Information processing method and device in game, electronic equipment and storage medium
By displaying an object management list and guidance strategy in the game, the problem of locating building components in open-world games has been solved, improving building efficiency and player experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-01-19
- Publication Date
- 2026-04-10
AI Technical Summary
In open-world games, players may interrupt their construction process due to resource exploration or combat. Unfinished construction sites may be scattered or unmarked, making it difficult to accurately locate placed building components, which affects construction efficiency and the overall experience.
This invention provides an information processing method that displays an object management list through a graphical user interface, containing the identifiers of placed building components. Players can quickly locate and execute guided strategies through the list, enabling the tracking and navigation of target components.
Through a unified object management mechanism and intelligent guidance strategy, the interactive experience and operational efficiency of the construction system have been significantly improved, the memory burden on players has been reduced, and the richness of the game's construction gameplay has been enhanced.
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Figure CN121819332A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of games, in particular to an information processing method and device in games, electronic equipment and storage medium. BACKGROUND
[0002] In current open-world games, a building system usually allows players to freely place and combine various building components, such as ladders, planks, walls, etc., in a vast map environment to complete personalized buildings. However, players often interrupt the building process to explore resources, deal with battles or handle other game tasks, and unfinished building sites are usually in a scattered or unmarked state, which leads to the fact that when players return to the building, they often need to rely on vague memories to search repeatedly in complex terrain, especially in areas with dense building structures or high environmental similarity, and the building efficiency is greatly reduced. SUMMARY
[0003] The present disclosure provides an information processing method and device in games, electronic equipment and storage medium to solve the problem that current game systems rely on players' own spatial memory or manually placed map markers to record positions, lacking automatic tracking and navigation support for specific building components.
[0004] In a first aspect, the present disclosure provides an information processing method in games, the game providing a virtual scene, the virtual scene containing at least one first virtual object, the first virtual object being an object placed in the virtual scene based on an editing operation for the game; the method comprising: in response to a first trigger operation of a graphical user interface of the game, displaying an object management list on the graphical user interface; wherein the object management list contains at least one object identifier, the object identifier having a corresponding relationship with the first virtual object already placed in the virtual scene; in response to a second trigger operation of a target object identifier in the object management list, determining a target first virtual object corresponding to the target object identifier; executing a guidance strategy associated with the target first virtual object.
[0005] The present disclosure displays the list information of the first virtual objects placed by the user through a hierarchical menu, and when the user triggers the target first virtual object in the list, the guidance strategy of the target first virtual object can be provided in the game, realizing the tracking and navigation of the target first virtual object, and effectively solving the inefficient positioning problem caused by relying on player memory or manual marking.
[0006] In a second aspect, the present disclosure provides an information processing device in a game, the game providing a virtual scene, the virtual scene containing at least one first virtual object, the first virtual object being an object placed in the virtual scene based on an editing operation for the game; the device comprising: a list display module configured to display an object management list in a graphical user interface of the game in response to a first trigger operation for the graphical user interface; wherein the object management list contains at least one object identifier, the object identifier having a corresponding relationship with the first virtual object that has been placed in the virtual scene; a target determination module configured to determine a target first virtual object corresponding to a target object identifier in response to a second trigger operation for the target object identifier in the object management list; a target guidance module configured to execute a guidance strategy associated with the target first virtual object.
[0007] In a third aspect, the present disclosure provides an electronic device, comprising a memory and a processor, the memory and the processor being communicatively connected to each other, the memory storing computer instructions, and the processor executing the computer instructions to perform the information processing method in the game of the first aspect or any of the corresponding embodiments thereof.
[0008] In a fourth aspect, the present disclosure provides a computer readable storage medium, the computer readable storage medium storing computer instructions, the computer instructions being used to make a computer execute the information processing method in the game of the first aspect or any of the corresponding embodiments thereof.
[0009] The present disclosure provides an information processing method, device, electronic device and storage medium in a game, displaying an object management list in a graphical user interface of the game in response to a first trigger operation for the graphical user interface; wherein the object management list contains at least one object identifier, the object identifier having a corresponding relationship with the first virtual object that has been placed in the virtual scene; determining a target first virtual object corresponding to a target object identifier in response to a second trigger operation for the target object identifier in the object management list; and executing a guidance strategy associated with the target first virtual object. The method provided by the present disclosure establishes a unified object management mechanism, displays all placed objects in the virtual scene through the object management list, avoids the tedious operation of players relying on memory to find components, and significantly improves the interactive experience; through the execution of the guidance strategy, precise navigation and positioning across regions are achieved, the function dimension of the construction system is enriched, and the richness of the game is improved. BRIEF DESCRIPTION OF DRAWINGS
[0010] In order to more clearly illustrate the technical solutions in the specific embodiments of the present disclosure or the prior art, the following will briefly introduce the drawings needed to be used in the specific embodiments or prior art description. Obviously, the drawings described below are some embodiments of the present disclosure, and for those skilled in the art, other drawings can also be obtained without creative labor on the basis of these drawings.
[0011] Figure 1 is a schematic diagram of an application system architecture provided by an embodiment of the present disclosure; Figure 2 is a flowchart of a method for processing information in a game provided by an embodiment of the present disclosure; Figure 3 is a schematic diagram of an application scenario of the method for processing information in a game provided by an embodiment of the present disclosure; Figure 4 is a schematic diagram of another application scenario of the method for processing information in a game provided by an embodiment of the present disclosure; Figure 5 is a schematic diagram of another application scenario of the method for processing information in a game provided by an embodiment of the present disclosure; Figure 6 is a schematic diagram of another application scenario of the method for processing information in a game provided by an embodiment of the present disclosure; Figure 7 is a schematic diagram of another application scenario of the method for processing information in a game provided by an embodiment of the present disclosure; Figure 8 is a schematic diagram of another application scenario of the method for processing information in a game provided by an embodiment of the present disclosure; Figure 9 is a schematic diagram of another application scenario of the method for processing information in a game provided by an embodiment of the present disclosure; Figure 10 is a schematic diagram of another application scenario of the method for processing information in a game provided by an embodiment of the present disclosure; Figure 11 is a structural block diagram of a device for processing information in a game provided by an embodiment of the present disclosure; Figure 12 is a schematic diagram of the hardware structure of an electronic device of an embodiment of the present disclosure. DETAILED DESCRIPTION
[0012] In order to make the objects, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be described clearly and completely below with reference to the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are some embodiments of the present disclosure, but not all the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative labor fall within the scope of protection of the present disclosure.
[0013] It should be noted that the information (including but not limited to: user input information, etc., for example, information input by the user into the input box), data (including but not limited to data for analysis, stored data, displayed data, etc., for example, context code, all code of the current project, service pressure corresponding to the operation on all code of the current project, code development status of the current project) and signals involved in the present disclosure are authorized by the user or fully authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards. For example, the context code, the operation on all code of the current project, and the service pressure corresponding to the operation and the code development status involved in the present disclosure are all obtained under full authorization.
[0014] The terms "first", "second" are only for descriptive purposes and cannot be understood to indicate or imply relative importance or implicitly indicate the number of indicated technical features. Therefore, the features defined with "first", "second" can explicitly or implicitly include one or more of the features. In the description of the present disclosure, the meaning of "multiple" is two or more, unless otherwise specifically limited.
[0015] Before the embodiments of the present disclosure are described in detail, first, some nouns and terms involved in the embodiments of the present disclosure are explained and described.
[0016] (1) Open world game, a type of electronic game, its core feature is to provide a vast, continuous and highly free virtual scene for players to explore. In the open world game, the player usually decides the order, goal and path of action independently, interacts with the dynamic world, triggers events, completes tasks or builds activities in a diversified game scene (i.e. virtual scene).
[0017] (2) Graphical user interface, a digital intermediary layer for information exchange and instruction transmission between players and game systems, which is composed of visual information elements and input response logic, including real-time feedback data such as character status, environmental interaction prompts, skill bar presented by head-up display, through the preset instruction mapping mechanism to convert the physical operation of the player into in-game action, and cooperate with audio-visual feedback to confirm the instruction execution.
[0018] (3) Virtual scene, refers to the space constructed by the game engine, which constitutes the activity space of the controlled virtual character, which is often composed of spatial layout, interactive objects / characters.
[0019] (4) Controlled virtual character, refers to a digital entity existing in the game scene, which is directly controlled by the player or autonomously run by the game program, is the avatar or important interactive object of the player in the game world. The controlled virtual character controlled by the player as the subject of perceiving and influencing the world usually has a customizable appearance, attributes and abilities, and can freely explore, fight, build and drive the plot.
