WO2023236602A1 - 虚拟对象的显示控制方法、装置、存储介质和电子装置 - Google Patents

虚拟对象的显示控制方法、装置、存储介质和电子装置 Download PDF

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Publication number
WO2023236602A1
WO2023236602A1 PCT/CN2023/079641 CN2023079641W WO2023236602A1 WO 2023236602 A1 WO2023236602 A1 WO 2023236602A1 CN 2023079641 W CN2023079641 W CN 2023079641W WO 2023236602 A1 WO2023236602 A1 WO 2023236602A1
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Prior art keywords
virtual
target
scale
virtual model
user interface
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PCT/CN2023/079641
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English (en)
French (fr)
Inventor
刘震岳
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网易(杭州)网络有限公司
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Publication of WO2023236602A1 publication Critical patent/WO2023236602A1/zh

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Classifications

    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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

Definitions

  • the present disclosure relates to the field of computers, and specifically, to a virtual object display control method, device, storage medium, and electronic device.
  • the way to view the resources inside a virtual building is usually to directly click on the virtual building on the big map to jump to the inside of the virtual building. For example, to view the troops in the virtual building, you need to enter the building to view, and at the same time, you can only Shows the troops currently in the building.
  • a method for controlling the display of virtual objects is provided.
  • a graphical user interface is provided through a terminal device.
  • the display content of the graphical user interface includes a virtual scene, a plurality of virtual models located in the virtual scene, and virtual objects.
  • the display control method includes: displaying the first virtual scene picture corresponding to the first scale in the graphical user interface, wherein the first virtual scene picture includes at least one virtual model; in response to the first operation of switching the first scale to the target scale, Display the target virtual scene picture and object control corresponding to the target scale in the graphical user interface, where the target virtual scene picture contains the virtual model collection to which the virtual model belongs, and the object control is used to represent the virtual controlled object associated with the virtual model in the virtual model collection.
  • Object in response to the second operation on the object control, the virtual controlled object corresponding to the control object control moves from the first virtual model to which it belongs to the second virtual model of the virtual model set.
  • a display control device for virtual objects which provides a graphical user interface through a terminal device.
  • the display content of the graphical user interface includes a virtual scene and multiple virtual models located in the virtual scene.
  • the virtual The display control device of the object includes: a first display unit for displaying a first virtual scene picture corresponding to a first scale in a graphical user interface, wherein the first virtual scene picture includes at least one virtual model; a second display unit for displaying a first virtual scene picture corresponding to a first scale in a graphical user interface;
  • a target virtual scene picture and an object control corresponding to the target scale are displayed in the graphical user interface, where the target virtual scene picture includes a virtual model set to which the virtual model belongs, and the object control Used to represent the virtual controlled object associated with the virtual model in the virtual model set; the control unit is used to respond to the second operation on the object control and control the virtual controlled object corresponding to the object control to move from the
  • a computer-readable storage medium is also provided, and a computer program is stored in the computer-readable storage medium, wherein the computer program is configured to execute the display of the virtual object in any of the above items when running. Control Method.
  • an electronic device including a memory and a processor.
  • a computer program is stored in the memory, and the processor is configured to run the computer program to perform any of the above virtual object display control methods. .
  • the first virtual scene picture corresponding to the first scale is displayed in the graphical user interface; in response to the first operation of switching the first scale to the target scale, the target virtual scene corresponding to the target scale is displayed in the graphical user interface.
  • the scene picture and the object control; in response to the second operation on the object control, the virtual controlled object corresponding to the control object control moves from the first virtual model to which it belongs to the second virtual model of the virtual model set. That is to say, by displaying the target virtual scene picture and object controls corresponding to the target scale in the graphical user interface, the present invention can overview all virtual models and their distribution on the entire map in one screen, thereby improving the understanding of virtual objects. control efficiency of controlled objects.
  • Figure 1 is a hardware structure block diagram of a mobile terminal according to a method for controlling the display of virtual objects according to one embodiment of the present disclosure
  • Figure 2 is a flowchart of a virtual object display control method according to one embodiment of the present disclosure
  • Figure 3 is a schematic diagram of entering the global viewing mode according to one embodiment of the present disclosure.
  • Figure 4 is a schematic diagram of virtual object movement according to one embodiment of the present disclosure.
  • Figure 5 is a structural block diagram of a virtual object display control device according to one embodiment of the present disclosure.
  • FIG. 6 is a schematic diagram of an electronic device according to an embodiment of the present disclosure.
  • Player vs Player can refer to the battle between players
  • the global view mode can refer to the map perspective mode for viewing all your own buildings and team information within the buildings;
  • Strategy Game (Simulation Game, SLG for short) can refer to strategy games and can be a derivative of simulation games;
  • Virtual buildings can refer to building facilities that can accommodate one's own military units in the game, and can include fortresses, field fortresses, large fortresses, military camps, sub-cities, scout camps, reserve barracks, etc.
  • an embodiment of a display control method for virtual objects is provided. It should be noted that the steps shown in the flow chart of the accompanying drawings can be implemented in a computer system such as a set of computer-executable instructions. are performed, and, although a logical order is shown in the flowchart diagrams, in some cases the steps shown or described may be performed in a different order than herein.
  • This method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device.
  • the mobile terminal can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a handheld computer (Personal Digital Assistant, PAD), and a mobile Internet device (Mobile Internet Devices, referred to as MID for short). ), game consoles and other terminal equipment.
  • Figure 1 is a hardware structure block diagram of a mobile terminal of a virtual object display control method according to an embodiment of the present disclosure.
  • the mobile terminal may include one or more (only one is shown in Figure 1) processors 102 (the processor 102 may include but is not limited to a central processing unit (Central Processing Unit, referred to as CPU for short), a graphics processing unit Graphics Processing Unit (GPU for short), Digital Signal Processing (DSP for short) chip, Microcontroller Unit (MCU for short), Programmable Logic Device (Field Programmable Gate Array for FPGA for short) ), neural network processor (Neural network Processing Unit, referred to as NPU), tensor processor (Tensor Processing Unit, referred to as TPU), artificial intelligence (Artificial Intelligence, referred to as AI) type processor, etc. processing devices) and Memory 104 for storing data.
  • processors 102 may include but is not limited to a central processing unit (Central Processing Unit, referred to as CPU for short), a graphics processing unit Graphics Processing Unit (GPU for short), Digital Signal Processing (DSP for short) chip, Microcontroller Unit (MCU for short), Programmable Logic Device (Field Programmable
  • the above-mentioned mobile terminal may also include a transmission device 106, an input and output device 108 and a display device 110 for communication functions.
  • a transmission device 106 may also include a transmission device 106, an input and output device 108 and a display device 110 for communication functions.
  • the structure shown in Figure 1 is only illustrative, and it does not limit the structure of the above-mentioned mobile terminal.
  • the mobile terminal may also include more or fewer components than shown in FIG. 1 , or have a different configuration than shown in FIG. 1 .
  • the memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the display control method of virtual objects in the embodiment of the present disclosure.
  • the processor 102 runs the computer program stored in the memory 104, Thereby executing various functional applications and data processing, that is, realizing the above-mentioned display control method of virtual objects.
  • Memory 104 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory 104 may further include memory located remotely relative to the processor 102, and these remote memories may be connected to the mobile terminal through a network. Examples of the above-mentioned networks include but are not limited to the Internet, intranets, local area networks, mobile communication networks and combinations thereof.
  • Transmission device 106 is used to receive or send data via a network.
  • Specific examples of the above-mentioned network may include a wireless network provided by a communication provider of the mobile terminal.
  • the transmission device 106 includes a network adapter (Network Interface Controller, NIC for short), which can be connected to other network devices through a base station to communicate with the Internet.
  • the transmission device 106 may be a radio frequency (Radio Frequency, RF for short) module, which is used to communicate with the Internet wirelessly.
  • NIC Network Interface Controller
  • the input in the input and output device 108 may come from multiple Human Interface Devices (HID for short).
  • HID Human Interface Device
  • keyboard and mouse game controller
  • other special game controllers such as: steering wheel, fishing rod, dance mat, remote control, etc.
  • output functions such as force feedback and vibration of game controllers, audio output of controllers, etc.
  • the display device 110 may be, for example, a head-up display (HUD for short), a touch-screen liquid crystal display (LCD for short), and a touch display (also called a "touch screen” or “touch display screen”). Should The liquid crystal display may enable a user to interact with the user interface of the mobile terminal.
  • the above-mentioned mobile terminal has a Graphical User Interface (GUI for short), and the user can interact with the GUI through finger contact and/or gestures on the touch-sensitive surface.
  • GUI Graphical User Interface
  • Optional computer interaction functions include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music and/or browsing the Internet, etc.
  • executable instructions for performing the above-mentioned human-computer interaction functions are configured/stored in one or more processor-executable computer program products or readable storage media.
  • a method for controlling the display of virtual objects is provided.
  • a graphical user interface is provided through a terminal device.
  • the display content of the graphical user interface includes a virtual scene and multiple virtual models located in the virtual scene, wherein , the terminal device can be the local terminal device mentioned above, or the client device in the cloud interactive system mentioned above; the virtual scene can be a game scene; the virtual model can be a building facility in the game scene, or a game scene An enclosed space with building facilities placed in the scene.
  • FIG. 2 is a flowchart of a display control method of a virtual object according to one embodiment of the present disclosure. As shown in Figure 2, the method may include the following steps:
  • Step S202 Display the first virtual scene picture corresponding to the first scale in the graphical user interface, where the first virtual scene picture includes at least one virtual model.
  • the first virtual scene picture can be displayed in the graphical user interface according to the first scale, where the first scale can be a value set according to actual needs, and the first virtual scene picture can be In order to include any virtual scene picture of one's own building, the virtual model may include an architectural model, etc.
  • the first virtual scene picture can be displayed in the image user interface according to a preset or selected first scale, thereby achieving the purpose of displaying the virtual scene picture you want to view.
  • Step S204 in response to the first operation of switching the first scale to the target scale, display the target virtual scene picture and object control corresponding to the target scale in the graphical user interface, where the target virtual scene picture includes the virtual model set to which the virtual model belongs, Object controls are used to represent virtual controlled objects associated with virtual models in the virtual model collection.
  • the first scale can be switched to the target scale through the first operation, and in response to the first operation of switching the first scale to the target scale, the target scale is displayed in the image user interface
  • the corresponding target virtual scene picture and object control wherein the first operation may be an operation on the graphical user interface, and the selection operation may be performed by the user on a large map displayed on the graphical user interface on a virtual scene picture that allows selection Operations caused by touch, such as long-press touch operations, single-click touch operations, double-click touch operations, sliding operations, etc.
  • the virtual scene screen can be switched from the first scale through sliding operations on the graphical user interface.
  • the first operation is not specifically limited here, as long as the method of switching the virtual scene picture from the first scale to the target scale should be within the protection scope of the embodiments of the present disclosure;
  • the target scale can be according to the user
  • the terminal needs to select a scale.
  • the target virtual scene screen can be the interface finally displayed in the graphical user interface.
  • the object control can be used to represent the virtual controlled objects associated with the virtual models in the virtual model collection. For example, you can use "bubble + line" ” is expressed in the form.
  • the virtual controlled objects in the virtual scene screen can be displayed around the virtual scene screen in the form of "bubbles + lines".
  • the objects associated with the virtual model can be viewed through bubbles outside the virtual scene screen. at least one virtual controlled object.
  • the first virtual scene picture corresponding to the first scale in the image user interface display the first virtual scene picture corresponding to the first scale in the image user interface, and switch the virtual scene picture from the first scale to the target scale through the first operation, thereby displaying the first virtual scene picture corresponding to the target scale in the image user interface.
  • the virtual scene picture can be a virtual scene picture in which any one's own building exists.
  • the first virtual scene picture is slid, and in response to the sliding operation of the first virtual scene picture, the first scale of the virtual scene picture is moved.
  • the first virtual scene picture is switched to a target virtual scene picture of a target scale, wherein the target virtual scene picture and object controls corresponding to the target scale are displayed in the image user interface.
  • the global information can be displayed on the graphical user interface at a first scale, and the image user interface can be enlarged and reduced through a sliding operation on the graphical user interface, and the image user interface can be switched from the first scale to the target scale, This achieves the purpose of displaying the target virtual scene picture and object controls corresponding to the target scale in the graphical user interface.
  • part of the first virtual scene screen is displayed at a first scale
  • the graphical user interface is displayed at different scales in response to the first operation, so that the graphics
  • the display content of the user interface can provide an overview and control of the virtual controlled objects transferred between different virtual buildings, thus avoiding problems such as switching back and forth between scenes and images of different virtual buildings, resulting in frequent entry and exit, cumbersome operations and other problems.
  • Step S206 In response to the second operation on the object control, the virtual controlled object corresponding to the control object control moves from the first virtual model to which it belongs to the second virtual model of the virtual model set.
  • a second operation is performed on the object control in the target virtual scene screen, and in response to the second operation on the object control, the virtual controlled object corresponding to the control object control is controlled from the first virtual controlled object to which it belongs.
