Interaction control method and electronic device
Patent Information
- Application Number
- CN202610999722.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-07-06
- Publication Date
- 2026-09-18
AI Technical Summary
[0003]然而,在上述方式下,当候选目标分布密集或存在视觉遮挡时,玩家通常需要频繁调整观察视角以重新对准目标,致使终端频繁执行视角变换计算与对象遍历检测,加重处理器的运算负担并产生冗余控制指令;此外,上述方案玩家往往需要多次迭代操作才能完成目标筛选,增加了系统处理资源的消耗
[0009] This disclosure provides an interactive control method, device, electronic device, and program product. By detecting virtual objects that meet interactive conditions within a preset spatial range of a virtual scene to obtain a target set, and providing a spatial mapping interface in a graphical user interface to display virtual icons mapped according to the positions of each virtual object in the virtual scene, users can intuitively perceive the overall distribution of multiple interactive targets in three-dimensional space based on a two-dimensional interface. This reduces the cognitive burden and operational complexity in multi-target environments, improving the interactive experience. By determining the first virtual object from the target set as the selected target and controlling the viewing angle, and updating the selection state and viewing angle in response to target switching commands, the entire process of target preview, selection, and execution is completed within a single interface. This helps reduce redundant control commands and repeated object detection calculations caused by frequent changes in viewing angle, improving the accuracy and operational efficiency of multi-target selection.
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Figure CN122768682A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and more particularly to interactive control methods and electronic devices. Background Technology
[0002] In related technologies, when there are multiple virtual objects in a virtual scene that meet the interaction conditions, a set of candidate targets is usually determined by area detection centered on the controlled virtual character. The selection priority is determined based on the directional relationship or relative distance between the candidate target and the center of the observation view. Then, the player is assisted to switch and select one by one by the guide icons on the graphical user interface. At the same time, event response adaptation is required for different input modalities.
[0003] However, in the above-mentioned approach, when candidate targets are densely distributed or visually obstructed, players often need to frequently adjust their viewing angle to re-align with the target, causing the terminal to frequently perform viewpoint change calculations and object traversal detection, increasing the processor's computational burden and generating redundant control instructions. In addition, players often need to perform multiple iterations to complete target selection, increasing the consumption of system processing resources. Summary of the Invention
[0004] This disclosure provides an interactive control method, apparatus, electronic device, and computer-readable storage medium to at least partially solve the aforementioned problems existing in the related art.
[0005] According to one aspect of this disclosure, an interactive control method is provided, which provides a graphical user interface (GUI) via a terminal. The GUI includes at least a portion of a virtual scene, and the virtual scene includes multiple virtual objects. The method includes: detecting at least one virtual object that satisfies an interaction condition within a preset spatial range of the virtual scene to obtain a target set; providing a spatial mapping interface in the GUI and displaying virtual icons corresponding to each virtual object in the target set in the spatial mapping interface; wherein the position of the virtual icon in the spatial mapping interface is mapped according to the position of each virtual object in the virtual scene; determining a first virtual object from the target set as the selected target, controlling the viewing angle to face and lock the first virtual object, and setting the virtual icon corresponding to the first virtual object to a selected state; responding to a target switching instruction, switching the currently selected target in the target set to a second virtual object, controlling the viewing angle to face the second virtual object, and setting the virtual icon corresponding to the second virtual object to a selected state; and executing a corresponding interaction instruction for the selected target when a preset execution condition is met.
[0006] According to one aspect of this disclosure, an interactive control device is provided, which provides a graphical user interface (GUI) via a terminal. The GUI includes at least a portion of a virtual scene, and the virtual scene includes multiple virtual objects. The device includes: a detection module, configured to detect at least one virtual object that satisfies an interaction condition within a preset spatial range of the virtual scene, thereby obtaining a target set; a display module, configured to provide a spatial mapping interface in the GUI and display virtual icons corresponding to each virtual object in the target set in the spatial mapping interface; wherein the position of the virtual icon in the spatial mapping interface is mapped according to the position of each virtual object in the virtual scene; a selection module, configured to determine a first virtual object from the target set as the selected target, control the viewing angle to face and lock the first virtual object, and set the virtual icon corresponding to the first virtual object to a selected state; a switching module, configured to switch the currently selected target in the target set to a second virtual object in response to a target switching command, control the viewing angle to face the second virtual object, and set the virtual icon corresponding to the second virtual object to a selected state; and an interaction module, configured to execute a corresponding interaction command for the selected target when a preset execution condition is met.
[0007] According to one aspect of this disclosure, an electronic device is provided, comprising: a processor, a memory, and computer program instructions stored in the memory and executable on the processor; the processor implements any of the above methods when executing the computer program instructions.
[0008] According to one aspect of this disclosure, a computer-readable storage medium is provided, which stores computer program instructions that, when executed by a processor, are used to implement any of the above methods.
[0009] This disclosure provides an interactive control method, device, electronic device, and program product. By detecting virtual objects that meet interactive conditions within a preset spatial range of a virtual scene to obtain a target set, and providing a spatial mapping interface in a graphical user interface to display virtual icons mapped according to the positions of each virtual object in the virtual scene, users can intuitively perceive the overall distribution of multiple interactive targets in three-dimensional space based on a two-dimensional interface. This reduces the cognitive burden and operational complexity in multi-target environments, improving the interactive experience. By determining the first virtual object from the target set as the selected target and controlling the viewing angle, and updating the selection state and viewing angle in response to target switching commands, the entire process of target preview, selection, and execution is completed within a single interface. This helps reduce redundant control commands and repeated object detection calculations caused by frequent changes in viewing angle, improving the accuracy and operational efficiency of multi-target selection. Attached Figure Description
[0010] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0011] Figure 1 This diagram illustrates a flowchart of an interactive control method provided in one exemplary embodiment of the present disclosure. Figure 2 This diagram illustrates an application scenario of an interactive control method provided by one exemplary embodiment of the present disclosure. Figure 3 This diagram illustrates the structure of an interactive control device provided in one exemplary embodiment of the present disclosure. Figure 4 A schematic diagram of the structure of an electronic device is shown in one exemplary embodiment of the present disclosure. Detailed Implementation
[0012] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0013] This embodiment provides a method that provides a graphical user interface (GUI) through a terminal device. The GUI displays a game interface, which includes a game scene and a user interface (UI). The game interface refers to the interface of an application provided or displayed through the GUI. The user interface is used for information interaction with the user and may include game design elements that directly or indirectly interact with the user, such as buttons, animations, text, sounds, and windows. In optional embodiments, the interface elements in the user interface may include the following controls: (1) controls related to the character, such as skill controls, movement controls, and function controls; (2) controls for indicating information, also known as indicator information markers, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations; (3) information display controls, also known as information display areas, such as displaying basic character information (character name, profession, health points, mana points, etc.), character status information (such as whether the character is unconscious or poisoned), or match information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, and gold coins. Furthermore, the controls displayed in the user interface may differ between games. Some games include a friend list control, allowing users to view information about added friends and perform actions such as chatting, visiting each other's homes, and deleting friends. Other games include quest-related controls, such as displaying a list of current quests, including main quests and side quests. These controls help users better manage and play the game.
[0014] In an optional implementation, the game scene screen is the screen corresponding to the virtual scene displayed on the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also known as player virtual characters), NPC characters (NonPlayer Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.
[0015] The aforementioned virtual scene is the content displayed (or provided) by the game application when it runs on a terminal or server. Optionally, the virtual scene is a simulation environment 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 virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0016] The aforementioned virtual object refers to a controllable dynamic object within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an AI character trained and set up for battle in a virtual environment, or an NPC set up for battle in a virtual scene. Optionally, this virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0017] The method in one embodiment of this disclosure can be run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the method of the embodiment is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0018] In an optional implementation, cloud gaming can run under a cloud interactive system. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the game program and the game screen presentation are separate. The storage and operation of the method in this embodiment are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is 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 interface and other data, returns it to the client device through the network, and finally, the client device decodes and outputs the game interface.
[0019] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, which includes game scene visuals, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0020] According to one embodiment of the interactive control method of this disclosure, a graphical user interface is provided through a terminal. The graphical user interface includes at least a portion of a virtual scene, and the virtual scene includes multiple virtual objects, such as... Figure 1 As shown, the method may include: Step S110: Within a preset space of the virtual scene, detect at least one virtual object that meets the interaction conditions to obtain a target set; Step S120: Provide a spatial mapping interface in the graphical user interface, and display virtual icons corresponding to each virtual object in the target set in the spatial mapping interface; wherein, the position of the virtual icon in the spatial mapping interface is mapped according to the position of each virtual object in the virtual scene; Step S130: Determine the first virtual object from the target set as the selected target, control the viewing angle to face the first virtual object, and set the virtual icon corresponding to the first virtual object to the selected state; Step S140: In response to the target switching command, the currently selected target in the target set is switched to the second virtual object, the viewing angle is controlled to face the second virtual object, and the virtual icon corresponding to the second virtual object is set to the selected state; Step S150: When the preset execution conditions are met, execute the corresponding interactive instruction for the selected target.