[0020] (5) Virtual control, refers to the graphical element of the player's interactive operation on the game interface, such as button, icon, wheel menu or shortcut bar. Virtual control provides the necessary means for the player to manage complex interactions, such as calling the construction menu, using props, casting skills or opening the map. Virtual control combines the high freedom of open world with systematic operation, enabling the player to efficiently issue instructions, obtain information and master various functions.
[0021] (6) Construction component, refers to the modular functional unit or item provided by the game for the player to autonomously construct and modify the scene in the game scene, such as walls, floors, stairs, furniture, etc. Construction components usually have standardized attributes and interaction rules, and the player creates various works from simple structures to complex buildings by selecting, placing, rotating and combining these construction components.
[0022] (7) Teleport control, refers to a specific spatial coordinate in the virtual map of the game, which is pre-set or unlocked by the player, enabling the controlled virtual character controlled by the player to quickly move in the game scene. Teleport control usually exists in the form of checkpoints, fast travel signs, discovered special locations, etc. By using teleport control, the player can efficiently shuttle between different points of interest or task locations, effectively managing game rhythm and time cost.
[0023] (8) Virtual map, is a navigation tool integrated in the game interface, used to abstractly represent the structure and information of the entire game space. Virtual map usually in the form of top view or three-dimensional thumbnail, dynamically displays the terrain, landscape, key locations, resource distribution and player's own position of the entire game world in real time. Virtual map not only provides basic orientation and path planning functions, but also reduces the cognitive burden of getting lost or finding targets in a complex open world through interactive markers and teleport nodes.
[0024] As an optional application scenario of the embodiments of the present disclosure, as shown in FIG. 1, the terminal device 110 is installed with an application 101, and the user 130 can interact with the application 101 through the terminal device 110 and / or the access device of the terminal device 110. Figure 1
[0025] Exemplarily, the application 101 in the present disclosure is a game interaction application. In the present disclosure, the game interaction application is a game application, and the game application is a game application of an open world game. Figure 1 In the illustrated application scenario, if the application 101 is in an active state, the terminal device 110 can present the interface 102 of the application 101. The interface 102 can include various pages that the application 101 can provide, such as an interactive page, a settings page, a query page, and the like.
[0026] In some embodiments, the terminal device 110 is in communication connection with the server 120 to implement the provision of services of the application 101. The terminal device 110 can be a mobile terminal, a fixed terminal, or a portable terminal, and the like, including but not limited to a mobile phone, a desktop computer, a notebook computer, a multimedia tablet, an electronic book device, a game device, or any combination of the foregoing, including accessories and peripherals of these devices or any combination thereof. In some embodiments, the terminal device 110 can also support any type of interface. The server 120 can be various types of computing systems, servers, including but not limited to mainframes, edge computing nodes, computing devices in cloud environments, and the like, that can provide computing capabilities.
[0027] It should be noted that, Figure 1 This is only an example of an application scenario and does not limit the protection scope of the present disclosure.
[0028] The embodiments of the present disclosure will be described below with reference to the accompanying drawings. It should be understood that the pages shown in the drawings are only examples, and various page designs can actually exist. Various graphical elements in the page can have different arrangements and different visual representations, one or more of which can be omitted or replaced, and one or more other elements can also exist, which are not limited in the embodiments of the present disclosure. In addition, the embodiments are mainly described with respect to the terminal device 110 in the offline context. It should be understood that the actions described with respect to the terminal device 110 can be performed by the application 101 on the terminal device 110, or can be performed by the application 101 in cooperation with its server (for example, the server 120).
[0029] In current open-world games, the building system usually allows players to freely place and combine various building components such as ladders, planks, walls, etc. in a vast map environment to complete personalized buildings. However, players may interrupt the building process due to exploration of resources, response to battles, or handling of other game tasks, at which time the unfinished building site is usually in a scattered or unmarked state.
[0030] Thus, when the player returns to the building, he often needs to rely on vague memory to repeatedly search in complex terrain, especially in areas with dense building structures or high environmental similarity, which significantly reduces the positioning tracking efficiency of the placed building components. At the same time, the traditional map marking method cannot be accurate to the component level, increasing the operational complexity and affecting the coherence and efficiency of the building experience.
[0031] According to an embodiment of the present disclosure, a game information processing method is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described herein can be executed in an order different from that shown herein.
[0032] In the present embodiment, a game information processing method is provided. The game provides a virtual scene, and the virtual scene includes at least one first virtual object, the first virtual object being an object placed in the virtual scene based on an editing operation for the game, Figure 2 is a flowchart of the game information processing method provided by an embodiment of the present disclosure, as shown in Figure 2 The flowchart includes the following steps: Step S201, in response to a first trigger operation on a graphical user interface of the game, displaying an object management list on the graphical user interface; wherein the object management list includes at least one object identifier, and the object identifier has a corresponding relationship with a first virtual object that has been placed in the virtual scene; Step S202, in response to a second trigger operation on a target object identifier in the object management list, determining a target first virtual object corresponding to the target object identifier; Step S203, executing a guide strategy associated with the target first virtual object.
[0033] The method provided by the present embodiment enables the player to quickly locate and manage the construction components scattered in the open world, solves the problem that the player has difficulty in accurately finding the placed components in a vast virtual scene, significantly reduces the memory burden and operation cost of the player, improves the interactive experience and operation efficiency of the construction system, and at the same time, through the unified object management mechanism and the intelligent guide strategy, the richness of the construction gameplay of the game is enhanced, and the data retrieval and interface rendering performance of the game client are optimized.
[0034] The above steps are described in detail as follows.
[0035] In step S201, in response to a first trigger operation on a graphical user interface of the game, an object management list is displayed on the graphical user interface; wherein the object management list includes at least one object identifier, and the object identifier has a corresponding relationship with a first virtual object that has been placed in the virtual scene.
[0036] The graphical user interface (GUI) is a digital intermediary layer for information exchange and command transmission between players and the game system. It consists of visual information elements and input response logic, including real-time feedback data such as character status displayed on a head-up display, environmental interaction prompts, and skill bars. A preset command mapping mechanism translates the player's physical actions into in-game actions, and audiovisual feedback confirms command execution. In this embodiment, the game's GUI includes at least a virtual scene, a controlled virtual character, at least one first virtual object, and a virtual map. The virtual scene refers to the real-time rendered three-dimensional virtual world seen from the player's perspective, including environmental elements such as terrain, buildings, vegetation, and lighting, for example, a dense forest. The controlled virtual character is a digital character directly manipulated by the player within the game scene. The virtual map, typically a navigation view overlaid / floating above the game scene as a semi-transparent layer, a picture-in-picture window, or in full-screen mode, is an abstract and symbolic representation of the current game world area; for example, a two-dimensional overhead view displaying the area outline, explored areas, and arrows indicating the player's location. The first virtual object, in this embodiment, is represented as a building component in a virtual scene. It is a modular functional unit or item provided by the game to the player, which can be used to independently build and modify the scene in the game scene, such as walls, floors, stairs, furniture, etc.
[0037] Specifically, when players need to manage placed building components (i.e., first virtual objects) during the game, they can trigger the display of the object management list through specific interactive operations. This list serves as a unified entry point for component management, centrally presenting all placed first virtual objects and object identifiers in the virtual scene. Each object identifier is associated with the corresponding first virtual object, allowing players to quickly browse and select target components through the list.
[0038] The first trigger operation can be an interactive command executed by the player in the graphical user interface to activate the object management function.
[0039] The first trigger action can be achieved through a click, swipe, long press, and / or other actions. For example, see the example of a click action. Figure 3 As shown, the graphical user interface 300 can contain multiple virtual controls. Players can click on virtual controls 301 with a building icon style (such as tool icons representing building) in the game interface. After the system responds to the click operation, it displays an object management list in the graphical user interface 300.
[0040] The virtual control can be located in a game main interface of the graphical user interface, or in a virtual map interface of the graphical user interface. When the virtual control is located in the virtual map interface of the graphical user interface, in an embodiment, the graphical user interface further contains a map control, and before displaying the object management list, in response to a triggering operation on the map control, the virtual map interface is displayed in the graphical user interface.
[0041] The object management list can be an interactive interface element for centrally displaying and managing the placed first virtual objects in the graphical user interface.
[0042] The display mode of the object management list can be implemented in the form of a pop-up window, a side bar, a full-screen interface, and / or other display modes. For example, in the form of a pop-up window, the system pops up a rectangular pop-up window in the center of the graphical user interface, and the complete content of the object management list is displayed in the pop-up window.
[0043] In an optional embodiment, the object management list can adopt the interface layout form of a vertical scroll list, each entry in the list occupies a row, and the object identifier and related information of the corresponding first virtual object are displayed, and the player can view more content by sliding up and down.
[0044] In an optional embodiment, the object management list can also adopt a grouped and folded display mode, and the first virtual objects are grouped according to the types or regions, and each group can be expanded or folded, thereby optimizing the browsing experience of a large number of objects.
