Interaction control method in virtual scene and electronic device

CN122605170APending Publication Date: 2026-08-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202610873598.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-06-16
Publication Date
2026-08-21

AI Technical Summary

Technical Problem

[0004]上述操作过程繁琐、且操作易中断,导致计算资源增加

Benefits of technology

[0009]本申请实施例提供的虚拟场景中的交互控制方法和电子设备,能够在复杂场景中确保操作的连贯性。

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides an interaction control method in a virtual scene and an electronic device. A graphical user interface is provided by a terminal device. The method comprises: displaying at least part of a virtual scene in the graphical user interface, the virtual scene comprising at least one scene component; in response to a movement operation on a controlled virtual character, controlling the controlled virtual character to move in the virtual scene and updating virtual scene content presented in the graphical user interface; and when it is detected that the controlled virtual character meets an interaction restriction condition in the virtual scene, controlling at least one of the following steps to be performed: changing a physical interaction mode between the controlled virtual character and the at least one scene component; and displaying a scene auxiliary view in the graphical user interface, the scene auxiliary view being used to present information about an interactable point associated with the controlled virtual character. According to the application, the continuity of an operation can be ensured in a complex scene.
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Description

Technical Field

[0001] This application relates to the field of computer application technology, and in particular to an interactive control method and electronic device in a virtual scene. Background Technology

[0002] In simulation management games, players take on the role of managers or decision-makers in a virtual world. They plan, build, produce, and allocate resources to establish and develop a virtual system or organization in order to achieve specific goals (such as making profits, expanding scale, increasing reputation, etc.).

[0003] In related technologies, a crosshair is typically used to accurately represent the player's line of sight. For example, the crosshair remains centered on the screen, and rotates synchronously as the player turns the camera. When there are large or close-range virtual objects in the game scene, if the player wants to view information about the virtual object, interact with it, or observe the surrounding environment, they need to frequently switch between different operations or modify game settings.

[0004] The above operation process is cumbersome and prone to interruption, resulting in increased computing resources. Summary of the Invention

[0005] In view of this, embodiments of this application provide at least one interactive control method and electronic device in a virtual scene to overcome at least one of the above-mentioned defects.

[0006] In a first aspect, an exemplary embodiment of this application provides an interactive control method in a virtual scene, providing a graphical user interface through a terminal device. The method includes: displaying at least a portion of a virtual scene in the graphical user interface, the virtual scene including at least one scene component; controlling the controlled virtual character to move in the virtual scene in response to a movement operation on a controlled virtual character, and updating the virtual scene content presented in the graphical user interface; when it is detected that the controlled virtual character meets interaction restriction conditions in the virtual scene, controlling the execution of at least one of the following steps: changing the physical interaction mode between the controlled virtual character and the at least one scene component; displaying a scene auxiliary view in the graphical user interface, the scene auxiliary view being used to present interactive point information associated with the controlled virtual character.

[0007] Secondly, embodiments of this application also provide an interactive control device in a virtual scene, providing a graphical user interface through a terminal device. The device includes: a scene providing module, which displays at least a portion of a virtual scene in the graphical user interface, the virtual scene including at least one scene component; a movement control module, which, in response to a movement operation on a controlled virtual character, controls the controlled virtual character to move in the virtual scene and updates the virtual scene content presented in the graphical user interface; and a logic adjustment module, which, when detecting that the controlled virtual character meets interaction restriction conditions in the virtual scene, controls the execution of at least one of the following processes: changing the physical interaction mode between the controlled virtual character and the at least one scene component; and displaying a scene auxiliary view in the graphical user interface, the scene auxiliary view being used to present interactive point information associated with the controlled virtual character.

[0008] Thirdly, embodiments of this application also provide an electronic device, a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the interactive control method in the virtual scene described above.

[0009] The interactive control method and electronic device in the virtual scene provided in this application embodiment can ensure the continuity of operation in complex scenes.

[0010] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0011] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 A flowchart illustrating an interactive control method in a virtual scene provided by an exemplary embodiment of this application is shown. Figure 2 This illustration shows one of the interactive diagrams provided by an exemplary embodiment of this application; Figure 3 This is a second interactive schematic diagram provided by an exemplary embodiment of this application; Figure 4 This is the third interactive schematic diagram provided by an exemplary embodiment of this application; Figure 5 This illustration shows a structural diagram of an interactive control device in a virtual scene within a game, provided in an exemplary embodiment of this application. Figure 6 This is a schematic diagram of the structure of an electronic device provided in an exemplary embodiment of this application. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0014] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.

[0015] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.

[0016] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.

[0017] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0018] In simulation management games, players take on the role of managers or decision-makers in a virtual world. They plan, build, produce, and allocate resources to establish and develop a virtual system or organization in order to achieve specific goals or complete virtual tasks (such as making profits, expanding scale, increasing reputation, etc.).

[0019] In related technologies, a crosshair is typically used to precisely represent the player's line of sight, helping them accurately locate and select specific targets. For example, the crosshair remains centered on the screen, rotating synchronously as the player moves the camera. For instance, when the crosshair hovers over an interactive object, that object is highlighted, allowing the player to interact with it by clicking the corresponding controls.

[0020] As the camera angle changes or the player moves within the game scene, the virtual objects displayed on the game interface also constantly change. When there are large or close-range virtual objects in the game scene, if the player wants to view information about the virtual object, perform a certain game interaction with the virtual object, or observe the surrounding environment, they need to frequently switch between different operations or modify game settings. For example, this can be accomplished by repeatedly controlling the movement of the game character and / or adjusting the camera angle.