[0021] The method provided in this embodiment enables players to intuitively grasp the spatial distribution of interactive objects in multi-object dense scenes through a spatial mapping interface. They can quickly locate and switch targets without manually rotating the view to search one by one. At the same time, the automatic locking linkage of the observation view greatly reduces the operation threshold and cognitive burden, effectively improves the interactive experience and game richness, and solves the problem of low efficiency of computer human-computer interaction caused by occlusion or difficulty in judging distance in the traditional multi-target selection process.
[0022] The embodiments of this disclosure will now be further described.
[0023] In an optional implementation, a graphical user interface (GUI) is provided via a terminal. The GUI includes at least a portion of a virtual scene, which contains multiple virtual objects. This provides a unified GUI to carry virtual scene rendering information, offering a fundamental visual basis for players to perceive multi-target spatial situations and perform subsequent interactive operations on different terminals.
[0024] In one implementation, after the terminal initializes the application, a graphical user interface (GUI) is generated on the visible area of the display device. This interface includes at least a virtual scene centered on the player-controlled character (i.e., the controlled virtual object). Multiple virtual objects in different locations are distributed in real-time within the scene, providing a pool of objects to be processed for subsequent batch detection and selection operations. Optionally, the GUI aims to present at least a portion of the virtual scene and host an interactive panel, covering part or all of the display area.
[0025] Optionally, virtual objects include interactive characters, pickable items, or scene devices, which are dynamically determined based on the spatial range and interaction conditions.
[0026] Optionally, the aforementioned virtual objects in this interaction mechanism refer to entity targets within a virtual scene that meet specific interaction conditions, such as owners of items that can be stolen, scattered props that can be picked up, or characters in the story who can trigger dialogue. It should be noted that these virtual objects are not static scenery, but rather a dynamic set determined by the system through real-time traversal and conditional filtering within a preset space centered on the controlled virtual character. In one implementation, the system determines the target set based on two conditions: whether the distance between the virtual object and the controlled virtual character exceeds a distance threshold, and whether the type of the virtual object matches the currently triggered interaction skill type. Only entities that simultaneously meet these requirements are included in the target set. This target set then serves as the data source for the spatial mapping interface, and its quantity and distribution directly determine the density and orientation of icons on the interface.
[0027] Optionally, the above-mentioned virtual object filtering logic can be flexibly adjusted according to gameplay needs to avoid information overload or missing key targets. For example, in a hostile detection scenario, the filtering criteria can be further limited to identifying only virtual objects that are not invisible and have an adversarial relationship with the controlled virtual character; while in a resource collection scenario, the filtering scope can be narrowed to pickable items of a certain rarity or higher. Furthermore, for virtual objects that are obscured by terrain or are in the blind spot of the controlled virtual character's vision, the system can still include them in the target set and provide prompts through the spatial mapping interface with a specific visual style (such as semi-transparent icons or icons with obscuration marks), thereby ensuring that players can still grasp the complete spatial situation in complex terrain without having to rely on frequently rotating the observation view to search one by one.
[0028] In step S110, within a preset space of the virtual scene, at least one virtual object that meets the interaction conditions is detected, resulting in a target set. This effectively narrows the computational scope of subsequent interaction processing by filtering virtual objects according to interaction conditions and aggregating them into a target set within the preset space, thus providing a data foundation for rapid and accurate multi-target selection. For example, when a player controls a character to enter a crowded camp scene, the system constructs a spherical preset space with a radius of 15 meters based on the character's current world coordinates, and then traverses all non-player characters and pickable item entities within this space. For each candidate object, the system calculates its horizontal distance from the character's center point and checks the object's preset interaction type label. Objects that simultaneously meet the distance threshold of no more than 10 meters and whose type label matches the current interaction requirements are included in the target set, thus completing the initial object filtering for this interaction skill.
[0029] Optionally, when the controlled virtual character triggers an interactive skill, at least one virtual object that meets the interaction conditions can be detected within a preset space of the virtual scene. The interactive skill may include a pre-configured specified skill.
[0030] Optionally, the preset spatial range aims to define the spatial boundary centered on the controlled virtual character, used to limit the physical area for target detection. Its geometry can be determined according to scene requirements. Optionally, the preset spatial range can be a three-dimensional or two-dimensional region boundary constructed around the controlled virtual character, used to quickly delineate a pool of objects that may participate in subsequent interactions within the game scene. Considering the differences in target density and perception distance requirements in different game scenes, the geometry of this detection boundary can be flexibly configured into various forms, including circular, spherical, or fan-shaped regions. For example, in an open plain scene, it can be set to a complete spherical region with a radius of 20 meters to ensure that targets in both the horizontal and vertical directions are effectively covered; while in narrow alleyways or indoor scenes, to reduce invalid computations and avoid detecting irrelevant objects on the other side of the wall, it can be limited to a fan-shaped or circular region on the horizontal plane. It should be noted that the specific values of the above-mentioned region radius and angle are not fixed and can be dynamically adjusted according to the balance parameters in the game design document or the perception ability attributes of the player character (i.e., the controlled virtual character) during actual implementation to ensure a reasonable balance between computational efficiency and interaction coverage.
[0031] Optionally, in addition to using a fixed geometric area centered on the controlled virtual character, the preset spatial range can also be dynamically scaled or offset according to the characteristics of the currently triggered interactive skill or the player character's state. For example, when the controlled virtual character releases a specific ranged interactive skill, the center point of the detection space can be shifted forward a certain distance from the character's current position and extended into a long strip or cylindrical area along the skill release direction, thus better matching the interactive trajectory of the skill. In another approach, the spatial range can also be expanded or shrunk in real time according to the game's day-night cycle, weather visibility, or detection items worn by the character. One objective of this implementation is that by dynamically binding the detection area to the specific interactive context, the computational load caused by constant full-area scanning can be effectively reduced, and the problem of interface information overload caused by redundant objects entering the target set due to an excessively large range can also be avoided.
[0032] Optionally, the interaction conditions are intended to serve as a criterion for filtering virtual objects, used to distinguish objects within the scene that have the potential for interaction, and the criteria may include, but are not limited to, spatial distance and object type.
[0033] Optionally, the target set is an aggregation of virtual objects that meet the spatial range and interaction conditions, used as the data source for subsequent spatial mapping interface generation and view control, and its data structure can support sequential index access.
[0034] Optionally, the target set can be stored in memory using various data structures such as arrays, linked lists, or hash tables. Its organization can be determined based on the actual needs of subsequent processing. As a possible implementation, to facilitate cyclic switching based on target order, the target set can be implemented as an ordered array or circular linked list, where elements are sorted and stored according to the order in which they were added to the set, the distance between the virtual object and the controlled virtual object, or the size of the horizontal angle. It should be noted that the target set not only acts as a container for candidate objects but can also logically carry temporary status flags to indicate whether a member within the set is temporarily uninterrupted due to occlusion by scene obstacles or being in an interaction cooldown period. In one specific approach, if no entity meeting the interaction conditions is detected after traversing all candidate objects within a preset space, the target set can be presented as an empty set. At this time, the system can generate a default prompt message or directly enter a sleep waiting state to avoid performing subsequent view locking and icon rendering operations on invalid data.
[0035] In an optional implementation, the preset spatial range is a circular, spherical, or fan-shaped area centered on the controlled virtual character. By limiting the spatial detection range to a specific geometric area centered on the controlled virtual character, the search boundaries for interactive targets can be effectively defined, interference from irrelevant targets can be eliminated, and interaction needs of different dimensions and orientations can be adapted, thus improving detection accuracy and efficiency.
[0036] In an optional implementation, when a player controls a virtual character to approach the market and release a specific interactive skill, the system establishes a spherical detection range with a radius of 15 meters, using the controlled virtual character's world coordinates in the scene as the origin. The system traverses all virtual objects with interactive attributes within this spherical range, checks whether they meet the interaction conditions required for the specific interactive skill, and includes multiple target objects that meet the conditions into a target set, thereby avoiding invalid detection of irrelevant objects that exceed the spherical boundary or are located on the other side of a building. Furthermore, if the player is in a corner and needs to narrow the area of focus, the system can also switch the detection range to a fan-shaped area with a horizontal angle of 120 degrees and a radius of 10 meters, with the character's facing direction as the axis, and then perform conditional detection on targets within this fan-shaped area.
[0037] In one embodiment of the application, an interactive control method is provided, and the interaction conditions include at least one of the following: the distance between the virtual object and the controlled virtual object does not exceed a distance threshold, and the type of the virtual object matches the type of the currently triggered interactive skill.