[0045] Reference Figure 4As shown, after the first trigger operation is performed on the graphical user interface, a pop-up interface 400 is displayed, which includes at least an object management list 401 and a group option 402. In the construction environment, the object management list 401 displayed in the pop-up interface 400 groups the virtual objects that have been placed according to types such as function, form, or material, and aggregates the grouped results in the group option 402, so that the group option 402 contains category groups of virtual objects. For example, it can contain a "furniture" category, a "decoration" category, and a "miscellaneous" category. Each category can be expanded to display the sub-categories it contains. Each sub-category corresponds to a unique first virtual object. For example, the "furniture" category can be subdivided into a "wall" sub-category, a "floor" sub-category, and a "roof" sub-category. The "decoration" category can be subdivided into an "outdoor decoration" sub-category and an "indoor decoration" sub-category. When displaying the identifier of a sub-category, the number of components included in the sub-category can be displayed. For example, "large wine jar (10)" under the "miscellaneous" category indicates that the "large wine jar" sub-category contains 10 "large wine jar" type construction components, and "screen (21)" indicates that the "screen" sub-category contains 21 "screen" type construction components. The object management list 401 displays the first virtual objects corresponding to the category of the virtual object selected by the user. For example, if the user selects a category A, the object management list 401 displays the a1 sub-category, the a2 sub-category, and the a3 sub-category, because category A contains the a1 sub-category, the a2 sub-category, and the a3 sub-category. The a1 sub-category can correspond to the first virtual object a1, the a2 sub-category can correspond to the first virtual object a2, and the a3 sub-category can correspond to the first virtual object a3.
[0046] The object management list includes at least one object identifier, each object identifier is visually displayed by name or ID index, or icon. The object identifiers in the object management list are bound to the first virtual objects that have been placed in the game scene. Therefore, the player does not need to manually search for the first virtual objects that have been placed in the game scene, and can directly manage all the first virtual objects (such as construction components) placed through the object management list. At the same time, when the player places or deletes a first virtual object in the game scene, the object identifier of the first virtual object in the object management list is updated in real time. For example, the player places a "table" first virtual object in the game scene, regardless of whether the "table" has been placed before, the object management list will be updated to add a unique object identifier corresponding to the "table" placed this time.
[0047] The terminal device of the embodiment stores a global building component database associated with the controlled virtual character. The global building component database can also be stored in a server. Specifically, the global building component database can be pre-classified according to the component type of the first virtual object to generate an object management list. In response to the first trigger operation, the object management list classified by the component type is displayed. The global building component database can also be classified and stored according to the component type. The global building component database can store single components and combined components built by the player. The storage can be based on the game rules or the player's operation.
[0048] The global building component database records information of all first virtual objects placed or generated by the player in relation to the current game archive. The global building component database stores the three-dimensional space coordinates and component type attributes of each first virtual object in the game scene. For example, each record in the global building component database records the name, ID number, component type, player, and three-dimensional space coordinates of a first virtual object.
[0049] The component type refers to the classification of the first virtual object according to its function, shape, material, or in-game classification standard. It is a key field for indexing and filtering the first virtual object in the global building component database.
[0050] Specifically, all first virtual objects are classified into corresponding type groups according to the component type field of each first virtual object in the global building component database, and then an object management list is generated according to the classification result. When the player performs the first trigger operation on the virtual control, the object management list is displayed in the graphical user interface.
[0051] Whenever the player places, removes, or modifies the first virtual object, the global building component database is updated in real time. At the same time, the classification result of all first virtual objects in the object management list is updated according to the latest state of the global building component database. When the player performs the first trigger operation on the graphical user interface of the game next time, the updated object management list is displayed in the graphical user interface according to the updated global building component database.
[0052] In one embodiment, the virtual control is displayed in response to the presence of at least one first virtual object in the global building component database. Specifically, the embodiment can control the display or hiding of the virtual control corresponding to the building icon style in the game interface according to the presence or absence of the first virtual object in the global building component database. When there is at least one first virtual object, the virtual control is displayed, so that the user can track the building component by performing a first trigger operation on the virtual control. When there is no first virtual object, the virtual control is hidden, thereby avoiding displaying redundant and invalid interactive elements on the graphical user interface when the player does not need or cannot use a certain function, and maintaining the simplicity and effectiveness of the interface.
[0053] Displaying the virtual control refers to rendering the virtual control corresponding to the building icon style in the game interface on the graphical user interface, which is visible to the player and in an activated state of interaction, such as clickable and / or selectable.
[0054] Hiding the virtual control refers to not rendering the first virtual control corresponding to the building icon style in the game interface on the graphical user interface, or although rendered, in a completely transparent, invisible or non-interactive disabled state.
[0055] During the game running process, the global building component database is continuously or periodically queried to control the state of the virtual control according to the presence or absence of any first virtual object record therein. At the beginning of the game, the player has not performed any building, and the global building component database is empty. At this time, the first virtual control is hidden. When the player successfully places a first virtual object for the first time, the global building component database adds a record and becomes non-empty, so that the virtual control is displayed at a preset position when the player opens the graphical user interface or the virtual map next time. When the player removes the last first virtual object owned by the player, the global building component database record is cleared, so that the virtual control is hidden when the graphical user interface or the virtual map is opened next time. As long as the player has at least one first virtual object in the game scene, the virtual control will always be displayed and ready for use. Thus, the embodiment avoids the presence of an invalid function button on the graphical user interface that cannot be used or clicked to display an empty list at an early stage of the game or a stage unrelated to the building gameplay, and avoids displaying redundant and invalid interactive elements on the graphical user interface when the player does not need or cannot use a certain function, thereby maintaining the simplicity and effectiveness of the interface.
[0056] The global building component database is established by the following method: In response to the editing operation on the first virtual object in the virtual scene, attribute information of each first virtual object is recorded, the attribute information at least including component type, component state, and component position in the virtual scene; a global building component database is established according to the attribute information, and attribute information of each first virtual object in the global building component database is updated in real time.
[0057] Specifically, the editing operation refers to a specific modification behavior performed by the player on the first virtual object in the game scene. The editing operation can include placement, movement, removal, damage, etc. The placement refers to generating a new first virtual object from the item bar or menu to the game scene; the movement refers to changing the spatial position of an existing first virtual object; the removal refers to the player actively removing a first virtual object, which is usually restored to a recyclable resource; and the damage refers to the durability reduction or structural damage of the first virtual object caused by battle, environmental disaster, or time erosion.
[0058] The attribute information refers to structured data used to describe and define the characteristics of a first virtual object, at least including component type, component state, and component position.
[0059] When any valid editing event is detected, the first virtual object of this editing, the operation type, and the latest attribute information of the first virtual object after the editing operation are obtained. After each editing operation, the record of the corresponding edited first virtual object in the global building component database is modified, such as updating the component position, adding a building component, or removing a building component, to ensure that the global building component database and the actual state of the virtual scene are always kept in synchronization.
[0060] In a possible embodiment, the method further includes: In response to the filtering operation on the graphical user interface, a filtering condition is determined; The filtering condition at least includes one of the following: a region where the first virtual object is located, a type of the first virtual object, a placement time of the first virtual object, and a custom label associated with the first virtual object; According to the filtering condition, the object identifier displayed in the object management list is updated.
[0061] The above steps are specifically described as follows.
[0062] Referring to Figure 5, shows another application scenario of the information processing method in the game provided by the embodiments of the present disclosure. The pop-up interface 400 contains the category of the currently selected first virtual object, such as the first virtual object 501 of the “large wine jar” type, displays the object management list 511 of the first virtual object of the “large wine jar” type, and is used to display the object identifiers of all first virtual objects 501 belonging to the “large wine jar” type existing in the current virtual scene. The grouping result of grouping the first virtual objects 501 of the “large wine jar” category by region is further displayed in the object management list 511, such as the first virtual objects under the “large wine jar” category in region 1, region 2 and region 3. The three regions all contain first virtual objects (represented by coordinate points in the figure). It should be noted that the number (3) behind region 1 indicates that region 1 contains three coordinate points, i.e. three first virtual objects of the “large wine jar” type, which are the first coordinate point 503, the second coordinate point 504 and the third coordinate point 505. The number (2) behind region 2 indicates that region 2 contains two coordinate points: the fourth coordinate point and the fifth coordinate point. The number (1) behind region 3 indicates that region 3 contains one coordinate point: the sixth coordinate point. The pop-up interface 400 can also contain the object identifier 502 corresponding to the first virtual object 501, the “track” control 506, the “remark” control 507 and the remark prompt information 508, such as “Customize up to n characters for remarks”, and the remark prompt information 508 is used to prompt the number of characters that can be input for customizing the label information.
