WO2024036915A1 - Interaction processing method and apparatus in game, and electronic device and storage medium - Google Patents

Interaction processing method and apparatus in game, and electronic device and storage medium Download PDF

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Publication number
WO2024036915A1
WO2024036915A1 PCT/CN2023/079118 CN2023079118W WO2024036915A1 WO 2024036915 A1 WO2024036915 A1 WO 2024036915A1 CN 2023079118 W CN2023079118 W CN 2023079118W WO 2024036915 A1 WO2024036915 A1 WO 2024036915A1
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Prior art keywords
node
target
candidate
boot
tree
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PCT/CN2023/079118
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French (fr)
Chinese (zh)
Inventor
陈璋君
赵振涛
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网易(杭州)网络有限公司
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Publication of WO2024036915A1 publication Critical patent/WO2024036915A1/en

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04817Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04842Selection of displayed objects or displayed text elements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

Definitions

  • the present disclosure relates to the field of computer application technology, and in particular, to an interactive processing method, device, electronic device and storage medium in a game.
  • a certain gameplay is often displayed in the form of a tree structure, such as the technology tree, talent tree, weapon tree, prop tree, etc. in the game.
  • embodiments of the present disclosure at least provide an interaction processing method, device, electronic device, and storage medium in a game, which can reduce the complexity of user operations on each node in the target strategy tree and improve interaction efficiency.
  • exemplary embodiments of the present disclosure provide an interaction processing method in a game.
  • the method includes: receiving a trigger operation performed by a user on a target node, where the target node is a node in a target strategy tree in the game. ; In response to the trigger operation, determine the guide node of the target node, and enter the first operation interface for the guide node; display the first trigger control for the guide node on the first operation interface, the The first trigger control is a control used to perform a predetermined function on the virtual element corresponding to the guidance node in the game.
  • inventions of the present disclosure also provide an interactive processing device in a game.
  • the device includes: a receiving module that receives a trigger operation performed by a user on a target node.
  • the target node is a target node in the target strategy tree in the game.
  • a first trigger control is a control used to perform a predetermined function for the virtual element corresponding to the guidance node in the game.
  • embodiments of the present disclosure also provide an electronic device, including: a processor, a memory, and a bus.
  • the memory stores machine-readable instructions executable by the processor.
  • the processing Communication is carried out between the processor and the memory through the bus, and the machine-readable instructions are executed by the processor when executing the interaction in the game of the first aspect or any of the possible implementations of the first aspect. Processing method steps.
  • embodiments of the present disclosure also provide a computer-readable storage medium.
  • a computer program is stored on the computer-readable storage medium.
  • the computer program executes the above-mentioned first aspect or aspects when run by a processor.
  • the steps of the interactive processing method in the game in any possible implementation.
  • the interactive processing method, device, electronic device and storage medium in the game provided by the embodiments of the present disclosure are helpful to reduce the complexity of the user's operations on each node in the target strategy tree, so as to improve the efficiency of interaction.
  • the interactive processing method, device, electronic device, and storage medium provided by the embodiments of the present disclosure provide at least the following technical effects: by introducing an automatic guidance mechanism, the user's operation process on each node in the target policy tree is simplified, To improve interaction efficiency; each node is used as a target node in turn to trigger the automatic selection mechanism of the guidance node. Based on the combination of automatic guidance and manual triggering, it can not only avoid users' frequent operations on each node, but also avoid missing targets.
  • Nodes in the strategy tree due to the automatic guidance and manual triggering methods, while reducing the complexity of the user's operation of each node, it retains the user's interactive experience of obtaining virtual elements from the game, and also helps to improve user stickiness; it also It can reduce interactive experience breakpoints caused by users' frequent sliding and clicking, improve the smoothness of gameplay; further reduce the operating cost and running time of the game in the terminal device, and save the power of the terminal device.
  • Figure 1 shows a flowchart of an interaction processing method in a game provided by an exemplary embodiment of the present disclosure
  • Figure 2 shows a flow chart of the steps of entering the second operation interface provided by an exemplary embodiment of the present disclosure
  • Figure 3 shows a flowchart of the steps of determining a guide node of a target node provided by an exemplary embodiment of the present disclosure
  • Figure 4 shows a schematic diagram of traversal rules for a target policy tree provided by an exemplary embodiment of the present disclosure
  • FIG. 5 illustrates a flowchart of steps for forming a boot sequence provided by an exemplary embodiment of the present disclosure
  • Figure 6 shows a schematic diagram of determining a boot sequence provided by an exemplary embodiment of the present disclosure
  • Figure 7 shows another schematic diagram of determining the boot sequence provided by an exemplary embodiment of the present disclosure
  • Figure 8 shows another schematic diagram of determining the boot sequence provided by an exemplary embodiment of the present disclosure
  • Figure 9 shows a flow chart of steps of displaying a first operation interface provided by an exemplary embodiment of the present disclosure
  • Figure 10 shows a schematic diagram of a first operation interface provided by an exemplary embodiment of the present disclosure
  • Figure 11 shows a flowchart of steps for triggering a boot node provided by an exemplary embodiment of the present disclosure
  • Figure 12 shows a schematic structural diagram of an interactive processing device in a game provided by an exemplary embodiment of the present disclosure
  • FIG. 13 shows a schematic structural diagram of an electronic device provided by an exemplary embodiment of the present disclosure.
  • “at least one” refers to one or more, and “plurality” refers to two or more.
  • “And/or” is just an association relationship that describes related objects. It means that there can be three kinds of relationships. For example, A and/or B can mean: A exists alone, A and B exist simultaneously, and B exists alone. Condition. The character “/” generally indicates that the related objects are in an “or” relationship. "Including A, B and/or C” means including any one, any two or three of A, B and C.
  • B corresponding to A means that B is associated with A, B can be determined based on A. Determining B based on A does not mean determining B only based on A, but can also determine B based on A and/or other information.
  • a certain gameplay is often displayed in the form of a tree structure, such as the technology tree, talent tree, Weapon tree, prop tree, etc.
  • the present disclosure proposes an interactive processing method, device, electronic device and storage medium in a game, which simplifies the user's operation process of each node in the target strategy tree by introducing an automatic guidance mechanism, so as to Improve interaction efficiency.
  • a graphical user interface may be provided through a terminal device, where:
  • the terminal device involved in the embodiment of the present disclosure mainly refers to an intelligent device used to provide a game interface (presenting game scenes in the game interface) and capable of controlling virtual characters.
  • the terminal device may include but is not limited to the following devices: Any one: smartphone, tablet, laptop, desktop computer, game console, personal digital assistant (PDA), e-book reader, MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Compression Standard Audio Layer 4) player etc.
  • Applications supporting game scenes such as applications supporting three-dimensional game scenes, are installed and run in the terminal device.
  • the application may include but is not limited to any one of virtual reality applications, three-dimensional map programs, military simulation programs, MOBA games, multiplayer gun battle survival games, and third-person shooting games (TPS, Third-Personal Shooting Game).
  • the application may be a stand-alone version of the application, such as a stand-alone 3D game program, or may be a network online version of the application.
  • the virtual game is a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictitious virtual environment.
  • the virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene.
  • the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities.
  • the game scene is a scene where the user controls the complete game logic of the virtual character.
  • the virtual character can be a virtual character controlled by a player, including but not limited to at least one of virtual characters, virtual animals, and animation characters. It can also be a virtual character controlled by a non-player (NPC). ).
  • NPC non-player
  • the virtual characters may be three-dimensional virtual models. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.
  • the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins.
  • the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.
  • the virtual character is a virtual character controlled by the player (that is, a character controlled by the player through an input device), or an artificial intelligence (Artificial Intelligence) set in the virtual environment battle through training. , AI).
  • the virtual character is a virtual character competing in a game scene.
  • the number of virtual characters in the game scene battle is preset or dynamically determined based on the number of terminal devices participating in the virtual game, which is not limited in the embodiments of the present disclosure.
  • the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use virtual skills and virtual props provided by the application. Wait for battles with other virtual characters.
  • the terminal device may be a local terminal device.
  • Game programs are stored and used to present game screens.
  • the local terminal device is used to interact with players through a graphical user interface, that is, conventionally downloading, installing and running game programs through electronic devices.
  • the local terminal device may provide the graphical user interface to the player in a variety of ways. For example, it may be rendered and displayed on the display screen of the terminal device, or provided to the player through holographic projection.
  • the local terminal device may include a display screen and a processor.
  • the display screen is used to present a graphical user interface.
  • the graphical user interface includes a game scene screen.
  • the processor is used to run the game, generate a graphical user interface, and control the graphical user interface.
  • the applicable application scenarios of this disclosure are introduced.
  • the present disclosure can be applied to the field of game technology.
  • multiple players participating in the game join the same virtual game.
  • players Before entering the virtual game, players can choose different character attributes for their virtual characters in the virtual game, such as identity attributes. By assigning different character attributes to determine different camps, players can choose different character attributes in this virtual game. In different game stages, players can win the game by performing tasks assigned by the game. For example, multiple virtual characters with character A attributes can win the game by "eliminating" virtual characters with character B attributes in the game stage. victory.
  • character attributes can also be randomly assigned to each virtual character participating in this virtual game.
  • An implementation environment provided in an embodiment of the present disclosure may include: a first terminal device, a server, and a second terminal device.
  • the first terminal device and the second terminal device communicate with the server respectively to implement data communication.
  • the first terminal device and the second terminal device are each installed with an application program that executes the interactive processing method in the game provided by the present disclosure
  • the server is a server that executes the interactive processing method in the game provided by the present disclosure. end. Through the application program, the first terminal device and the second terminal device can respectively communicate with the server.
  • the first terminal device establishes communication with the server by running an application program.
  • the server establishes a virtual game based on the application's game request.
  • the parameters of the virtual game may be determined based on the parameters in the received game request.
  • the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc.
  • the first terminal device receives the response from the game server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the first terminal device.
  • the first terminal device is a device controlled by the first user.
  • the graphical user of the first terminal device The virtual character displayed in the interface is the player character (ie, the first virtual character) controlled by the first user.
  • the first user inputs operating instructions through the graphical user interface to control the player character to perform corresponding operations in the game scene.
  • the second terminal device establishes communication with the server by running an application program.
  • the server establishes a virtual game based on the application's game request.
  • the parameters of the virtual game may be determined based on the parameters in the received game request.
  • the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc.
  • the second terminal device receives the response from the server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the second terminal device.
  • the second terminal device is a device controlled by the second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character (ie, the second virtual character) controlled by the second user.
  • the second user uses the graphical user interface to Input operation instructions to control the player character to perform corresponding operations in the virtual scene.
  • the server performs data calculation based on the game data reported by receiving the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device
  • the device controls the graphical user interface to render corresponding game scenes and/or virtual characters based on the synchronized data sent by the game server.
  • the first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device are virtual characters in the same virtual game.
  • the first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device may have the same character attributes, or may have different character attributes.
  • the first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device may have the same character attributes.
  • the second virtual character controlled by the second terminal device belongs to the same camp.
  • a virtual game can include two or more virtual characters, and different virtual characters can correspond to different terminal devices. That is to say, in a virtual game, there are more than two virtual characters.
  • the terminal device sends and synchronizes game data with the game server respectively.
  • FIG. 1 is a flow chart of an interactive processing method in a game provided by an exemplary embodiment of the present disclosure.
  • the interactive processing method specifically includes:
  • Step S101 Receive the trigger operation performed by the user on the target node.
  • each strategy tree has at least one fork, and each fork has at least one node.
  • the nodes with associated relationships are connected by a connection, and the two nodes connected by a connection are connected by a connection. There may or may not be a sequential relationship between nodes.
  • each node in the strategy tree corresponds to a virtual element in the game scene.
  • the state of the game world can be changed.
  • the strategy tree may include, but is not limited to: technology tree, talent tree, weapon tree, prop tree, building tree (which may refer to the tree structure used to create buildings in the game scene), etc.
  • the technology, weapons, props, etc. in the game can be displayed in the form of a tree structure.
  • the virtual elements corresponding to the operated nodes can be applied in the game scene to change the game. The state of the world.
  • the tree structure interface corresponding to the policy tree can be entered in various ways to operate each node in the policy tree.
  • players in the game can obtain a game box through various methods.
  • the obtaining method can include at least one of the following items: paying for virtual electronic resources, picking up from game scenes, and killing enemies. Virtual characters in the camp and complete virtual tasks in the game.
  • a strategy tree corresponding to the game box is generated, and each node of the strategy tree is displayed on the tree structure interface.
  • the target node is a node in the target strategy tree in the game
  • the target strategy tree is one of at least one strategy tree existing in the game.
  • the above trigger operation is an operation for triggering a predetermined function corresponding to the target node.
  • the trigger operation may include a selection operation performed by the user on the second trigger control on the second operation interface for the target node.
  • the third The second operation interface is an interface used to display the description information of the target node and operate the target node.
  • the second trigger control is a control used to perform a predetermined function for the virtual element corresponding to the target node in the game.
  • each node in the strategy tree corresponds to a virtual element in the game.
  • each node in the building tree corresponds to a building.
  • the above-mentioned method for the target node The second trigger control is a control used to create the building in the game scene.
  • each node in the prop tree corresponds to a prop.
  • the above-mentioned second trigger control for the target node is used. To enable the virtual character to have the control of the prop in the game.
  • virtual elements may include virtual items and virtual skills used to improve the combat ability of the virtual character.
  • Virtual items may refer to virtual props in games.
  • Virtual items are virtual props used to increase the virtual abilities of virtual characters.
  • virtual items may include, but are not limited to, at least one of the following items: a virtual weapon held by a virtual character, a virtual accessory equipped on a virtual character, or attached to a virtual weapon.
  • virtual accessories can refer to accessories such as gems and gun stocks that can be attached to weapons.
  • FIG. 2 shows a flowchart of the steps of entering the second operation interface provided by an exemplary embodiment of the present disclosure.
  • step S201 a tree structure interface for the target policy tree is displayed.
  • the target node in the target strategy tree is displayed in the tree structure interface.
  • the policy tree includes some nodes of the target node.
  • step S202 in response to the selection operation performed on the target node on the tree structure interface, enter the process of selecting the target node. Click the second operation interface.
  • the above interactive processing method may further include: determining whether the target node is the first triggered node after entering the tree structure interface. If it is determined that the target node is the first triggered node after entering the tree structure interface, triggered node, the above selection operation is a manual operation. For example, the selection operation is a click operation performed by the user on the target node. If it is determined that the target node is not the first triggered node after entering the tree structure interface, then the above selection operation is a manual operation.
  • the selection operation is an automatic operation. For example, the selection operation is an operation of automatically selecting the target node after entering the tree structure interface.
  • the target node is a node in the target policy tree that satisfies the following conditions: each node on the specified node path in the target policy tree has been triggered, and the trigger condition corresponding to the target node belongs to the target constraint condition. .
  • the above specified node path may refer to the path from the parent node of the target node to the root node.
  • the node being triggered means that a predetermined function has been performed in the game for the virtual element corresponding to the node.
  • the node being triggered may refer to each The trigger controls corresponding to the nodes have been selected.
  • each node in the target strategy tree corresponds to its own trigger condition.
  • the trigger condition is satisfied, the virtual element corresponding to the node performs a predetermined function in the game.
  • the trigger condition is not satisfied, The virtual element corresponding to this node does not perform predetermined functions in the game.
  • the triggering conditions corresponding to each node may be various constraint conditions for node triggering.
  • the triggering conditions corresponding to each node in the target policy tree may include at least one of the following items: constraints on triggering time, Constraints on the production materials of virtual elements, and task constraints on virtual elements (for example, associating the completion degree of at least one task in the game with the virtual element corresponding to the node).
  • the trigger condition corresponding to a node When the trigger condition corresponding to a node is met, it means that the virtual element corresponding to the node can perform a predetermined function in the game.
  • the trigger condition corresponding to the node also includes the condition of completing the execution of the predetermined function on the virtual element corresponding to the node.
  • the constraint on the trigger time corresponding to each node may include a first time constraint and a second time constraint.
  • the first time constraint condition means that the trigger time corresponding to the node is 0, and the second time constraint condition means that the trigger time corresponding to the node is not 0.
  • the above-mentioned trigger time may refer to the waiting time for the virtual element corresponding to the trigger node to perform a predetermined function. For example, for a node with a trigger time of 0, when the trigger control corresponding to the node is selected, the virtual element corresponding to the node is immediately displayed in the game. Elements perform predetermined functions. For nodes whose trigger time is not 0, when the trigger control corresponding to the node is selected, the predetermined function must be executed after the trigger time has elapsed for the virtual element corresponding to the node in the game.
  • step S102 In response to the user's triggering operation on the target node, determine the guide node of the target node, and enter the first operation interface for the guide node.
  • the method of entering the first operation interface for the boot node includes: automatically selecting the boot node to enter the first operation interface for the boot node.
  • an automatic guidance mechanism is introduced to automatically select the guidance node that needs to be operated without the user having to click, which to a certain extent simplifies the user's operation process of each node in the target policy tree.
  • the guide node is the first candidate node in the target policy tree.
  • the first candidate node is a node in the target policy tree whose trigger condition belongs to the first time constraint condition.
  • FIG. 3 illustrates a flowchart of steps of determining a boot node of a target node provided by an exemplary embodiment of the present disclosure.
  • step S301 the first candidate node is selected from the nodes of the target policy tree according to the target constraint condition.
  • the trigger condition corresponding to the node includes at least one constraint condition triggered for the node, and the target constraint condition is one of the at least one constraint condition mentioned above.
  • the target policy tree can be filtered for nodes based on the determined target constraint condition to obtain the first candidate node.
  • the target constraint may be a first time constraint in which the trigger time corresponding to the node is 0, or a first material constraint in which the material loss value corresponding to the node is lower than a preset loss value, or It may be a first task constraint condition in which the task correlation degree of the node is greater than the second preset threshold.
  • the first candidate node is the node in the target policy tree that satisfies the target constraint.
  • step S302 a boot sequence is determined based on the first candidate node.
  • the guidance sequence is a predetermined triggering sequence for each node in the target policy tree.
  • the guidance sequence is a determined sequence for automatically guiding the user to the target node after traversing each first candidate node in the target policy tree. The order in which nodes perform function triggering.
  • the triggering sequence for the first candidate node is determined as the guidance sequence for the target policy tree. For example, a first sub-sequence of the first candidate node may be determined, and the first sub-sequence may be determined as the boot sequence.
  • the target constraint includes a first time constraint.
  • the first sub-sequence of the first candidate node is determined in the following way: according to the preset traversal rules, the traversal order for the target policy tree is determined, and according to the determined traversal order, each first sub-sequence in the target policy tree is determined.
  • the candidate nodes are traversed to form the first sub-sequence corresponding to all first candidate nodes.
  • the first candidate node is a node in the target policy tree whose trigger condition belongs to the first time constraint condition.
  • the preset traversal rules can be various traversal methods. Examples include but are not limited to pre-order traversal methods, mid-order traversal methods, post-order traversal methods, etc. for the target policy tree. In addition, they can also be It is another customized traversal method.
  • FIG. 4 shows a schematic diagram of traversal rules for a target policy tree provided by an exemplary embodiment of the present disclosure.
  • the figure shows an example of a target policy tree, which includes A to K10 nodes.
  • this traversal method traverses each node in the target policy tree in the middle and left order.
  • the traversal order of the target policy tree shown in Figure 4 is: ABDHECFJKG.
  • this traversal mode traverses each node in the target policy tree in the order of left, middle and right.
  • the traversal order of the target policy tree shown in Figure 4 is: DHBEAJFKCG.
  • this traversal mode traverses each node in the target policy tree in the order of left, right and middle.
  • the traversal order of the target policy tree shown in Figure 4 is: HDEBJKEGCA.
  • each candidate node in the target policy tree can be traversed to avoid omissions.
  • the target policy tree includes candidate nodes and non-candidate nodes.
  • the candidate nodes are selectable nodes in the target policy tree, and the non-candidate nodes are unselectable nodes in the target policy tree.
  • the node status of each node includes an unlocked state and a locked state. The node in the unlocked state can be selected, and the node in the locked state cannot be selected.
  • only nodes in the unlocked state in the target policy tree are determined as candidate nodes for traversal.
  • the candidate node includes a first candidate node and a second candidate node.
  • the first candidate node is a node in the target policy tree whose trigger condition belongs to the first time constraint.
  • the second candidate node is a node in the target policy tree whose trigger condition belongs to the second time constraint. Nodes for constraints.
  • only the first candidate node with the first time constraint may be traversed to form a guidance sequence.
  • step S303 based on the guidance sequence, the guidance node of the target node is determined from the nodes of the target policy tree.
  • the boot node is the node located next to the target node in the boot sequence under the target policy tree, that is, the node located next to the target node in the boot sequence is the boot node.
  • the next boot node may be a node at the next level of the target node.
  • the next guide node can start by returning to the root node of fork B, that is, using another root node as the next guide node.
  • the first candidate node is positioned earlier than other nodes in the boot sequence.
  • the first candidate nodes are selected from the target policy tree, and only the first candidate nodes are guided, and the second candidate nodes may not be guided.
  • each of the above-mentioned first candidate nodes belonging to the first time constraint can be triggered immediately. Therefore, automatic guidance of such nodes can make it easier for subsequent users to operate the nodes, so as to further improve the accuracy of the operations on the nodes.
  • the operating efficiency of nodes helps improve the smoothness of game operations.
  • the guide node is a candidate node in the target policy tree.
  • the candidate node as the guide node may be the first candidate node or the second candidate node.
  • the boot node is a node located next to the target node in the boot sequence under the target policy tree. That is, the node located next to the target node in the boot sequence is the boot node.
  • the guidance sequence is a predetermined triggering sequence for each node in the target policy tree.
  • the guidance sequence is a determined sequence for automatically guiding the user to perform operations on the node after traversing each candidate node in the target policy tree. The order in which functions are triggered.
  • FIG. 5 illustrates a flowchart of steps of forming a boot sequence provided by an exemplary embodiment of the present disclosure.
  • step S310 a first sub-order of the first candidate node and a second sub-order of the second candidate node are determined.
