Information presentation methods, devices, programs, and electronic devices
The information presentation method in multiplayer virtual games automatically shares object locations based on player control operations, addressing the inefficiencies of manual material conveyance and enhancing team collaboration.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2023-07-03
- Publication Date
- 2026-06-02
AI Technical Summary
Existing methods for material exploration in multiplayer virtual games require players to rely on memory and manual operations to convey the location of materials to teammates, leading to reduced efficiency and game experience.
An information presentation method that automatically triggers object presentation information based on player control operations, allowing virtual characters to interact with objects and share their location with teammates without manual marking.
Enhances information presentation efficiency by reducing the need for manual operations, accelerating information transmission, and improving the game experience by simplifying resource sharing among team members.
Smart Images

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Abstract
Description
Technical Field
[0001] This application relates to the field of computers, and more specifically, to information presentation technology.
[0002] This application claims the priority of a Chinese patent application filed with the China National Intellectual Property Administration on August 22, 2022, with an application number of 202211009642.9 and an application title of "Information Presentation Method, Apparatus, Storage Medium, and Electronic Device", the entire content of which is incorporated herein by reference.
Background Art
[0003] With the rapid development of virtual games, the types of games are increasing. In some game scenarios, players need to find and pick up various materials and use these picked-up materials to complete game tasks. In virtual games that are completed through cooperation among multiple players, when it comes to the material exploration scenario, it is often possible to conduct cooperative exploration of materials in a way that involves multiple players working together.
[0004] Under normal circumstances, after a player knows the materials needed by a teammate, relying on memory, the player recalls the materials needed by the teammate and pays attention. When encountering the required materials, the player can convey the location of the materials to the teammate, either verbally telling the teammate their current position or using the marking function provided in the game to mark the materials for the teammate, thus prompting the teammate to obtain the above materials.
[0005] However, the above method requires the player to rely on memory and pay attention, which may disperse part of the player's energy. Therefore, the player's game experience is affected, and to a certain extent, the efficiency is also relatively reduced. After exploring and finding materials, relatively complex operations are required to prompt the teammate, and the prompting efficiency is relatively low, which is disadvantageous for virtual games in the above exploration scenario. That is, the above method has the problems of relatively low prompting efficiency and relatively poor game experience. [Overview of the project] [Problems that the invention aims to solve]
[0006] The embodiments of this application provide an information presentation method, apparatus, storage medium, and electronic device, thereby at least solving the technical problem of relatively low information presentation efficiency. [Means for solving the problem]
[0007] According to one embodiment of the present application, an information presentation method is provided, the method being performed by an electronic device, A step of displaying at least a portion of a virtual scene, wherein the virtual scene includes a first virtual character and a second virtual character. The steps include receiving a control operation for the first virtual character and triggering an interaction function corresponding to a virtual object waiting to be processed in the virtual scene based on the control operation, The process includes the step of generating object presentation information in response to the above interaction function, wherein the object presentation information is used to indicate that the second virtual character will interact with the processing-awaiting virtual object.
[0008] According to another embodiment of the present invention, an information display device is provided, which is mounted on an electronic device. A first display unit used to display at least a portion of a virtual scene, wherein the virtual scene includes a first virtual character and a second virtual character, A second display unit used to receive a control operation for the first virtual character, trigger an interaction function corresponding to a virtual object waiting to be processed in the virtual scene based on the control operation, and generate object presentation information in response to the interaction function, wherein the object presentation information is used to indicate that the second virtual character will interact with the virtual object waiting to be processed.
[0009] According to yet another embodiment of the present invention, a computer-readable storage medium is provided, the computer-readable storage medium containing a stored computer program, the computer program capable of performing the above-described information presentation method when operated on an electronic device.
[0010] According to yet another embodiment of the present invention, a computer program product is provided, the computer program product comprising a computer program stored in a computer-readable storage medium. A processor of an electronic device reads the computer program from the computer-readable storage medium, and the processor executes the computer program to cause the electronic device to perform the information presentation method described above.
[0011] According to yet another embodiment of the present invention, an electronic device is provided, comprising a memory, a processor, and a computer program stored in the memory and capable of running on the processor, wherein the processor performs the information presentation method described above by the computer program. [Effects of the Invention]
[0012] In the embodiment of the present invention, at least a portion of a virtual scene is displayed. The virtual scene includes a first virtual character and a second virtual character. The first virtual character receives a control operation, and the control operation triggers an interaction function corresponding to a virtual object waiting to be processed in the virtual scene. In response to the interaction function, object presentation information is generated. The object presentation information indicates that the second virtual character will interact with the virtual object waiting to be processed. By replacing the virtual character manually marking supplies with the system automatically triggering the marking of objects based on the player's control operation, the player no longer needs to manually mark and remember the location of objects, thereby lowering the barrier to player operation, accelerating the speed of information transmission within the group, and achieving the objective of facilitating the supply search process in the game. This realizes the technical effect of increasing information presentation efficiency and further solves the technical problem of relatively low information presentation efficiency.
[0013] The drawings provided herein are intended to provide a further understanding of the present application and constitute part of the present application. Exemplary embodiments and descriptions thereof are used in interpreting the present application and do not constitute an inappropriate limitation thereof. In the drawings, [Brief explanation of the drawing]
[0014] [Figure 1] This is a schematic diagram of the application environment of the selectable information presentation method according to the embodiment of the present application. [Figure 2] This is a schematic diagram of the process of a selectable information presentation method according to an embodiment of the present application. [Figure 3] This is a schematic diagram of a selectable information presentation method according to an embodiment of the present application. [Figure 4] This is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 5] This is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 6]It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 7] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 8] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 9] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 10] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 11] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 12] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 13] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 14] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 15] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 16] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 17] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 18] It is a schematic diagram of another selectable information presentation method according to an embodiment of the present application. [Figure 19] It is a schematic diagram of a selectable information presentation device according to an embodiment of the present application. [Figure 20] It is a schematic structural diagram of a selectable electronic device according to an embodiment of the present application.
Mode for Carrying Out the Invention
[0015] To enable those skilled in the art to better understand the technical means of the present application, the technical solutions in the embodiments of the present application are described clearly and completely below, together with the drawings of the embodiments. It is clear that the embodiments described are merely a part of, and not all, of, the embodiments of the present application. All other embodiments obtained by those skilled in the art based on the embodiments of the present application, without requiring any creative work, should fall within the scope of the protection of the present application.
[0016] It should be noted that the terms “First,” “Second,” etc., in the specification, claims, and drawings of this application are used to distinguish similar subjects and are not necessarily used to describe a specific order or priority. It should be understood that the data used in this manner can be interchangeable where appropriate, allowing the embodiments of this application described herein to be carried out in an order other than that illustrated or described. Furthermore, the terms “includes,” “has,” and any variations thereof are intended to cover non-exclusive inclusions. For example, a process, method, system, product, or apparatus comprising a series of steps or units is not necessarily limited to those steps or units explicitly shown, and may include other steps or units that are not explicitly shown or are specific to those processes, methods, products, or apparatus.
[0017] The technical means provided in the embodiments of this application relate to technologies such as artificial intelligence computer vision technology, and will be specifically described by the following embodiments.
[0018] According to one embodiment of the present invention, an information presentation method is provided. As a selectable embodiment, the information presentation method can be applied to the environment shown in Figure 1, but is not limited thereto. Here, a user device 102 and a server 112 may be included, but are not limited thereto, and the user device 102 may be included, but are not limited thereto, a display 104, a processor 106, and memory 108. The server 112 includes a database 114 and a processing engine 116.
[0019] The specific process is as follows: S102: User device 102 obtains distance information of virtual object 1004 from the client corresponding to the first virtual character 1002. S104~S106: The distance information of the virtual object 1004 acquired by the network 110 is sent to the server 112. S108: Server 112 determines the virtual object waiting to be processed by the processing engine 116, and further obtains the location information of the virtual object waiting to be processed. S110~S112: The network 110 transmits the location information of the virtual object awaiting processing to the user device 102. The user device 102 uses the location information via the processor 106 to determine the corresponding presentation identifier 118, displays the presentation identifier on the display 104, and stores the location information in the memory 108. S114: The user device 102 transmits the location information presentation identifier 118 to the client corresponding to the second virtual character 120.
[0020] In addition to the example shown in Figure 1, the above steps can be completed independently by the client or the server, or by the client and the server working together. That is, the electronic device that performs the method provided by the embodiment of the present application may be a client and / or a server. For example, the user device 102 performs steps such as S108 above, thereby reducing the processing load on the server 112. The user device 102 includes, but is not limited to, a handheld device (e.g., a mobile phone), a laptop computer, a desktop computer, an in-vehicle device, etc., and the present application does not limit the specific implementation of the user device 102.
[0021] As an optional embodiment, as shown in Figure 2, the information presentation method includes the following steps: S202: Display at least a portion of the virtual scene, the virtual scene including a first virtual character and a second virtual character, S204: Receives a control operation for the first virtual character, and triggers an interaction function corresponding to a virtual object waiting to be processed in the virtual scene based on the control operation. S206: In response to the interaction function, object presentation information is generated, and this object presentation information is used to indicate that the second virtual character will interact with a virtual object awaiting processing.
