 5 The target panel in the left image includes three display areas. When the second selectable object enters the preset directional range of the aiming direction, a new display area and object identifier for the second selectable object are added to the target panel. Based on the object attributes of the second selectable object and the object attributes of the selectable objects corresponding to the original display areas in the target panel, the area size of each display area in the target panel is updated, resulting in the following: Figure 5 The image on the right includes four updated display areas.
[0063] Furthermore, in response to the absence of selectable objects within the preset directional range of the aiming direction, the target panel is de-displayed in the graphical user interface.
[0064] In practice, when the target panel is displayed in the graphical user interface, if there is no selectable object within the preset direction range of the aiming direction of the controlled virtual object, the target panel displayed in the graphical user interface will be turned off, that is, the target panel will be canceled. This method can avoid the panel display from obstructing the player's game field of view.
[0065] In one alternative embodiment, the target panel is a roulette wheel, which includes a first region disposed at the center of the roulette wheel and a plurality of display regions disposed around the first region.
[0066] In the actual implementation, a crosshair is displayed in the first area at the center of the roulette wheel. This crosshair is the center of the first area, and multiple display areas surrounding the first area are used to display the object identifiers corresponding to the selectable objects.
[0067] Optionally, the center of the first region is the aiming direction of the controlled virtual object, and the area of the first region is used to indicate a preset directional range of the aiming direction. For example... Figure 3The target panel is a roulette wheel, and the first area in the center of the roulette wheel is a circular area. The virtual objects located within this circular area are selectable objects within a preset directional range of the aiming direction. Figure 3 The three display areas surrounding the first area are used to display the object identifiers of selectable objects.
[0068] Furthermore, for each display area in the target panel, the selection direction corresponding to the current display area is determined based on the orientation information of the current display area in the wheel; different display areas correspond to different selection directions, and the selection direction is used to indicate the selection method of the corresponding display area.
[0069] In practical implementation, since the roulette wheel is circular, extending 360 degrees outwards from its center, the selection direction for each display area can be determined based on the positional information of each display area within the wheel. For example, Figure 3 The wheel in the game includes three display areas. You can select the left and lower left directions as the dark gray display areas, the upper right direction as the light gray display area, and the lower right direction as the white display area.
[0070] Based on the above description, the specific process of controlling the selected display area in the target panel to switch from the first display area to the second display area in response to the area switching command may include: controlling the selected display area in the target panel to switch from the first display area to the second display area in response to a sliding operation towards the selection direction corresponding to the second display area.
[0071] In practice, when a player performs a swipe operation in different directions, the target panel can be selected to choose a display area whose direction matches the swipe direction of that operation.
[0072] For example, the target game skill is triggered by holding down the right mouse button. While the player holds down the right mouse button, multiple selectable objects within a preset directional range of the controlled virtual object's aiming direction are selected from the game scene. The object attributes and quantity of these selectable objects are collected. Based on the collected object quantity and object attributes, the number and size of the display areas on the wheel are determined, and the wheel, divided into multiple display areas, is displayed in the graphical user interface. The corresponding selectable object's identifier is displayed within each display area. When the player invokes the wheel, the largest display area is selected by default. The player can adjust the selected display area on the wheel by moving the mouse, and the selected display area will change depending on the mouse movement direction. When the player ends the right mouse button press, the selectable object corresponding to the currently selected display area on the wheel is designated as the target virtual object, and the target game skill's effect is applied to the target virtual object.
[0073] This disclosure provides a more favorable experience for team-based competitive games with frequent movement and unstable target selection, where the target selection overlaps and precise selection of the target is required, thereby reducing the operational difficulty of selecting the target for directional skills in 3D competitive games.
[0074] Corresponding to the above method embodiments, this disclosure also provides a game interaction control device, which provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of the scene screen of a game scene. The game scene includes a controlled virtual object controlled by the terminal device. The controlled virtual object is configured with a target game skill, and the target game skill is used to apply a corresponding target skill effect to a selected target. Figure 6 As shown, the device includes: The direction determination module 60 is used to determine the first direction corresponding to the controlled virtual object in response to the triggering of the target game skill.
[0075] The identification display module 61 is used to identify multiple selectable objects that have an occlusion relationship in a first direction from the game scene, and to display the object identifiers corresponding to the multiple selectable objects in the graphical user interface.