[0021] However, the above operation process is rather cumbersome and prone to interruption, resulting in increased computing resources.

[0022] To address at least one of the aforementioned problems, this application proposes an interactive control method in a virtual scene. By changing the physical interaction between the virtual character and scene components in the virtual scene and / or providing auxiliary views under limited interaction conditions, the continuity of operations in the game can be ensured.

[0023] First, the names involved in the embodiments of this application will be introduced.

[0024] Terminal equipment: The terminal devices involved in this application mainly refer to electronic devices that can provide a user interface to realize human-computer interaction. In an exemplary application scenario, the terminal device can be used to provide game screens (e.g., an interface that presents game scenes) and intelligent devices that can control virtual characters. The terminal device can be, but is not limited to, any of the following devices: smartphones, tablets, portable computers, desktop computers, game consoles, personal digital assistants (PDAs), e-book readers, MP4 (Moving Picture Experts Group AudioLayer IV) players, etc. The terminal device has an application that supports game scenes installed and running, such as an application that supports 3D game scenes. The application can be, but is not limited to, any of the following: virtual reality applications, 3D map programs, military simulation programs, MOBA games (Multiplayer Online Battle Arena), multiplayer shooting survival games, and third-person shooter (TPS) games. Optionally, the application can be a standalone application, such as a standalone 3D game program, or a network-connected application.

[0025] In one scenario, the terminal device includes a display, a game console main unit separate from the display, and an input unit separate from the game console main unit, such as a mouse, keyboard, or gamepad, with multiple input buttons configured on the input unit. In another scenario, a portable terminal device includes a game console main unit, an LCD display located approximately in the center of the game console main unit, and input units configured on both sides of the LCD display, such as multiple input buttons. Alternatively, it may be a portable terminal device with a touchscreen, using the touchscreen as the input unit. In these terminal devices, by operating the input unit, various commands can be given to the game character displayed on the display.

[0026] Graphical User Interface: A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate icons or menu options on a touchscreen terminal by performing touch operations to select commands, launch programs, or perform other tasks. In a game scenario, the GUI can display both the game scene interface and the game configuration interface.

[0027] Virtual scene: This is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment, and can include elements such as sky, land, and ocean. The virtual scene serves as the context in which users control virtual characters to complete game logic. Optionally, the virtual scene can also be used for virtual environment battles between at least two virtual characters, and it contains virtual resources available for use by at least two virtual characters.

[0028] Virtual characters: The virtual character can be a player-controlled virtual character in a virtual environment, including but not limited to at least one of virtual characters, virtual animals, anime characters, virtual warships, virtual vehicles, virtual aircraft, and virtual ships. It can also be a non-player-controlled virtual character (NPC). Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space within it. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, or a three-dimensional object constructed based on three-dimensional technology. Different appearances are achieved by giving the virtual character different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model; this application does not limit this.

[0029] Multiple virtual characters can exist in a virtual scene. These virtual characters can be player-controlled (i.e., objects controlled by the player through input devices or touchscreens) or artificial intelligence (AI) trained and configured for battle in the virtual environment. Optionally, these virtual characters are objects of combat in a game scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined based on the number of terminal devices joining the virtual battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene and can also control the virtual character to use skills, virtual items, etc., provided by the application to fight against other virtual characters.

[0030] In one embodiment of this application, the interactive control method in a virtual scene can run on a local terminal device or a server. When the method runs on a server, it can be implemented and executed based on a cloud interactive system, which includes a server and client devices.

[0031] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the virtual character's control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0032] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0033] In one possible implementation, this application provides an interactive control method in a virtual scene, which provides a graphical user interface through a terminal device. The terminal device can be the aforementioned local terminal device (such as a local touch terminal) or a client device in the aforementioned cloud interactive system.

[0034] To facilitate understanding of this application, the interactive control method, device, electronic device, and storage medium in the virtual scene provided in the embodiments of this application will be described in detail below.

[0035] Please see Figure 1 , Figure 1 The flowchart of the interactive control method in a virtual scene provided for an exemplary embodiment of this application specifically includes: Step S101: Display at least a portion of the virtual scene in the graphical user interface. Here, the virtual scene includes at least one scene component.

[0036] In optional embodiments, the virtual scene may include, but is not limited to, interactive scene components and non-interactive scene components. For example, interactive scene components include those that can respond to the interactive behaviors of virtual characters in the virtual scene (e.g., planting, transplanting, climbing, demolishing, picking up, dragging, building, etc.), while non-interactive scene components include those that cannot respond to the interactive behaviors of virtual characters. For example, scene components may be buildings, doors, windows, crops, etc., in the virtual scene, but the virtual character cannot interact with them; for example, the virtual character cannot destroy or demolish a window. It should be understood that the above examples of interactive and non-interactive scene components are merely examples, and those skilled in the art can set the interactivity of each scene component according to game design; this application does not impose any limitations on this.