[0063] For example, for a first virtual object 501 of a certain small category, when the player selects the first virtual object corresponding to the first coordinate point 503 in region 1 and triggers the "remark" control 507, a remark pop-up window interface 500 is further expanded next to the pop-up window interface on the graphical user interface. The remark pop-up window interface 500 and the pop-up window interface 400 are two independent interfaces. The input box 509 and the "confirm" control 510 are displayed in the remark pop-up window interface 500. At this time, the remark information input by the player in the input box 509 is obtained. When the player inputs the remark information that meets the requirement of the remark prompt information 508 and triggers the "confirm" control 510, the remark information is saved, and the remark information is taken as the custom label information of the first virtual object corresponding to the first coordinate point 503. In addition, if there is historical remark of the first virtual object at the first coordinate point 503 in region 1, that is, the user has performed a remark operation on the first virtual object corresponding to the first coordinate point 503, when the user triggers and displays the remark pop-up window interface 500 on the graphical user interface again, the historical remark is displayed in the input box 509 of the remark pop-up window interface 500, or the historical remark is selected not to be displayed. When the user selects the first virtual object corresponding to the first coordinate point 503 in region 1 and triggers the "tracking" control 506, the guiding strategy for the first virtual object corresponding to the first coordinate point 503 is executed.
[0064] In an embodiment, custom label information can be added to any first virtual object in the object management list displayed on the graphical user interface. The custom label information is associated with the first virtual object and stored in the attribute information of the first virtual object. Further, the custom label information can be used as a grouping basis for the first virtual object.
[0065] Custom label information refers to a personalized text label or classification identifier that a player actively gives to a certain first virtual object beyond the range of game preset attributes. For example, the player can add the label "main entrance ladder" to the wooden ladder built on the cliff.
[0066] When the filtering condition is a custom label associated with the first virtual object, the object identifier displayed in the object management list is updated according to the filtering condition, including: In response to the text information input by the user, a target custom label matching the text information is searched in a predefined custom label set to determine at least one first virtual object associated with the target custom label. The custom labels in the custom label set are associated with the first virtual objects. Based on the at least one first virtual object associated with the target custom label, the object identifier displayed in the object management list is updated.
[0067] When the player wants to make a note on the first virtual object at the first coordinate point 503 in region 1, in response to the user performing a selection operation on the virtual control 503 corresponding to the "first coordinate point" contained in region 1 in the object management sub-list 511, and then performing a trigger operation on the "note" control 507 for making a note, a note input box 509 of the first virtual object corresponding to the "first coordinate point" in region 1 is displayed in the graphical user interface. When the player adds a custom label for the first virtual object corresponding to the first coordinate point 503 in the note input box 509, the input text is bound to the first virtual object as a data field corresponding to the custom label in the global building component database, and is stored in the attribute information of the first virtual object, so that the player can retrieve the first virtual object intended to be tracked based on the custom label information in the subsequent.
[0068] The embodiment can directly pull the latest information of all first virtual objects from the global building component database, including position, state, and even custom label, to provide data support for subsequent generation of object management list, calculation of distance, and marking of position on the map.
[0069] The object management list contains at least one virtual object type; when the filtering condition is the type of the first virtual object, updating the object identifier displayed in the object management list according to the filtering condition includes: in response to a selection operation on the first virtual object type in the object management list, displaying a first object management sub-list, the first object management sub-list containing first virtual objects belonging to the same category; updating the object identifier of the first object management sub-list based on the first virtual objects belonging to the same category.
[0070] Referring to Figure 6Fig. 4 shows another application scenario of the information processing method in a game provided by the embodiments of the present disclosure. Fig. 4(a) shows a pop-up interface 400, which contains an object management list 401 for triggering the region filtering function, a group option 403, and a "region" control 601. Fig. 4(b) shows a region filtering menu 604 further displayed on the pop-up interface 400 in response to the triggering operation of the "region" control 601 by the user. The region filtering menu 604 is an interactive menu further displayed on the pop-up interface 400 in response to the triggering operation of the "region" control 601, which can be in the form of a pop-up window, a drop-down list, a tab group, or a map block selector, etc. By providing predefined game scene classification options, the player can further filter the list content based on the location. In Fig. 4(a), in response to the user triggering the "region" control 601, the interface shown in Fig. 4(b) is displayed. The region filtering menu 604 is displayed on the pop-up interface 400 in Fig. 4(b). The region filtering menu 604 contains region identifiers corresponding to a plurality of sub-regions in the virtual scene, and the region identifiers have a corresponding relationship with the first virtual object placed in the target sub-region. When the filtering condition is the region where the first virtual object is located, the object identifiers displayed in the object management list are updated according to the filtering condition, including: in response to performing a selection operation on the target region identifier in the region filtering menu, determining at least one candidate first virtual object located in the target sub-region; and updating the object identifiers of the object management list based on the candidate first virtual object in the target sub-region.
[0071] In the present embodiment, according to the region classification in the game, the region filtering menu 604 can be in the form of a multi-level nested menu. For example, the game scene can contain a plurality of main regions, such as a first main region, a second main region, a third main region, and a fourth main region, wherein each main region contains a plurality of sub-regions, such as the first main region containing a first sub-region, a second sub-region, a third sub-region, and a fourth sub-region. At this time, the region filtering menu 604 in the present embodiment can contain a main region filtering menu 602 and a sub-region filtering menu 603. When the user selects the first main region in the main region filtering menu, the sub-region filtering menu 603 is further displayed in the region filtering menu 604, and at this time the user can further select the first sub-region, so as to display the placed construction components located in the first sub-region. When the main region does not contain sub-regions, only the main region filtering menu is displayed in the region filtering menu.
[0072] The target sub-region refers to the specific region item selected by the player in the region filtering menu as the filtering condition. After the player selects the target sub-region, only the first virtual object located in the target sub-region is displayed.
[0073] The candidate first virtual object refers to the first virtual object selected by the player from the object management list and placed in the target sub-region.
[0074] Referring to Figure 7 Another application scenario of the information processing method in the game is shown in FIG. 4. The pop-up interface 400 further includes a plurality of filtering controls 701. For example, after the player clicks the “history” control 702 in the filtering controls, the object management list is updated according to the historical operation records of the first virtual objects, and the object management list 703 containing the historical object identifiers is obtained. For example, the history control can be represented as a clock-like mark. The object management list 703 displays the historical object identifiers associated with the historical virtual objects, such as the historical object identifier m associated with the historical virtual object M, the historical object identifier n associated with the historical virtual object N, and the historical object identifier i associated with the historical virtual object I. The historical virtual object represents a first virtual object that has been operated within a preset time period and the number of which does not exceed a preset threshold. The object management list 703 can display the historical virtual objects in reverse chronological order or in chronological order.
[0075] The preset time period refers to a time window parameter defined for filtering recent operations. For example, it can be set to “within the past 1 hour”, “within the current game session”, or “within the past 24 hours”. Only the first virtual object whose last operation timestamp falls within this time window will be determined as a historical virtual object belonging to the current filtering.
[0076] The preset threshold refers to the maximum number of historical virtual objects set to control the list length and prevent information overload. For example, the threshold can be set to “10” or “20”. Even if the number of components that meet the preset time period is large, the object management list 703 will only display the preset threshold number of historical virtual objects arranged in reverse chronological order at the front.
[0077] Specifically, in the object management list 703, the historical virtual objects can be sorted according to the timestamps of the last editing operations performed on each historical virtual object. That is, the historical virtual object that has been operated most recently is arranged at the front of the list, and the components that have been operated earlier are arranged in turn. This greatly shortens the positioning path in high-frequency operation scenarios. Then, the historical object identifiers corresponding to the historical virtual objects are updated and displayed in the object management list.
[0078] When the filtering condition is the placement time of the first virtual object, the object identifiers displayed in the object management list are updated according to the filtering condition, including: In response to receiving a triggering operation with the placement time as the filtering condition, the placement times corresponding to a plurality of historical virtual objects are obtained. The plurality of historical virtual objects are sorted based on the placement time, and the plurality of historical virtual objects are updated and displayed in the object management list in the order of the sorted historical virtual object list, each corresponding to a historical object identifier.
[0079] In an embodiment, the object management list is displayed on the graphical user interface, including: obtaining distance information between the controlled virtual character and the plurality of first virtual objects; sorting the object identifiers corresponding to the plurality of first virtual objects according to the distance information; and displaying the object identifiers in the sorted order.
[0080] The above steps are described in detail below.