  • the method of determining the first sub-order of the first candidate node is the same as the method of determining the first sub-order of the first candidate node in step S302, and this part will not be described again in this disclosure.
  • the constraint condition includes a second time constraint condition.
  • each second candidate node in the target policy tree can be traversed according to the traversal order determined above to form a second sub-sequence corresponding to all second candidate nodes.
  • the first sub-sequence and the second sub-sequence may be determined by the same traversal rule, or may be determined by different traversal rules respectively, which is not limited in this example embodiment.
  • step S320 a boot sequence is constructed according to the first sub-sequence and the second sub-sequence. Here, after traversing all selectable nodes in the target policy tree, the boot sequence is formed.
  • the arrangement order between the first sub-sequence and the second sub-sequence may be determined according to actual requirements.
  • the arrangement order between the first sub-sequence and the second sub-sequence may be determined based on historical operating habits.
  • the traversal form for the candidate nodes is determined based on the historical operation data of each candidate node in the strategy tree in the game.
  • the above historical operation data includes the operation sequence of each candidate node. For example, if based on the historical operation data, it is determined that each first candidate node and each second candidate node in the policy tree should be intensively processed respectively (for example, in After all first candidate nodes in the policy tree are triggered and then all second candidate nodes are triggered), it is determined to traverse each first candidate node and each second candidate node respectively.
  • candidate nodes with different trigger conditions are traversed respectively, and their respective corresponding sub-sequences are determined to meet the user's personalized operating habits.
  • the selection order of the first candidate node and the second candidate node by different users in the game can be collected, and the arrangement order between the first sub-sequence and the second sub-sequence is determined according to the above-mentioned selection order. If based on historical operating habits, it is determined that the number of users who select the first candidate node first is greater than the number of users who select the second candidate node first, then it is determined that the first sub-sequence is before the second sub-sequence.
  • the number of users who select the second candidate node first is If the number of users who selected the second candidate node is greater than the number of users who first selected the first candidate node, it is determined that the first sub-order is located after the second sub-order.
  • the second sub-sequence in the guidance sequence is located after the first sub-sequence, that is, the user is first guided to operate the first candidate node, and then the user is guided to operate the second candidate node.
  • the second sub-sequence in the guidance sequence is located after the first sub-sequence, that is, the user is first guided to operate the first candidate node, and then the user is guided to operate the second candidate node.
  • FIG. 6 shows one of the schematic diagrams for determining the boot sequence provided by an exemplary embodiment of the present disclosure.
  • nodes T, T1, T2, T3, and T5 , T6 and T7 are candidate nodes, that is, nodes that can be selected, and node T4 is a non-candidate node, that is, a node that cannot be selected.
  • nodes T, T1, T2, T5, T6, and T7 are nodes in the target policy tree whose trigger conditions belong to the first time constraint
  • node T3 is a node in the target policy tree whose trigger condition belongs to the second time constraint.
  • the target strategy tree is a prop tree
  • the virtual element corresponding to the node belonging to the first time constraint can be a game object with a research time of 0 in the game
  • the virtual element corresponding to the node belonging to the second time constraint can be a game object.
  • Game objects that require research time such as ship technical values.
  • the above-mentioned game objects may include game props, game skills, virtual buildings, etc.
  • the first candidate nodes T, T1, T2, T5, T6, and T7 can be traversed according to the above traversal order to determine the first subsequence (T ⁇ T1 ⁇ T2 ⁇ T5 ⁇ T6 ⁇ T7), according to In the above traversal sequence, the second candidate node T3 is traversed to obtain the second subsequence (T3).
  • the boot sequence formed by the first subsequence and the second subsequence is T ⁇ T1 ⁇ T2 ⁇ T5 ⁇ T6 ⁇ T7 ⁇ T3.
  • the boot node of node T is determined to be T1. At this time, exit the operation interface for node T, return to the tree structure interface, and automatically select the boot node T1, enter the operation interface of node T1.
  • the above process is repeated, that is, according to the above boot sequence, the boot node of node 1T is determined to be T2.
  • the operation interface for node T1 is exited and the tree structure interface is returned. , and automatically selects the boot node T2 to enter the operation interface of node T2.
  • each node will be automatically selected in sequence according to the boot sequence to guide the user to operate the selected node.
  • FIG. 7 shows the second schematic diagram of determining the boot sequence provided by an exemplary embodiment of the present disclosure.
  • the preset traversal rule is still the left-to-right, top-to-bottom traversal order of the target policy tree.
  • nodes W, W1, W2, W3, W4 is the candidate node. Among them, W, W1, W2, and W4 belong to the first candidate node, and W3 belongs to the second candidate node.
  • the first candidate nodes W, W1, W2, W4 and the second candidate node W3 can be traversed respectively according to the above traversal order, and the resulting boot sequence is W ⁇ W1 ⁇ W2 ⁇ W4 ⁇ W3.
  • FIG. 8 shows the third schematic diagram of determining the boot sequence provided by an exemplary embodiment of the present disclosure.
  • nodes Y, Y1, Y2, Y3, Y4 and Y5 are candidate nodes. Among them, Y, Y1, Y2, Y3, Y4 belong to the first candidate node, and Y5 belongs to the second candidate node.
  • the first candidate nodes Y, Y1, Y2, Y3, Y4 and the second candidate node Y5 can be traversed respectively according to the above traversal order.
  • the resulting guidance sequence is Y ⁇ Y1 ⁇ Y2 ⁇ Y3 ⁇ Y4 ⁇ Y5.
  • traversal order can also be parent node first, then child node, that is, traversal is performed in the order of parent node-child node, parent node-child node. This disclosure does not limit this, and it can also be randomly determined.
  • the above-mentioned processing process shown in Figure 1 can be executed one by one for each node in the boot sequence according to the above-mentioned boot sequence, that is, each node is used as a target node in turn to trigger the automatic selection of the boot node.
  • the mechanism based on the above-mentioned combination of automatic guidance + manual triggering, can not only avoid users' frequent operations on each node, but also avoid missing nodes in the target policy tree.
  • the automatic guidance + manual triggering method can reduce the complexity of the user's operation of each node while retaining the user's interactive experience of obtaining virtual elements from the game, which helps to improve user stickiness. In addition, it can also reduce interactive experience breakpoints caused by users' frequent sliding and clicking, improving the smoothness of gameplay.
  • FIG. 9 shows a flowchart of steps of displaying a first operation interface provided by an exemplary embodiment of the present disclosure.
  • step S401 the interface is switched in response to a trigger operation performed by the user on the target node.
  • the trigger operation may be a selection operation performed by the user on the second trigger control on the second operation interface for the target node.
  • the selection operation in response to the selection operation, exit the second operation interface for the target node, and Display the tree structure interface to switch interfaces.
  • step S402 the tree structure interface is controlled to move on the screen, so that the guidance nodes in the target strategy tree are displayed on the screen.
  • the above-mentioned tree structure interface can be displayed in the graphical user interface provided by the terminal device, and the tree structure interface is controlled to slide relative to the screen of the terminal device to display the guide node on the screen.
  • the tree structure interface will be enlarged, resulting in the tree structure interface not being able to fully display all the nodes of the target policy tree.
  • the tree structure interface needs to be moved to reveal another node on the screen.
  • step S403 the guide node is automatically selected on the displayed tree structure interface.
  • the selection operation of the boot node is automatically performed, and the user does not need to manually click on the boot node.
  • step S404 a window is created, and the first operation interface for the boot node is displayed in the created window.
  • the first operation interface can be directly displayed in the graphical user interface.
  • the first operation interface can be displayed in the created window.
  • the window can be displayed suspended above the tree structure interface, and the display position of the window on the tree structure interface can be changed by receiving the user's movement operation on the window.
  • the above interactive processing method of the embodiment of the present disclosure may further include: receiving a positioning operation performed on the window, and in response to the positioning operation, determining the positioning node corresponding to the window from the target policy tree, if the positioning node belongs to the first If the positioning node is a candidate node, the ranking of the positioning node in the boot sequence will be adjusted. If the positioning node belongs to the second candidate node or a non-candidate node, the boot sequence will not be adjusted.
  • a positioning control may be provided within the window or at the edge of the window.
  • the positioning operation may include a selection operation of the positioning control of the window.
  • the above-mentioned positioning node may refer to a node in the target policy tree that is closest to the window, or may refer to a node covered by the area where the window is located.
  • the manner of adjusting the ordering of the positioning node in the boot sequence may include: determining the positioning node as a node located next to the boot node in the boot sequence.
  • steps S401 to S404 are a series of actions performed after receiving a trigger operation performed by the user on the target node to realize automatic guidance for the user.
  • step S103 Display the first trigger control for the boot node on the first operation interface.
  • the first trigger control is a control used to perform a predetermined function for the virtual element corresponding to the guide node in the game.
  • the first operation interface may also display introduction information for the virtual element corresponding to the boot node to facilitate the user to confirm the virtual element.
  • the automatic guidance mechanism for the guidance node can be triggered for the target node in the policy tree, which can avoid the user's frequent operations on each node, simplify the operation process, and help improve the smoothness of the operation.
  • the guide node is a node in the target policy tree whose trigger condition belongs to the first time constraint condition.
  • the first operation interface is a simplified interface including the first trigger control for the guide node, that is, the virtual element corresponding to the guide node is unique, and the first operation interface may include the first trigger control for the guide node and the first trigger control for the guide node. Introduction information of the corresponding virtual element.
  • the guide node is a node in the target policy tree whose trigger condition belongs to the second time constraint.
  • the first operation interface is an editing interface including the first trigger control for the guide node and multiple candidate virtual elements. That is, the virtual element corresponding to the guide node is not unique and needs to be processed through the operations performed on the first operation interface. To determine the virtual element corresponding to the boot node.
  • a selection operation on any candidate virtual element among the plurality of candidate virtual elements is received on the first operation interface, and any selected candidate virtual element is determined in response to the selection operation on the first trigger control.
  • a virtual element corresponding to the boot node is used to perform a predetermined function on the virtual element corresponding to the boot node.
  • FIG. 10 shows a schematic diagram of a first operation interface provided by an exemplary embodiment of the present disclosure.
  • a candidate virtual element display area As shown in FIG. 10 , below the first operation interface 10 is a candidate virtual element display area. At least some of the candidate virtual elements are displayed in the candidate virtual element display area. When all candidate virtual elements cannot be displayed in the candidate virtual element display area, , you can click the arrow on the far right to scroll the display.
  • the selected candidate virtual element 11 is displayed in the preview area of the first operation interface 10. If a selection operation on the first trigger control 12 on the first operation interface 10 is received, the candidate virtual element 11 is displayed in the preview area of the first operation interface 10.
  • the virtual element 11 is determined as the virtual element corresponding to the boot node, and performs a predetermined function for the virtual element corresponding to the boot node.
  • the virtual element confirmation interface is entered.
  • the triggering condition of the virtual element corresponding to the guide node includes a first time constraint and a second time constraint.
  • the first condition option and the second condition option are displayed in the virtual element confirmation interface, and the first condition option is used to indicate The first time constraint condition, the second condition option is used to indicate the second time constraint condition, receive the user's selection operation on one of the first condition option and the second condition option, and determine the selected time constraint condition as the trigger of the virtual element Conditions, and based on the triggering conditions, predetermined functions are performed in the game for the virtual elements corresponding to the guidance nodes.
  • FIG. 11 shows a flowchart of steps for triggering a boot node provided by an exemplary embodiment of the present disclosure.
  • step S501 a user's selection operation on the first trigger control is received.
  • the selection operation may include a click operation on the first trigger control.
  • step S502 in response to the selection operation of the first trigger control, the trigger condition corresponding to the guidance node is determined.
  • the trigger condition corresponding to the guide node belongs to the first time constraint condition or the second time constraint condition.
  • step S503 when the trigger condition is met, a predetermined function is executed for the virtual element corresponding to the guide node.
  • a predetermined function is directly executed in the game for the virtual element corresponding to the guide node. If the trigger condition corresponding to the guide node belongs to the second time constraint, then in response to the selection operation of the first trigger control, after waiting for the trigger time corresponding to the second time constraint, execution is performed on the virtual element corresponding to the guide node in the game Booking function.
  • the above-mentioned predetermined functions may include but are not limited to at least one of the following items: unlocking (or activating) the corresponding virtual element in the game, applying (or assembling, using) the corresponding game element in the game, in-game Improve the attribute parameters of the corresponding game elements.
  • the user can be assisted to operate each node in the policy tree, that is, only the node is automatically selected, and it is still up to the user to decide whether to trigger the node.
  • the embodiments of the present disclosure also provide an interactive processing device in the game corresponding to the method provided in the above embodiments. Since the problem-solving principle of the device in the embodiments of the present disclosure is different from that in the game of the above embodiments of the present disclosure, The interaction processing methods are similar, so the implementation of the device can be referred to the implementation of the method, and repeated details will not be repeated.
  • FIG 12 is a schematic structural diagram of an interactive processing device in a game provided by an exemplary embodiment of the present disclosure. As shown in Figure 12, the interactive processing device 200 in the game includes:
  • the receiving module 210 receives the trigger operation performed by the user on the target node, where the target node is a node in the target strategy tree in the game;
  • the conversion module 220 in response to the triggering operation, determines the boot node of the target node, and enters the The first operation interface of the node;
  • the display control module 230 displays a first trigger control for the guidance node on the first operation interface, where the first trigger control is a control used to perform a predetermined function for the virtual element corresponding to the guidance node in the game.
  • the trigger operation includes a selection operation performed by the user on a second trigger control on the second operation interface for the target node, and the second trigger control is used to select the target node in the game.
  • the virtual element corresponding to the target node performs a predetermined function.
  • the target node is a node in the target policy tree that satisfies the following conditions: each node on the designated node path in the target policy tree has been triggered, and the designated node path is from The path from the parent node of the target node to the root node.
  • a node When a node is triggered, it means that a predetermined function has been performed on the virtual element corresponding to the node in the game; the trigger conditions corresponding to the target node belong to the target constraints.
  • the display control module 230 displays a tree structure interface for the target policy tree, in which the target nodes in the target policy tree are displayed; the receiving module 210 responds to the request in the tree structure. The selection operation performed on the target node on the interface will enter the second operation interface for the target node.
  • each node in the target policy tree has a corresponding constraint
  • the conversion module 220 determines the guide node of the target node in the following manner: according to the target constraint, from the Filter out the first candidate node from the nodes of the target policy tree; determine the boot sequence based on the first candidate node; determine the boot node of the target node from the nodes of the target policy tree based on the boot sequence, wherein, The boot node is the node next to the target node in the boot sequence under the target policy tree.
  • the conversion module 220 determines the boot sequence based on the first candidate node in the following manner: determines a first sub-sequence of the first candidate node, and determines the first sub-sequence as Boot sequence.
  • the target constraint includes a first time constraint
  • the conversion module 220 determines the first sub-sequence of the first candidate node in the following manner: according to a preset traversal rule, Determine the traversal order for the target policy tree; traverse each first candidate node in the target policy tree according to the determined traversal order to form a first sub-sequence corresponding to all first candidate nodes, where the first candidate node is The node in the target policy tree whose trigger condition belongs to the first time constraint.
  • the first candidate node is positioned earlier than other nodes in the boot sequence.
  • the conversion module 220 determines the boot sequence based on the first candidate node in the following manner: determining a first sub-sequence of the first candidate node and a second sub-sequence of the second candidate node, where , the second candidate node is a node in the target policy tree whose trigger condition belongs to the second time constraint; a boot sequence is constructed based on the first sub-sequence and the second sub-sequence, where the second sub-sequence is located after the first sub-sequence.
  • the constraints include a second time constraint, wherein the conversion module 220 determines the second sub-sequence of the second candidate node in the following manner: according to the preset traversal rules, determines the target The traversal order of the policy tree; according to the determined traversal order, each second candidate node in the target policy tree is traversed to form a second sub-sequence corresponding to all second candidate nodes.
  • the conversion module 220 enters the first operation interface for the boot node by automatically selecting the boot node to enter the first operation interface for the boot node.
  • the conversion module 220 enters the first operation interface in the following manner: in response to the trigger operation, switching the interface to exit the second operation interface for the target node and displaying the tree structure interface; The guide node is automatically selected on the displayed tree structure interface to enter the first operation interface for the guide node.
  • the conversion module 220 is also configured to perform the following processing: after switching the interface, control the movement of the tree structure interface on the screen to display guidance in the target strategy tree on the screen. node; and/or, after automatically selecting the boot node, create a window, and display the first operation interface for the boot node in the created window.
  • the receiving module 210 receives the user's selection operation on the first trigger control; In response to the selection operation of the first trigger control, the trigger condition corresponding to the guide node is determined; when the trigger condition is satisfied, the predetermined function is executed for the virtual element corresponding to the guide node.
  • the guide node is a node in the target policy tree whose trigger condition belongs to the first time constraint
  • the first operation interface is a simplified interface including a first trigger control for the guide node , wherein, in response to the selection operation of the first trigger control, the conversion module 220 determines that the node is next to the boot node in the boot sequence under the target policy tree, and enters the third operation interface for this node.
  • the guide node is a node in the target policy tree whose trigger condition belongs to the second time constraint
  • the first operation interface includes a first trigger control for the guide node and a plurality of An editing interface for candidate virtual elements, in which the receiving module 210 receives a selection operation on any of the plurality of candidate virtual elements on the first operation interface.
  • the above device also includes: a triggering module, in response to the selection of the first virtual element. A selection operation of the trigger control determines any selected candidate virtual element as the virtual element corresponding to the guide node, so as to perform the predetermined function for the virtual element corresponding to the guide node.
  • users can avoid frequent operations on each node, reduce the complexity of users' operations on each node, and improve interaction efficiency.
  • FIG. 12 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present disclosure.
  • the electronic device 300 includes a processor 310 , a memory 320 and a bus 330 .
  • the memory 320 stores machine-readable instructions executable by the processor 310.
  • the processor 310 and the memory 320 communicate through the bus 330, and the machine-readable instructions are
  • the processor 310 may perform the steps of the interactive processing method in the game in any of the above embodiments, specifically as follows:
  • a first trigger control for the guide node is displayed on the first operation interface, and the first trigger control is a control used to perform a predetermined function for the virtual element corresponding to the guide node in the game.
  • the trigger operation includes a selection operation performed by the user on a second trigger control on the second operation interface for the target node, and the second trigger control is used to select the target node in the game.
  • the virtual element corresponding to the target node performs a predetermined function.
  • the target node is a node in the target policy tree that satisfies the following conditions: each node on the designated node path in the target policy tree has been triggered, and the designated node path is from The path from the parent node of the target node to the root node.
  • a node When a node is triggered, it means that a predetermined function has been performed on the virtual element corresponding to the node in the game; the trigger conditions corresponding to the target node belong to the target constraints.
  • the processor 410 is further configured to perform the following processing: display a tree structure interface for the target policy tree, in which the target node in the target policy tree is displayed; in response to The selection operation performed on the target node on the tree structure interface enters the second operation interface for the target node.
  • each node in the target policy tree has a corresponding constraint
  • the processor 410 is further configured to perform the following processing to determine the guide node of the target node: according to the target constraint , filter out the first candidate node from the nodes of the target policy tree; determine the boot sequence based on the first candidate node; determine the boot node of the target node from the nodes of the target policy tree based on the boot sequence, wherein, the boot node is the next node of the target node in the boot sequence under the target policy tree.
  • the processor 410 is further configured to perform the following processing to determine a boot sequence based on the first candidate node: determine a first sub-sequence of the first candidate node, convert the first The suborder is determined as the boot order.
  • the target constraint includes a first time constraint
  • the processor 410 is further configured to perform the following processing to determine the first sub-sequence of the first candidate node: according to a predetermined Assume the traversal rule Then, determine the traversal order for the target policy tree; according to the determined traversal order, traverse each first candidate node in the target policy tree to form a first sub-sequence corresponding to all first candidate nodes.
  • the node is the node whose trigger condition belongs to the first time constraint in the target policy tree.
  • the first candidate node is positioned earlier than other nodes in the boot sequence.
  • the processor 410 is further configured to perform the following processing to determine a boot sequence based on the first candidate node: determine a first sub-sequence of the first candidate node and a second sub-sequence of the second candidate node. Sub-sequence, wherein the second candidate node is a node in the target policy tree whose trigger condition belongs to the second time constraint; construct a guidance sequence based on the first sub-sequence and the second sub-sequence, wherein the second sub-sequence is located in the first after suborder.
  • the constraint condition includes a second time constraint condition
  • the processor 410 is further configured to perform the following processing to determine the second sub-sequence of the second candidate node: according to the preset traversal rule , determine the traversal order for the target policy tree; according to the determined traversal order, traverse each second candidate node in the target policy tree to form a second sub-sequence corresponding to all second candidate nodes.
  • the processor 410 is further configured to perform the following processing to enter the first operation interface for the boot node: automatically select the boot node to enter the first operation interface for the boot node. Operation interface.
  • the processor 410 is also configured to enter the first operation interface in the following manner: in response to the trigger operation, switch the interface to exit the second operation interface for the target node, and display the tree Structure interface: automatically select the guide node on the displayed tree structure interface to enter the first operation interface for the guide node.
  • the processor 410 is also configured to perform the following processing: after switching the interface, control the movement of the tree structure interface on the screen to display guidance in the target strategy tree on the screen. node; and/or, after automatically selecting the boot node, create a window, and display the first operation interface for the boot node in the created window.
  • the processor 410 is further configured to perform the following processing: receiving the user's selection operation on the first trigger control; in response to the selection operation on the first trigger control, determining the corresponding boot node. Trigger condition; when the trigger condition is satisfied, the predetermined function is executed for the virtual element corresponding to the guide node. .
  • the guide node is a node in the target policy tree whose trigger condition belongs to the first time constraint
  • the first operation interface is a simplified interface including a first trigger control for the guide node
  • the processor 410 is also configured to perform the following processing: in response to the selection operation of the first trigger control, determine the node next to the boot node in the boot sequence under the target policy tree, and enter the third operation for this node interface.