  • the model moves to the second virtual model of the virtual model set, where the second operation may be an operation to control the movement of the virtual controlled object, for example, it may be a sliding operation to move the object control to the second virtual model, or select the object controls one after another. and the click operation of the second virtual model, etc.; the virtual model set may include at least one virtual controlled object associated with the virtual model. Some virtual models do not have associated virtual controlled objects.
  • the virtual model set is displayed on the graphical user interface.
  • the objects can be troops in the virtual model, or other game resources, such as heroes, battleships, etc.
  • the position of the virtual controlled object in the virtual scene is movable, and the virtual controlled object can be mobilized between virtual models; first
  • the virtual model may be a virtual model that currently needs to transfer resources, and the second virtual model may be other virtual models in the virtual model set except the first virtual model.
  • the first virtual picture scene corresponding to the first scale can be displayed in the graphical user interface, and the game enters the global viewing mode.
  • the virtual model is displayed on the graphical user interface at the first scale.
  • the virtual scene scene is switched from the first scale to the target scale, and the target virtual scene scene and object control corresponding to the target scale are displayed in the image user interface, and the second operation is performed on the object control in the target virtual scene scene, and the response In the second operation on the object control, the virtual controlled object corresponding to the control object control is moved from the first virtual model to the second virtual model of the virtual model set.
  • the position of the virtual controlled object in the virtual scene is in a movable state.
  • the position of the virtual controlled object in the virtual scene can be moved through the second operation in the virtual scene.
  • the drag distance is greater than a certain value, the bubble of the virtual controlled object is disconnected from the building connection.
  • the virtual controlled object is dragged to
  • the second virtual model is in the virtual model collection, the dragging and placing area of the building is highlighted and displayed.
  • the bubbles of the virtual controlled object entering the second virtual model are automatically adsorbed and connected, and a confirmation pop-up window pops up at the same time. Click to confirm.
  • a dynamic trajectory will appear between the first virtual model and the second virtual model, and the object control of the virtual controlled object moves between the first virtual model and the second virtual model along the trajectory.
  • the first virtual scene picture corresponding to the first scale is displayed in the graphical user interface; in response to the first operation of switching the first scale to the target scale, the first virtual scene picture corresponding to the first scale is displayed in the graphical user interface
  • the target virtual scene picture and the object control corresponding to the target scale; in response to the second operation on the object control, the virtual controlled object corresponding to the control object control is moved from the first virtual model to which it belongs to the second virtual model of the virtual model set. That is to say, the present disclosure displays the target virtual scene picture corresponding to the target scale and the object control in the graphical user interface, so that all virtual models and their distribution on the entire map can be summarized on one screen. This can be achieved through the object control. Scheduling virtual controlled objects between different virtual models improves the control efficiency of virtual controlled objects.
  • the first operation is a selection operation on at least one virtual model
  • the target scale is the second scale
  • Displaying the target virtual scene picture and the object control corresponding to the target scale including: in response to a selection operation on at least one virtual model, obtaining a virtual model set to which the selected virtual model belongs; determining a second scale corresponding to the virtual model set, wherein , the second scale allows the virtual model set to be fully displayed in the graphical user interface; the second virtual scene picture and object control corresponding to the second scale are displayed in the graphical user interface, where the target virtual scene picture includes the second virtual scene picture.
  • the graphical user interface can be switched from the first scale to the target scale through the first operation, and the target virtual scene picture and object controls corresponding to the target scale are displayed in the graphical user interface, and the target virtual scene picture includes at least one
  • the virtual model selects the target virtual scene model screen, in response to the selection operation of at least one virtual model, obtains the virtual model set to which the selected virtual model belongs, and determines the scale at which the virtual model set can be completely displayed in the graphical user interface, A second scale is obtained, and a second virtual scene picture and an object control corresponding to the second scale are displayed in the graphical user interface, where the target virtual picture includes the second virtual scene picture.
  • perform a selection operation on at least one virtual model to obtain the selected virtual model set completely display the obtained virtual model set in the graphical user interface according to the second scale, obtain the second virtual scene screen, and in the second The object controls corresponding to the virtual model are displayed in the virtual scene screen.
  • the second scale is determined in the following manner: the virtual model set displayed at the first scale is reduced according to a preset zoom range until all virtual models in the virtual model set are completely displayed to the graphical user in the interface; will be virtual When all virtual models in the pseudo-model collection are completely displayed on the graphical user interface, the corresponding scale is determined as the second scale.
  • the virtual model set displayed at the first scale can be reduced according to a preset zoom range until all virtual models in the virtual model set are completely displayed in the graphical user interface, and the virtual model set can be When all virtual models in are completely displayed on the graphical user interface, the corresponding scale is determined as the second scale.
  • virtual models may be selected, all selected virtual models may be used as a virtual model set, and the virtual model set may be displayed on the graphical user interface at a second scale.
  • the first operation is a zoom operation on the first virtual scene screen
  • the target scale is a third scale
  • the target virtual scene picture and object control corresponding to the target scale include: responding to the zoom operation on the first virtual scene picture, determining the third scale corresponding to the zoom operation; determining the virtual model existing in the third virtual scene picture under the third scale , and determine the virtual model existing in the third virtual scene screen as a virtual model set; determine the virtual controlled object associated with the virtual model in the virtual model set; display the third virtual scene screen under the third scale in the graphical user interface and an object control corresponding to the virtual controlled object, wherein the target virtual scene picture includes a third virtual scene picture.
  • a zoom operation can be performed on the virtual scene picture, in response to the zoom operation on the first virtual scene picture, a third scale corresponding to the zoom operation is determined, and the third scale existing in the third virtual scene picture under the third scale is determined.
  • virtual model obtain a virtual model set, determine the virtual controlled object associated with the virtual model in the virtual model set; display the third virtual scene picture at the third scale and the object control corresponding to the virtual controlled object in the graphical user interface, where , the target virtual scene picture includes the third virtual scene picture, wherein the zoom operation can be an operation of reducing or enlarging the virtual scene picture.
  • the graphical user interface can be slid with two fingers to control the virtual camera lens to zoom in or out. Zoom in to achieve the purpose of reducing or enlarging the virtual scene screen.
  • the virtual scene screen can be reduced or enlarged according to the zoom amplitude of the zoom operation, and the virtual models that can be accommodated in the current virtual scene screen and need to be displayed are used as a virtual model set to obtain the virtual model set and determine the virtual model set.
  • virtual controlled objects associated with the virtual model in the graphical user interface display the third virtual scene picture at the third scale and the object controls corresponding to the virtual controlled objects in the graphical user interface, where the virtual model set can be all virtual models, or For part of the virtual model, for example, the entire virtual model can be displayed when zoomed out to a small enough size.
  • the second operation on the object control includes: a drag operation from the object control to the response area of the second virtual model, where the response area includes the second virtual model itself, and/or, The model peripheral area is located in the preset range of the second virtual model.
  • the object control can be moved to the response area of the second virtual model through a drag operation.
  • the response area can be the second virtual model itself, or can include the second virtual model itself and the second virtual model.
  • a response area can be determined on the graphical user interface, and at least one virtual controlled object associated with the virtual model is displayed in the response area, so that at least one virtual controlled object associated with the virtual model in the virtual model set is displayed on the graphical user interface.
  • a virtual controlled object, in which the response area can be around the virtual model (for example, a building). It should be noted that not every virtual model has an associated virtual controlled object. Mobilize virtual controlled objects in the virtual model. For example, you can mobilize troops into an empty virtual model.
  • the response area on the graphical user interface determine the virtual object whose center point is in the response area to obtain a virtual controlled object, and display at least one virtual controlled object in the response area to realize displaying the virtual object on the graphical user interface.
  • At least one virtual controlled object associated with the virtual model in the model collection is dragged from the object control to the response area of the second virtual model.
  • the peripheral area of the model located in the preset range of the second virtual model is obtained to obtain the response area of the second virtual model, and the object control is dragged to the response area of the second virtual model to achieve the purpose of moving the virtual object to the second virtual model.
  • the target virtual scene screen contains the object identification corresponding to the virtual controlled object; the virtual controlled object corresponding to the control object control is moved from the first virtual model to which it belongs to the second virtual model of the virtual model set. , including: generating a first trajectory route from the first virtual model to the second virtual model in the target virtual scene screen; and synchronously controlling the object identification to move along the first trajectory route according to the movement progress of the virtual controlled object.
  • the target virtual scene picture contains an object identifier corresponding to the virtual controlled object, where the object identifier can be used to represent the corresponding virtual controlled object, and the relationship between the virtual controlled object and the corresponding virtual scene picture.
  • the relationship identifier can display the virtual controlled object in the response area through the object identifier.
  • the object identifier can be displayed around the virtual building in the form of "bubble + line".
  • a first trajectory route from the first virtual model to the second virtual model is generated in the target virtual scene screen; According to the movement progress of the virtual controlled object, the synchronous control object identifier moves along the first trajectory route, so that the virtual controlled object corresponding to the control object control moves from the first virtual model to which it belongs to the second virtual model of the virtual model set.
  • the first trajectory route may be a dynamic trajectory and may be used to guide the first virtual model to which the object identification belongs to move to the second virtual model of the virtual model set.
  • a dynamic trajectory is displayed on the graphical user interface, and the object identification of the virtual controlled object moves from the associated first virtual model to the second virtual model along the dynamic trajectory.
  • the second virtual model of the virtual model collection is displayed on the graphical user interface, and the object identification of the virtual controlled object moves from the associated first virtual model to the second virtual model along the dynamic trajectory.
  • the virtual controlled object (troops) associated with the virtual model (building) can only be determined by locating and moving to the virtual scene screen to which it is to be moved. However, in the embodiment of the present disclosure, it is not necessary to Moving to the virtual model (building), the virtual controlled objects (troops) associated with all virtual models (buildings) can be determined through the bubbles outside the virtual model.
  • the target virtual scene picture contains a first relationship identifier corresponding to the virtual controlled object, and the first relationship identifier is used to represent the ownership relationship between the virtual controlled object and the first virtual model; the method also includes : In response to the distance between the moving object identifier and the first virtual model being greater than the first distance threshold, canceling the display of the first relationship identifier in the target virtual scene screen; in response to the distance between the moving object identifier and the second virtual model is less than the second distance threshold, the second relationship identifier is displayed in the target virtual scene screen, where the second relationship identifier is used to represent the ownership relationship between the virtual controlled object and the second virtual model.
  • the target virtual scene picture contains a first relationship identifier corresponding to the virtual controlled object, where the first relationship identifier can be used to represent the ownership relationship between the virtual controlled object and the first virtual model.
  • the ownership relationship between the virtual controlled object and the first virtual model is represented in the form of a line; the target virtual scene picture may include a first virtual scene model and a second virtual model, and the first virtual scene model is associated with at least one through the first relationship identifier.
  • Virtual controlled objects, where the virtual controlled objects may be objects to be mobilized in the virtual scene screen.
  • the object identifier is moved, and in response to the distance between the moved object identifier and the first virtual model being greater than the first distance threshold, the displayed first relationship identifier is canceled in the target virtual picture; in response to The distance between the moving object identifier and the second virtual model is less than the second distance threshold, and the second relationship identifier is displayed in the target virtual scene screen, where the second relationship identifier is used to represent the relationship between the virtual controlled object and the second virtual model. relationship between them.
  • the target virtual picture determines the target virtual picture, move the object identification of the virtual controlled object associated with the first virtual model to the second virtual model, and the distance between the moved object identification and the first virtual model is greater than the first distance threshold, then The first relationship identifier displayed in the target virtual picture is cancelled.
  • the second distance threshold is used to establish the second relationship identifier in the target virtual scene picture.
  • the object identifier of the virtual controlled object is moved from the response area of the first virtual model to the response area of the second virtual model, so as to realize moving the virtual controlled object from the response area of the first virtual model.
  • the purpose of moving to the response area of the second virtual model, where the object identifier can be used to represent the corresponding target virtual controlled object and the first relationship identifier or the second relationship identifier for example, the virtual controlled object is represented by "bubble + line" " form is adsorbed around the building, bubbles can be used to represent controlled object controls, and lines can be used to represent the relationship between virtual controlled objects and virtual models.
  • the virtual controlled object is adsorbed in the response area of the virtual model in the form of "bubble + line", and the bubble of the target virtual controlled object can be moved from the response area of the first virtual model to the second virtual model.
  • the purpose of moving the virtual controlled object from the first virtual model to the second virtual model is achieved.
  • the object identifier adsorbed on the second virtual model can be moved.
  • the movement distance of the object identifier is greater than the first distance
  • the bubble in the object identifier is disconnected from the first virtual model, and the first relationship identifier is canceled in the target virtual scene screen;
  • the target virtual controlled object is dragged to the response area of the second virtual model,
  • the response area of the second virtual model can be highlighted and displayed.
  • the bubbles in the object identifier of the virtual controlled object entering the response area are automatically adsorbed by the second virtual model and generate a second relationship identifier, which is displayed in the target virtual scene screen. Two relationship identifiers to establish the ownership relationship between the virtual controlled object and the second virtual model.
  • displaying the target virtual scene picture corresponding to the target scale in the graphical user interface includes: responding to the first operation of switching the first scale to the target scale.