[0081] Specifically, the game world data is queried to determine the distance information between each first virtual object and the player-controlled controlled virtual character, and the distance information is rendered in the interface of the object management list. In addition, the object identifiers of the first virtual objects can also be sorted directly according to the distance information, and the sorted object identifiers are displayed in the object management list. This embodiment can directly display the distance information of the first virtual objects on the graphical user interface, allowing the player to directly evaluate and determine which first virtual object needs to be operated based on the actual distance and spatial distribution between each first virtual object and the player-controlled controlled virtual character, thereby improving decision-making efficiency and operation accuracy. When searching for multiple first virtual objects of the same type, the player does not need to manually compare and can directly identify the nearest or most easily accessible target, and quickly plan a path in combination with the map marker, thereby improving the efficiency of continuing construction in a complex construction environment.
[0082] The distance information refers to the numerical distance of the passable path between the location of the player's currently controlled controlled virtual character and the location of each first virtual object in the object management list in the three-dimensional coordinate system of the virtual scene. The distance information can be calculated in real time by the game engine and is usually displayed in game length units such as meters, kilometers, etc., providing a quantitative reference for the spatial relationship of the player. Referring to Figure 8 As shown in FIG. 8, for the user-selected "jug" first virtual object, at least the "jug identifier" 802 corresponding to the "jug" 801 and the object management list 803 corresponding to the "jug" are displayed in the pop-up interface 400. In the object management list 803 of the "jug", there are three coordinate points in "region 1" containing "jugs", wherein "first distance information" is displayed beside "coordinate point A", "second distance information" is marked beside "coordinate point B", and "third distance information" is marked beside "coordinate point C", wherein the first distance information, the second distance information, and the third distance information represent the distance information between the "jugs" in "region 1" and the current location of the controlled virtual character.
[0083] In an embodiment, the game supports multiple users to be in the virtual scene together, the first virtual object is associated with a belonging attribute, and the belonging attribute is used to represent the identity of the user who places the first virtual object; the object management list is displayed in the graphical user interface, including: determining the display style of the object identifier corresponding to the first virtual object according to the belonging attribute of the first virtual object; wherein the display styles of the object identifiers corresponding to different belonging attributes are different; and / or the object identifier displayed in the object management list contains the associated belonging information.
[0084] The above steps are described in detail below.
[0085] Specifically, when the object management list is generated and displayed in the graphical user interface, the belonging attribute associated with the first virtual object is read, and the display style of the object identifier corresponding to the first virtual object in the object management list is determined according to the specific user identity pointed by the belonging attribute. Wherein, the object identifier refers to the visual entry in the object management list for representing the first virtual object, such as an icon, a text name or a thumbnail; and the display style covers the distinguishable features of its visual presentation, which can specifically include but not limited to: the background color or the border color of the identifier, the special corner mark or the texture cover of the icon, the font color or the special prefix of the text label. Thus, the object management list of the embodiment shows intuitive and quickly distinguishable visual differences between the first virtual objects with different belonging attributes.
[0086] And / or, when the object management list is generated and displayed in the graphical user interface, the belonging information associated with each object identifier in the object management list is directly displayed as visual elements such as text or icons beside or inside the object identifier. For example, the user role name or the team abbreviation of the user who places the object, or a special icon representing a specific user.
[0087] Thus, in the scenario where multiple users edit or manage the same complex virtual scene together, any user can clearly identify the owner of each first virtual object in the object management list without additional queries or trials, avoiding the risk of misoperating the first virtual object placed by others, and improving the interface information efficiency and the collaboration fluency in the multi-user environment. For example, the user can quickly filter and batch adjust all the components placed by himself through color differentiation, or identify the key structure placed by the teammates through the identifier to facilitate subsequent cooperation operations.
[0088] In an embodiment, the object management list further contains a function control associated with the object identifier; the method further includes: in response to a fourth trigger operation on the function control associated with at least one object identifier, performing target processing on the first virtual object corresponding to the selected object identifier; the target processing includes at least one of the following: removing the first virtual object from the virtual scene, replacing the type of the first virtual object, and modifying the position of the first virtual object.
[0089] The above steps are described in detail below.
[0090] Specifically, in the object management list, an associated function control is set for each object identifier. The function control refers to an interactive interface element beside the object identifier, such as a button, a check box, a drop-down menu, or a context menu item, which can be operated by the user through clicking, touching, or other interactive methods.
[0091] When the user performs a fourth trigger operation on the function control beside one or more object identifiers on the graphical user interface, a target process is performed on the first virtual object corresponding to the selected one or more object identifiers and actually existing in the virtual scene in response to the fourth trigger operation, such as clicking the "delete" button, checking the check box and then clicking "batch replacement", or selecting the "move" instruction from the drop-down menu. The target process is a management operation on the first virtual object, and its specific type includes but is not limited to at least one of the following: The first virtual object is removed from the virtual scene, specifically, the selected first virtual object is completely deleted from the three-dimensional scene space where it is currently located, and the game resources occupied by it are released, which is equivalent to performing a reverse "placement" operation.
[0092] The type of the first virtual object is replaced, specifically, the model, attribute, and function of the target building component are replaced with another predefined first virtual object while maintaining the original spatial position and basic pose of the target building component. For example, a wooden door is replaced with an iron door, or a stone wall is replaced with a glass window.
[0093] The position of the first virtual object is modified, specifically, the user is allowed to adjust the three-dimensional coordinates of the target building component in the virtual scene. The modification can be to specify an absolute new position or to perform a relative displacement.
[0094] The embodiment efficiently extends the management function of the first virtual object from the traditional direct interaction in the three-dimensional scene to the two-dimensional list management interface. The user does not need to laboriously find, select, and perform tedious operations on a single building component in a complex three-dimensional scene, but can complete the deletion, replacement, or position adjustment of the first virtual object through triggering the function control in the object management list with clear structure and concentrated information, thereby improving the efficiency of building editing and reducing the operation burden and cognitive load in large-scale and complex virtual scene construction and management.
[0095] In step S202, in response to a second trigger operation on a target object identifier in the object management list, a target first virtual object corresponding to the target object identifier is determined.
[0096] The target first virtual object refers to a first virtual object selected by the player from the object management list, which is a first virtual object that the player has an explicit tracking intention, such as continuing to build, demolish, or modify, etc.
[0097] The target sub-region refers to the location of the target first virtual object in the virtual scene. Specifically, after detecting the second triggering operation of the player on one of the first virtual objects in the object management list, the selected first virtual object is determined as the target first virtual object that the user has a tracking intention, thereby determining the target sub-region of the target first virtual object in the game scene.
[0098] When the user performs a second triggering operation on a specific target object identifier in the object management list through a pre-set interaction mode such as clicking, double-clicking, or long-pressing, the system immediately captures and responds to the operation event corresponding to the second triggering operation, and determines the target first virtual object uniquely associated with the target object identifier.
[0099] Specifically, the second triggering operation on the target building component on the object management list interface can be completed through interaction modes such as clicking after cursor hovering, pressing the confirmation key after list item highlighting, etc. For example, the player uses the direction keys to browse in the classification list, highlights the target object identifier corresponding to the target first virtual object, and then presses the left mouse button to complete the selection.
[0100] In step S203, the guiding strategy associated with the target first virtual object is executed.
[0101] The guiding strategy refers to a strategy that actively guides the player to move to the target first virtual object through interface prompts, process controls, or dynamic feedbacks, etc. The guiding strategy can display the orientation indication of the target first virtual object. The orientation indication refers to a persistent and prominent visual effect or graphical indicator applied to the target first virtual object in the game scene, which is used to highlight the target first virtual object and guide the player's line of sight in a complex virtual scene. For example, a continuously rotating arrow light column, a highlighted light circle, or a pulsating light ring is generated at the location of the target first virtual object in the virtual scene.
[0102] Specifically, when the player selects a certain first virtual object on the object management list, the selected first virtual object is determined as the target first virtual object that the user intends to track or edit, and the selection of the first virtual object can be completed through modes such as clicking the list item, pressing the confirmation key on the highlighted item, etc.
[0103] Then, according to attribute information of the target first virtual object in the global construction component database, coordinate data corresponding to the target first virtual object is obtained, and then a preset visual mark effect is generated and continuously rendered at a position corresponding to the coordinate data in the virtual scene. Even if the player has not reached the position of the target first virtual object, the indication mark of the target first virtual object can be clearly seen on the image user interface, and this process does not require the player to perform additional manual marking operations. The indication mark refers to a visual prompt element generated and rendered according to the coordinate data of the target first virtual object in the virtual scene, for indicating the position and direction of the target first virtual object. The indication mark can be a dynamically suspended arrow, a highlighted halo, a continuously flashing beacon, or a path indication line with a perspective effect, and the like graphical element, for spanning a spatial distance, providing clear, continuous, and manual setting-free navigation guidance for the user on the graphical user interface, and ensuring that the controlled virtual character can clearly and intuitively perceive the existence and direction of the target first virtual object when the controlled virtual character has not directly reached the target first virtual object.