[0037] The at least one scene component in the embodiments of this application may include an interactive scene component in a virtual scene. For example, the at least one scene component may be configured to be presented in the virtual scene as a virtual model when the scene is running, that is, the virtual scene presented in the graphical user interface includes a virtual model generated according to the scene component. Optionally, the at least one scene component may be a scene component generated in the virtual scene during the game design phase, such as a scene component that exists by default when the virtual scene is loaded, and / or, the at least one scene component may also be a scene component that is placed or built by the players in the game during the game running or battle phase, such as a house built by the player through controlling the virtual character in the virtual scene, or a crop planted by the player through controlling the virtual character in the virtual scene. This application does not limit this.

[0038] Step S102: In response to a movement operation on the controlled virtual character, control the controlled virtual character to move within the virtual scene and update the virtual scene content presented in the graphical user interface.

[0039] In this embodiment of the application, the aforementioned controlled virtual character may refer to the virtual character in the game of the account logged into the game client on the terminal device, that is, the virtual character controlled by the player corresponding to the account, but the possibility that the controlled virtual character is controlled by other applications or artificial intelligence modules is not excluded.

[0040] In the embodiments of this application, the changes in the virtual scene content presented in the graphical user interface can be controlled by at least one of the following methods.

[0041] One approach is to update the virtual scene content presented in the graphical user interface based on changes in the position of the controlled virtual character within the virtual scene.

[0042] For example, in response to a movement operation on a controlled virtual character, the controlled virtual character is controlled to move within a virtual scene so that the content of the presented virtual scene changes.

[0043] For example, the above-mentioned movement operation can be issued by a game player through a terminal device. The movement operation is used to control the controlled virtual character to move in the virtual scene presented by the graphical user interface. As the controlled virtual character moves, the position of the controlled virtual character in the virtual scene will change accordingly. At this time, the terminal device responds to the movement operation and controls the range of the virtual scene displayed in the graphical user interface to change accordingly according to the movement of the controlled virtual character.

[0044] Another approach is to update the virtual scene content presented in the graphical user interface based on changes in the controlled virtual character's viewing perspective.

[0045] For example, in response to a viewpoint adjustment operation for a controlled virtual character, the viewpoint of the controlled virtual character is controlled and adjusted so that the content of the presented virtual scene changes.

[0046] For example, the virtual scene content presented in the graphical user interface can be a scene image obtained by capturing the virtual scene with a virtual camera. For instance, the scene image can be a view of the virtual scene from a first-person perspective.

[0047] The aforementioned virtual camera is a camera model located on or around a virtual character in a virtual scene. This camera model allows for observation of the virtual character from different perspectives. Optionally, the virtual camera is not actually displayed in the virtual scene shown by the application; that is, it is not visible in the virtual scene content displayed in the graphical user interface.

[0048] For example, each controlled virtual character has a one-to-one corresponding virtual camera in the virtual scene. The position of the virtual camera changes synchronously with the position of the controlled virtual character. That is, the virtual camera automatically follows the controlled virtual character in the virtual scene, so that the scene image captured by the virtual camera changes as the controlled virtual character moves in the virtual scene. Optionally, during the automatic following process, the relative positions of the virtual camera and the controlled virtual character do not change.

[0049] Optionally, the aforementioned first perspective can be the observation angle when observing in a virtual environment from the first-person perspective of a virtual character or from the third-person perspective.

[0050] For example, a first-person perspective is the viewpoint used when observing a virtual scene through a first-person camera positioned on or around a virtual character. Optionally, a first-person perspective is the viewpoint used when observing a virtual scene through a first-person camera positioned on the chest of the virtual character, or through a first-person camera positioned on the head of the virtual character, or through a first-person camera positioned on the neck of the virtual character. In the scene view corresponding to the first-person perspective, the head or torso of the virtual character's virtual model cannot be seen, but the arms or feet of the virtual character may be visible. Optionally, the first-person camera is firstly bound to the head, neck, or chest of the virtual character. This first binding means that, in most cases, the relative position of the first-person camera and the head, neck, or chest of the virtual character does not change. That is, when the head, neck, or chest of the virtual character turns, the first-person camera will also rotate accordingly; when the head, neck, or chest of the virtual character moves, the first-person camera will also move accordingly.

[0051] The third-person perspective is the viewpoint used when observing a virtual scene through a third-person virtual camera positioned around the virtual character. For example, the third-person virtual camera can be located behind or behind the virtual character's head, or it can be at a certain lens height relative to the controlled virtual character. For instance, the third-person virtual camera can be at a certain lens height and tilted downwards at an angle to view the controlled virtual character.

[0052] Based on this, when the position of the controlled virtual character changes in the virtual scene, the position of the virtual camera corresponding to the controlled virtual character changes accordingly. When the viewing angle of the controlled virtual character changes, the viewing angle of the virtual camera corresponding to the controlled virtual character also changes accordingly, so that the content of the virtual scene captured by the virtual camera changes synchronously.

[0053] Step S103: When it is detected that the controlled virtual character meets the interaction restriction conditions in the virtual scene, the control executes at least one interaction step.

[0054] In an exemplary embodiment of this application, the aforementioned interaction restriction conditions may include at least one of the following situations.

[0055] In the first scenario, information exchange is restricted.

[0056] Here, the aforementioned information interaction restriction may include the restriction on the controlled virtual character's acquisition of information from the virtual scene. For example, it may include, but is not limited to, a restricted field of vision. For instance, the controlled virtual character's line of sight may be blocked, thus preventing the acquisition of surrounding information through observation.

[0057] In the second scenario, physical interaction is limited.

