Method and apparatus for adjusting viewpoint of virtual object, and device, storage medium and program product
By identifying virtual objects and their orientations in the game view interface and automatically adjusting the viewing angle, the problem of low efficiency in manually adjusting the viewing angle by players is solved, achieving more efficient and accurate viewing angle turning, and improving game interaction and hardware resource utilization.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-11
- Publication Date
- 2026-04-02
AI Technical Summary
In the game, players need to manually adjust the camera angle when attacked, resulting in low efficiency and accuracy of camera angle adjustment, which affects the efficiency of human-computer interaction and the utilization rate of hardware processing resources.
By identifying virtual objects and their orientation in the view interface, the viewpoint of the virtual objects can be adjusted automatically in response to viewpoint turning commands.
It improves the efficiency and accuracy of perspective adjustment, enhances the player experience in complex interactive scenarios, and improves human-computer interaction efficiency and hardware processing resource utilization.
Smart Images

Figure CN2025113853_02042026_PF_FP_ABST
Abstract
Description
View angle adjustment method, device, and equipment of virtual object, storage medium, and program product
[0001] Cross-reference of related applications
[0002] Embodiments of the present application are based on a Chinese patent application No. 202411346359.4 filed on September 25, 2024, and claim priority to the Chinese patent application, the entire contents of which are incorporated herein by reference. TECHNICAL FIELD
[0003] The present application relates to the technical field of Internet, and in particular to a view angle adjustment method, device, electronic device, computer readable storage medium and computer program product of a virtual object. BACKGROUND
[0004] In a game of related technology, a player usually needs to manually operate to adjust the view angle when being attacked, that is, to adjust the view angle to the direction of the attacker by mouse movement under the configuration of keyboard and mouse, direction joystick operation under the configuration of handle, and view angle adjustment wheel of mobile terminal. However, such a way will make the player unable to quickly and accurately adjust the view angle to the direction of the attacker, thereby affecting the player's positioning and reaction efficiency to the attacker, which may cause information delay and operation inconvenience in a tense battle environment, thereby not only reducing the view angle adjustment efficiency and accuracy, but also making the human-computer interaction efficiency and the utilization rate of hardware processing resources low. SUMMARY
[0005] Embodiments of the present application provide a view angle adjustment method, device, electronic device, computer readable storage medium and computer program product of a virtual object, which can improve the view angle adjustment efficiency and accuracy, and the human-computer interaction efficiency and the utilization rate of hardware processing resources.
[0006] The technical solution of the embodiments of the present application is as follows:
[0007] The embodiments of the present application provide a view angle adjustment method of a virtual object, the method is executed by an electronic device, and includes:
[0008] In response to a first virtual object in a virtual scene being attacked by at least one second virtual object, identifying each second virtual object and an object direction of each second virtual object in a view interface;
[0009] The object direction is a direction of the second virtual object relative to the first virtual object in the virtual scene;
[0010] The turning module is configured to, based on the identified second virtual objects and the object directions of the second virtual objects, control the view angle of the first virtual object to turn to a target second virtual object in the at least one second virtual object in response to a view angle turning instruction for the target second virtual object.
[0011] The embodiment of the present application provides a virtual object view angle adjusting device, which comprises:
[0012] The identifying module is configured to identify each second virtual object and an object direction of each second virtual object in a view interface in response to a first virtual object in a virtual scene being attacked by at least one second virtual object, wherein the object direction is a direction of the second virtual object relative to the first virtual object in the virtual scene.
[0013] The turning module is configured to, based on the identified second virtual objects and the object directions of the second virtual objects, control the view angle of the first virtual object to turn to a target second virtual object in the at least one second virtual object in response to a view angle turning instruction for the target second virtual object.
[0014] The embodiment of the present application provides an electronic device, which comprises:
[0015] The memory is used for storing computer executable instructions or computer programs.
[0016] The processor is used for executing the computer executable instructions or computer programs stored in the memory, and the virtual object view angle adjusting method provided by the embodiment of the present application is realized.
[0017] The embodiment of the present application provides a computer readable storage medium, which stores computer executable instructions or computer programs, and the computer executable instructions or computer programs are executed by a processor, and the virtual object view angle adjusting method provided by the embodiment of the present application is realized.
[0018] The embodiment of the present application provides a computer program product, which comprises computer executable instructions or computer programs, and the computer executable instructions or computer programs are executed by a processor, and the processor will execute the virtual object view angle adjusting method provided by the embodiment of the present application.
[0019] The embodiment of the present application has the following beneficial effects:
[0020] In response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the second virtual objects and the object directions of the second virtual objects are identified in the view interface, and then in response to a view turning instruction for a target second virtual object in the at least one second virtual object, the view of the first virtual object is controlled to turn to the target second virtual object based on the identified second virtual objects and object directions. In this way, compared with a solution in which the player needs to manually adjust the view, the application can automatically adjust the view, improving the view adjustment efficiency of the player in the interaction process, making the view adjustment process more smooth and efficient, thereby improving the overall experience of the player in dealing with a complex interaction scene, and improving the human-computer interaction efficiency and the utilization rate of hardware processing resources. Meanwhile, by identifying the second virtual objects and the object directions of the second virtual objects, the player can determine the target second virtual object to which the view needs to be turned, which not only improves the accuracy of view adjustment, but also further improves the human-computer interaction efficiency and the utilization rate of hardware processing resources. BRIEF DESCRIPTION OF DRAWINGS
[0021] FIG. 1 is an architecture schematic diagram of a virtual object view adjustment system 100 provided by an embodiment of the application;
[0022] FIG. 2 is a structural schematic diagram of an electronic device provided by an embodiment of the application;
[0023] FIG. 3 is a flow schematic diagram of a virtual object view adjustment method provided by an embodiment of the application;
[0024] FIG. 4 is a flow schematic diagram of identifying second virtual objects and object directions of the second virtual objects provided by an embodiment of the application;
[0025] FIG. 5 is a schematic diagram of a prompt area provided by an embodiment of the application;
[0026] FIG. 6 is a schematic diagram of a prompt area provided by an embodiment of the application;
[0027] FIG. 7 is a flow schematic diagram of triggering a view turning instruction provided by an embodiment of the application;
[0028] FIG. 8 is a process schematic diagram of switching the identified in a selected state provided by an embodiment of the application;
[0029] FIG. 9 is a process schematic diagram of controlling the view of the first virtual object to turn to a target second virtual object provided by an embodiment of the application;
[0030] FIG. 10 is a flow schematic diagram of a virtual object view adjustment method provided by an embodiment of the application. DETAILED DESCRIPTION
[0031] In order to make the purposes, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the drawings, and the described embodiments should not be regarded as limiting the present application, and all other embodiments obtained by those of ordinary skill in the art without creative work fall within the scope of protection of the present application.
[0032] In the following description, "some embodiments" are referred to, which describe a subset of all possible embodiments, but it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.
[0033] In the following description, the terms "first\second\third" are only to distinguish similar objects, and do not represent a specific order of the objects, and it can be understood that "first\second\third" can be interchanged in a specific order or sequence as allowed, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0034] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the present application belongs. The terms used herein are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0035] Before the embodiments of the present application are further described in detail, the terms and phrases involved in the embodiments of the present application are explained, and the terms and phrases involved in the embodiments of the present application are applicable to the following explanations.
[0036] 1) In response to a condition or state indicating that the operation performed depends on the condition or state, when the dependent condition or state is met, one or more operations performed can be real-time or have a set delay; in the absence of special instructions, there is no restriction on the execution order of multiple operations performed.
[0037] 2) Client, also known as user end, refers to a program corresponding to a server to provide local services for users. Except for some application programs that can only run locally, it is generally installed on a terminal and needs to run in cooperation with a server, that is, there needs to be a corresponding server and service program in the network to provide corresponding services, so that a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application program, such as a virtual scene client (such as a game client) or a video client.
[0038] 3) Artificial Intelligence (AI), is the use of digital computers or digital computer-controlled machines to simulate, extend and expand human intelligence, perception of the environment, acquisition of knowledge and use of knowledge to obtain the best results of the theory, methods and techniques and application systems. In other words, artificial intelligence is a comprehensive technology of computer science, which attempts to understand the essence of intelligence, and produces a new intelligent machine that can react in a similar way to human intelligence. Artificial intelligence is to study the design principles and implementation methods of various intelligent machines, so that the machine has the functions of perception, reasoning and decision-making.
[0039] 4) Virtual scene, a virtual scene displayed (or provided) by an application when running on a terminal. The virtual scene can be a simulation environment of the real world, or a virtual environment that is half simulation and half fiction, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.
[0040] For example, the virtual scene can include sky, land, ocean, etc., the land can include desert, city, etc. environment elements, and the user can control the virtual object to perform activities in the virtual scene, the activities including but not limited to at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The virtual scene can be displayed in a first-person perspective (e.g., playing a virtual object in the game in the user's own perspective); or in a third-person perspective (e.g., the user chases the virtual object in the game to play the game); or in a bird's-eye view perspective, the above-mentioned perspectives can be switched arbitrarily.
[0041] 5) Virtual object, an image of various people and things that can interact in a virtual scene, or an active object in a virtual scene. The active object can be a virtual person, a virtual animal, an animation character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a virtual scene. The virtual object can be a virtual image in the virtual scene that represents the user. The virtual scene can include multiple virtual objects, each virtual object having its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene.
[0042] For example, the virtual object can be a user character controlled by operations on the client, an artificial intelligence (AI) set in a virtual scene battle through training, or a non-user character (NPC) set in a virtual scene interaction. The number of virtual objects participating in the interaction in the virtual scene can be pre-set or dynamically determined according to the number of clients joining the interaction.
[0043] 6) Third person perspective, the in-game camera is at a certain distance behind the player character, and the perspective can see the character and all battle elements in the surrounding environment.
[0044] Referring to FIG. 1, FIG. 1 is an architecture schematic diagram of a virtual object perspective adjustment system 100 provided by an embodiment of the present application. A terminal (exemplarily shown as a terminal 400) is connected to a server 200 through a network 300. The network 300 can be a wide area network or a local area network, or a combination of the two, and uses a wireless or wired link to realize data transmission.
[0045] The server 200 is configured to send display data of a view interface to the terminal 400.
[0046] The terminal 400 is configured to receive the display data of the view interface and display the view interface based on the display data. In response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the terminal 400 identifies each second virtual object and an object direction of each second virtual object in the view interface. The object direction is the direction of the second virtual object relative to the first virtual object in the virtual scene. Based on the identified each second virtual object and each object direction, in response to a perspective turning instruction for a target second virtual object in the at least one second virtual object, the terminal 400 controls the perspective of the first virtual object to turn to the target second virtual object.
[0047] In some embodiments, the server 200 can be a stand-alone physical server. The terminal 400 can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a set-top box, a smart voice interaction device, a smart home appliance, a virtual reality device, a vehicle-mounted terminal, a flying device, a portable music player, a personal digital assistant, a dedicated messaging device, a portable game device, a smart speaker, and a smart watch, but is not limited thereto. The terminal and the server can be directly or indirectly connected through wired or wireless communication, which is not limited in the embodiments of the present application.
[0048] Next, the electronic device implementing the method of adjusting the perspective of the virtual object is described. Referring to FIG. 2, FIG. 2 is a structural schematic diagram of an electronic device provided by an embodiment of the present application. The electronic device can be a server or a terminal. Taking the terminal shown in FIG. 1 as an example, the electronic device shown in FIG. 2 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the terminal 400 are coupled together by a bus system 440. It can be understood that the bus system 440 is configured to realize the connection and communication between the components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the purpose of clear illustration, all kinds of buses are marked as the bus system 440 in FIG. 2.
[0049] The processor 410 can be an integrated circuit chip with signal processing capability, such as a general purpose processor, a digital signal processor (DSP), or other programmable logic device, discrete gate or transistor logic device, discrete hardware component, etc., wherein the general purpose processor can be a microprocessor or any conventional processor.
[0050] The user interface 430 includes one or more output devices 431 that enable display of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432 that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0051] The memory 450 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, and the like. The memory 450 optionally includes one or more storage devices remotely located from the processor 410 in a physical location.
[0052] The memory 450 includes volatile memory or non-volatile memory, and can also include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), and the volatile memory can be random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0053] In some embodiments, the memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, which are exemplarily described below.
[0054] The operating system 451 includes system programs configured to handle various basic system services and perform hardware-related tasks, such as a framework layer, a core library layer, a driver layer, and the like, configured to implement various basic services and handle hardware-based tasks;
[0055] The network communication module 452 is configured to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including Bluetooth, Wireless Fidelity (WiFi), and Universal Serial Bus (USB), and the like;
[0056] The presentation module 453 is configured to enable display of information via one or more output devices 431 (e.g., a display screen, a speaker, and the like) associated with the user interface 430 (e.g., a user interface configured to operate peripheral devices and display content and information);
[0057] The input processing module 454 is configured to detect and interpret one or more user inputs or interactions from the input devices 432.
[0058] In some embodiments, the apparatus provided by the embodiments of the present application can be implemented in software, and FIG. 2 shows a virtual object perspective adjustment apparatus 455 stored in the memory 450, which can be in the form of programs and plug-ins and the like, including the following software modules: an identification module 4551 and a steering module 4552, which are logical, and thus can be combined or further split according to the functions implemented. The functions of the various modules will be described below.
[0059] In some embodiments, the apparatus provided by the embodiments of the present application can be implemented in software, and FIG. 2 shows a virtual object perspective adjustment apparatus 455 stored in the memory 450, which can be in the form of programs and plug-ins and the like, including the following software modules: an identification module 4551 and a steering module 4552, which are logical, and thus can be combined or further split according to the functions implemented. The functions of the various modules will be described below.
[0060] In some embodiments, a terminal or a server can implement the perspective adjustment method of the virtual object provided by the embodiments of the present application by running a computer program. For example, the computer program can be a native program or a software module in an operating system; can be a native application program (APP), i.e., a native client, i.e., a program that needs to be installed in an operating system to run, such as a game APP, a web browser APP; can also be a mini program, i.e., a program that only needs to be downloaded into a browser environment to run; and can also be a mini program that can be embedded into any APP. In summary, the above computer program can be any form of client, module or plug-in.