[0038] The method provided in this implementation allows the system to accurately filter virtual objects that are outside the effective range or irrelevant to the current skill during the target detection phase by setting dual interaction conditions of distance threshold and skill type matching, thus including targets that truly meet the interaction requirements into the target set. This technique effectively solves the selection difficulty caused by target redundancy, significantly reducing the cognitive burden and operational cost for players to select targets in dense scenes, thereby improving the interactive experience. Simultaneously, dynamically matching the corresponding interactive target types according to different interaction skills allows the same virtual scene to present a differentiated distribution of interactive targets under different skill triggers, enriching the gameplay layers and strategic choice space, thereby enhancing the game's richness.
[0039] The distance condition between virtual objects and controlled virtual objects can serve as a pre-filtering rule to define the spatial range of the effective physical boundary for interaction during the 3D detection phase. This distance condition works in conjunction with the spatial mapping interface and the target set construction to ensure that only virtual objects within the effective physical boundary are included in the target set and mapped to the interaction panel. Furthermore, this distance condition can also dynamically adjust the distance threshold based on the type of virtual scene region, set differentiated distance boundaries based on the size of the virtual object, or adaptively expand the effective interaction range based on the movement state of the controlled virtual object.
[0040] In an optional implementation, the distance condition between virtual objects and controlled virtual objects can be a static spatial filtering mechanism with a fixed maximum interaction radius. The system only includes virtual objects within this radius into the set of interactive targets. For example, within a spherical detection area with a radius of 10 meters centered on the controlled virtual character, the system identifies two hostile virtual objects at distances of 5 meters and 8 meters respectively, and maps them to the spatial mapping interface as virtual icons. Neutral virtual objects located more than 12 meters away are automatically excluded from the target set.
[0041] The matching condition between the type of the virtual object and the type of the currently triggered interactive skill can be a skill semantic attribute matching rule used to establish an effective mapping relationship between the interactive skill and the target object. This matching rule works in conjunction with spatial detection and target set construction to ensure that the target set contains only operable targets that are logically compatible with the currently triggered skill. Furthermore, this matching condition can also be expressed as semantic type matching based on a tag system, supporting compatible mapping of a single skill to multiple target types, or dynamically expanding the range of matchable target types based on the occupational attributes of the controlled virtual object.
[0042] In an optional implementation, the matching condition between the type of virtual object and the type of the currently triggered interactive skill can be a matching mechanism that strictly limits the target type according to the skill function, so that the current interactive skill can only be applied to virtual objects of a specific type. For example, when a player triggers the "acquire" skill, the system only includes virtual objects of the type "pick-up item" in the target set, while NPCs or other non-pick-up objects in the scene are excluded from the spatial mapping interface.
[0043] In an optional implementation, the matching condition between the type of the virtual object and the type of the currently triggered interactive skill can be a compatible matching mechanism that supports multi-type mapping, allowing a single interactive skill to act on multiple different types of virtual objects simultaneously. For example, when a player releases a group healing skill, the system simultaneously identifies virtual objects of the type of friendly player and friendly summon as targets that meet the interaction conditions, and displays all their corresponding virtual icons in the space mapping interface for the player to switch between and select.
[0044] In step S120, a spatial mapping interface is provided in the graphical user interface, and virtual icons corresponding to each virtual object in the target set are displayed in the spatial mapping interface; wherein, the position of the virtual icon in the spatial mapping interface is mapped according to the position of each virtual object in the virtual scene. In this way, by mapping the spatial orientation of the target to a two-dimensional interface, the player can quickly perceive the distribution of multiple targets without rotating the camera, significantly reducing the search and selection cost in dense scenes. For example, a disk-shaped spatial mapping interface is generated in the graphical user interface, the center point of which represents the current position of the controlled virtual character; for three virtual objects in the target set located in front of, to the left front of, and to the right rear of the scene, the system generates three virtual icons respectively and maps them onto the disk according to their actual relative orientation, wherein the icon of the virtual object in front of is displayed directly above the center point of the disk, the icon of the virtual object to the left front of is displayed in the area to the left of the center point, and the icon of the virtual object to the right rear of is displayed in the area to the right lower edge of the disk, so that the relative positional relationship of each virtual icon in the spatial mapping interface corresponds to the actual spatial distribution of each virtual object in the scene.
[0045] Optionally, the spatial mapping interface is used to visualize the target set, and its form can be a radar panel or a full-screen semi-transparent overlay.
[0046] Optionally, considering the need for players to quickly obtain global spatial information in multi-target dense scenes, as a possible implementation, the aforementioned spatial mapping interface can be a local radar panel generated in a corner area of the graphical user interface. This panel uses the controlled virtual character as a reference center and reproduces the relative positions of each virtual object in the target set in a two-dimensional manner within the interface. This local radar panel can either obscure part of the virtual scene or float above it as a semi-transparent overlay, avoiding complete obstruction of the player's main field of view. It should be noted that the above description of the size and position of the spatial mapping interface is only one example. In actual implementation, it can be adaptively adjusted according to the resolution of the terminal screen or the specific operating scenario. For example, a circular panel occupying a smaller proportion of the screen can be used on mobile terminals, while a wider rectangular panel with a larger information capacity can be used on personal computers.
[0047] Optionally, to avoid excessively occupying the player's main field of view in a compact battle scene, as another implementation method, the aforementioned spatial mapping interface can also be represented as a linear orientation bar arranged along the edge of the graphical user interface. Virtual objects located at different horizontal angles are mapped to different scale positions on the orientation bar according to their orientation. Furthermore, to enhance the perception of target distance, a dynamic scaling mechanism can be introduced into the spatial mapping interface. That is, virtual icons that are closer to the controlled virtual character are closer to the center area in the spatial mapping interface, while virtual icons that are farther away are closer to the periphery. The scaling ratio can be set as a linear relationship or a non-linear curve relationship according to design requirements, thereby enriching the visual expression of the distance dimension without changing the real orientation.
[0048] Optionally, it should be understood that the display and hiding logic of the spatial mapping interface can be dynamically switched according to the game state. When a specific interactive skill has not yet been triggered, the spatial mapping interface can remain hidden to avoid information overload. After a virtual object that meets the interaction conditions is detected, the spatial mapping interface will appear in the graphical user interface in the form of a fade-in animation. If the target set is empty, the above spatial mapping interface may not be displayed, or a prompt may be displayed to indicate that there are no interactive targets in the current range. This disclosure does not limit this.
[0049] Optionally, the virtual icon is a visual identifier used to refer to each virtual object in the target set, and its presentation form may include, but is not limited to, geometric shapes or dynamic effects. Optionally, in addition to the basic graphic used to identify the type of virtual object, the virtual icon may also include information elements representing the state of the target, such as a color halo or flashing animation around the edge of the icon, which can further distinguish whether the virtual object is in an interactive state. As a possible implementation, the virtual icons can adopt differentiated visual styles for different types of virtual objects, such as mapping resource targets to diamond icons and enemy units to red triangle icons, so that players can quickly distinguish the nature of the target by the visual category of the icon before selection. It should be noted that the visual style of the virtual icon is only illustrative. In actual rendering, developers can formulate any two-dimensional or three-dimensional icon scheme according to the art style or project requirements. This disclosure is not intended to limit the specific art resources of the virtual icon.
[0050] Optionally, the position mapping relationship of the virtual icon in the spatial mapping interface aims to reflect the real spatial orientation of the virtual object, and its mapping rules can be dynamically determined based on the horizontal angle and / or pitch angle. Optionally, considering that virtual scenes are usually constructed using a three-dimensional coordinate system, while the spatial mapping interface is a two-dimensional plane, as a possible implementation, the above-mentioned position mapping may include the process of projecting the three-dimensional spatial coordinates of the virtual object relative to the controlled virtual character onto the two-dimensional interface coordinate system; wherein, during projection, the relative azimuth angle in the horizontal plane can be retained to determine the horizontal position of the virtual icon in the interface, and the vertical offset and scaling of the virtual icon in the interface can be further determined based on the pitch angle and distance parameters, thereby simultaneously conveying the orientation and distance information of the target in the same plane. One objective of this embodiment is that, by mapping three-dimensional spatial information to a two-dimensional panel, on the one hand, the cognitive cost of spatial orientation conversion in the player's brain can be reduced, and on the other hand, the problem of not being able to directly select the target on the screen due to the target being obscured by scene objects can be avoided, thereby improving the accuracy and efficiency of multi-target selection.
[0051] Optionally, as another implementation, the above-mentioned position mapping can also be based on discretization mapping rather than strict mathematical projection, using a preset orientation interval. In this method, the system pre-divides the three-dimensional space around the controlled virtual character into multiple fan-shaped or annular regions. When a virtual object falls into a certain region, its corresponding virtual icon is fixedly displayed on the spatial mapping interface at the preset coordinate point corresponding to that region. Although this discretization mapping method sacrifices some coordinate accuracy, it effectively reduces computational overhead and ensures that virtual icons are arranged regularly on the interface, avoiding complete overlap of multiple targets due to their close coordinates. This is particularly suitable for interactive scenarios with limited terminal performance or extremely high target density.