  • the first operation is to control the scene elements in the virtual scene except the virtual model set to undergo a first size transformation according to the target scale, and control the virtual model set to undergo a second size transformation according to a fourth scale, wherein the fourth scale is smaller than the target scale; in
  • the target virtual scene picture is displayed in the graphical user interface, where the target virtual scene picture includes scene elements that undergo first size transformation according to the target scale, and a virtual model set that undergoes second size transformation according to the fourth scale.
  • the scene elements in the virtual scene except the virtual model set are controlled to undergo a first size transformation according to the target scale, and the virtual model set is controlled to be transformed according to the fourth scale.
  • Perform a second size transformation and display in the graphical user interface the scene elements that undergo the first size transformation according to the target scale, and the target virtual scene picture of the virtual model set that undergoes the second size transformation according to the fourth scale, wherein the fourth scale is smaller than Target scale; scene elements can be coordinate points corresponding to the virtual model.
  • the scale controls the virtual model set to perform a second size transformation according to the fourth scale to obtain the target virtual scene picture.
  • the scene elements in the virtual scene except the virtual model set are controlled to perform equal scaling of the first size according to the target scale to obtain the transformed graphics.
  • the zoomed virtual scene picture can be displayed in the center in the graphical user interface, so that all virtual scene pictures can be overviewed in one graphical user interface.
  • the virtual scene picture can be scaled according to the target scale (X), and the scale smaller than the target scale is determined as the fourth scale (Y). Therefore, X>Y in scaling.
  • the target geometric area is determined based on the position information of each virtual model in the virtual scene in the virtual model set, where the target geometric area includes the position information of each virtual model in the virtual scene; based on The side length of the target geometric area determines the target scale.
  • the target geometric area is determined based on the position information of each virtual model in the virtual scene in the virtual model set, and the target scale is determined based on the side length of the target geometric area, where the target geometric area may be a rectangle, where This is only an example, and no specific restrictions are placed on the shape of the geometric area; the target scale can be used to represent a multiple or ratio of the original virtual scene size, which can be represented by X.
  • determine the position information of each virtual model in the virtual scene determine the target geometric area based on the position information, determine the target scale based on the side length of the target geometric area, and calculate the size of each original virtual scene picture based on the target scale.
  • determine the target scale based on the position information determine a scale smaller than the target scale as the fourth scale, control the scaling of scene elements in the virtual scene except the virtual model set based on the target scale, and scale each virtual scale based on the fourth scale.
  • the size of the model is scaled to obtain a target virtual scene picture, and the target virtual scene picture is displayed in the graphical user interface, where the target virtual scene picture includes scene elements that are transformed in the first size according to the target scale, and scene elements that are transformed in the fourth scale according to the target scale.
  • the user terminal can long-press different virtual models to enter the global mode. Since the building coordinates are fixed in the game, the position display calculation method in the global mode is fixed. Therefore, the user terminal sees the same virtual scene but different virtual models. In the scene screen, the virtual controlled objects displayed may be different.
  • the target geometric area is a rectangular area that includes the position information of each virtual model in the virtual scene and has the smallest area; based on the side length of the target geometric area, the target scale is determined, including: in forming the rectangle Among the multiple sides of the area, determine the longest side, and determine the target side that matches the current resolution of the graphical user interface; determine the target scale based on the longest side and the target side, where the longest side is scaled according to the target scale The ratio between the longest side and the target side satisfies the target ratio.
  • the target geometric information is determined based on the position information, a rectangular area with the smallest area is created, the longest side is determined among the multiple sides constituting the rectangular area, and a target that matches the current resolution of the graphical user interface is determined.
  • Side determine the target scale based on the longest side and the target side, where the ratio between the longest side after scaling the longest side according to the target scale and the target side meets the target ratio; the rectangular area can be a minimum area rectangle.
  • the position information (coordinate points) of the virtual model as a parameter to create a minimum area rectangle so that all coordinate points are within the rectangle and both sides of the rectangle are parallel to the coordinate axis.
  • the longest side of the minimum area rectangle meets the target
  • the scale after scaling is exactly 80% of the corresponding side length of the current resolution, thereby determining the target scale X.
  • Each virtual model in the virtual model collection can be scaled equally according to the target scale to obtain the target virtual scene picture. It should be noted that this The 80% is only used as an example without any specific limitation.
  • the starting point of movement of at least one friendly virtual controlled object and/or at least one enemy virtual controlled object in response to the virtual controlled object is in the target virtual scene screen, in the graphical user interface
  • the second trajectory route of at least one friendly virtual controlled object and/or at least one enemy virtual controlled object is displayed on the screen, where the second trajectory route is used to represent the corresponding friendly virtual controlled object and/or the enemy virtual controlled object.
  • At least one in response to the starting point of movement of at least one friendly virtual controlled object and/or at least one enemy virtual controlled object of the virtual controlled object in the target virtual scene screen, at least one is displayed on the graphical user interface.
  • a second trajectory route of a friendly virtual controlled object and/or at least one enemy virtual controlled object, wherein the second trajectory route is used to represent the corresponding friendly virtual controlled object and/or the enemy virtual controlled object The complete path of movement in the target virtual scene screen.
  • the starting point of the movement of the virtual controlled object is determined.
  • the starting point is in the target virtual scene picture of the virtual scene
  • the second trajectory route of the virtual controlled object is displayed on the graphical user interface, where the second trajectory route can be the marching path information of the virtual controlled object, and can be used to represent where the virtual controlled object is.
  • the target of the virtual scene is the complete path of movement in the virtual scene screen
  • the scope of the scene screen is determined by the scope of the virtual model collection displayed on the graphical user interface.
  • the trajectory route of the friendly virtual controlled object and/or the enemy virtual controlled object is not displayed as a complete trajectory route, but only as a complete trajectory route. See the trajectory part of the target virtual scene that enters the scope of our building.
  • the range of the target virtual scene picture is determined by the range of the virtual model set displayed on the graphical user interface
  • the starting point of the movement of the virtual controlled object is outside the target virtual scene picture of the virtual scene , at this time, its trajectory is incomplete, and the trajectory after entering the target virtual scene will be displayed.
  • the trajectory of the virtual controlled object is not necessarily complete. Only when the virtual controlled object starts to move Only when the starting point is in the target virtual scene picture of the virtual scene, the complete path of the virtual controlled object moving in the target virtual scene picture of the virtual scene can be displayed on the graphical user interface.
  • the first virtual scene picture corresponding to the first scale is displayed in the graphical user interface; in response to the first operation of switching the first scale to the target scale, the target virtual scene corresponding to the target scale is displayed in the graphical user interface Picture and object control; in response to the second operation on the object control, the virtual controlled object corresponding to the control object control moves from the first virtual model to which it belongs to the second virtual model of the virtual model set. That is to say, the present disclosure displays the target virtual scene picture corresponding to the target scale and the object control in the graphical user interface, so that all virtual models and their distribution on the entire map can be summarized on one screen. This can be achieved through the object control. Scheduling virtual controlled objects between different virtual models improves the control efficiency of virtual controlled objects.
  • the above-mentioned virtual model is used as an example of a building model to provide a global visualization method for viewing team calls within a building.
  • the selection of virtual buildings uses direct jump on a large map. If the user wants to move from one virtual building to another, he needs to swipe on the large map to find it, or use markers to locate on the large map. Jump on the map; the viewing/mobilization of troops usually uses a progressive operation of multi-step clicks, from the large map interface outside the virtual building to the interface inside the virtual building, and then from the meeting in the virtual building to the current troops interface and then selecting troops. Carry out mobilization; the troop marching information can only be viewed by viewing the marching troops on the large map. If the departure point or destination exceeds the graphical user interface, you need to move the map perspective by swiping in the corresponding direction.
  • the user needs to locate or find the target virtual building that needs to be mobilized on the map, click on the virtual building that needs to be mobilized, then select the troops in the virtual building to enter the mobilization command interface, and finally click on mobilization.
  • the entire process needs to be displayed 3 interfaces require multi-step operations. For example, if the user wants to check the distribution of his own troops in the virtual building, he needs to locate or find the corresponding virtual building on the map, click on the virtual building and then click the city button to enter the city to view; If the user wants to quickly check the distribution of troops in virtual buildings, he or she needs to frequently switch in and out of virtual buildings to view. Therefore, there is a technology that requires users to mobilize troops between their own virtual buildings, which requires a long process and high operating costs. question.
  • the current interaction scheme is more in line with users' conventional cognition, and the cost of a single click interaction is low, it is useful in scenarios that require high-frequency mobilization of troops or large-scale battles, where time is tight and interaction efficiency is required.
  • the above display shows that it is not clear and intuitive enough for users to identify and locate their own fortress; in the case of troops' viewing interaction, in the current interaction, each time the troops view the virtual building, they need to enter the virtual building to view, and the one-in and one-out interaction is cumbersome and simultaneous Only the troops in one virtual building can be displayed.
  • the user needs to consider the deployment of global troops, there is a problem that it is not intuitive and clear enough to display global information; in the case of troop mobilization, it is necessary to frequently enter and exit the virtual building to select troops, which increases the operating cost.
  • the entire operation process is a click operation, and the user's sense of control and control of the situation is weak; in the case of viewing march information: in most cases, the departure point and destination cannot be in the same graphical user interface display, so only part of the marching path can be displayed on the big map, and the entire marching path information cannot be fully understood.
  • this disclosure uses the display form of the three-level relationship between the big map, the city and the troops to be displayed at the same level through perspective; the troops are adsorbed around the virtual building with bubbles, and the interaction of troop mobilization is carried out by dragging them to objects. form, thereby greatly improving the user's efficiency in viewing and mobilizing their own virtual buildings and units within the virtual buildings.
  • dragging and mobilizing units from a global perspective improves the user's sense of control and control over the situation compared to the previous continuous switching. .
  • a minimum area rectangle is made so that all coordinate points are within the rectangle, At the same time, both sides of the rectangle are parallel to the coordinate axis. At the same time, the minimum area rectangle satisfies: the longer side is exactly 80% of the side length corresponding to the current resolution after scaling according to the ratio of 1:X. After determining the value of X, the large map is scaled to 1: The X scale is scaled and displayed in global view mode.
  • the scaled rectangular area is displayed in the center in the graphical user interface, the virtual buildings in the map are scaled at a 1:Y ratio, and the remaining images are displayed at a fixed ratio, where X>Y.
  • Figure 3 is a schematic diagram of entering the global view mode according to an embodiment of the present disclosure.
  • your own virtual building can be entered into the global view mode. All virtual buildings are displayed on the graphical user interface with the maximum display range. Troops in one's own virtual buildings are adsorbed and displayed around the virtual buildings in the form of bubbles + lines. You can return to the big map interface by clicking the return button.
  • the troops in the virtual building can only be viewed by locating and moving to the virtual building.
  • all the troops in the virtual building can be viewed through the bubbles outside the virtual building.
  • the troops in the virtual building do not need to move to the corresponding virtual building to determine the troops in the virtual building.
  • Figure 4 is a schematic diagram of a virtual object movement according to an embodiment of the present disclosure.
  • the player wants to mobilize the troops in the A virtual building to the B troops, he can press and hold the A virtual object
  • the troops adsorbed on the building are dragged.
  • the dragging distance is greater than a certain value
  • the troop bubble is disconnected from the virtual building.
  • the virtual building dragging area is highlighted and displayed. , entering this area, the troop bubble will be automatically absorbed by the virtual building and connected, and a confirmation pop-up window will pop up.
  • a dynamic trajectory will appear between the AB troops, and the troop bubble will move from the A virtual building to the B virtual building along the trajectory.
  • the geometric center point of the virtual building as the center of the circle, R as the radius to draw a circle, and the area within the circle is the adsorption relationship determination area. If the bubble center point is within the determination area, adsorption is determined, otherwise it is determined to be detached.
  • the detachment and adsorption process has the dynamic effects of troop bubbles and connections. Therefore, when it is determined to be detached, the troop bubble connections will shrink from the city end to the bubble end and disappear, and the adsorbed Instantly, the line connecting the troop bubbles will grow from the end of the bubble to the center end of the city circle, and at the same time, the bubble will be appropriately displaced along the path connecting the two centers.
  • the global mode long press any one's virtual building on the big map to enter the global view mode.
  • the global view mode all one's virtual buildings are displayed on the graphical user interface with the maximum display range.
  • the player can click the return button to return Large map interface, so that you can have an overview of all your own virtual buildings and their approximate distribution on the entire map in a graphical user interface; by adsorbing the troops in your own virtual buildings in the form of "bubbles + lines" and display them around the virtual buildings , so that you can have an overview of the distribution of your own troops on standby in each of your own virtual buildings in a graphical user interface.
  • the method according to the above embodiments can be implemented by means of software plus the necessary general hardware platform. Of course, it can also be implemented by hardware, but in many cases the former is Better implementation.
  • the technical solution of the present disclosure can be embodied in the form of a software product in essence or that contributes to related technologies.
  • the computer software product is stored in a storage medium (such as ROM/RAM, magnetic disk, optical disk). ), includes several instructions to cause a terminal device (which can be a mobile phone, computer, server, or network device, etc.) to execute the methods of various embodiments of the present disclosure.