  • the guide node is a node in the target policy tree whose trigger condition belongs to the second time constraint
  • the first operation interface includes a first trigger control for the guide node and a plurality of An editing interface for candidate virtual elements
  • the processor 410 is further configured to perform the following processing: receiving a selection operation on any of the plurality of candidate virtual elements on the first operation interface; responding to a selection operation on the first virtual element; A selection operation of the control is triggered, and any selected candidate virtual element is determined as a virtual element corresponding to the guide node, so as to perform the predetermined function for the virtual element corresponding to the guide node.
  • users can avoid frequent operations on each node, reduce the complexity of users' operations on each node, and improve interaction efficiency.
  • Embodiments of the present disclosure also provide a computer-readable storage medium.
  • a computer program is stored on the storage medium.
  • the computer program can perform the steps of the interactive processing method in the game in any of the above embodiments. Specifically, as follows:
  • a first trigger control for the guide node is displayed on the first operation interface, and the first trigger control is a control used to perform a predetermined function for the virtual element corresponding to the guide node in the game.
  • the trigger operation includes a selection operation performed by the user on a second trigger control on the second operation interface for the target node, and the second trigger control is used to select the target node in the game.
  • the virtual element corresponding to the target node performs a predetermined function.
  • the target node is a node in the target policy tree that satisfies the following conditions: each node on the designated node path in the target policy tree has been triggered, and the designated node path is from The path from the parent node of the target node to the root node.
  • a node When a node is triggered, it means that a predetermined function has been performed on the virtual element corresponding to the node in the game; the trigger conditions corresponding to the target node belong to the target constraints.
  • the processor is further configured to perform the following processing: display a tree structure interface for the target policy tree, in which the target node in the target policy tree is displayed; in response to The selection operation performed on the target node on the tree structure interface enters the second operation interface for the target node.
  • each node in the target policy tree has a corresponding constraint
  • the processor is further configured to perform the following processing to determine the guide node of the target node: according to the target constraint, Filter out the first candidate node from the nodes of the target policy tree; determine the boot sequence based on the first candidate node; determine the boot node of the target node from the nodes of the target policy tree based on the boot sequence, where , the boot node is the next node of the target node in the boot sequence under the target policy tree.
  • the processor is further configured to perform the following processing to determine a boot sequence based on the first candidate node: determine a first sub-sequence of the first candidate node, convert the first sub-sequence The order is determined as boot order.
  • the target constraint includes a first time constraint
  • the processor is further configured to perform the following processing to determine the first sub-sequence of the first candidate node: according to a preset Traverse rules to determine the traversal order for the target policy tree; according to the determined traversal order, traverse each first candidate node in the target policy tree to form a first sub-sequence corresponding to all first candidate nodes, the first The candidate node is the node whose trigger condition belongs to the first time constraint in the target policy tree.
  • the first candidate node is positioned earlier than other nodes in the boot sequence.
  • the processor is further configured to perform the following processing to determine a boot sequence based on the first candidate node: determine a first sub-sequence of the first candidate node and a second sub-sequence of the second candidate node.
  • Sequence wherein the second candidate node is a node in the target policy tree whose trigger condition belongs to the second time constraint; the guidance sequence is constructed according to the first sub-sequence and the second sub-sequence, wherein the second sub-sequence is located in the first sub-sequence.
  • the constraint condition includes a second time constraint condition
  • the processor is further configured to perform the following processing to determine the second sub-sequence of the second candidate node: according to the preset traversal rule, Determine the traversal order for the target policy tree; traverse each second candidate node in the target policy tree according to the determined traversal order to form a second sub-sequence corresponding to all second candidate nodes.
  • the processor is further configured to perform the following processing to enter the first operation interface for the boot node: automatically select the boot node to enter the first operation for the boot node interface.
  • the processor is further configured to enter the first operation interface in the following manner: in response to the triggering operation, switch the interface to exit the second operation interface for the target node and display the tree structure Interface; automatically select the guide node on the displayed tree structure interface to enter the first operation interface for the guide node.
  • the processor is further configured to perform the following processing: after switching the interface, control the movement of the tree structure interface on the screen to display the guidance node in the target strategy tree on the screen ; and/or, after automatically selecting the boot node, create a window, and display the first operation interface for the boot node in the created window.
  • the processor is further configured to perform the following processing: receiving the user's response to the first trigger Select operation of the control; in response to the selection operation of the first trigger control, determine the trigger condition corresponding to the guide node; when the trigger condition is satisfied, execute the predetermined function for the virtual element corresponding to the guide node. .
  • the guide node is a node in the target policy tree whose trigger condition belongs to the first time constraint
  • the first operation interface is a simplified interface including a first trigger control for the guide node
  • the processor is also configured to perform the following processing: in response to the selection operation of the first trigger control, determine the node next to the boot node in the boot sequence under the target policy tree, and enter the third operation interface for this node .
  • the guide node is a node in the target policy tree whose trigger condition belongs to the second time constraint
  • the first operation interface includes a first trigger control for the guide node and a plurality of An editing interface for candidate virtual elements
  • the processor is further configured to perform the following processing: receiving a selection operation on any of the plurality of candidate virtual elements on the first operation interface; responding to the first trigger The selection operation of the control determines any selected candidate virtual element as the virtual element corresponding to the guide node, so as to perform the predetermined function for the virtual element corresponding to the guide node.
  • users can avoid frequent operations on each node, reduce the complexity of users' operations on each node, and improve interaction efficiency.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or they may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in various embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
  • the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor.
  • the technical solution of the present disclosure is essentially or the part that contributes to the relevant technology or the part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, It includes several instructions to cause a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program code. .
  • the interactive processing method, device, electronic device and storage medium in the game simplify the user's operation process of each node in the target strategy tree by introducing an automatic guidance mechanism to improve the interaction efficiency; each node is They are used as target nodes in turn to trigger the automatic selection mechanism of the guidance node.
  • each node is They are used as target nodes in turn to trigger the automatic selection mechanism of the guidance node.
  • the guidance and manual triggering methods not only reduce the complexity of the user's operation of each node, but also retain the user's interactive experience of obtaining virtual elements from the game. It also helps to improve user stickiness; it can also reduce the problems caused by users' frequent sliding and clicking.
  • the interactive experience breakpoints improve the smoothness of the gameplay; and further reduce the operating costs and running time of the game in the terminal device, saving the power of the terminal device.

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Abstract

Provided in the present disclosure are an interaction processing method and apparatus in a game, and an electronic device and a storage medium. The method comprises: receiving a trigger operation, which is executed by a user for a target node, wherein the target node is a node in a target strategy tree in a game; in response to the trigger operation, determining a guide node of the target node, and entering a first operation interface for the guide node; and displaying, in the first operation interface, a first trigger control for the guide node, wherein the first trigger control is a control for executing, in the game, a predetermined function for a virtual element corresponding to the guide node. By means of the present disclosure, the operation complexity of a user for each node in a target strategy tree can be reduced, such that the interaction efficiency is improved.

Description

游戏中的交互处理方法、装置、电子设备及存储介质Interactive processing methods, devices, electronic devices and storage media in games
相关申请的交叉引用Cross-references to related applications
本公开要求于2022年8月16日提交中国国家知识产权局的申请号为202210986090.0、名称为“游戏中的交互处理方法、装置、电子设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。This disclosure requires the priority of the Chinese patent application with application number 202210986090.0 and titled "Interactive processing method, device, electronic device and storage medium in games" submitted to the State Intellectual Property Office of China on August 16, 2022, all of which The contents are incorporated by reference into this disclosure.
技术领域Technical field
本公开涉及计算机应用技术领域,尤其涉及一种游戏中的交互处理方法、装置、电子设备及存储介质。The present disclosure relates to the field of computer application technology, and in particular, to an interactive processing method, device, electronic device and storage medium in a game.
背景技术Background technique
在游戏中,经常会以树结构形式来展示某一游戏玩法,如游戏中的科技树、天赋树、武器树、道具树等。In games, a certain gameplay is often displayed in the form of a tree structure, such as the technology tree, talent tree, weapon tree, prop tree, etc. in the game.
目前,玩家在查看树结构界面时,在该树结构界面中会展示所有的树节点,在玩家期望对各树节点进行操作时,需要先找到对应的树节点,再一个一个将树节点打开,对每个树节点进行操作,导致玩家对各树节点的操作过程变得繁琐复杂、处理效率低。Currently, when players view the tree structure interface, all tree nodes will be displayed in the tree structure interface. When players want to operate each tree node, they need to first find the corresponding tree node, and then open the tree nodes one by one. Operating each tree node makes the player's operation process of each tree node cumbersome and complex, and the processing efficiency is low.
发明内容Contents of the invention
有鉴于此,本公开实施例至少提供一种游戏中的交互处理方法、装置、电子设备及存储介质,能够降低用户对目标策略树中的各节点的操作繁琐度,提高交互效率。In view of this, embodiments of the present disclosure at least provide an interaction processing method, device, electronic device, and storage medium in a game, which can reduce the complexity of user operations on each node in the target strategy tree and improve interaction efficiency.
第一方面,本公开示例性实施例提供一种游戏中的交互处理方法,所述方法包括:接收用户对目标节点执行的触发操作,所述目标节点为游戏中的目标策略树中的一个节点;响应于所述触发操作,确定所述目标节点的引导节点,并进入针对所述引导节点的第一操作界面;在所述第一操作界面上显示针对引导节点的第一触发控件,所述第一触发控件为用于在游戏中针对引导节点对应的虚拟元素执行预定功能的控件。In a first aspect, exemplary embodiments of the present disclosure provide an interaction processing method in a game. The method includes: receiving a trigger operation performed by a user on a target node, where the target node is a node in a target strategy tree in the game. ; In response to the trigger operation, determine the guide node of the target node, and enter the first operation interface for the guide node; display the first trigger control for the guide node on the first operation interface, the The first trigger control is a control used to perform a predetermined function on the virtual element corresponding to the guidance node in the game.
第二方面,本公开实施例还提供一种游戏中的交互处理装置,所述装置包括:接收模块,接收用户对目标节点执行的触发操作,所述目标节点为游戏中的目标策略树中的一个节点;转换模块,响应于所述触发操作,确定目标节点的引导节点,并进入针对所述引导节点的第一操作界面;显示控制模块,在所述第一操作界面上显示针对引导节点的第一触发控件,所述第一触发控件为用于在游戏中针对引导节点对应的虚拟元素执行预定功能的控件。In a second aspect, embodiments of the present disclosure also provide an interactive processing device in a game. The device includes: a receiving module that receives a trigger operation performed by a user on a target node. The target node is a target node in the target strategy tree in the game. A node; a conversion module, in response to the trigger operation, determines the guide node of the target node, and enters the first operation interface for the guide node; the display control module, displays the guide node on the first operation interface; A first trigger control, the first trigger control is a control used to perform a predetermined function for the virtual element corresponding to the guidance node in the game.
第三方面,本公开实施例还提供一种电子设备,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储器之间通过所述总线进行通信,所述机器可读指令被所述处理器运行时执行上述第一方面或第一方面中任一种可能的实施方式中的游戏中的交互处理方法的步骤。In a third aspect, embodiments of the present disclosure also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processing Communication is carried out between the processor and the memory through the bus, and the machine-readable instructions are executed by the processor when executing the interaction in the game of the first aspect or any of the possible implementations of the first aspect. Processing method steps.
第四方面,本公开实施例还提供了一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行上述第一方面或第一方面中任一种可能的实施方式中的游戏中的交互处理方法的步骤。In a fourth aspect, embodiments of the present disclosure also provide a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. The computer program executes the above-mentioned first aspect or aspects when run by a processor. The steps of the interactive processing method in the game in any possible implementation.
本公开实施例提供的游戏中的交互处理方法、装置、电子设备及存储介质,有助于降低用户对目标策略树中的各节点的操作繁琐度,以提高交互效率。具体地,本公开实施例提供的交互处理方法、装置、电子设备及存储介质提供了例如至少下述技术效果:通过引入自动引导机制,简化了用户对目标策略树中的各节点的操作过程,以提高交互效率;将各节点依次作为目标节点,以触发对引导节点的自动选中机制,基于自动引导和手动触发相结合的方式,既可以避免用户对各节点的频繁操作,还能够避免遗漏目标策略树中的节点;由于自动引导和手动触发的方式,在降低用户对各节点的操作复杂度的同时,保留了用户从游戏中获得虚拟元素的交互体验,还有助于提高用户粘性;还可以减少用户频繁滑动和点击造成的交互体验断点,提升了玩法顺畅度;以及进一步降低了终端设备中游戏的操作成本及运行时长,节省了终端设备的电量。 The interactive processing method, device, electronic device and storage medium in the game provided by the embodiments of the present disclosure are helpful to reduce the complexity of the user's operations on each node in the target strategy tree, so as to improve the efficiency of interaction. Specifically, the interactive processing method, device, electronic device, and storage medium provided by the embodiments of the present disclosure provide at least the following technical effects: by introducing an automatic guidance mechanism, the user's operation process on each node in the target policy tree is simplified, To improve interaction efficiency; each node is used as a target node in turn to trigger the automatic selection mechanism of the guidance node. Based on the combination of automatic guidance and manual triggering, it can not only avoid users' frequent operations on each node, but also avoid missing targets. Nodes in the strategy tree; due to the automatic guidance and manual triggering methods, while reducing the complexity of the user's operation of each node, it retains the user's interactive experience of obtaining virtual elements from the game, and also helps to improve user stickiness; it also It can reduce interactive experience breakpoints caused by users' frequent sliding and clicking, improve the smoothness of gameplay; further reduce the operating cost and running time of the game in the terminal device, and save the power of the terminal device.
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and understandable, preferred embodiments are given below and described in detail with reference to the accompanying drawings.
附图说明Description of drawings
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。In order to explain the technical solutions of the embodiments of the present disclosure more clearly, the drawings needed to be used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present disclosure and therefore do not It should be regarded as a limitation of the scope. For those of ordinary skill in the art, other relevant drawings can be obtained based on these drawings without exerting creative efforts.
图1示出本公开示例性实施例提供的游戏中的交互处理方法的流程图;Figure 1 shows a flowchart of an interaction processing method in a game provided by an exemplary embodiment of the present disclosure;
图2示出本公开示例性实施例提供的进入第二操作界面的步骤的流程图;Figure 2 shows a flow chart of the steps of entering the second operation interface provided by an exemplary embodiment of the present disclosure;
图3示出本公开示例性实施例提供的确定目标节点的引导节点的步骤的流程图;Figure 3 shows a flowchart of the steps of determining a guide node of a target node provided by an exemplary embodiment of the present disclosure;
图4示出本公开示例性实施例提供的针对目标策略树的遍历规则的示意图;Figure 4 shows a schematic diagram of traversal rules for a target policy tree provided by an exemplary embodiment of the present disclosure;
图5示出本公开示例性实施例提供的形成引导顺序的步骤的流程图;5 illustrates a flowchart of steps for forming a boot sequence provided by an exemplary embodiment of the present disclosure;
图6示出本公开示例性实施例提供的一种确定引导顺序的示意图;Figure 6 shows a schematic diagram of determining a boot sequence provided by an exemplary embodiment of the present disclosure;
图7示出本公开示例性实施例提供的另一种确定引导顺序的示意图;Figure 7 shows another schematic diagram of determining the boot sequence provided by an exemplary embodiment of the present disclosure;
图8示出本公开示例性实施例提供的另一种确定引导顺序的示意图;Figure 8 shows another schematic diagram of determining the boot sequence provided by an exemplary embodiment of the present disclosure;
图9示出本公开示例性实施例提供的显示第一操作界面的步骤的流程图;Figure 9 shows a flow chart of steps of displaying a first operation interface provided by an exemplary embodiment of the present disclosure;
图10示出本公开示例性实施例提供的第一操作界面的示意图;Figure 10 shows a schematic diagram of a first operation interface provided by an exemplary embodiment of the present disclosure;
图11示出本公开示例性实施例提供的触发引导节点的步骤的流程图;Figure 11 shows a flowchart of steps for triggering a boot node provided by an exemplary embodiment of the present disclosure;
图12示出本公开示例性实施例提供的游戏中的交互处理装置的结构示意图;Figure 12 shows a schematic structural diagram of an interactive processing device in a game provided by an exemplary embodiment of the present disclosure;
图13示出本公开示例性实施例提供的电子设备的结构示意图。FIG. 13 shows a schematic structural diagram of an electronic device provided by an exemplary embodiment of the present disclosure.
具体实施方式Detailed ways
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,应当理解,本公开中的附图仅起到说明和描述的目的,并不用于限定本公开的保护范围。另外,应当理解,示意性的附图并未按实物比例绘制。本公开中使用的流程图示出了根据本公开的一些实施例实现的操作。应当理解,流程图的操作可以不按顺序实现,没有逻辑的上下文关系的步骤可以反转顺序或者同时实施。此外,本领域技术人员在本公开内容的指引下,可以向流程图添加一个或多个其他操作,也可以从流程图中移除一个或多个操作。In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. It should be understood that the technical solutions in the embodiments of the present disclosure The drawings are for purposes of illustration and description only and are not intended to limit the scope of the present disclosure. Additionally, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this disclosure illustrate operations implemented in accordance with some embodiments of the disclosure. It should be understood that the operations of the flowchart may be implemented out of sequence, and steps without logical context may be implemented in reverse order or simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart, and can also remove one or more operations from the flowchart under the guidance of this disclosure.
本说明书中使用用语“一个”、“一”、“该”和“所述”用以表示存在一个或多个要素/组成部分/等;用语“包括”和“具有”用以表示开放式的包括在内的意思并且是指除了列出的要素/组成部分/等之外还可存在另外的要素/组成部分/等;用语“第一”和“第二”等仅作为标记使用,不是对其对象的数量限制。The terms "a", "an", "the" and "said" are used in this specification to indicate the existence of one or more elements/components/etc.; the terms "include" and "have" are used to indicate an open-ended Inclusive is intended and means that there may be additional elements/components/etc. in addition to the listed elements/components/etc.; the terms "first" and "second" etc. are used as labels only and do not refer to The number of its objects is limited.
应当理解,在本公开实施例中,“至少一个”是指一个或者多个,“多个”是指两个或者两个以上。“和/或”仅仅是一种描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。“包含A、B和/或C”是指包含A、B、C三者中任1个或任2个或3个。It should be understood that in the embodiments of the present disclosure, “at least one” refers to one or more, and “plurality” refers to two or more. "And/or" is just an association relationship that describes related objects. It means that there can be three kinds of relationships. For example, A and/or B can mean: A exists alone, A and B exist simultaneously, and B exists alone. Condition. The character "/" generally indicates that the related objects are in an "or" relationship. "Including A, B and/or C" means including any one, any two or three of A, B and C.
应当理解,在本公开实施例中,“与A对应的B”、“与A相对应的B”、“A与B相对应”或者“B与A相对应”,表示B与A相关联,根据A可以确定B。根据A确定B并不意味着仅仅根据A确定B,还可以根据A和/或其他信息确定B。It should be understood that in the embodiment of the present disclosure, "B corresponding to A", "B corresponding to A", "A corresponding to B" or "B corresponding to A" means that B is associated with A, B can be determined based on A. Determining B based on A does not mean determining B only based on A, but can also determine B based on A and/or other information.
另外,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的全部其他实施例,都属于本公开保护的范围。In addition, the described embodiments are only some, not all, of the embodiments of the present disclosure. The components of the embodiments of the present disclosure generally described and illustrated in the figures herein may be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the disclosure provided in the appended drawings is not intended to limit the scope of the claimed disclosure, but rather to represent selected embodiments of the disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without any creative efforts fall within the scope of protection of the present disclosure.
在游戏中,经常会以树结构形式来展示某一游戏玩法,如游戏中的科技树、天赋树、 武器树、道具树等。In games, a certain gameplay is often displayed in the form of a tree structure, such as the technology tree, talent tree, Weapon tree, prop tree, etc.
目前,玩家在查看树结构界面时,在该树结构界面中会展示所有的树节点,在玩家期望对各树节点进行操作时,需要先找到对应的树节点,再一个一个将树节点打开,对每个树节点进行操作,导致玩家对各树节点的操作过程变得繁琐复杂、处理效率低。Currently, when players view the tree structure interface, all tree nodes will be displayed in the tree structure interface. When players want to operate each tree node, they need to first find the corresponding tree node, and then open the tree nodes one by one. Operating each tree node makes the player's operation process of each tree node cumbersome and complex, and the processing efficiency is low.
针对上述至少一个方面的问题,本公开提出一种游戏中的交互处理方法、装置、电子设备及存储介质,通过引入自动引导机制,来简化用户对目标策略树中的各节点的操作过程,以提高交互效率。In response to at least one of the above-mentioned problems, the present disclosure proposes an interactive processing method, device, electronic device and storage medium in a game, which simplifies the user's operation process of each node in the target strategy tree by introducing an automatic guidance mechanism, so as to Improve interaction efficiency.
首先,对本公开实施例中涉及的名称进行简单介绍。First, a brief introduction is given to the names involved in the embodiments of the present disclosure.
在本公开实施例中,可以通过终端设备提供图形用户界面,其中:In embodiments of the present disclosure, a graphical user interface may be provided through a terminal device, where:
终端设备:Terminal Equipment:
本公开实施例中涉及的终端设备主要是指用于提供游戏界面(在游戏界面中呈现游戏场景),并能够对虚拟角色进行控制操作的智能设备,终端设备可以包括但不限于以下设备中的任意一种:智能手机、平板电脑、便携式计算机、台式计算机、游戏机、个人数字助理(PDA)、电子书阅读器、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器等。该终端设备中安装和运行有支持游戏场景的应用程序,比如支持三维游戏场景的应用程序。该应用程序可以包括但不限于虚拟现实应用程序、三维地图程序、军事仿真程序、MOBA游戏、多人枪战类生存游戏、第三人称射击游戏(TPS,Third-Personal Shooting Game)中的任意一种。可选地,该应用程序可以是单机版的应用程序,比如单机版的3D游戏程序,也可以是网络联机版的应用程序。The terminal device involved in the embodiment of the present disclosure mainly refers to an intelligent device used to provide a game interface (presenting game scenes in the game interface) and capable of controlling virtual characters. The terminal device may include but is not limited to the following devices: Any one: smartphone, tablet, laptop, desktop computer, game console, personal digital assistant (PDA), e-book reader, MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Compression Standard Audio Layer 4) player etc. Applications supporting game scenes, such as applications supporting three-dimensional game scenes, are installed and run in the terminal device. The application may include but is not limited to any one of virtual reality applications, three-dimensional map programs, military simulation programs, MOBA games, multiplayer gun battle survival games, and third-person shooting games (TPS, Third-Personal Shooting Game). Optionally, the application may be a stand-alone version of the application, such as a stand-alone 3D game program, or may be a network online version of the application.