[0052] In an optional implementation, the method further includes: for each virtual object, determining the two-dimensional coordinate position of the virtual icon corresponding to the virtual object in the spatial mapping interface based on the horizontal angle and / or pitch angle of the virtual object relative to the controlled virtual object. In this way, by mapping the horizontal angle and pitch angle to two-dimensional coordinates on the interface, not only can the arrangement of virtual icons be kept consistent with the real spatial orientation, thereby enhancing the player's spatial orientation perception, but it also facilitates the player to quickly identify and accurately select objects when targets are densely packed.
[0053] For example, in a scenario, the controlled virtual character is located in the center of a mountain. Virtual object A is located on the hilltop directly in front of it, and virtual object B is located in a low-lying area to its left and rear. The system calculates that virtual object A has a horizontal angle of approximately 0 degrees and a pitch angle of approximately +20 degrees relative to the controlled virtual character, and accordingly places its corresponding virtual icon slightly above the center of the spatial mapping interface. For virtual object B, the horizontal angle is approximately 180 degrees and the pitch angle is approximately -10 degrees, and its corresponding icon is placed slightly below the center. The horizontal angle determines the lateral coordinate, and the pitch angle determines the longitudinal coordinate, ensuring that the relative arrangement of the two icons on the radar panel matches the actual three-dimensional space.
[0054] The horizontal angle is used to characterize the orientational deviation of the virtual object relative to the controlled virtual object in the horizontal plane, providing a positional basis for the horizontal arrangement of virtual icons.
[0055] Optionally, the horizontal angle refers to the angle formed by the forward direction vector of the controlled virtual object pointing to the horizontal projection position vector of the virtual object on the horizontal reference plane, with the controlled virtual object as the origin. The magnitude and direction of this angle together determine the horizontal or circumferential arrangement of the virtual icons in the spatial mapping interface. In one specific implementation, the horizontal angle can be defined as a signed angle value. When the virtual object is to the left of the controlled virtual object, the angle is recorded as negative; when it is to the right, it is recorded as positive. Its absolute value can be up to 180 degrees, corresponding to a symmetrical distribution of virtual icons from the center to both sides in the spatial mapping interface. In another implementation, the horizontal angle can also be converted into an unsigned azimuth angle from zero to 360 degrees, with the due north direction of the controlled virtual object or the fixed axis of the scene world as the reference zero degree, thereby arranging the virtual icons circumferentially around the center of the spatial mapping interface in a compass-like manner. It should be noted that, regardless of the reference or representation method used, the horizontal angle is used to reduce the horizontal relative relationship in three-dimensional space to a two-dimensional interface coordinate system, thereby providing players with a lateral orientation perception consistent with the real scene.
[0056] Optionally, considering that there may be multiple virtual objects at different distances or heights in the same horizontal direction, to avoid virtual icons completely overlapping in the interface and causing players to be unable to distinguish targets, a horizontal offset compensation mechanism can be introduced on top of the aforementioned horizontal angle mapping. Specifically, when the system detects that the difference in the horizontal angle between two or more virtual objects is less than a preset angle threshold (e.g., three or five degrees), it can apply an additional horizontal offset to the icons in the overlapping area based on the distance or pitch angle difference between each virtual object and the controlled virtual object, so that the originally almost overlapping icons are presented in a fan-shaped slightly expanded form in the interface. Furthermore, the magnitude of the above offset can be inversely proportional to the priority or distance of the target object, that is, the closer the target is, the smaller the offset is obtained to maintain its closer to the real orientation, while the farther the target is, the larger the offset is obtained in exchange for visibility, thereby ensuring the realism of the orientation indication while taking into account the readability of the information in the interface.
[0057] The pitch angle characterizes the height deviation of the virtual object, providing a basis for the vertical arrangement of virtual icons in the spatial mapping interface. Optionally, the pitch angle characterizes the vertical height difference between the virtual object and the controlled virtual object. Its calculation can be obtained by performing trigonometric function operations based on the height difference between the virtual object and the controlled virtual object and the horizontal distance between them. The resulting pitch angle value is directly mapped to the vertical coordinate position of the virtual icon in the spatial mapping interface. In one implementation, when the virtual object is above the horizontal line of sight of the controlled virtual object, the pitch angle is positive, and the corresponding icon is located above the center horizontal line of the spatial mapping interface. The larger the pitch angle, the greater the vertical offset distance of the icon from the center horizontal line. For example, when the target is located on a bridge directly above the player, its icon will be significantly offset towards the upper edge of the interface. In another implementation, when the virtual object is below the horizontal line of sight, the pitch angle is negative, and the corresponding icon is offset towards the lower area of the interface. For example, a target located in an underground passage or behind a low wall will be mapped to the lower half of the radar panel with a negative pitch angle. The pitch angle can be achieved not only by using a linear mapping ratio, but also by introducing a nonlinear compression function. This allows small angle changes close to the horizontal line of sight to achieve high vertical resolution, while large angle deviations are moderately compressed to prevent excessive crowding at the vertical edges of the interface.
[0058] In an optional implementation, the method further includes: displaying selected virtual icons in a first visual style and unselected virtual icons in a second visual style in the spatial mapping interface. In this way, by configuring differentiated first and second visual styles for virtual icons in different selection states, players can quickly identify the currently interacting object in multi-object-dense scenes, significantly reducing cognitive load and improving the accuracy of interaction responses.
[0059] In one example, when a player controls a virtual character to unleash a range detection skill, a spatial mapping interface appears in the lower right corner of the graphical user interface. This interface maps five virtual icons based on the actual spatial locations of five interactive objects. At this point, the "Ancient Key" virtual icon, closest to the player, is selected. Its corresponding primary visual style surrounds it with a clockwise rotating light gold hexagonal border, and its icon size is enlarged to 130% of its base size. The other four unselected "Common Herbs" virtual icons are uniformly rendered with a secondary visual style: their colors are processed to grayscale, their transparency is reduced to 40%, and all dynamic lighting effects are removed. The player scrolls down to switch the selected target. The original "Ancient Key" virtual icon gradually transitions to the secondary visual style within 200 milliseconds, while the newly selected "Common Herb" icon simultaneously switches back to the primary visual style with the same transition time. During this process, the camera automatically rotates to the location of the herb. In this way, the player can instantly grasp the distribution and precise selection status of the currently interacting objects simply through the instantaneous difference in visual styles, without rotating the viewing angle to search for the target.
[0060] Optionally, the first visual style is used to characterize the visual presentation of the virtual icon when it is selected. It guides the player's visual attention to the currently selected interactive object by enhancing display parameters.
[0061] Optionally, a second visual style is used to characterize the visual presentation of a virtual icon when it is not selected. It reduces the visual hierarchy difference between the displayed parameters and the selected object to reduce interference with interface information.
[0062] In step S130, a first virtual object is selected from the target set, the viewing angle is controlled to face the first virtual object, and the virtual icon corresponding to the first virtual object is set to the selected state. This automatically determines the initial selected target and controls the viewing angle for navigation, eliminating the redundant operation of manually rotating the view to search for the target, significantly lowering the operational threshold and improving the accuracy and smoothness of the interaction response. In one implementation, when the player character triggers a specific interactive skill, the system detects multiple interactive virtual objects within a preset space centered on the character. At this time, the system sorts the virtual objects according to their distance relative to the controlled virtual character, determines the closest virtual object as the first virtual object, and assigns it the attribute of the selected target. Immediately afterwards, the system forcibly controls the current viewing angle to turn, aligning the center line of sight of the view with the location of the first virtual object, maintaining continuous locking on the object, and simultaneously setting the virtual icon corresponding to the virtual object in the space mapping interface to the selected state, for example, the outer ring of the icon is highlighted, while the icons of other virtual objects remain inactive and grayed out. Therefore, players can intuitively see the interactive objects that have been selected by default by the system and their spatial location without having to manually adjust the view.
[0063] Optionally, the first virtual object can serve as the initial selected target, triggering automatic orientation locking of the observation view. Optionally, the determination of the first virtual object, as the carrier entity of the initial selected target, can cover multiple dimensions. For example, the system can use a controlled virtual character as a preset reference object, calculate the spatial distance between each virtual object in the target set and the character, and establish the virtual object with the shortest Euclidean distance as the first virtual object; alternatively, the system can also filter based on the horizontal angle between each virtual object and the camera's central ray, determining the virtual object with the smallest angle as the first virtual object. This angle calculation can be implemented using vector dot product. Considering that manual selection by players in high-density target scenes is prone to errors, as a possible implementation, automatically determining the first virtual object by the system can, on the one hand, avoid the difficulty of manual selection due to target occlusion or viewpoint deviation, and on the other hand, provide a clear initial anchor point for subsequent target switching commands. This allows players to directly obtain a default operation object when entering a multi-target interaction state without additional searching and confirmation on the game screen, thus significantly shortening the time window from interaction triggering to actual execution.