[0058] Here, the aforementioned physical interaction restriction may include the obstruction of the controlled virtual character from performing physical actions in the virtual scene. For example, it may include, but is not limited to, movement restriction, such as the movement path of the controlled virtual character being blocked, movement being restricted, or there being physical obstacles in the movement path.

[0059] In an optional example of this application, the following method can be used to detect whether the controlled virtual character meets the interaction restriction conditions in the virtual scene.

[0060] For example, determining how at least one scene component is presented in a graphical user interface. Exemplarily, the presentation method may include, but is not limited to, the visual display effect of at least one scene component in the graphical user interface.

[0061] As an example, the above presentation method may include, but is not limited to, at least one of the following: the display area of ​​scene components in the graphical user interface, the volume of at least one scene component, the effect density, and the arrangement density.

[0062] Here, the aforementioned display area refers to the area of ​​the scene components that can be displayed in the graphical user interface, that is, the area of ​​the visible portion of the scene components presented through the graphical user interface. Similarly, the aforementioned volume can refer to the volume of the scene components that can be displayed in the graphical user interface. It should be understood that this application is not limited to this; the aforementioned area and volume can also refer to the overall area and overall volume of the scene components, and those skilled in the art can set them according to their needs.

[0063] In a preferred embodiment of this application, the virtual scene may include multiple scene components, and the arrangement density among the multiple scene components may refer to the number of scene components placed per unit area. For example, taking at least one scene component as an example that includes crops that can be planted on land, the virtual scene may include multiple scene plots, and crops are planted on the scene plots. Based on this, the aforementioned arrangement density may refer to the number of plants planted by the player within a scene plot when planting crops.

[0064] In an optional embodiment, at least one scene component can also trigger mutation effects under special conditions. The effect density of a scene component can refer to the number and distribution concentration of effective mutation terms carried by the scene component per unit area. Continuing with the above example, taking the planting of crops on various scene plots as an example, each crop not only has basic growth attributes, but it can also trigger mutation effects under special conditions. The superposition of these effects can affect the appearance and value of the crops.

[0065] The following list illustrates the mutation effects triggered in crops under specific conditions. It should be understood that the mutation effects listed below are merely examples and are not intended to limit the scope of this application.

[0066] First example: basic mutation.

[0067] Here, the aforementioned basic mutations include the crop's "growth genes." All seeds have a chance to trigger basic mutations when they are planted. Examples include, but are not limited to, gigantification (the fruit becomes larger and its basic value increases), silver / gold / crystal / glowing color changes (representing an upgrade in rarity), and special mutated fruits (such as square watermelons, candied hawthorn apples, etc.).

[0068] The second example is weather-triggered sudden changes.

[0069] In this example, the weather acts as a "catalyst" for mutations. The farm weather changes randomly, and different weather conditions can trigger corresponding mutations. Furthermore, non-conflicting mutation terms can be superimposed to form a chain reaction.

[0070] The third example is item enhancement.

[0071] In this example, players can use items to actively trigger or protect mutation effects, that is, actively intervene in mutations, for example, by using virtual items to act on crops to trigger mutations or increase the probability of mutation.

[0072] If at least one scene component's presentation in the graphical user interface satisfies the baseline visibility conditions, then the controlled virtual character does not satisfy the interaction restriction conditions in the virtual scene. If at least one scene component's presentation in the graphical user interface does not satisfy the baseline visibility conditions, then the controlled virtual character satisfies the interaction restriction conditions in the virtual scene.

[0073] For example, the aforementioned baseline visibility conditions may include a baseline visibility threshold corresponding to the presentation method. For instance, in the case where the presentation method is the display area of ​​a scene component, the baseline visibility threshold may refer to an area threshold. Accordingly, satisfying the baseline visibility conditions may include the display area of ​​the scene component being no greater than (less than or equal to) the area threshold, while not satisfying the baseline visibility conditions may include the display area of ​​the scene component being greater than the area threshold. Similarly, in the case where the presentation method is the arrangement density of scene components, the baseline visibility threshold may refer to an arrangement density threshold. Accordingly, satisfying the baseline visibility conditions may include the arrangement density of the scene component being no greater than the arrangement density threshold, while not satisfying the baseline visibility conditions may include the arrangement density of the scene component being greater than the arrangement density threshold. This application will not list all the various presentation methods.

[0074] In a preferred embodiment, the interaction control method provided in this application can also detect whether the controlled virtual character meets the interaction restriction conditions in the virtual scene in response to the controlled virtual character performing a specified game behavior in the virtual scene. For example, the specified game behavior may include the controlled virtual character performing game behavior with at least one scene component in the virtual scene. For instance, if at least one scene component includes crops that can be planted on land, the specified game behavior refers to the transplanting behavior of the crops. Alternatively, the virtual scene may include multiple interactive points, which may include, but are not limited to, planting points. In this case, the specified game behavior may also include the controlled virtual character performing game behavior at the interactive points in the virtual scene. For instance, the specified game behavior refers to the planting behavior of crops at the interactive points.

[0075] The following is combined with Figure 2 This paper introduces an application scenario of the interactive control scheme in this application. It should be understood that... Figure 2 The example shown is only an optional one, and this application is not limited thereto.

[0076] Figure 2 This illustration shows one of the interactive diagrams provided by an exemplary embodiment of this application.