图形用户界面:GUI:
是一种人与计算机通信的界面显示格式,允许用户使用鼠标或键盘等输入设备操纵屏幕上的图标、标识或菜单选项,也允许用户通过在触控终端的触控屏上执行触摸操作来操纵屏幕上的图标或菜单选项,以选择命令、启动程序或执行其它一些任务等。It is an interface display format for human-computer communication that allows users to use input devices such as a mouse or keyboard to manipulate icons, logos or menu options on the screen. It also allows users to manipulate by performing touch operations on the touch screen of a touch terminal. An on-screen icon or menu option to select a command, launch a program, or perform some other task.
游戏场景:Game scene:
是应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟游戏是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,游戏场景为用户控制虚拟角色完整游戏逻辑的场景。It is a virtual scene displayed (or provided) when the application is running on the terminal or server. Optionally, the virtual game is a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene where the user controls the complete game logic of the virtual character.
虚拟角色:Virtual character:
是指在虚拟环境中的虚拟角色,该虚拟角色可以是由玩家操控的虚拟角色,包括但不限于虚拟人物、虚拟动物、动漫人物中的至少一种,还可以是非玩家操控的虚拟角色(NPC)。可选地,当虚拟环境为三维虚拟环境时,虚拟角色可以是三维虚拟模型,每个虚拟角色在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。可选地,虚拟角色是基于三维人体骨骼技术构建的三维角色,该虚拟角色通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟角色也可以采用2.5维或2维模型来实现,本公开实施例对此不加以限定。Refers to a virtual character in a virtual environment. The virtual character can be a virtual character controlled by a player, including but not limited to at least one of virtual characters, virtual animals, and animation characters. It can also be a virtual character controlled by a non-player (NPC). ). Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.
在虚拟场景中可以存在有多个虚拟角色,该虚拟角色是玩家操控的虚拟角色(即,玩家通过输入设备进行控制的角色)、或者是通过训练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI)。可选地,该虚拟角色是在游戏场景中进行竞技的虚拟人物。可选地,该游戏场景对战中的虚拟角色的数量是预设设置的,或者是根据加入虚拟对局的终端设备的数量动态确定的,本公开实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟角色在该虚拟场景中进行移动,例如,控制虚拟角色跑动、跳动、爬行等,也能够控制虚拟角色使用应用程序所提供的虚拟技能、虚拟道具等与其他虚拟角色进行战斗。There may be multiple virtual characters in the virtual scene. The virtual character is a virtual character controlled by the player (that is, a character controlled by the player through an input device), or an artificial intelligence (Artificial Intelligence) set in the virtual environment battle through training. , AI). Optionally, the virtual character is a virtual character competing in a game scene. Optionally, the number of virtual characters in the game scene battle is preset or dynamically determined based on the number of terminal devices participating in the virtual game, which is not limited in the embodiments of the present disclosure. In one possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use virtual skills and virtual props provided by the application. Wait for battles with other virtual characters.
在一可选的实施方式中,终端设备可以为本地终端设备。以游戏为例,本地终端设备 存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏场景画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。In an optional implementation, the terminal device may be a local terminal device. Taking games as an example, the local terminal device Game programs are stored and used to present game screens. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally downloading, installing and running game programs through electronic devices. The local terminal device may provide the graphical user interface to the player in a variety of ways. For example, it may be rendered and displayed on the display screen of the terminal device, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor. The display screen is used to present a graphical user interface. The graphical user interface includes a game scene screen. The processor is used to run the game, generate a graphical user interface, and control the graphical user interface. The display of the interface on the display screen.
对本公开可适用的应用场景进行介绍。本公开可应用于游戏技术领域,在游戏中,由参与游戏的多个玩家共同加入同一局虚拟对局中。The applicable application scenarios of this disclosure are introduced. The present disclosure can be applied to the field of game technology. In the game, multiple players participating in the game join the same virtual game.
在进入虚拟对局之前,玩家可以为自己在虚拟对局中的虚拟角色选择不同的角色属性,例如,身份属性,通过分配不同的角色属性以确定不同阵营,使得玩家在本次虚拟对局的不同对局阶段通过执行游戏分配的任务,以赢得游戏比赛,例如,具有A角色属性的多个虚拟角色通过在对局阶段将具有B角色属性的虚拟角色进行“淘汰”,以获得游戏比赛的胜利。这里,还可以是在进入虚拟对局时,为参与本次虚拟对局的每个虚拟角色随机分配角色属性。Before entering the virtual game, players can choose different character attributes for their virtual characters in the virtual game, such as identity attributes. By assigning different character attributes to determine different camps, players can choose different character attributes in this virtual game. In different game stages, players can win the game by performing tasks assigned by the game. For example, multiple virtual characters with character A attributes can win the game by "eliminating" virtual characters with character B attributes in the game stage. victory. Here, when entering the virtual game, character attributes can also be randomly assigned to each virtual character participating in this virtual game.
在本公开一个实施例提供的实施环境可以包括:第一终端设备、服务器和第二终端设备。第一终端设备和第二终端设备分别与服务器进行通信,以实现数据通信。在本实施方式中,第一终端设备和第二终端设备分别安装有执行本公开所提供的游戏中的交互处理方法的应用程序,服务器为执行本公开的提供的游戏中的交互处理方法的服务器端。通过应用程序,使得第一终端设备和第二终端设备分别可以与服务器进行通信。An implementation environment provided in an embodiment of the present disclosure may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to implement data communication. In this embodiment, the first terminal device and the second terminal device are each installed with an application program that executes the interactive processing method in the game provided by the present disclosure, and the server is a server that executes the interactive processing method in the game provided by the present disclosure. end. Through the application program, the first terminal device and the second terminal device can respectively communicate with the server.
以第一终端设备为例,第一终端设备通过运行应用程序与服务器建立通信。在一可选的实施方式中,服务器根据应用程序的游戏请求建立虚拟对局。其中,虚拟对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,虚拟对局的参数可包括参与虚拟对局的人数、参与虚拟对局的角色级别等。当第一终端设备接收到游戏服务器的响应时,通过第一终端设备的图形用户界面显示虚拟对局所对应的游戏场景,第一终端设备为第一用户控制的设备,第一终端设备的图形用户界面中所显示的虚拟角色为该第一用户控制的玩家角色(即第一虚拟角色),第一用户通过图形用户界面输入操作指令,以控制玩家角色在游戏场景中执行相应的操作。Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application program. In an optional implementation, the server establishes a virtual game based on the application's game request. The parameters of the virtual game may be determined based on the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the first terminal device receives the response from the game server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user. The graphical user of the first terminal device The virtual character displayed in the interface is the player character (ie, the first virtual character) controlled by the first user. The first user inputs operating instructions through the graphical user interface to control the player character to perform corresponding operations in the game scene.
以第二终端设备为例,第二终端设备通过运行应用程序与服务器建立通信。在一可选的实施方式中,服务器根据应用程序的游戏请求建立虚拟对局。其中,虚拟对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,虚拟对局的参数可包括参与虚拟对局的人数、参与虚拟对局的角色级别等。当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示虚拟对局所对应的游戏场景。第二终端设备为第二用户控制的设备,第二终端设备的图形用户界面中所显示的虚拟角色为该第二用户控制的玩家角色(即第二虚拟角色),第二用户通过图形用户界面输入操作指令,以控制玩家角色在虚拟场景中执行相应的操作。Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application program. In an optional implementation, the server establishes a virtual game based on the application's game request. The parameters of the virtual game may be determined based on the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the second terminal device receives the response from the server, the game scene corresponding to the virtual game is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character (ie, the second virtual character) controlled by the second user. The second user uses the graphical user interface to Input operation instructions to control the player character to perform corresponding operations in the virtual scene.
服务器根据通过接收第一终端设备和第二终端设备上报的游戏数据,进行数据计算,并将计算后的游戏数据同步至第一终端设备和第二终端设备,使得第一终端设备和第二终端设备根据游戏服务器下发的同步数据控制图形用户界面渲染出对应的游戏场景和/或虚拟角色。The server performs data calculation based on the game data reported by receiving the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device The device controls the graphical user interface to render corresponding game scenes and/or virtual characters based on the synchronized data sent by the game server.
在本实施方式中,第一终端设备控制的第一虚拟角色和第二终端设备控制的第二虚拟角色为处于同一局虚拟对局中的虚拟角色。其中,第一终端设备控制的第一虚拟角色和第二终端设备控制的第二虚拟角色可以具有相同的角色属性,也可以为具有不同的角色属性,第一终端设备控制的第一虚拟角色和第二终端设备控制的第二虚拟角色属于相同的阵营。In this embodiment, the first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device are virtual characters in the same virtual game. Wherein, the first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device may have the same character attributes, or may have different character attributes. The first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device may have the same character attributes. The second virtual character controlled by the second terminal device belongs to the same camp.
需要说明的是,虚拟对局中,可以包括两个或是两个以上的虚拟角色,不同的虚拟角色可以分别对应不同的终端设备,也就是说,在虚拟对局中,存在两个以上的终端设备分别与游戏服务器进行游戏数据的发送和同步。 It should be noted that a virtual game can include two or more virtual characters, and different virtual characters can correspond to different terminal devices. That is to say, in a virtual game, there are more than two virtual characters. The terminal device sends and synchronizes game data with the game server respectively.
为便于对本公开进行理解,下面对本公开实施例提供的游戏中的交互处理方法、装置、电子设备及存储介质进行详细介绍。In order to facilitate understanding of the present disclosure, the interactive processing method, device, electronic device and storage medium in the game provided by the embodiments of the present disclosure are introduced in detail below.
请参阅图1,为本公开示例性实施例提供的游戏中的交互处理方法的流程图,该交互处理方法具体包括:Please refer to Figure 1, which is a flow chart of an interactive processing method in a game provided by an exemplary embodiment of the present disclosure. The interactive processing method specifically includes:
步骤S101:接收用户对目标节点执行的触发操作。Step S101: Receive the trigger operation performed by the user on the target node.
这里,在游戏中存在至少一个策略树,每个策略树具有至少一个分叉,每个分叉上具有至少一个节点,存在关联关系的节点之间通过连线进行连接,通过连线连接的两个节点之间可以存在顺序关系,也可以没有顺序关系。Here, there is at least one strategy tree in the game, each strategy tree has at least one fork, and each fork has at least one node. The nodes with associated relationships are connected by a connection, and the two nodes connected by a connection are connected by a connection. There may or may not be a sequential relationship between nodes.
示例性的,策略树中的每个节点对应游戏场景中的一个虚拟元素,通过对虚拟元素进行操作,可以改变游戏世界的状态。For example, each node in the strategy tree corresponds to a virtual element in the game scene. By operating the virtual element, the state of the game world can be changed.
作为示例,策略树可以包括但不限于:科技树、天赋树、武器树、道具树、建筑树(可指用于在游戏场景中创建建筑物的树结构)等。也就是说,游戏中的科技、武器、道具等均可以以树结构的形式来展现,通过对树结构中的节点的操作,可以在游戏场景中应用被操作节点对应的虚拟元素,以改变游戏世界的状态。As examples, the strategy tree may include, but is not limited to: technology tree, talent tree, weapon tree, prop tree, building tree (which may refer to the tree structure used to create buildings in the game scene), etc. In other words, the technology, weapons, props, etc. in the game can be displayed in the form of a tree structure. By operating the nodes in the tree structure, the virtual elements corresponding to the operated nodes can be applied in the game scene to change the game. The state of the world.
在本公开示例性实施例中,可以通过各种方式来进入策略树对应的树结构界面,以对策略树中的各节点进行操作。In the exemplary embodiment of the present disclosure, the tree structure interface corresponding to the policy tree can be entered in various ways to operate each node in the policy tree.
在一示例中,游戏中的玩家可以通过各种方式获得一游戏箱,示例性的,获得方式可以包括以下项中的至少一项:支付虚拟电子资源、从游戏场景中拾取、击杀敌方阵营的虚拟角色、完成游戏中的虚拟任务。当接收到对上述游戏箱的打开操作时,生成与该游戏箱对应的策略树,并在树结构界面上展现策略树的各节点。应理解,上述所列举的生成策略树的方式仅为示例,本公开不限于此。In one example, players in the game can obtain a game box through various methods. For example, the obtaining method can include at least one of the following items: paying for virtual electronic resources, picking up from game scenes, and killing enemies. Virtual characters in the camp and complete virtual tasks in the game. When an opening operation for the game box is received, a strategy tree corresponding to the game box is generated, and each node of the strategy tree is displayed on the tree structure interface. It should be understood that the above-mentioned ways of generating a policy tree are only examples, and the present disclosure is not limited thereto.
在本公开实施例中,目标节点为游戏中的目标策略树中的一个节点,目标策略树为游戏中存在的至少一个策略树中的一个。In the embodiment of the present disclosure, the target node is a node in the target strategy tree in the game, and the target strategy tree is one of at least one strategy tree existing in the game.
作为示例,上述触发操作为用于触发目标节点对应的预定功能的操作,例如,触发操作可以包括用户在针对目标节点的第二操作界面上对第二触发控件执行的选择操作,这里,该第二操作界面为用于展示目标节点的描述信息、且可对目标节点进行操作的界面,第二触发控件为用于在游戏中针对目标节点对应的虚拟元素执行预定功能的控件。As an example, the above trigger operation is an operation for triggering a predetermined function corresponding to the target node. For example, the trigger operation may include a selection operation performed by the user on the second trigger control on the second operation interface for the target node. Here, the third The second operation interface is an interface used to display the description information of the target node and operate the target node. The second trigger control is a control used to perform a predetermined function for the virtual element corresponding to the target node in the game.
示例性的,策略树中的每个节点分别对应游戏中的一虚拟元素,以目标策略树为建筑树为例,该建筑树中的每个节点对应一建筑,此时,上述针对目标节点的第二触发控件为用于在游戏场景中创建该建筑的控件,以目标策略树为道具树为例,该道具树中的每个节点对应一道具,上述针对目标节点的第二触发控件为用于使得虚拟角色在游戏中具备该道具的控件。For example, each node in the strategy tree corresponds to a virtual element in the game. Taking the target strategy tree as a building tree as an example, each node in the building tree corresponds to a building. At this time, the above-mentioned method for the target node The second trigger control is a control used to create the building in the game scene. Taking the target strategy tree as a prop tree as an example, each node in the prop tree corresponds to a prop. The above-mentioned second trigger control for the target node is used. To enable the virtual character to have the control of the prop in the game.
示例性的,虚拟元素可以包括用于提升虚拟角色的战斗能力的虚拟物品、虚拟技能。虚拟物品可指游戏中的虚拟道具,虚拟物品是用于增加虚拟角色虚拟能力的虚拟道具。For example, virtual elements may include virtual items and virtual skills used to improve the combat ability of the virtual character. Virtual items may refer to virtual props in games. Virtual items are virtual props used to increase the virtual abilities of virtual characters.
作为示例,虚拟物品可以包括但不限于以下项中的至少一项:虚拟角色所持有的虚拟武器、装备在虚拟角色身上或者附加在虚拟武器上的虚拟配件。其中,虚拟配件可指宝石、枪托等可以附加在武器上的配件。As an example, virtual items may include, but are not limited to, at least one of the following items: a virtual weapon held by a virtual character, a virtual accessory equipped on a virtual character, or attached to a virtual weapon. Among them, virtual accessories can refer to accessories such as gems and gun stocks that can be attached to weapons.
下面参照图2来介绍进入针对目标节点的第二操作界面的过程,应理解,图2所示的方式仅为一示例,本公开不限于此。The process of entering the second operation interface for the target node is introduced below with reference to Figure 2. It should be understood that the method shown in Figure 2 is only an example, and the present disclosure is not limited thereto.
图2示出本公开示例性实施例提供的进入第二操作界面的步骤的流程图。FIG. 2 shows a flowchart of the steps of entering the second operation interface provided by an exemplary embodiment of the present disclosure.
在步骤S201中,显示针对目标策略树的树结构界面。In step S201, a tree structure interface for the target policy tree is displayed.
这里,在树结构界面中显示有目标策略树中的目标节点。例如,可以在树结构界面中显示该目标策略树中的所有节点,以在树结构界面中展现目标节点,或者,也可以对树结构界面执行界面放大操作,在树结构界面中仅显示该目标策略树中包括目标节点的部分节点。Here, the target node in the target strategy tree is displayed in the tree structure interface. For example, you can display all nodes in the target strategy tree in the tree structure interface to display the target node in the tree structure interface, or you can also perform an interface zoom operation on the tree structure interface to display only the target in the tree structure interface. The policy tree includes some nodes of the target node.
在步骤S202中,响应于在树结构界面上对目标节点执行的选中操作,进入针对目标节 点的第二操作界面。In step S202, in response to the selection operation performed on the target node on the tree structure interface, enter the process of selecting the target node. Click the second operation interface.
在本公开一可选实施例中,上述交互处理方法可还包括:确定目标节点是否为进入该树结构界面之后的首个被触发的节点,若确定目标节点为进入该树结构界面之后的首个被触发的节点,则上述选中操作为手动操作,例如,该选中操作为用户对目标节点执行的点击操作,若确定目标节点不是进入该树结构界面之后的首个被触发的节点,则上述选中操作为自动操作,例如,该选中操作为在进入该树结构界面之后,自动选中目标节点的操作。In an optional embodiment of the present disclosure, the above interactive processing method may further include: determining whether the target node is the first triggered node after entering the tree structure interface. If it is determined that the target node is the first triggered node after entering the tree structure interface, triggered node, the above selection operation is a manual operation. For example, the selection operation is a click operation performed by the user on the target node. If it is determined that the target node is not the first triggered node after entering the tree structure interface, then the above selection operation is a manual operation. The selection operation is an automatic operation. For example, the selection operation is an operation of automatically selecting the target node after entering the tree structure interface.
在本公开的一优选实施例中,目标节点为目标策略树中满足以下条件的节点:目标策略树中的指定节点路径上的各节点均已被触发,目标节点对应的触发条件属于目标约束条件。In a preferred embodiment of the present disclosure, the target node is a node in the target policy tree that satisfies the following conditions: each node on the specified node path in the target policy tree has been triggered, and the trigger condition corresponding to the target node belongs to the target constraint condition. .
这里,上述指定节点路径可指从目标节点的父节点到根节点的路径,节点被触发是指在游戏中已针对节点对应的虚拟元素执行了预定功能,示例性的,节点被触发可指各节点对应的触发控件均已被选择。Here, the above specified node path may refer to the path from the parent node of the target node to the root node. The node being triggered means that a predetermined function has been performed in the game for the virtual element corresponding to the node. For example, the node being triggered may refer to each The trigger controls corresponding to the nodes have been selected.
在本公开实施例中,目标策略树中的每个节点对应各自的触发条件,当触发条件被满足时,在游戏中对该节点对应的虚拟元素执行预定功能,当触发条件未被满足时,在游戏中不对该节点对应的虚拟元素执行预定功能。In the embodiment of the present disclosure, each node in the target strategy tree corresponds to its own trigger condition. When the trigger condition is satisfied, the virtual element corresponding to the node performs a predetermined function in the game. When the trigger condition is not satisfied, The virtual element corresponding to this node does not perform predetermined functions in the game.
各节点对应的触发条件可为各种针对节点触发的约束条件,示例性的,目标策略树中的各节点对应的触发条件可包括以下项中的至少一项:对触发时间的约束条件、对虚拟元素的制作材料的约束条件、针对虚拟元素的任务约束条件(如,将游戏中的至少一个任务的完成度与节点对应的虚拟元素相关联)。The triggering conditions corresponding to each node may be various constraint conditions for node triggering. For example, the triggering conditions corresponding to each node in the target policy tree may include at least one of the following items: constraints on triggering time, Constraints on the production materials of virtual elements, and task constraints on virtual elements (for example, associating the completion degree of at least one task in the game with the virtual element corresponding to the node).
当节点对应的触发条件被满足时,表示可以在游戏中对该节点对应的虚拟元素执行预定功能。这里,节点对应的触发条件还包括完成对节点对应的虚拟元素执行预定功能这一条件。When the trigger condition corresponding to a node is met, it means that the virtual element corresponding to the node can perform a predetermined function in the game. Here, the trigger condition corresponding to the node also includes the condition of completing the execution of the predetermined function on the virtual element corresponding to the node.
在本公开实施例中,针对节点对应的触发条件为对触发时间的约束条件的情况,各节点对应的对触发时间的约束条件可以包括第一时间约束条件和第二时间约束条件,作为示例,第一时间约束条件指该节点对应的触发时间为0,第二时间约束条件指该节点对应的触发时间不为0。上述触发时间可指触发节点对应的虚拟元素被执行预定功能的等待时间,例如,针对触发时间为0的节点,当该节点对应的触发控件被选择时,立刻在游戏中对该节点对应的虚拟元素执行预定功能,针对触发时间不为0的节点,当该节点对应的触发控件被选择时,需在经过触发时间之后,才在游戏中对该节点对应的虚拟元素执行预定功能。In the embodiment of the present disclosure, for the case where the trigger condition corresponding to the node is a constraint on the trigger time, the constraint on the trigger time corresponding to each node may include a first time constraint and a second time constraint. As an example, The first time constraint condition means that the trigger time corresponding to the node is 0, and the second time constraint condition means that the trigger time corresponding to the node is not 0. The above-mentioned trigger time may refer to the waiting time for the virtual element corresponding to the trigger node to perform a predetermined function. For example, for a node with a trigger time of 0, when the trigger control corresponding to the node is selected, the virtual element corresponding to the node is immediately displayed in the game. Elements perform predetermined functions. For nodes whose trigger time is not 0, when the trigger control corresponding to the node is selected, the predetermined function must be executed after the trigger time has elapsed for the virtual element corresponding to the node in the game.