[0022] In possible implementations, the above information presentation method can be applied to a shooting game scene in this embodiment, but is not limited thereto. The shooting game application may be a third-person shooting game (TPS) application, for example, running from the viewpoint of a third-party character object other than the virtual character controlled by the current player. Furthermore, it may be a first-person shooting game (FPS) application, for example, running from the viewpoint of the virtual character controlled by the current player. In the current game, when players play in teams, each time they help another player find the supplies needed by a teammate, they need to remember the supplies needed by other teammates, and when they encounter the supplies, they need to have a certain level of dedication, that is, spend a certain amount of time and energy marking the supplies and communicating them to their teammates to help them acquire them. However, this type of system, which requires players to manually trigger actions, disperses players' energy and affects the efficiency of their own movements. In team games, this relatively reduces the motivation for teammates to help each other find supplies, and consequently lowers the efficiency of interaction among teammates. This embodiment employs an automated execution method, allowing players to help teammates find supplies simply by fulfilling the conditions of the control operation, without requiring any extra actions. Furthermore, since the control operation is an action that players need to perform in shooting game scenes, players do not need to perform a certain level of dedicated action. Simply performing the control operation normally can automatically help teammates, improving the efficiency of equipment and item accumulation within the group without requiring additional energy, and enhancing the team game experience.
[0023] In possible implementations, S202 may display the entire virtual scene, or only a part of it. The virtual scene may include a first virtual character and a second virtual character, and the two virtual characters may be displayed simultaneously, but is not limited to this; either the first virtual character or the second virtual character may be displayed.
[0024] In possible implementations, in this embodiment, the first virtual character in S202 may, but is not limited to, a virtual character controlled by the player in the virtual scene. The second virtual character may, but is not limited to, another virtual character controlled by the player in the virtual scene. The first virtual character and the second virtual character are different virtual characters.
[0025] One point that can be understood is that, when the virtual scene is a virtual scene in a competitive game, the virtual characters in the virtual scene can be divided into at least two factions. In a typical case, if one player wants to help another player find a virtual object (for example, supplies), these two players are usually teammates. Correspondingly, the first virtual character and the second virtual character corresponding to these two players belong to the same faction.
[0026] In possible implementations, when entering a game, the virtual scene in which the first virtual character and the second virtual character reside may be displayed on any of the clients participating in the game. In the embodiments of the present invention, the clients participating in the game correspond to the first virtual character and the second virtual character, respectively, and in this case, the virtual scene may be displayed on the client corresponding to the first virtual character or on the client corresponding to the second virtual character. The embodiments of the present invention do not limit the clients on which the virtual scene is displayed.
[0027] In possible implementations, the control operation in S204 in this embodiment may be, but is not limited to, a control operation that the player must perform in the game, such as a movement operation. A movement operation is an operation that the player must perform in the game to control and move a virtual character, and the movement of the virtual character may be, for example, walking, running, crawling, etc. A virtual object waiting to be processed may be a virtual object that the second virtual character needs to interact with, and may be, but is not limited to, items commonly used in the game or items that are hidden, and may include, but is not limited to, vehicles, attack items, healing items, accessories on items, non-player characters (NPCs), etc. The interaction function may refer to a function that interacts with the object waiting to be processed. The interaction function here may mainly refer to a share function, and the embodiment of this application will mainly introduce the share function as an example. Of course, it may also refer to other functions that interact with the object waiting to be processed, and the embodiment of this application is not limited to this. The sharing function may include, but is not limited to, allowing the sharing of the item itself, or allowing the sharing of the item given to the game. For example, if the item itself has a halo covering a certain area, and the first virtual character triggers the halo through a control operation, the item's information is directly shared with the second virtual character. Such an automatic sharing function is related only to the item itself. The item may also be, for example, a treasure chest, and the first virtual character can share it with the second virtual character by moving in front of the treasure chest and opening it. Such a sharing function is given to the item by the game, and certain conditions must be met in order to be able to share. Object presentation information is used to indicate that the second virtual character is acquiring the target virtual object, and can be displayed in the form of a minimap, location label, footprints, etc., but is not limited to these. It can also display the location information, damage status, skin level, etc., of a virtual object awaiting processing, but is not limited to these.
[0028] In S206, object presentation information is used to indicate that the second virtual character will interact with the virtual object awaiting processing. The interaction here may be any operation that the second virtual character performs on the virtual object awaiting processing, such as acquiring the virtual object awaiting processing, using the virtual object awaiting processing, or gifting the virtual object awaiting processing to another virtual character. The embodiments of this application do not limit the type of interaction between the second virtual character and the virtual object awaiting processing.
[0029] After the step of generating object presentation information, the player corresponding to the second virtual character can view the object presentation information and display it in order to interact with the virtual object awaiting processing.
[0030] One understandable point is that in the embodiment of this application, the first virtual character triggers an interaction function through a control operation, thereby assisting the second virtual character in obtaining a virtual object awaiting processing. Therefore, in order for the second virtual character to interact with the virtual object awaiting processing in a timely manner, the method for displaying object presentation information may be to display the object presentation information on the client corresponding to the second virtual character. Alternatively, the object presentation information may be displayed on other clients participating in the game.
[0031] One point that needs to be explained is that control operations are operations that players must perform in various games. These control operations can, in some cases, trigger a share function for pending virtual objects, thereby directly displaying object presentation information and indicating that a second virtual character can interact with the pending virtual object. Control operations are operations that players must perform in order to control virtual characters and play the game, and no other additional operations are introduced. Furthermore, since object presentation information can be directly displayed after the share function is triggered, the player does not need to perform manual operations. For this reason, this invention can realize an automatic interaction function. The supply marking method provided by related technology cannot be triggered to share the location of supplies with other teammates in the group unless the player who discovers the supplies voluntarily and manually performs an operation. This embodiment takes into consideration that the above supply marking method has a certain operational hurdle, and that novice players need to understand the operation method in advance in order to trigger the marking of supplies. This embodiment allows players to complete resource sharing through controlled operations, i.e., simple, at will, bringing benefits to teammates, lowering the barrier to operation, and improving the game's error tolerance.
[0032] To illustrate with another example, as shown in Figure 3(a), the first virtual character 302 moves to the airdrop location. At this time, the center of gravity of the airdrop becomes the center of the circle, and a circular halo is displayed. When the first virtual character 302 moves into the airdrop halo, an automatic interaction function corresponding to the virtual objects 304 waiting to be processed, including the medical box and level 3 armor in the virtual scene, is automatically triggered. For example, as shown in Figure 3(b), object presentation information 308 is displayed on the client corresponding to the second virtual character 306.
[0033] To illustrate with a further example, as shown in Figure 4(a), when the first virtual character 402 moves to a location in a virtual scene and discovers that there are virtual objects 404 waiting to be processed, such as bandages, level 2 armor, and a car, within that virtual scene, the automatic interaction function for the virtual objects waiting to be processed within the virtual scene is automatically triggered, and object presentation information 408 is displayed on the client corresponding to the second virtual character 406, as shown in Figure 4(b).
[0034] In possible implementations, in this embodiment, after the first virtual character triggers an automatic interaction function corresponding to a pending virtual object in the virtual scene through a control operation, information such as location information, damage status, and skin level can be displayed in clients corresponding to multiple virtual characters, but this is not limited to this. If the second virtual character interacts with a pending virtual object and acquires it for the second virtual character, the second virtual character arrives at the location of the pending virtual object, acquires some of the pending virtual objects, and then updates the state of the pending virtual objects for the other virtual character objects. The state of the pending virtual objects may include, but is not limited to, information about the remaining pending virtual objects, information corresponding to already acquired pending virtual objects, and the handle name of the virtual character that acquired the pending virtual objects.
[0035] In possible implementations, in this embodiment, the first virtual character can trigger an automatic interaction function corresponding to a virtual object waiting to be processed in the virtual scene through a control operation, and then create virtual memory to store data such as location information data, damage status data, and skin level data of the virtual object waiting to be processed, but is not limited to this. When the second virtual character arrives at the location of the virtual object waiting to be processed and acquires some of the virtual objects waiting to be processed, it updates the data of the virtual object waiting to be processed in the virtual memory and feeds back the updated data to the other virtual characters. After all the virtual objects waiting to be processed have been acquired, the virtual memory is released and the information that all the virtual objects waiting to be processed have been acquired is fed back to the other virtual characters.
[0036] One point that needs to be explained is that when multiple players form a team and play a game, after the first virtual character triggers the automatic interaction function, the second and third virtual characters all have the opportunity to arrive at the location of the pending virtual object based on their position information and acquire the pending virtual object. However, this embodiment considers that if the third virtual character preferentially arrives at that location and interacts with the pending virtual object, the second virtual character, unaware that the third virtual character has already interacted with the pending virtual object, will continue to move to the location of the virtual object. Based on this, to avoid the problem that the above situation causes a waste of time and energy for the second virtual character, easily leads to competition among players on the same team, and degrades the team game experience, this embodiment adds virtual cache memory in the computer program and updates this information to the other virtual characters when a virtual character acquires a pending virtual object. This resolves the competitive dynamics among players on the same team, reduces the distance between teammates in team games, widens the gap between team games and single-player games, and enhances the group experience of playing games as a team.
[0037] To illustrate with a further example, the interaction function is a sharing function. For example, if the second virtual character interacts with a virtual object waiting to be processed and acquires it for the second virtual character, then, as shown in Figure 5(a), the first virtual character 502 triggers an automatic sharing function corresponding to the virtual object 504 waiting to be processed in the virtual scene through a control operation. After this, the clients of the second virtual character 506 and the third virtual character 508 display the location information of the first-aid kit (i.e., the virtual object waiting to be processed), as shown in Figure 5(b). The second virtual character 506 arrives at the location and acquires the first-aid kit. At this time, the client of the third virtual character 508 updates the information that the first-aid kit has already been acquired by the second virtual character 506, and displays presentation information 510 corresponding to the name of the acquired virtual object 504 waiting to be processed and the name of the second virtual character 506 in the client of the third virtual character 508. This is shown in Figure 5(c).
[0038] In possible implementations, in this embodiment, when the second virtual character arrives at the location of a virtual object awaiting processing based on an automatic sharing function triggered by the first virtual character and acquires the virtual object awaiting processing, it can feed back a virtual interactive identifier to the first virtual character, but is not limited to this. The virtual interactive identifier may be, for example, a heart, the text "Thank you for sharing", a stamp (including expression stamps and emojis), etc., and is not particularly limited here.