[0061] Based on the above description of the perspective adjustment system of the virtual object and the electronic device provided by the embodiments of the present application, the perspective adjustment method of the virtual object provided by the embodiments of the present application is described below. In actual implementation, the perspective adjustment method of the virtual object provided by the embodiments of the present application can be implemented by a terminal or a server alone, or by a terminal and a server cooperatively. Taking the example of the terminal 400 in FIG. 1 executing the perspective adjustment method of the virtual object provided by the embodiments of the present application alone, FIG. 3 is a flowchart of the perspective adjustment method of the virtual object provided by the embodiments of the present application, and the steps shown in FIG. 3 will be described in combination.
[0062] In step 101, the terminal identifies each second virtual object and the object direction of each second virtual object in a view interface in response to a first virtual object in a virtual scene being attacked by at least one second virtual object. The object direction is the direction of the second virtual object relative to the first virtual object in the virtual scene.
[0063] In actual implementation, an application program supporting a virtual scene is installed on the terminal. The application program can be any one of a massively multiplayer online role-playing game, a first-person shooter game, a third-person shooter game, a multiplayer online battle arena game, a virtual reality application program, a three-dimensional map program, or a multiplayer gun battle survival game. A user can use the terminal to operate a virtual object located in a virtual scene to perform activities.
[0064] When the user opens the application program on the terminal and the terminal runs the application program, the terminal presents a virtual scene. Here, the virtual scene is observed from a first-person object perspective or a third-person perspective, and the virtual scene includes a first virtual object and a second virtual object.
[0065] The first virtual object can be a player character controlled by a current player, or a player character controlled by another player (a teammate) belonging to the same group as the current player. The second virtual object in the virtual scene can be displayed in the virtual scene at the same time as the first virtual object, or can not be displayed in the virtual scene displayed by the first virtual object. The second virtual object can be an NPC in the virtual scene, or a player character controlled by another player (a teammate) belonging to a different group than the current player. The embodiments of the present application do not limit this. Meanwhile, the first virtual object and the second virtual object belong to different camps, for example, the first virtual object belongs to a first camp, and the second virtual object belongs to a second camp. The first camp and the second camp are in mutual confrontation in the interactive match, that is, the first camp and the second camp are enemy camps.
[0066] It should be noted that the object direction is the direction of the second virtual object relative to the first virtual object in the virtual scene, which refers to the direction of the second virtual object relative to the first virtual object as the center. The direction herein can be two-dimensional, for example, the second virtual object is located on the left side of the first virtual object, or can be three-dimensional, for example, the first virtual object is located on the second floor, and the second virtual object is located on the first floor, so that the second virtual object has a horizontal angle and a vertical angle relative to the first virtual object. The embodiments of the present application do not limit this.
[0067] In actual implementation, the prompt area can be used for identification. Referring to FIG. 4, FIG. 4 is a flowchart for identifying each second virtual object and the object direction of each second virtual object according to an embodiment of the present application. Based on FIG. 4, the process of identifying each second virtual object and the object direction of each second virtual object in the view interface in response to the first virtual object in the virtual scene being attacked by at least one second virtual object can be implemented by the following steps.
[0068] Step 1011, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, a prompt area is displayed in the view interface.
[0069] It should be noted that the first virtual object being attacked by at least one second virtual object can be the first virtual object being hit by a virtual prop launched by at least one second virtual object, or can be hit by a skill launched by at least one second virtual object. The embodiments of the present application do not limit this.
[0070] When the first virtual object is attacked by the at least one second virtual object, the style of the prompt area displayed in the view interface can be preset, for example, can be a circular ring, a square, etc. Meanwhile, the display position of the prompt area in the view interface can also be preset, can be any position of the view interface, for example, the upper right corner of the view interface, or taking displaying the virtual scene in the third person view as an example, the prompt area can be displayed in the middle of the view interface with the first virtual object as the center. The embodiments of the present application do not make limitation in this regard.
[0071] In actual implementation, when the first virtual object in the virtual scene is attacked by the at least one second virtual object, the prompt area can be directly displayed in the view interface, or the prompt area can also be displayed by the player actively triggering.
[0072] In some embodiments, when the prompt area is directly displayed in the view interface, in response to the first virtual object in the virtual scene being attacked by the at least one second virtual object, the prompt area including the object identifier and the direction identifier is displayed in the view interface.
[0073] It should be noted that the object identifier is used to identify the second virtual object, and the direction identifier is used to identify the object direction. The object identifier can be an image identifier corresponding to the second virtual object one by one, used to indicate the form of the second virtual object, or a category identifier used to indicate the object category to which the second virtual object belongs, etc. The embodiments of the present application do not make limitation in this regard. The direction identifier can be a pattern such as an arrow, or a text used to indicate the attack direction of the second virtual object, i.e., the position of the second object. The embodiments of the present application do not make limitation in this regard.
[0074] Exemplarily, referring to FIG. 5, FIG. 5 is a schematic diagram of the prompt area provided by the embodiments of the present application. Based on FIG. 5, the shadow part 501 and the shadow part 502 indicate the direction identifier, the pattern 503 and the pattern 504 indicate the object identifier, and the dashed box 505 indicates the prompt area. Thus, in response to the first virtual object in the virtual scene being attacked by the at least one second virtual object, the prompt area including the object identifier and the direction identifier as indicated by the dashed box 505 is displayed in the view interface.
[0075] In some embodiments, when the prompt area is displayed in response to the first virtual object being attacked by the at least one second virtual object, the prompt area can be displayed in the view interface in response to a trigger operation on the prompt area. In other embodiments, when the prompt area is displayed in response to the first virtual object being attacked by the at least one second virtual object, the prompt area can be displayed in the view interface in response to a trigger operation on an identification viewing control in the view interface. In some embodiments, the identification viewing control can be displayed in the view interface in an inactivated state before the prompt area is displayed in the view interface. In other embodiments, the identification viewing control can be displayed in the view interface in an inactivated state before the prompt area is displayed in the view interface when the prompt area is displayed in response to the first virtual object being attacked by the at least one second virtual object.
[0076] It should be noted that the inactivated state can be, for example, a dimmed state, and the activated state can be, for example, a highlighted state or a special effect state such as a halo state. When the identification viewing control is displayed in the inactivated state, the identification viewing control can be displayed in any blank area in the view interface, which is not limited in the embodiments of the present application.
[0077] For the identification viewing control being used to view the object identification and the direction identification of the second virtual object, the object identification can be an image identification corresponding to the second virtual object and used to indicate the form of the second virtual object, or a category identification used to indicate the object category to which the second virtual object belongs, which is not limited in the embodiments of the present application. The direction identification can be, for example, an arrow or text used to indicate the attack direction of the second virtual object, which is not limited in the embodiments of the present application.
[0078] In actual implementation, when the first virtual object in the virtual scene is attacked by the at least one second virtual object, the identification viewing control is switched from the inactivated state such as the dimmed state to the activated state such as the highlighted state. Then, when a trigger operation on the identification viewing control in the activated state is received, the prompt area including the object identification and the direction identification is displayed in the view interface.
[0079] Thus, when the first virtual object is not attacked by the second virtual object, the identification viewing control in the inactivated state is displayed, and when the first virtual object is attacked by the second virtual object, the identification viewing control is switched from the inactivated state to the activated state, so that in response to a triggering operation on the identification viewing control in the activated state, a prompt area including the object identification and the direction identification is displayed in the view interface; in this way, when the first virtual object is not attacked, the identification viewing control is in the inactivated state, avoiding the interference of irrelevant information on the user. At this time, the user can focus on the current core operation (such as movement and exploration), without needing to process redundant information, thereby reducing the cognitive load; when attacked, the control is switched to the activated state in time, directly conveying the signal that the threat needs to be focused on, so that the user quickly realizes that the information of the attacker needs to be obtained, thereby realizing the accurate matching of information and scene demand; at the same time, when the triggering operation on the identification viewing control in the activated state is received, the prompt area including the object identification and the direction identification is displayed in the view interface. Compared with directly displaying the prompt area, the actual needs of the user are considered, that is, if the triggering operation on the identification viewing control is received, it means that the user needs to display the prompt area including the object identification and the direction identification, thereby improving the game experience and the sense of control of the game of the user, avoiding the display of the prompt area including the object identification and the direction identification when the user does not need to display the prompt area, and affecting the game immersion of the user.
[0080] It should be noted that in addition to displaying the prompt area through the identification viewing control, the prompt area can also be displayed through other ways, for example, in response to a prompt area display instruction triggered by at least one of a keyboard, a mouse, and a joystick, the prompt area is displayed, and the embodiments of the present application do not limit this.
[0081] In some embodiments, the object identification and the direction identification can also not be displayed together, and in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the prompt area is displayed in the view interface.
[0082] As an example, the display of the prompt area in the view interface can be implemented in the following way: in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the prompt area including the direction identification is displayed; and then in response to a display instruction for the object identification, the object identification is displayed in the prompt area.
[0083] The display instruction for the object identifier can be triggered by at least one of a keyboard, a mouse, and a joystick, and the embodiments of the present application do not limit this. For example, referring to FIG. 6, which is a schematic diagram of a prompt area provided by the embodiments of the present application, based on FIG. 6, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, a prompt area including direction identifiers indicated by a shadow part 601 and a shadow part 602 as indicated by a dashed box 603 in FIG. 6a is displayed, and then in response to the display instruction for the object identifier, object identifiers indicated by patterns 604 and 605 in FIG. 6b are displayed in the prompt area.
[0084] For example, the display of the prompt area in the view interface can be achieved by the following manner: in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the process of displaying the prompt area in the view interface can also be that, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the prompt area including the object identifier is displayed; and then in response to the display instruction for the direction identifier, the direction identifier is displayed in the prompt area. As described above, the display instruction for the direction identifier can be triggered by at least one of a keyboard, a mouse, and a joystick, and the embodiments of the present application do not limit this.
[0085] In some embodiments, the second virtual objects and the object directions of the second virtual objects can also not be identified based on the prompt area, that is, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the process of identifying the second virtual objects and the object directions of the second virtual objects in the view interface can be that, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, an object viewing control and direction identifiers of the second virtual objects are displayed in the view interface; the direction identifier is used to identify the object direction, and the object viewing control is used to view the object identifier of the second virtual object; and in response to a triggering operation of the object viewing control, the object identifier of the second virtual object is displayed in the view interface.
[0086] It should be noted that the triggering operation can be a click operation, including a single click operation or a double click operation, or can also be a press operation, including a heavy press operation or a long press operation, and the embodiments of the present application do not limit this. For example, taking the long press operation as the triggering operation, in response to the triggering operation of the object viewing control, the process of displaying the object identifier of the second virtual object in the view interface can be that, in response to the long press operation of the object viewing control, the object identifier of the second virtual object is displayed in the view interface during the long press operation of the object viewing control.
[0087] In the method, in response to the display instruction for the object identifier, the object identifier of each second virtual object is displayed in the view interface. As described above, the display instruction for the object identifier can be triggered by at least one of a keyboard, a mouse, and a joystick, and the embodiments of the present application are not limited in this regard.
[0088] In this way, when the first virtual object in the virtual scene is attacked by at least one second virtual object, the object viewing control and the direction identifier of each second virtual object are first displayed in the view interface, and then in response to the triggering operation of the object viewing control, the object identifier of each second virtual object is displayed in the view interface. In this way, when the first virtual object is attacked, the most urgent demand of the user is to quickly know the position of the attacker. The direction identifier is light information that only conveys the spatial position, is simple and intuitive, can be captured by the user in an instant, meets the core demand in the emergency scene, and if the direction identifier and the object identifier are directly displayed at the same time, a large amount of information will occupy the interface in an instant, so that the user needs to process redundant information in a high-pressure state (when being attacked), and the reaction speed is reduced. Therefore, through the hierarchical design of first simple and then detailed, the information transmission is consistent with the priority from emergency to detailed, and the cognitive load is reduced from the root. At the same time, the direction identifier is the necessary information that is actively pushed, and the object identifier is the supplementary information that is obtained by the user on demand. Through the object viewing control as a triggering node, the right to show information is given to the user, the user is given the control right of information, passive interference is reduced, forced pushing of full information is avoided, the user decides the depth of information acquisition according to the scene, and the controllable feeling of the interaction is improved.
[0089] In step 1012, the object identifier and the direction identifier of each second virtual object are displayed in the prompt area, wherein the object identifier is used to identify the second virtual object, and the direction identifier is used to identify the object direction.
[0090] It should be noted that, as described above, the object identifier can be an image identifier corresponding to the second virtual object one by one, used to indicate the form of the second virtual object, or a category identifier used to indicate the object category to which the second virtual object belongs, etc., and the direction identifier can be a pattern such as an arrow or text used to indicate the attack direction of the second virtual object, i.e., the position of the second object; in this way, when the first virtual object is attacked by the second virtual object, the prompt area is first displayed, and then the object identifier and the direction identifier of each second virtual object are displayed in the prompt area; in this way, displaying the prompt area is equivalent to first defining an information focus area in the interface, actively guiding the user's line of sight to focus on the area, establishing an expectation that there will be important information there in advance, and then displaying the identifier information in the area to release it in layers, avoiding visual confusion caused by instant information stacking, reducing the cognitive load of instant information processing, guiding attention flow, and reducing information receiving pressure; at the same time, the prompt area as a container uniformly accommodates the identifiers of multiple second virtual objects, clearly conveying the logic that these information are all related to the current attack event through spatial aggregation, avoiding the process that the user needs to associate which information belongs to the same threat event when the identifiers are displayed dispersedly, strengthening information correlation, and improving understanding efficiency.