返回图1,步骤S102:响应于用户对目标节点执行的触发操作,确定目标节点的引导节点,并进入针对引导节点的第一操作界面。Returning to Figure 1, step S102: In response to the user's triggering operation on the target node, determine the guide node of the target node, and enter the first operation interface for the guide node.
在本公开实施例中,进入针对引导节点的第一操作界面的方式包括:自动选中引导节点,以进入针对引导节点的第一操作界面。In the embodiment of the present disclosure, the method of entering the first operation interface for the boot node includes: automatically selecting the boot node to enter the first operation interface for the boot node.
这里,在目标节点被触发时,引入了自动引导机制,以对需要进行操作的引导节点进行自动选中,无需用户进行点击,在一定程度上简化了用户对目标策略树中的各节点的操作过程。Here, when the target node is triggered, an automatic guidance mechanism is introduced to automatically select the guidance node that needs to be operated without the user having to click, which to a certain extent simplifies the user's operation process of each node in the target policy tree. .
一种情况,引导节点为目标策略树中的第一候选节点。这里,第一候选节点为目标策略树中触发条件属于第一时间约束条件的节点。In one case, the guide node is the first candidate node in the target policy tree. Here, the first candidate node is a node in the target policy tree whose trigger condition belongs to the first time constraint condition.
图3示出本公开示例性实施例提供的确定目标节点的引导节点的步骤的流程图。FIG. 3 illustrates a flowchart of steps of determining a boot node of a target node provided by an exemplary embodiment of the present disclosure.
在步骤S301中,根据目标约束条件,从目标策略树的节点中筛选出第一候选节点。In step S301, the first candidate node is selected from the nodes of the target policy tree according to the target constraint condition.
这里,节点对应的触发条件包括针对节点触发的至少一个约束条件,目标约束条件为上述至少一个约束条件之一,可以基于所确定出的目标约束条件对目标策略树进行节点筛选,以获得第一候选节点。作为其中一种示例实施例,目标约束条件可以是节点对应的触发时间为0的第一时间约束条件,也可以是节点对应的材料损耗值低于预设损耗值的第一材料约束条件,还可以是节点的任务关联度大于第二预设阈值的第一任务约束条件。Here, the trigger condition corresponding to the node includes at least one constraint condition triggered for the node, and the target constraint condition is one of the at least one constraint condition mentioned above. The target policy tree can be filtered for nodes based on the determined target constraint condition to obtain the first candidate node. As one example embodiment, the target constraint may be a first time constraint in which the trigger time corresponding to the node is 0, or a first material constraint in which the material loss value corresponding to the node is lower than a preset loss value, or It may be a first task constraint condition in which the task correlation degree of the node is greater than the second preset threshold.
也就是说,第一候选节点为目标策略树中满足目标约束条件的节点。 That is to say, the first candidate node is the node in the target policy tree that satisfies the target constraint.
在步骤S302中,基于第一候选节点确定引导顺序。In step S302, a boot sequence is determined based on the first candidate node.
这里,引导顺序为预先确定的、针对目标策略树中的各节点的触发顺序,示例性的,引导顺序为对目标策略树中的各第一候选节点遍历后、确定的用于自动引导用户对节点进行功能触发的顺序。Here, the guidance sequence is a predetermined triggering sequence for each node in the target policy tree. For example, the guidance sequence is a determined sequence for automatically guiding the user to the target node after traversing each first candidate node in the target policy tree. The order in which nodes perform function triggering.
在本实施例中,将针对第一候选节点的触发顺序,确定为针对目标策略树的引导顺序。例如,可以确定第一候选节点的第一子顺序,将第一子顺序确定为引导顺序。In this embodiment, the triggering sequence for the first candidate node is determined as the guidance sequence for the target policy tree. For example, a first sub-sequence of the first candidate node may be determined, and the first sub-sequence may be determined as the boot sequence.
针对节点对应的触发条件为对触发时间的约束条件的情况,目标约束条件包括第一时间约束条件。For the case where the trigger condition corresponding to the node is a constraint on the trigger time, the target constraint includes a first time constraint.
在此情况下,通过以下方式确定第一候选节点的第一子顺序:根据预设遍历规则,确定针对目标策略树的遍历顺序,按照所确定的遍历顺序,对目标策略树中的各第一候选节点进行遍历,形成所有第一候选节点对应的第一子顺序。这里,第一候选节点为目标策略树中触发条件属于第一时间约束条件的节点。In this case, the first sub-sequence of the first candidate node is determined in the following way: according to the preset traversal rules, the traversal order for the target policy tree is determined, and according to the determined traversal order, each first sub-sequence in the target policy tree is determined. The candidate nodes are traversed to form the first sub-sequence corresponding to all first candidate nodes. Here, the first candidate node is a node in the target policy tree whose trigger condition belongs to the first time constraint condition.
这里,预设遍历规则可以是各种遍历方式,示例性的,可以包括但不限于针对目标策略树的先序遍历方式、中序遍历方式、后序遍历方式等,除此之外,也可以是自定义的其他遍历方式。Here, the preset traversal rules can be various traversal methods. Examples include but are not limited to pre-order traversal methods, mid-order traversal methods, post-order traversal methods, etc. for the target policy tree. In addition, they can also be It is another customized traversal method.
图4示出本公开示例性实施例提供的针对目标策略树的遍历规则的示意图。FIG. 4 shows a schematic diagram of traversal rules for a target policy tree provided by an exemplary embodiment of the present disclosure.
在本示例中,图中所示为目标策略树的一个展现示例,该目标策略树包括A~K10个节点。In this example, the figure shows an example of a target policy tree, which includes A to K10 nodes.
下面将分别阐述基于先序遍历方式、中序遍历方式、后序遍历方式来确定针对目标策略树的遍历顺序的过程。The process of determining the traversal order for the target policy tree based on the pre-order traversal method, the in-order traversal method, and the post-order traversal method will be described below.
以先序遍历方式为例,该遍历方式是以中左右的顺序来对目标策略树中的各节点进行遍历,在该遍历方式下图4所示的目标策略树的遍历顺序为:ABDHECFJKG。Taking the pre-order traversal method as an example, this traversal method traverses each node in the target policy tree in the middle and left order. In this traversal method, the traversal order of the target policy tree shown in Figure 4 is: ABDHECFJKG.
以中序遍历方式为例,该遍历方式是以左中右的顺序来对目标策略树中的各节点进行遍历,在该遍历方式下图4所示的目标策略树的遍历顺序为:DHBEAJFKCG。Taking the in-order traversal mode as an example, this traversal mode traverses each node in the target policy tree in the order of left, middle and right. In this traversal mode, the traversal order of the target policy tree shown in Figure 4 is: DHBEAJFKCG.
以后序遍历方式为例,该遍历方式是以左右中的顺序来对目标策略树中的各节点进行遍历,在该遍历方式下图4所示的目标策略树的遍历顺序为:HDEBJKEGCA。Taking the post-order traversal mode as an example, this traversal mode traverses each node in the target policy tree in the order of left, right and middle. In this traversal mode, the traversal order of the target policy tree shown in Figure 4 is: HDEBJKEGCA.
通过所确定的预设遍历方式,可以对目标策略树中的每个候选节点均遍历到,避免遗漏。Through the determined preset traversal method, each candidate node in the target policy tree can be traversed to avoid omissions.
在本公开实施例中,目标策略树包括候选节点和非候选节点,候选节点为目标策略树中可选中的节点,非候选节点为目标策略树中不可选中的节点。示例性的,每个节点的节点状态包括解锁状态和上锁状态,处于解锁状态下的节点可被选中,处于上锁状态下的节点不可被选中。In this embodiment of the present disclosure, the target policy tree includes candidate nodes and non-candidate nodes. The candidate nodes are selectable nodes in the target policy tree, and the non-candidate nodes are unselectable nodes in the target policy tree. For example, the node status of each node includes an unlocked state and a locked state. The node in the unlocked state can be selected, and the node in the locked state cannot be selected.
在本公开实施例中,仅将目标策略树中处于解锁状态下的节点确定为候选节点,以进行遍历。In the embodiment of the present disclosure, only nodes in the unlocked state in the target policy tree are determined as candidate nodes for traversal.
这里,候选节点包括第一候选节点和第二候选节点,第一候选节点为目标策略树中触发条件属于第一时间约束条件的节点,第二候选节点为目标策略树中触发条件属于第二时间约束条件的节点。Here, the candidate node includes a first candidate node and a second candidate node. The first candidate node is a node in the target policy tree whose trigger condition belongs to the first time constraint. The second candidate node is a node in the target policy tree whose trigger condition belongs to the second time constraint. Nodes for constraints.
在本公开实施例中,可以仅针对具备第一时间约束条件的第一候选节点进行遍历,以形成引导顺序。In the embodiment of the present disclosure, only the first candidate node with the first time constraint may be traversed to form a guidance sequence.
在步骤S303中,基于引导顺序,从目标策略树的节点中确定目标节点的引导节点。In step S303, based on the guidance sequence, the guidance node of the target node is determined from the nodes of the target policy tree.
这里,引导节点为在目标策略树下的引导顺序中处于目标节点的下一节点,即,在引导顺序中位于目标节点下一顺序的节点为引导节点。Here, the boot node is the node located next to the target node in the boot sequence under the target policy tree, that is, the node located next to the target node in the boot sequence is the boot node.
示例性的,当目标节点具有不是最后一级的节点时,那么下一个引导节点可以是目标节点下一级的节点。当目标节点为目标策略树中的分叉A的最后一级的叶子节点时,那么下一个引导节点可以是回归至分叉B的根节点开始,即以另一根节点作为下一引导节点。For example, when the target node has a node that is not the last level, then the next boot node may be a node at the next level of the target node. When the target node is the last-level leaf node of fork A in the target policy tree, the next guide node can start by returning to the root node of fork B, that is, using another root node as the next guide node.
在本公开实施例中,第一候选节点在引导顺序中的位置先于其他节点。 In embodiments of the present disclosure, the first candidate node is positioned earlier than other nodes in the boot sequence.
通过上述实施例,从目标策略树中筛选出第一候选节点,并仅针对各第一候选节点进行引导,针对第二候选节点可以不进行引导。在本实施例中,上述属于第一时间约束条件的各第一候选节点是可以被立即触发的,因此,对这类节点进行自动引导,可以更便于后续用户对节点的操作,以进一步提高对节点的操作效率,有助于提高游戏操作的流畅度。Through the above embodiment, the first candidate nodes are selected from the target policy tree, and only the first candidate nodes are guided, and the second candidate nodes may not be guided. In this embodiment, each of the above-mentioned first candidate nodes belonging to the first time constraint can be triggered immediately. Therefore, automatic guidance of such nodes can make it easier for subsequent users to operate the nodes, so as to further improve the accuracy of the operations on the nodes. The operating efficiency of nodes helps improve the smoothness of game operations.
另一种情况,引导节点为目标策略树中的候选节点。这里,作为引导节点的候选节点可以是第一候选节点或者第二候选节点。In the other case, the guide node is a candidate node in the target policy tree. Here, the candidate node as the guide node may be the first candidate node or the second candidate node.
在本实施例中,引导节点为在目标策略树下的引导顺序中处于目标节点下一节点,即,在引导顺序中位于目标节点下一顺序的节点为引导节点。这里,引导顺序为预先确定的、针对目标策略树中的各节点的触发顺序,示例性的,引导顺序为对目标策略树中的各候选节点遍历后、确定的用于自动引导用户对节点进行功能触发的顺序。In this embodiment, the boot node is a node located next to the target node in the boot sequence under the target policy tree. That is, the node located next to the target node in the boot sequence is the boot node. Here, the guidance sequence is a predetermined triggering sequence for each node in the target policy tree. For example, the guidance sequence is a determined sequence for automatically guiding the user to perform operations on the node after traversing each candidate node in the target policy tree. The order in which functions are triggered.
图5示出本公开示例性实施例提供的形成引导顺序的步骤的流程图。FIG. 5 illustrates a flowchart of steps of forming a boot sequence provided by an exemplary embodiment of the present disclosure.
在步骤S310中,确定第一候选节点的第一子顺序以及第二候选节点的第二子顺序。In step S310, a first sub-order of the first candidate node and a second sub-order of the second candidate node are determined.
这里,确定第一候选节点的第一子顺序的方式与上述在步骤S302中,确定第一候选节点的第一子顺序的方式相同,本公开对此部分内容不再赘述。Here, the method of determining the first sub-order of the first candidate node is the same as the method of determining the first sub-order of the first candidate node in step S302, and this part will not be described again in this disclosure.
针对节点对应的触发条件为对触发时间的约束条件的情况,约束条件包括第二时间约束条件。在此情况下,可以按照上述所确定的遍历顺序,对目标策略树中的各第二候选节点进行遍历,形成所有第二候选节点对应的第二子顺序。其中,第一子顺序和第二子顺序可以由相同的遍历规则确定,也可以分别由不同的遍历规则确定,本示例实施例不作限定。For the case where the trigger condition corresponding to the node is a constraint condition on the trigger time, the constraint condition includes a second time constraint condition. In this case, each second candidate node in the target policy tree can be traversed according to the traversal order determined above to form a second sub-sequence corresponding to all second candidate nodes. The first sub-sequence and the second sub-sequence may be determined by the same traversal rule, or may be determined by different traversal rules respectively, which is not limited in this example embodiment.
在步骤S320中,根据第一子顺序和第二子顺序构建引导顺序。这里,对目标策略树中的所有可选中的节点均进行遍历之后,形成引导顺序。In step S320, a boot sequence is constructed according to the first sub-sequence and the second sub-sequence. Here, after traversing all selectable nodes in the target policy tree, the boot sequence is formed.
示例性的,可以根据实际需求来确定第一子顺序与第二子顺序之间的排列顺序。For example, the arrangement order between the first sub-sequence and the second sub-sequence may be determined according to actual requirements.
在一优选实施例中,可以基于历史操作习惯,来确定第一子顺序与第二子顺序之间的排列顺序。In a preferred embodiment, the arrangement order between the first sub-sequence and the second sub-sequence may be determined based on historical operating habits.
在本公开实施例中,根据游戏中对策略树中各候选节点的历史操作数据,确定针对候选节点的遍历形式。示例性的,上述历史操作数据包括对各候选节点的操作顺序,例如,若根据历史操作数据,确定对策略树中的各第一候选节点和各第二候选节点分别进行集中处理(如,在对策略树中的所有第一候选节点完成触发之后,再对所有第二候选节点进行触发),则确定分别对各第一候选节点和各第二候选节点进行遍历。In the embodiment of the present disclosure, the traversal form for the candidate nodes is determined based on the historical operation data of each candidate node in the strategy tree in the game. Illustratively, the above historical operation data includes the operation sequence of each candidate node. For example, if based on the historical operation data, it is determined that each first candidate node and each second candidate node in the policy tree should be intensively processed respectively (for example, in After all first candidate nodes in the policy tree are triggered and then all second candidate nodes are triggered), it is determined to traverse each first candidate node and each second candidate node respectively.
在本公开实施例中,针对具备不同触发条件的候选节点分别进行遍历,并确定各自对应的子顺序,以满足用户的个性化操作习惯。In the embodiment of the present disclosure, candidate nodes with different trigger conditions are traversed respectively, and their respective corresponding sub-sequences are determined to meet the user's personalized operating habits.
例如,可以搜集游戏中不同用户针对第一候选节点、第二候选节点的选中顺序,按照上述选中顺序来确定第一子顺序与第二子顺序之间的排列顺序。若基于历史操作习惯,确定先选中第一候选节点的用户的数量大于先选中第二候选节点的用户的数量,则确定第一子顺序位于第二子顺序之前,若基于历史操作习惯,确定先选中第二候选节点的用户的数量大于先选中第一候选节点的用户的数量,则确定第一子顺序位于第二子顺序之后。For example, the selection order of the first candidate node and the second candidate node by different users in the game can be collected, and the arrangement order between the first sub-sequence and the second sub-sequence is determined according to the above-mentioned selection order. If based on historical operating habits, it is determined that the number of users who select the first candidate node first is greater than the number of users who select the second candidate node first, then it is determined that the first sub-sequence is before the second sub-sequence. If based on historical operating habits, it is determined that the number of users who select the second candidate node first is If the number of users who selected the second candidate node is greater than the number of users who first selected the first candidate node, it is determined that the first sub-order is located after the second sub-order.
这里,也可以基于搜集到的游戏中不同用户针对第一候选节点、第二候选节点的选中顺序,在确定先选中第一候选节点的用户的数量大于先选中第二候选节点的用户的数量时,来选择仅针对第一候选节点来确定引导顺序的方案。Here, based on the collected selection order of the first candidate node and the second candidate node by different users in the game, when it is determined that the number of users who select the first candidate node first is greater than the number of users who select the second candidate node first , to select a solution that determines the boot sequence only for the first candidate node.
除此之外,也可以仅获取当前用户(即执行上述S101的触发操作的用户)的历史操作习惯,按照该用户针对第一候选节点、第二候选节点的选中顺序,来确定第一子顺序与第二子顺序之间的排列顺序。In addition, you can also only obtain the historical operating habits of the current user (that is, the user who performed the triggering operation of S101 above), and determine the first sub-sequence according to the user's selection order of the first candidate node and the second candidate node. and the second sub-order.
在本公开一优选实施例中,引导顺序中的第二子顺序位于第一子顺序之后,即,先引导用户对第一候选节点进行操作,再引导用户对第二候选节点进行操作,在简化操作流程、提高操作效率的同时,还兼顾了用户的操作习惯,有助于提升用户操作体验,增加用户粘性。In a preferred embodiment of the present disclosure, the second sub-sequence in the guidance sequence is located after the first sub-sequence, that is, the user is first guided to operate the first candidate node, and then the user is guided to operate the second candidate node. In simplifying While improving the operating process and operating efficiency, it also takes into account the user's operating habits, which helps to improve the user operating experience and increase user stickiness.
下面结合图6-图8的示例,来介绍确定引导顺序的过程。 The following describes the process of determining the boot sequence with reference to the examples in Figures 6-8.
图6示出本公开示例性实施例提供的确定引导顺序的示意图之一。FIG. 6 shows one of the schematic diagrams for determining the boot sequence provided by an exemplary embodiment of the present disclosure.
在本示例中,假设预设遍历规则为对目标策略树的从左到右、从上到下的遍历顺序,在图6所示的目标策略树中,节点T、T1、T2、T3、T5、T6、T7为候选节点,即,可选中的节点,节点T4为非候选节点,即,不可选中的节点。In this example, assume that the preset traversal rule is a left-to-right, top-to-bottom traversal order for the target policy tree. In the target policy tree shown in Figure 6, nodes T, T1, T2, T3, and T5 , T6 and T7 are candidate nodes, that is, nodes that can be selected, and node T4 is a non-candidate node, that is, a node that cannot be selected.
具体的,节点T、T1、T2、T5、T6、T7为目标策略树中触发条件属于第一时间约束条件的节点,节点T3为目标策略树中触发条件属于第二时间约束条件的节点,以目标策略树为道具树为例,上述属于第一时间约束条件的节点对应的虚拟元素可为游戏中研究时间为0的游戏对象,上述属于第二时间约束条件的节点对应的虚拟元素可为游戏中需要研究时间的游戏对象,如舰船技术值。上述游戏对象可以包括游戏道具、游戏技能、虚拟建筑等。Specifically, nodes T, T1, T2, T5, T6, and T7 are nodes in the target policy tree whose trigger conditions belong to the first time constraint, and node T3 is a node in the target policy tree whose trigger condition belongs to the second time constraint. For example, if the target strategy tree is a prop tree, the virtual element corresponding to the node belonging to the first time constraint can be a game object with a research time of 0 in the game, and the virtual element corresponding to the node belonging to the second time constraint can be a game object. Game objects that require research time, such as ship technical values. The above-mentioned game objects may include game props, game skills, virtual buildings, etc.
在本方案中,可以按照上述遍历顺序,对第一候选节点T、T1、T2、T5、T6、T7进行遍历,确定第一子顺序(T→T1→T2→T5→T6→T7),按照上述遍历顺序,对第二候选节点T3进行遍历,获得第二子顺序(T3)。由第一子顺序和第二子顺序形成的引导顺序为T→T1→T2→T5→T6→T7→T3。In this solution, the first candidate nodes T, T1, T2, T5, T6, and T7 can be traversed according to the above traversal order to determine the first subsequence (T→T1→T2→T5→T6→T7), according to In the above traversal sequence, the second candidate node T3 is traversed to obtain the second subsequence (T3). The boot sequence formed by the first subsequence and the second subsequence is T→T1→T2→T5→T6→T7→T3.
当接收到对目标策略树的节点T的触发操作之后,根据上述引导顺序,确定节点T的引导节点为T1,此时,退出针对节点T的操作界面,返回树结构界面,并自动选中引导节点T1,进入节点T1的操作界面。After receiving the trigger operation on node T of the target policy tree, according to the above boot sequence, the boot node of node T is determined to be T1. At this time, exit the operation interface for node T, return to the tree structure interface, and automatically select the boot node T1, enter the operation interface of node T1.
在此之后,若接收到对节点T1的触发操作,则重复上述过程,即,根据上述引导顺序,确定节点1T的引导节点为T2,此时,退出针对节点T1的操作界面,返回树结构界面,并自动选中引导节点T2,进入节点T2的操作界面。After that, if the trigger operation on node T1 is received, the above process is repeated, that is, according to the above boot sequence, the boot node of node 1T is determined to be T2. At this time, the operation interface for node T1 is exited and the tree structure interface is returned. , and automatically selects the boot node T2 to enter the operation interface of node T2.
以此类推,后续按照T5→T6→T7→T3的顺序,针对上述各节点重复上述过程。By analogy, the above process is repeated for each of the above nodes in the order of T5→T6→T7→T3.