[0064] Optionally, after the first virtual object enters the selected target state, its corresponding visual identifier and spatial mapping relationship will be updated synchronously. Specifically, the virtual icon of the virtual object in the spatial mapping interface will switch from the ordinary inactive visual style to the first visual style unique to the selected state, such as increasing the overall brightness of the icon, adding dynamic lighting effects to the outer ring, or appropriately enlarging its size. At the same time, the viewing angle will be forcibly oriented towards and locked to the first virtual object. In the locked state, if the player does not input a target switching command, the graphical user interface will maintain the current viewing angle. It should be noted that if, in extremely special circumstances, there are two virtual objects in the target set that are exactly equidistant from the controlled virtual character, the system can further refer to the character's current orientation vector and select the object located in the fan-shaped area directly in front of the character as the first virtual object; if the angles are also the same, arbitration can be performed according to preset random rules or the loading order of objects in the scene. This disclosure is not limited to a specific tie-breaking strategy to ensure the completeness and executability of the default selection logic.
[0065] Optionally, the viewing angle aims to provide a reference for the virtual scene's orientation, with its orientation used for real-time alignment with the selected target's spatial location. Optionally, the viewing angle's steering control involves not only simple camera position adjustments but also deep coordination between the line-of-sight direction and the locking mechanism. Considering that in multi-target dense scenes, relying on manual camera rotation to align with targets often consumes a significant amount of time due to small target sizes or environmental occlusion, as a possible implementation, the system immediately triggers automatic viewing angle steering logic upon identifying the first virtual object, aligning the center line-of-sight direction of the viewpoint with the direction of the first virtual object in both horizontal and pitch dimensions. Once aligned, the system enters a lock-maintaining phase. During this phase, even if the first virtual object experiences slight displacement due to basic movement, the viewing angle can update its orientation in real-time based on the object's world coordinates, continuously keeping the target in the center of the screen, thus ensuring that the player always perceives the spatial location of the currently selected target with the most intuitive visual orientation.
[0066] Optionally, locking is used to maintain the relative orientation between the observation viewpoint and the selected target, ensuring the target remains centered in the field of view. The observation viewpoint locking strategy can be dynamically switched based on different interaction stages and player input. That is, after initially locking the first virtual object, if the player triggers a target switching command via an input device, the system needs to unlock the orientation of the original first virtual object and recalculate the shortest path for the observation viewpoint to turn to the second virtual object. To avoid dizziness or disorientation during long-distance turns, the above process can specifically include: determining the base turning speed based on the angle between the current viewpoint direction and the direction of the second virtual object; when the angle exceeds 90 degrees, the turning magnification can be appropriately increased or a dynamic blur effect can be enabled to enhance speed perception; when the angle is small and the target is about to be aligned, the turning speed is reduced to achieve precise stopping. It should be understood that in the locked viewpoint state, the player can still gain temporary viewpoint control through specific viewpoint adjustment operations. If no new target switching command is received within a certain period of time, the system can automatically restore the lock on the currently selected target, thus balancing the convenience of automatic navigation with the flexibility of manual intervention by the player.
[0067] In an optional implementation, determining the first virtual object as the selected target from the target set includes: determining the first virtual object as the selected target from the target set based on the direction and / or distance of each virtual object relative to a preset reference object. In this way, the system can automatically determine the initial selected target based on objective spatial relationships, avoiding blind selection and improving the rationality of target hits and operational efficiency.
[0068] In one implementation, the system uses a controlled virtual character as a preset reference object, traverses each virtual object in the target set, and calculates the straight-line distance and horizontal azimuth angle of each virtual object relative to the controlled virtual character; the virtual object with the closest straight-line distance is determined as the first virtual object, and is used as the selected target. Optionally, the preset reference object is intended to provide a spatial reference for determining the first virtual object, including but not limited to the controlled virtual character and its associated components.
[0069] Optionally, the preset reference object can be the controlled virtual character itself, a specific part or component of the controlled virtual character, or other anchored objects with spatial coordinates, such as a virtual camera that moves with the controlled virtual character. The purpose of this preset reference object is to provide a unified and stable spatial reference for the selection and sorting of virtual objects in the target set, avoiding frequent jumps or deviations from player expectations due to a lack of objective reference in multi-target, dense scenes. In actual implementation, the system can obtain the real-time 3D coordinates of the preset reference object in the world coordinate system, and calculate the straight-line distance and horizontal angle of each virtual object in the target set relative to that coordinate position. Based on the calculation results, the system determines the virtual object with the closest distance or the most suitable direction as the first virtual object.
[0070] Optionally, the selection of the preset reference object can be dynamically adjusted based on the specific interaction type or triggering scenario. For example, in pick-up interactions that emphasize proximity, the preset reference object can be configured as the world coordinate origin of the controlled virtual character, ensuring that virtual objects closer to the player have a higher selection priority. In observation interactions that emphasize the area in front of the viewer, the preset reference object can be configured as the coordinate position of the virtual camera and its orientation vector. In this case, the system not only calculates the distance but also the horizontal angle between each virtual object and the camera's center line of sight, selecting the virtual object with the smaller angle and a suitable distance as the first candidate virtual object. It should be noted that the above configuration is only an example. In actual implementation, the preset reference object can also be set as a fixed anchor point in the scene or a temporarily generated interaction center according to the level design requirements. This disclosure is not intended to limit this.
[0071] In an optional implementation, controlling the viewing angle towards the first virtual object includes: aligning the central line of sight of the viewing angle with the direction of the first virtual object, and maintaining the viewing angle towards the first virtual object. This effectively avoids interruption of target tracking due to viewpoint shift by precisely aligning and maintaining the central line of sight with the target direction, ensuring the player maintains a clear field of vision during interaction, thereby enhancing the stability and consistency of target locking. In one implementation, when the player selects an enemy virtual unit as the first virtual object through the spatial mapping interface, the system immediately obtains the central line of sight vector of the current camera's viewing angle and calculates the world space orientation vector of the enemy unit relative to the camera center. Subsequently, the system uses a smooth transition algorithm to gradually rotate the central line of sight until it coincides with the target orientation vector, achieving alignment. After this, even if the player-controlled character moves or the target (i.e., the first virtual object) undergoes slight displacement, the viewing angle will continue to be directed towards the enemy unit, ensuring it remains in the visual center area of the screen until the player issues a target switching command or the interaction is completed.
[0072] Optionally, the aforementioned central gaze direction is used to characterize the camera's gaze axis in the 3D scene, and is used as a reference to perform alignment calculations with the target's orientation. Optionally, the aforementioned central gaze direction can refer to the forward vector of the observing camera in 3D space, or it can refer to the direction vector defined by the line connecting the camera position and the center point of the view frustum in the rendering pipeline. In one implementation, the starting point of this direction vector is the viewpoint position of the camera's perspective projection model, and the ending point is the geometric center of the near clipping plane or the far clipping plane, and its direction determines the central area of the screen that the player can see. Considering that in multi-target selection scenarios, players need to frequently switch visual focus between multiple virtual objects, as a possible implementation, the alignment process between the aforementioned central gaze direction and the orientation of the first virtual object can be achieved through horizontal and vertical angle fine-tuning; furthermore, to avoid orientation jitter caused by sudden target jumps or network latency, the system can also introduce a smooth transition coefficient in the aforementioned alignment process, so that the central gaze direction approaches the target orientation at a uniform speed or uniform acceleration within a specified number of frames, thereby taking into account both the response speed of viewpoint rotation and visual comfort.
[0073] Optionally, considering the differences in the definition of the visual center across different game genres, the aforementioned central gaze direction can be determined not only by the camera's own orientation vector but also by combining the player character's head skeleton orientation or the spatial orientation of the aiming assist point for comprehensive calculation. As a possible implementation, in third-person over-the-shoulder view mode, the central gaze direction can deviate from the camera's geometric center and point towards the screen position where the weapon's crosshair is aligned behind the character's shoulder; in top-down view strategy mode, the central gaze direction can be a combination of a downward vector perpendicular to the scene's ground and the target's horizontal orientation vector. In other words, the definition of the central gaze direction can be dynamically switched according to the type of observation view. It should be noted that the above determination methods are merely examples, and this disclosure does not limit the specific source of the central gaze direction calculation. During target alignment, regardless of the definition used, the system uses this direction as a reference to perform comparison and rotation correction with the direction of the first virtual object, ensuring that the selected state in the radar mapping interface remains consistent with the visual focus in three-dimensional space.
[0074] Optionally, the above-mentioned maintenance of the viewing angle orientation is used to enable the camera to continuously track the first virtual object, and to ensure that the target is in the center area of the image by updating the rotation parameters frame by frame.