  • This embodiment also provides a display control device for virtual objects, which provides a graphical user interface through a terminal device.
  • the display content of the graphical user interface includes a virtual scene and multiple virtual models located in the virtual scene.
  • the device is used to implement the above embodiments and preferred implementations, and those that have been described will not be described again.
  • the apparatus described in the following embodiments is preferably implemented in software, implementation in hardware, or a combination of software and hardware, is also possible and contemplated.
  • FIG. 5 is a structural block diagram of a virtual object display control device according to an embodiment of the present disclosure.
  • the virtual object display control device 500 may include: a first display unit 501, a second display unit 502 and Control unit 503.
  • the first display unit 501 is configured to display the first virtual scene picture corresponding to the first scale in the graphical user interface, where the first virtual scene picture includes at least one virtual model;
  • the second display unit 502 is configured to respond to the first operation of switching the first scale to the target scale and display the target virtual scene picture and object control corresponding to the target scale in the graphical user interface, where the target virtual scene picture includes the virtual model to which the virtual model belongs.
  • the virtual model collection, the object control is used to represent the virtual controlled object associated with the virtual model in the virtual model collection;
  • the control unit 503 is configured to respond to the second operation on the object control and control the virtual controlled object corresponding to the object control to move from the first virtual model to which it belongs to the second virtual model of the virtual model set.
  • the first virtual scene picture corresponding to the first scale is displayed in the graphical user interface through the first display unit, where the first virtual scene picture includes at least one virtual model; through the second display unit, in response to The first operation of switching the first scale to the target scale is to display the target virtual scene picture and object control corresponding to the target scale in the graphical user interface, where the target virtual scene picture contains the virtual model set to which the virtual model belongs, and the object control is used to represent The virtual controlled object associated with the virtual model in the virtual model set; through the control unit, in response to the second operation on the object control, the virtual controlled object corresponding to the control object control moves from the first virtual model to which it belongs to the virtual model set. 2.
  • Virtual model in response to the second operation on the object control, the virtual controlled object corresponding to the control object control moves from the first virtual model to which it belongs to the virtual model set.
  • the target virtual scene picture corresponding to the target scale and the object control are displayed in the graphical user interface, so that all virtual models and their distribution on the entire map can be overviewed on one screen.
  • the object control It can realize scheduling of virtual controlled objects between different virtual models, improving the control efficiency of virtual controlled objects.
  • the first operation is a selection operation on at least one virtual model
  • the target scale is a second scale
  • the second display unit 502 is configured to obtain the selected operation in response to the selection operation on at least one virtual model.
  • the virtual model set to which the selected virtual model belongs determine a second scale corresponding to the virtual model set, wherein the second scale enables the virtual model set to be fully displayed in the graphical user interface; display the second scale corresponding to the second scale in the graphical user interface
  • the scale displayed in the graphical user interface is automatically adjusted, so that the virtual model set to which the above-mentioned virtual model belongs is completely displayed on the graphical user interface.
  • This process not only simplifies the player's
  • the operation of adjusting the display ratio of the virtual scene screen also facilitates players to quickly determine other movable virtual models, thereby improving the player's control efficiency over virtual controlled objects.
  • the second display unit 502 is used to reduce the virtual model set displayed at the first scale according to a preset zoom range until all virtual models in the virtual model set are completely displayed to the graphical user. In the interface; when all virtual models in the virtual model collection are completely displayed on the graphical user interface, the corresponding scale is determined as the second scale.
  • the virtual scene screen at the first scale mainly displays the screen content of the virtual model where the player controls the virtual character
  • the player selects a virtual model it is necessary to display the virtual model set to which the virtual model belongs. Zoom out until all virtual models in the virtual model collection are completely displayed on the graphical user interface. This process can quickly determine the optimal second scale, preventing the zoom range from being too large and inconvenient for players to move between virtual models, thus improving players' understanding of the situation. Control efficiency of virtual controlled objects.
  • the first operation is a zoom operation on the first virtual scene screen
  • the target scale is a third scale
  • the second display unit 502 is configured to respond to the zoom operation on the first virtual scene screen, determining The third scale corresponding to the zoom operation; determine the virtual model existing in the third virtual scene screen under the third scale, and determine the virtual model existing in the third virtual scene screen as a virtual model set; determine the virtual model in the virtual model set A virtual controlled object associated with the model; displaying a third virtual scene picture at a third scale and an object control corresponding to the virtual controlled object in the graphical user interface, where the target virtual scene picture includes the third virtual scene picture.
  • the player can manually reduce or enlarge the display scale of the current virtual scene screen, thereby flexibly adjusting the virtual model that can be accommodated in the current virtual scene screen, and improving the player's flexibility in controlling the range of the displayed virtual model.
  • the player's control flexibility of the virtual controlled objects is improved.
  • control unit 503 is used for a second operation on the object control, a drag operation from the object control to a response area of the second virtual model, where the response area includes the second virtual model itself, And/or, located in the model peripheral area within the preset range of the second virtual model.
  • the player can drag the object control to the response area of the second virtual model.
  • This drag operation conforms to the player's operating habit of dragging an object to the target position, and greatly improves the user's understanding of his own virtual model and the virtual model.
  • the efficiency of viewing and mobilizing controlled objects Dragging virtual controlled objects from a global perspective improves the user's sense of control and control over the situation compared to previous continuous switching.
  • the virtual controlled object can be triggered to move from the first virtual model to the second virtual model, avoiding In the related technology, the player is required to re-perform the drag operation without dragging to the second virtual model, which leads to the problem of low control efficiency of the virtual controlled object, thus improving the player's ability to control the virtual controlled object. object control efficiency.
  • the target virtual scene screen contains an object identifier corresponding to the virtual controlled object; the control unit 503 is configured to generate a first virtual model from a first virtual model to a second virtual model in the target virtual scene screen.
  • Trajectory route According to the movement progress of the virtual controlled object, the synchronous control object identifier moves along the first trajectory route.
  • the player can be assisted to slide based on the generated movement trajectory route, thereby providing operation assistance to the player. It also displays the current movement progress of the virtual controlled object controlled by the player in real time, improving the intuitiveness of the player's operation.
  • the target virtual scene picture includes a first relationship identifier corresponding to the virtual controlled object, and the first relationship identifier is used to represent the ownership relationship between the virtual controlled object and the first virtual model;
  • the virtual object The display control device 500 may further include a third display unit, wherein the third display unit may be configured to cancel the display in the target virtual scene screen in response to the distance between the moving object identifier and the first virtual model being greater than the first distance threshold. Display the first relationship identifier; in response to the distance between the moving object identifier and the second virtual model being less than the second distance threshold, display the second relationship identifier in the target virtual scene screen, where the second relationship identifier is used to represent the virtual object The ownership relationship between the control object and the second virtual model.
  • the player can be assisted to quickly obtain the ownership relationship between the virtual controlled object and the second virtual model based on the relationship identification displayed in the virtual scene screen, thereby facilitating the player's understanding of the overall scene screen and thereby improving the player's understanding of the entire scene screen. Movement control of each virtual controlled object between each virtual model. At the same time, when the player controls the virtual controlled object to move from the first virtual model to the second virtual model, the relationship identifier is updated in time, thereby improving the timeliness of system information update.
  • the second display unit 502 in response to the first operation of switching the first scale to the target scale, is configured to control the virtual scene in response to the first operation of switching the first scale to the target scale.
  • the scene elements outside the virtual model set undergo a first size transformation according to the target scale, and the virtual model set is controlled to undergo a second size transformation according to a fourth scale, wherein the fourth scale is smaller than the target scale; displaying the target virtual scene picture in the graphical user interface , wherein the target virtual scene picture includes scene elements that undergo first size transformation according to the target scale, and a virtual model set that undergoes second size transformation according to the fourth scale.
  • the scene elements in the virtual scene except the virtual model set are controlled to perform equal scaling of the first size according to the target scale to obtain the transformed graphics.
  • the zoomed virtual scene picture can be displayed in the center in the graphical user interface, so that all virtual scene pictures can be overviewed in one graphical user interface.
  • multiple virtual models of different sizes are displayed in the same virtual scene screen, highlighting the display to prompt the user and improving the richness of the virtual scene screen display.
  • the display control device 500 of the virtual object may further include an information determination unit, wherein the information determination unit is configured to determine the target based on the position information of each virtual model in the virtual model set in the virtual scene. Geometric area, where the target geometric area includes position information of each virtual model in the virtual scene; based on the side length of the target geometric area, the target scale is determined.
  • the target geometric area is determined based on the position information of each virtual model in the virtual model set, and the target scale is determined based on the side length of the target geometric area to quickly switch the first scale to the target scale.
  • the virtual scene screen Each virtual model in the virtual model collection can be included in the virtual model collection, thereby improving the player's efficiency in switching the screen scale of the virtual scene.
  • the target geometric area is a rectangular area that includes the position information of each virtual model in the virtual scene and has the smallest area; the information determining unit is configured to determine, among the multiple sides constituting the rectangular area, The longest side, and determine the target side that matches the current resolution of the graphical user interface; determine the target scale based on the longest side and the target side, where the longest side and the target side after scaling the longest side according to the target scale The proportion between them meets the target ratio.
  • the target side that matches the current resolution of the graphical user interface is selected from multiple sides, and the scene is not affected when the display scale of the virtual scene is switched.
  • the resolution of the screen can avoid the problem of resolution drop and improve the player's gaming experience.
  • the third display unit is further configured to display the target virtual controlled object in response to a starting point of movement of at least one friendly virtual controlled object and/or at least one enemy virtual controlled object of the virtual controlled object.
  • the second trajectory route of at least one friendly virtual controlled object and/or at least one enemy virtual controlled object is displayed on the graphical user interface, where the second trajectory route is used to represent the corresponding friendly virtual controlled object. The complete path of the controlled object and/or enemy virtual controlled object moving in the target virtual scene.
  • the above-mentioned third display unit by displaying the dynamic trajectories of friendly and enemy forces, can provide an overview of the complete marching path of our own forces on the entire map in a graphical user interface; and can view the enemy's attacking troop's marching path and general movement path from a wide-range perspective.
  • the orientation enables rapid and efficient mobilization of troops between virtual buildings, thereby solving the technical problem of low interaction efficiency of virtual building facilities in game scenes.
  • each of the above units can be implemented through software or hardware.
  • it can be implemented in the following ways, but is not limited to this: the above units are all located in the same processor; or the above units can be implemented in any combination.
  • the forms are located in different processors.
  • Embodiments of the present disclosure also provide a computer-readable storage medium having a computer program stored in the computer-readable storage medium, Wherein, the computer program is configured to execute the steps in any of the above method embodiments when running.
  • the above-mentioned computer-readable storage medium may be configured to store a computer program for performing the following steps:
  • the virtual controlled object corresponding to the control object control moves from the first virtual model to which it belongs to the second virtual model of the virtual model set.
  • the above embodiment displays the first virtual scene picture corresponding to the first scale in the graphical user interface; in response to the first operation of switching the first scale to the target scale, displays the target virtual scene picture and objects corresponding to the target scale in the graphical user interface Control; in response to the second operation on the object control, the virtual controlled object corresponding to the control object control moves from the first virtual model to which it belongs to the second virtual model of the virtual model set. That is to say, in the embodiment of the present disclosure, the target virtual scene picture corresponding to the target scale and the object control are displayed in the graphical user interface, so that all virtual models and their distribution on the entire map can be overviewed on one screen. Through the object control It can realize scheduling of virtual controlled objects between different virtual models, improving the control efficiency of virtual controlled objects.
  • the first operation is a selection operation on at least one virtual model
  • the target scale is a second scale
  • the virtual model to which the selected virtual model belongs is obtained.
  • Model collection determine a second scale corresponding to the virtual model collection, wherein the second scale enables the virtual model collection to be fully displayed in the graphical user interface; display the second virtual scene picture and object control corresponding to the second scale in the graphical user interface , wherein the target virtual scene picture includes the second virtual scene picture.
  • the scale displayed in the graphical user interface is automatically adjusted, so that the virtual model set to which the above virtual model belongs is completely displayed on the graphical user interface.
  • This process not only simplifies the player's adjustment of the virtual model
  • the operation of the scene display ratio also facilitates players to quickly determine other movable virtual models, thereby improving the player's control efficiency over virtual controlled objects.
  • the second scale is determined in the following manner: reducing the virtual model set displayed at the first scale according to a preset zoom range until all virtual models in the virtual model set are completely displayed in the graphic In the user interface; when all virtual models in the virtual model collection are completely displayed on the graphical user interface, the corresponding scale is determined as the second scale.
  • the virtual scene screen at the first scale mainly displays the screen content of the virtual model where the player controls the virtual character
  • the screen needs to be reduced.
  • this process can quickly determine the optimal second scale to prevent the scaling from being too large and inconvenient for players to move between virtual models, thereby improving the player's understanding of the virtual model. control efficiency of controlled objects.
  • the first operation is a zoom operation on the first virtual scene picture
  • the target scale is a third scale
  • a third scale corresponding to the zoom operation is determined ;
  • the player can manually reduce or enlarge the display scale of the current virtual scene screen, thereby flexibly adjusting the virtual model that can be accommodated in the current virtual scene screen, and improving the player's flexibility in controlling the range of the displayed virtual model.