[0076] The object determination module 62 is used to control the determination of the target virtual object corresponding to the target object identifier among multiple selectable objects as the target of the target game skill in response to the selection of the target object identifier.
[0077] When the aforementioned game interaction control device triggers a target game skill, it can display the object identifiers of multiple selectable objects that are occluded in the game scene in the first direction in the graphical user interface. This allows players to quickly and accurately select the target of the game skill from the multiple selectable objects that are occluded, thereby enhancing the operational experience of fast-paced competitive games.
[0078] Furthermore, the aforementioned graphical user interface includes a crosshair used to indicate the aiming direction of the controlled virtual object, with the first direction determined based on the aiming direction.
[0079] Furthermore, the aforementioned identification display module 61 is also used to: in response to the existence of multiple selectable objects within a preset direction range of the aiming direction, determine that the multiple selectable objects are multiple selectable objects with an occlusion relationship in the first direction.
[0080] Furthermore, the aforementioned identification display module 61 is also used to: display a target panel in the graphical user interface, and display object identifiers corresponding to multiple selectable objects within the target panel.
[0081] Furthermore, the selectable objects include object attributes, and the target skill effect is used to influence the object attributes; based on this, the identification display module 61 is also used to: determine the object attributes corresponding to the multiple selectable objects respectively; and display the object identifiers corresponding to the multiple selectable objects respectively in the target panel according to the object attributes.
[0082] Furthermore, the aforementioned identification display module 61 is also used to: divide the target panel into multiple display areas according to the object attributes and the number of multiple selectable objects, and display the object identifiers corresponding to the multiple selectable objects in the multiple display areas respectively; wherein, the display areas correspond one-to-one with the selectable objects, and the area size of the display area corresponding to different selectable objects is positively correlated with their object attributes.
[0083] Furthermore, the above-mentioned device also includes a default selection module, used to: after displaying the object identifiers corresponding to multiple selectable objects in the target panel, control the selection of the first display area with the largest area size in the target panel.
[0084] Furthermore, the above-mentioned device also includes a selection switching module, used to: after controlling the selection of a first display area with the largest area size in the target panel, in response to an area switching command, control the selected display area in the target panel to switch from the first display area to a second display area; wherein the second display area is any display area in the target panel other than the first display area.
[0085] Furthermore, the aforementioned graphical user interface includes a target game skill control, which at least indicates the triggering method of the target game skill. Based on this, the aforementioned device also includes a skill triggering module, used to: determine that the target game skill is triggered in response to the execution of the triggering method; and control the determination of the object identifier corresponding to the selected display area in the target panel as the target object identifier in response to the end of the execution of the triggering method.
[0086] Furthermore, the above-mentioned device also includes a region update module, used to: before the target object identifier is selected, in response to a change in the object attribute of any selectable object, update the region size of multiple display areas in the target panel according to the changed object attributes of multiple selectable objects, so that the updated region size matches its corresponding object attribute.
[0087] Furthermore, the aforementioned area update module is also used to: in response to the first selectable object among multiple selectable objects having its object attribute set to zero or the first selectable object leaving the preset directional range of the aiming direction, control the removal of the first object identifier corresponding to the first selectable object from the target panel and cancel the display area corresponding to the first object identifier; in response to the second selectable object entering the preset directional range of the aiming direction, add a display area corresponding to the second selectable object in the target panel according to the object attribute of the second selectable object, and display the second object identifier of the second selectable object in the display area.
[0088] Furthermore, the above-mentioned device also includes a cancellation display module, used to: control the cancellation of the display of the target panel in the graphical user interface in response to the absence of a selectable object within a preset directional range of the aiming direction.
[0089] Furthermore, the aforementioned target panel is a roulette wheel, which includes a first area located at the center of the roulette wheel and multiple display areas surrounding the first area.
[0090] Furthermore, the center of the first region is the aiming direction of the controlled virtual object, and the area of the first region is used to indicate the preset directional range of the aiming direction.
[0091] Furthermore, the above-mentioned device also includes a selection method determination module, used to: for each display area in the target panel, determine the selection direction corresponding to the current display area based on the orientation information of the current display area in the wheel; wherein, different display areas correspond to different selection directions, and the selection direction is used to indicate the selection method of the corresponding display area.