[0075] Optionally, the process of maintaining the orientation of the observation viewpoint described above can be achieved through various real-time tracking mechanisms. In one embodiment, the system recalculates the real-time orientation vector of the first virtual object relative to the observation viewpoint at fixed time intervals, and dynamically adjusts the horizontal and vertical turning angles of the camera so that the central line of sight always points to the extension of the real-time orientation vector.
[0076] Optionally, to prevent severe oscillations in the viewing angle caused by irregular target movement or scene collisions during the maintenance of the viewing angle orientation, a tolerance range and a maximum turning rate limit can be introduced for tracking the target direction (i.e., the direction in which the first virtual object is located). As a possible implementation, when the pixel distance between the projection point of the first virtual object in screen space and the center point of the screen is less than a preset threshold (e.g., less than 5% of the screen width), the camera will not be fine-tuned to avoid overly sensitive viewing angle jitter; when the target moves away from the central area, different levels of turning speed are applied based on the deviation distance. Furthermore, if the target is detected entering a narrow passage or being partially obscured by a building structure during the maintenance process, the system can temporarily relax the alignment accuracy requirements, prioritizing keeping the target within the visible area of the screen, allowing a preset offset angle between the central line of sight and the target direction. It should be noted that the specific values of the above-mentioned tolerance range and maximum turning rate can be configured according to the game genre and player operating habits. This disclosure does not limit the values of the parameters; its aim is to balance the stability of viewing angle tracking with the comfort of the player's visual experience through an adaptive maintenance strategy.
[0077] In step S140, in response to the target switching command, the currently selected target in the target set is switched to the second virtual object, the viewing angle is controlled to face the second virtual object, and the virtual icon corresponding to the second virtual object is set to the selected state. In this way, by linking the target switching command with the synchronous update of the viewing angle and the virtual icon, the redundancy of manually adjusting the viewing angle in multi-target scenes is avoided, effectively reducing the cognitive load of frequently searching for and confirming targets, and significantly improving the smoothness of continuous switching and interaction.
[0078] In one implementation, the currently selected first virtual object is a treasure chest directly in front of the player, whose corresponding virtual icon is highlighted with a border in the spatial mapping interface, and the viewing angle is continuously directed towards and locked onto the treasure chest. In response to a target switching command, the system deselects the treasure chest and designates the door lock located to the right of the treasure chest as the second virtual object in the target set; then, it smoothly shifts the viewing angle to the right and continuously towards the door lock, simultaneously restoring the virtual icon corresponding to the treasure chest to a dark, unselected state, and instantly switching the virtual icon corresponding to the door lock to a selected state with a highlighted white border. The player does not need to manually rotate the camera; with just one trigger of a target switching command, the entire process of switching the target object, aligning the viewing angle, and receiving interface status feedback can be completed, intuitively confirming the accurate location of the newly selected object in three-dimensional space.
[0079] Optionally, the target switching command can be triggered by a direction adjustment operation or an interface selection operation, with the aim of switching the currently selected target to another virtual object.
[0080] Optionally, considering the input differences across different terminals such as gamepads, keyboards and mice, and touchscreens, as a possible implementation, the aforementioned target switching command can be generated in response to a direction adjustment operation. This direction adjustment operation can be a scrolling motion performed by the player using the mouse wheel, a circumferential offset operation performed by the right joystick of a gamepad, or a dragging and sliding motion using the virtual joystick on the left side of the mobile screen. It should be noted that this direction adjustment operation corresponds to a direction vector, which may include both horizontal and pitch components. The virtual object with the highest spatial orientation matching degree with this direction vector is then selected from the target set as the second virtual object. The matching determination between the aforementioned direction vector and the candidate virtual objects can be calculated based on the horizontal and pitch angles of each virtual object relative to the currently controlled virtual object. This avoids the player frequently rotating the viewing angle to search for targets, effectively lowering the operational threshold in multi-target dense scenes.
[0081] Optionally, in addition to generating the target switching command through direction adjustment operations, the command can also be generated in response to the selection operation of a virtual icon in the spatial mapping interface. The selection operation includes, but is not limited to: directly clicking a virtual icon in the spatial mapping interface with the mouse pointer, moving the highlighted box to the target icon using a gamepad button and confirming it, and performing a single click or double click on the target icon on the touch screen. The second virtual object pointed to by the target switching command is the virtual object corresponding to the virtual icon whose selection operation is applied. Further, in one specific implementation, when the system detects that a player has performed a selection operation on an unselected virtual icon, it directly identifies the virtual object corresponding to that virtual icon as the second virtual object and simultaneously triggers the linkage logic of the viewing angle turning towards that virtual object. If the player repeatedly triggers a selection operation on a virtual icon that is already selected, the currently selected target can remain unchanged, or the selection can be switched sequentially according to preset rules using that virtual icon as an anchor point; this disclosure does not limit this.
[0082] Optionally, to avoid misjudgments of target switching commands due to insufficient player precision or differences in input device sensitivity, in cases where the target set is large, the system can also use the next-order virtual object of the currently selected target as the second virtual object based on the target order. The target order can be a list generated by arranging each virtual object from closest to furthest from the controlled virtual object, or a cyclic sequence obtained by sorting each virtual object clockwise relative to the horizontal azimuth of the controlled virtual object. This target order can be pre-indicated to the player in the spatial mapping interface using dotted lines or numerical codes. When the system receives a vague direction adjustment command, it prioritizes switching the currently selected target to the next-order object in this target order as the second virtual object, and smoothly transitions the viewing angle towards that object. If the currently selected target is already at the end of the order, the system can either cycle back to the beginning or pause the response and output boundary prompt sound effects, thus ensuring switching continuity while also considering compatibility with closed-loop target set traversal design.
[0083] Optionally, the second virtual object is a target re-determined from the target set according to the target switching instruction, and its corresponding icon is subsequently set to the selected state.
[0084] In an optional implementation, the method further includes: generating a target switching command in response to a direction adjustment operation; wherein the second virtual object is determined according to the direction vector corresponding to the direction adjustment operation. Thus, through the linked mapping between the direction adjustment operation and the target switching command, players can quickly switch interactive objects based on their spatial intuition, avoiding the redundancy of traditional traversal or camera rotation, and significantly improving selection efficiency in dense target scenes. In one implementation, the player is in a wilderness camp scene with multiple lootable supply crates distributed around them. The player presses the skill button on the controller to bring up the spatial mapping interface, which displays a radar mapping panel in the center, selecting the nearest crate by default. The player pushes the right joystick to the left, and the system generates a horizontal leftward direction vector based on the joystick offset, determining that there is a herb crate on the left, and thus switching the selected target to that herb crate, while the camera smoothly turns to the left. In another method, the player uses a computer mouse, scrolling the scroll wheel upwards after bringing up the interface. The system recognizes the accumulated offset of the scroll wheel to generate an upward direction vector, switching the selected target to the weapon crate located above the current target, with the camera simultaneously rotating upwards. In another method, the player makes an upward swipe gesture on the right side of the mobile screen, and the system generates a corresponding direction vector based on the gesture trajectory to switch to the target object located at the top of the screen.
[0085] Optionally, the direction adjustment operation is used to receive directional control commands triggered by the player, generate target switching commands, and drive the selected object to switch. Optionally, the direction adjustment operation can be a push motion performed by the player using the right joystick on a gamepad, a scrolling motion performed by the mouse wheel, or a swipe gesture performed by the touchscreen. In multi-platform adaptation scenarios, direction adjustment operations generated by different input modalities will all be parsed by the system as spatially directional control commands. Taking the gamepad as an example, when the player pushes the right joystick to the upper left, the system detects the offset components of the joystick on the horizontal and vertical axes, combines them into a direction vector pointing to the upper left, and then determines the target icon covered by this direction vector in the spatial mapping interface, identifying the corresponding target object as the second virtual object. This method allows players to switch targets intuitively based on direction without precise aiming, lowering the operational threshold while ensuring the consistency of cross-platform interaction logic.
[0086] like Figure 2As shown in an exemplary application of this embodiment, when the player controls the character to release a specified skill, three enemies that meet the interaction conditions are detected within the effective control range. A spatial mapping interface 200 is then provided in the graphical user interface, and virtual icons 201, 202, and 203 corresponding to the first, second, and third enemies are displayed in the spatial mapping interface 201. The current camera is locked on the first enemy directly in front, and virtual icon 201 is highlighted. The player discovers that the second enemy further away poses a greater threat, so they quickly scroll the mouse wheel forward. The system recognizes this scroll as a directional adjustment operation, and thus identifies the second enemy (i.e., the second virtual object) furthest from the player-controlled character as the new selected target, generating a target switching command. The camera immediately turns to the second enemy further away and locks onto it, and the corresponding virtual icon 202 is also switched to the selected state. The player then presses the left mouse button to launch a skill attack on the enemy.