  • the player's control flexibility of the virtual controlled objects is improved.
  • the second operation on the object control includes: a drag operation from the object control to a response area of the second virtual model, where the response area includes the second virtual model itself, and/or , located in the model peripheral area within the preset range of the second virtual model.
  • the player can drag the object control to the response area of the second virtual model.
  • This drag operation conforms to the player's operating habit of dragging an object to the target position, and greatly improves the user's understanding of his own virtual model and the virtual model.
  • the efficiency of viewing and mobilizing controlled objects Dragging virtual controlled objects from a global perspective improves the user's sense of control and control over the situation compared to previous continuous switching.
  • the virtual controlled object can be triggered to move from the first virtual model to the second virtual model, avoiding In the related technology, the player is required to re-perform the drag operation without dragging to the second virtual model, which leads to the problem of low control efficiency of the virtual controlled object, thereby improving the player's control efficiency of the virtual controlled object.
  • the target virtual scene picture contains an object identifier corresponding to the virtual controlled object;
  • the control object Moving the virtual controlled object corresponding to the elephant control from the first virtual model to which it belongs to the second virtual model of the virtual model set includes: generating a first trajectory route from the first virtual model to the second virtual model in the target virtual scene screen. ; According to the movement progress of the virtual controlled object, the synchronous control object identification moves along the first trajectory route.
  • the player can be assisted to slide based on the generated movement trajectory route, thereby providing operation assistance to the player. It also displays the current movement progress of the virtual controlled object controlled by the player in real time, improving the intuitiveness of the player's operation.
  • the target virtual scene picture includes a first relationship identifier corresponding to the virtual controlled object, and the first relationship identifier is used to represent the ownership relationship between the virtual controlled object and the first virtual model; the method further The method includes: in response to the distance between the moving object identification and the first virtual model being greater than the first distance threshold, canceling the display of the first relationship identification in the target virtual scene screen; in response to the distance between the moving object identification and the second virtual model If the distance is less than the second distance threshold, the second relationship identifier is displayed in the target virtual scene screen, where the second relationship identifier is used to represent the ownership relationship between the virtual controlled object and the second virtual model.
  • the player can be assisted to quickly obtain the ownership relationship between the virtual controlled object and the second virtual model based on the relationship identifier displayed in the virtual scene screen, thereby facilitating the player's understanding of the overall scene screen, thereby improving the player's understanding of each Movement control of virtual controlled objects between virtual models.
  • the relationship identifier is updated in time, thereby improving the timeliness of system information update.
  • displaying the target virtual scene picture corresponding to the target scale in the graphical user interface includes: responding to switching the first scale to the target scale.
  • the first operation is to control the scene elements in the virtual scene except the virtual model set to undergo a first size transformation according to the target scale, and control the virtual model set to undergo a second size transformation according to a fourth scale, wherein the fourth scale is smaller than the target scale;
  • the target virtual scene picture is displayed in the graphical user interface, where the target virtual scene picture includes scene elements that undergo first size transformation according to the target scale, and a virtual model set that undergoes second size transformation according to the fourth scale.
  • the scene elements in the virtual scene except the virtual model set are controlled to perform equal scaling of the first size according to the target scale, and the transformed graphical user interface is obtained.
  • the zoomed virtual scene picture can be displayed in the center of the graphical user interface, so that all virtual scene pictures can be overviewed in one graphical user interface.
  • multiple virtual models of different sizes are displayed in the same virtual scene screen, highlighting the display to prompt the user and improving the richness of the virtual scene screen display.
  • the target geometric area is determined based on the position information of each virtual model in the virtual scene in the virtual model set, where the target geometric area includes the position information of each virtual model in the virtual scene; Based on the side length of the target geometric area, the target scale is determined.
  • the target geometric area is determined based on the position information of each virtual model in the virtual model set, and the target scale is determined based on the side length of the target geometric area to quickly switch the first scale to the target scale.
  • the virtual scene screen Each virtual model in the virtual model collection can be included in the virtual model collection, thereby improving the player's efficiency in switching the screen scale of the virtual scene.
  • the target geometric area is a rectangular area that includes the position information of each virtual model in the virtual scene and has the smallest area; based on the side length of the target geometric area, the target scale is determined, including: in the composition Among the multiple sides of the rectangular area, determine the longest side, and determine the target side that matches the current resolution of the graphical user interface; determine the target scale based on the longest side and the target side, where the longest side is measured according to the target scale The ratio between the scaled longest side and the target side meets the target ratio.
  • the target side that matches the current resolution of the graphical user interface is selected from multiple edges, and the scene is not affected when switching the display ratio of the virtual scene screen.
  • the resolution of the screen can avoid the problem of resolution drop and improve the player's gaming experience.
  • the starting point of movement of at least one friendly virtual controlled object and/or at least one enemy virtual controlled object in response to the virtual controlled object is in the target virtual scene screen, in the graphical user
  • a second trajectory route of at least one friendly virtual controlled object and/or at least one enemy virtual controlled object is displayed on the interface, where the second trajectory route is used to represent the corresponding friendly virtual controlled object and/or enemy The complete path of the virtual controlled object moving in the target virtual scene.
  • the computer-readable storage medium may include but is not limited to: U disk, read-only memory (Read-Only Memory, referred to as ROM), random access memory (Random Access Memory, referred to as Various media that can store computer programs, such as RAM), mobile hard disk, magnetic disk or optical disk.
  • Embodiments of the present disclosure also provide an electronic device, including a memory and a processor.
  • a computer program is stored in the memory, and the processor is configured to run the computer program to perform the steps in any of the above method embodiments.
  • the above-mentioned electronic device may further include a transmission device and an input-output device, wherein the transmission device is connected to the above-mentioned processor, and the input-output device is connected to the above-mentioned processor.
  • the above-mentioned processor may be configured to perform the following steps through a computer program:
  • the virtual controlled object corresponding to the control object control moves from the first virtual model to which it belongs to the second virtual model of the virtual model set.
  • the first operation is a selection operation on at least one virtual model
  • the target scale is a second scale
  • the target virtual scene picture and object control corresponding to the target scale include: in response to the selection operation of at least one virtual model, obtaining the virtual model set to which the selected virtual model belongs; determining the second scale corresponding to the virtual model set, wherein the The second scale allows the virtual model set to be fully displayed in the graphical user interface; the second virtual scene picture and object control corresponding to the second scale are displayed in the graphical user interface, where the target virtual scene picture includes the second virtual scene picture.
  • the scale displayed in the graphical user interface is automatically adjusted, so that the virtual model set to which the above virtual model belongs is completely displayed on the graphical user interface.
  • This process not only simplifies the player's adjustment of the virtual model
  • the operation of the scene display ratio also facilitates players to quickly determine other movable virtual models, thereby improving the player's control efficiency over virtual controlled objects.
  • the second scale is determined in the following manner: reducing the virtual model set displayed at the first scale according to a preset zoom range until all virtual models in the virtual model set are completely displayed in the graphic In the user interface; when all virtual models in the virtual model collection are completely displayed on the graphical user interface, the corresponding scale is determined as the second scale.
  • the virtual scene screen at the first scale mainly displays the screen content of the virtual model where the player controls the virtual character
  • the screen needs to be reduced.
  • this process can quickly determine the optimal second scale to prevent the scaling from being too large and inconvenient for players to move between virtual models, thereby improving the player's understanding of the virtual model. control efficiency of controlled objects.
  • the first operation is a zoom operation on the first virtual scene screen
  • the target scale is a third scale
  • Displaying the target virtual scene picture and object controls corresponding to the target scale includes: responding to the zoom operation on the first virtual scene picture, determining the third scale corresponding to the zoom operation; determining the virtual scene existing in the third virtual scene picture under the third scale.
  • the model and determine the virtual model existing in the third virtual scene screen as a virtual model set; determine the virtual controlled object associated with the virtual model in the virtual model set; display the third virtual scene at the third scale in the graphical user interface The picture and the object control corresponding to the virtual controlled object, wherein the target virtual scene picture includes the third virtual scene picture.
  • the player can manually reduce or enlarge the display scale of the current virtual scene screen, thereby flexibly adjusting the virtual model that can be accommodated in the current virtual scene screen, and improving the player's flexibility in controlling the range of the displayed virtual model.
  • the player's control flexibility of the virtual controlled objects is improved.
  • the second operation on the object control includes: a drag operation from the object control to a response area of the second virtual model, where the response area includes the second virtual model itself, and/or , located in the model peripheral area within the preset range of the second virtual model.
  • the player can drag the object control to the response area of the second virtual model.
  • This drag operation conforms to the player's operating habit of dragging an object to the target position, and greatly improves the user's understanding of his own virtual model and the virtual model.
  • the efficiency of viewing and mobilizing controlled objects Dragging virtual controlled objects from a global perspective improves the user's sense of control and control over the situation compared to previous continuous switching.
  • the virtual controlled object can be triggered to move from the first virtual model to the second virtual model, avoiding In the related technology, the player is required to re-perform the drag operation without dragging to the second virtual model, which leads to the problem of low control efficiency of the virtual controlled object, thereby improving the player's control efficiency of the virtual controlled object.
  • the target virtual scene screen contains an object identifier corresponding to the virtual controlled object; the virtual controlled object corresponding to the control object control is moved from the first virtual model to which it belongs to the second virtual model of the virtual model set.
  • the model includes: generating a first trajectory route from the first virtual model to the second virtual model in the target virtual scene screen; and synchronously controlling the object identification to move along the first trajectory route according to the movement progress of the virtual controlled object.
  • the player can be assisted to slide based on the generated movement trajectory route, thereby providing operation assistance to the player. It also displays the current movement progress of the virtual controlled object controlled by the player in real time, improving the intuitiveness of the player's operation.
  • the target virtual scene picture includes a first relationship identifier corresponding to the virtual controlled object, and the first relationship identifier is used to represent the ownership relationship between the virtual controlled object and the first virtual model; the method further The method includes: in response to the distance between the moving object identification and the first virtual model being greater than the first distance threshold, canceling the display of the first relationship identification in the target virtual scene screen; in response to the distance between the moving object identification and the second virtual model If the distance is less than the second distance threshold, the second relationship identifier is displayed in the target virtual scene screen, where the second relationship identifier is used to represent the ownership relationship between the virtual controlled object and the second virtual model.
  • the player can be assisted to quickly obtain the ownership relationship between the virtual controlled object and the second virtual model based on the relationship identifier displayed in the virtual scene screen, thereby facilitating the player's understanding of the overall scene screen, thereby improving the player's understanding of each Movement control of virtual controlled objects between virtual models.
  • the relationship identifier is updated in time, thereby improving the timeliness of system information update.
  • displaying the target virtual scene picture corresponding to the target scale in the graphical user interface includes: responding to switching the first scale to the target scale.
  • the first operation is to control the scene elements in the virtual scene except the virtual model set to undergo a first size transformation according to the target scale, and control the virtual model set to undergo a second size transformation according to a fourth scale, wherein the fourth scale is smaller than the target scale;
  • the target virtual scene picture is displayed in the graphical user interface, where the target virtual scene picture includes scene elements that undergo first size transformation according to the target scale, and a virtual model set that undergoes second size transformation according to the fourth scale.
  • the scene elements in the virtual scene except the virtual model set are controlled to perform equal scaling of the first size according to the target scale, and the transformed graphical user interface is obtained.
  • the zoomed virtual scene picture can be displayed in the center of the graphical user interface, so that all virtual scene pictures can be overviewed in one graphical user interface.
  • multiple virtual models of different sizes are displayed in the same virtual scene screen, highlighting the display to prompt the user and improving the richness of the virtual scene screen display.
  • the target geometric area is determined based on the position information of each virtual model in the virtual scene in the virtual model set, where the target geometric area includes the position information of each virtual model in the virtual scene; Based on the side length of the target geometric area, the target scale is determined.
  • the target geometric area is determined based on the position information of each virtual model in the virtual model set, and the target scale is determined based on the side length of the target geometric area to quickly switch the first scale to the target scale.
  • the virtual scene screen Each virtual model in the virtual model collection can be included in the virtual model collection, thereby improving the player's efficiency in switching the screen scale of the virtual scene.
  • the target geometric area is a rectangular area that includes the position information of each virtual model in the virtual scene and has the smallest area; based on the side length of the target geometric area, the target scale is determined, including: in the composition Among the multiple sides of the rectangular area, determine the longest side, and determine the target side that matches the current resolution of the graphical user interface; determine the target scale based on the longest side and the target side, where the longest side is measured according to the target scale The ratio between the scaled longest side and the target side meets the target ratio.
  • the target side that matches the current resolution of the graphical user interface is selected from multiple edges, and the scene is not affected when switching the display ratio of the virtual scene screen.
  • the resolution of the screen can avoid the problem of resolution drop and improve the player's gaming experience.