[0091] In the process of displaying the object identifier and the direction identifier of each second virtual object in the prompt area, the object identifier and the direction identifier of each second virtual object in the prompt area can be displayed as follows: for each second virtual object, an object pattern corresponding to the second virtual object is displayed in the prompt area, and a direction pattern corresponding to the attribute information of the second virtual object is displayed; the object pattern includes at least one of a type pattern corresponding to the object type of the second virtual object and a form pattern corresponding to the form of the second virtual object; the attribute information includes at least one of the health value of the second virtual object, the damage value caused by the second virtual object to the first virtual object, the object level of the second virtual object, and the distance between the second virtual object and the first virtual object.
[0092] It should be noted that the type pattern corresponding to different types of second virtual objects is different, and the form pattern corresponding to different forms of second virtual objects is different; at the same time, as described above, the object identifier can be an image identifier used to indicate the form of the second virtual object, or a category identifier used to indicate the object category to which the second virtual object belongs, so the type pattern here is the category identifier, and the form pattern is the image identifier; and the direction pattern is the direction identifier as described above when the direction identifier is a pattern. For example, continuing to refer to FIG. 5, based on FIG. 5, the object identifier in FIG. 5 is an image identifier used to indicate the form of the second virtual object, and the direction identifier is a pattern.
[0093] In this way, by displaying the object pattern corresponding to the second virtual object as the object mark and displaying the direction pattern corresponding to the attribute information of the second virtual object as the direction mark, the type or form and the attribute information of the second virtual object can be directly embodied based on the object mark and the direction mark, so as to facilitate the player to select which second virtual object to turn to in the subsequent process, and improve the human-computer interaction efficiency and the selection efficiency of the target second virtual object.
[0094] In actual implementation, after the object mark and the direction mark are determined, the display style of the object mark and the direction mark can also be determined, such as the display size, the display color, whether to be displayed with special effects, etc. Specifically, for each second virtual object, the display style suitable for the virtual object is determined in combination with the attribute information of the second virtual object, and then the object mark and the direction mark are displayed in the prompt area in the display style.
[0095] It should be noted that the attribute information includes at least one of the life value of the second virtual object, the damage value caused by the second virtual object to the first virtual object, the object level of the second virtual object, and the distance between the second virtual object and the first virtual object. Taking the distance as the attribute information and the display size as the display style as an example, the distance between the second virtual object and the first virtual object and the display size of the direction mark and the object mark can be in inverse proportion, that is, the closer the distance between the second virtual object and the first virtual object, the larger the display size of the object mark and the direction mark of the corresponding second virtual object. In this way, the attribute information of the second virtual object can be directly embodied based on the display style of the object mark and the direction mark, so as to facilitate the player to select which second virtual object to turn to in the subsequent process, and improve the human-computer interaction efficiency and the selection efficiency of the target second virtual object.
[0096] Alternatively, taking the object level as the attribute information and the display color as the display style as an example, the object level of the second virtual object and the depth of the display color of the direction mark and the object mark can be in direct proportion, that is, the higher the object level of the second virtual object, the deeper the display color of the object mark and the direction mark of the corresponding second virtual object. In this way, the attribute information of the second virtual object can be directly embodied based on the display color of the object mark and the direction mark, so as to facilitate the player to select which second virtual object to turn to in the subsequent process, and improve the human-computer interaction efficiency and the selection efficiency of the target second virtual object.
[0097] In some embodiments, the associated information of the second virtual object can also be displayed, specifically including, after the view angle of the first virtual object is controlled to turn to the target second virtual object in response to the view angle turning instruction for the target second virtual object among the at least one second virtual object, the prompt area can also be displayed, and the associated information of the target second virtual object can be displayed; wherein the associated information includes at least one of attribute information of the target second virtual object and interaction prompt information; the attribute information includes at least one of a life value of the target second virtual object, a damage value caused to the first virtual object, an object level of the target second virtual object, and a distance between the target second virtual object and the first virtual object, and the interaction prompt information is used to recommend an interaction prop used by the first virtual object to attack the target second virtual object; based on the associated information, the first virtual object is controlled to interact with the target second virtual object in response to the interaction operation for the target second virtual object.
[0098] It should be noted that the life value of the target second virtual object included in the attribute information is the current life value of the target second virtual object, and the interaction prop can be a virtual prop possessed by the first virtual object or a virtual prop sold in a virtual mall and not possessed by the first virtual object, and the embodiments of the present application do not limit this; thereby the first virtual object is controlled to interact with the target second virtual object in response to the interaction operation for the target second virtual object based on the associated information.
[0099] In this way, the player is guided to interact with the target second virtual object by displaying the associated information, the difficulty of the interaction process between the first virtual object and the target second virtual object is reduced, the player experience is improved, and the human-computer interaction efficiency and the resource utilization rate are improved.
[0100] In some embodiments, the prompt area includes a prompt wheel, that is, the prompt area is displayed in the form of a wheel, and the object identifier and the direction identifier corresponding to each second virtual object are included in the prompt wheel, and the target identifier is in a selected state; thereby after the object identifier and the direction identifier of each second virtual object are displayed in the prompt area, a view angle adjustment control can also be displayed, and the view angle adjustment control is used to switch the target identifier in the selected state; in response to a pressing operation for the view angle adjustment control, when the pressing operation meets a preset pressing condition, the prompt wheel is rotated, and the target identifier in the selected state is switched during the rotation of the prompt wheel; in the process of performing the pressing operation, in response to a release operation for the view angle adjustment control, the rotation of the prompt wheel is stopped, and the second virtual object corresponding to the target identifier in the selected state is taken as the target second virtual object.
[0101] It should be noted that the perspective adjustment control can be displayed at any free position of the view interface of the virtual scene, and the present application does not limit the wheel, i.e. the virtual wheel, which is a virtual function item carrier with a fixed shape (such as a circle, a square, etc.) that integrates multiple function items, used to carry multiple function items, usually used in games, software or operating systems, so that users can perform specific operations or commands more quickly; it allows users to quickly access a series of predefined functions or options through simple operations (such as sliding, clicking or using shortcut keys), thereby improving efficiency and convenience.
[0102] At the same time, the target identifier includes at least one of the object identifier and the direction identifier; during the execution of the pressing operation, there is always a target identifier in the selected state, prompting the wheel to rotate at a preset speed, which can be clockwise or counterclockwise, so that the content of the target identifier in the selected state is switched; for example, before the pressing operation is executed, the target identifier in the selected state is the object identifier and / or the direction identifier corresponding to the second virtual object A, and during the execution of the pressing operation, the target identifier in the selected state is switched from the object identifier and / or the direction identifier corresponding to the second virtual object A to the object identifier and / or the direction identifier corresponding to the second virtual object B, the object identifier and / or the direction identifier corresponding to the second virtual object C, the object identifier and / or the direction identifier corresponding to the second virtual object D, etc., until the target identifier in the selected state is switched to the second virtual object that the user wants to select, and in response to the release operation on the perspective adjustment control, the rotating prompt wheel is stopped, and the second virtual object corresponding to the target identifier in the selected state is selected as the target second virtual object.
[0103] In addition, the preset pressing condition can be that the pressing parameter of the pressing operation meets the parameter threshold, and the pressing parameter can be at least one of the pressing duration and the pressing force, for example, the pressing duration of the pressing operation reaches the target pressing duration, or the pressing force of the pressing operation reaches the target pressing force, specifically including: when the pressing operation on the perspective adjustment control is received, the pressing parameter of the pressing operation is obtained, wherein the pressing parameter includes at least one of the pressing duration and the pressing force; when the pressing duration reaches the target pressing duration and / or the pressing force reaches the target pressing force, it is determined that the pressing parameter of the pressing operation meets the parameter threshold, i.e. the pressing operation meets the preset pressing condition, so that the rotating prompt wheel is rotated.
[0104] The rotation duration of the rotating prompt wheel is associated with the pressing operation, for example, the rotation duration is positively correlated with the pressing duration of the pressing operation, or the rotation duration is positively correlated with the pressing force of the pressing operation, etc., and the present application does not limit the wheel.
[0105] It should be noted that, for the process of stopping rotating the prompt wheel in response to the release operation for the visual angle adjustment control, when the release operation for the visual angle adjustment control is received, the stopping can be immediate or gradual, specifically including: in response to the release operation for the visual angle adjustment control, controlling the prompt wheel to be in a static state; or, in response to the release operation for the visual angle adjustment control, displaying a process of gradually stopping rotating the prompt wheel. In this regard, the embodiments of the present application are not limited.
[0106] In this way, the user switches the target identifier in the selected state in the prompt wheel by performing the pressing operation and the release operation for the visual angle adjustment control, so as to take the second virtual object corresponding to the target identifier finally in the selected state as the target second virtual object; in this way, the way of switching the second virtual object corresponding to the target identifier in the selected state is enriched, and the release operation is taken as the trigger point of confirming the selection, so as to avoid the false touch caused by single click (such as selecting a wrong target when quickly clicking), and the mechanism of previewing first and then confirming can greatly reduce the probability of wrong selection and improve the accuracy of target locking, especially in the multi-target attack scene.
[0107] In some embodiments, during the execution of the pressing operation, the first virtual object can also be in an invulnerable state, specifically including: during the execution of the pressing operation, in response to the first virtual object being attacked by at least one second virtual object, displaying a protection special effect at the first virtual object, the protection special effect being used to indicate that the health value of the first virtual object is unchanged.
[0108] It should be noted that the protection special effect can be pre-set, for example, it can be a virtual shield or a halo, etc., so as to indicate that the first virtual object is in a protected state based on the protection special effect, that is, cannot receive damage, so as to keep the health value of the first virtual object unchanged.
[0109] In this way, during the execution of the pressing operation, the first virtual object is controlled to be in an invulnerable state, so that the user can focus on completing the operation logic during the execution of the pressing operation without being distracted by defense or avoidance, which avoids the problem that the operation process is interrupted by external damage from the mechanism, significantly reduces the operation failure rate caused by scene interference, and improves the accuracy of selecting the target second virtual object based on the pressing operation.
[0110] In some embodiments, after the second virtual objects and the object directions of the second virtual objects are identified, that is, in response to the view angle turning instruction for the target second virtual object in the at least one second virtual object, before the view angle of the first virtual object is controlled to turn to the target second virtual object, the target second virtual object can also be selected, so as to trigger the view angle turning instruction based on the selected target second virtual object. Referring to FIG. 7, which is a flowchart of triggering the view angle turning instruction according to an embodiment of the present application, the process of triggering the view angle turning instruction can be implemented through the following steps.
[0111] In step 201, the terminal receives the selection operation for the target second virtual object based on the identified second virtual objects and the object directions of the second virtual objects.
[0112] In actual implementation, the selection operation for the target second virtual object can be a trigger operation such as a click operation directly on the target second virtual object, or can be a switching operation on the second virtual object after one of the second virtual objects is in a selected state. For example, as described above, when the prompt area is a prompt wheel, the selection operation for the target second virtual object includes the pressing operation and the releasing operation on the view angle adjustment control. Here, when the selection operation for the target second virtual object includes the pressing operation and the releasing operation on the view angle adjustment control, the process of selecting the target second virtual object is as described above, which will not be repeated here. Next, the process of receiving the selection operation for the target second virtual object based on the identified second virtual objects and the object directions of the second virtual objects will be described by taking the selection operation for the target second virtual object as a trigger operation directly on the target second virtual object and a switching operation as examples.
[0113] In some embodiments, the selection operation for the target second virtual object is a trigger operation on the target second virtual object. At this time, the view interface includes object identifiers and direction identifiers, the object identifiers are used to identify the second virtual objects, and the direction identifiers are used to identify the object directions. Therefore, the process of receiving the selection operation for the target second virtual object based on the identified second virtual objects and the object directions of the second virtual objects can be that, based on the identified second virtual objects and the object directions of the second virtual objects, a trigger operation for a target identifier is received; the target identifier includes at least one of the object identifier of the target second virtual object and the direction identifier; and the trigger operation for the target identifier is determined as the selection operation for the target second virtual object.
[0114] It should be noted that the object identifier and the direction identifier included in the view interface are as described above, and here, the embodiments of the present application do not repeat the description. The trigger operation received for the target identifier can be a trigger operation such as a click operation for the direction identifier included in the target identifier, or a trigger operation such as a click operation for the object identifier included in the target identifier, or a trigger operation such as a click operation for both the direction identifier and the object identifier included in the target identifier. For example, each direction identifier and object identifier are displayed together in a triggerable area, which can be circular or square, and the like, so that the trigger operation such as a click operation for both the direction identifier and the object identifier included in the target identifier, that is, the trigger operation such as a click operation for the triggerable area corresponding to the target identifier.
[0115] In this way, based on the identified second virtual objects and the object directions of the second virtual objects, the trigger operation for the target identifier is received, so that the trigger operation for the target identifier is determined as a selection operation for the target second virtual object. In this way, when the first virtual object is attacked, the scene is often in a high-pressure state, the user's operation tolerance is low, and the reaction time is short. Therefore, the trigger operation for the target identifier is determined as the selection operation for the target second virtual object, that is, only a simple trigger operation needs to be performed on the identifier on the interface, the operation cost is extremely low, and there is no need to rely on fine scene interaction. The operation demand in the high-pressure scene is adapted, and the reaction speed is ensured.
[0116] In some other embodiments, the selection operation for the target second virtual object is a switching operation for the target second virtual object. At this time, the process of identifying the second virtual objects and the object directions of the second virtual objects in the view interface can be to display the object identifiers and the direction identifiers of the second virtual objects in the view interface. The object identifier is used to identify the second virtual object, and the direction identifier is used to identify the object direction. At least one of the second virtual objects includes a default second virtual object, and the first identifier of the default second virtual object is in a selected state. The first identifier includes at least one of the object identifier and the direction identifier.
[0117] Therefore, based on the identified second virtual objects and the object directions of the second virtual objects, the process of receiving the selection operation for the target second virtual object can be that, based on the identified second virtual objects and the object directions of the second virtual objects, a switching operation for the first identifier is received, and in response to the switching operation, the identifier in the selected state is switched from the first identifier to the second identifier. If the second virtual object corresponding to the second identifier is the target second virtual object, the received switching operation is taken as the selection operation for the target second virtual object.