[0039] One point that needs to be explained is that this embodiment adds an interactive action between the first and second virtual characters after the second virtual character has interacted with a pending virtual object shared by the first virtual character. On the one hand, this informs the first virtual character that the second virtual character has already interacted with the pending virtual object, and on the other hand, it reduces the interactive distance between teammates in a team game, increases the interactive efficiency in the team game, and provides players with a friendly interactive experience.
[0040] To illustrate with another example, if the interaction function is a sharing function, and the second virtual character interacts with a virtual object waiting to be processed to obtain it for the second virtual character, then, for example, as shown in Figure 6, the first virtual character 602 automatically shares the virtual object waiting to be processed with the second virtual character B through a control operation. The second virtual character B arrives at the location of the Level 3 helmet (i.e., the virtual object waiting to be processed), and after obtaining the Level 3 helmet, displays the text information 604 "Thank you for the Level 3 helmet~" on the client of the first virtual character 602, and displays a heart-shaped virtual interactive identifier 606 on the display screen.
[0041] The embodiment provided in this application displays at least a portion of a virtual scene, the virtual scene includes a first virtual character and a second virtual character, receives control operations on the first virtual character, triggers an interaction function corresponding to a virtual object waiting to be processed in the virtual scene based on the control operations, generates object presentation information in response to the interaction function, and the object presentation information is used to indicate that the second virtual character will interact with the virtual object waiting to be processed. By converting the process of a virtual character manually marking resources into the system automatically triggering the marking of objects based on user control operations, the need for the player to manually mark and remember the location of objects is eliminated, lowering the barrier to player operation, accelerating the speed of information transmission within the group, and achieving the objective of facilitating the resource search process in the game, thereby realizing a technical effect that enhances information presentation efficiency.
[0042] As a selectable technical means, the step of displaying object presentation information is: The method includes the step of displaying the position information of a virtual object awaiting processing in a virtual scene, wherein the position information of the virtual object awaiting processing in the virtual scene is object presentation information.
[0043] In possible implementations, the location information in this embodiment may include, but is not limited to, the straight-line distance between the virtual character and the virtual object awaiting processing, the coordinates of the virtual object awaiting processing as displayed on the minimap, the optimal path between the virtual character and the virtual object awaiting processing, and the time it takes for the virtual character to arrive at the location of the virtual object awaiting processing. The optimal path for the virtual character to arrive at the location of the virtual object awaiting processing, and the time required, can be calculated by a neural network algorithm, but is not limited to this.
[0044] In the embodiment of the present invention, the second virtual character can determine the position of a virtual object awaiting processing based on its location information. This eliminates the need to verbally communicate or manually mark the location of the first virtual character, thereby realizing an automatic sharing function.
[0045] The embodiment provided in this application achieves the objective of showing how a second virtual character acquires a virtual object waiting to be processed by displaying its positional information in the virtual scene. Therefore, the technical effect of improving the display efficiency and completeness of the virtual object waiting to be processed is realized.
[0046] The position information of a virtual object awaiting processing in the virtual scene may be displayed on any client participating in the game, and as a selectable technical means, the method for displaying the position information of a virtual object awaiting processing in the virtual scene may be to display the position information of the virtual object awaiting processing in the virtual scene on the client corresponding to the second virtual character.
[0047] As a selectable technical means, the step of displaying the position information of the virtual object awaiting processing in the virtual scene on the client corresponding to the second virtual character is: If a minimap interface is displayed on the client corresponding to the second virtual character, step S1 is to mark and display the position information of the virtual object awaiting processing in the virtual scene on the minimap interface, where the minimap interface is used to display the scene contents of the virtual scene as thumbnails, and step S1 is to Step S2, if a viewpoint screen corresponding to the second virtual character is displayed on the client corresponding to the second virtual character, then guide information is displayed on the viewpoint screen, wherein the guide information is used to guide the second virtual character to move to the position of the virtual object waiting to be processed in the virtual scene. Step S3 includes at least one of the following: if a viewpoint screen is displayed on the client corresponding to the second virtual character, and a virtual object awaiting processing is displayed on the viewpoint screen, a presentation identifier corresponding to the virtual object awaiting processing is displayed on the viewpoint screen, wherein the presentation identifier is used to present the location of the virtual object awaiting processing.
[0048] One point that needs to be explained is that by determining multiple display methods based on different distances or customized display position information, the diversity of display methods is improved, display efficiency is enhanced, and players can quickly and clearly obtain the location of virtual objects awaiting processing.
[0049] In possible implementations, the minimap interface in this embodiment may, but is not limited to, a map located in the corner of the client display corresponding to the virtual character, which helps the player determine the virtual character's position. Guide information may, but is not limited to, auxiliary displays including footprints, arrows, flags, etc., to guide the second virtual character to move to and arrive at the location of the virtual object awaiting processing. The display method for the presentation identifier may, but is not limited to, multiple types, for example, highlighting of the presentation identifier, which may, but is not limited to, display modes such as halos or sound presentations. The presentation identifier is used to indicate the location of the virtual object awaiting processing.
[0050] To illustrate with another example, as shown in Figure 7, after detecting that the first virtual character has moved to the location of the first-aid kit (i.e., the virtual object awaiting processing), the automatic sharing function is triggered to share the location of the virtual object awaiting processing with other virtual characters on the same team. The distance between the second virtual character 702 and the virtual object awaiting processing 706 is relatively far, and the location information of the virtual object awaiting processing 706 in the virtual scene is marked and displayed on the minimap interface 704.
[0051] To illustrate with a further example, as shown in Figure 8, after detecting that virtual character A has moved to the location of the first-aid kit, level 3 helmet, and level 3 armor (i.e., virtual objects awaiting processing), the automatic sharing function is triggered to share the location of the virtual objects awaiting processing with other virtual characters on the same team. The distance between the second virtual character 802 and the virtual objects awaiting processing 804 is relatively close, and guide information 806 is displayed on the viewpoint screen by footprints or arrows.
[0052] To illustrate with a further example, as shown in Figure 9, after detecting that virtual character A has moved to the locations of the first-aid kit, level 3 helmet, and level 3 armor, the automatic sharing function is triggered to share the locations of the virtual objects awaiting processing with other virtual characters on the same team. When the virtual object awaiting processing 904 is located in the viewpoint screen corresponding to the client of virtual character 902, the presentation identifier 906 corresponding to the virtual object awaiting processing is highlighted in the viewpoint screen.
[0053] In possible implementations, this embodiment may set a first distance threshold and a second distance threshold, and determine different display modes based on different distance thresholds, but is not limited to these. The first and second distance thresholds may be determined based on the distance between a virtual character and a virtual object awaiting processing, but is not limited to this. If the distance between the virtual character and the virtual object awaiting processing is greater than the first distance threshold, a method for displaying minimap marks is adopted. If the distance between the virtual character and the virtual object awaiting processing is less than the first distance threshold and greater than the second distance threshold, a method for displaying guide information is adopted. If the distance between the virtual character and the virtual object awaiting processing is less than the second distance threshold, a highlighting display method is adopted.
[0054] In the embodiment provided by this application, when a minimap interface is displayed on the client corresponding to the second virtual character, the position information of the virtual object awaiting processing in the virtual scene is marked and displayed on the minimap interface. Here, the minimap interface is used to display the scene contents of the virtual scene as thumbnails, and when a viewpoint screen corresponding to the second virtual character is displayed on the client corresponding to the second virtual character, guide information is displayed on the viewpoint screen. Here, the guide information is used to guide the second virtual character to move to the position of the virtual object awaiting processing in the virtual scene, and when a viewpoint screen is displayed on the client corresponding to the second virtual character and the virtual object awaiting processing is displayed on the viewpoint screen, a presentation identifier corresponding to the virtual object awaiting processing is highlighted on the viewpoint screen. Here, the presentation identifier is used to present the position of the virtual object awaiting processing, thereby achieving the objective of displaying position information by multiple types of display means, and thereby realizing the technical effect of improving the diversity of display means.
[0055] As a selectable technical means, before the step of generating object presentation information, the method is: Step S1 displays the virtual identifier of each of the multiple pending selection objects, Step S2 involves determining the target virtual identifier from among the virtual identifiers of each object awaiting selection, The process further includes step S3, which determines the waiting object corresponding to the target virtual identifier as a waiting virtual object.
[0056] In possible implementations, in this embodiment, the virtual identifier may, but is not limited to, include an identifier corresponding to a pending object, and may, but is not limited to, the appearance characteristics and basic attributes of the pending object. The target virtual identifier is an identifier determined from among a plurality of pending objects and ultimately displayed in the client of the second virtual character, and the pending objects may, but are not limited to, a plurality of virtual objects shared with the second virtual character when the first virtual character triggers the automatic sharing function by a control operation.
[0057] One point that needs to be explained is that in related technologies, players must manually operate the system to share the location information of virtual objects awaiting processing with other teammates. Consequently, when multiple virtual objects overlap, it is difficult to manually distinguish the virtual object awaiting processing. The embodiment of this invention not only eliminates the relatively high operational hurdle of manual operation through an automatic sharing function, but also improves the display efficiency of the target virtual identifier by determining the virtual object awaiting processing based on factors such as the quality, effect, and rarity of the virtual object when multiple objects awaiting selection appear.
[0058] To illustrate with another example, for instance, virtual character A can choose to move to a game scene and, after discovering multiple candidate objects—namely, a Level 1 helmet, a Level 2 helmet, and a Level 3 helmet—determine the virtual identifier corresponding to the Level 3 helmet as the target virtual identifier based on the quality and effect of the virtual objects, and share the location information corresponding to the Level 3 helmet with a second virtual character.