也就是说,在确定出针对目标策略树的引导顺序之后,后续将按照引导顺序自动依次选中各节点,以引导用户对所选中的节点进行操作。That is to say, after the boot sequence for the target policy tree is determined, each node will be automatically selected in sequence according to the boot sequence to guide the user to operate the selected node.
图7示出本公开示例性实施例提供的确定引导顺序的示意图之二。FIG. 7 shows the second schematic diagram of determining the boot sequence provided by an exemplary embodiment of the present disclosure.
在本示例中,假设预设遍历规则仍为对目标策略树的从左到右、从上到下的遍历顺序,在图7所示的目标策略树中,节点W、W1、W2、W3、W4为候选节点。其中,W、W1、W2、W4属于第一候选节点,W3属于第二候选节点。In this example, it is assumed that the preset traversal rule is still the left-to-right, top-to-bottom traversal order of the target policy tree. In the target policy tree shown in Figure 7, nodes W, W1, W2, W3, W4 is the candidate node. Among them, W, W1, W2, and W4 belong to the first candidate node, and W3 belongs to the second candidate node.
在本方案中,可以按照上述遍历顺序,分别对第一候选节点W、W1、W2、W4和第二候选节点W3进行遍历,形成的引导顺序为W→W1→W2→W4→W3。In this solution, the first candidate nodes W, W1, W2, W4 and the second candidate node W3 can be traversed respectively according to the above traversal order, and the resulting boot sequence is W→W1→W2→W4→W3.
按照上述引导顺序,依次对各节点执行自动选中+手动触发的过程。According to the above boot sequence, the process of automatic selection + manual triggering is performed on each node in turn.
图8示出本公开示例性实施例提供的确定引导顺序的示意图之三。FIG. 8 shows the third schematic diagram of determining the boot sequence provided by an exemplary embodiment of the present disclosure.
在本示例中,假设预设遍历规则仍为对目标策略树的从左到右、从上到下的遍历顺序,在图8所示的目标策略树中,节点Y、Y1、Y2、Y3、Y4、Y5为候选节点。其中,Y、Y1、Y2、Y3、Y4属于第一候选节点,Y5属于第二候选节点。In this example, it is assumed that the preset traversal rule is still the left-to-right, top-to-bottom traversal order of the target policy tree. In the target policy tree shown in Figure 8, nodes Y, Y1, Y2, Y3, Y4 and Y5 are candidate nodes. Among them, Y, Y1, Y2, Y3, Y4 belong to the first candidate node, and Y5 belongs to the second candidate node.
在本方案中,可以按照上述遍历顺序,分别对第一候选节点Y、Y1、Y2、Y3、Y4和第二候选节点Y5进行遍历,形成的引导顺序为Y→Y1→Y2→Y3→Y4→Y5。In this solution, the first candidate nodes Y, Y1, Y2, Y3, Y4 and the second candidate node Y5 can be traversed respectively according to the above traversal order. The resulting guidance sequence is Y→Y1→Y2→Y3→Y4→ Y5.
按照上述引导顺序,依次对各节点执行自动选中+手动触发的过程。According to the above boot sequence, the process of automatic selection + manual triggering is performed on each node in turn.
应理解,上述遍历顺序还可以是先父节点,再子节点,即,依照父节点-子节点、父节点-子节点的顺序进行遍历,本公开对此不做限定,也可以是随机确定。It should be understood that the above traversal order can also be parent node first, then child node, that is, traversal is performed in the order of parent node-child node, parent node-child node. This disclosure does not limit this, and it can also be randomly determined.
在本公开实施例中,可以按照上述引导顺序,针对引导顺序中的每个节点逐一执行上述图1所示的处理过程,即,将各节点依次作为目标节点,以触发对引导节点的自动选中机制,基于上述自动引导+手动触发相结合的方式,既可以避免用户对各节点的频繁操作,还能够避免遗漏目标策略树中的节点。In the embodiment of the present disclosure, the above-mentioned processing process shown in Figure 1 can be executed one by one for each node in the boot sequence according to the above-mentioned boot sequence, that is, each node is used as a target node in turn to trigger the automatic selection of the boot node. The mechanism, based on the above-mentioned combination of automatic guidance + manual triggering, can not only avoid users' frequent operations on each node, but also avoid missing nodes in the target policy tree.
此外,基于自动引导+手动触发的方式,可以在降低用户对各节点的操作复杂度的同时,保留了用户从游戏中获得虚拟元素的交互体验,有助于提高用户粘性。此外,还可以减少用户频繁滑动和点击造成的交互体验断点,提升了玩法顺畅度。In addition, based on the automatic guidance + manual triggering method, it can reduce the complexity of the user's operation of each node while retaining the user's interactive experience of obtaining virtual elements from the game, which helps to improve user stickiness. In addition, it can also reduce interactive experience breakpoints caused by users' frequent sliding and clicking, improving the smoothness of gameplay.
下面参照图9来介绍进入针对引导节点的第一操作界面的过程,应理解,图9所示的 处理过仅为一示例,本公开不限于此。The following describes the process of entering the first operation interface for the boot node with reference to Figure 9. It should be understood that the process shown in Figure 9 The processing is only an example, and the present disclosure is not limited thereto.
图9示出本公开示例性实施例提供的显示第一操作界面的步骤的流程图。FIG. 9 shows a flowchart of steps of displaying a first operation interface provided by an exemplary embodiment of the present disclosure.
在步骤S401中,响应于用户对目标节点执行的触发操作,切换界面。In step S401, the interface is switched in response to a trigger operation performed by the user on the target node.
这里,该触发操作可为用户在针对目标节点的第二操作界面上对第二触发控件执行的选择操作,在此情况下,响应于该选择操作,退出针对目标节点的第二操作界面,并显示树结构界面,以进行界面的切换。Here, the trigger operation may be a selection operation performed by the user on the second trigger control on the second operation interface for the target node. In this case, in response to the selection operation, exit the second operation interface for the target node, and Display the tree structure interface to switch interfaces.
在步骤S402中,在屏幕上控制树结构界面进行运动,以在屏幕中显示有目标策略树中的引导节点。In step S402, the tree structure interface is controlled to move on the screen, so that the guidance nodes in the target strategy tree are displayed on the screen.
这里,可以在终端设备提供的图形用户界面中显示上述的树结构界面,控制该树结构界面相对于终端设备的屏幕进行滑动,以在屏幕上展现出引导节点。这是由于为便于用户对目标策略树中的节点进行操作,会对树结构界面进行放大,导致在树结构界面无法完整展现出目标策略树的所有节点,此时在对一个节点进行操作之后,需要对树结构界面进行移动,以在屏幕上展现出另一节点。Here, the above-mentioned tree structure interface can be displayed in the graphical user interface provided by the terminal device, and the tree structure interface is controlled to slide relative to the screen of the terminal device to display the guide node on the screen. This is because in order to facilitate the user to operate the nodes in the target policy tree, the tree structure interface will be enlarged, resulting in the tree structure interface not being able to fully display all the nodes of the target policy tree. At this time, after operating a node, The tree structure interface needs to be moved to reveal another node on the screen.
在步骤S403中,在所显示的树结构界面上自动选中引导节点。In step S403, the guide node is automatically selected on the displayed tree structure interface.
这里,对引导节点的选中操作为自动执行的,无需用户手动对引导节点进行点击操作。Here, the selection operation of the boot node is automatically performed, and the user does not need to manually click on the boot node.
在步骤S404中,创建一窗口,在所创建的窗口中显示针对引导节点的第一操作界面。In step S404, a window is created, and the first operation interface for the boot node is displayed in the created window.
在一示例中,可以在自动选中引导节点之后,直接在图形用户界面中显示该第一操作界面。In an example, after the boot node is automatically selected, the first operation interface can be directly displayed in the graphical user interface.
在另一示例中,可以在自动选中引导节点之后,在所创建的窗口中显示该第一操作界面。In another example, after the boot node is automatically selected, the first operation interface can be displayed in the created window.
优选地,该窗口可在树结构界面上方悬浮显示,接收用户对窗口执行的移动操作,可改变窗口在树结构界面上的显示位置。Preferably, the window can be displayed suspended above the tree structure interface, and the display position of the window on the tree structure interface can be changed by receiving the user's movement operation on the window.
示例性的,本公开实施例的上述交互处理方法可还包括:接收对窗口执行的定位操作,响应于该定位操作,从目标策略树中确定与窗口对应的定位节点,若定位节点属于第一候选节点,则调整定位节点在引导顺序中的排序,若定位节点属于第二候选节点或者非候选节点,则不对引导顺序进行调整。Exemplarily, the above interactive processing method of the embodiment of the present disclosure may further include: receiving a positioning operation performed on the window, and in response to the positioning operation, determining the positioning node corresponding to the window from the target policy tree, if the positioning node belongs to the first If the positioning node is a candidate node, the ranking of the positioning node in the boot sequence will be adjusted. If the positioning node belongs to the second candidate node or a non-candidate node, the boot sequence will not be adjusted.
例如,在窗口内或者窗口边缘可设置有定位控件,作为示例,上述定位操作可包括对该窗口的定位控件的选择操作。此外,上述定位节点可指目标策略树中距离窗口最近的一节点,也可以指被窗口所在区域覆盖的一节点。For example, a positioning control may be provided within the window or at the edge of the window. As an example, the positioning operation may include a selection operation of the positioning control of the window. In addition, the above-mentioned positioning node may refer to a node in the target policy tree that is closest to the window, or may refer to a node covered by the area where the window is located.
作为示例,调整定位节点在引导顺序中的排序的方式可包括:将该定位节点确定为在引导顺序中位于引导节点的下一顺位的节点。As an example, the manner of adjusting the ordering of the positioning node in the boot sequence may include: determining the positioning node as a node located next to the boot node in the boot sequence.
这里,上述步骤S401至步骤S404是在接收到用户对目标节点执行的触发操作之后,而执行的一系列动作,以实现对用户的自动引导。Here, the above-mentioned steps S401 to S404 are a series of actions performed after receiving a trigger operation performed by the user on the target node to realize automatic guidance for the user.
返回图1,步骤S103:在第一操作界面上显示针对引导节点的第一触发控件。Returning to Figure 1, step S103: Display the first trigger control for the boot node on the first operation interface.
在本公开实施例中,第一触发控件为用于在游戏中针对引导节点对应的虚拟元素执行预定功能的控件。示例性的,在第一操作界面中可还显示有针对引导节点对应的虚拟元素的介绍信息,以便于用户对虚拟元素进行确认。In the embodiment of the present disclosure, the first trigger control is a control used to perform a predetermined function for the virtual element corresponding to the guide node in the game. For example, the first operation interface may also display introduction information for the virtual element corresponding to the boot node to facilitate the user to confirm the virtual element.
基于本公开的上述交互处理方案,可以针对策略树中的目标节点,触发针对其引导节点的自动引导机制,可以避免用户对各节点的频繁操作,简化操作过程,有助于提高操作流畅性。Based on the above interactive processing solution of the present disclosure, the automatic guidance mechanism for the guidance node can be triggered for the target node in the policy tree, which can avoid the user's frequent operations on each node, simplify the operation process, and help improve the smoothness of the operation.
一种情况,引导节点为目标策略树中触发条件属于第一时间约束条件的节点。In one case, the guide node is a node in the target policy tree whose trigger condition belongs to the first time constraint condition.
此时,第一操作界面为包括针对引导节点的第一触发控件的简化界面,即,引导节点对应的虚拟元素是唯一的,第一操作界面中可以包括针对引导节点的第一触发控件以及针对所对应的虚拟元素的介绍信息。At this time, the first operation interface is a simplified interface including the first trigger control for the guide node, that is, the virtual element corresponding to the guide node is unique, and the first operation interface may include the first trigger control for the guide node and the first trigger control for the guide node. Introduction information of the corresponding virtual element.
在此情况下,响应于对第一触发控件的选择操作,确定在目标策略树下的引导顺序中处于引导节点下一节点,并进入针对该节点的第三操作界面。 In this case, in response to the selection operation on the first trigger control, it is determined that the node is next to the boot node in the boot sequence under the target policy tree, and the third operation interface for this node is entered.
这里,相当于将该引导节点作为目标节点,并返回执行上述的步骤S101,直至对引导顺序的每个节点均触发完毕。Here, it is equivalent to using the boot node as the target node, and returning to the above step S101 until each node in the boot sequence is triggered.
另一种情况,引导节点为目标策略树中触发条件属于第二时间约束条件的节点。In another case, the guide node is a node in the target policy tree whose trigger condition belongs to the second time constraint.
此时,第一操作界面为包括针对引导节点的第一触发控件以及多个候选虚拟元素的编辑界面,即,引导节点对应的虚拟元素不是唯一的,需要通过在第一操作界面上执行的操作来确定引导节点所对应的虚拟元素。At this time, the first operation interface is an editing interface including the first trigger control for the guide node and multiple candidate virtual elements. That is, the virtual element corresponding to the guide node is not unique and needs to be processed through the operations performed on the first operation interface. To determine the virtual element corresponding to the boot node.
在此情况下,接收在第一操作界面上对多个候选虚拟元素中的任一候选虚拟元素的选择操作,响应于对第一触发控件的选择操作,将所选择的任一候选虚拟元素确定为引导节点对应的虚拟元素,以针对引导节点对应的虚拟元素执行预定功能。In this case, a selection operation on any candidate virtual element among the plurality of candidate virtual elements is received on the first operation interface, and any selected candidate virtual element is determined in response to the selection operation on the first trigger control. A virtual element corresponding to the boot node is used to perform a predetermined function on the virtual element corresponding to the boot node.
图10示出本公开示例性实施例提供的第一操作界面的示意图。FIG. 10 shows a schematic diagram of a first operation interface provided by an exemplary embodiment of the present disclosure.
如图10所示,第一操作界面10的下方为候选虚拟元素显示区域,在该候选虚拟元素显示区域内至少显示部分候选虚拟元素,当各候选虚拟元素无法在候选虚拟元素显示区域内全部显示时,可以通过点击最右侧的箭头,进行滚动显示。As shown in FIG. 10 , below the first operation interface 10 is a candidate virtual element display area. At least some of the candidate virtual elements are displayed in the candidate virtual element display area. When all candidate virtual elements cannot be displayed in the candidate virtual element display area, , you can click the arrow on the far right to scroll the display.
当候选虚拟元素11被选中时,在第一操作界面10的预览区域显示被选中的候选虚拟元素11,若接收到对第一操作界面10上的第一触发控件12的选择操作,则将候选虚拟元素11确定为引导节点对应的虚拟元素,并针对引导节点对应的虚拟元素执行预定功能。When the candidate virtual element 11 is selected, the selected candidate virtual element 11 is displayed in the preview area of the first operation interface 10. If a selection operation on the first trigger control 12 on the first operation interface 10 is received, the candidate virtual element 11 is displayed in the preview area of the first operation interface 10. The virtual element 11 is determined as the virtual element corresponding to the boot node, and performs a predetermined function for the virtual element corresponding to the boot node.
示例性的,当接收到对第一操作界面10上的第一触发控件12的选择操作之后,进入虚拟元素确认界面。引导节点对应的虚拟元素的触发条件包括第一时间约束条件和第二时间约束条件,此时,在该虚拟元素确认界面中显示第一条件选项和第二条件选项,第一条件选项用于指示第一时间约束条件,第二条件选项用于指示第二时间约束条件,接收用户对第一条件选项和第二条件选项之一的选择操作,将所选择的时间约束条件确定为虚拟元素的触发条件,并基于该触发条件在游戏中针对引导节点对应的虚拟元素执行预定功能。For example, after receiving a selection operation on the first trigger control 12 on the first operation interface 10, the virtual element confirmation interface is entered. The triggering condition of the virtual element corresponding to the guide node includes a first time constraint and a second time constraint. At this time, the first condition option and the second condition option are displayed in the virtual element confirmation interface, and the first condition option is used to indicate The first time constraint condition, the second condition option is used to indicate the second time constraint condition, receive the user's selection operation on one of the first condition option and the second condition option, and determine the selected time constraint condition as the trigger of the virtual element Conditions, and based on the triggering conditions, predetermined functions are performed in the game for the virtual elements corresponding to the guidance nodes.
图11示出本公开示例性实施例提供的触发引导节点的步骤的流程图。FIG. 11 shows a flowchart of steps for triggering a boot node provided by an exemplary embodiment of the present disclosure.
在步骤S501中,接收用户对第一触发控件的选择操作。In step S501, a user's selection operation on the first trigger control is received.
示例性的,该选择操作可包括对第一触发控件的点击操作。For example, the selection operation may include a click operation on the first trigger control.
在步骤S502中,响应于对第一触发控件的选择操作,确定引导节点对应的触发条件。In step S502, in response to the selection operation of the first trigger control, the trigger condition corresponding to the guidance node is determined.
这里,可以确定引导节点对应的触发条件是属于第一时间约束条件还是第二时间约束条件。Here, it can be determined whether the trigger condition corresponding to the guide node belongs to the first time constraint condition or the second time constraint condition.
在步骤S503中,在触发条件被满足时,针对引导节点对应的虚拟元素执行预定功能。In step S503, when the trigger condition is met, a predetermined function is executed for the virtual element corresponding to the guide node.
例如,若引导节点对应的触发条件属于第一时间约束条件,则响应于对第一触发控件的选择操作,直接在游戏中针对引导节点对应的虚拟元素执行预定功能。若引导节点对应的触发条件属于第二时间约束条件,则响应于对第一触发控件的选择操作,在等待第二时间约束条件对应的触发时间之后,在游戏中针对引导节点对应的虚拟元素执行预定功能。For example, if the trigger condition corresponding to the guide node belongs to the first time constraint condition, then in response to the selection operation of the first trigger control, a predetermined function is directly executed in the game for the virtual element corresponding to the guide node. If the trigger condition corresponding to the guide node belongs to the second time constraint, then in response to the selection operation of the first trigger control, after waiting for the trigger time corresponding to the second time constraint, execution is performed on the virtual element corresponding to the guide node in the game Booking function.
示例性的,上述预定功能可包括但不限于以下项中的至少一项:在游戏中解锁(或激活)对应的虚拟元素、在游戏中应用(或者装配、使用)对应的游戏元素、在游戏中提升对应的游戏元素的属性参数。Exemplarily, the above-mentioned predetermined functions may include but are not limited to at least one of the following items: unlocking (or activating) the corresponding virtual element in the game, applying (or assembling, using) the corresponding game element in the game, in-game Improve the attribute parameters of the corresponding game elements.
基于本公开实施例的上述交互处理方案,可以辅助用户对策略树中的各节点进行操作,即,仅是自动选中节点,是否触发节点仍由用户来决定。Based on the above interactive processing solution of the embodiment of the present disclosure, the user can be assisted to operate each node in the policy tree, that is, only the node is automatically selected, and it is still up to the user to decide whether to trigger the node.
基于同一申请构思,本公开实施例中还提供了与上述实施例提供的方法对应的游戏中的交互处理装置,由于本公开实施例中的装置解决问题的原理与本公开上述实施例的游戏中的交互处理方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。Based on the same application concept, the embodiments of the present disclosure also provide an interactive processing device in the game corresponding to the method provided in the above embodiments. Since the problem-solving principle of the device in the embodiments of the present disclosure is different from that in the game of the above embodiments of the present disclosure, The interaction processing methods are similar, so the implementation of the device can be referred to the implementation of the method, and repeated details will not be repeated.
图12为本公开示例性实施例提供的游戏中的交互处理装置的结构示意图,如图12所示,该游戏中的交互处理装置200包括:Figure 12 is a schematic structural diagram of an interactive processing device in a game provided by an exemplary embodiment of the present disclosure. As shown in Figure 12, the interactive processing device 200 in the game includes:
接收模块210,接收用户对目标节点执行的触发操作,所述目标节点为游戏中的目标策略树中的一个节点;The receiving module 210 receives the trigger operation performed by the user on the target node, where the target node is a node in the target strategy tree in the game;
转换模块220,响应于所述触发操作,确定目标节点的引导节点,并进入针对所述引导 节点的第一操作界面;The conversion module 220, in response to the triggering operation, determines the boot node of the target node, and enters the The first operation interface of the node;
显示控制模块230,在所述第一操作界面上显示针对引导节点的第一触发控件,所述第一触发控件为用于在游戏中针对引导节点对应的虚拟元素执行预定功能的控件。The display control module 230 displays a first trigger control for the guidance node on the first operation interface, where the first trigger control is a control used to perform a predetermined function for the virtual element corresponding to the guidance node in the game.
在本公开的一种可能实施方式中,所述触发操作包括用户在针对目标节点的第二操作界面上对第二触发控件执行的选择操作,所述第二触发控件为用于在游戏中针对目标节点对应的虚拟元素执行预定功能的控件。In a possible implementation of the present disclosure, the trigger operation includes a selection operation performed by the user on a second trigger control on the second operation interface for the target node, and the second trigger control is used to select the target node in the game. The virtual element corresponding to the target node performs a predetermined function.
在本公开的一种可能实施方式中,所述目标节点为目标策略树中满足以下条件的节点:目标策略树中的指定节点路径上的各节点均已被触发,所述指定节点路径为从目标节点的父节点到根节点的路径,节点被触发是指在游戏中已针对节点对应的虚拟元素执行了预定功能;目标节点对应的触发条件属于目标约束条件。In a possible implementation of the present disclosure, the target node is a node in the target policy tree that satisfies the following conditions: each node on the designated node path in the target policy tree has been triggered, and the designated node path is from The path from the parent node of the target node to the root node. When a node is triggered, it means that a predetermined function has been performed on the virtual element corresponding to the node in the game; the trigger conditions corresponding to the target node belong to the target constraints.
在本公开的一种可能实施方式中,显示控制模块230显示针对目标策略树的树结构界面,在所述树结构界面中显示有目标策略树中的目标节点;接收模块210响应于在树结构界面上对目标节点执行的选中操作,进入针对目标节点的第二操作界面。In a possible implementation manner of the present disclosure, the display control module 230 displays a tree structure interface for the target policy tree, in which the target nodes in the target policy tree are displayed; the receiving module 210 responds to the request in the tree structure. The selection operation performed on the target node on the interface will enter the second operation interface for the target node.