  • the starting point of movement of at least one friendly virtual controlled object and/or at least one enemy virtual controlled object in response to the virtual controlled object is in the target virtual scene screen, in the graphical user
  • a second trajectory route of at least one friendly virtual controlled object and/or at least one enemy virtual controlled object is displayed on the interface, where the second trajectory route is used to represent the corresponding friendly virtual controlled object and/or enemy The complete path of the virtual controlled object moving in the target virtual scene.
  • the complete marching path of the friendly forces on the entire map can be summarized in a graphical user interface; and the marching path and general direction of the enemy's attacking forces can be viewed from a wide-range perspective. , realizing the rapid and efficient mobilization of troops between virtual buildings, thereby solving the technical problem of low interaction efficiency of virtual building facilities in game scenes.
  • FIG. 6 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. As shown in FIG. 6 , the electronic device 600 is only an example and should not bring any limitations to the functions and usage scope of the embodiments of the present disclosure.
  • electronic device 600 is embodied in the form of a general computing device.
  • the components of the electronic device 600 may include, but are not limited to: the above-mentioned at least one processor 610, the above-mentioned at least one memory 620, connecting different system components (including the memory 620 and the processor). 610) bus 630 and display 640.
  • the above-mentioned memory 620 stores program code, and the program code can be executed by the processor 610, so that the processor 610 performs the steps according to various exemplary embodiments of the present disclosure described in the above-mentioned method part of the embodiment of the present disclosure.
  • the memory 620 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 6201 and/or a cache storage unit 6202, and may further include a read-only storage unit (ROM) 6203, and may further include Non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • RAM random access storage unit
  • ROM read-only storage unit
  • Non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • memory 620 may also include a program/utility 6204 having a set of (at least one) program modules 6205 including, but not limited to: an operating system, one or more applications, other program modules As well as program data, each of these examples or some combination may include an implementation of a network environment.
  • the memory 620 may further include memory located remotely relative to the processor 610, and these remote memories may be connected to the electronic device 600 through a network. Examples of the above-mentioned networks include but are not limited to the Internet, intranets, local area networks, mobile communication networks and combinations thereof.
  • Bus 630 may be representative of one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, a graphics acceleration port, processor 610, or a server using any of a variety of bus structures. Domain bus.
  • the display 640 may be, for example, a touch-screen liquid crystal display (LCD), which may enable a user to interact with the user interface of the electronic device 600 .
  • LCD liquid crystal display
  • the electronic device 600 may also communicate with one or more external devices 700 (such as a keyboard, a pointing device, a Bluetooth device, etc.), and may also communicate with one or more devices that enable the user to interact with the electronic device 600, and/or communicate with any device (eg, router, modem, etc.) that enables the electronic device 600 to communicate with one or more other computing devices. This communication may occur through input/output (I/O) interface 650.
  • the electronic device 600 may also communicate with one or more networks (eg, a local area network (LAN), a wide area network (WAN), and/or a public network, such as the Internet) through the network adapter 660. As shown in FIG.
  • network adapter 660 communicates with other modules of electronic device 600 through bus 630 . It should be understood that, although not shown in Figure 6, other hardware and/or software modules may be used in conjunction with the electronic device 600, which may include, but are not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, Tape drives and data backup storage systems, etc.
  • the above-mentioned electronic device 600 may also include: a keyboard, a cursor control device (such as a mouse), an input/output interface (I/O interface), a network interface, a power supply, and/or a camera.
  • a keyboard such as a keyboard
  • a cursor control device such as a mouse
  • I/O interface input/output interface
  • network interface such as a power supply
  • power supply such as a camera
  • FIG. 6 is only illustrative and does not limit the structure of the above-mentioned electronic device.
  • electronic device 600 may also include more or fewer components than shown in FIG. 6 , or have a different configuration than shown in FIG. 1 .
  • the memory 620 can be used to store computer programs and corresponding data, such as the computer programs and corresponding data corresponding to the data processing method in the embodiments of the present disclosure.
  • the processor 610 executes various functional applications and data processing by running computer programs stored in the memory 620, that is, implementing the above data processing method.
  • the disclosed technical content can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of units can be a logical functional division. In actual implementation, there may be other division methods.
  • multiple units or components can be combined or integrated into Another system, or some features can be ignored, or not implemented.
  • the coupling or direct coupling or communication connection between each other shown or discussed may be through some interfaces, and the indirect coupling or communication connection of the units or modules may be in electrical or other forms.
  • Units described as separate components may or may not be physically separate, and 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 over multiple 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 above integrated units can be implemented in the form of hardware or software functional units.
  • Integrated units may be stored in a computer-readable storage medium if they are implemented in the form of software functional units and sold or used as independent products.
  • the technical solution of the present disclosure is essentially or contributes to the relevant technology, or all or 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 of various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk and other media that can store program code. .

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Abstract

一种虚拟对象的显示控制方法,通过终端设备提供一图形用户界面,图形用户界面的显示内容包括虚拟场景,以及位于虚拟场景中的多个虚拟模型,包括:在图形用户界面中显示第一比例尺对应的第一虚拟场景画面(S202);响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件(S204);响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型(S206)。本公开提高了对虚拟受控对象的控制效率。 (图2)

Description