[0059] The embodiment provided in this application displays the virtual identifier of each of the multiple pending objects, determines a target virtual identifier from among the virtual identifiers of each pending object, and determines the pending object corresponding to the target virtual identifier as the pending object to be processed. This achieves the objective of determining the pending object to be processed from among multiple acquired virtual objects, thereby realizing the technical effect of improving the display efficiency of virtual identifiers.
[0060] As a selectable technical means, the step of displaying a virtual identifier corresponding to each of the multiple pending objects is: Step S1, which displays the virtual identifier of a virtual object that the second virtual character has not interacted with, wherein each object waiting for selection includes a virtual object that has not interacted with, and step S1, Step S2 displays a virtual identifier corresponding to an accessory object awaiting processing, wherein the accessory object awaiting processing is an accessory object not placed on a virtual main object that the second virtual character has already interacted with, and each selected waiting object includes the accessory object awaiting processing, in step S2, Step S3, in which a second virtual character displays a virtual identifier corresponding to a virtual object that allows interaction, and each waiting object for selection includes a virtual object that allows interaction, Step S4 includes at least one of the following: a virtual identifier corresponding to a virtual object pre-placed for a second virtual character, wherein each waiting object for selection includes the virtual object pre-placed for the second virtual character.
[0061] In possible implementations, in this embodiment, the accessory object may be a component or part that needs to be assembled into a virtual main object, such as a multi-lens, stock, fire extinguisher, grip, etc., and the virtual main object may be a virtual object awaiting processing in which the assembly of components and parts is permitted, but is not limited to this.
[0062] In possible implementations, in this embodiment, the step of displaying the virtual identifier of a virtual object that the second virtual character has not interacted with is performed by obtaining the virtual objects that the second virtual character already possesses from among multiple objects awaiting selection, comparing the already possessed virtual objects with the objects awaiting selection to determine the virtual objects that the second virtual character does not possess, and displaying the virtual identifier of the said virtual object on the client corresponding to the second virtual character.
[0063] In a possible implementation, this embodiment retrieves the virtual main object already possessed by the second virtual character and the accessory objects already placed in the virtual main object. The selection-awaited objects are compared with the accessory objects already placed in the virtual main object to determine the accessory objects not placed in the virtual main object of the second virtual character (i.e., accessory objects awaiting processing), and the virtual identifiers of the awaiting accessory objects are displayed in the client corresponding to the second virtual character.
[0064] One point that needs to be explained is that by classifying virtual objects into virtual main objects and accessory objects, if a second virtual character possesses a virtual main object, the accessory object corresponding to the virtual main object is prioritized as an accessory object awaiting processing. This takes into account the complexity of virtual objects and further improves the accuracy of determining virtual objects awaiting processing.
[0065] To illustrate with another example, the first virtual character 1002 moves into the light ring area displayed by the airdrop, for example, as shown in Figure 10. The extended magazine and muzzle of the virtual object 1004 are present in the airdrop, and in the virtual main object 1006 held by the second virtual character 1008, the muzzle is already placed, but the extended magazine is not. Therefore, the extended magazine is determined to be an accessory object awaiting processing. For example, as shown in Figure 11, the virtual main object 1106 held by the third virtual character 1108 has a muzzle and an extended magazine, and therefore, the virtual identifier and presentation information are not displayed in the client of the third virtual object 1108. For example, as shown in Figure 12, the virtual identifier 1202 of the extended magazine is displayed in the client of the second virtual character 1204.
[0066] In a possible implementation, this embodiment obtains in-game information for the second virtual character, determines which virtual objects the second virtual character is allowed to interact with and which are not, compares the objects awaiting selection with the virtual objects that are not allowed to interact, hides the virtual identifiers corresponding to the virtual objects that are not allowed to interact, and displays the virtual identifiers corresponding to the virtual objects among the objects awaiting selection that are allowed to interact.
[0067] In possible implementations, this embodiment may include, but is not limited to, the placement of virtual objects necessary or commonly used in the game by the second virtual character in advance. By triggering controls such as shortcut keys or shortcut acquisition, the client of the second virtual character compares the pre-placed virtual objects with the objects awaiting selection and displays a virtual identifier corresponding to the pre-placed virtual object among the objects awaiting selection.
[0068] The embodiment provided in this application displays the virtual identifier of a virtual object that the second virtual character is not interacting with, displays the virtual identifier corresponding to an accessory object awaiting processing, displays the virtual identifier corresponding to a virtual object that the second virtual character is permitted to interact with, and displays the virtual identifier corresponding to a virtual object that has been pre-placed for the second virtual character. This achieves the objective of determining which virtual objects are pre-placed or awaiting processing via shortcut keys, thereby realizing the technical effect of improving the flexibility with which the player interacts with virtual objects awaiting processing.
[0069] As a selectable technical means, before the step of generating object presentation information, the method is: Step S1 involves displaying first text information, which includes object text information corresponding to the first waiting object among multiple waiting objects, and determining the first waiting object as a waiting virtual object if the first text information is used to indicate that the second virtual character and the first waiting object interact. Step S2 further includes at least one of the following steps: when a pending audio is acquired, speech recognition is performed on the pending audio to obtain second text information, wherein the second text information includes object text information corresponding to the second pending object among a plurality of pending objects, and if the second text information is used to instruct the second pending object to interact with the second virtual character, the second pending object is determined to be a pending virtual object.
[0070] In a possible implementation, in this embodiment, the first waiting object is a waiting object corresponding to the first text information among a plurality of waiting objects, and the second waiting object is a waiting object corresponding to the second text information among a plurality of waiting objects.
[0071] The first text information may be, but is not limited to, text information containing objects awaiting selection, which have been entered by the second virtual object using characters, and the second text information may be, but is not limited to, text information containing objects awaiting selection, which have been recognized by the virtual object's client using speech recognition.
[0072] One point that needs to be explained is that by combining text and voice, players can directly determine their desired virtual object based on the voice, improving the efficiency of determining virtual objects awaiting processing.
[0073] To illustrate with another example, if, for instance, virtual character A communicates with other virtual characters of the same faction via voice, and the other virtual characters of the same faction search for and find a pending object that includes a quadruple lens, bandages, etc., and the client recognizes that the voice information emitted from character A indicates that "a quadruple lens is needed," then this can be converted into second-hand text information. The second-hand text information includes this pending object of the quadruple lens, and this pending object of the quadruple lens is determined to be the second pending object, and the second pending object is determined to be the virtual object waiting to be processed.
[0074] The embodiment provided in this application displays first text information. Here, the first text information includes object text information corresponding to the first object waiting to be selected among a plurality of objects waiting to be selected. If the first text information is used to instruct the second virtual character and the first object waiting to be selected to interact, the first object waiting to be selected is determined as a virtual object waiting to be processed. When a voice waiting to be processed is acquired, speech recognition is performed on the voice waiting to be processed to obtain second text information. Here, the second text information includes object text information corresponding to the second object waiting to be selected among a plurality of objects waiting to be selected. If the second text information is used to instruct the second virtual character and the second object waiting to be selected to interact, the second object waiting to be selected is determined as a virtual object waiting to be processed. This achieves the objective of saving the player's typing time and energy. This realizes the technical effect of improving the player's operational efficiency.
[0075] One understandable point is that the present invention primarily triggers interaction functions corresponding to pending virtual objects through control operations on a first virtual character. Control operations are operations that the player must perform in various games. In typical cases, there may be many operations that the player must perform in a game, for example, operations to control the movement of the virtual character, operations to control the virtual character to discard virtual objects, and different methods of triggering interaction functions corresponding to pending virtual objects based on different control operations may also exist. As a selectable technical means, after displaying at least a portion of the virtual scene, the method is: If the distance between the first virtual character and at least one virtual object in the virtual scene is less than or equal to a first predetermined threshold ("first pre-set threshold," the same applies hereafter), the process further includes step S1 of determining which virtual object is awaiting processing from among the at least one virtual object. The step of triggering an interaction function corresponding to a virtual object waiting to be processed in a virtual scene through a control operation is: Step S2 includes triggering an interaction function if the distance between the first virtual character after movement and the virtual object awaiting processing is greater than a second predetermined threshold, wherein the second predetermined threshold is greater than or equal to the first predetermined threshold.
[0076] In possible implementations, in this embodiment, the first predetermined threshold may be, but is not limited to, a relatively short distance between the first virtual character and the virtual object, and the second predetermined threshold may be, but is not limited to, a relatively long distance between the first virtual character and the virtual object. In this embodiment, an electronic device determines whether or not to trigger the interaction function based on the distance between the first virtual character and the virtual object awaiting processing, and if the distance between the first virtual character and the virtual object awaiting processing is greater than the second predetermined threshold, the interaction function can be automatically triggered. In this way, the player corresponding to the first virtual character does not need to remember the virtual object awaiting processing, and only needs to perform control operations on the first virtual character normally, and therefore, the interaction function is an automatic interaction function.
[0077] To illustrate the point that needs explanation, if we take the interaction function as a sharing function as an example, this embodiment sets the first virtual character as the sharer and the second virtual character as the requester. When two conditions are simultaneously met—that the object is not needed by the sharer but is needed by the requester—it is decided to trigger the automatic sharing function again. The virtual object awaiting processing is displayed on the client side of the second virtual object, the corresponding character is set, and then it is combined again with the needs of the different characters to satisfy the conditions of two conflicting dimensions. This avoids the awkward situation of marking a virtual object needed by the discoverer towards a teammate, thereby improving the completeness and balance of the automatic sharing function.