[0104] The information processing method in the game provided by the embodiment can provide a guidance strategy of a target first virtual object corresponding to a target object identifier in the game when the user triggers the target object identifier, and realizes tracking and navigation of the target first virtual object, and effectively solves the low-efficiency positioning problem caused by relying on player memory or manual marking.
[0105] In an embodiment, the virtual scene includes a plurality of sub-regions, and the first virtual objects can be distributed in each sub-region. The guidance strategy associated with the target first virtual object is executed, including: determining a current sub-region in which a controlled virtual character currently locates, and a target sub-region in which the target first virtual object locates; and determining a type of the guidance strategy according to a positional relationship between the current sub-region and the target sub-region.
[0106] The above steps are specifically described below.
[0107] Specifically, the virtual scene of the embodiment is divided into a plurality of relatively independent sub-regions. The sub-region refers to a local spatial unit divided according to terrain, function, or level in the game.
[0108] When it is necessary to perform guidance for the target first virtual object, a current sub-region in which a controlled virtual character currently locates is acquired and determined in real time, and a target sub-region in which the target first virtual object locates is identified. Subsequently, a positional relationship between the two sub-regions in the game world is judged, for example, whether they are the same sub-region, whether they are adjacent sub-regions, or whether they are blocked by a plurality of other sub-regions, and the like. Based on the determined positional relationship, a corresponding guidance strategy type is determined.
[0109] The corresponding guidance strategy type is determined based on the determined position relationship, and the guidance strategy includes switching display content in the graphical user interface to present a map view of the target sub-region and displaying an indication mark of the target first virtual object in the map view when the target sub-region is different from the current sub-region.
[0110] Further, the guidance strategy further includes: displaying a teleport control in the state of displaying the map view of the target sub-region; In response to a third triggering operation on the teleport control, the controlled virtual character is controlled to move to a position in the target sub-region corresponding to the position of the target first virtual object.
[0111] In an embodiment of the present disclosure, the type of the guidance strategy is determined according to the position relationship between the current sub-region and the target sub-region, and the guidance strategy includes at least one of the following: The guidance strategy includes at least one of the following when the target sub-region is the same as the current sub-region: highlighting the target first virtual object in the map view of the current sub-region; displaying an indication mark in the map view of the current sub-region, the indication mark being used to indicate the relative position and / or distance between the controlled virtual character and the target first virtual object.
[0112] Specifically, if the two are in different sub-regions, the guidance strategy type can be to switch the current sub-region displayed on the virtual map in the graphical user interface to the target sub-region to present a map view of the target sub-region, recommend a teleport control corresponding to a teleport point closest to the target first virtual object in the virtual scene on the map view according to the component position of the target first virtual object, and display the teleport control on the map view, and in response to a triggering operation on the teleport control, move the controlled virtual character to the target sub-region where the target first virtual object is located. When the controlled virtual character moves to the target sub-region through the teleport control corresponding to the teleport point closest to the target first virtual object, the target first virtual object and / or an indication mark of the target first virtual object are displayed in the map view of the target sub-region, and then the controlled virtual character is guided to finally reach the position of the target first virtual object through a series of intermediate targets.
[0113] The embodiment can provide differentiated and scenario-based intelligent guidance according to the real-time spatial relationship between the player and the target first virtual object, and improve the accuracy of guidance and the smoothness of the game experience of the player.
[0114] Conversely, if the current sub-region and the target sub-region are the same sub-region, the guidance strategy type can be to directly highlight the indication mark of the target first virtual object in the field of view of the controlled virtual character. The path to the target sub-region can also be marked on the virtual map, or a directional icon can be displayed at the key exit of the scene. Specifically, if the target sub-region is the same as the current sub-region, the indication mark of the target first virtual object and / or the first virtual object is displayed in the map view of the current sub-region according to the component position of the target first virtual object. The indication mark refers to a visual prompt element generated and rendered in the virtual scene according to the coordinate data of the target first virtual object to indicate its position and direction.
[0115] In another specific embodiment of the present disclosure, the type of the guidance strategy is determined according to the positional relationship between the current sub-region and the target sub-region, and further includes: The guidance strategy is determined according to the distance between the current position of the controlled virtual character and the position of the target first virtual object. The guidance strategy includes: When the distance between the current position of the controlled virtual character and the position of the target first virtual object is less than a preset distance threshold, the target first virtual object is highlighted in the map view of the current sub-region; and / or, an indication mark is displayed in the map view of the current sub-region, which indicates the relative position and / or distance between the controlled virtual character and the target first virtual object. When the distance between the current position of the controlled virtual character and the position of the target first virtual object is greater than or equal to the preset distance threshold, a first teleport control is displayed in the state of displaying the map view of the target sub-region. In response to a fifth triggering operation on the first teleport control, the controlled virtual character is controlled to move to a position in the current sub-region corresponding to the position of the target first virtual object.
[0116] Specifically, in the case where the target sub-region and the current sub-region are the same, if the distance between the controlled virtual character and the target first virtual object is less than a preset distance threshold, the target first virtual object can be directly highlighted in the map view of the current sub-region, for example, by increasing the icon brightness, adding a pulse animation, changing the color, or adding a special border, etc., so that it is clearly highlighted from other elements on the map; secondly, a dynamic indication mark is generated in the map view. The indication mark is not a fixed position mark, but a dynamic element that can reflect the spatial relationship in real time, such as an arrow pointing to the target direction, a dashed line connecting the character and the target, or a distance label with real-time updating value, etc. The indication mark directly indicates the relative position and / or accurate distance between the two, providing the user with the last path guidance.
[0117] Conversely, when the distance between the two is greater than or equal to the preset distance threshold, it is determined that the target object is located in a far area, and if it is relied on the conventional moving manner, it will take too much time, and therefore, a first teleport control corresponding to the teleport point closest to the target first virtual object is displayed on the map view. The first teleport control is a functional interactive element in the graphical user interface. When the user activates the first teleport control through a fifth trigger operation such as clicking or long pressing, the controlled virtual character is moved to a position corresponding to the position of the target first virtual object in the current sub-area in response to the operation. This means that the character will instantly reach the precise coordinate point where the target first virtual object is located or the preset landing point adjacent thereto.
[0118] The guidance strategy in this embodiment designs two tracking modes of fine positioning guidance and remote fast teleport according to the distance between the controlled virtual character and the target first virtual object by judging the distance, solves the problem that the time consumption for pathfinding and the precise positioning are difficult to balance in a virtual large scene, and ensures that the user can efficiently and accurately track the target first virtual object.
[0119] In addition, the player can also select any teleport control in the virtual map or select not to trigger any teleport control, but move to the target first virtual object by the indication mark of the component position of the first virtual object displayed in the virtual scene.
[0120] Teleport control refers to a virtual control in the virtual map associated with a teleport node in the virtual scene. Teleport node refers to a fixed spatial coordinate point in the game world that can be used as a fast travel destination, which is usually bound to a specific location on the map, such as a discovered village, camp, teleport door, special scene, etc. The nearest teleport control refers to the teleport node with the shortest distance between the teleport node coordinates and the coordinates corresponding to the component position of the target first virtual object among all unlocked teleport nodes.
[0121] For example, all unlocked teleport points are queried, and it is calculated that the discovered teleport point A is only 298 meters away from the target first virtual object, which is the nearest teleport node. Therefore, when the player triggers the displayed teleport control, the controlled virtual character is teleported from the current location to teleport point A.
[0122] Referring to Figure 9As shown, after the player triggers the displayed teleport control, the controlled virtual character 901 controlled by the player will be teleported to the corresponding position in the game scene, and a pulsating light circle indicating the component position can be seen in the distance on the graphical user interface. In addition, the distance information between the target construction component and the controlled virtual character 901 can also be displayed on the graphical user interface 300. Then, the controlled virtual character 901 is controlled to move to the target construction component 903 through the dial control 902 in the graphical user interface 300. If the target construction component 903 is out of the field of view of the controlled virtual character 901, that is, beyond the display area of the current graphical user interface 300, an indication mark can be displayed on the graphical user interface 300 to indicate the orientation of the target construction component 903 relative to the controlled virtual character 901. Further, the indication mark can also indicate the distance of the target component 903 relative to the controlled virtual character 901. Thus, the cumbersome process of relying on vague memory, long running and manual marking is simplified to tracking and navigation after list selection, and the return and construction experience of open world construction is optimized.
[0123] The embodiment ensures that the visual markers for guiding navigation always correspond to the actual spatial context of the target object through sub-region determination and automatic map switching, solves the problem of marker misplacement or failure caused by the dispersion of the first virtual object in different spatial levels, and avoids cross-scene misguidance.