[0077] like Figure 2 As shown, a graphical user interface 10 is provided through a terminal device, in which at least a portion of the virtual scene 20 is presented. In this example, the graphical user interface 10 displays a scene view of the virtual scene from a first-person perspective. For example, the first-person perspective can be a first-person view or a third-person view. As shown, the scene view presents the character model DD of the controlled virtual character and the scene component ZW, and a crosshair ZX is permanently displayed in the center of the screen of the graphical user interface 10.

[0078] In this example, a virtual scene is used, which includes multiple scene plots and at least one scene component that is a crop that can be planted on the land.

[0079] The graphical user interface 10 displays an action command bar in the lower right corner, including multiple action operation controls, such as controls K1~K3. By manipulating these controls, the controlled virtual character can perform actions such as flying and resetting. Below the graphical user interface 10, there is also a function / toolbar, such as an item usage bar, which may include, but is not limited to, fertilizer containers, mutation trigger items, and planting tools, including, but not limited to, farm implement Z1. This tool is used for tilling soil, such as turning over uncultivated land to create arable land, removing weeds and clearing crop residues, adjusting crop layout (e.g., transplanting), removing planted crops before maturity or harvest, and replanning planting locations. It can also be used for planting seeds, planting them at planting points when seeds are already held. Additionally, there is a pickup key Z2, used to pick up crops and items. By triggering the pickup key Z2, mature crops or items can be quickly picked up, and interactions with specific objects can be triggered, such as initiating dialogue with NPCs or using it at quest trigger points to claim quest rewards.

[0080] like Figure 2 As shown, assuming the controlled virtual character DD is detected to have performed a specified game action in the virtual scene 20, for example, when a planting or transplanting operation is detected, it can be determined that the controlled virtual character has performed the specified game action in the virtual scene. For example, if the control of farm tool Z1 is triggered (in planting / transplanting mode), and if it is detected that the controlled virtual character DD meets the interaction restriction conditions in the virtual scene 20, such as the scene component ZW obstructing the controlled virtual character DD's line of sight (e.g., the player may not be able to quickly see the planting situation of crops ahead and the available planting locations), and / or the scene component ZW hindering the movement of the controlled virtual character DD (e.g., the actual physical model of the scene component makes it impossible for the player to pass through), then the display state of the scene component ZW can be changed. For example, the scene component ZW can be displayed with a red highlighted outline to indicate that the scene component ZW cannot be planted / transplanted. In this case, the action control K3 related to planting / transplanting is in an invalid state, such as being displayed in a grayed-out manner.

[0081] In this example, taking a virtual scene that includes multiple scene plots as an example, at least one scene component is a crop planted on the scene plot. For example, the player can control the controlled virtual character DD to move between different scene plots and can also walk into the middle of the scene plot.

[0082] In response to situations where interaction is restricted, this application proposes to perform at least one of the following processes to enable interaction between the controlled virtual character and at least one scene component, thereby ensuring the continuity and smoothness of game operation.

[0083] In the first embodiment, the physical interaction between the controlled virtual character and at least one scene component is changed.

[0084] In a preferred embodiment, the above-mentioned change in the physical interaction between the controlled virtual character and at least one scene component may include changing the interaction logic between the controlled virtual character and the scene component. For example, the changes can be made from the following different aspects.

[0085] The first example involves changing the scene collision parameters of at least one scene component.

[0086] For example, changing scene collision parameters can include automatically disabling the physical collision settings of at least one scene component. Here, physical collision refers to ensuring that objects in a virtual scene can be correctly detected when they come into contact with each other and respond appropriately according to physical rules, such as bouncing, sliding, friction, and penetration correction, thereby achieving realistic or playable interaction.

[0087] In this embodiment of the application, taking the scene component as an example, after the physical collision setting of the scene component is turned off, the spatial position of the crop can be retained (e.g., the virtual model of the crop is retained in the virtual scene), but the crop no longer occupies actual space. In this case, the controlled virtual character can freely pass through the crop.

[0088] The second example involves changing the perspective display state of a controlled virtual character.

[0089] For example, changing the perspective display state can include controlling the controlled virtual character to switch to a transparent and transparent state, such as the character model of the controlled virtual character being presented in a semi-transparent form in the virtual scene to represent its permeability.

[0090] Here, during the game, the player-controlled virtual character is in a visible state (or a physical collision state). For example, the visible state of the virtual character can be bound to the interaction logic of scene colliders. For instance, when the controlled virtual character is in a transparent / penetrating state, its collision detection is temporarily marked as penetrable, allowing it to ignore the volume obstruction of static colliders like vegetation and traverse the terrain. When the controlled virtual character switches to a visible state, the collision detection reverts to physical mode, and it will be normally blocked by vegetation colliders, making it impossible to pass through. Optionally, in the transparent / penetrating state, the effect of visual existence but physical permeability can be retained.

[0091] In other words, when it is detected that the controlled virtual character meets the interaction restriction conditions in the virtual scene, the controlled virtual character can be controlled to move through at least one scene component. For example, by changing the scene collision parameters and / or perspective display state as described above, the controlled virtual character can be able to pass directly through the scene component, that is, the controlled virtual character's field of vision / movement in the virtual scene is not blocked by the scene component.

[0092] When it is detected that the controlled virtual character does not meet the interaction restriction conditions in the virtual scene, the controlled virtual character is made visible, and the physical collision of at least one scene component is set to be on. For example, if the controlled virtual character switches from meeting the interaction restriction conditions to not meeting them, the settings are restored. For example, the scene collision parameters of at least one scene component are restored (e.g., the physical collision settings of at least one scene component are automatically turned on), and / or the perspective display state of the controlled virtual character is restored (e.g., switching from perspective display state to visible state). In this case, the interaction logic between the controlled virtual character and the scene component is restored. For example, the controlled virtual character can be controlled to move on the surface of the scene component according to the movement operation (e.g., climb up a tree or wall) or be blocked.