虚拟对象的显示控制方法、装置、存储介质和电子装置
相关申请的交叉引用
本公开要求于2022年06月08日提交的申请号为202210641066.3、名称为“虚拟对象的显示控制方法、装置、存储介质和电子装置”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入全文。
技术领域
本公开涉及计算机领域,具体而言,涉及一种虚拟对象的显示控制方法、装置、存储介质和电子装置。
背景技术
目前,在游戏应用中,选择查看虚拟建筑内部资源的方式通常是在大地图上直接点击虚拟建筑跳转至虚拟建筑内部,比如,查看虚拟建筑中部队需要进入到建筑内部查看,且同时只能显示当前建筑中的部队。
在相关技术中,将当前虚拟建筑的内部资源移动至另一个虚拟模型时,需要在不同的建筑中来回切换,但是该方法进出频繁、操作繁琐,效率较低。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
根据本公开的一个方面,提供了一种虚拟对象的显示控制方法,通过终端设备提供一图形用户界面,图形用户界面的显示内容包括虚拟场景,以及位于虚拟场景中的多个虚拟模型,虚拟对象的显示控制方法包括:在图形用户界面中显示第一比例尺对应的第一虚拟场景画面,其中,第一虚拟场景画面包含至少一虚拟模型;响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,其中,目标虚拟场景画面包含虚拟模型所属的虚拟模型集合,对象控件用于表示虚拟模型集合中的虚拟模型关联的虚拟受控对象;响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。
根据本公开的一个方面,还提供了一种虚拟对象的显示控制装置,通过终端设备提供一图形用户界面,图形用户界面的显示内容包括虚拟场景,以及位于虚拟场景中的多个虚拟模型,虚拟对象的显示控制装置包括:第一显示单元,用于在图形用户界面中显示第一比例尺对应的第一虚拟场景画面,其中,第一虚拟场景画面包含至少一虚拟模型;第二显示单元,用于响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,其中,目标虚拟场景画面包含虚拟模型所属的虚拟模型集合,对象控件用于表示虚拟模型集合中的虚拟模型关联的虚拟受控对象;控制单元,用于响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。
根据本公开的一个方面,还提供了一种计算机可读存储介质,该计算机可读存储介质中存储有计算机程序,其中,计算机程序被设置为运行时执行上述任一项中的虚拟对象的显示控制方法。
根据本公开的一个方面,还提供了一种电子装置,包括存储器和处理器,存储器中存储有计算机程序,处理器被设置为运行计算机程序以执行上述任一项中的虚拟对象的显示控制方法。
在本发明实施例中,在图形用户界面中显示第一比例尺对应的第一虚拟场景画面;响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件;响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。也就是说,本发明通过在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,从而可以在一个屏内总览所有虚拟模型及其在整个地图上的分布情况,进而提高对虚拟受控对象的控制效率。
附图说明
图1是根据本公开其中之一实施例的一种虚拟对象的显示控制方法的移动终端的硬件结构框图;
图2是根据本公开其中之一实施例的一种虚拟对象的显示控制方法的流程图;
图3是根据本公开其中之一实施例的一种进入全局查看模式的示意图;
图4是根据本公开其中之一实施例的一种虚拟对象移动的示意图;
图5是根据本公开其中之一实施例的一种虚拟对象的显示控制装置的结构框图;
图6是根据本公开实施例的一种电子装置的示意图。
具体实施方式
为了使本技术领域的人员更好地理解本公开方案,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,显然,所描述的实施例仅仅是本公开一部分的实施例,而不是全部的实施例。基于本公开中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本公开保护的范围。
需要说明的是,本公开的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本公开的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
首先,在对本公开实施例进行描述的过程中出现的部分名词或术语适用于如下解释:
玩家之间对战(Player VS Player,简称为PVP),可以指玩家与玩家之间的对战;
全局查看模式,可以指查看所有己方建筑和建筑内部队信息的地图视角模式;
策略游戏(Simulation Game,简称为SLG),可以指策略游戏,可以为模拟游戏的衍生类型;
虚拟建筑,可以指在游戏中可容纳己方军事单位的建筑设施,可以包括要塞、野外要塞、大型要塞、军营、分城、斥候营地和预备兵营等。
根据本公开其中一实施例,提供了一种虚拟对象的显示控制方法的实施例,需要说明的是,在附图的流程图示出的步骤可以在诸如一组计算机可执行指令的计算机系统中执行,并且,虽然在流程图中示出了逻辑顺序,但是在某些情况下,可以以不同于此处的顺序执行所示出或描述的步骤。
该方法实施例可以在移动终端、计算机终端或者类似的运算装置中执行。以运行在移动终端上为例,该移动终端可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑(Personal Digital Assistant,PAD)以及移动互联网设备(Mobile Internet Devices,简称为MID)、游戏机等终端设备。图1是本公开实施例的一种虚拟对象的显示控制方法的移动终端的硬件结构框图。如图1所示,移动终端可以包括一个或多个(图1中仅示出一个)处理器102(处理器102可以包括但不限于中央处理器(Central Processing Unit,简称为CPU)、图形处理器(Graphics Processing Unit,简称为GPU)、数字信号处理(Digital Signal Processing,简称为DSP)芯片、微处理器(Microcontroller Unit,简称为MCU)、可编程逻辑器件(Field Programmable Gate Array,简称为FPGA)、神经网络处理器(Neural network Processing Unit,简称为NPU)、张量处理器(Tensor Processing Unit,简称为TPU)、人工智能(Artificial Intelligence,简称为AI)类型处理器等的处理装置)和用于存储数据的存储器104。可选地,上述移动终端还可以包括用于通信功能的传输设备106、输入输出设备108以及显示设备110。本领域普通技术人员可以理解,图1所示的结构仅为示意,其并不对上述移动终端的结构造成限定。例如,移动终端还可包括比图1中所示更多或者更少的组件,或者具有与图1所示不同的配置。
存储器104可用于存储计算机程序,例如,应用软件的软件程序以及模块,如本公开实施例中的虚拟对象的显示控制方法对应的计算机程序,处理器102通过运行存储在存储器104内的计算机程序,从而执行各种功能应用以及数据处理,即实现上述的虚拟对象的显示控制方法。存储器104可包括高速随机存储器,还可包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器104可进一步包括相对于处理器102远程设置的存储器,这些远程存储器可以通过网络连接至移动终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
传输设备106用于经由一个网络接收或者发送数据。上述的网络具体实例可包括移动终端的通信供应商提供的无线网络。在一个实例中,传输设备106包括一个网络适配器(Network Interface Controller,简称为NIC),其可通过基站与其他网络设备相连从而可与互联网进行通讯。在一个实例中,传输设备106可以为射频(Radio Frequency,简称为RF)模块,其用于通过无线方式与互联网进行通讯。
输入输出设备108中的输入可以来自多个人体学接口设备(Human Interface Device,简称为HID)。例如:键盘和鼠标、游戏手柄、其他专用游戏控制器(如:方向盘、鱼竿、跳舞毯、遥控器等)。部分人体学接口设备除了提供输入功能之外,还可以提供输出功能,例如:游戏手柄的力反馈与震动、控制器的音频输出等。
显示设备110可以例如平视显示器(Head Up Display,简称为HUD)、触摸屏式的液晶显示器(Liquid Crystal Display,简称为LCD)和触摸显示器(也被称为“触摸屏”或“触摸显示屏”)。该 液晶显示器可使得用户能够与移动终端的用户界面进行交互。在一些实施例中,上述移动终端具有图形用户界面(Graphical User Interface,简称为GUI),用户可以通过触摸触敏表面上的手指接触和/或手势来与GUI进行人机交互,此处的人机交互功能可选的包括如下交互:创建网页、绘图、文字处理、制作电子文档、游戏、视频会议、即时通信、收发电子邮件、通话界面、播放数字视频、播放数字音乐和/或网络浏览等、用于执行上述人机交互功能的可执行指令被配置/存储在一个或多个处理器可执行的计算机程序产品或可读存储介质中。
根据本公开其中一实施例,提供了一种虚拟对象的显示控制方法,通过终端设备提供一图形用户界面,图形用户界面的显示内容包括虚拟场景,以及位于虚拟场景中的多个虚拟模型,其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备;虚拟场景可以是游戏场景;虚拟模型可以是游戏场景中的建筑设施,可以为游戏场景中放置有建筑设施的封闭空间。
图2是根据本公开其中一实施例的虚拟对象的显示控制方法的流程图。如图2所示,该方法可以包括如下步骤:
步骤S202,在图形用户界面中显示第一比例尺对应的第一虚拟场景画面,其中,第一虚拟场景画面包含至少一虚拟模型。
在本公开上述步骤S202提供的技术方案中,可以根据第一比例尺在图形用户界面中显示第一虚拟场景画面,其中,第一比例尺可以为根据实际需求设定的值,第一虚拟场景画面可以为包括任意一个己方建筑的虚拟场景画面,虚拟模型可以包括建筑模型等。
可选地,可以根据用户终端的自身需求,按照预先设定或选择的第一比例尺在图像用户界面中显示第一虚拟场景画面,从而达到显示想查看的虚拟场景画面的目的。
步骤S204,响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,其中,目标虚拟场景画面包含虚拟模型所属的虚拟模型集合,对象控件用于表示虚拟模型集合中的虚拟模型关联的虚拟受控对象。
在本公开上述步骤S204提供的技术方案中,可以通过第一操作,将第一比例尺切换为目标比例尺,响应于将第一比例尺切换为目标比例尺的第一操作,在图像用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,其中,第一操作可以为对图像用户界面的操作,该选择操作可以是由用户在图形用户界面所显示的大地图上对允许进行选择的虚拟场景画面进行触控而产生的操作,比如,长按触控操作、单击触控操作、双击触控操作、滑动操作等,比如,可以通过对图形用户界面的滑动操作将虚拟场景画面由第一比例尺切换为目标比例尺等,此处不对第一操作做具体限制,只要是将虚拟场景画面从第一比例尺切换为目标比例尺的方法都应该在本公开实施例的保护范围之内;目标比例尺可以为根据用户终端需要选择的比例尺,目标虚拟场景画面可以为最终在图形用户界面中显示的界面,对象控件可以用于表示虚拟模型集合中的虚拟模型关联的虚拟受控对象,比如,可以用“气泡+线”的形式进行表示。
可选地,虚拟场景画面中的虚拟受控对象可以用“气泡+线”的形式吸附在虚拟场景画面周围显示,比如,在图形用户界面上可以通过虚拟场景画面外的气泡查看与虚拟模型关联的至少一虚拟受控对象。
可选的,在图像用户界面中显示第一比例尺对应的第一虚拟场景画面,通过第一操作,将虚拟场景画面从第一比例尺切换为目标比例尺,从而在图像用户界面中显示目标比例尺对应的目标虚拟场景画面及对象控件,该虚拟场景画面可以为存在任意一个己方建筑的虚拟场景画面,比如,滑动第一虚拟场景画面,响应于对第一虚拟场景画面的滑动操作,将第一比例尺的第一虚拟场景画面切换为目标比例尺的目标虚拟场景画面,其中,在图像用户界面中显示目标比例尺对应的目标虚拟场景画面和对象控件。
举例而言,可以以第一比例尺在图形用户界面上显示全局信息,通过对图形用户界面上的滑动操作,使图像用户界面进行放大和缩小,将图像用户界面从第一比例尺切换为目标比例尺,从而达到在图形用户界面中显示目标比例尺对应的目标虚拟场景画面和对象控件的目的。
在相关技术中,在大地图上显示所有虚拟建筑,从而总览所有虚拟建筑信息,当需要将虚拟建筑的资源转移至另一虚拟建筑时,需要在大地图界面上点击虚拟建筑进入虚拟建筑内部查看资源,选择转移资源至另一虚拟建筑,然后再回到大地图界面,在大地图界面中拖动场景画面至另一虚拟建筑,并点击进入另一虚拟建筑中操控转移的资源,该方法需要来回切换,存在进出频繁、操作繁琐等问题,而在本公开实施例中,以第一比例尺显示部分的第一虚拟场景画面,响应于第一操作对图形用户界面按照不同比例进行显示,使图形用户界面的显示内容可以对不同虚拟建筑之间转移的虚拟受控对象进行总览显示和操控,从而避免了在不同虚拟建筑的场景画面之间来回切换,导致进出频繁、操作繁琐等问题。
步骤S206,响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。
在本公开上述步骤S206提供的技术方案中,对目标虚拟场景画面中的对象控件进行第二操作,响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型,其中,第二操作可以为控制虚拟受控对象移动的操作,比如,可以为将对象控件移动至第二虚拟模型的滑动操作、或者先后选择对象控件和第二虚拟模型的点击操作等;虚拟模型集合可以包括虚拟模型存在关联的至少一虚拟受控对象,有的虚拟模型不存在关联的虚拟受控对象,在图像用户界面上显示虚拟模型集合中的每个虚拟模型,以及分别与虚拟模型集合中至少一虚拟模型关联的至少一虚拟受控对象,以实现可以总览虚拟模型及虚拟模型关联的虚拟受控对象的分布情况,其中,虚拟受控对象可以为虚拟模型中的部队,也可是其他游戏资源,如英雄、战舰等,虚拟受控对象在虚拟场景中的位置处于可移动状态,可以在虚拟模型之间调动虚拟受控对象;第一虚拟模型可以是当前需要转移资源的虚拟模型和第二虚拟模型可以为虚拟模型集合中除第一虚拟模型以外的其他虚拟模型。
可选地,可以在图形用户界面中显示第一比例尺对应的第一虚拟画面场景,游戏进入全局查看模式,在全局查看模式下,虚拟模型以第一比例尺显示在图形用户界面上,响应于第一操作,将虚拟画面场景从第一比例尺切换为目标比例尺,并在图像用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,对目标虚拟场景画面中的对象控件进行第二操作,响应于对对象控件的第二操作,控制对象控件对应的虚拟受控对象从第一虚拟模型移动至虚拟模型集合的第二虚拟模型。
在该实施例中,虚拟受控对象在虚拟场景中的位置处于可移动状态,比如,可以在虚拟场景中通过第二操作移动虚拟受控对象在虚拟场景中的位置。
举例而言,可以按住第一虚拟场景画面上的对象控件进行拖动,当拖动距离大于一定值后虚拟受控对象的气泡与建筑连线断开,当将虚拟受控对象拖动至虚拟模型集合中的第二虚拟模型时,建筑拖动放置区域高亮激活显示,进入第二虚拟模型的虚拟受控对象的气泡自动被吸附并产生连线,同时弹出确认弹窗,点击确认后第一虚拟模型和第二虚拟模型之间会出现动态轨迹,虚拟受控对象的对象控件沿轨迹在第一虚拟模型和第二虚拟模型之间移动。
在本公开实施例中,通过第一操作,实现局部画面与全局画面的快速切换,并且通过在全局显示虚拟模型的第一虚拟场景画面中显示对象控件,通过对对象控件的第二操作,达到在不同虚拟模型之间快速调度虚拟受控对象的目的。
通过步骤S202至S206,在本公开实施例中,在图形用户界面中显示第一比例尺对应的第一虚拟场景画面;响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件;响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。也就是说,本公开通过在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,从而可以在一个屏内总览所有虚拟模型及其在整个地图上的分布情况,通过对象控件可以实现在不同虚拟模型之间调度虚拟受控对象,提高了对虚拟受控对象的控制效率。