[0078] To illustrate with another example, if the interaction function is a sharing function, and the second virtual character interacts with a virtual object waiting to be processed to obtain the virtual object for the second virtual character, then, as shown in Figure 13, the second virtual character 1306 sends a request to the client of the first virtual character 1302 saying, "I want the X gun." When the distance between the first virtual character 1302 and the virtual object waiting to be processed 1304 is less than a first predetermined threshold, the virtual object waiting to be processed 1304 is searched for, and the client of the first virtual character 1302 indicates that it is waiting for the first virtual character 1302 to obtain the virtual object waiting to be processed 1304. After the distance between the first virtual character 1302 and the virtual object 1304 awaiting processing becomes greater than the second predetermined threshold, the client of the first virtual character 1302 determines that the first virtual character 1302 does not need the virtual object 1304 awaiting processing, and triggers the automatic sharing function to share the location information 1308 of the virtual object awaiting processing with the second virtual object 1306 of the same faction.
[0079] In a possible implementation, in this embodiment, after the distance between the first virtual character and the virtual object falls below a first predetermined threshold, a time threshold is set in advance. If the first virtual character still does not interact with the virtual object after exceeding the predetermined time threshold (a pre-set time threshold), it is determined that the first virtual character does not need this virtual object, and an automatic interaction function (for example, an automatic sharing function) is triggered to share the location information of this virtual object with a second virtual object of the same faction.
[0080] One point that needs to be explained is that this embodiment determines whether or not to trigger the automatic interaction function by combining the length of time and distance, and determines whether or not to share the virtual object awaiting processing with the second virtual character by combining time with space of different dimensions, thereby improving the accuracy of the automatic sharing function.
[0081] To illustrate with another example, if the interaction function is a sharing function, and the second virtual character interacts with a virtual object waiting to be processed to obtain the virtual object for the second virtual character, then, as shown in Figure 14, the second virtual character 1406 sends a request to the client of the first virtual character 1402 saying, "I want the X gun." When the distance between the first virtual character 1402 and the virtual object 1404 awaiting processing is less than a first predetermined threshold, the client of the first virtual character 1402 waits for the first virtual character 1402 to acquire the virtual object 1404 awaiting processing. If the first virtual character 1402 has not yet picked up the virtual object 1404 awaiting processing when the predetermined time threshold is exceeded, the client of the first virtual character 1402 determines that the first virtual character 1402 does not need the virtual object 1404 awaiting processing, and triggers the automatic sharing function to share the location information 1408 of the virtual object awaiting processing with the second virtual object 1406 of the same faction.
[0082] The embodiment provided in this application determines a virtual object awaiting processing from among the at least one virtual object when the distance between the first virtual character and at least one virtual object in the virtual scene is less than or equal to a first predetermined threshold, and determines to trigger the automatic interaction function when the distance between the first virtual character and the virtual object awaiting processing is greater than a second predetermined threshold. This achieves the objective of increasing the trigger conditions for the automatic interaction function, thereby realizing the technical effect of improving the completeness of automatic interactions applied to different situations.
[0083] As a selectable technical means, the step of determining which virtual object is awaiting processing from among at least one virtual object is: Step S1 involves obtaining the object priority of each virtual object among at least one virtual object, Step S2 determines a rare virtual object from among at least one virtual object whose object priority is equal to or greater than the rare threshold, The process includes step S3, which determines that a rare virtual object is a virtual object waiting to be processed.
[0084] In possible implementations, in this embodiment, rare virtual objects may be virtual items with a relatively high rarity pre-set by the player or developer, but are not limited to this. They may also include, but are not limited to, settings where high-level rare objects have a priority of 0, rare objects have a priority of 1, and ordinary objects have a priority of 2.
[0085] In possible implementations, this embodiment can use the usage amount, durability value, and skin level of a virtual object as the basis for determining a rare virtual object, but is not limited to these, and has the beneficial effect of improving the accuracy and comprehensiveness of rare object determination.
[0086] One point that needs to be explained is that this embodiment takes into account the challenge that novice players may not be aware of relatively rare virtual objects in the game, and therefore may easily miss the sharing of the locations of some relatively rare virtual objects. This embodiment improves the usage rate of rare virtual objects and the error tolerance of the game by automatically synchronizing and sharing rare virtual objects with a second virtual character.
[0087] To illustrate with a further example, as shown in Figure 15, the first virtual character 1502 can choose to approach a pre-placed rare object 1504 and collide with the collision body of the rare object 1504. If the first virtual character 1502 moves away from the rare object 1504, it is determined that the first virtual character 1502 does not need the rare object 1504, and the priority and durability of the item are then combined. If it is detected that the second virtual character 1506 does not possess the rare object 1504 and does not possess any higher-level rare objects, the priority of the large first-aid kit is 0, and the second virtual character only possesses bandages and does not possess a large first-aid kit or other medical items such as energy drinks, so the rare object 1504 is designated as a virtual object 1508 awaiting processing, and its location information 1510 is shared with the client of the second virtual character 1506.
[0088] The embodiment provided in this application obtains the object priority of each virtual object among at least one virtual object, determines a rare virtual object from among the at least one virtual object whose object priority is above a rare threshold, and designates the rare virtual object as a virtual object awaiting processing. This achieves the objective of automatically synchronizing and sharing rare virtual objects with a second virtual character. This results in the technical effect of improving the error tolerance of the game and improving the efficiency of player interaction.
[0089] In the embodiments of the present invention, the control operations may include a very large number of types, and therefore, the methods for triggering the automatic sharing function by a control operation on the first virtual character also include a very large number of types. As a selectable technical means, the step of triggering an interaction function corresponding to a virtual object waiting to be processed in the virtual scene by a control operation is: Step S1 involves controlling the first virtual character and moving it within the virtual scene through control operations, The process includes step S2, which triggers an interaction function if the distance between the first virtual character after movement and the virtual object awaiting processing is less than or equal to a predetermined distance threshold.
[0090] In a possible implementation, this embodiment allows for the setting of a predetermined distance threshold based on the actual situation, and automatically triggers an interaction function when the distance between the first virtual character and the virtual object awaiting processing is less than or equal to the predetermined distance threshold, that is, when approaching the virtual object awaiting processing.
[0091] The embodiment provided in this application achieves the objective of automatically triggering presentation when approaching a virtual object by triggering an interaction function if the distance between the first virtual character after movement and the virtual object awaiting processing is below a predetermined distance threshold, thereby realizing the technical effect of improving the efficiency of acquiring virtual objects.
[0092] As a selectable technical means, the step of triggering interaction functions corresponding to virtual objects awaiting processing in a virtual scene through control operations is: The process includes a step in which, if the first virtual character controls a virtual object already owned and performs a discard operation on it, an interaction function is triggered.
[0093] In possible implementations, in this embodiment, the control operation may be an operation that controls the first virtual character to perform a discard operation on a virtual object already owned by the first virtual character, and the discard operation may, but is not limited to, discarding a virtual object already owned by the first virtual character. After discarding, an interaction function can be triggered, at which point the discarded virtual object by the first virtual character can be determined as a virtual object waiting to be processed, and the location information of the virtual object waiting to be processed can be shared with the second virtual character.
[0094] In possible implementations, this embodiment may, but is not limited to, triggering an interaction function after the first virtual character is killed in battle, determining the virtual objects the first virtual character possessed before being killed as virtual objects awaiting processing, and displaying the corresponding location information on the second virtual character's client.
[0095] One point that needs to be explained is that in many shooting games, virtual characters only have one chance to survive. When a game character is killed in action, other virtual characters on the same team will automatically arrive at the location where the character was killed, inherit the virtual object of the already-dead character, improving the efficiency of using the virtual object and enhancing communication between teammates.
[0096] The embodiment provided in this application achieves the objective of maximizing the use of virtual objects by deciding to trigger an automatic interaction function if the first virtual character controls and performs a discard operation on a virtual object already owned that is awaiting processing. This thereby realizes the technical effect of improving the utilization rate and acquisition efficiency of virtual objects.
[0097] As a selectable technical means, the step of triggering interaction functions corresponding to virtual objects awaiting processing in a virtual scene through control operations is: The process includes the step of triggering an interaction function if the first virtual character is controlled to perform a discard operation on a virtual object already owned, and the distance between the first virtual character and the virtual object already owned is controlled to be greater than a third predetermined threshold.
[0098] To illustrate with a further example, if, for instance, the first virtual character A has already acquired a higher-level virtual object, it will discard a relatively lower-level virtual object of the same type that it already possesses, i.e., the level 2 armor. If the distance to the level 2 armor is greater than a second predetermined threshold, and the second virtual character B does not possess either the level 2 armor or the level 3 armor, an interaction function is triggered, the level 2 armor is designated as a virtual object awaiting processing, and the position information of the level 2 armor is displayed on the second virtual character's client.
[0099] The embodiment provided in this application considers that if the first virtual character is controlled to perform a discard operation on a virtual object already owned, and the distance between the first virtual character and the virtual object already owned is controlled to be greater than a third predetermined threshold, the interaction function is triggered, and in scenes where the virtual object has not been picked up, or has been picked up and then discarded, the virtual object is designated as a virtual object awaiting processing, thereby further improving the efficiency of interacting with virtual objects in multiple types of scenes. This achieves a technical effect that improves the completeness of the realization of the automatic interaction function.
[0100] As a selectable technical means, after the step of displaying object presentation information, If the second virtual character has already interacted with the first virtual object, the step of hiding the object presentation information, wherein the first virtual object includes a pending virtual object or the second virtual object, the similarity between the object type of the second virtual object and the object type of the pending virtual object is greater than or equal to a fourth predetermined threshold, and the object priority of the second virtual object is greater than or equal to the object priority of the pending virtual object.