[0087] Optionally, the direction adjustment operation can include not only continuous analog inputs but also discrete key inputs, such as presses triggered by the player using the directional keys on a keyboard or the D-pad on a gamepad. In this implementation, the system can parse a single press into a unit direction vector; for example, pressing the up arrow key corresponds to an upward unit vector, and pressing the right arrow key corresponds to a rightward unit vector. Considering the potential for command stacking due to continuous presses, the system can set a command buffer window. Multiple presses received in the same direction within this window will be merged into a single continuous switching command, preventing target jumps caused by excessively fast player input. Furthermore, for diagonal inputs formed by pressing two directional keys simultaneously, the system can recognize them as a composite direction vector with a 45-degree angle, and use this to locate the target icon in the diagonal position on the spatial mapping interface. This compatible design, which combines discrete and continuous inputs, broadens the adaptability of the direction adjustment operation, allowing even low-end gamepads or external keyboards lacking joysticks or scroll wheels to use this interaction scheme smoothly.
[0088] Optionally, the direction vector is used to characterize the spatial pointing trend of the direction adjustment operation, and is obtained by mapping according to the input type to determine the second virtual object in the target set.
[0089] Optionally, the direction vector can be a two-dimensional vector, where its horizontal and vertical components correspond to the relative offset of the virtual object in the horizontal and vertical directions, respectively. In a controller input scenario, this direction vector can be directly composed of the normalized offset data of the joystick's horizontal and vertical axes. The direction of the vector determines the spatial trend for selecting the next target in the spatial mapping interface. For example, when the horizontal component of the direction vector is 0.8 and the vertical component is -0.6, the system determines that the approximate direction of target switching is the lower right, and then searches for a virtual object located in the lower right region of the currently selected target in the target set as the second virtual object. It should be noted that the direction vector can also be superimposed with the orientation angle of the controlled virtual character or the pitch angle of the viewing angle as compensation parameters during the mapping process to ensure that the orientation relationship between the direction vector and the spatial mapping interface remains consistent after the camera rotates, thereby maintaining the spatial synchronization between the player's operational intuition and the interface feedback.
[0090] In an optional implementation, the method further includes: generating a target switching command in response to a selection operation on a virtual icon in the spatial mapping interface; wherein the second virtual object is the virtual object corresponding to the virtual icon on which the selection operation is performed. This allows players to switch targets directly by clicking on virtual icons in the spatial mapping interface, achieving intuitive and precise interaction on touchscreens and keyboard / mouse devices, reducing the burden of view rotation and joystick operation, and improving target selection efficiency on multimodal devices. In one implementation, the spatial mapping interface of the graphical user interface has five virtual icons mapped according to scene orientation, each representing one of the five interactive targets within the interaction range. When a player moves the mouse pointer to a virtual icon located on the upper right side of the interface and clicks the left mouse button, the system captures this input event, recognizes it as a selection operation on the virtual icon, and then generates a target switching command. The virtual object corresponding to the clicked virtual icon in the scene is determined as the second virtual object, and the system accordingly replaces the currently selected target with this second virtual object, completing a target redirection driven by interface selection. It should be noted that this selection operation determines the mapped object in the 3D scene by directly specifying the icon element at the interface level, bypassing the traditional logic of relying on the angle of the camera ray for target determination. This allows players to achieve a clear and accurate hit even in a spatial mapping interface with dense but clearly distributed icons.
[0091] Optionally, this selection operation applies to virtual icons on the spatial mapping interface, aiming to map interface selections to target switching commands for corresponding virtual objects and trigger a change in the viewing angle. Optionally, the selection operation can be a click triggered by hovering the mouse pointer and pressing the left mouse button, a tap on the touchscreen by pressing the corresponding virtual icon's response area with a finger, or a selection executed by moving the screen cursor to the target icon using a gamepad joystick and pressing the confirmation button. During this process, the system iterates through the coordinates of the current interaction event to determine if it falls within the response hotspot of a virtual icon. If so, the virtual object in the 3D scene corresponding to that virtual icon is identified as the second virtual object, and a target switching command is generated accordingly. It should be noted that the selection operation directly applies to 2D icon elements in the spatial mapping interface, rather than physical models in the 3D scene. This avoids scenarios where selection fails due to the target being too far away or obscured by obstacles, and also allows players to locate the desired interactive object in a dense group of targets without precisely rotating the viewing angle.
[0092] In an optional implementation, switching the currently selected target in the target set to a second virtual object includes: selecting the next-order virtual object of the currently selected target in the target set as the second virtual object according to the target order; and switching the currently selected target to the second virtual object. This sequential switching under the constraint of target order not only ensures the integrity and directional controllability of target traversal but also effectively avoids misselection or omission due to ambiguity in direction vectors in dense target scenes, thereby improving the accuracy and operational certainty of multi-target selection. In one implementation, the system generates a target order from closest to furthest distance between each virtual object and the controlled virtual character; when the player triggers a target switching command, the currently selected first virtual object is directly switched to the next-order object with the immediately adjacent number in the target order as the second virtual object, so that the observation perspective locks onto each target sequentially from near to far, ensuring the certainty and predictability of the switching logic.
[0093] Optionally, the target order is used to determine the switching priority sequence of each virtual object in the target set, and its arrangement is based on, but is not limited to, spatial orientation, relative distance, or target type. Optionally, the establishment of the target order aims to provide a deterministic traversal rule for multi-target dense scenes, to avoid randomness in target switching caused by input device precision limitations or differences in player operating habits. In practical applications, the target order can be arranged from closest to farthest in spatial distance between each virtual object and the controlled virtual character, or it can be arranged according to the azimuth angle of each virtual object relative to a preset reference object. As a specific implementation, the system first calculates the three-dimensional spatial distance between each virtual object in the target set and the controlled virtual object, then sorts the calculated distance values in ascending order to generate an initial target order; when a target switching command is subsequently received, the next object in the sequence after the currently selected target is directly called as the new selected target. It should be noted that when multiple virtual objects have the same distance value or are in the same sector, the system can further introduce secondary sorting rules, such as sorting them according to preset weights based on target health, threat level, spatial location, or target type, to avoid ambiguity caused by the same sorting position and to ensure the operability of target switching.
[0094] Optionally, considering the dynamic nature of virtual scenes, the target order is not limited to a static snapshot at the moment of skill release, but can be continuously updated or locked in segments during interaction. Furthermore, to avoid frequent jumps in the selected state due to new targets entering the detection range during target switching, the system can set an update threshold or cooldown window for the target order. When a newly entered target has a significantly higher priority than the current target, the system re-inserts it into the sequence and adjusts its subsequent order. Similarly, when a sorted virtual object leaves the preset space or is determined to be non-interactive, the system removes it from the target order and automatically switches the currently selected target to the next position in the updated sequence that maintains logical continuity. It should be understood that the above dynamic maintenance mechanism for the target order is not only applicable to linear sequences, but can also be extended to other data structure forms such as grouped cyclic sequences or hierarchical tree sequences. This disclosure does not limit its specific implementation form.
[0095] Optionally, the next order is used to represent the immediate successor position of the currently selected target in the target sequence, to determine the second virtual object after switching. Optionally, the next order serves as a positional connection marker in the target sequence, and its specific pointer can present different mapping relationships depending on the sequence structure. Considering that the number of elements in the target set may dynamically increase or decrease, if the target sequence adopts a linear array structure, the next order usually points to the element after the current index position; if the target sequence adopts a circular linked list or circular queue structure, when the currently selected target is at the end of the sequence, its next order can automatically loop back to the first element of the sequence, thus allowing the player to traverse the entire target set by continuously triggering the target switching command. To avoid null pointer or index out-of-bounds issues after the target sequence is dynamically updated, the system will first check the valid length of the target sequence and whether the index of the currently selected target is within the valid range before determining the next order; if the check fails, the first virtual object in the sequence that meets the interaction conditions will be automatically taken as the default target. It should be noted that the logic for determining the next priority is not limited to simple position increment. It can also be predictively adjusted based on the player's operation speed and switching direction. For example, when the player is detected to be switching rapidly in a short period of time, the middle priority that is obscured or has low priority can be automatically skipped. This disclosure is not limited to this.
[0096] In step S150, when the preset execution conditions are met, the corresponding interaction command is executed for the selected target. This confirmation mechanism based on preset execution conditions allows players to trigger the interaction command with a single click after selecting a target, avoiding redundant operations such as repeated positioning and multi-step confirmation in the 3D scene, and significantly improving interaction efficiency and operational continuity in multi-target scenarios.
[0097] For example, when the system detects that the confirmation signal sent by the player through the input device meets the preset execution conditions, it immediately executes the corresponding interactive command on the currently selected target, such as triggering the action of acquiring virtual items, releasing a remote skill projection, or activating a specific mechanism in the scene. This execution process is directly associated with the target object previously locked in the spatial mapping interface, eliminating the need for the player to rotate the viewing angle for manual aiming confirmation. Thus, the final interactive action of the multi-target selection process is completed in a single-step triggering manner within the spatially mapped distribution panel.