[0093] In the second embodiment, while detecting that the controlled virtual character meets the interaction restriction conditions in the virtual scene, an auxiliary view of the scene is displayed in the graphical user interface. The following is in conjunction with... Figure 2 and Figure 3 This section presents an example of how to display scene auxiliary views. It should be understood that... Figure 2 and Figure 3 The scene auxiliary view shown is only an optional example, and this application is not limited to it.

[0094] Following the above Figure 2 As shown, the virtual scene 20 includes multiple interactive points. In the case where the scene component is a crop, the multiple interactive points can be planting points, that is, points used to plant crops.

[0095] For example, a local scene range is displayed in the scene auxiliary view 30, which includes location prompts corresponding to multiple interactive points associated with the controlled virtual character, such as multiple location prompts 311 and multiple location prompts 312.

[0096] In an optional example, in response to a viewpoint adjustment operation, the first viewpoint is adjusted, and the virtual scene content presented in the graphical user interface 10 is updated. That is, the graphical user interface 10 is used to display the scene view of the virtual scene 20 when viewed from the first viewpoint. Optionally, the scene auxiliary view includes a local scene range when viewing the virtual scene from a second viewpoint, which is determined based on the viewpoint direction of the first viewpoint. For example, a preset scene area in the viewpoint direction of the first viewpoint can be selected as the local scene range, and the scene content of the local scene range 31 displayed in the scene auxiliary view changes synchronously with the content of the virtual scene 20 presented in the graphical user interface. That is, the scene content of the local scene range changes with the movement of the controlled virtual character and / or viewpoint adjustment.

[0097] Preferably, the second perspective differs from the first perspective. For example, the first perspective may include a first-person view or a third-person view, while the second perspective may be a top-down view. That is, the scene auxiliary view displays a scene view of a local scene area observed from a top-down perspective. Based on this, when the controlled virtual character meets the interaction restriction conditions, while changing the interaction logic, a top-down overview of the interactive object's location is directly presented in the scene auxiliary view for the player's reference.

[0098] For example, multiple location indicator markers can be displayed in the scene auxiliary view in the following way: based on the location status of each interactive point in the virtual scene 20, a location indicator marker is displayed at the map location corresponding to each interactive point associated with the controlled virtual character in the scene auxiliary view. As an example, a thumbnail map of a local scene range can be displayed in the scene auxiliary view. Preferably, the local scene range can be larger than the field of view of the controlled virtual character.

[0099] In one alternative example, different location statuses can be represented by location cues in different presentation formats. For example, location statuses may include, but are not limited to, a plantable status (e.g., vacant) and an unplantable status (e.g., crops already exist at the planting location). Figure 2 In the example shown, multiple location indicator 311 are used to indicate planting points that are in an unplantable state, and multiple location indicator 312 are used to indicate planting points that are in a plantable state.

[0100] In a preferred embodiment of this application, a character identifier for indicating the scene position of the controlled virtual character in the virtual scene is also displayed in the scene auxiliary view 30. Here, the character identifier is configured to move with the controlled virtual character, such as... Figure 2 The character identifier 313 shown changes synchronously as the controlled virtual character DD moves in the virtual scene 20.

[0101] For example, when a change in the interaction logic between the controlled virtual character and scene components is detected, a change prompt message 32 can be provided in the scene auxiliary view 30 to indicate that the interaction logic between the two has changed. For example, the change prompt message 32 may include "Switched to perspective display state".

[0102] When the physical collision setting of at least one scene component is turned off, overlapping planting of crops may be allowed because crops no longer occupy actual space. To address this, in a preferred embodiment of this application, interactive prompts are displayed in the scene auxiliary view to prevent overlapping planting of crops.

[0103] by Figure 3 As shown in the example, in response to the scene position of the controlled virtual character and the position of the first interactive point in the first point state meeting the trigger condition, interactive prompt information for the first interactive point is displayed in the scene auxiliary view. For example, the first point state may refer to being in an unplantable state, and the first interactive point may refer to a planting point in an unplantable state. The above overlap may mean that the distance between the scene position of the controlled virtual character and the position of the first interactive point is less than a set distance threshold, and the character identifier 131 and any position prompt identifier 311 are partially or completely overlapped in the scene auxiliary view.

[0104] For example, the multiple location indicator 312 displayed in the scene auxiliary view can be planting points that are close to the controlled virtual character's scene location and are in a plantable state. These planting points can be provided to the player as recommended planting locations. Figure 4 As shown, in response to the scene position of the controlled virtual character and the position of the second interactive point in the second point state satisfying the trigger condition, the display state of the scene component ZW can be changed. For example, the scene component ZW can be displayed with a green highlighted outline to indicate that the scene component ZW can be planted / transplanted. Furthermore, the action control K3 related to planting / transplanting is in an active state, such as being displayed in a bright mode. At this time, in response to a planting operation or transplanting operation (e.g., a trigger operation on the action control K3), the crop is planted at the second interactive point. For example, the second point state can refer to being in a plantable state, and the second interactive point can refer to a planting point in the plantable state, as shown by the multiple location indicator 312 in the figure.