[0101] In possible implementations, this embodiment may, but is not limited to, displaying virtual objects in the client of the second virtual object based on the priority of virtual objects, based on the similarity of priorities between virtual objects of the same type. For example, a level 3 helmet is the virtual object with the highest priority among the virtual objects, and therefore, a level 3 helmet may be preferentially displayed in the client of the second virtual character.
[0102] One point that needs to be explained is that when there are a relatively large number of virtual objects waiting to be processed, the object presentation information becomes cluttered. To avoid the second virtual character having to spend time and energy determining useful object presentation information, this embodiment sets different priorities and hides the object presentation information of virtual objects of the same type with relatively low priority. This resolves the problem of cluttered display due to a large amount of presentation information, improving the efficiency of presentation information and the efficiency of virtual character acquisition.
[0103] The embodiment provided in this application hides object presentation information if the second virtual character has already interacted with the first virtual object. Here, the first virtual object includes a virtual object awaiting processing or the second virtual object, and the similarity between the object type of the second virtual object and the object type of the virtual object awaiting processing is greater than or equal to a fourth predetermined threshold, and the object priority of the second virtual object is greater than or equal to the object priority of the virtual object awaiting processing. This achieves the objective of further processing based on priority when the items are of the same type, thereby realizing the technical effect of improving the display efficiency of object presentation information.
[0104] As a selectable technical means, the step of displaying object presentation information is: The interaction function is triggered, and if the second virtual character is not interacting with the first virtual object, the step includes displaying object presentation information.
[0105] In possible implementations, this embodiment allows for the pre-configuration of a requested item search pool. Here, the requested item search pool may include, but is not limited to, virtual objects pre-placed on the second virtual character, and virtual objects of higher rarity. When a virtual object in the requested item search pool has already been acquired, or when the second virtual character has already acquired a virtual object of higher rarity, the virtual object is removed from the requested item search pool.
[0106] The embodiment provided in this application achieves the objective of reducing clutter in the object presentation information by displaying object presentation information when the interaction function is triggered and the second virtual character is not interacting with the first virtual object, thereby realizing a technical effect of improving the display efficiency of object presentation information.
[0107] As an example of a selectable technical means, if we apply the information presentation method to a virtual shooting game scene, and the interaction function is a sharing function, and the second virtual character interacts with a virtual object waiting to be processed to obtain the virtual object for the second virtual character, then, as shown in Figure 16, the specific steps would be as follows. S1602: Detects when a player initiates a supply request.
[0108] When a player requests supplies using a detectable method provided within the game, the system adds the requested item 1604 to the requested item search pool 1602. A detectable method refers, for example, to a general supplies request command, where each command corresponds to a single specific item. Alternatively, other technologies may be used to identify whether text or voice information transmitted by the player belongs to the requested supplies. As previously stated, this patent does not limit the methods by which a player initiates a supplies request.
[0109] S1604: When the information added to the requested item search pool is already fulfilled, the information is removed after any of the following conditions are met: the requested item has been found and marked, or the request initiator has already acquired the item (a higher-level item). Alternatively, when the player themselves picks up the desired item, or a better item (based on the game settings), the information that was initially requested is removed from the search pool. This is because there is no longer any need to search for the old request.
[0110] For example, as shown in Figure 17, the specific steps are as follows:
[0111] S1702: Each teammate other than the player who initiated the request is considered a single supply search circle with a radius of X meters centered on the circle.
[0112] In this technical logic, each player is treated as a single movable resource search circle with an effective radius of X meters. This corresponds to the player character model moving around the entire map in all directions to find resources. The distance setting is intended to make the resource detection process more like actually walking around and discovering resources.
[0113] S1704: If a material search circle overlaps with another material collision object, compare whether the collision material is present in the material search pool.
[0114] As each player moves, if their character passes through an item in the virtual scene (passing through may mean that the virtual collision point of the item coincides with the collision point of an item search circle with radius X meters centered on the player), the program determines whether or not that item is one that the player has requested. Specifically, it compares whether the same item exists in the requested item search pool. If so, it proceeds to the next step. Otherwise, it continues searching for items in other virtual scenes where collisions have occurred.
[0115] S1706: Determine whether the player who found the item needs it or not. The criteria for this determination are whether the player did not pick up the item (or discarded it after picking it up), or whether the player moved away from the item.
[0116] After confirming that there is a player who needs the item, the finder must not pick it up and must wait for them to move away. The purpose of this step is to avoid the situation where the found item is exactly what the finder needs. In contrast, the program's decision logic states that if the found item is not picked up, or is picked up and then dropped into the virtual scene, and the finder moves away from it, and the collision objects between them no longer make contact, it means that the finder does not need this content, and the process proceeds to the next stage.
[0117] S1708: Mark the location of supplies for teammates who are short on those supplies.
[0118] S1710: Transfer marked supplies from the requested supplies search pool.
[0119] The search process for one material request is completed through steps S1702 to S1710 described above.
[0120] For example, as shown in Figure 18, the specific steps are as follows:
[0121] S1802: The player approaches a rare item from a list of rare items pre-configured in the program.
[0122] In the embodiments of the present invention, the method for determining when a player is approaching an item in a program-pre-configured list of rare items may be when the player comes into contact with the object's collision surface (i.e., collision surface contact). The list of rare items is an information base of a set of high-level items defined by the game designer and is used in the background to identify items that the player will collide with.
[0123] S1804: The player who discovered the item determines that the item is not needed.
[0124] Here, the method for determining whether the discovered item is unnecessary for the player who found it may be separation of the collision body, that is, when the character model of the player who discovered the item moves away from the item, and the character model and the collision body of the rare item separate from contact. In this case, it is determined that the discoverer does not need this item, and the process proceeds to the next step.
[0125] S1806: Determine whether or not there are other players who do not possess the item in question.
[0126] The program detects whether other players possess the discovered item, or whether they already possess a better version of it. The logic for this step involves assigning priorities to items, for example, high-level rare items being 0, rare items 1, and common items 2. By comparing the priorities of items of the same type, it determines whether a player possesses a better item. By comparing whether a player possesses the item in question, it determines whether they are lacking it. In addition to item levels, numerical values such as item usage / durability may also be used as reference indicators for comparison.
[0127] S1808: Send the location information of the item to players who do not possess it.
[0128] For players who do not possess the item in question, the system will determine that they may need the item and transmit its location information.
[0129] S1810: Players who possess the item (or a better item) will not receive the location information of the item.
[0130] For players who possess the item in question, or a higher-level item, no action will be taken to prevent them from receiving the location information of the item (or a better item).
[0131] It is understood that, in the specific embodiments of this application, with regard to relevant data such as user information, if the above embodiments of this application are used in a specific product or technology, it is necessary to obtain the user's permission or consent, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0132] It is important to explain that, for the sake of brevity, each of the previously described method embodiments is expressed as a combination of a series of operations. However, those skilled in the art will understand that the present application is not limited to the order of operations described. In accordance with the present application, some steps may be performed in other orders or simultaneously. Furthermore, those skilled in the art will understand that all embodiments described in the specification are preferred embodiments, and that related operations and modules are not necessarily required for the present application.
[0133] According to another embodiment of the present invention, an information presentation device used to carry out the above information presentation method is further provided. As shown in Figure 19, the device is A first display unit 1902 used to display at least a portion of a virtual scene, wherein the virtual scene includes a first virtual character and a second virtual character, and the first display unit 1902, A second display unit 1904 is used to receive a control operation for a first virtual character, trigger an interaction function corresponding to a virtual object waiting to be processed in the virtual scene based on the control operation, and generate object presentation information in response to the interaction function, wherein the object presentation information is used to indicate that the second virtual character will interact with a virtual object waiting to be processed.
[0134] For specific examples, please refer to the examples shown in the information presentation device described above. In this example, a detailed explanation is omitted here.
[0135] As a selectable technical means, the second display unit 1904 is further used to generate object presentation information in response to an interaction function and then to display the object presentation information.
[0136] As a selectable technical means, the second display unit 1904 is: A first display module used to display the position information of a virtual object awaiting processing in a virtual scene, wherein the position information of the virtual object awaiting processing in the virtual scene is object presentation information, is included in the first display module.
[0137] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0138] As a selectable technical means, the first display module is used to display the position information of a virtual object awaiting processing in the virtual scene on the client corresponding to the second virtual character.
[0139] As an optional technical means, the first display module includes at least one of a first display submodule, a second display submodule, and a third display submodule. S1: The above first display submodule is used to mark and display the position information of the virtual object waiting to be processed in the virtual scene on the minimap interface if the minimap interface is displayed on the client corresponding to the second virtual character, where the minimap interface is used to display the scene contents of the virtual scene as thumbnails. S2: The above second display submodule is used to display guide information on the viewpoint screen if the viewpoint screen corresponding to the second virtual character is displayed on the client corresponding to the second virtual character. Here, the guide information is used to guide the second virtual character to move to the position of the virtual object waiting to be processed in the virtual scene. S3: The above third display submodule is used to display a presentation identifier corresponding to a virtual object awaiting processing on the viewpoint screen if a viewpoint screen is displayed on the client corresponding to the second virtual character and a virtual object awaiting processing is displayed on the viewpoint screen, and here the presentation identifier is used to present the position of the virtual object awaiting processing.
[0140] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0141] As an optional technical means, the apparatus further includes a third display unit, a first decision unit, and a second decision unit. S1: The third display unit described above is used to display the virtual identifier of each of the multiple pending selection objects before displaying the object presentation information. S2: The above first decision unit is used to determine the target virtual identifier from among the virtual identifiers of each pending object before displaying the object presentation information. S3: The above second decision unit is used to determine the pending selection object corresponding to the target virtual identifier as a pending processing virtual object before displaying the object presentation information.