[0092] Furthermore, the aforementioned selection switching module is used to: control the switching of the selected display area in the target panel from the first display area to the second display area in response to a sliding operation toward the selection direction corresponding to the second display area.
[0093] The game interaction control device provided in this embodiment has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0094] This disclosure also provides an electronic device, such as... Figure 7 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aforementioned game interaction control method. The electronic device can be a server or a terminal device.
[0095] Specifically, a graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the scene screen of the game scene; the game scene includes a controlled virtual object controlled by the terminal device, the controlled virtual object being configured with a target game skill, the target game skill being used to apply a corresponding target skill effect to a selected target; the game interaction control method includes: in response to the target game skill being triggered, determining a first direction corresponding to the controlled virtual object; determining multiple selectable objects in the game scene that have an occlusion relationship in the first direction, and displaying object identifiers corresponding to the multiple selectable objects in the graphical user interface; in response to the target object identifier being selected, controlling the determination of the target virtual object corresponding to the target object identifier among the multiple selectable objects as the target of the target game skill.
[0096] The aforementioned game interaction control method can display the object identifiers of multiple selectable objects that are occluded in the first direction in the game scene in the graphical user interface when the target game skill is triggered. This allows players to quickly and accurately select the target of the game skill from the multiple selectable objects that are occluded, thereby improving the operational experience of fast-paced competitive games.
[0097] In an optional embodiment, the graphical user interface includes a crosshair for indicating the aiming direction of the controlled virtual object, the first direction being determined based on the aiming direction.
[0098] In an optional embodiment, the step of determining multiple selectable objects with occlusion relationships in a first direction from the game scene includes: in response to the existence of multiple selectable objects within a preset directional range of the aiming direction, determining the multiple selectable objects as multiple selectable objects with occlusion relationships in the first direction.
[0099] In an optional embodiment, the step of displaying object identifiers corresponding to multiple selectable objects in the graphical user interface includes: displaying a target panel in the graphical user interface and displaying object identifiers corresponding to multiple selectable objects within the target panel.
[0100] In an optional embodiment, the selectable objects include object attributes, and the target skill effect is used to influence the object attributes; based on this, the step of displaying the object identifiers corresponding to multiple selectable objects in the target panel includes: determining the object attributes corresponding to the multiple selectable objects respectively; and displaying the object identifiers corresponding to the multiple selectable objects respectively in the target panel according to the object attributes.
[0101] In an optional embodiment, the step of displaying object identifiers corresponding to multiple selectable objects in the target panel according to object attributes includes: dividing the target panel into multiple display areas according to object attributes and the number of objects of multiple selectable objects, and displaying object identifiers corresponding to multiple selectable objects in the multiple display areas respectively; wherein, the display areas correspond one-to-one with the selectable objects, and the area size of the display area corresponding to different selectable objects is positively correlated with their object attributes.
[0102] In an optional embodiment, after the step of displaying the object identifiers corresponding to multiple selectable objects in the target panel, the method further includes: controlling the selection of the first display area with the largest area size in the target panel.
[0103] In an optional embodiment, after the step of controlling the selection of the first display area with the largest area size in the target panel, the method further includes: in response to the area switching command, controlling the selected display area in the target panel to switch from the first display area to the second display area; wherein the second display area is any display area in the target panel other than the first display area.
[0104] In an optional embodiment, the graphical user interface includes a target game skill control, which is at least used to indicate the triggering method of the target game skill. Based on this, the method further includes: determining that the target game skill is triggered in response to the execution of the triggering method; and controlling the object identifier corresponding to the selected display area in the target panel to be determined as the target object identifier in response to the end of the execution of the triggering method.
[0105] In an optional embodiment, before the target object identifier is selected, the method further includes: in response to a change in the object attribute of any selectable object, updating the area size of multiple display areas within the target panel according to the changed object attributes of multiple selectable objects, so that the updated area size matches its corresponding object attribute.
[0106] In an optional embodiment, the step of updating the area size of multiple display areas in the target panel according to the changed object attributes of multiple selectable objects includes: in response to the object attribute of the first selectable object among the multiple selectable objects being zeroed or the first selectable object leaving a preset directional range of the aiming direction, controlling the removal of the first object identifier corresponding to the first selectable object from the target panel and canceling the display area corresponding to the first object identifier; in response to the second selectable object entering the preset directional range of the aiming direction, adding a display area corresponding to the second selectable object in the target panel according to the object attribute of the second selectable object, and displaying the second object identifier of the second selectable object in the display area.