[0105] In the example above, scene auxiliary views provide assisted positioning, and visual UI and / or mechanisms help players obtain information about their own and key target locations. This interaction method enables players to operate smoothly in complex planting experiences, and through environmental monitoring mechanisms, it ensures that players are not affected by the environment when moving among various complex objects, thus preventing interruptions to the game experience.

[0106] In a preferred example, the scene auxiliary view is displayed in a floating manner. In this case, during the provision of the scene auxiliary view, a swipe operation (e.g., a swipe operation to move the scene auxiliary view to the edge of the screen) can be performed on the scene auxiliary view to hide it. Figure 3 As shown, by swiping left on the floating scene auxiliary view located on the left, the scene auxiliary view will float to the left and collapse.

[0107] The interactive control scheme described in this application embodiment can prevent the controlled virtual character operated by the player from being affected by the collision range of scene components through environmental monitoring, and can freely enter the planting area to perform detailed operations.

[0108] Furthermore, the system can automatically change / restore the interaction mode between the controlled virtual character and scene components based on changes in the interaction conditions of the controlled virtual character, thereby avoiding situations where players cannot move freely when encountering large interactive objects. Through the above interaction control scheme, players can also perform precise planting or relocation in complex scenes of simulation management gameplay.

[0109] The aforementioned interactive control scheme can be applied to various simulation management games or SOC (Survival open-world crafting) games, and this application does not impose any restrictions on it.

[0110] Based on the same application concept, this application also provides an interactive control device in a virtual scene corresponding to the method provided in the above embodiments. Since the principle of the device in this application to solve the problem is similar to the interactive control method in the above embodiments of this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0111] Please see Figure 5 , Figure 5 A schematic diagram of the structure of an interactive control device in a virtual scene provided as an exemplary embodiment of this application. For example... Figure 5 As shown, the interactive control device 200 provides a graphical user interface via a terminal device and includes: Scene providing module 210 displays at least a portion of a virtual scene in the graphical user interface, the virtual scene including at least one scene component; The movement control module 220, in response to a movement operation on a controlled virtual character, controls the controlled virtual character to move in the virtual scene and updates the virtual scene content presented in the graphical user interface; When the logic adjustment module 230 detects that the controlled virtual character meets the interaction restriction conditions in the virtual scene, it controls the execution of at least one of the following processes: changing the physical interaction mode between the controlled virtual character and the at least one scene component; displaying a scene auxiliary view in the graphical user interface, the scene auxiliary view being used to present the interactive point information associated with the controlled virtual character.

[0112] In one possible implementation of this application, the interaction restriction conditions include at least one of the following: information interaction is restricted, including the controlled virtual character's line of sight being obstructed; physical interaction is restricted, including the controlled virtual character's movement path being blocked.

[0113] In one possible implementation of this application, the logic adjustment module 230 detects whether the controlled virtual character meets the interaction restriction conditions in the virtual scene by: determining the presentation mode of the at least one scene component in the graphical user interface, the presentation mode including at least one of the following: the display area of ​​the scene component in the graphical user interface, the volume of the at least one scene component, the effect density, and the arrangement density; when the presentation mode meets the baseline visibility conditions, determining that the controlled virtual character does not meet the interaction restriction conditions in the virtual scene; when the presentation mode does not meet the baseline visibility conditions, determining that the controlled virtual character meets the interaction restriction conditions in the virtual scene.

[0114] In one possible implementation of this application, the logic adjustment module 230 is further configured to: change the scene collision parameters of the at least one scene component, and / or change the perspective display state of the controlled virtual character.

[0115] In one possible implementation of this application, the graphical user interface is used to display the scene view when observing the virtual scene from a first perspective, and the scene auxiliary view is used to display a local scene range when observing the virtual scene from a second perspective. The local scene range is determined based on the viewing direction of the first perspective. The display control module is further used to: control the adjustment of the first perspective in response to a perspective adjustment operation, and update the virtual scene content presented in the graphical user interface. The scene content of the local scene range displayed in the scene auxiliary view changes synchronously with the virtual scene content presented in the graphical user interface.

[0116] In one possible implementation of this application, the virtual scene includes multiple interactive points, wherein the display control module displays the interactive point information in the scene auxiliary view in the following manner: according to the point status of each interactive point in the virtual scene, a location prompt icon is displayed at the map location corresponding to each interactive point associated with the controlled virtual character in the scene auxiliary view, and the location prompt icon with different presentation forms is used to represent different point statuses.

[0117] In one possible implementation of this application, a character identifier for indicating the scene position of the controlled virtual character in the virtual scene is also displayed in the scene auxiliary view. The character identifier is configured to move with the controlled virtual character. The display control module is further configured to: display interactive prompt information for the first interactive point in the scene auxiliary view in response to the scene position of the controlled virtual character and the point position of the first interactive point in the first point state satisfying a trigger condition.

[0118] In one possible implementation of this application, the logic adjustment module 230 is further configured to: detect whether the controlled virtual character meets the interaction restriction conditions in the virtual scene in response to the controlled virtual character and the at least one scene component performing a specified game behavior.

[0119] In one possible implementation of this application, the at least one scene component includes crops that can be planted on land, and the plurality of interactive points in the virtual scene include planting points, wherein the specified game behavior includes planting or transplanting behavior for crops.

[0120] Based on the above-mentioned device, the continuity of operation can be ensured in complex scenarios.