[0118] It should be noted that the object identifier and the direction identifier included in the view interface are as described above, and here, the embodiments of the present application do not repeat the description; the default second virtual object can be any one of the at least one second virtual object, and the embodiments of the present application do not limit this; and the received switching operation for the first identifier can be a switching operation for the direction identifier in the first identifier, or a switching operation for the object identifier in the first identifier, or a switching operation for the direction identifier and the object identifier included in the first identifier together, for example, as described above, each direction identifier is displayed together with the object identifier in a triggerable area, which can be circular or square, and thus the switching operation for the direction identifier and the object identifier included in the first identifier together, that is, the switching operation for the triggerable area corresponding to the first identifier.
[0119] It should be noted that the switching operation here can include the pressing operation and the release operation for the view angle adjustment control as described above, and thus the process of performing the switching operation is also as described above, and here the embodiments of the present application do not repeat the description; or the switching operation can also be performed by at least one of a keyboard, a mouse, and a joystick, for example, in the process of performing the switching operation by at least one of a keyboard, a mouse, and a joystick, the identifier in the selected state is switched until the second identifier is switched, and the embodiments of the present application do not limit this.
[0120] Exemplarily, referring to FIG. 8, FIG. 8 is a process schematic diagram of switching the identifier in the selected state provided by the embodiments of the present application, based on FIG. 8, the first identifier of the default second virtual object indicated by the dashed box 801 in FIG. 8a, wherein the first identifier is in the selected state, and the second identifier of the other second virtual object indicated by the dashed box 802 in FIG. 8a, wherein the second identifier is in the unselected state, then based on the second virtual objects of the identifiers and the object directions of the second virtual objects, the switching operation for the first identifier is received, the identifier in the selected state is switched from the first identifier to the second identifier, and the interface shown in FIG. 8b is displayed, that is, the first identifier of the default second virtual object indicated by the dashed box 801 in FIG. 8a, wherein the first identifier in the selected state is changed to the unselected state indicated by the dashed box 803 in FIG. 8b, and the second identifier of the other second virtual object indicated by the dashed box 802 in FIG. 8a, wherein the second identifier in the unselected state is changed to the selected state indicated by the dashed box 804 in FIG. 8b.
[0121] Thus, when the default second virtual object corresponding to the first identifier in the at least one second virtual object is in the selected state, in response to the switching operation for the first identifier, the identifier in the selected state is switched from the first identifier to the second identifier, so that if the second virtual object corresponding to the second identifier is the target second virtual object, the received switching operation is regarded as a selection operation for the target second virtual object. In this way, when there is a default second virtual object (the first identifier is selected), the system has provided an initial target anchor point for the user, avoiding the starting cost of the user starting from zero in the absence of a default state. The state switching of the first identifier (default selection) and the second identifier (switching target) forms an operation to feedback closed loop through visual changes (such as highlighting, zooming, color difference). When the user performs the switching operation, the user can intuitively perceive that the currently selected target has changed through the instant change of the identifier state, strengthen the association between the operation and the target, and reduce the cognitive load.
[0122] In actual implementation, when the selection operation for the target second virtual object is a switching operation for the target second virtual object, the process of displaying the object identifier and the direction identifier of each second virtual object in the view interface can be that the object identifier and the direction identifier of the default second virtual object are displayed in the view interface, and the object identifier and the direction identifier of the other second virtual objects are displayed. The default second virtual object satisfies at least one of the following conditions: the first distance between the default second virtual object and the first virtual object is less than the second distance between the other second virtual objects and the first virtual object; the first damage value caused by the default second virtual object to the first virtual object is greater than the second damage value caused by the other second virtual objects to the first virtual object; the current life value of the default second virtual object is less than the current life value of the other second virtual objects; and the object level of the default second virtual object is greater than or equal to the object level of the other second virtual objects.
[0123] It should be noted that for the process of determining the default second virtual object, the attribute information of each second virtual object is obtained, and the attribute information includes at least one of the distance between the second virtual object and the first virtual object, the damage value caused by the second virtual object to the first virtual object, the object level of the second virtual object, and the current life value of the second virtual object. Then, the default second virtual object is selected from the at least one second virtual object in combination with the attribute information of each second virtual object. Thus, the direction identifier and the object identifier of the default second virtual object and the other second virtual objects are obtained, and the object identifier and the direction identifier of the default second virtual object and the object identifier and the direction identifier of the other second virtual objects are displayed in the view interface.
[0124] As an example, taking the distance between the second virtual object and the first virtual object as an example, first, a three-dimensional coordinate system of the virtual scene is constructed, and the coordinates of the first virtual object are determined as Pu = (x0, y0, z0), the coordinates of the i-th second virtual object are P Ai = (x i , y i , z i ), and then according to the coordinates of the first virtual object and the coordinates of each second virtual object, the distance between each second virtual object and the first virtual object is determined, that is,
[0125] wherein x i is the horizontal coordinate of the second virtual object, y i is the vertical coordinate of the second virtual object, x0 is the horizontal coordinate of the first virtual object, y0 is the vertical coordinate of the first virtual object, and D i is the distance between the i-th second virtual object and the first virtual object.
[0126] Then, based on the distance between each second virtual object and the first virtual object, the second virtual object closest to the first virtual object, that is, the second virtual object corresponding to the minimum value of D i , is selected from the at least one second virtual object as the default second virtual object.
[0127] In this way, based on the attribute information of each second virtual object, the default second virtual object initially in the selected state is determined, so that the attribute information of the second virtual object (such as character relationship, function priority, state feature, etc.) directly reflects its relevance to user operation. For example, if the attribute is high damage output, the object is more threatening to the user, and the default selection can meet the potential demand for priority processing of threats. If the attribute is low blood volume, the object can take advantage of the opportunity to defeat, and the default selection can meet the potential demand for priority defeating of enemies. That is, the selection of the default second virtual object is not random, but an intelligent prediction based on scene logic and user potential intention through attribute information selection, reducing the probability of user forced reselection due to the default second virtual object not meeting the demand, reducing operation redundancy from the root, improving human-computer interaction efficiency and hardware processing resource utilization.
[0128] Step 202, in response to the selection operation, triggering a view turning instruction for the target second virtual object in the at least one second virtual object.
[0129] It should be noted that, after receiving the selection operation on the target second virtual object, the view angle turning instruction for the target second virtual object in the at least one second virtual object is triggered in response to the selection operation, so that the view angle of the first virtual object is turned to the target second virtual object in response to the view angle turning instruction for the target second virtual object. In this way, by automatically adjusting the view angle, the efficiency of adjusting the view angle of the player in the interaction process is improved, the view angle adjustment process is more smooth and efficient, thereby improving the overall experience of the player in dealing with complex interaction scenarios, and improving the human-computer interaction efficiency and the utilization rate of hardware processing resources.
[0130] In actual implementation, the process of triggering the view angle turning instruction for the target second virtual object in the at least one second virtual object in response to the selection operation can be that, after receiving the selection operation, the selected duration of the second identifier in the selected state is recorded; if the selected duration reaches a target selected duration, the view angle turning instruction for the target second virtual object is triggered; or, in response to receiving a determination operation on the second identifier in the selected state, the view angle turning instruction for the target second virtual object is triggered.
[0131] It should be noted that, the selected duration of the second identifier in the selected state can be recorded in the background, or displayed on the front end (such as the display interface of the terminal), or recorded in the background and displayed on the front end, and the present application embodiments do not limit the selected duration of the second identifier in the selected state; the target selected duration can be pre-set, for example, it can be 3 seconds, and the determination operation on the second identifier in the selected state can be a click operation on the second identifier. The process of performing the determination operation on the second identifier in the selected state is similar to the process of performing the trigger operation on the first identifier, which will not be described here.
[0132] In this way, by automatically triggering the view angle turning instruction when the second identifier is selected for the target duration, an automatic path with low operation cost is provided for the user. When the user needs to quickly and continuously process multiple targets, the user does not need to additionally perform a determination operation, but only needs to keep the second identifier in the selected state for the target duration, so that the view angle turning is automatically triggered. This design reduces the operation steps, is particularly suitable for fast-paced scenes, and avoids slowing down the operation rhythm due to frequent manual confirmation; and by actively triggering the view angle turning instruction through the determination operation, a manual path with high control of the user is reserved. When the user needs to accurately select or temporarily adjust the decision, the turning can be immediately triggered by actively performing the determination operation without waiting for the duration. This design meets the fine operation requirement and avoids passivity that may be caused by automatic triggering. In this way, the two are combined to form a flexible switching operation mode, and the user can autonomously select the triggering manner according to the scene pressure and the target complexity, so as to ensure efficiency and reserve control.
[0133] In actual implementation, when the first virtual object is in the target mode, each second virtual object and the object direction of each second virtual object are identified, so that in response to the view angle turning instruction triggered based on the selection operation on the target second virtual object, the view angle of the first virtual object is controlled to turn to the target second virtual object, that is, the view angle is automatically adjusted; and when the first virtual object is in the normal mode, the view angle of the first virtual object needs to be manually adjusted, that is, the process of adjusting the view angle of the first virtual object is displayed in response to the view angle adjustment operation on the first virtual object; and thus, when the first virtual object is in the normal mode, the first virtual object can be controlled to switch from the normal mode to the target mode in response to the mode switching operation on the first virtual object, so that when the first virtual object is in the target mode, each second virtual object and the object direction of each second virtual object are identified in the view interface in response to the first virtual object in the virtual scene being attacked by at least one second virtual object.
[0134] Among them, the selection operation on the target second virtual object and the view angle adjustment operation on the first virtual object can be performed by at least one of a keyboard, a mouse, and a joystick, but when the first virtual object is in the normal mode, the view angle of the first virtual object is adjusted in response to the trigger operation performed by at least one of the keyboard, the mouse, and the joystick; and when the first virtual object is in the target mode, the target second virtual object is selected in response to the trigger operation performed by at least one of the keyboard, the mouse, and the joystick, for example, switching the identifier in the selected state.
[0135] Step 102, in response to the view angle turning instruction on the target second virtual object in the at least one second virtual object, the view angle of the first virtual object is controlled to turn to the target second virtual object based on the identified each second virtual object and each object direction.
[0136] In actual implementation, in response to the view angle turning instruction for the target second virtual object in the at least one second virtual object, the process of controlling the view angle of the first virtual object to turn to the target second virtual object can be that, in response to the view angle turning instruction for the target second virtual object in the at least one second virtual object, the first virtual object is controlled to rotate in a target rotation direction until the view angle of the first virtual object turns to the target second virtual object, wherein the target rotation direction is used to indicate that the rotation angle of the first virtual object is less than a flat angle.
[0137] It should be noted that the control of the first virtual object to rotate in the target rotation direction means that the first virtual object is controlled to rotate around itself, and the target rotation direction includes a horizontal direction and a vertical direction, so that when the first virtual object rotates in the target rotation direction, in the horizontal direction, the rotation angle of the first virtual object is less than 180 degrees, and in the vertical direction, the rotation angle of the first virtual object is less than 90 degrees; in this way, by limiting the rotation of the first virtual object in the target rotation direction, the first virtual object is prevented from rotating greatly, thereby reducing resource consumption and improving the view angle turning efficiency of the first virtual object in the virtual scene.
[0138] Exemplarily, referring to FIG. 9, FIG. 9 is a process schematic diagram of controlling the view angle of the first virtual object to turn to the target second virtual object according to an embodiment of the present application, and based on FIG. 9, the second virtual object indicated by the virtual object 901 in FIG. 9a and the second virtual object indicated by the virtual object 902 in FIG. 9b are the same second virtual object, that is, the target second virtual object; in response to the view angle turning instruction for the target second virtual object in the at least one second virtual object, such as the target second virtual object indicated by the virtual object 901 in FIG. 9a, the first virtual object is controlled to rotate in a target rotation direction, that is, the first virtual object is controlled to rotate clockwise by an angle indicated by the angle 903 in FIG. 9a, so as to display the view angle shown in FIG. 9b, that is, the view angle of the first virtual object is turned to the target second virtual object.
[0139] In some embodiments, the first virtual object is automatically turned based on the view angle turning instruction only within a certain time length, and the process specifically includes that, in response to the first virtual object in the virtual scene being attacked by the at least one second virtual object, a view angle adjustment time length is recorded; the view angle adjustment time length is used to indicate the time length of the view angle adjustment of the first virtual object; and in response to the view angle turning instruction for the target second virtual object in the at least one second virtual object, the view angle of the first virtual object is controlled to turn to the target second virtual object, which can be that, if the view angle adjustment time length is less than or equal to a target view angle adjustment time length, in response to the view angle turning instruction for the target second virtual object in the at least one second virtual object, the view angle of the first virtual object is controlled to turn to the target second virtual object.
[0140] It should be noted that the recording target view angle adjustment duration can be recorded in the background, or can be displayed on the front end (such as the display interface of the terminal), or can be recorded in the background and displayed on the front end, and the application embodiments do not limit this; and the target view angle adjustment duration can be pre-set, for example, it can be one minute, and the timing starts from when the first virtual object is attacked by at least one second virtual object, and only within the target view angle adjustment duration, the player can select the target second virtual object, thereby realizing automatic steering, if the view angle adjustment duration is greater than the target view angle adjustment duration, the identified second virtual objects and the object directions of the second virtual objects are cancelled, and a prompt information is displayed, the prompt information is used to prompt that the target second virtual object cannot be selected and the view angle is automatically adjusted if the target view angle adjustment duration is exceeded.
[0141] In this way, the core value of automatic steering in the virtual scene is to assist the user to quickly focus on the target, but excessive automation may cause the user to lose the sense of control over the first virtual object, so by limiting that the first virtual object can be automatically steered based on the view angle steering instruction only within the target view angle adjustment duration, the balance between automatic assistance and user dominance is achieved, and it is ensured that help is provided only within a certain time, rather than replacing user decision-making.
[0142] In some embodiments, when the second virtual objects and the object directions of the second virtual objects are identified in the view interface, it is necessary to first determine the direction of the second virtual object relative to the first virtual object, as described above, the direction here can be two-dimensional or three-dimensional.