[0107] In an optional embodiment, the method further includes: in response to the absence of a selectable object within a preset directional range of the aiming direction, controlling the display of the target panel to be cancelled in the graphical user interface.
[0108] In an optional embodiment, the target panel is a roulette wheel, which includes a first region disposed at the center of the roulette wheel and a plurality of display regions disposed around the first region.
[0109] In an optional embodiment, the center of the first region is the aiming direction of the controlled virtual object, and the region range of the first region is used to indicate a preset directional range of the aiming direction.
[0110] In an optional embodiment, the method further includes: for each display area in the target panel, determining the selection direction corresponding to the current display area based on the orientation information of the current display area in the wheel; wherein, different display areas correspond to different selection directions, and the selection direction is used to indicate the selection method of the corresponding display area.
[0111] In an optional embodiment, the step of controlling the selected display area in the target panel to switch from the first display area to the second display area in response to the area switching command includes: controlling the selected display area in the target panel to switch from the first display area to the second display area in response to a sliding operation toward the selection direction corresponding to the second display area.
[0112] Furthermore, Figure 7 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0113] The memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0114] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0115] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-described game interaction control method.
[0116] Specifically, a graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the scene screen of the game scene; the game scene includes a controlled virtual object controlled by the terminal device, the controlled virtual object being configured with a target game skill, the target game skill being used to apply a corresponding target skill effect to a selected target; the game interaction control method includes: in response to the target game skill being triggered, determining a first direction corresponding to the controlled virtual object; determining multiple selectable objects in the game scene that have an occlusion relationship in the first direction, and displaying object identifiers corresponding to the multiple selectable objects in the graphical user interface; in response to the target object identifier being selected, controlling the determination of the target virtual object corresponding to the target object identifier among the multiple selectable objects as the target of the target game skill.
[0117] The aforementioned game interaction control method can display the object identifiers of multiple selectable objects that are occluded in the first direction in the game scene in the graphical user interface when the target game skill is triggered. This allows players to quickly and accurately select the target of the game skill from the multiple selectable objects that are occluded, thereby improving the operational experience of fast-paced competitive games.
[0118] In an optional embodiment, the graphical user interface includes a crosshair for indicating the aiming direction of the controlled virtual object, the first direction being determined based on the aiming direction.
[0119] In an optional embodiment, the step of determining multiple selectable objects with occlusion relationships in a first direction from the game scene includes: in response to the existence of multiple selectable objects within a preset directional range of the aiming direction, determining the multiple selectable objects as multiple selectable objects with occlusion relationships in the first direction.
[0120] In an optional embodiment, the step of displaying object identifiers corresponding to multiple selectable objects in the graphical user interface includes: displaying a target panel in the graphical user interface and displaying object identifiers corresponding to multiple selectable objects within the target panel.
[0121] In an optional embodiment, the selectable objects include object attributes, and the target skill effect is used to influence the object attributes; based on this, the step of displaying the object identifiers corresponding to multiple selectable objects in the target panel includes: determining the object attributes corresponding to the multiple selectable objects respectively; and displaying the object identifiers corresponding to the multiple selectable objects respectively in the target panel according to the object attributes.
[0122] In an optional embodiment, the step of displaying object identifiers corresponding to multiple selectable objects in the target panel according to object attributes includes: dividing the target panel into multiple display areas according to object attributes and the number of objects of multiple selectable objects, and displaying object identifiers corresponding to multiple selectable objects in the multiple display areas respectively; wherein, the display areas correspond one-to-one with the selectable objects, and the area size of the display area corresponding to different selectable objects is positively correlated with their object attributes.
[0123] In an optional embodiment, after the step of displaying the object identifiers corresponding to multiple selectable objects in the target panel, the method further includes: controlling the selection of the first display area with the largest area size in the target panel.
[0124] In an optional embodiment, after the step of controlling the selection of the first display area with the largest area size in the target panel, the method further includes: in response to the area switching command, controlling the selected display area in the target panel to switch from the first display area to the second display area; wherein the second display area is any display area in the target panel other than the first display area.