在本公开的一种可能实施方式中,所述目标策略树中各节点具有对应的约束条件,其中,转换模块220通过以下方式确定所述目标节点的引导节点:根据目标约束条件,从所述目标策略树的节点中筛选出第一候选节点;基于所述第一候选节点确定引导顺序;基于引导顺序,从所述目标策略树的节点中确定所述目标节点的引导节点,其中,所述引导节点为在目标策略树下的引导顺序中处于目标节点的下一节点。In a possible implementation of the present disclosure, each node in the target policy tree has a corresponding constraint, wherein the conversion module 220 determines the guide node of the target node in the following manner: according to the target constraint, from the Filter out the first candidate node from the nodes of the target policy tree; determine the boot sequence based on the first candidate node; determine the boot node of the target node from the nodes of the target policy tree based on the boot sequence, wherein, The boot node is the node next to the target node in the boot sequence under the target policy tree.
在本公开的一种可能实施方式中,转换模块220通过以下方式基于所述第一候选节点确定引导顺序:确定所述第一候选节点的第一子顺序,将所述第一子顺序确定为引导顺序。In a possible implementation of the present disclosure, the conversion module 220 determines the boot sequence based on the first candidate node in the following manner: determines a first sub-sequence of the first candidate node, and determines the first sub-sequence as Boot sequence.
在本公开的一种可能实施方式中,所述目标约束条件包括第一时间约束条件,其中,转换模块220通过以下方式确定所述第一候选节点的第一子顺序:根据预设遍历规则,确定针对目标策略树的遍历顺序;按照所确定的遍历顺序,对目标策略树中的各第一候选节点进行遍历,形成所有第一候选节点对应的第一子顺序,所述第一候选节点为目标策略树中触发条件属于第一时间约束条件的节点。In a possible implementation of the present disclosure, the target constraint includes a first time constraint, wherein the conversion module 220 determines the first sub-sequence of the first candidate node in the following manner: according to a preset traversal rule, Determine the traversal order for the target policy tree; traverse each first candidate node in the target policy tree according to the determined traversal order to form a first sub-sequence corresponding to all first candidate nodes, where the first candidate node is The node in the target policy tree whose trigger condition belongs to the first time constraint.
在本公开的一种可能实施方式中,第一候选节点在所述引导顺序中的位置先于其他节点。In a possible implementation manner of the present disclosure, the first candidate node is positioned earlier than other nodes in the boot sequence.
在本公开的一种可能实施方式中,转换模块220通过以下方式基于所述第一候选节点确定引导顺序:确定第一候选节点的第一子顺序以及第二候选节点的第二子顺序,其中,所述第二候选节点为目标策略树中触发条件属于第二时间约束条件的节点;根据第一子顺序和第二子顺序构建引导顺序,其中,第二子顺序位于第一子顺序之后。In a possible implementation of the present disclosure, the conversion module 220 determines the boot sequence based on the first candidate node in the following manner: determining a first sub-sequence of the first candidate node and a second sub-sequence of the second candidate node, where , the second candidate node is a node in the target policy tree whose trigger condition belongs to the second time constraint; a boot sequence is constructed based on the first sub-sequence and the second sub-sequence, where the second sub-sequence is located after the first sub-sequence.
在本公开的一种可能实施方式中,所述约束条件包括第二时间约束条件,其中,转换模块220通过以下方式确定第二候选节点的第二子顺序:根据预设遍历规则,确定针对目标策略树的遍历顺序;按照所确定的遍历顺序,对目标策略树中的各第二候选节点进行遍历,形成所有第二候选节点对应的第二子顺序。In a possible implementation of the present disclosure, the constraints include a second time constraint, wherein the conversion module 220 determines the second sub-sequence of the second candidate node in the following manner: according to the preset traversal rules, determines the target The traversal order of the policy tree; according to the determined traversal order, each second candidate node in the target policy tree is traversed to form a second sub-sequence corresponding to all second candidate nodes.
在本公开的一种可能实施方式中,转换模块220通过以下进入针对所述引导节点的第一操作界面:自动选中所述引导节点,以进入针对所述引导节点的第一操作界面。In a possible implementation manner of the present disclosure, the conversion module 220 enters the first operation interface for the boot node by automatically selecting the boot node to enter the first operation interface for the boot node.
在本公开的一种可能实施方式中,转换模块220通过以下方式进入第一操作界面:响应于所述触发操作,切换界面,以退出针对目标节点的第二操作界面,并显示树结构界面;在所显示的树结构界面上自动选中所述引导节点,以进入针对所述引导节点的第一操作界面。In a possible implementation of the present disclosure, the conversion module 220 enters the first operation interface in the following manner: in response to the trigger operation, switching the interface to exit the second operation interface for the target node and displaying the tree structure interface; The guide node is automatically selected on the displayed tree structure interface to enter the first operation interface for the guide node.
在本公开的一种可能实施方式中,转换模块220还用于执行以下处理:在切换界面之后,在屏幕上控制所述树结构界面进行运动,以在屏幕中显示有目标策略树中的引导节点;和/或,在自动选中所述引导节点之后,创建一窗口,在所创建的窗口中显示针对所述引导节点的第一操作界面。In a possible implementation of the present disclosure, the conversion module 220 is also configured to perform the following processing: after switching the interface, control the movement of the tree structure interface on the screen to display guidance in the target strategy tree on the screen. node; and/or, after automatically selecting the boot node, create a window, and display the first operation interface for the boot node in the created window.
在本公开的一种可能实施方式中,接收模块210接收用户对第一触发控件的选择操作; 响应于对第一触发控件的选择操作,确定所述引导节点对应的触发条件;在触发条件被满足时,针对引导节点对应的虚拟元素执行所述预定功能。In a possible implementation of the present disclosure, the receiving module 210 receives the user's selection operation on the first trigger control; In response to the selection operation of the first trigger control, the trigger condition corresponding to the guide node is determined; when the trigger condition is satisfied, the predetermined function is executed for the virtual element corresponding to the guide node.
在本公开的一种可能实施方式中,所述引导节点为目标策略树中触发条件属于第一时间约束条件的节点,所述第一操作界面为包括针对引导节点的第一触发控件的简化界面,其中,转换模块220响应于对第一触发控件的选择操作,确定在目标策略树下的引导顺序中处于引导节点下一节点,并进入针对该节点的第三操作界面。In a possible implementation of the present disclosure, the guide node is a node in the target policy tree whose trigger condition belongs to the first time constraint, and the first operation interface is a simplified interface including a first trigger control for the guide node , wherein, in response to the selection operation of the first trigger control, the conversion module 220 determines that the node is next to the boot node in the boot sequence under the target policy tree, and enters the third operation interface for this node.
在本公开的一种可能实施方式中,所述引导节点为目标策略树中触发条件属于第二时间约束条件的节点,所述第一操作界面为包括针对引导节点的第一触发控件以及多个候选虚拟元素的编辑界面,其中,接收模块210接收在第一操作界面上对所述多个候选虚拟元素中的任一候选虚拟元素的选择操作,上述装置还包括:触发模块,响应于对第一触发控件的选择操作,将所选择的任一候选虚拟元素确定为引导节点对应的虚拟元素,以针对引导节点对应的虚拟元素执行所述预定功能。In a possible implementation of the present disclosure, the guide node is a node in the target policy tree whose trigger condition belongs to the second time constraint, and the first operation interface includes a first trigger control for the guide node and a plurality of An editing interface for candidate virtual elements, in which the receiving module 210 receives a selection operation on any of the plurality of candidate virtual elements on the first operation interface. The above device also includes: a triggering module, in response to the selection of the first virtual element. A selection operation of the trigger control determines any selected candidate virtual element as the virtual element corresponding to the guide node, so as to perform the predetermined function for the virtual element corresponding to the guide node.
根据本公开实施例的方案,能够避免用户对各节点的频繁操作,降低了用户对各节点的操作复杂度,提高了交互效率。According to the solutions of the embodiments of the present disclosure, users can avoid frequent operations on each node, reduce the complexity of users' operations on each node, and improve interaction efficiency.
请参阅图12,图12为本公开示例性实施例提供的电子设备的结构示意图。如图12所示,该电子设备300包括处理器310、存储器320和总线330。Please refer to FIG. 12 , which is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present disclosure. As shown in FIG. 12 , the electronic device 300 includes a processor 310 , a memory 320 and a bus 330 .
所述存储器320存储有所述处理器310可执行的机器可读指令,当电子设备300运行时,所述处理器310与所述存储器320之间通过总线330通信,所述机器可读指令被所述处理器310执行时,可以执行如上述任一实施例中游戏中的交互处理方法的步骤,具体如下:The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 and the memory 320 communicate through the bus 330, and the machine-readable instructions are When the processor 310 is executed, it may perform the steps of the interactive processing method in the game in any of the above embodiments, specifically as follows:
接收用户对目标节点执行的触发操作,所述目标节点为游戏中的目标策略树中的一个节点;Receive the trigger operation performed by the user on the target node, which is a node in the target strategy tree in the game;
响应于所述触发操作,确定目标节点的引导节点,并进入针对所述引导节点的第一操作界面;In response to the triggering operation, determine the boot node of the target node, and enter the first operation interface for the boot node;
在所述第一操作界面上显示针对引导节点的第一触发控件,所述第一触发控件为用于在游戏中针对引导节点对应的虚拟元素执行预定功能的控件。A first trigger control for the guide node is displayed on the first operation interface, and the first trigger control is a control used to perform a predetermined function for the virtual element corresponding to the guide node in the game.
在本公开的一种可能实施方式中,所述触发操作包括用户在针对目标节点的第二操作界面上对第二触发控件执行的选择操作,所述第二触发控件为用于在游戏中针对目标节点对应的虚拟元素执行预定功能的控件。In a possible implementation of the present disclosure, the trigger operation includes a selection operation performed by the user on a second trigger control on the second operation interface for the target node, and the second trigger control is used to select the target node in the game. The virtual element corresponding to the target node performs a predetermined function.
在本公开的一种可能实施方式中,所述目标节点为目标策略树中满足以下条件的节点:目标策略树中的指定节点路径上的各节点均已被触发,所述指定节点路径为从目标节点的父节点到根节点的路径,节点被触发是指在游戏中已针对节点对应的虚拟元素执行了预定功能;目标节点对应的触发条件属于目标约束条件。In a possible implementation of the present disclosure, the target node is a node in the target policy tree that satisfies the following conditions: each node on the designated node path in the target policy tree has been triggered, and the designated node path is from The path from the parent node of the target node to the root node. When a node is triggered, it means that a predetermined function has been performed on the virtual element corresponding to the node in the game; the trigger conditions corresponding to the target node belong to the target constraints.
在本公开的一种可能实施方式中,处理器410还用于执行以下处理:显示针对目标策略树的树结构界面,在所述树结构界面中显示有目标策略树中的目标节点;响应于在树结构界面上对目标节点执行的选中操作,进入针对目标节点的第二操作界面。In a possible implementation of the present disclosure, the processor 410 is further configured to perform the following processing: display a tree structure interface for the target policy tree, in which the target node in the target policy tree is displayed; in response to The selection operation performed on the target node on the tree structure interface enters the second operation interface for the target node.
在本公开的一种可能实施方式中,所述目标策略树中各节点具有对应的约束条件,其中,处理器410还用于执行以下处理以确定所述目标节点的引导节点:根据目标约束条件,从所述目标策略树的节点中筛选出第一候选节点;基于所述第一候选节点确定引导顺序;基于引导顺序,从所述目标策略树的节点中确定所述目标节点的引导节点,其中,所述引导节点为在目标策略树下的引导顺序中处于目标节点的下一节点。In a possible implementation of the present disclosure, each node in the target policy tree has a corresponding constraint, wherein the processor 410 is further configured to perform the following processing to determine the guide node of the target node: according to the target constraint , filter out the first candidate node from the nodes of the target policy tree; determine the boot sequence based on the first candidate node; determine the boot node of the target node from the nodes of the target policy tree based on the boot sequence, Wherein, the boot node is the next node of the target node in the boot sequence under the target policy tree.
在本公开的一种可能实施方式中,处理器410还用于执行以下处理以基于所述第一候选节点确定引导顺序:确定所述第一候选节点的第一子顺序,将所述第一子顺序确定为引导顺序。In a possible implementation of the present disclosure, the processor 410 is further configured to perform the following processing to determine a boot sequence based on the first candidate node: determine a first sub-sequence of the first candidate node, convert the first The suborder is determined as the boot order.
在本公开的一种可能实施方式中,所述目标约束条件包括第一时间约束条件,其中,处理器410还用于执行以下处理以确定所述第一候选节点的第一子顺序:根据预设遍历规 则,确定针对目标策略树的遍历顺序;按照所确定的遍历顺序,对目标策略树中的各第一候选节点进行遍历,形成所有第一候选节点对应的第一子顺序,所述第一候选节点为目标策略树中触发条件属于第一时间约束条件的节点。In a possible implementation of the present disclosure, the target constraint includes a first time constraint, wherein the processor 410 is further configured to perform the following processing to determine the first sub-sequence of the first candidate node: according to a predetermined Assume the traversal rule Then, determine the traversal order for the target policy tree; according to the determined traversal order, traverse each first candidate node in the target policy tree to form a first sub-sequence corresponding to all first candidate nodes. The node is the node whose trigger condition belongs to the first time constraint in the target policy tree.
在本公开的一种可能实施方式中,第一候选节点在所述引导顺序中的位置先于其他节点。In a possible implementation manner of the present disclosure, the first candidate node is positioned earlier than other nodes in the boot sequence.
在本公开的一种可能实施方式中,处理器410还用于执行以下处理以基于所述第一候选节点确定引导顺序:确定第一候选节点的第一子顺序以及第二候选节点的第二子顺序,其中,所述第二候选节点为目标策略树中触发条件属于第二时间约束条件的节点;根据第一子顺序和第二子顺序构建引导顺序,其中,第二子顺序位于第一子顺序之后。In a possible implementation of the present disclosure, the processor 410 is further configured to perform the following processing to determine a boot sequence based on the first candidate node: determine a first sub-sequence of the first candidate node and a second sub-sequence of the second candidate node. Sub-sequence, wherein the second candidate node is a node in the target policy tree whose trigger condition belongs to the second time constraint; construct a guidance sequence based on the first sub-sequence and the second sub-sequence, wherein the second sub-sequence is located in the first after suborder.
在本公开的一种可能实施方式中,所述约束条件包括第二时间约束条件,其中,处理器410还用于执行以下处理以确定第二候选节点的第二子顺序:根据预设遍历规则,确定针对目标策略树的遍历顺序;按照所确定的遍历顺序,对目标策略树中的各第二候选节点进行遍历,形成所有第二候选节点对应的第二子顺序。In a possible implementation of the present disclosure, the constraint condition includes a second time constraint condition, wherein the processor 410 is further configured to perform the following processing to determine the second sub-sequence of the second candidate node: according to the preset traversal rule , determine the traversal order for the target policy tree; according to the determined traversal order, traverse each second candidate node in the target policy tree to form a second sub-sequence corresponding to all second candidate nodes.
在本公开的一种可能实施方式中,处理器410还用于执行以下处理以进入针对所述引导节点的第一操作界面:自动选中所述引导节点,以进入针对所述引导节点的第一操作界面。In a possible implementation of the present disclosure, the processor 410 is further configured to perform the following processing to enter the first operation interface for the boot node: automatically select the boot node to enter the first operation interface for the boot node. Operation interface.
在本公开的一种可能实施方式中,处理器410还用于通过以下方式进入第一操作界面:响应于所述触发操作,切换界面,以退出针对目标节点的第二操作界面,并显示树结构界面;在所显示的树结构界面上自动选中所述引导节点,以进入针对所述引导节点的第一操作界面。In a possible implementation of the present disclosure, the processor 410 is also configured to enter the first operation interface in the following manner: in response to the trigger operation, switch the interface to exit the second operation interface for the target node, and display the tree Structure interface: automatically select the guide node on the displayed tree structure interface to enter the first operation interface for the guide node.
在本公开的一种可能实施方式中,处理器410还用于执行以下处理:在切换界面之后,在屏幕上控制所述树结构界面进行运动,以在屏幕中显示有目标策略树中的引导节点;和/或,在自动选中所述引导节点之后,创建一窗口,在所创建的窗口中显示针对所述引导节点的第一操作界面。In a possible implementation of the present disclosure, the processor 410 is also configured to perform the following processing: after switching the interface, control the movement of the tree structure interface on the screen to display guidance in the target strategy tree on the screen. node; and/or, after automatically selecting the boot node, create a window, and display the first operation interface for the boot node in the created window.
在本公开的一种可能实施方式中,处理器410还用于执行以下处理:接收用户对第一触发控件的选择操作;响应于对第一触发控件的选择操作,确定所述引导节点对应的触发条件;在触发条件被满足时,针对引导节点对应的虚拟元素执行所述预定功能。。In a possible implementation of the present disclosure, the processor 410 is further configured to perform the following processing: receiving the user's selection operation on the first trigger control; in response to the selection operation on the first trigger control, determining the corresponding boot node. Trigger condition; when the trigger condition is satisfied, the predetermined function is executed for the virtual element corresponding to the guide node. .
在本公开的一种可能实施方式中,所述引导节点为目标策略树中触发条件属于第一时间约束条件的节点,所述第一操作界面为包括针对引导节点的第一触发控件的简化界面,其中,处理器410还用于执行以下处理:响应于对第一触发控件的选择操作,确定在目标策略树下的引导顺序中处于引导节点下一节点,并进入针对该节点的第三操作界面。In a possible implementation of the present disclosure, the guide node is a node in the target policy tree whose trigger condition belongs to the first time constraint, and the first operation interface is a simplified interface including a first trigger control for the guide node , wherein the processor 410 is also configured to perform the following processing: in response to the selection operation of the first trigger control, determine the node next to the boot node in the boot sequence under the target policy tree, and enter the third operation for this node interface.
在本公开的一种可能实施方式中,所述引导节点为目标策略树中触发条件属于第二时间约束条件的节点,所述第一操作界面为包括针对引导节点的第一触发控件以及多个候选虚拟元素的编辑界面,其中,处理器410还用于执行以下处理:接收在第一操作界面上对所述多个候选虚拟元素中的任一候选虚拟元素的选择操作;响应于对第一触发控件的选择操作,将所选择的任一候选虚拟元素确定为引导节点对应的虚拟元素,以针对引导节点对应的虚拟元素执行所述预定功能。In a possible implementation of the present disclosure, the guide node is a node in the target policy tree whose trigger condition belongs to the second time constraint, and the first operation interface includes a first trigger control for the guide node and a plurality of An editing interface for candidate virtual elements, wherein the processor 410 is further configured to perform the following processing: receiving a selection operation on any of the plurality of candidate virtual elements on the first operation interface; responding to a selection operation on the first virtual element; A selection operation of the control is triggered, and any selected candidate virtual element is determined as a virtual element corresponding to the guide node, so as to perform the predetermined function for the virtual element corresponding to the guide node.
根据本公开实施例的方案,能够避免用户对各节点的频繁操作,降低了用户对各节点的操作复杂度,提高了交互效率。According to the solutions of the embodiments of the present disclosure, users can avoid frequent operations on each node, reduce the complexity of users' operations on each node, and improve interaction efficiency.
本公开实施例还提供一种计算机可读存储介质,该存储介质上存储有计算机程序,该计算机程序被处理器运行时可以执行如上述任一实施例中游戏中的交互处理方法的步骤,具体如下:Embodiments of the present disclosure also provide a computer-readable storage medium. A computer program is stored on the storage medium. When the computer program is run by a processor, the computer program can perform the steps of the interactive processing method in the game in any of the above embodiments. Specifically, as follows:
接收用户对目标节点执行的触发操作,所述目标节点为游戏中的目标策略树中的一个节点;Receive the trigger operation performed by the user on the target node, which is a node in the target strategy tree in the game;
响应于所述触发操作,确定目标节点的引导节点,并进入针对所述引导节点的第一操作界面; In response to the triggering operation, determine the boot node of the target node, and enter the first operation interface for the boot node;
在所述第一操作界面上显示针对引导节点的第一触发控件,所述第一触发控件为用于在游戏中针对引导节点对应的虚拟元素执行预定功能的控件。A first trigger control for the guide node is displayed on the first operation interface, and the first trigger control is a control used to perform a predetermined function for the virtual element corresponding to the guide node in the game.
在本公开的一种可能实施方式中,所述触发操作包括用户在针对目标节点的第二操作界面上对第二触发控件执行的选择操作,所述第二触发控件为用于在游戏中针对目标节点对应的虚拟元素执行预定功能的控件。In a possible implementation of the present disclosure, the trigger operation includes a selection operation performed by the user on a second trigger control on the second operation interface for the target node, and the second trigger control is used to select the target node in the game. The virtual element corresponding to the target node performs a predetermined function.
在本公开的一种可能实施方式中,所述目标节点为目标策略树中满足以下条件的节点:目标策略树中的指定节点路径上的各节点均已被触发,所述指定节点路径为从目标节点的父节点到根节点的路径,节点被触发是指在游戏中已针对节点对应的虚拟元素执行了预定功能;目标节点对应的触发条件属于目标约束条件。In a possible implementation of the present disclosure, the target node is a node in the target policy tree that satisfies the following conditions: each node on the designated node path in the target policy tree has been triggered, and the designated node path is from The path from the parent node of the target node to the root node. When a node is triggered, it means that a predetermined function has been performed on the virtual element corresponding to the node in the game; the trigger conditions corresponding to the target node belong to the target constraints.
在本公开的一种可能实施方式中,处理器还用于执行以下处理:显示针对目标策略树的树结构界面,在所述树结构界面中显示有目标策略树中的目标节点;响应于在树结构界面上对目标节点执行的选中操作,进入针对目标节点的第二操作界面。In a possible implementation of the present disclosure, the processor is further configured to perform the following processing: display a tree structure interface for the target policy tree, in which the target node in the target policy tree is displayed; in response to The selection operation performed on the target node on the tree structure interface enters the second operation interface for the target node.