[0143] As an example, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the process of identifying the second virtual objects and the object directions of the second virtual objects in the view interface can be implemented in the following manner: in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, for each second virtual object, the following processing is performed to obtain the position angle of the second virtual object relative to the current view angle of the first virtual object: connecting the position of the second virtual object and the position of the first virtual object to obtain a position connecting line, and emitting a detection ray from the position of the first virtual object to a reference direction to obtain a view angle ray; wherein the reference direction is the direction indicated by the current view angle of the first virtual object; the angle between the position connecting line and the view angle ray is taken as the position angle of the second virtual object relative to the current view angle of the first virtual object; and then based on the position angle corresponding to each second virtual object, the second virtual objects and the object directions of the second virtual objects are identified in the view interface.
[0144] In this context, identifying each second virtual object and its object direction in the view interface based on the position angle corresponding to each second virtual object means identifying each second virtual object and its object direction in the view interface based on the position angle corresponding to each second virtual object and with reference to the reference direction.
[0145] In actual implementation, as mentioned above, the first step is to construct a three-dimensional coordinate system for the virtual scene and determine the coordinates of the first virtual object as P. u = (x0, y0, z0), where the coordinates of the i-th second virtual object are P. Ai =(x i y i , z i Then, connect the positions of the second virtual object and the first virtual object to obtain the position line. This is done by subtracting the coordinates of the second virtual object from the coordinates of the first virtual object, resulting in the position line, which is also the attack direction vector. Here, the calculation is based only on the plane of the coordinate system. Therefore: V i =P Ai -P u =(x i -x0, y i -y0)...Formula (2);
[0146] Among them, P Ai Let P be the coordinates of the second virtual object. u Let x be the coordinates of the first virtual object. i Let y be the x-coordinate of the second virtual object. i x0 is the ordinate of the second virtual object, x0 is the abscissa of the first virtual object, and y0 is the ordinate of the first virtual object.
[0147] Then, the view ray, which is also the view vector of the first virtual object, is denoted as V. u =(x u y u The first virtual object's viewpoint vector is obtained by subtracting its coordinates from the origin. The angle between the line connecting the positions and the viewpoint ray is used as the position angle of the second virtual object relative to the first virtual object's current viewpoint. In other words, based on the first virtual object's viewpoint vector and attack direction vector, the position angle of the second virtual object relative to the first virtual object's current viewpoint is determined. Specifically, this involves multiplying the first virtual object's viewpoint vector and attack direction vector to obtain a first result; multiplying the magnitude of the first virtual object's viewpoint vector and the magnitude of the attack direction vector to obtain a second result; and then obtaining the ratio between the first and second results. Based on this ratio, the position angle of the second virtual object relative to the first virtual object's current viewpoint is determined.
[0148] wherein, V u is the object view vector of the view ray, i.e. the first virtual object, V i is the position connecting line, i.e. the attack direction vector, θ i is the position included angle of the i-th second virtual object relative to the current view angle of the first virtual object.
[0149] Thus, after obtaining cos(θ i ), i.e. determining the position included angle θ i of the second virtual object relative to the current view angle of the first virtual object.
[0150] As an example, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the process of identifying each second virtual object and the object direction of each second virtual object in the view interface can be implemented in the following manner: as described above, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the following processing is performed for each second virtual object to obtain the position included angle of the second virtual object relative to the current view angle of the first virtual object: connecting the position of the second virtual object and the position of the first virtual object to obtain a position connecting line, and emitting a detection ray from the position of the first virtual object to a reference direction to obtain a view ray; wherein the reference direction is the direction indicated by the current view angle of the first virtual object; taking the included angle between the position connecting line and the view ray as the position included angle of the second virtual object relative to the current view angle of the first virtual object; and then identifying each second virtual object and the object direction of each second virtual object in the view interface based on the position included angle corresponding to each second virtual object.
[0151] As described above, identifying each second virtual object and the object direction of each second virtual object in the view interface based on the position included angle corresponding to each second virtual object also means identifying each second virtual object and the object direction of each second virtual object in the view interface with reference to the reference direction based on the position included angle corresponding to each second virtual object.
[0152] In actual implementation, as described above, first, a three-dimensional coordinate system of the virtual scene is constructed, the coordinate of the first virtual object is determined as P u =(x0, y0, z0), and the coordinate of the i-th second virtual object is determined as P Ai =(x i , y i , z i), and then connecting the position of the second virtual object and the position of the first virtual object to obtain a position connecting line, that is, the coordinates of the second virtual object and the coordinates of the first virtual object are subtracted to obtain the position connecting line, that is, the attack direction vector, and here the calculation is based on the space coordinate system, so that: V i = P Ai - P u = (x i - x0, y i - y0, z i - z0) …… formula (4);
[0153] Wherein, P Ai is the coordinates of the second virtual object, P u is the coordinates of the first virtual object, x i is the horizontal coordinate of the second virtual object, y i is the vertical coordinate of the second virtual object, z i is the vertical coordinate of the second virtual object, x0 is the horizontal coordinate of the first virtual object, y0 is the vertical coordinate of the first virtual object, and z0 is the vertical coordinate of the first virtual object.
[0154] Then, the visual angle ray, that is, the object visual angle vector of the first virtual object, is denoted as V u = (x u , y u , z u ), wherein the object visual angle vector of the first virtual object, that is, the coordinates of the first virtual object and the origin are subtracted, and then the angle between the position connecting line and the visual angle ray is taken as the position angle of the current visual angle of the second virtual object relative to the first virtual object, that is, based on the object visual angle vector and the attack direction vector of the first virtual object, the position angle of the current visual angle of the second virtual object relative to the first virtual object is determined, as described above, which specifically includes multiplying the object visual angle vector and the attack direction vector of the first virtual object to obtain a first result, then multiplying the modulus of the object visual angle vector and the modulus of the attack direction vector of the first virtual object to obtain a second result, then obtaining the ratio of the first result to the second result, so as to determine the position angle of the current visual angle of the second virtual object relative to the first virtual object based on the ratio, as shown in formula (3).
[0155] In this way, the angle between the position connecting line of the first virtual object and the second virtual object and the visual angle ray of the first virtual object is taken as the position angle of the current visual angle of the second virtual object relative to the first virtual object, so as to identify the object direction of each second virtual object and the second virtual object in the view interface based on the position angle. In this way, the accuracy of the determined position angle is ensured, thereby improving the accuracy of identifying the object direction of each second virtual object and the second virtual object in the subsequent process based on the position angle.
[0156] In actual implementation, as described above, the target rotation direction includes a horizontal direction and a vertical direction, so that the first virtual object needs to rotate in the horizontal direction and the vertical direction respectively, and thus, in response to the view angle turning instruction for the target second virtual object among the at least one second virtual object, the process of controlling the view angle of the first virtual object to turn to the target second virtual object can be that, in response to the view angle turning instruction for the target second virtual object among the at least one second virtual object, a horizontal rotation angle of the first virtual object and a vertical rotation angle of the first virtual object are obtained; the horizontal rotation angle is used to indicate an angle by which the first virtual object needs to rotate in the horizontal direction, and the vertical rotation angle is used to indicate an angle by which the first virtual object needs to rotate in the vertical direction; based on the horizontal rotation angle and the vertical rotation angle, the view angle of the first virtual object is rotated; the view angle of the first virtual object after the view angle is rotated points to the target second virtual object; here, the view angle of the first virtual object after the view angle is rotated points to the target second virtual object means that the view angle of the first virtual object is turned to the target second virtual object.
[0157] In some embodiments, for the process of obtaining the horizontal rotation angle of the first virtual object, specifically, a three-dimensional coordinate system of the virtual scene is constructed, and in the three-dimensional coordinate system, the coordinates of the first virtual object, i.e., P u =(x0, y0, z0) and the coordinates of the second virtual object, i.e., P Ai =(x i , y i , z i ) are determined, and then based on the coordinates of the first virtual object and the coordinates of the second virtual object, the rotation angle of the first virtual object in the horizontal direction is determined, so that the view angle of the first virtual object is aligned with the corresponding second virtual object in the horizontal direction based on the rotation angle in the horizontal direction, specifically including that the longitudinal coordinate of the second virtual object is subtracted from the longitudinal coordinate of the first virtual object to obtain a first longitudinal coordinate difference, and the transverse coordinate of the second virtual object is subtracted from the transverse coordinate of the first virtual object to obtain a first transverse coordinate difference, then the ratio of the first longitudinal coordinate difference and the first transverse coordinate difference is obtained, and based on the ratio, the horizontal rotation angle is determined, i.e.,
[0158] wherein Yaw refers to the horizontal rotation angle, x i is the transverse coordinate of the second virtual object, y i is the longitudinal coordinate of the second virtual object, x0 is the transverse coordinate of the first virtual object, and y0 is the longitudinal coordinate of the first virtual object.
[0159] It should be noted that the value of Yaw is in the range of [-180°, 180°]. If Yaw < 0, the first virtual object will be rotated counterclockwise (to the left) by |Yaw|. If Yaw ≥ 0, the character will be rotated clockwise (to the right) by |Yaw|.
[0160] In some embodiments, the process of obtaining the vertical rotation angle of the first virtual object specifically includes constructing a three-dimensional coordinate system of the virtual scene, and determining the coordinates of the first virtual object, i.e., P, in the three-dimensional coordinate system. u = (x0, y0, z0) and the coordinates of the second virtual object, i.e., P Ai =(x i y i , z i Then, based on the coordinates of the first virtual object and the second virtual object, the rotation angle of the first virtual object in the vertical direction is determined so that the viewing angle of the first virtual object is aligned with the corresponding second virtual object in the vertical direction based on the rotation angle in the vertical direction. Specifically, this includes: subtracting the vertical coordinates of the second virtual object from the vertical coordinates of the first virtual object to obtain the difference in vertical coordinates; subtracting the vertical coordinates of the second virtual object from the vertical coordinates of the first virtual object to obtain the difference in vertical coordinates; subtracting the horizontal coordinates of the second virtual object from the horizontal coordinates of the first virtual object to obtain the difference in horizontal coordinates; summing the squares of the differences in vertical coordinates and the squares of the differences in horizontal coordinates to obtain the sum of squares of coordinates; and determining the vertical rotation angle based on the difference in vertical coordinates and the sum of squares of coordinates, i.e.:
[0161] Here, Pitch refers to the vertical rotation angle, x i Let y be the x-coordinate of the second virtual object. i Z represents the ordinate of the second virtual object. i x0 is the vertical coordinate of the second virtual object, which is also its height; x0 is the horizontal coordinate of the first virtual object; y0 is the vertical coordinate of the first virtual object; and z0 is the vertical coordinate of the first virtual object, which is also its height.
[0162] It should be noted that the value of Pitch is in the range of [-90°, 90°]. If Pitch < 0, the view of the first virtual object will be rotated downwards by |Pitch|. If Pitch ≥ 0, the view of the first virtual object will be rotated upwards by |Yaw|.
[0163] Thus, when the view angle turning instruction for the target second virtual object is received, the horizontal rotation angle for indicating the angle at which the first virtual object needs to rotate in the horizontal direction and the vertical rotation angle for indicating the angle at which the first virtual object needs to rotate in the vertical direction are obtained, and then the view angle of the first virtual object is rotated based on the horizontal rotation angle and the vertical rotation angle, so that the view angle of the first virtual object is turned to the target second virtual object. In this way, since the position of the target second virtual object in the virtual scene is a three-dimensional coordinate, if only a single-dimensional rotation (such as only horizontal turning) cannot ensure that the view angle is accurately aligned with the target, by selecting the angles from the horizontal direction and the vertical direction respectively, not only can the view angle accurately lock the target second virtual object without subsequent manual fine-tuning, directly improving the view angle adjustment efficiency, but also can simulate the natural view angle turning law and enhance the immersion of the user.
[0164] In some embodiments, the identification of the second virtual objects and the object directions of the second virtual objects in the view interface is only performed when the first virtual object has the identification permission, that is, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the process of identifying the second virtual objects and the object directions of the second virtual objects in the view interface includes: in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, identifying the second virtual objects and the object directions of the second virtual objects in the view interface when the first virtual object has the identification permission.
[0165] It should be noted that when the first virtual object in the virtual scene is attacked by at least one second virtual object, the object information of the first virtual object is obtained, and based on the object information, the permission of the first virtual object is detected. When the detection result indicates that the first virtual object has the identification permission, the second virtual objects and the object directions of the second virtual objects are identified in the view interface; when the detection result indicates that the first virtual object does not have the identification permission, a permission prompt information is displayed, and the permission prompt information is used to prompt that the first virtual object does not have the identification permission. The object information of the first virtual object includes at least one of the object level of the first virtual object, the life value of the first virtual object, and the distance between the first virtual object and the second virtual object.
[0166] Thus, when the first virtual object in the virtual scene is attacked by the second virtual object, the second virtual objects and the object directions of the second virtual objects are identified in the view interface only when the first virtual object has the identification permission. In this way, by controlling the resource consumption according to the permission difference, the system resource utilization is optimized, and the device compatibility and smoothness are improved.
[0167] In actual implementation, before identifying each second virtual object and its object direction in the view interface, the first virtual object is determined to have identification permission in response to the first virtual object meeting the target conditions; wherein, the target conditions include at least one of the following: the object level of the first virtual object reaches the level threshold; the life value of the first virtual object is less than or equal to the life value threshold; the distance between the first virtual object and the second virtual object is less than or equal to the distance threshold.
[0168] It should be noted that determining whether the first virtual object meets the target conditions specifically includes: firstly, obtaining the object information of the first virtual object, as mentioned above, the object information of the first virtual object includes at least one of the following: the object level of the first virtual object, the health points of the first virtual object, and the distance between the first virtual object and the second virtual object; when the object information includes at least the object level, comparing the object level with a level threshold, and determining that the first virtual object meets the target conditions if the object level reaches the level threshold; when the object information includes at least the health points, comparing the health points with a health point threshold, and determining that the first virtual object meets the target conditions if the object health points are less than or equal to the health point threshold; when the object information includes at least the distance between the first virtual object and the second virtual object, comparing the distance between the first virtual object and the second virtual object with a distance threshold, and determining that the first virtual object meets the target conditions if the distance between the first virtual object and the second virtual object is less than or equal to the distance threshold; thus, in response to the first virtual object meeting the target conditions, determining that the first virtual object possesses the aforementioned identification permissions.