[0125] In an optional embodiment, the graphical user interface includes a target game skill control, which is at least used to indicate the triggering method of the target game skill. Based on this, the method further includes: determining that the target game skill is triggered in response to the execution of the triggering method; and controlling the object identifier corresponding to the selected display area in the target panel to be determined as the target object identifier in response to the end of the execution of the triggering method.
[0126] In an optional embodiment, before the target object identifier is selected, the method further includes: in response to a change in the object attribute of any selectable object, updating the area size of multiple display areas within the target panel according to the changed object attributes of multiple selectable objects, so that the updated area size matches its corresponding object attribute.
[0127] In an optional embodiment, the step of updating the area size of multiple display areas in the target panel according to the changed object attributes of multiple selectable objects includes: in response to the object attribute of the first selectable object among the multiple selectable objects being zeroed or the first selectable object leaving a preset directional range of the aiming direction, controlling the removal of the first object identifier corresponding to the first selectable object from the target panel and canceling the display area corresponding to the first object identifier; in response to the second selectable object entering the preset directional range of the aiming direction, adding a display area corresponding to the second selectable object in the target panel according to the object attribute of the second selectable object, and displaying the second object identifier of the second selectable object in the display area.
[0128] In an optional embodiment, the method further includes: in response to the absence of a selectable object within a preset directional range of the aiming direction, controlling the display of the target panel to be cancelled in the graphical user interface.
[0129] In an optional embodiment, the target panel is a roulette wheel, which includes a first region disposed at the center of the roulette wheel and a plurality of display regions disposed around the first region.
[0130] In an optional embodiment, the center of the first region is the aiming direction of the controlled virtual object, and the region range of the first region is used to indicate a preset directional range of the aiming direction.
[0131] In an optional embodiment, the method further includes: for each display area in the target panel, determining the selection direction corresponding to the current display area based on the orientation information of the current display area in the wheel; wherein, different display areas correspond to different selection directions, and the selection direction is used to indicate the selection method of the corresponding display area.
[0132] In an optional embodiment, the step of controlling the selected display area in the target panel to switch from the first display area to the second display area in response to the area switching command includes: controlling the selected display area in the target panel to switch from the first display area to the second display area in response to a sliding operation toward the selection direction corresponding to the second display area.
[0133] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0134] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0135] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0136] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0137] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A game interaction control method, characterized by, The method comprises the following steps: providing a graphical user interface by a terminal device, the graphical user interface comprising at least part of a scene picture of a game scene; the game scene comprising a controlled virtual object controlled by the terminal device, the controlled virtual object being configured with a target game skill, the target game skill being used to apply a corresponding target skill effect to a selected action target; the method comprising: determining a first direction corresponding to the controlled virtual object in response to the target game skill being triggered; determining a plurality of selectable objects having an occlusion relationship in the first direction from the game scene, and displaying object identifiers corresponding to the plurality of selectable objects in the graphical user interface; 2. The method of claim 1, wherein, controlling a target virtual object corresponding to a target object identifier in the plurality of selectable objects to be determined as an action target of the target game skill in response to the target object identifier being selected.
3. The method of claim 2, wherein, The graphical user interface comprises a crosshair, the crosshair being used to indicate an aiming direction of the controlled virtual object, and the first direction is determined based on the aiming direction. The step of determining a plurality of selectable objects having an occlusion relationship in the first direction from the game scene comprises:
4. The method of claim 3, wherein, determining the plurality of selectable objects as the plurality of selectable objects having an occlusion relationship in the first direction in response to a plurality of selectable objects existing within a preset direction range of the aiming direction. The step of displaying object identifiers corresponding to the plurality of selectable objects in the graphical user interface comprises:
5. The method of claim 4, wherein, displaying a target panel in the graphical user interface, and displaying object identifiers corresponding to the plurality of selectable objects in the target panel. The selectable objects comprise object attributes, and the target skill effect is used to affect the object attributes; The step of displaying object identifiers corresponding to the plurality of selectable objects in the target panel comprises: determining object attributes corresponding to the plurality of selectable objects respectively; 6. The method of claim 5, wherein, displaying object identifiers corresponding to the plurality of selectable objects respectively in the target panel according to the object attributes. The step of displaying object identifiers corresponding to the plurality of selectable objects respectively in the target panel according to the object attributes comprises: dividing the target panel into a plurality of display areas according to the object attributes and the number of the plurality of selectable objects, and displaying object identifiers corresponding to the plurality of selectable objects in the plurality of display areas respectively; 7. The method of claim 6, wherein, wherein the display areas correspond to the selectable objects one by one, and the area size of the display area corresponding to a different selectable object is positively correlated with the object attribute thereof. After the step of displaying object identifiers corresponding to the plurality of selectable objects respectively in the target panel, the method further comprises:
8. The method of claim 7, wherein, controlling a first display area with the largest area size in the target panel to be selected. After the step of controlling the first display area with the largest area size in the target panel to be selected, the method further comprises: In response to the area switching instruction, the display area selected in the target panel is switched from the first display area to a second display area; the second display area is any display area in the target panel except the first display area.