[0142] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0143] As an optional technical means, the third display unit includes at least one of the second display module, the third display module, the fourth display module, and the fifth display module. S1: The above second display module is used to display virtual identifiers corresponding to virtual objects that the second virtual character has not interacted with, and each pending selection object includes virtual objects that have not been interacted with. S2: The above third display module is used to display a virtual identifier corresponding to an accessory object awaiting processing, an accessory object awaiting processing is an accessory object that is not placed on a virtual main object that the second virtual character has already interacted with, and each selected waiting object includes an accessory object awaiting processing, S3: The fourth display module described above is used to display a virtual identifier corresponding to the virtual object that the second virtual character is permitted to interact with, and each waiting object for selection contains the virtual object that is permitted to interact with, S4: The fifth display module described above is used to display virtual identifiers corresponding to virtual objects pre-placed for the second virtual character, and each pending selection object includes a virtual object pre-placed for the second virtual character.
[0144] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0145] As an optional technical means, the apparatus further includes a fourth display unit and at least one of the first identification units. S1: The fourth display unit displays first text information before displaying object presentation information, wherein the first text information includes object text information corresponding to the first waiting object among a plurality of waiting objects, and the first text information is used to indicate that the second virtual character and the first waiting object will interact, and is used to determine the first waiting object as a virtual object waiting to be processed. S2: Before displaying object presentation information, the first identification unit, upon acquiring a pending audio, performs speech recognition on the pending audio to obtain second text information. Here, the second text information includes object text information corresponding to the second pending object among multiple pending objects. When the second text information is used to instruct the second virtual character and the second pending object to interact, it is used to determine the second pending object as a pending virtual object.
[0146] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0147] As an optional technical means, the apparatus further includes a third decision unit and a fourth decision unit, S1: The third decision unit described above is used to determine which virtual object is awaiting processing from among the at least one virtual object if, after displaying at least a portion of the virtual scene, the distance between the first virtual character and at least one virtual object in the virtual scene is less than or equal to a first predetermined threshold. S2: The fourth decision unit described above controls the first virtual character to move within the virtual scene through control operations, and if the distance between the first virtual character after movement and the virtual object awaiting processing is greater than the second predetermined threshold, it is used to trigger an interaction function, the second predetermined threshold being greater than or equal to the first predetermined threshold.
[0148] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0149] As a selectable technical means, the third decision unit includes a first acquisition module, a second decision module, and a third decision module. S1: The above first acquisition module is used to acquire the object priority of each virtual object among at least one virtual object, S2: The above second decision module is used to determine a rare virtual object from among at least one virtual object whose object priority is equal to or greater than the rare threshold. S3: The above third decision module is used to determine rare virtual objects as virtual objects awaiting processing.
[0150] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0151] As a selectable technical means, the above device is The system further includes a fifth decision unit used to control a first virtual character and move it within a virtual scene through a control operation, and to trigger an interaction function if the distance between the first virtual character after movement and a virtual object awaiting processing is below a predetermined distance threshold.
[0152] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0153] As a selectable technical means, the apparatus is If the first virtual character controls the first virtual character and performs a discard operation on a virtual object already owned that is awaiting processing, it further includes a sixth decision unit used to trigger an interaction function.
[0154] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0155] As a selectable technical means, the apparatus is The system further includes a seventh decision unit used to trigger an interaction function if the first virtual character is controlled to perform a discard operation on a virtual object already owned, and the distance between the first virtual character and the virtual object already owned is controlled to be greater than a third predetermined threshold.
[0156] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0157] As a selectable technical means, the apparatus is A first hide unit used to hide object presentation information after displaying it, if a second virtual character has already interacted with a first virtual object, wherein the first virtual object includes a pending virtual object or a second virtual object, the similarity between the object type of the second virtual object and the object type of the pending virtual object is greater than or equal to a fourth predetermined threshold, and the object priority of the second virtual object is greater than or equal to the object priority of the pending virtual object.
[0158] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0159] As a selectable technical means, the first non-display unit is, It includes a sixth display module used to display object presentation information when an interaction function is triggered and the second virtual character is not interacting with the first virtual object.
[0160] For specific examples, please refer to the examples shown in the information presentation method described above. In this example, a detailed explanation is omitted.
[0161] According to yet another embodiment of the present invention, an electronic device used to carry out the above-described information presentation method is further provided, as shown in Figure 20, the electronic device includes a memory 2002 and a processor 2004, wherein a computer program is stored in the memory 2002 and the processor 2004 is configured to perform the steps in any of the above-described method embodiments by the computer program.
[0162] In a possible implementation, the electronic device in this embodiment may be located in at least one of the network devices among a plurality of network devices of a computer network.
[0163] In possible implementations, in this embodiment, the processor may be configured to execute the following steps S1 to S3 by a computer program. S1: Display at least a portion of the virtual scene, which includes a first virtual character and a second virtual character. S2: Receives a control operation for the first virtual character, and triggers an interaction function corresponding to a virtual object waiting to be processed in the virtual scene based on the control operation. S3: In response to the interaction function, object presentation information is generated, and this object presentation information is used to indicate that the second virtual character will interact with a virtual object awaiting processing.
[0164] In possible implementations, those skilled in the art will understand that the structure shown in Figure 20 is merely illustrative, and that the electronic device may be a smartphone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palmtop PC, and terminal devices such as Mobile Internet Devices (MIDs), PADs, etc. Figure 20 does not limit the structure of the electronic device. For example, the electronic device may include more or fewer components (e.g., network interfaces, etc.) than those shown in Figure 20, or may have a different configuration than that shown in Figure 20.
[0165] Here, memory 2002 may be used to store software programs and modules, for example, program instructions / modules corresponding to the information presentation method and apparatus in the embodiment of the present application, and processor 2004 executes various functional applications and data processing by operating the software programs and modules stored in memory 2002, i.e., realizing the information presentation method. Memory 2002 may include high-speed random-access memory and may further include non-volatile memory, for example, one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, memory 2002 may further include memory installed remotely from processor 2004, and these remote memories may be connected to terminals via a network. Examples of the network include, but are not limited to, the Internet, intranet, local area network, mobile communication network, and combinations thereof. Here, memory 2002 may specifically be used to store information such as distance traveled and object presentation information, but is not limited to these. As an example, as shown in Figure 20, the memory 2002 may include, but is not limited to, the first display unit 1902 and the second display unit 1904 of the information presentation device. Other module units of the information presentation device may also be included, but are not limited to these, and detailed explanations are omitted in this example.
[0166] In possible implementations, the transmission device 2006 described above is used to receive or transmit data over a network. Specific examples of the network may include wired and wireless networks. In one example, the transmission device 2006 includes a network interface controller (NIC) which can connect to other network devices and routers via network cables, thereby enabling communication with the Internet or a local area network. In another example, the transmission device 2006 is a radio frequency (RF) module which is used to communicate with the Internet wirelessly.
[0167] In addition, the electronic device further includes a display 2008 used to display information such as the distance traveled and object presentation information, and a connection bus 2010 used to connect each module component of the electronic device.
[0168] In other embodiments, the terminal device or server may be a node in a distributed system, where the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by the connection of multiple nodes in the form of network communication. Here, a peer-to-peer (P2P) network can be formed between the nodes, and any type of computing device, such as electronic devices like servers and terminals, can all become a node in the blockchain system by accessing the peer-to-peer network.
[0169] According to one embodiment of the present application, a computer program product is provided, the computer program product comprising a computer program, the computer program comprising program code used to perform a method shown in a flowchart. In such an embodiment, the computer program may be downloaded from a network via a communication unit and / or installed from removable media. When the computer program is executed on a central processor, it performs various functions provided by the embodiment of the present application.
[0170] The above-mentioned examples of the present invention are for descriptive purposes only and do not indicate any ranking of the examples.
[0171] It should be noted that the computer system of the electronic device is merely an example and should not impose any limitations on the functionality and scope of use of the embodiment of this application.
[0172] A computer system includes a central processing unit (CPU), which can perform various appropriate operations and processes based on programs stored in read-only memory (ROM) or programs uploaded from memory to random access memory (RAM). Random access memory further stores various programs and data necessary for system operation. The central processor, read-only memory, and random access memory are connected via a bus. Input / output interfaces (I / O interfaces) are also connected to the bus.
[0173] The following components are connected to the input / output interface: an input section including a keyboard, mouse, etc.; an output section including a cathode ray tube (CRT), liquid crystal display (LCD), etc., and speakers, etc.; a storage section including a hard disk, etc.; and a communication section including a network interface card such as a local area network card or modem. The communication section performs communication processing via a network such as the Internet. Drivers are also connected to the input / output interface as needed. Removable media, such as magnetic disks, optical disks, magneto-optical disks, and semiconductor memory, are installed on the driver as needed, facilitating the installation of computer programs read from them into the storage section as needed.
[0174] In particular, according to embodiments of the present application, the processes described in the flowcharts of each method may be implemented as computer software programs. For example, embodiments of the present application include a computer program product which includes a computer program delivered on a computer-readable medium, the computer program including program code used to perform the methods shown in the flowcharts. In such embodiments, the computer program may be downloaded from a network by a communications unit and installed, and / or installed from removable media. When the computer program is executed on a central processor, it performs a limited range of functions in the system of the present application.
[0175] According to one aspect of the present invention, a computer-readable storage medium is provided, the processor of a computer device reads a computer program from the computer-readable storage medium, and the processor executes the computer program to cause the electronic device to perform the method provided in the various selectable implementations described above.
[0176] In possible implementations, a person skilled in the art will understand that in this embodiment, all or part of the steps in the various methods of the above embodiment can be completed by issuing instructions to the relevant hardware of a terminal device via a program, and that the program may be stored in a computer-readable storage medium. The storage medium may include a flash drive, read-only memory (ROM), random access memory (RAM), magnetic disk, or optical disk, etc.