[0169] The level threshold, health threshold, and distance threshold can all be preset, and this application does not limit this.
[0170] It should be noted that, regarding the process of performing permission detection on the first virtual object based on object information, as mentioned above, the object information of the first virtual object includes at least one of the following: the object level of the first virtual object, the life value of the first virtual object, and the distance between the first virtual object and the second virtual object. Therefore, when the object information includes at least the object level, the object level is compared with a level threshold. If the object level reaches the level threshold, a detection result indicating that the first virtual object has identification permissions is obtained. When the object information includes at least the life value, the life value is compared with a life value threshold. If the object's life value is less than or equal to the life value threshold, a detection result indicating that the first virtual object has identification permissions is obtained. When the object information includes at least the distance between the first virtual object and the second virtual object, the distance between the first virtual object and the second virtual object is compared with a distance threshold. If the distance between the first virtual object and the second virtual object is less than or equal to the distance threshold, a detection result indicating that the first virtual object has identification permissions is obtained.
[0171] Thus, whether the first virtual object has the identification permission is determined based on the object level of the first virtual object, the life value of the first virtual object, and the distance between the first virtual object and the second virtual object. In this way, the identification permission is no longer fixed, but dynamically adjusted according to the real-time state (level, life value) of the first virtual object and the environmental relationship (distance from the second virtual object). This dynamic nature not only makes the permission mechanism more suitable for real-time situations in the game, improving the intelligence of the permission mechanism, but also balances the game difficulty and survival experience, enhancing the challenge and fault tolerance.
[0172] In some embodiments, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, after identifying each second virtual object and the object direction of each second virtual object in the view interface, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, a cancel control can be displayed; and in response to a triggering operation on the cancel control, the identification of each second virtual object and the object direction of each second virtual object is canceled.
[0173] It should be noted that while each second virtual object and the object direction of each second virtual object are identified in the view interface, a cancel control for canceling the identification of each second virtual object and the object direction of each second virtual object is also displayed. The cancel control is displayed in any idle area of the view interface, and the application embodiments do not limit this. The triggering operation on the cancel control can be, for example, a click operation or a press operation, and the application embodiments do not limit this.
[0174] In this way, after each second virtual object and the object direction of each second virtual object are identified in the view interface, if the user does not need to identify each second virtual object and the object direction of each second virtual object, the identification of each second virtual object and the object direction of each second virtual object can be canceled through the cancel control. This returns the control of information to the user, avoiding the oppression caused by forced pushing, and also adapts to diverse scene needs, improving the flexibility of the identification process.
[0175] In some embodiments, in response to a view angle turning instruction for a target second virtual object in the at least one second virtual object, after controlling the view angle of the first virtual object to turn to the target second virtual object, in response to an interaction operation on the target second virtual object, the first virtual object and the target second virtual object can be controlled to interact; and in response to the first virtual object defeating the target second virtual object, a virtual resource is displayed, and the virtual resource can be applied in the virtual scene. The virtual resource can be, for example, a virtual prop, experience points, etc., and the application embodiments do not limit this.
[0176] Thus, in the process of interaction between the first virtual object and the target second virtual object, if the first virtual object defeats the target second virtual object, the virtual resource that can be applied in the virtual scene is displayed, so that not only the diversity of the interaction process in the virtual scene is enriched, but also the user experience is improved.
[0177] According to the above embodiments of the present application, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, each second virtual object and the object direction of each second virtual object are identified in the view interface, and then in response to a view direction turning instruction for a target second virtual object in the at least one second virtual object, the view direction of the first virtual object is controlled to turn to the target second virtual object based on the identified each second virtual object and the object direction of each second virtual object. Thus, compared with the solution in which the player needs to manually adjust the view direction, the present application can automatically adjust the view direction, improve the efficiency of the player's view direction adjustment in the interaction process, and make the view direction adjustment process more smooth and efficient, thereby improving the overall experience of the player in dealing with complex interaction scenes, and improving the human-computer interaction efficiency and the utilization rate of hardware processing resources. At the same time, by identifying the second virtual object and the object direction of each second virtual object, the player can easily determine the target second virtual object to which the view direction needs to be turned, which not only improves the accuracy of the view direction adjustment, but also further improves the human-computer interaction efficiency and the utilization rate of hardware processing resources.
[0178] In the following, an exemplary application of the embodiments of the present application in an actual application scenario will be described.
[0179] In the related art game, the player often needs to quickly manually adjust the view direction to cope with the threat when encountering enemy attacks, for example, by moving the mouse under the keyboard and mouse configuration, operating the direction rocker under the handle configuration, and adjusting the view direction dial of the mobile terminal. These methods can basically meet the operation needs of the player, but in the high-pressure combat environment after the player is hit, it is often difficult to provide sufficient reaction speed and accuracy, thereby causing the player to have difficulty in quickly locating the attack source after being hit, and performing effective counterattacks or evasions, which affects the smoothness and reaction efficiency of the battle. At the same time, some game scenes are too complex, in a complex terrain and a site with multiple elevations, the player needs to manually control the horizontal and vertical view direction rotation to locate the enemy if the player wants to lock the attack source from the high place, which will result in an unsmooth operation experience.
[0180] Based on this, the embodiment of the application provides a virtual object view angle adjustment method. After a player is attacked, an attack source direction wheel (prompt wheel) is popped up, and a view angle locking button (view angle adjustment control) is displayed. Long pressing the view angle locking button and keeping the button pressed can enter the operation process of quickly turning to a specified view angle direction. When in the process, an attacker icon appears on the attack source direction wheel to prompt the player about the type of the attacker. At the same time, when selecting the quick turning direction, the default quick turning direction is the direction of the attack source closest to the player. If there is only one attack source, after the back-to-normal button is released, the view angle and the character orientation will automatically align to the attack source. If there are multiple attack sources, the player can select one of the attack sources through the view angle control knob. After the back-to-normal button is released, the view angle and the character orientation will switch to the selected attack source.
[0181] In this way, in the emergency after the player is hit, quick and accurate view angle switching can be realized, so that the player can quickly locate the threat when attacked, not only optimizing the reaction speed in the battle process, but also improving the overall experience of the player when dealing with complex battle scenes, making it more smooth and efficient.
[0182] Next, the technical solution of the application is described from the product side.
[0183] In actual implementation, in response to the character (first virtual object) being attacked by the enemy (second virtual object), an attack direction prompt wheel (prompt wheel) is popped up. The angle between the straight line (position connection line) composed of the enemy coordinates and the player coordinates and the player view angle direction straight line (view angle ray) is determined, and is mapped to the attack direction prompt wheel to accurately prompt the attack direction (direction identifier) of the enemy, as shown in Fig. 6a.
[0184] In actual implementation, in response to a long press operation on the view angle locking button (view angle adjustment control), during the execution of the long press operation, the system will temporarily disable the view angle control function of the player character, and instead convert the view angle direction switching operation into a selection operation of the enemy character in the attack direction prompt wheel. In this mode, different directions (direction identifiers) in the selection wheel can be switched by moving the view angle. The system will default to select the attack source direction (direction identifier) closest to the character, ensuring that the player can quickly locate and respond to the most urgent threat, as shown in Fig. 8.
[0185] It should be noted that during the execution of the long press operation, in addition to the highlighted indication of the hit direction, the system will also display the avatar (object identifier) of the enemy unit on the attack direction. In this way, the player can quickly identify and distinguish different enemies when facing multiple attack sources, as shown in Fig. 5.
[0186] In actual implementation, after the desired turning direction is selected, in response to the release operation of the view lock button, the system will immediately and automatically adjust the player's character's direction to the side less than 180 degrees to the direction of the selected attack source. After the turn is completed, the character can face the selected attacker, as shown in Figure 9.
[0187] Next, the technical solution of this application will be described from a technical perspective.
[0188] First, when a character is attacked, the direction of the attack is indicated. Specifically, when an attack is detected, the coordinates of the i-th attacker are recorded as P. Ai =(x i y i , z i The character's coordinates are P. u = (x0, y0, z0), calculating only the x-axis and y-axis coordinates, then the attack direction vector V is... i As shown in formula (2) above; and the character's perspective vector V u It can be determined based on the direction of the character's current viewpoint, denoted as V. u =(x u y u If we only consider the x-axis and y-axis of the coordinate system for calculation, then V can be calculated according to the above formula (3). i With V u The included angle θ i Therefore, according to θ i Attack direction prompts can be displayed on the attack direction prompt wheel.
[0189] Second, the attacker closest to the character is identified through calculation. Specifically, this includes determining the attacker's coordinates P. Ai and character coordinates P u Calculate the distance D between each attacker and the character, as shown in the formula (1) above; select the minimum distance from multiple distances and obtain the angle of the enemy corresponding to the minimum distance, so as to highlight the corresponding angle on the attack direction prompt wheel.
[0190] Third, after selecting the target to turn to, the viewpoint is automatically switched. Specifically, after selecting the target to turn to, the character's viewpoint is rotated in 3D, and the coordinates of the i-th attacker are denoted as P. Ai =(x i y i , z i The character's coordinates are P. u= (x0, y0, z0), the determination process of the horizontal angle (Yaw) is shown in the above formula (5), wherein the value range of Yaw is [-180°, 180°], if Yaw < 0, the first virtual object is rotated counterclockwise (left) by |Yaw|, if Yaw ≥ 0, the role is rotated clockwise (right) by |Yaw|; and the determination process of the vertical angle (Pitch) is shown in the above formula (6), wherein the value range of Pitch is [-90°, 90°], if Pitch < 0, the view angle of the first virtual object is rotated downward by |Pitch|, if Pitch ≥ 0, the view angle of the first virtual object is rotated upward by |Yaw|. Finally, based on the obtained horizontal angle and vertical angle, the view angle of the role is adjusted, so that the view angle of the role can be correctly aligned in the direction of the attacker in the three-dimensional space.
[0191] Referring to FIG. 10, FIG. 10 is a flowchart of a view angle adjustment method of a virtual object provided in an embodiment of the present application, and the view angle adjustment method of the virtual object provided in the embodiment of the present application is realized through steps 1001 to 1006.
[0192] Step 1001, at the moment when the role is attacked, the system detects the attack event and records the related information of the attacker.
[0193] Step 1002, according to the coordinates P Ai = (x i , y i , z i ) of the attacker and the coordinates P u = (x0, y0, z0) of the role, the system calculates the attack direction vector V i = P Ai -P u = (x i -x0, y i -y0) and the view angle vector V u = (x u , y u ) of the role, and then determines the included angle θ i between the two according to the above formula (3), and then determines the attack source direction and maps it to the corresponding position on the attack direction indicating wheel based on the included angle.
[0194] Step 1003, the system continuously detects the input of the player, and when it is determined that a long press operation on the view angle locking button is received based on the detection result, the next step is entered.
[0195] Step 1004, the system calculates the distance D iDetermine the source of the recent attack, and default highlight the corresponding direction on the attack direction prompt wheel; At the same time, the enemy avatar of the attack source will be displayed on the attack direction, which is convenient for players to identify and select targets.
[0196] Step 1005, in response to the release operation of the view angle lock button, the system enters the view angle adjustment process.
[0197] Step 1006, after selecting the target enemy, the system calculates the three-dimensional rotation angle of the character's view angle. Specifically, the determination process of the horizontal angle (Yaw) is shown in the above formula (5), wherein the value range of Yaw is [-180°, 180°], if Yaw<0, the first virtual object is counterclockwise (left) rotated |Yaw|, if Yaw≥0, the character is clockwise (right) rotated |Yaw|; The determination process of the vertical angle (Pitch) is shown in the above formula (6), wherein the value range of Pitch is [-90°, 90°], if Pitch<0, the view angle of the first virtual object is downward rotated |Pitch|, if Pitch≥0, the view angle of the first virtual object is upward rotated |Yaw|, then the system automatically adjusts the view angle of the character according to the calculation result, so that it is aligned with the selected attack source.
[0198] In this way, through the present application, the operation burden of the player in the high-pressure combat environment is significantly reduced, and the reaction speed is improved. At the same time, by changing the manual adjustment of the view angle to the system assisted automatic alignment, more accurate view angle positioning can be provided for the player at the moment of being hit, so that he can be more active in the battle and can quickly lock the target to counterattack or avoid attack, effectively solving the limitations of the traditional view angle adjustment method in the intense battle.
[0199] In actual implementation, the following beneficial effects are achieved by the present application: 1. Improve reaction efficiency: after being attacked, the player can quickly lock the attack source by long-pressing the view angle lock button. Compared with the traditional manual view angle adjustment operation, the reaction time is greatly shortened. 2. Reduce operation burden: when there is a single attack source, through the automatic view angle alignment function, the player's operation burden in the high-pressure combat environment is effectively reduced. 3. Improve view angle positioning accuracy: when there are multiple attack sources, an intelligent direction selector is used. When facing multiple attack sources, the player can quickly select the target and complete the view angle switching. Compared with the traditional view angle adjustment method, the positioning efficiency is significantly improved, so that the player can lock the enemy faster in the battle and make corresponding tactical response. 4. Enhance the combat experience: the simplified view angle adjustment operation improves the smoothness and control feeling in the combat scene, so that the player can react more quickly when attacked by the enemy, and effectively cope with the changing combat environment. 5. Adapt to various combat scenes: the technical solution can perform well in different combat environments, especially in complex terrain or multiple attack sources. The automatic view angle adjustment function can help the player quickly locate the threat and take action to ensure the continuous smoothness and efficiency of the combat process.