[0098] Optionally, preset execution conditions are designed to determine whether the player has completed the interaction confirmation in order to drive the execution of interaction commands for the selected target.
[0099] Optionally, the preset execution condition can be a confirmation operation issued by the player through an input device, such as pressing a designated interaction function key on the keyboard, clicking a virtual confirmation button presented in the graphical user interface on the touchscreen, or pressing an action button on the gamepad. In practice, the detection logic for this confirmation operation can include signal recognition for a single trigger, or a verification mechanism for the duration of continuous pressing, such as requiring the player to hold down a designated button for more than half a second to avoid accidental triggering. By setting this preset execution condition, the system can remain in a waiting state until the player has finally confirmed the selected target, and only drive subsequent interaction commands to execute after the confirmation signal is explicitly received. This effectively avoids unexpected interaction behaviors caused by input device jitter or accidental player touches, ensuring the reliability and stability of the entire multi-target selection and interaction process.
[0100] Optionally, in addition to the aforementioned method relying on players to actively trigger confirmation signals, preset execution conditions can also be automatically met based on the system-level state judgment logic. Specifically, when the camera locks onto and faces the selected target for a specified duration, the system can automatically determine that the preset execution condition is met; or, when the player controls the controlled virtual character to enter a specific distance range from the selected target, the condition can also be automatically met. Considering that different game scenarios have different requirements for the rhythm of operation, the automatic fulfillment mechanism can reduce the player's additional confirmation operations and is suitable for combat scenarios with high-frequency continuous interaction; while the manual confirmation mechanism is more suitable for stealth or strategy scenarios that require precise control of the timing of interaction. By flexibly setting the trigger source of the preset execution conditions, this interaction control method can take into account the control needs of different gameplay scenarios.
[0101] Optionally, interaction commands are used to drive the controlled virtual object to perform a specified interactive behavior with the selected target, and their type is determined by matching the target's interactive attributes. Optionally, interaction commands can correspond to various in-game interactive behaviors, such as remote item pickup commands, lock-on attack commands, or scene mechanism trigger commands. In one implementation, when a player selects an enemy guard located at the edge of the field of view through the spatial mapping interface, the interactive attribute tag attached to the guard is read by the system, which determines the corresponding interaction command type as acquisition, and then drives the controlled virtual character to perform the acquisition behavior. The generation process of interaction commands is jointly determined by the type identifier of the selected target itself and the currently activated interactive skill, ensuring that the player sees an executable operation that matches the target, avoiding the problem of redundant operation menus or function mismatches in dense target scenes, and significantly improving the intuitiveness and accuracy of the interaction.
[0102] According to one embodiment of the interactive control device of this disclosure, a graphical user interface is provided through a terminal. The graphical user interface includes at least a portion of a virtual scene, and the virtual scene includes multiple virtual objects, such as... Figure 3As shown, the device may include: The detection module 301 is used to detect at least one virtual object that meets the interaction conditions within a preset space range of the virtual scene, and obtain a target set. The display module 302 provides a spatial mapping interface in the graphical user interface, and displays virtual icons corresponding to each virtual object in the target set in the spatial mapping interface; wherein, the position of the virtual icon in the spatial mapping interface is mapped according to the position of each virtual object in the virtual scene; The selection module 303 is used to determine the first virtual object from the target set as the selected target, control the viewing angle to be directed towards the first virtual object, and set the virtual icon corresponding to the first virtual object to the selected state. The switching module 304 is used to respond to the target switching command, switch the currently selected target in the target set to the second virtual object, control the viewing angle to face the second virtual object, and set the virtual icon corresponding to the second virtual object to the selected state; The interaction module 305 is used to execute the corresponding interaction command for the selected target when the preset execution conditions are met.
[0103] In this way, providing a spatial mapping interface in the graphical user interface to display the spatial mapping icons corresponding to each virtual object in the target set, and linking target switching with the orientation adjustment of the viewing angle, helps to reduce redundant control commands and repeated object detection calculations caused by frequent changes in the viewing angle, improves the accuracy and efficiency of multi-target selection, and reduces the computational burden on the terminal processor.
[0104] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0105] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0106] Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.
[0107] The following is a detailed reference. Figure 4The diagram illustrates a structural schematic suitable for implementing an electronic device according to embodiments of the present disclosure. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 1201, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 1202 or a program loaded from memory 1208 into random access memory (RAM) 1203. The RAM 1203 also stores various programs and data required for the operation of the electronic device. The processor 1201, ROM 1202, and RAM 1203 are interconnected via a bus 1204. An input / output (I / O) interface 1205 is also connected to the bus 1204.
[0108] Typically, the following devices can be connected to I / O interface 1205: input devices 1206 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 1207 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; memory devices 1208 including, for example, magnetic tapes, hard disks, etc.; and communication devices 1209. Communication device 1209 allows electronic devices to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 4 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.
[0109] In particular, according to one embodiment of this disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, one embodiment of this disclosure includes a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via communication device 1209, or installed from memory 1208, or installed from ROM 1202. When the computer program is executed by processor 1201, it performs the functions defined in the methods described above in various embodiments of this disclosure.
[0110] Figure 4 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.
[0111] This disclosure also provides a computer-readable storage medium in which the methods described in this disclosure can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code originally stored on a remote storage medium or a non-transitory machine-readable storage medium and subsequently stored on a local storage medium after being downloaded over a network. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium may also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code, which, when accessed and executed by the computer, processor, or hardware, implements the methods shown in the above embodiments.
[0112] A portion of this disclosure can be applied to computer program products, such as computer program instructions, which, when executed by a computer, can invoke or provide methods and / or technical solutions according to this disclosure through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, and installation package files. Accordingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions; the computer compiling the instructions and then executing the corresponding compiled program; the computer reading and executing the instructions; or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.
Claims
1. An interactive control method, characterized in that, The method includes providing a graphical user interface via a terminal, the graphical user interface comprising at least a portion of a virtual scene, the virtual scene comprising multiple virtual objects, the method comprising: Within a preset space of the virtual scene, at least one virtual object that satisfies the interaction conditions is detected to obtain a target set; A spatial mapping interface is provided in the graphical user interface, and virtual icons corresponding to each virtual object in the target set are displayed in the spatial mapping interface; wherein, the position of the virtual icon in the spatial mapping interface is mapped according to the position of each virtual object in the virtual scene; A first virtual object is selected from the target set, the viewing angle is controlled to face the first virtual object, and the virtual icon corresponding to the first virtual object is set to the selected state. In response to a target switching command, the currently selected target in the target set is switched to a second virtual object, the viewing angle is controlled to face the second virtual object, and the virtual icon corresponding to the second virtual object is set to the selected state; When the preset execution conditions are met, the corresponding interactive command is executed for the selected target.
2. The method according to claim 1, characterized in that, The step of determining the first virtual object from the target set as the selected target includes: Based on the direction and / or distance of each virtual object relative to a preset reference object, a first virtual object is determined from the target set as the selected target.
3. The method according to claim 1, characterized in that, The method further includes: In response to the direction adjustment operation, the target switching instruction is generated; wherein the second virtual object is determined according to the direction vector corresponding to the direction adjustment operation.
4. The method according to claim 1, characterized in that, The method further includes: In response to a selection operation of a virtual icon in the space mapping interface, a target switching instruction is generated; wherein, the second virtual object is the virtual object corresponding to the virtual icon to which the selection operation is performed.
5. The method according to claim 1, characterized in that, The preset space range is a circular, spherical, or fan-shaped area centered on the controlled virtual character.
6. The method according to claim 1, characterized in that, The method further includes: For each virtual object, the two-dimensional coordinate position of the virtual icon corresponding to the virtual object in the space mapping interface is determined based on the horizontal angle and / or pitch angle of the virtual object relative to the controlled virtual object.
7. The method according to claim 1, characterized in that, The step of switching the currently selected target in the target set to a second virtual object includes: According to the target order, the virtual object next in order of the currently selected target in the target set is taken as the second virtual object; Switch the currently selected target to the second virtual object.
8. The method according to claim 1, characterized in that, The control of the viewing angle toward the first virtual object includes: The center line of sight of the observation viewpoint is aligned with the direction of the first virtual object, and the observation viewpoint is kept facing the first virtual object.
9. The method according to claim 1, characterized in that, The method further includes: In the spatial mapping interface, virtual icons that are selected are displayed in a first visual style, and virtual icons that are not selected are displayed in a second visual style.
10. The method according to claim 1, characterized in that, The interaction conditions include at least one of the following: The distance between the virtual object and the controlled virtual object does not exceed a distance threshold, and the type of the virtual object matches the type of the currently triggered interactive skill.
11. An electronic device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on said processor; When the processor executes the computer program instructions, it implements the method as described in any one of claims 1 to 10.