在本公开的一种可能实施方式中,所述目标策略树中各节点具有对应的约束条件,其中,处理器还用于执行以下处理以确定所述目标节点的引导节点:根据目标约束条件,从所述目标策略树的节点中筛选出第一候选节点;基于所述第一候选节点确定引导顺序;基于引导顺序,从所述目标策略树的节点中确定所述目标节点的引导节点,其中,所述引导节点为在目标策略树下的引导顺序中处于目标节点的下一节点。In a possible implementation of the present disclosure, each node in the target policy tree has a corresponding constraint, wherein the processor is further configured to perform the following processing to determine the guide node of the target node: according to the target constraint, Filter out the first candidate node from the nodes of the target policy tree; determine the boot sequence based on the first candidate node; determine the boot node of the target node from the nodes of the target policy tree based on the boot sequence, where , the boot node is the next node of the target node in the boot sequence under the target policy tree.
在本公开的一种可能实施方式中,处理器还用于执行以下处理以基于所述第一候选节点确定引导顺序:确定所述第一候选节点的第一子顺序,将所述第一子顺序确定为引导顺序。In a possible implementation manner of the present disclosure, the processor is further configured to perform the following processing to determine a boot sequence based on the first candidate node: determine a first sub-sequence of the first candidate node, convert the first sub-sequence The order is determined as boot order.
在本公开的一种可能实施方式中,所述目标约束条件包括第一时间约束条件,其中,处理器还用于执行以下处理以确定所述第一候选节点的第一子顺序:根据预设遍历规则,确定针对目标策略树的遍历顺序;按照所确定的遍历顺序,对目标策略树中的各第一候选节点进行遍历,形成所有第一候选节点对应的第一子顺序,所述第一候选节点为目标策略树中触发条件属于第一时间约束条件的节点。In a possible implementation of the present disclosure, the target constraint includes a first time constraint, wherein the processor is further configured to perform the following processing to determine the first sub-sequence of the first candidate node: according to a preset Traverse rules to determine the traversal order for the target policy tree; according to the determined traversal order, traverse each first candidate node in the target policy tree to form a first sub-sequence corresponding to all first candidate nodes, the first The candidate node is the node whose trigger condition belongs to the first time constraint in the target policy tree.
在本公开的一种可能实施方式中,第一候选节点在所述引导顺序中的位置先于其他节点。In a possible implementation manner of the present disclosure, the first candidate node is positioned earlier than other nodes in the boot sequence.
在本公开的一种可能实施方式中,处理器还用于执行以下处理以基于所述第一候选节点确定引导顺序:确定第一候选节点的第一子顺序以及第二候选节点的第二子顺序,其中,所述第二候选节点为目标策略树中触发条件属于第二时间约束条件的节点;根据第一子顺序和第二子顺序构建引导顺序,其中,第二子顺序位于第一子顺序之后。In a possible implementation manner of the present disclosure, the processor is further configured to perform the following processing to determine a boot sequence based on the first candidate node: determine a first sub-sequence of the first candidate node and a second sub-sequence of the second candidate node. Sequence, wherein the second candidate node is a node in the target policy tree whose trigger condition belongs to the second time constraint; the guidance sequence is constructed according to the first sub-sequence and the second sub-sequence, wherein the second sub-sequence is located in the first sub-sequence. After the order.
在本公开的一种可能实施方式中,所述约束条件包括第二时间约束条件,其中,处理器还用于执行以下处理以确定第二候选节点的第二子顺序:根据预设遍历规则,确定针对目标策略树的遍历顺序;按照所确定的遍历顺序,对目标策略树中的各第二候选节点进行遍历,形成所有第二候选节点对应的第二子顺序。In a possible implementation of the present disclosure, the constraint condition includes a second time constraint condition, wherein the processor is further configured to perform the following processing to determine the second sub-sequence of the second candidate node: according to the preset traversal rule, Determine the traversal order for the target policy tree; traverse each second candidate node in the target policy tree according to the determined traversal order to form a second sub-sequence corresponding to all second candidate nodes.
在本公开的一种可能实施方式中,处理器还用于执行以下处理以进入针对所述引导节点的第一操作界面:自动选中所述引导节点,以进入针对所述引导节点的第一操作界面。In a possible implementation of the present disclosure, the processor is further configured to perform the following processing to enter the first operation interface for the boot node: automatically select the boot node to enter the first operation for the boot node interface.
在本公开的一种可能实施方式中,处理器还用于通过以下方式进入第一操作界面:响应于所述触发操作,切换界面,以退出针对目标节点的第二操作界面,并显示树结构界面;在所显示的树结构界面上自动选中所述引导节点,以进入针对所述引导节点的第一操作界面。In a possible implementation of the present disclosure, the processor is further configured to enter the first operation interface in the following manner: in response to the triggering operation, switch the interface to exit the second operation interface for the target node and display the tree structure Interface; automatically select the guide node on the displayed tree structure interface to enter the first operation interface for the guide node.
在本公开的一种可能实施方式中,处理器还用于执行以下处理:在切换界面之后,在屏幕上控制所述树结构界面进行运动,以在屏幕中显示有目标策略树中的引导节点;和/或,在自动选中所述引导节点之后,创建一窗口,在所创建的窗口中显示针对所述引导节点的第一操作界面。In a possible implementation of the present disclosure, the processor is further configured to perform the following processing: after switching the interface, control the movement of the tree structure interface on the screen to display the guidance node in the target strategy tree on the screen ; and/or, after automatically selecting the boot node, create a window, and display the first operation interface for the boot node in the created window.
在本公开的一种可能实施方式中,处理器还用于执行以下处理:接收用户对第一触发 控件的选择操作;响应于对第一触发控件的选择操作,确定所述引导节点对应的触发条件;在触发条件被满足时,针对引导节点对应的虚拟元素执行所述预定功能。。In a possible implementation manner of the present disclosure, the processor is further configured to perform the following processing: receiving the user's response to the first trigger Select operation of the control; in response to the selection operation of the first trigger control, determine the trigger condition corresponding to the guide node; when the trigger condition is satisfied, execute the predetermined function for the virtual element corresponding to the guide node. .
在本公开的一种可能实施方式中,所述引导节点为目标策略树中触发条件属于第一时间约束条件的节点,所述第一操作界面为包括针对引导节点的第一触发控件的简化界面,其中,处理器还用于执行以下处理:响应于对第一触发控件的选择操作,确定在目标策略树下的引导顺序中处于引导节点下一节点,并进入针对该节点的第三操作界面。In a possible implementation of the present disclosure, the guide node is a node in the target policy tree whose trigger condition belongs to the first time constraint, and the first operation interface is a simplified interface including a first trigger control for the guide node , wherein the processor is also configured to perform the following processing: in response to the selection operation of the first trigger control, determine the node next to the boot node in the boot sequence under the target policy tree, and enter the third operation interface for this node .
在本公开的一种可能实施方式中,所述引导节点为目标策略树中触发条件属于第二时间约束条件的节点,所述第一操作界面为包括针对引导节点的第一触发控件以及多个候选虚拟元素的编辑界面,其中,处理器还用于执行以下处理:接收在第一操作界面上对所述多个候选虚拟元素中的任一候选虚拟元素的选择操作;响应于对第一触发控件的选择操作,将所选择的任一候选虚拟元素确定为引导节点对应的虚拟元素,以针对引导节点对应的虚拟元素执行所述预定功能。In a possible implementation of the present disclosure, the guide node is a node in the target policy tree whose trigger condition belongs to the second time constraint, and the first operation interface includes a first trigger control for the guide node and a plurality of An editing interface for candidate virtual elements, wherein the processor is further configured to perform the following processing: receiving a selection operation on any of the plurality of candidate virtual elements on the first operation interface; responding to the first trigger The selection operation of the control determines any selected candidate virtual element as the virtual element corresponding to the guide node, so as to perform the predetermined function for the virtual element corresponding to the guide node.
根据本公开实施例的方案,能够避免用户对各节点的频繁操作,降低了用户对各节点的操作复杂度,提高了交互效率。According to the solutions of the embodiments of the present disclosure, users can avoid frequent operations on each node, reduce the complexity of users' operations on each node, and improve interaction efficiency.
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。在本公开所提供的几个实施例中,应所述理解到,所揭露的系统、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be described again here. In the several embodiments provided by this disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components may be combined or can be integrated into another system, or some features can be ignored, or not implemented. On the other hand, the coupling or direct coupling or communication connection between each other shown or discussed may be through some communication interfaces, and the indirect coupling or communication connection of the devices or units may be in electrical, mechanical or other forms.
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or they may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。In addition, each functional unit in various embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对相关技术做出贡献的部分或者所述技术方案的部分可以以软件产品的形式体现出来,所述计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure is essentially or the part that contributes to the relevant technology or the part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, It includes several instructions to cause a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program code. .
本公开的实施例提供的游戏中的交互处理方法、装置、电子设备及存储介质通过引入自动引导机制,简化了用户对目标策略树中的各节点的操作过程,以提高交互效率;将各节点依次作为目标节点,以触发对引导节点的自动选中机制,基于自动引导和手动触发相结合的方式,既可以避免用户对各节点的频繁操作,还能够避免遗漏目标策略树中的节点;由于自动引导和手动触发的方式,在降低用户对各节点的操作复杂度的同时,保留了用户从游戏中获得虚拟元素的交互体验,还有助于提高用户粘性;还可以减少用户频繁滑动和点击造成的交互体验断点,提升了玩法顺畅度;以及进一步降低了终端设备中游戏的操作成本及运行时长,节省了终端设备的电量。The interactive processing method, device, electronic device and storage medium in the game provided by the embodiments of the present disclosure simplify the user's operation process of each node in the target strategy tree by introducing an automatic guidance mechanism to improve the interaction efficiency; each node is They are used as target nodes in turn to trigger the automatic selection mechanism of the guidance node. Based on the combination of automatic guidance and manual triggering, it can not only avoid the user's frequent operations on each node, but also avoid missing nodes in the target policy tree; due to the automatic The guidance and manual triggering methods not only reduce the complexity of the user's operation of each node, but also retain the user's interactive experience of obtaining virtual elements from the game. It also helps to improve user stickiness; it can also reduce the problems caused by users' frequent sliding and clicking. The interactive experience breakpoints improve the smoothness of the gameplay; and further reduce the operating costs and running time of the game in the terminal device, saving the power of the terminal device.
以上仅为本公开的具体实施方式,但本公开的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,可轻易想到变化或替换,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。 The above are only specific embodiments of the present disclosure, but the protection scope of the present disclosure is not limited thereto. Any person familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present disclosure, and they should be covered by within the scope of this disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims (19)

  1. 一种游戏中的交互处理方法,所述方法包括:An interactive processing method in a game, the method includes:
    接收用户对目标节点执行的触发操作,所述目标节点为游戏中的目标策略树中的一个节点;Receive the trigger operation performed by the user on the target node, which is a node in the target strategy tree in the game;
    响应于所述触发操作,确定所述目标节点的引导节点,并进入针对所述引导节点的第一操作界面;In response to the triggering operation, determine the boot node of the target node, and enter the first operation interface for the boot node;
    在所述第一操作界面上显示针对引导节点的第一触发控件,所述第一触发控件为用于在游戏中针对引导节点对应的虚拟元素执行预定功能的控件。A first trigger control for the guide node is displayed on the first operation interface, and the first trigger control is a control used to perform a predetermined function for the virtual element corresponding to the guide node in the game.
  2. 根据权利要求1所述的方法,其中,所述触发操作包括用户在针对目标节点的第二操作界面上对第二触发控件执行的选择操作,所述第二触发控件为用于在游戏中针对目标节点对应的虚拟元素执行预定功能的控件。The method according to claim 1, wherein the trigger operation includes a selection operation performed by the user on a second trigger control on the second operation interface for the target node, and the second trigger control is used to control the target node in the game. The virtual element corresponding to the target node performs a predetermined function.
  3. 根据权利要求1或2所述的方法,其中,所述目标节点为目标策略树中满足以下条件的节点:The method according to claim 1 or 2, wherein the target node is a node in the target policy tree that meets the following conditions:
    目标策略树中的指定节点路径上的各节点均已被触发,所述指定节点路径为从目标节点的父节点到根节点的路径,节点被触发是指在游戏中已针对节点对应的虚拟元素执行了预定功能;Each node on the specified node path in the target strategy tree has been triggered. The specified node path is the path from the parent node of the target node to the root node. The node being triggered means that the virtual element corresponding to the node has been targeted in the game. Performed a predetermined function;
    目标节点对应的触发条件属于目标约束条件。The trigger conditions corresponding to the target node belong to the target constraints.
  4. 根据权利要求2所述的方法,其中,所述方法还包括:The method of claim 2, further comprising:
    显示针对目标策略树的树结构界面,在所述树结构界面中显示有目标策略树中的目标节点;Display a tree structure interface for the target policy tree, and the target node in the target policy tree is displayed in the tree structure interface;
    响应于在树结构界面上对目标节点执行的选中操作,进入针对目标节点的第二操作界面。In response to the selection operation performed on the target node on the tree structure interface, a second operation interface for the target node is entered.
  5. 根据权利要求1所述的方法,其中,所述目标策略树中各节点具有对应的约束条件,The method according to claim 1, wherein each node in the target policy tree has corresponding constraints,
    其中,确定所述目标节点的引导节点的步骤包括:Wherein, the step of determining the boot node of the target node includes:
    根据目标约束条件,从所述目标策略树的节点中筛选出第一候选节点;According to the target constraints, select the first candidate node from the nodes of the target policy tree;
    基于所述第一候选节点确定引导顺序;Determine a boot sequence based on the first candidate node;
    基于引导顺序,从所述目标策略树的节点中确定所述目标节点的引导节点,其中,所述引导节点为在目标策略树下的引导顺序中处于目标节点的下一节点。Based on the boot sequence, the boot node of the target node is determined from the nodes of the target policy tree, where the boot node is the next node of the target node in the boot sequence under the target policy tree.
  6. 根据权利要求5所述的方法,其中,基于所述第一候选节点确定引导顺序的步骤包括:The method of claim 5, wherein determining a boot sequence based on the first candidate node includes:
    确定所述第一候选节点的第一子顺序;Determine the first sub-sequence of the first candidate node;
    将所述第一子顺序确定为引导顺序。The first sub-sequence is determined as the boot sequence.
  7. 根据权利要求6所述的方法,其中,所述目标约束条件包括第一时间约束条件,其中,确定所述第一候选节点的第一子顺序的步骤包括:The method of claim 6, wherein the target constraint includes a first time constraint, and wherein determining the first sub-sequence of the first candidate node includes:
    根据预设遍历规则,确定针对目标策略树的遍历顺序;Determine the traversal order for the target policy tree according to the preset traversal rules;
    按照所确定的遍历顺序,对目标策略树中的各第一候选节点进行遍历,形成所有第一候选节点对应的第一子顺序,所述第一候选节点为目标策略树中触发条件属于第一时间约束条件的节点。According to the determined traversal order, each first candidate node in the target policy tree is traversed to form a first sub-sequence corresponding to all first candidate nodes. The first candidate node is the first candidate node whose trigger condition belongs to the first node in the target policy tree. Nodes for time constraints.
  8. 根据权利要求5所述的方法,其中,第一候选节点在所述引导顺序中的位置先于其他节点。The method of claim 5, wherein the first candidate node is positioned earlier than other nodes in the boot sequence.
  9. 根据权利要求8所述的方法,其中,基于所述第一候选节点确定引导顺序的步骤包括:The method of claim 8, wherein determining a boot sequence based on the first candidate node includes:
    确定第一候选节点的第一子顺序以及第二候选节点的第二子顺序,其中,所述第二候选节点为目标策略树中触发条件属于第二时间约束条件的节点; Determine the first sub-sequence of the first candidate node and the second sub-sequence of the second candidate node, wherein the second candidate node is a node in the target policy tree whose trigger condition belongs to the second time constraint;
    根据第一子顺序和第二子顺序构建引导顺序,其中,第二子顺序位于第一子顺序之后。The boot sequence is constructed based on the first subsequence and the second subsequence, where the second subsequence is located after the first subsequence.
  10. 根据权利要求9所述的方法,其中,所述约束条件包括第二时间约束条件,The method of claim 9, wherein the constraints include a second time constraint,
    其中,确定第二候选节点的第二子顺序的步骤包括:Wherein, the step of determining the second sub-sequence of the second candidate node includes:
    根据预设遍历规则,确定针对目标策略树的遍历顺序;Determine the traversal order for the target policy tree according to the preset traversal rules;
    按照所确定的遍历顺序,对目标策略树中的各第二候选节点进行遍历,形成所有第二候选节点对应的第二子顺序。According to the determined traversal order, each second candidate node in the target policy tree is traversed to form a second sub-sequence corresponding to all second candidate nodes.
  11. 根据权利要求1所述的方法,其中,进入针对所述引导节点的第一操作界面的步骤包括:The method according to claim 1, wherein the step of entering the first operation interface for the boot node includes:
    自动选中所述引导节点,以进入针对所述引导节点的第一操作界面。The boot node is automatically selected to enter the first operation interface for the boot node.
  12. 根据权利要求4所述的方法,其中,通过以下方式进入第一操作界面:The method according to claim 4, wherein the first operation interface is entered in the following manner:
    响应于所述触发操作,切换界面,以退出针对目标节点的第二操作界面,并显示树结构界面;In response to the triggering operation, switch the interface to exit the second operation interface for the target node and display the tree structure interface;
    在所显示的树结构界面上自动选中所述引导节点,以进入针对所述引导节点的第一操作界面。The guide node is automatically selected on the displayed tree structure interface to enter the first operation interface for the guide node.
  13. 根据权利要求12所述的方法,其中,所述方法还包括:The method of claim 12, further comprising:
    在切换界面之后,在屏幕上控制所述树结构界面进行运动,以在屏幕中显示有目标策略树中的引导节点;After switching the interface, control the tree structure interface to move on the screen to display the guide node in the target strategy tree on the screen;
    和/或,在自动选中所述引导节点之后,创建一窗口,在所创建的窗口中显示针对所述引导节点的第一操作界面。And/or, after the boot node is automatically selected, a window is created, and the first operation interface for the boot node is displayed in the created window.
  14. 根据权利要求1所述的方法,其中,所述方法还包括:The method of claim 1, further comprising:
    接收用户对第一触发控件的选择操作;Receive the user's selection operation on the first trigger control;
    响应于对第一触发控件的选择操作,确定所述引导节点对应的触发条件;In response to the selection operation on the first trigger control, determine the trigger condition corresponding to the guide node;
    在触发条件被满足时,针对引导节点对应的虚拟元素执行所述预定功能。When the trigger condition is met, the predetermined function is executed for the virtual element corresponding to the boot node.
  15. 根据权利要求1所述的方法,其中,所述引导节点为目标策略树中触发条件属于第一时间约束条件的节点,所述第一操作界面为包括针对引导节点的第一触发控件的简化界面,The method according to claim 1, wherein the guide node is a node in the target policy tree whose trigger condition belongs to a first time constraint, and the first operation interface is a simplified interface including a first trigger control for the guide node ,
    其中,还包括:Among them, it also includes:
    响应于对第一触发控件的选择操作,确定在目标策略树下的引导顺序中处于引导节点下一节点,并进入针对该节点的第三操作界面。In response to the selection operation of the first trigger control, it is determined that the node is next to the boot node in the boot sequence under the target policy tree, and the third operation interface for the node is entered.
  16. 根据权利要求1所述的方法,其中,所述引导节点为目标策略树中触发条件属于第二时间约束条件的节点,所述第一操作界面为包括针对引导节点的第一触发控件以及多个候选虚拟元素的编辑界面,The method according to claim 1, wherein the guide node is a node in the target policy tree whose trigger condition belongs to the second time constraint, and the first operation interface includes a first trigger control for the guide node and a plurality of Editing interface for candidate virtual elements,
    其中,还包括:Among them, it also includes:
    接收在第一操作界面上对所述多个候选虚拟元素中的任一候选虚拟元素的选择操作;Receive a selection operation on any candidate virtual element among the plurality of candidate virtual elements on the first operation interface;
    响应于对第一触发控件的选择操作,将所选择的任一候选虚拟元素确定为引导节点对应的虚拟元素,以针对引导节点对应的虚拟元素执行所述预定功能。In response to the selection operation on the first trigger control, any selected candidate virtual element is determined as a virtual element corresponding to the guide node, so as to perform the predetermined function for the virtual element corresponding to the guide node.
  17. 一种游戏中的交互处理装置,所述装置包括:An interactive processing device in a game, the device includes:
    接收模块,接收用户对目标节点执行的触发操作,所述目标节点为游戏中的目标策略树中的一个节点;The receiving module receives the trigger operation performed by the user on the target node, where the target node is a node in the target strategy tree in the game;
    转换模块,响应于所述触发操作,确定所述目标节点的引导节点,并进入针对所述引导节点的第一操作界面;A conversion module, in response to the triggering operation, determines the boot node of the target node, and enters the first operation interface for the boot node;
    显示控制模块,在所述第一操作界面上显示针对引导节点的第一触发控件,所述第一触发控件为用于在游戏中针对引导节点对应的虚拟元素执行预定功能的控件。A display control module displays a first trigger control for a guidance node on the first operation interface, where the first trigger control is a control used to perform a predetermined function for a virtual element corresponding to the guidance node in the game.
  18. 一种电子设备,包括:处理器、存储介质和总线,所述存储介质存储有所述 处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述机器可读指令,以执行如权利要求1至16任一所述方法的步骤。An electronic device, including: a processor, a storage medium and a bus, the storage medium stores the Machine-readable instructions executable by a processor. When the electronic device is running, the processor communicates with the storage medium through a bus, and the processor executes the machine-readable instructions to perform the tasks of claims 1 to 1. 16. Steps of any of the methods.
  19. 一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1至16任一所述方法的步骤。 A computer-readable storage medium. A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, the steps of the method according to any one of claims 1 to 16 are executed.
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