[0200] By applying the above embodiments of the present application, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, each second virtual object and the object direction of each second virtual object are identified in the view interface, and then in response to a view angle turning instruction for a target second virtual object in the at least one second virtual object, the view angle of the first virtual object is controlled to turn to the target second virtual object based on the identified each second virtual object and the object direction of each second virtual object. In this way, compared with the scheme in which the player needs to manually adjust the view angle, the present application can automatically adjust the view angle, improve the view angle adjustment efficiency of the player in the interaction process, make the view angle adjustment process more smooth and efficient, thereby improving the overall experience of the player in handling complex interaction scenes, and also improving the human-computer interaction efficiency and the utilization rate of hardware processing resources; at the same time, by identifying the second virtual object and the object direction of each second virtual object, the player can determine the target second virtual object to which the view angle needs to be turned, which not only improves the accuracy of view angle adjustment, but also further improves the human-computer interaction efficiency and the utilization rate of hardware processing resources.
[0201] The following continues to illustrate an exemplary structure of the implementation of the virtual object view angle adjustment apparatus 455 provided by the embodiments of the present application as a software module. In some embodiments, as shown in FIG. 2, the software module stored in the virtual object view angle adjustment apparatus 455 of the memory 450 can include:
[0202] The identification module 4551 is configured to identify each of the second virtual objects and an object direction of each of the second virtual objects in the view interface in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, wherein the object direction is a direction of the second virtual object relative to the first virtual object in the virtual scene.
[0203] The turning module 4552 is configured to control the view angle of the first virtual object to turn to a target second virtual object in the at least one second virtual object in response to a view angle turning instruction for the target second virtual object based on the identified each of the second virtual objects and the object direction of each of the second virtual objects.
[0204] In some embodiments, the apparatus further includes a triggering module configured to receive a selection operation for the target second virtual object based on the identified each of the second virtual objects and the object direction of each of the second virtual objects, and trigger the view angle turning instruction for the target second virtual object in response to the selection operation.
[0205] In some embodiments, the view interface includes object identification and direction identification, the object identification is used to identify the second virtual object, and the direction identification is used to identify the object direction; and the triggering module is further configured to receive a triggering operation for a target identification based on the identified each of the second virtual objects and the object direction of each of the second virtual objects, wherein the target identification includes at least one of the object identification and the direction identification of the target second virtual object, and determine the triggering operation for the target identification as the selection operation for the target second virtual object.
[0206] In some embodiments, the identification module 4551 is further configured to display the object identification and the direction identification of each of the second virtual objects in the view interface, the object identification is used to identify the second virtual object, and the direction identification is used to identify the object direction; wherein the at least one second virtual object includes a default second virtual object, a first identification of the default second virtual object is in a selected state, and the first identification includes at least one of the object identification and the direction identification; and the triggering module is further configured to receive a switching operation for the first identification based on the identified each of the second virtual objects and the object direction of each of the second virtual objects, and control the identification in the selected state to switch from the first identification to a second identification in response to the switching operation, wherein if the second virtual object corresponding to the second identification is the target second virtual object, the received switching operation is determined as the selection operation for the target second virtual object.
[0207] In some embodiments, the triggering module is further configured to record a selected duration that the second identifier is in the selected state; and trigger the view angle turning instruction for the target second virtual object if the selected duration reaches a target selected duration; or trigger the view angle turning instruction for the target second virtual object in response to receiving a determination operation for the second identifier in the selected state.
[0208] In some embodiments, the identification module 4551 is further configured to display, in the view interface, an object identifier and a direction identifier of the default second virtual object, and display object identifiers and direction identifiers of other second virtual objects; wherein the default second virtual object satisfies at least one of the following conditions: a first distance between the default second virtual object and the first virtual object is less than a second distance between the other second virtual objects and the first virtual object; a first damage value caused by the default second virtual object to the first virtual object is greater than a second damage value caused by the other second virtual objects to the first virtual object; a current life value of the default second virtual object is less than current life values of the other second virtual objects; and an object level of the default second virtual object is greater than or equal to object levels of the other second virtual objects.
[0209] In some embodiments, the identification module 4551 is further configured to display, in the view interface, a prompt area in response to the first virtual object in the virtual scene being attacked by at least one second virtual object; and display, in the prompt area, object identifiers and direction identifiers of the second virtual objects, wherein the object identifier is used to identify a second virtual object, and the direction identifier is used to identify a direction of the object.
[0210] In some embodiments, the object identifier includes an object pattern, and the direction identifier includes a direction pattern; the identification module 4551 is further configured to display, for each of the second virtual objects, in the prompt area, an object pattern corresponding to the second virtual object, and a direction pattern corresponding to attribute information of the second virtual object; wherein the object pattern includes at least one of a type pattern corresponding to an object type of the second virtual object, and a form pattern corresponding to a form of the second virtual object; and the attribute information includes at least one of a life value of the second virtual object, a damage value caused by the second virtual object to the first virtual object, an object level of the second virtual object, and a distance between the second virtual object and the first virtual object.
[0211] In some embodiments, the apparatus further includes a first display module configured to display an identification viewing control in an inactivated state, the identification viewing control being used to view object identification and direction identification of the second virtual object; the identification module 4551 is further configured to switch the identification viewing control from the inactivated state to an activated state in response to the first virtual object in the virtual scene being attacked by at least one second virtual object; and in response to a triggering operation on the identification viewing control in the activated state, display a prompt area including object identification and direction identification in a view interface.
[0212] In some embodiments, the apparatus further includes a second display module configured to cancel display of the prompt area and display associated information of the target second virtual object; wherein the associated information includes at least one of attribute information of the target second virtual object and interaction prompt information, the attribute information includes at least one of a health value of the target second virtual object, a damage value caused to the first virtual object, an object level of the target second virtual object, and a distance between the target second virtual object and the first virtual object, and the interaction prompt information is used to recommend an interaction prop used to attack the target second virtual object by the first virtual object; and based on the associated information, in response to an interaction operation on the target second virtual object, control the first virtual object to interact with the target second virtual object.
[0213] In some embodiments, the prompt area includes a prompt wheel including object identification and direction identification corresponding to each of the second virtual objects, and a target identification in the object identification and direction identification is in a selected state; the apparatus further includes a third display module configured to display a view angle adjustment control used to switch the target identification in the selected state; in response to a pressing operation on the view angle adjustment control, when the pressing operation meets a preset pressing condition, rotate the prompt wheel and switch the target identification in the selected state in the rotation process of the prompt wheel; and in the process of performing the pressing operation, in response to a release operation on the view angle adjustment control, stop rotating the prompt wheel and take a second virtual object corresponding to the target identification in the selected state as the target second virtual object.
[0214] In some embodiments, the apparatus further includes a fourth display module configured to, in the process of performing the pressing operation, in response to the first virtual object being attacked by at least one second virtual object, display a protection special effect at the first virtual object, the protection special effect being used to indicate that the health value of the first virtual object is unchanged.
[0215] In some embodiments, the identification module 4551 is further configured to, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, display an object viewing control and a direction identifier of each of the second virtual objects in the view interface; the direction identifier is used to identify the object direction, and the object viewing control is used to view the object identifier of the second virtual object; in response to a triggering operation on the object viewing control, display the object identifier of each of the second virtual objects in the view interface.
[0216] In some embodiments, the apparatus further includes a fifth display module configured to, in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, record a view angle adjustment duration; the view angle adjustment duration is used to indicate the duration of the view angle adjustment of the first virtual object; and the steering module 4552 is further configured to, if the view angle adjustment duration is less than or equal to a target view angle adjustment duration, in response to a view angle steering instruction for a target second virtual object in the at least one second virtual object, control the view angle of the first virtual object to steer to the target second virtual object.
[0217] In some embodiments, the steering module 4552 is further configured to, in response to a view angle steering instruction for a target second virtual object in the at least one second virtual object, control the first virtual object to rotate in a target rotation direction until the view angle of the first virtual object steers to the target second virtual object; the target rotation direction is used to indicate that the size of the rotation angle of the first virtual object is less than the size of a flat angle.
[0218] In some embodiments, the steering module 4552 is further configured to, in response to a view angle steering instruction for a target second virtual object in the at least one second virtual object, obtain a horizontal rotation angle and a vertical rotation angle of the first virtual object; the horizontal rotation angle is used to indicate the angle that the first virtual object needs to rotate in the horizontal direction, and the vertical rotation angle is used to indicate the angle that the first virtual object needs to rotate in the vertical direction; and based on the horizontal rotation angle and the vertical rotation angle, the view angle of the first virtual object is rotated; the view angle of the first virtual object after the view angle is rotated points to the target second virtual object.
[0219] In some embodiments, the identification module 4551 is further configured to, in response to a first virtual object in a virtual scene being attacked by at least one second virtual object, for each of the second virtual objects, perform the following processing to obtain a position angle of the second virtual object relative to a current view angle of the first virtual object: connecting a position of the second virtual object and a position of the first virtual object to obtain a position line, and emitting a detection ray from the position of the first virtual object to a reference direction to obtain a view angle ray; wherein the reference direction is a direction indicated by the current view angle of the first virtual object; taking an angle between the position line and the view angle ray as the position angle of the second virtual object relative to the current view angle of the first virtual object; and based on the position angle corresponding to each of the second virtual objects, identifying each of the second virtual objects and an object direction of each of the second virtual objects in a view interface.
[0220] In some embodiments, the identification module 4551 is further configured to, in response to a first virtual object in a virtual scene being attacked by at least one second virtual object, when the first virtual object has identification permission, identify each of the second virtual objects and an object direction of each of the second virtual objects in a view interface.
[0221] In some embodiments, the identification module 4551 is further configured to, in response to the first virtual object satisfying a target condition, determine that the first virtual object has the identification permission; wherein the target condition includes at least one of the following: an object level of the first virtual object reaching a level threshold; a life value of the first virtual object being less than or equal to a life value threshold; and a distance between the first virtual object and the second virtual object being less than or equal to a distance threshold.
[0222] In some embodiments, the apparatus further includes a fifth display module configured to, in response to a first virtual object in a virtual scene being attacked by at least one second virtual object, display a cancel control; and in response to a triggering operation on the cancel control, cancel the identification of each of the second virtual objects and the object direction of each of the second virtual objects.
[0223] In some embodiments, the fifth display module is further configured to, in response to an interaction operation on the target second virtual object, control the first virtual object to interact with the target second virtual object; and in response to the first virtual object defeating the target second virtual object, display a virtual resource, wherein the virtual resource can be applied in the virtual scene.
[0224] The embodiment of the present application provides a computer program product, which comprises computer executable instructions or a computer program, and when the computer executable instructions or the computer program are executed by a processor, the processor will execute the view angle adjustment method of the virtual object provided in the embodiment of the present application.
[0225] The embodiment of the present application provides a computer readable storage medium storing computer executable instructions or a computer program, and when the computer executable instructions or the computer program are executed by a processor, the processor will execute the view angle adjustment method of the virtual object provided in the embodiment of the present application, for example, the view angle adjustment method of the virtual object as shown in FIG. 3.
[0226] In some embodiments, the computer readable storage medium can be a Read-Only Memory (ROM), a Random Access Memory (RAM), an Erasable Programmable Read-Only Memory (EPROM), an Electrically Erasable Programmable Read-Only Memory (EEPROM), a flash memory, a magnetic surface memory, an optical disc, or a CD-ROM, and the like. The computer readable storage medium can also be various devices including one or any combination of the above storage devices.
[0227] In some embodiments, the computer executable instructions can be in the form of programs, software, software modules, scripts or codes, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and can be deployed in any form, including being deployed as independent programs or being deployed as modules, components, subroutines or other units suitable for use in a computing environment.
[0228] As an example, the computer executable instructions can but not necessarily correspond to files in a file system, can be stored in a part of a file storing other programs or data, for example, stored in one or more scripts in a Hyper Text Markup Language (HTML) document, stored in a single file dedicated to the program in question, or stored in multiple cooperative files (for example, files storing one or more modules, subroutines or code parts).
[0229] As an example, the computer executable instructions can be deployed to be executed on one electronic device, or executed on multiple electronic devices located in one place, or executed on multiple electronic devices distributed in multiple places and interconnected through a communication network.
[0230] To sum up, the embodiments of the present application have the following beneficial effects:
[0231] (1) Compared with the solution that the player needs to manually adjust the perspective, the present application can automatically adjust the perspective, improve the perspective adjustment efficiency of the player in the interaction process, make the perspective adjustment process more smooth and efficient, thereby improving the overall experience of the player when dealing with complex interactive scenarios, also improving the human-computer interaction efficiency and the utilization rate of hardware processing resources; at the same time, by identifying the second virtual objects and the object directions of the second virtual objects, the player can determine the target second virtual object to be turned to, not only improve the accuracy of perspective adjustment, but also further improve the human-computer interaction efficiency and the utilization rate of hardware processing resources.
[0232] (2) The display style based on the object identification and direction identification can directly reflect the attribute information of the second virtual object, thereby facilitating the player to select which second virtual object to turn to in the subsequent process, improving the human-computer interaction efficiency and the selection efficiency of the target second virtual object.
[0233] (3) By displaying the associated information to guide the player how to interact with the target second virtual object, the difficulty of the interaction process between the first virtual object and the target second virtual object is reduced, the player experience is improved, thereby improving the human-computer interaction efficiency and the resource utilization rate.
[0234] (4) By limiting the first virtual object to rotate along the target rotation direction, the first virtual object is prevented from rotating greatly, thereby reducing resource consumption and improving the perspective turning efficiency of the first virtual object in the virtual scene.
[0235] It should be noted that in the embodiments of the present application, the data related to obtaining the operation data of the user is involved, when the embodiments of the present application are applied to specific products or technologies, the user permission or consent needs to be obtained, and the collection, use and processing of the related data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0236] The above is only an embodiment of the present application, and is not used to limit the protection scope of the present application. Any modification, equivalent replacement and improvement made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. A method for adjusting a perspective of a virtual object, the method being performed by an electronic device, the method comprising: in response to a first virtual object in a virtual scene being attacked by at least one second virtual object, identifying each of the second virtual objects and an object direction of each of the second virtual objects in a view interface; wherein the object direction is a direction of the second virtual object relative to the first virtual object in the virtual scene; based on the identified each of the second virtual objects and the object direction of each of the second virtual objects, in response to a perspective turning instruction for a target second virtual object in the at least one second virtual object, controlling a perspective of the first virtual object to turn to the target second virtual object.