9. The method of claim 8, wherein, The graphical user interface includes a target game skill control, and the target game skill control is used at least to indicate a triggering mode of the target game skill. The method further includes: In response to the triggering mode being executed, it is determined that the target game skill is triggered; In response to the end of the execution of the triggering mode, the object identifier corresponding to the display area in the selected state in the target panel is determined as the target object identifier.
10. The method of claim 6, wherein, Before the target object identifier is selected, the method further includes: In response to a change in the object attribute of any selectable object, the area size of the plurality of display areas in the target panel is updated according to the changed object attribute of the plurality of selectable objects, so that the updated area size matches the corresponding object attribute.
11. The method of claim 10, wherein, The step of updating the area size of the plurality of display areas in the target panel according to the changed object attribute of the plurality of selectable objects includes: In response to the object attribute of a first selectable object in the plurality of selectable objects being zero or the first selectable object leaving the preset direction range of the aiming direction, the first object identifier corresponding to the first selectable object is removed from the target panel, and the display area corresponding to the first object identifier is canceled; In response to a second selectable object entering the preset direction range of the aiming direction, a display area corresponding to the second selectable object is added in the target panel according to the object attribute of the second selectable object, and a second object identifier of the second selectable object is displayed in the display area.
12. The method of claim 11, wherein, The method further includes: In response to the absence of a selectable object in the preset direction range of the aiming direction, the target panel is canceled from being displayed in the graphical user interface.
13. The method of claim 8, wherein, The target panel is a wheel disc, and the wheel disc includes a first area arranged at the center of the wheel disc and a plurality of display areas arranged around the first area.
14. The method of claim 13, wherein, The center of the first area is the aiming direction of the controlled virtual object, and the area range of the first area is used to indicate the preset direction range of the aiming direction.
15. The method of claim 13, wherein, The method further includes: For each display area in the target panel, the selection direction corresponding to the current display area is determined according to the positional information of the current display area in the wheel disc; different display areas correspond to different selection directions, and the selection direction is used to indicate the selection mode of the corresponding display area.
16. The method of claim 15, wherein, The step of controlling the display area selected in the target panel to be switched from the first display area to a second display area in response to the area switching instruction includes: In response to a sliding operation towards the selection direction corresponding to the second display area, the display area selected in the target panel is switched from the first display area to a second display area.
17. A game interaction control device, characterized by A terminal device provides a graphical user interface, the graphical user interface including at least part of a scene picture of a game scene; the game scene including a controlled virtual object controlled by the terminal device, the controlled virtual object being configured with a target game skill, the target game skill being used to apply a corresponding target skill effect to a selected action target; the device includes: a direction determination module configured to determine a first direction corresponding to the controlled virtual object in response to the target game skill being triggered; an identification display module configured to determine a plurality of selectable objects having an occlusion relationship in the first direction from the game scene, and display object identifications corresponding to the plurality of selectable objects in the graphical user interface; an object determination module configured to determine a target virtual object corresponding to a target object identification from the plurality of selectable objects as an action target of the target game skill in response to the target object identification being selected.
18. An electronic device, comprising: The electronic device includes a processor and a memory, the memory storing computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to implement the game interaction control method of any one of claims 1-16.
19. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer executable instructions, and the computer executable instructions, when called and executed by a processor, cause the processor to implement the game interaction control method of any one of claims 1-16.