[0177] The above-mentioned examples of the present invention are for descriptive purposes only and do not indicate any ranking of the examples.
[0178] The integrated unit in the above embodiment is implemented in the form of a software function unit and can be stored in a computer-readable storage medium when sold or used as an independent product. Based on this understanding, essential parts of the technical solution of the present application, parts that contribute to the prior art, or all or part of the technical solution may be embodied in the form of a software product. The computer software product is stored in a storage medium and includes some instructions used to cause one or more computer devices (which may be personal computers, servers, or network devices, etc.) to perform all or part of the steps of the method of each embodiment of the present application.
[0179] In the embodiments described above, each embodiment is described with its own emphasis, and for parts not described in detail in one embodiment, the relevant descriptions in other embodiments can be referenced.
[0180] In some embodiments provided herein, the disclosed client should understand that the embodiments can be implemented in other ways. Herein, the embodiments of the apparatus described above are illustrative only. For example, the classification of units is merely a classification of logic functions, and there may be a different classification system when actually implemented. For example, multiple units or components may be coupled together or integrated into another system, or some features may be ignored or performed. Another point is that the coupling, direct coupling, or communication connection between each other shown or considered may be an indirect coupling or communication connection of units or modules via some interface, and may be electrical or otherwise.
[0181] The units described as separating members may or may not be physically separated, and the members shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Depending on the actual needs, some or all of the units can be selected to achieve the objectives of the technical means of this embodiment.
[0182] Furthermore, each functional unit in each embodiment of the present application may be integrated into a single processing unit, each unit may exist separately physically, or two or more units may be integrated into a single unit. The integrated unit may be implemented in hardware form or in software functional unit form.
[0183] The above are merely preferred embodiments of the present application, and it should be noted that a person skilled in the art could make some further improvements and modifications without departing from the principles of the present application, and these improvements and modifications should also be considered within the scope of protection of the present application.
Claims
1. A method of presenting information, which is performed by an electronic device, wherein the method is A step of displaying at least a portion of a virtual scene, wherein the virtual scene includes a first virtual character and a second virtual character. If the distance between the first virtual character and at least one virtual object in the virtual scene is less than or equal to a first predetermined threshold, the steps include determining which virtual object in the virtual scene is awaiting processing from among the at least one virtual object, The steps include receiving a control operation for the first virtual character and triggering an interaction function corresponding to the virtual object awaiting processing based on the control operation, The steps include controlling the first virtual character and moving it within the virtual scene using the aforementioned control operation, If the distance between the first virtual character after movement and the virtual object awaiting processing is greater than a second predetermined threshold, the interaction function is triggered, wherein the second predetermined threshold is greater than or equal to the first predetermined threshold. Steps that trigger interaction functions, including, An information presentation method comprising the step of generating object presentation information in response to the interaction function, wherein the object presentation information is used to indicate that the second virtual character will interact with the virtual object awaiting processing.
2. After the step of generating object presentation information in response to the interaction function, the method: The method according to claim 1, further comprising the step of displaying the object presentation information.
3. The step of displaying object presentation information is: The method according to claim 2, comprising the step of displaying the position information of the virtual object awaiting processing in the virtual scene, wherein the position information of the virtual object awaiting processing in the virtual scene is the object presentation information.
4. The step of displaying the position information of the virtual object awaiting processing in the virtual scene is: The method according to claim 3, further comprising the step of displaying the position information of the virtual object awaiting processing in the virtual scene on the client corresponding to the second virtual character.
5. The step of displaying the position information of the virtual object awaiting processing in the virtual scene on the client corresponding to the second virtual character is: If a minimap interface is displayed on the client corresponding to the second virtual character, the step of marking and displaying the position information of the virtual object awaiting processing in the virtual scene on the minimap interface, wherein the minimap interface is used to display the scene contents of the virtual scene as thumbnails, If a viewpoint screen corresponding to the second virtual character is displayed on the client corresponding to the second virtual character, the step of displaying guide information on the viewpoint screen, wherein the guide information is used to guide the second virtual character to move to the position of the virtual object awaiting processing in the virtual scene, If the viewpoint screen is displayed on the client corresponding to the second virtual character, and the virtual object awaiting processing is displayed on the viewpoint screen, the viewpoint screen displays a presentation identifier corresponding to the virtual object awaiting processing, wherein the presentation identifier is used to indicate the position of the virtual object awaiting processing; The method according to claim 4, comprising at least one of the following.
6. Prior to the step of generating object presentation information in response to the interaction function, the method: A step of displaying the virtual identifier of each of a plurality of pending selection objects, wherein the pending selection objects are a plurality of virtual objects shared with the second virtual character when a control operation is received for the first virtual character and the control operation triggers an interaction function corresponding to a pending virtual object in the virtual scene, and the virtual identifier of the pending selection object is an identifier displayed in the client of the second virtual character, A step of determining a target virtual identifier from among the virtual identifiers of each of the aforementioned pending objects, wherein the target virtual identifier is an identifier determined from among the plurality of pending objects and displayed in the client of the second virtual character, The method according to claim 1, further comprising the step of determining a selection waiting object corresponding to the target virtual identifier as the processing waiting virtual object.
7. The step of displaying the virtual identifier of each of the multiple pending selection objects is: A step of displaying a virtual identifier corresponding to a virtual object that the second virtual character has not interacted with, wherein each of the pending selection objects includes the virtual object that has not interacted with the second virtual character. A step of displaying a virtual identifier corresponding to a pending accessory object, wherein the pending accessory object is an accessory object not placed on a virtual main object that the second virtual character has already interacted with, and each of the pending selection objects includes the pending accessory object. A step of displaying a virtual identifier corresponding to a virtual object that the second virtual character is permitted to interact with, wherein each of the waiting objects for selection includes the virtual object that is permitted to interact. The method according to claim 6, comprising at least one of the following steps: displaying a virtual identifier corresponding to a virtual object pre-placed for the second virtual character, wherein each of the waiting objects for selection includes a virtual object pre-placed for the second virtual character.
8. Prior to the step of generating object presentation information in response to the interaction function, the method: A step of displaying first text information, wherein the first text information includes object text information corresponding to a first waiting object among a plurality of waiting objects, and if the first text information is used to indicate that the second virtual character and the first waiting object interact, the first waiting object is determined to be the virtual object waiting to be processed. The steps include: when a pending audio is acquired, speech recognition is performed on the pending audio to obtain second text information, wherein the second text information includes object text information corresponding to the second pending object among the plurality of pending objects, and the second text information is used to instruct the second virtual character and the second pending object to interact, and the second pending object is determined to be the pending virtual object; The method according to claim 1, further comprising at least one of the following.
9. If the distance between the first virtual character and at least one virtual object in the virtual scene is less than or equal to a first predetermined threshold, the step of determining the virtual object awaiting processing from among the at least one virtual object is: The steps include obtaining the object priority of each of the at least one virtual objects, The steps include determining a rare virtual object from among the at least one virtual object whose object priority is equal to or greater than a rare threshold, The method according to claim 1, comprising the step of determining the rare virtual object as the virtual object waiting to be processed.
10. The control operation described above triggers an interaction function corresponding to a virtual object waiting to be processed in the virtual scene. The steps include controlling the first virtual character and moving it within the virtual scene using the aforementioned control operation, The method according to claim 1, comprising the step of triggering the interaction function if the distance between the first virtual character after movement and the virtual object awaiting processing is less than or equal to a predetermined distance threshold.
11. The control operation described above triggers an interaction function corresponding to a virtual object waiting to be processed in the virtual scene. The method according to claim 1, further comprising the step of triggering the interaction function if the first virtual character controls the first virtual character and performs a discard operation on the virtual object already owned that is awaiting processing.
12. The control operation described above triggers an interaction function corresponding to a virtual object waiting to be processed in the virtual scene. The method according to claim 1, further comprising the step of triggering the interaction function if the first virtual character is controlled to perform a discard operation on a virtual object already owned and the distance between the first virtual character and the virtual object already owned is controlled to be greater than a third predetermined threshold.
13. After the step of displaying the object presentation information, the method The method according to claim 2, further comprising the step of hiding the object presentation information if the second virtual character has already interacted with the first virtual object, wherein the first virtual object includes the pending virtual object or the second virtual object, the similarity between the object type of the second virtual object and the object type of the pending virtual object is greater than or equal to a fourth predetermined threshold, and the object priority of the second virtual object is greater than or equal to the object priority of the pending virtual object.
14. The step of displaying the aforementioned object presentation information is: The method according to claim 13, further comprising the step of displaying the object presentation information when the interaction function is triggered and the second virtual character is not interacting with the first virtual object.
15. An information display device, wherein the device is mounted on an electronic device, A first display unit used to display at least a portion of a virtual scene, wherein the virtual scene includes a first virtual character and a second virtual character, If the distance between the first virtual character and at least one virtual object in the virtual scene is less than or equal to a first predetermined threshold, a third display unit determines from among the at least one virtual object which virtual object in the virtual scene is awaiting processing. A second display unit used to receive a control operation for the first virtual character, trigger an interaction function corresponding to the virtual object awaiting processing based on the control operation, and generate object presentation information in response to the interaction function, wherein the object presentation information is used to indicate that the second virtual character will interact with the virtual object awaiting processing. The second display unit controls the first virtual character by the control operation and moves it within the virtual scene. An information presentation device comprising: a second display unit, which is further used to trigger the interaction function if the distance between the first virtual character after movement and the virtual object awaiting processing is greater than a second predetermined threshold, wherein the second predetermined threshold is greater than or equal to the first predetermined threshold.
16. A computer program, configured to cause an electronic device to implement the method described in any one of claims 1 to 14 when executed by a processor.
17. Electronic device, configured to perform the method described in any one of claims 1 to 14.