[0124] Referring to Figure 10 Another application scenario of the information processing method in the game provided by the embodiment of the present disclosure is shown. In one embodiment, before the controlled virtual character is teleported to the position in the target sub-region corresponding to the position of the target first virtual object, a confirmation window 1001 is displayed on the graphical user interface 300. The confirmation window 1001 is used to inquire whether to move the controlled virtual character to the position in the target sub-region corresponding to the position of the target first virtual object. In response to performing a cancel operation on the “cancel” control 1003 in the confirmation window, the movement operation of the controlled virtual character is canceled. In response to performing a confirmation operation on the “confirm” control 1002 in the confirmation window, the controlled virtual character is moved to the position in the target sub-region corresponding to the position of the target first virtual object. After the controlled virtual character is teleported to the position in the target sub-region corresponding to the position of the target first virtual object, the target first virtual object and the indication mark between the target first virtual object and the controlled virtual character can be further displayed in the graphical user interface 300 until the controlled virtual character reaches the position of the target first virtual object, or until the user cancels the tracking of the target first virtual object, or until the user deletes the target first virtual object in the virtual scene.
[0125] The confirmation window 1001 refers to a modal or non-modal dialog box that pops up and covers the current graphical user interface 300 temporarily before triggering the teleportation process. It is used to ask the player for a second confirmation of the upcoming state change to prevent misoperation.
[0126] The cancel operation and the confirmation operation refer to two mutually exclusive choices that the player can perform in the confirmation window. The cancel operation is usually completed by clicking the "cancel" control 1003 on the confirmation window 1001, pressing the ESC key or a specific key, and is used to abort the current process and give up moving the controlled virtual character to a position in the target sub-region corresponding to the position of the target first virtual object. The confirmation operation is usually completed by clicking the "OK" control 1002 or the teleportation button on the confirmation window 1001, pressing the ENTER key, and is used to explicitly authorize the game system to perform the teleportation operation.
[0127] The distance information refers to the dynamic distance between the target first virtual object and the new position of the controlled virtual character after teleportation, which is updated in real time as the controlled virtual character moves from the teleportation control to the target first virtual object.
[0128] The embodiment prevents involuntary long-distance teleportation caused by accidental touch or hasty selection by adding a confirmation window, ensuring the safety and intended management of the player's operation. On the other hand, by displaying the real-time distance after teleportation, the player can immediately obtain clear direction and distance information after reaching the teleportation control, thereby smoothly proceeding to the precise target location.
[0129] In one embodiment, the graphical user interface displays a map interface, and the map interface displays a hierarchy including a world map level, a region map level, and a scene map level; according to the current map level, the distribution mark of the corresponding first virtual object is displayed in the map interface.
[0130] The above steps are described in detail below.
[0131] Specifically, on the graphical user interface of the game, the virtual map displays a hierarchy mainly including a world map level, a region map level, and a scene map level. The world map level refers to a macro, global geographical overview, usually covering the entire game world; the region map level refers to a subdivided geographical unit at a mesoscopic level under the world map, such as a city; and the scene map level refers to the most micro, detailed local space map, such as a large-scale copy area, a floor plan of a building interior, or a room layout, etc.
[0132] The game system tracks and determines the current map level that the user is browsing or operating in real time, and presents the distribution mark of the corresponding first virtual object on the corresponding geographical position of the map interface based on the current map level. The distribution mark refers to a visual element for intuitively indicating the geographical position, state or quantity of the first virtual object on the map, such as a point icon, a region highlight, a numerical label or a dynamic legend, etc. When the map level is switched, the embodiment can filter and draw the distribution of the first virtual object that matches the semantics and scale of the map level according to the field of view range and detail requirement of the map level that the user is currently browsing or operating in, avoiding the cognitive burden caused by information overload and improving the interaction accuracy of the user on the spatial distribution data of the first virtual object.
[0133] The embodiment can display the distribution mark of the first virtual object that matches the geographical range and information granularity of the level in the map view corresponding to the current map level viewed or selected by the player in the map interface. The first virtual object in the embodiment refers to the building component placed by the player; and the distribution mark refers to a graphical symbol for visually identifying the position and existence of the object on the map, such as an icon, a dot or a thumbnail.
[0134] Specifically, when the first virtual object is in the world map level, the map interface may not display each independent first virtual object due to the extremely small view scale, but displays the hot area of the player's building activity in a certain area in the form of an aggregated mark or a region highlight. When in the region map level, the map interface can display the first virtual objects distributed in different places in the region in the form of grouped icons or simplified identifiers. When in the scene map level, the map interface can accurately mark the specific position, orientation and even type of each first virtual object in the scene (such as in a room) in the form of high-precision and one-to-one detailed icons.
[0135] The embodiment solves the problem of visualizing and managing a large number of player building objects in a large and complex virtual scene through the adaptive multi-level map marking display strategy. It avoids visual confusion and information inefficiency caused by marker overload on the macro map, and ensures that the most accurate position guidance can be obtained when operating in a micro way, thereby realizing seamless connection from macro navigation to micro positioning.
[0136] In the embodiment, a game information processing device is also provided, which is used to implement the above embodiments and preferred embodiments, and details are not repeated. As used below, the term "module" can be a combination of software and / or hardware that implements a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware or a combination of software and hardware is also possible and contemplated.
[0137] The embodiment provides an information processing device in a game, the game provides a virtual scene, the virtual scene contains at least one first virtual object, the first virtual object is an object placed in the virtual scene based on an editing operation for the game; see Figure 11 As shown, comprising: The list display module 1101 is used for displaying an object management list in a graphical user interface of the game in response to a first trigger operation of the graphical user interface; wherein the object management list contains at least one object identifier, and the object identifier has a corresponding relationship with a first virtual object placed in the virtual scene.
[0138] The target determination module 1102 is used for determining a target first virtual object corresponding to a target object identifier in the object management list in response to a second trigger operation of the target object identifier.
[0139] The target guiding module 1103 is used for executing a guiding strategy associated with the target first virtual object.
[0140] In some optional embodiments, the virtual scene contains a plurality of sub-regions, and the first virtual objects are distributed in the plurality of sub-regions; the target guiding module 1103 comprises: The region determination unit is used for determining a current sub-region where the controlled virtual character is currently located, and a target sub-region where the target first virtual object is located.
[0141] The target guiding unit is used for determining a type of the guiding strategy according to a positional relationship between the current sub-region and the target sub-region.
[0142] In some optional embodiments, the target guiding unit is specifically used for determining that the guiding strategy comprises switching display content in the graphical user interface to present a map view of the target sub-region, and displaying an indication mark of the target first virtual object in the map view when the target sub-region is different from the current sub-region.
[0143] In some optional embodiments, the target guiding unit is further used for displaying a teleport control in a state of displaying the map view of the target sub-region; and controlling the controlled virtual character to move to a position corresponding to the target first virtual object in the target sub-region in response to a third trigger operation of the teleport control.
[0144] In some optional embodiments, the target guiding unit is specifically used for determining that the guiding strategy comprises at least one of the following when the target sub-region is the same as the current sub-region: highlighting the target first virtual object in a map view of the current sub-region; and displaying an indication identifier in the map view of the current sub-region, the indication identifier is used for indicating a relative position and / or distance between the controlled virtual character and the target first virtual object.
[0145] In some optional embodiments, the list display module 1101 comprises: a distance information obtaining unit configured to obtain distance information between the controlled virtual role and the plurality of first virtual objects.
[0146] a sorting unit configured to sort the object identifiers corresponding to the plurality of first virtual objects according to the distance information.
[0147] a display unit configured to display the object identifiers in the sorted order.
[0148] In some optional embodiments, the game supports multiple users to be in the virtual scene together, the first virtual object is associated with an ownership attribute, and the ownership attribute is used to represent the identity of the user who placed the first virtual object. The list display module 1101 comprises: a list display unit configured to determine a display style of the object identifier corresponding to the first virtual object according to the ownership attribute of the first virtual object, wherein the display styles of the object identifiers corresponding to different ownership attributes are different, and / or the object identifiers displayed in the object management list contain associated ownership information.
[0149] In some optional embodiments, the apparatus further comprises: a filtering module configured to determine a filtering condition in response to a filtering operation on the graphical user interface, the filtering condition comprising at least one of the following: a region in which the first virtual object is located, a type of the first virtual object, a placement time of the first virtual object, and a custom label associated with the first virtual object; and update the object identifiers displayed in the object management list according to the filtering condition.
[0150] In some optional embodiments, the object management list further contains a function control associated with the object identifier, and the apparatus further comprises: a target processing module configured to perform target processing on the first virtual object corresponding to the selected object identifier in response to a fourth triggering operation on the function control associated with at least one object identifier, the target processing comprising at least one of the following: removing the first virtual object from the virtual scene, replacing a type of the first virtual object, and modifying a position of the first virtual object.