[0121] Please see Figure 6 , Figure 6 A schematic diagram of the structure of an electronic device provided as an exemplary embodiment of this application. For example... Figure 6 As shown, the electronic device 300 includes a processor 310, a memory 320, and a bus 330.

[0122] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the interactive control method in the virtual scene as described in any of the above embodiments can be executed, as follows: A graphical user interface (GUI) is provided through a terminal device, displaying at least a portion of a virtual scene, the virtual scene including at least one scene component; in response to a movement operation on a controlled virtual character, the controlled virtual character is controlled to move within the virtual scene, and the virtual scene content presented in the GUI is updated; when it is detected that the controlled virtual character meets interaction restriction conditions in the virtual scene, at least one of the following steps is controlled to be executed: changing the physical interaction mode between the controlled virtual character and the at least one scene component; displaying a scene auxiliary view in the GUI, the scene auxiliary view being used to present interactive point information associated with the controlled virtual character.

[0123] Based on the aforementioned electronic devices, operational continuity can be ensured in complex scenarios.

[0124] This application also provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it can perform the steps of the interactive control method in the virtual scene as described in any of the above embodiments, as follows: A graphical user interface (GUI) is provided through a terminal device, displaying at least a portion of a virtual scene, the virtual scene including at least one scene component; in response to a movement operation on a controlled virtual character, the controlled virtual character is controlled to move within the virtual scene, and the virtual scene content presented in the GUI is updated; when it is detected that the controlled virtual character meets interaction restriction conditions in the virtual scene, at least one of the following steps is controlled to be executed: changing the physical interaction mode between the controlled virtual character and the at least one scene component; displaying a scene auxiliary view in the GUI, the scene auxiliary view being used to present interactive point information associated with the controlled virtual character.

[0125] Based on the aforementioned computer-readable storage medium, operational continuity can be ensured in complex scenarios.

[0126] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.

[0127] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0128] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0129] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0130] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. An interactive control method in a virtual scene, characterized in that, The method of providing a graphical user interface via a terminal device includes: The graphical user interface displays at least a portion of a virtual scene, which includes at least one scene component; In response to a movement operation on a controlled virtual character, the controlled virtual character is controlled to move within the virtual scene, and the virtual scene content presented in the graphical user interface is updated. When it is detected that the controlled virtual character meets the interaction restriction conditions in the virtual scene, the control executes at least one of the following steps: Change the physical interaction method between the controlled virtual character and the at least one scene component; A scene auxiliary view is displayed in the graphical user interface, which is used to present interactive point information associated with the controlled virtual character.

2. The method according to claim 1, characterized in that, The interaction restrictions include at least one of the following: Information interaction is restricted, including the controlled virtual character's line of sight being obstructed; Physical interaction is restricted, including the movement path of the controlled virtual character being blocked.

3. The method according to claim 2, characterized in that, The following method is used to detect whether the controlled virtual character meets the interaction restriction conditions in the virtual scene: Determine the presentation method of the at least one scene component in the graphical user interface, the presentation method including at least one of the following: the display area of ​​the scene component in the graphical user interface, the volume of the at least one scene component, the effect density, and the arrangement density; When the presentation method meets the baseline visibility conditions, it is determined that the controlled virtual character does not meet the interaction restriction conditions in the virtual scene; When the presentation method does not meet the baseline visibility conditions, it is determined that the controlled virtual character meets the interaction restriction conditions in the virtual scene.

4. The method according to claim 1, characterized in that, Changing the physical interaction between the controlled virtual character and the at least one scene component includes: Change the scene collision parameters of at least one scene component, and / or change the perspective display state of the controlled virtual character.

5. The method according to claim 1, characterized in that, The graphical user interface is used to display the scene view when observing the virtual scene from a first perspective, and the scene auxiliary view is used to display a partial scene range when observing the virtual scene from a second perspective, the partial scene range being determined based on the viewing direction of the first perspective. This also includes: In response to the viewpoint adjustment operation, the first viewpoint is adjusted and the virtual scene content presented in the graphical user interface is updated, wherein the scene content of the local scene range displayed in the scene auxiliary view changes synchronously with the virtual scene content presented in the graphical user interface.

6. The method according to claim 5, characterized in that, The virtual scene includes multiple interactive points. The interactive point information is displayed in the scene auxiliary view in the following manner: Based on the position status of each interactive point in the virtual scene, a location prompt icon is displayed at the map location corresponding to each interactive point associated with the controlled virtual character in the scene auxiliary view. Different presentation forms of the location prompt icon are used to represent different position statuses.

7. The method according to claim 6, characterized in that, The scene auxiliary view also displays a character identifier to indicate the controlled virtual character's position in the virtual scene; this character identifier is configured to move with the controlled virtual character. This also includes: In response to the scene position of the controlled virtual character and the position of the first interactive point in the first point state satisfying the trigger condition, interactive prompt information for the first interactive point is displayed in the scene auxiliary view.

8. The method according to any one of claims 1-7, characterized in that, Also includes: In response to the controlled virtual character and the at least one scene component performing a specified game behavior, it is detected whether the controlled virtual character meets the interaction restriction conditions in the virtual scene.

9. The method according to claim 8, characterized in that, The at least one scene component includes crops that can be planted on land, and the multiple interactive points in the virtual scene include planting points. The specified game behavior includes planting or transplanting of crops.

10. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1 to 9.