2. The method of claim 1, wherein, Before the response to the perspective turning instruction for the target second virtual object in the at least one second virtual object, the method further comprises: based on the identified each of the second virtual objects and the object direction of each of the second virtual objects, receiving a selection operation for the target second virtual object; in response to the selection operation, triggering the perspective turning instruction for the target second virtual object in the at least one second virtual object.
3. The method of claim 2, wherein, the view interface comprises object identification and direction identification, the object identification being used to identify the second virtual object, and the direction identification being used to identify the object direction; the receiving the selection operation for the target second virtual object based on the identified each of the second virtual objects and the object direction of each of the second virtual objects comprises: based on the identified each of the second virtual objects and the object direction of each of the second virtual objects, receiving a trigger operation for a target identification; wherein the target identification comprises at least one of the object identification and the direction identification of the target second virtual object; determining the trigger operation for the target identification as the selection operation for the target second virtual object.
4. The method of claim 2 or 3, wherein, the identifying each of the second virtual objects and the object direction of each of the second virtual objects in the view interface comprises: displaying the object identification and the direction identification of each of the second virtual objects in the view interface, the object identification being used to identify the second virtual object, and the direction identification being used to identify the object direction; wherein the at least one second virtual object comprises a default second virtual object, a first identification of the default second virtual object being in a selected state, the first identification comprising at least one of the object identification and the direction identification; the receiving the selection operation for the target second virtual object based on the identified each of the second virtual objects and the object direction of each of the second virtual objects comprises: based on the identified each of the second virtual objects and the object direction of each of the second virtual objects, receiving a switching operation for the first identification, and in response to the switching operation, controlling the identification in the selected state to switch from the first identification to a second identification; if the second virtual object corresponding to the second identification is the target second virtual object, determining the received switching operation as the selection operation for the target second virtual object.
5. The method of claim 4, wherein, The view angle turning instruction triggered for a target second virtual object in the at least one second virtual object includes: a selected duration of the second identifier being in the selected state is recorded; if the selected duration reaches a target selected duration, a view angle turning instruction for the target second virtual object is triggered; or in response to receiving a determination operation for the second identifier being in the selected state, a view angle turning instruction for the target second virtual object is triggered.
6. The method of claim 4 or 5, wherein, The object identifier and the direction identifier of each second virtual object displayed in the view interface include: in the view interface, the object identifier and the direction identifier of the default second virtual object are displayed, and the object identifier and the direction identifier of the other second virtual objects are displayed; wherein the default second virtual object satisfies at least one of the following conditions: a first distance between the default second virtual object and the first virtual object is less than a second distance between the other second virtual objects and the first virtual object; a first damage value caused by the default second virtual object to the first virtual object is greater than a second damage value caused by the other second virtual objects to the first virtual object; a current health value of the default second virtual object is less than a current health value of the other second virtual objects; an object level of the default second virtual object is greater than or equal to an object level of the other second virtual objects.
7. The method of any one of claims 1 to 6, wherein, In response to the first virtual object in the virtual scene being attacked by at least one second virtual object, the object direction of each second virtual object and the object direction of each second virtual object are identified in the view interface, including: in response to the first virtual object in the virtual scene being attacked by at least one second virtual object, a prompt area is displayed in the view interface; in the prompt area, the object identifier and the direction identifier of each second virtual object are displayed, wherein the object identifier is used to identify the second virtual object, and the direction identifier is used to identify the object direction.
8. The method of claim 7, wherein, The object identifier includes an object pattern, and the direction identifier includes a direction pattern; the object identifier and the direction identifier of each second virtual object displayed in the prompt area include: for each second virtual object, an object pattern corresponding to the second virtual object is displayed in the prompt area, and a direction pattern corresponding to attribute information of the second virtual object is displayed; wherein the object pattern includes at least one of a type pattern corresponding to an object type of the second virtual object and a form pattern corresponding to a form of the second virtual object; the attribute information includes at least one of a health value of the second virtual object, a damage value caused by the second virtual object to the first virtual object, an object level of the second virtual object, and a distance between the second virtual object and the first virtual object.
9. The method of claim 7 or 8, wherein, Before displaying the prompt area in the view interface, the method further includes: displaying an identifier viewing control in an inactivated state, the identifier viewing control being used to view the object identifier and the direction identifier of the second virtual object; The method further comprises: In response to the first virtual object in the virtual scene being attacked by at least one second virtual object, displaying a prompt area in the view interface, including: In response to the first virtual object in the virtual scene being attacked by at least one second virtual object, switching the identification viewing control from the inactivated state to the activated state; 10. The method of any one of claims 7 to 9, wherein, In response to a triggering operation on the identification viewing control in the activated state, displaying a prompt area including object identification and direction identification in the view interface. The method further comprises: Canceling the display of the prompt area and displaying the associated information of the target second virtual object; The associated information includes at least one of attribute information of the target second virtual object and interaction prompt information; The attribute information includes at least one of the health value of the target second virtual object, the damage value caused to the first virtual object, the object level of the target second virtual object, and the distance between the target second virtual object and the first virtual object, and the interaction prompt information is used to recommend an interactive prop for attacking the target second virtual object by the first virtual object; 11. The method of any one of claims 7 to 10, wherein, Based on the associated information, in response to an interaction operation on the target second virtual object, controlling the first virtual object to interact with the target second virtual object. The prompt area includes a prompt wheel, and the prompt wheel includes object identification and direction identification corresponding to each second virtual object, and a target identification in the object identification and direction identification is in a selected state; The method further comprises: Displaying a view angle adjustment control, which is used to switch the target identification in the selected state; In response to a pressing operation on the view angle adjustment control, when the pressing operation meets a preset pressing condition, rotating the prompt wheel, and switching the target identification in the selected state during the rotation of the prompt wheel; 12. The method of claim 11, wherein, During the execution of the pressing operation, in response to a release operation on the view angle adjustment control, stopping the rotation of the prompt wheel, and taking the second virtual object corresponding to the target identification in the selected state as the target second virtual object. The method further comprises:
13. The method of any one of claims 1 to 12, wherein, During the execution of the pressing operation, in response to the first virtual object being attacked by at least one second virtual object, displaying a protection special effect at the first virtual object, which is used to indicate that the health value of the first virtual object is unchanged. The method further comprises: In response to the first virtual object in the virtual scene being attacked by at least one second virtual object, displaying a prompt area in the view interface, including: In response to the first virtual object in the virtual scene being attacked by at least one second virtual object, display an object viewing control and a direction identifier of each of the second virtual objects in the view interface; The direction identifier is used to identify the object direction, and the object viewing control is used to view an object identifier of the second virtual object; In response to a triggering operation on the object viewing control, display the object identifier of each of the second virtual objects in the view interface.
14. The method of any one of claims 1 to 13, wherein, The method further comprises: In response to the first virtual object in the virtual scene being attacked by at least one second virtual object, record a view angle adjustment duration; wherein the view angle adjustment duration is used to indicate a duration of view angle adjustment of the first virtual object; The response to the view angle turning instruction for the target second virtual object in the at least one second virtual object comprises: If the view angle adjustment duration is less than or equal to a target view angle adjustment duration, in response to the view angle turning instruction for the target second virtual object in the at least one second virtual object, control the view angle of the first virtual object to turn to the target second virtual object.
15. The method of any one of claims 1 to 14, wherein, The response to the view angle turning instruction for the target second virtual object in the at least one second virtual object comprises: In response to the view angle turning instruction for the target second virtual object in the at least one second virtual object, control the first virtual object to rotate in a target rotation direction until the view angle of the first virtual object turns to the target second virtual object; The target rotation direction is used to indicate that the rotation angle of the first virtual object is less than a flat angle size.
16. The method of any one of claims 1 to 15, wherein, The response to the view angle turning instruction for the target second virtual object in the at least one second virtual object comprises: In response to the view angle turning instruction for the target second virtual object in the at least one second virtual object, obtain a horizontal rotation angle and a vertical rotation angle of the first virtual object; The horizontal rotation angle is used to indicate an angle that the first virtual object needs to rotate in a horizontal direction, and the vertical rotation angle is used to indicate an angle that the first virtual object needs to rotate in a vertical direction; Based on the horizontal rotation angle and the vertical rotation angle, rotate the view angle of the first virtual object; wherein the view angle of the first virtual object after the view angle is rotated points to the target second virtual object.
17. The method of any one of claims 1 to 16, wherein, The response to the first virtual object in the virtual scene being attacked by at least one second virtual object comprises: In response to the first virtual object in the virtual scene being attacked by at least one second virtual object, for each of the second virtual objects, perform the following processing to obtain a position included angle of the second virtual object relative to a current view angle of the first virtual object: connecting the position of the second virtual object and the position of the first virtual object to obtain a position connecting line, and emitting a detection ray from the position of the first virtual object to a reference direction to obtain a view angle ray; wherein the reference direction is a direction indicated by a current view angle of the first virtual object; and taking an included angle between the position connecting line and the view angle ray as a position included angle of the second virtual object relative to the current view angle of the first virtual object; identifying each of the second virtual objects and an object direction of each of the second virtual objects in the view interface based on the position included angle corresponding to each of the second virtual objects.
18. The method of any one of claims 1 to 17, wherein, The method further comprises: In response to the first virtual object in the virtual scene being attacked by at least one second virtual object, identifying each of the second virtual objects and an object direction of each of the second virtual objects in the view interface when the first virtual object has identification permission.
19. The method of claim 18, wherein, The method further comprises: In response to the first virtual object satisfying a target condition, determining that the first virtual object has the identification permission. The target condition comprises at least one of the following: An object level of the first virtual object reaches a level threshold; A life value of the first virtual object is less than or equal to a life value threshold; A distance between the first virtual object and the second virtual object is less than or equal to a distance threshold.
20. The method of any one of claims 1 to 19, wherein, The method further comprises: In response to the first virtual object in the virtual scene being attacked by at least one second virtual object, displaying a cancel control; In response to a triggering operation on the cancel control, canceling the identification of each of the second virtual objects and the object direction of each of the second virtual objects.
21. The method of any one of claims 1 to 20, wherein, The method further comprises: In response to an interaction operation on the target second virtual object, controlling the first virtual object to interact with the target second virtual object; In response to the first virtual object defeating the target second virtual object, displaying a virtual resource, the virtual resource being applicable to the virtual scene.
22. A virtual object view angle adjustment apparatus, the apparatus comprising: an identification module configured to identify each of the second virtual objects and an object direction of each of the second virtual objects in a view interface in response to a first virtual object in a virtual scene being attacked by at least one second virtual object; wherein the object direction is a direction of the second virtual object relative to the first virtual object in the virtual scene. The turning module is configured to, based on the identified second virtual objects and the object directions of the second virtual objects, control the view angle of the first virtual object to turn to a target second virtual object in the at least one second virtual object in response to a view angle turning instruction for the target second virtual object.
23. The apparatus of claim 22, wherein, The device further comprises a triggering module configured to, based on the identified second virtual objects and the object directions of the second virtual objects, receive a selection operation for the target second virtual object; and in response to the selection operation, trigger a view angle turning instruction for the target second virtual object in the at least one second virtual object.
24. The apparatus of claim 23, wherein, The view interface comprises object identifiers and direction identifiers, the object identifiers being used to identify the second virtual objects, and the direction identifiers being used to identify the object directions; the triggering module is further configured to, based on the identified second virtual objects and the object directions of the second virtual objects, receive a triggering operation for a target identifier; the target identifier comprises at least one of an object identifier and a direction identifier of the target second virtual object; and the triggering module is configured to determine the triggering operation for the target identifier as the selection operation for the target second virtual object.
25. The apparatus of claim 23 or 24, wherein, The identifying module is further configured to display the object identifiers and the direction identifiers of the second virtual objects in the view interface, the object identifiers being used to identify the second virtual objects, and the direction identifiers being used to identify the object directions; the at least one second virtual object comprises a default second virtual object, a first identifier of the default second virtual object is in a selected state, and the first identifier comprises at least one of the object identifier and the direction identifier; the triggering module is further configured to, based on the identified second virtual objects and the object directions of the second virtual objects, receive a switching operation for the first identifier, and control the identifier in the selected state to switch from the first identifier to a second identifier; and if the second virtual object corresponding to the second identifier is the target second virtual object, the triggering module is configured to determine the received switching operation as the selection operation for the target second virtual object.
26. The apparatus of claim 25, wherein, The triggering module is further configured to display a selected duration of the second identifier in the selected state; and if the selected duration reaches a target selected duration, the triggering module is configured to trigger the view angle turning instruction for the target second virtual object. Alternatively, in response to receiving a determination operation for the second identifier in the selected state, the triggering module is configured to trigger the view angle turning instruction for the target second virtual object.
27. The apparatus of claim 25 or 26, wherein, The identification module is further configured to display the object identification and the direction identification of the default second virtual object and the object identification and the direction identification of other second virtual objects in the view interface; wherein the default second virtual object satisfies at least one of the following conditions: a first distance between the default second virtual object and the first virtual object is less than a second distance between the other second virtual objects and the first virtual object; a first damage value caused by the default second virtual object to the first virtual object is greater than a second damage value caused by the other second virtual objects to the first virtual object; and a current life value of the default second virtual object is less than a current life value of the other second virtual objects. 28.An electronic device comprising: a memory configured to store computer-executable instructions or computer programs; a processor configured to implement the view angle adjustment method of any one of claims 1 to 21 when executing the computer-executable instructions or the computer programs stored in the memory. 29.A computer-readable storage medium storing computer-executable instructions or computer programs, the computer-executable instructions or the computer programs being executed by a processor to implement the view angle adjustment method of any one of claims 1 to 21. 30.A computer program product comprising computer-executable instructions or computer programs, the computer-executable instructions or the computer programs being executed by a processor to implement the view angle adjustment method of any one of claims 1 to 21.
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