[0151] In some optional embodiments, the apparatus further comprises: a hierarchical display module configured to display a map interface in the graphical user interface, the hierarchical levels displayed in the map interface comprising a world map level, a region map level, and a scene map level; and display distribution markers of the corresponding first virtual objects in the map interface according to a current map level.
[0152] The game information processing apparatus provided by the embodiments of the present disclosure can execute the game information processing method provided by any of the embodiments of the present disclosure, and has the function modules and beneficial effects corresponding to the execution method. The further function description of each module and unit is the same as that of the corresponding embodiment, which will not be repeated here.
[0153] Figure 12 A structural schematic diagram of an electronic device provided by an embodiment of the present disclosure is provided.
[0154] Reference will be made below in detail Figure 12 which shows a structural schematic diagram of an electronic device suitable for implementing the electronic device in the embodiments of the present disclosure. The electronic device can include a processor (such as a central processor, a graphics processor, etc.) 1201, which can perform various appropriate actions and processes according to programs stored in a read-only memory (ROM) 1202 or programs loaded from a storage 1208 into a random access memory (RAM) 1203. In the RAM 1203, various programs and data required for the operation of the electronic device are also stored. The processor 1201, the ROM 1202, and the RAM 1203 are connected to each other through a bus 1204. An input / output (I / O) interface 1205 is also connected to the bus 1204.
[0155] Generally, the following devices can be connected to the I / O interface 1205: an input device 1206 including, for example, a touch screen, a touchpad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 1207 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage 1208 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 1209. The communication device 1209 can allow the electronic device to communicate with other devices wirelessly or by wire to exchange data. Although Figure 12 An electronic device with various devices is shown, but it should be understood that it is not required to implement or have all the shown devices, and more or fewer devices can be alternatively implemented or possessed.
[0156] In particular, according to the embodiments of the present disclosure, the processes described above with reference to the flowcharts can be implemented as a computer software program. For example, the embodiments of the present disclosure include a computer program product including a computer program carried on a non-transitory computer readable medium, the computer program containing program code for executing the method shown in the flowchart. In such embodiments, the computer program can be downloaded and installed from a network through the communication device 1209, or installed from the storage 1208, or installed from the ROM 1202. When the computer program is executed by the processor 1201, the above-mentioned functions defined in the game information processing method of the embodiments of the present disclosure are executed.
[0157] Figure 12The electronic device shown is merely an example and should not impose any limitation on the functions and use range of the embodiments of the present disclosure.
[0158] The embodiments of the present disclosure also provide a computer readable storage medium, and the method according to the embodiments of the present disclosure can be implemented in hardware, firmware, or recorded in a storage medium, or be implemented by computer code originally stored in a remote storage medium or a non-transitory machine readable storage medium and downloaded to a local storage medium, so that the method described herein can be processed by such software on a storage medium using a general purpose computer, a special purpose processor, or programmable or special purpose hardware. Among them, the storage medium can be a magnetic disk, an optical disk, a read-only memory, a random access memory, a flash memory, a hard disk or a solid state disk, etc.; further, the storage medium can also include a combination of the above types of memories. It can be understood that the computer, processor, microprocessor controller or programmable hardware includes a storage component that can store or receive software or computer code, when the software or computer code is accessed and executed by the computer, processor or hardware, the information processing method in the game shown in the above embodiments is implemented.
[0159] Part of the present disclosure can be applied as a computer program product, for example, computer program instructions, when executed by a computer, through the operation of the computer, the method and / or technical solutions according to the present disclosure can be called or provided. Those skilled in the art should understand that the form of computer program instructions in computer readable medium includes but is not limited to source file, executable file, installation package file, etc., and accordingly, the way of computer program instructions executed by computer includes but is not limited to: the computer directly executes the instructions, or the computer compiles the instructions and then executes the corresponding compiled program, or the computer reads and executes the instructions, or the computer reads and installs the instructions and then executes the corresponding installed program. Here, the computer readable medium can be any available computer readable storage medium or communication medium accessible to the computer.
[0160] Although the embodiments of the present disclosure are described in conjunction with the accompanying drawings, various modifications and changes can be made by those skilled in the art without departing from the spirit and scope of the present disclosure, and such modifications and changes fall within the scope defined by the appended claims.
Claims
1. An information processing method in a game, characterized in that, The game provides a virtual scene, the virtual scene containing at least one first virtual object, the first virtual object being an object placed in the virtual scene based on an editing operation performed on the game; the method includes: In response to a first trigger operation on the graphical user interface of the game, an object management list is displayed on the graphical user interface; The object management list contains at least one object identifier, and the object identifier corresponds to the first virtual object already placed in the virtual scene. In response to a second trigger operation targeting a target object identifier in the object management list, determine the target first virtual object corresponding to the target object identifier; Execute the bootstrapping strategy associated with the target first virtual object.
2. The method according to claim 1, characterized in that, The virtual scene comprises multiple sub-regions, and the first virtual object is distributed across these multiple sub-regions; The execution of the bootstrapping strategy associated with the target first virtual object includes: Determine the current sub-region where the controlled virtual character is currently located, and the target sub-region where the target first virtual object is located; The type of the guidance strategy is determined based on the positional relationship between the current sub-region and the target sub-region.
3. The method according to claim 2, characterized in that, The step of determining the type of the guidance strategy based on the positional relationship between the current sub-region and the target sub-region includes: When the target sub-region is different from the current sub-region, the guidance strategy includes: switching the display content in the graphical user interface to present a map view of the target sub-region, and displaying an indicator marker of the target first virtual object in the map view.
4. The method according to claim 3, characterized in that, The guidance strategy also includes: While displaying the map view of the target sub-region, a teleport control is shown; In response to a third trigger operation on the teleportation control, the controlled virtual character is moved to a position in the target sub-region corresponding to the position of the target first virtual object.
5. The method according to claim 2, characterized in that, The step of determining the type of the guidance strategy based on the positional relationship between the current sub-region and the target sub-region includes: When the target sub-region is the same as the current sub-region, the guidance strategy includes at least one of the following: The target first virtual object is highlighted in the map view of the current sub-region; An indicator is displayed in the map view of the current sub-region, the indicator being used to indicate the relative orientation and / or distance between the controlled virtual character and the target first virtual object.
6. The method according to claim 1, characterized in that, The display of the object management list in the graphical user interface includes: Obtain distance information between the controlled virtual character and multiple of the first virtual objects; Sort the object identifiers corresponding to the plurality of first virtual objects according to the distance information; The object identifiers are displayed in the sorted order.
7. The method according to claim 1, characterized in that, The game supports multiple users being in the virtual scene together. The first virtual object is associated with an ownership attribute, which is used to characterize the user identity of the user who placed the first virtual object. The display of the object management list in the graphical user interface includes: Based on the ownership attribute of the first virtual object, determine the display style of the object identifier corresponding to the first virtual object; wherein, the display style of the object identifier corresponding to different ownership attributes is different; And / or, The object identifiers displayed in the object management list include associated ownership attributes.
8. The method according to claim 1, characterized in that, The method further includes: In response to a filtering operation on the graphical user interface, determine the filtering criteria; The filtering criteria include at least one of the following: the region where the first virtual object is located, the type of the first virtual object, the placement time of the first virtual object, and the custom tag associated with the first virtual object; Update the object identifiers displayed in the object management list according to the filtering criteria.
9. The method according to claim 1, characterized in that, The object management list also includes functional controls associated with the object identifier; the method further includes: In response to a fourth trigger operation for at least one of the functional controls associated with the object identifier, target processing is performed on the first virtual object corresponding to the selected object identifier; The target processing includes at least one of the following: removing the first virtual object from the virtual scene, changing the type of the first virtual object, or modifying the position of the first virtual object.
10. The method according to claim 1, characterized in that, The method further includes: The graphical user interface displays a map interface, which includes world map level, regional map level and scene map level. Based on the current map level, the distribution markers of the corresponding first virtual object are displayed in the map interface.
11. An information processing device for games, characterized in that, The game provides a virtual scene, the virtual scene containing at least one first virtual object, the first virtual object being an object placed in the virtual scene based on an editing operation performed on the game; the device includes: A list display module is configured to respond to a first trigger operation of the graphical user interface of the game and display an object management list in the graphical user interface; wherein the object management list contains at least one object identifier, and the object identifier corresponds to the first virtual object already placed in the virtual scene; The target determination module is used to respond to a second trigger operation targeting a target object identifier in the object management list and determine the target first virtual object corresponding to the target object identifier; The target guidance module is used to execute the guidance strategy associated with the target first virtual object.
12. An electronic device, characterized in that, include: A memory and a processor are communicatively connected, the memory stores computer instructions, and the processor executes the computer instructions to perform the information processing method in the game as described in any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions for causing the computer to perform the information processing method in the game according to any one of claims 1 to 10.