作为一种可选的实施例,步骤S204,第一操作为对至少一虚拟模型的选择操作,目标比例尺为第二比例尺;响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,包括:响应于对至少一虚拟模型的选择操作,获取所选择的虚拟模型所属的虚拟模型集合;确定虚拟模型集合对应的第二比例尺,其中,第二比例尺使得虚拟模型集合在图形用户界面中得到完整显示;在图形用户界面中显示第二比例尺对应的第二虚拟场景画面以及对象控件,其中,目标虚拟场景画面包括第二虚拟场景画面。
在该实施例中,可以通过第一操作,将图形用户界面由第一比例尺切换为目标比例尺,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,目标虚拟场景画面包括至少一虚拟模型,对目标虚拟场景模型画面进行选择,响应于对至少一虚拟模型的选择操作,获取所选择的虚拟模型所属的虚拟模型集合,确定虚拟模型集合可以在图形用户界面中完整显示的比例尺,得到第二比例尺,在图形用户界面中显示第二比例尺对应的第二虚拟场景画面以及对象控件,其中,目标虚拟画面包括第二虚拟场景画面。
可选地,对至少一虚拟模型进行选择操作,得到选择的虚拟模型集合,按照第二比例尺将得到的虚拟模型集合完整的显示在图形用户界面中,得到第二虚拟场景画面,且在第二虚拟场景画面中显示虚拟模型对应的对象控件。
作为一种可选的实施例,第二比例尺通过以下方式确定:对第一比例尺下显示的虚拟模型集合按照预设缩放幅度进行缩小,直至虚拟模型集合中的所有虚拟模型均完整显示于图形用户界面中;将虚 拟模型集合中的所有虚拟模型完整显示于图形用户界面时对应的比例尺确定为第二比例尺。
在该实施例中,可以对第一比例尺下显示的虚拟模型集合按照预设的缩放幅度进行缩小,直至虚拟模型集合中的所有虚拟模型均完整的显示在图形用户界面中,将可以虚拟模型集合中的所有虚拟模型完整显示于图形用户界面时对应的比例尺确定为第二比例尺。
可选地,可以选择虚拟模型,将所有选择的虚拟模型作为虚拟模型集合,以第二比例尺在图形用户界面上显示虚拟模型集合。
作为一种可选的实施例,第一操作为对第一虚拟场景画面的缩放操作,目标比例尺为第三比例尺;响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,包括:响应对第一虚拟场景画面的缩放操作,确定缩放操作对应的第三比例尺;确定第三比例尺下的第三虚拟场景画面中存在的虚拟模型,并将第三虚拟场景画面中存在的虚拟模型确定为虚拟模型集合;确定虚拟模型集合中的虚拟模型关联的虚拟受控对象;在图形用户界面中显示第三比例尺下的第三虚拟场景画面以及虚拟受控对象对应的对象控件,其中,目标虚拟场景画面包括第三虚拟场景画面。
在该实施例中,可以对虚拟场景画面进行缩放操作,响应于对第一虚拟场景画面的缩放操作,确定缩放操作对应的第三比例尺,确定第三比例尺下的第三虚拟场景画面中存在的虚拟模型,得到虚拟模型集合,确定虚拟模型集合中的虚拟模型关联的虚拟受控对象;在图形用户界面中显示第三比例尺下的第三虚拟场景画面以及虚拟受控对象对应的对象控件,其中,目标虚拟场景画面包括第三虚拟场景画面,其中,缩放操作可以为对虚拟场景画面进行缩小或放大的操作,比如,可以通过双指对图形用户界面进行滑动操作,控制虚拟摄像机镜头拉远或拉近,从而达到对虚拟场景画面进行缩小或放大的目的。
可选地,可以根据缩放操作的缩放幅度,对虚拟场景画面进行缩小或放大,将当前虚拟场景画面中所能容纳,需要显示的虚拟模型作为虚拟模型集合,得到虚拟模型集合,确定虚拟模型集合中的虚拟模型关联的虚拟受控对象;在图形用户界面中显示第三比例尺下的第三虚拟场景画面以及虚拟受控对象对应的对象控件,其中,虚拟模型集合可以为全部虚拟模型,也可以为部分虚拟模型,比如,当缩小到足够小的时候可以显示全部虚拟模型。
作为一种可选的实施例,对对象控件的第二操作,包括:从对象控件至第二虚拟模型的响应区域的拖动操作,其中,响应区域包括第二虚拟模型本身,和/或,位于第二虚拟模型预设范围的模型外围区域。
在该实施例中,可以通过拖动操作,将对象控件移动至第二虚拟模型的响应区域其中,响应区域可以为第二虚拟模型本身,也可以包括第二虚拟模型本身以及位于第二虚拟模型预设范围的模型外围区域。
可选地,可以在图形用户界面上确定响应区域,在响应区域中显示与虚拟模型关联的至少一虚拟受控对象,以实现在图形用户界面上显示与虚拟模型集合中的虚拟模型关联的至少一虚拟受控对象,其中,响应区域可以为虚拟模型(比如,建筑)的周围,需要说明的是,不是每个虚拟模型都有关联的虚拟受控对象,可以向未关联虚拟受控对象的虚拟模型中调动虚拟受控对象,比如,可以向空的虚拟模型中调动部队。
可选地,在图形用户界面上的响应区域,确定圆心点在响应区域的虚拟对象,得到虚拟受控对象,在响应区域中显示至少一虚拟受控对象,以实现在图形用户界面上显示虚拟模型集合中的虚拟模型关联的至少一虚拟受控对象,从对象控件至第二虚拟模型的响应区域的拖动操作。
举例而言,可以将第二虚拟模型的几何中心点作为圆心,设定半径的大小,做圆,得到第二虚拟模型在预设范围的模型外围区域,基于第二模型本身,和/或,位于第二虚拟模型预设范围的模型外围区域,得到第二虚拟模型的响应区域,将对象控件拖动至第二虚拟模型的响应区域,实现将虚拟对象移动至第二虚拟模型的目的。
作为一种可选的实施例,目标虚拟场景画面中包含虚拟受控对象对应的对象标识;控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型,包括:在目标虚拟场景画面中生成从第一虚拟模型至第二虚拟模型的第一轨迹路线;根据虚拟受控对象的移动进度,同步控制对象标识沿第一轨迹路线进行移动。
在该实施例中,目标虚拟场景画面中包含虚拟受控对象对应的对象标识,其中,对象标识可以用于表示对应的虚拟受控对象,以及虚拟受控对象与对应的虚拟场景画面之间的关系标识,可以通过对象标识将虚拟受控对象显示在响应区域中,对象标识可以为“气泡+线”的形式吸附在虚拟建筑周围进行显示。
在该实施例中,在目标虚拟场景画面中生成从第一虚拟模型至第二虚拟模型的第一轨迹路线;根 据虚拟受控对象的移动进度,同步控制对象标识沿第一轨迹路线进行移动,从而达到控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型的目的,其中,第一轨迹路线可以为动态轨迹,可以用于指引对象标识所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。
可选地,当确定虚拟受控对象由第一虚拟模型至第二虚拟模型时,在图形用户界面上显示动态轨迹,虚拟受控对象的对象标识沿动态轨迹从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。
需要说明的是,在相关技术中,只有通过定位并移动到要移动到的虚拟场景画面处才能确定与虚拟模型(建筑)关联的虚拟受控对象(部队),而本公开实施例,不需要移动到虚拟模型(建筑)处,可以通过虚拟模型外的气泡确定所有虚拟模型(建筑)关联的虚拟受控对象(部队)。
作为一种可选的实施例,目标虚拟场景画面包含虚拟受控对象对应的第一关系标识,第一关系标识用于表示虚拟受控对象与第一虚拟模型之间的所属关系;方法还包括:响应于移动的对象标识与第一虚拟模型之间的距离大于第一距离阈值,在目标虚拟场景画面中取消显示第一关系标识;响应于移动的对象标识与第二虚拟模型之间的距离小于第二距离阈值,在目标虚拟场景画面中显示第二关系标识,其中,第二关系标识用于表示虚拟受控对象与第二虚拟模型之间的所属关系。
在该实施例中,目标虚拟场景画面包含虚拟受控对象对应的第一关系标识,其中,第一关系标识可以用于表示虚拟受控对象与第一虚拟模型之间的所属关系,比如,可以用线的形式表示虚拟受控对象与第一虚拟模型之间的所属关系;目标虚拟场景画面可以包括第一虚拟场景模型和第二虚拟模型,第一虚拟场景模型通过第一关系标识关联至少一虚拟受控对象,其中,虚拟受控对象可以为虚拟场景画面中待调动的对象。
在该实施例中,对对象标识进行移动操作,响应于移动的对象标识与第一虚拟模型之间的距离大于第一距离阈值,则在目标虚拟画面中取消显示的第一关系标识;响应于移动的对象标识与第二虚拟模型之间的距离小于第二距离阈值,在目标虚拟场景画面中显示第二关系标识,其中,第二关系标识用于表示虚拟受控对象与第二虚拟模型之间的所属关系。
可选地,确定目标虚拟画面,移动第一虚拟模型关联的虚拟受控对象的对象标识至第二虚拟模型处,移动的对象标识与第一虚拟模型之间的距离大于第一距离阈值,则在目标虚拟画面中取消显示的第一关系标识,当移动的对象的标识与第二虚拟模型之间的距离小于第二距离阈值,响应于移动的对象标识与第二虚拟模型之间的距离小于第二距离阈值,建立目标虚拟场景画面中的第二关系标识。
在该实施例中,将虚拟受控对象的对象标识,由第一虚拟模型的响应区域移动至第二虚拟模型的响应区域中,以实现将虚拟受控对象,由第一虚拟模型的响应区域移动至第二虚拟模型的响应区域的目的,其中,对象标识可以用于表示对应的目标虚拟受控对象和第一关系标识或第二关系标识,比如,以虚拟受控对象以“气泡+线”的形式吸附在建筑周围,气泡可以用于表征受控对象控件,线可以用于表征虚拟受控对象与虚拟模型的关系标识。
举例而言,虚拟受控对象以“气泡+线”的形式吸附在虚拟模型的响应区域中,可以通过将目标虚拟受控对象的气泡由第一虚拟模型的响应区域移动至第二虚拟模型的响应区域中,以达到将虚拟受控对象由第一虚拟模型移动至第二虚拟模型的目的。
举例而言,当用户想要将第二虚拟模型中的虚拟受控对象调动到第二虚拟模型中时,可移动第二虚拟模型上吸附的对象标识,当对象标识的移动距离大于第一距离阈值时,对象标识中的气泡与第一虚拟模型的连线断开,在目标虚拟场景画面中取消显示第一关系标识;当目标虚拟受控对象拖动至第二虚拟模型的响应区域时,第二虚拟模型的响应区域可以高亮激活显示,进入该响应区域的虚拟受控对象的对象标识中的气泡自动被第二虚拟模型吸附并产生第二关系标识,在目标虚拟场景画面中显示第二关系标识,以建立虚拟受控对象与第二虚拟模型之间的所属关系。
作为一种可选的实施例,响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面,包括:响应将第一比例尺切换为目标比例尺的第一操作,控制虚拟场景中除虚拟模型集合之外的场景要素按照目标比例尺进行第一尺寸变换,控制虚拟模型集合按照第四比例尺进行第二尺寸变换,其中,第四比例尺小于目标比例尺;在图形用户界面中显示目标虚拟场景画面,其中,目标虚拟场景画面中包含按照目标比例尺进行第一尺寸变换的场景要素,以及按照第四比例尺进行第二尺寸变换的虚拟模型集合。
在该实施例中,响应将第一比例尺切换为目标比例尺的第一操作,控制虚拟场景中除虚拟模型集合之外的场景要素按照目标比例尺进行第一尺寸变换,控制虚拟模型集合按照第四比例尺进行第二尺寸变换,在图形用户界面中显示按照目标比例尺进行第一尺寸变换的场景要素,以及按照第四比例尺进行第二尺寸变换的虚拟模型集合的目标虚拟场景画面,其中,第四比例尺小于目标比例尺;场景要素可以为虚拟模型对应的坐标点。
可选地,响应将第一比例尺切换为目标比例尺的第一操作,控制虚拟场景中除虚拟模型集合之外的场景要素按照目标比例尺进行第一尺寸变换,将小于目标比例尺的比例尺确定为第四比例尺,控制虚拟模型集合按照第四比例尺进行第二尺寸变换,得到目标虚拟场景画面。
在该实施例中,响应将第一比例尺切换为目标比例尺的第一操作,控制虚拟场景中除虚拟模型集合之外的场景要素按照目标比例尺进行第一尺寸的等比例缩放,得到变换后的图形用户界面,缩放后的虚拟场景画面可以在图形用户界面中居中显示,以使在一个图形用户界面内可以总览所有虚拟场景画面。
可选地,虚拟场景画面可以以目标比例尺(X)进行缩放,将小于目标比例尺的比例尺,确定为第四比例尺(Y),因此,比例缩放中X>Y。
作为一种可选的实施例,基于虚拟模型集合中每个虚拟模型在虚拟场景中的位置信息,确定目标几何区域,其中,目标几何区域包括每个虚拟模型在虚拟场景中的位置信息;基于目标几何区域的边长,确定目标比例尺。
在该实施例中,基于虚拟模型集合中每个虚拟模型在虚拟场景中的位置信息,确定目标几何区域,基于目标几何区域的边长,确定目标比例尺,其中,目标几何区域可以为矩形,此处仅为举例说明,不对几何区域的形状做具体限制;目标比例尺可以用于表征为原始虚拟场景大小的倍数或比例,可以用X表示。
可选地,确定每个虚拟模型在虚拟场景中的位置信息,基于位置信息确定目标几何区域,基于目标几何区域的边长,确定目标比例尺,基于目标比例尺对每个原始虚拟场景画面的尺寸进行缩放,得到每个虚拟场景画面,其中,位置信息可以为原始虚拟模型的坐标点,比如,建筑的坐标点。
可选地,基于位置信息确定目标比例尺,将小于目标比例尺的比例尺确定为第四比例尺,基于目标比例尺控制虚拟场景中除虚拟模型集合之外的场景要素进行缩放,基于第四比例尺对每个虚拟模型的尺寸进行缩放,得到目标虚拟场景画面,并将目标虚拟场景画面显示在图形用户界面中,其中,目标虚拟场景画面中包含按照目标比例尺进行第一尺寸变换的场景要素,以及按照第四比例尺进行第二尺寸变换的虚拟模型集合。
可选地,用户终端可以长按不同的虚拟模型进入全局模式,由于建筑坐标在游戏中固定,所以全局模式下的位置显示计算方式固定,因此,用户终端看到虚拟场景相同,但不同的虚拟场景画面中,显示的虚拟受控对象可能不相同。
作为一种可选的实施例,目标几何区域为包括每个虚拟模型在虚拟场景中的位置信息,且面积最小的矩形区域;基于目标几何区域的边长,确定目标比例尺,包括:在构成矩形区域的多条边中,确定最长边,且确定与图形用户界面的当前分辨率相匹配的目标边;基于最长边和目标边确定目标比例尺,其中,按照目标比例尺对最长边进行缩放后的最长边与目标边之间的占比满足目标比值。
在该实施例中,基于位置信息确定目标几何信息,做面积最小的矩形区域,在构成矩形区域的多条边中,确定最长边,且确定与图形用户界面的当前分辨率相匹配的目标边;基于最长边和目标边确定目标比例尺,其中,按照目标比例尺对最长边进行缩放后的最长边与目标边之间的占比满足目标比值;矩形区域可以为最小面积矩形。
举例而言,可以将虚拟模型的位置信息(坐标点)为参数,做最小面积矩形,使得所有坐标点在矩形内,矩形两边平行于坐标轴,同时,满足条件最小面积矩形最长边按目标比例尺缩放后刚好为当前分辨率对应边长的80%,从而确定目标比例尺X,虚拟模型集合中每个虚拟模型可以根据目标比例尺进行等比例缩放,得到目标虚拟场景画面,需要说明的是,此处的80%仅作举例说明,不做具体限定。
作为一种可选的实施例,响应于虚拟受控对象的至少一友方虚拟受控对象和/或至少一敌方虚拟受控对象移动的起始点在目标虚拟场景画面中,在图形用户界面上显示至少一友方虚拟受控对象和/或至少一敌方虚拟受控对象的第二轨迹路线,其中,第二轨迹路线用于表示对应的友方虚拟受控对象和/或敌方虚拟受控对象在目标虚拟场景画面中移动的完整路径。
在该实施例中,响应于虚拟受控对象的至少一友方虚拟受控对象和/或至少一敌方虚拟受控对象移动的起始点在目标虚拟场景画面中,在图形用户界面上显示至少一友方虚拟受控对象和/或至少一敌方虚拟受控对象的第二轨迹路线,其中,第二轨迹路线用于表示对应的友方虚拟受控对象和/或敌方虚拟受控对象在目标虚拟场景画面中移动的完整路径。
在该实施例中,在全局模式下,确定虚拟受控对象移动的起始点,当虚拟受控对象移动的起始点在虚拟场景的目标虚拟场景画面中时,响应于虚拟受控对象移动的起始点在目标虚拟场景画面中,在图形用户界面上显示虚拟受控对象的第二轨迹路线,其中,第二轨迹路线可以为虚拟受控对象的行军路径信息,可以用于表示虚拟受控对象在虚拟场景的目标虚拟场景画面中移动的完整路径,目标虚拟 场景画面的范围由虚拟模型集合在图形用户界面上所显示的范围确定。
可选地,当虚拟受控对象移动的起始点不在目标虚拟场景画面中时,友方虚拟受控对象和/或敌方虚拟受控对象的轨迹路线显示的并非是完整的轨迹路线,只能看到目标虚拟场景画面中进入我方建筑范围内的轨迹部分。
在相关技术中,无法对移动的完整路径有全局认知,而在本公开实施例中,当虚拟受控对象的至少一友方虚拟受控对象和/或敌方虚拟受控对象显示在虚拟场景的目标虚拟场景画面中时,在全局模式下可以显示友方,和/或敌方的虚拟受控对象在目标虚拟场景画面中移动的完整路径。
在该实施例中,由于目标虚拟场景画面的范围是由虚拟模型集合在图形用户界面上所显示的范围确定,因此,当虚拟受控对象移动的起始点在虚拟场景的目标虚拟场景画面中外时,此时,其轨迹路线是不完整的,至会显示进入目标虚拟场景画面之后的轨迹路线,进一步说明,虚拟受控对象的轨迹路线不一定是完整的,只有当虚拟受控对象移动的起始点在虚拟场景的目标虚拟场景画面中时,才可以在图形用户界面上显示虚拟受控对象在虚拟场景的目标虚拟场景画面中移动的完整路径。
在该实施例中,在图形用户界面中显示第一比例尺对应的第一虚拟场景画面;响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件;响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。也就是说,本公开通过在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,从而可以在一个屏内总览所有虚拟模型及其在整个地图上的分布情况,通过对象控件可以实现在不同虚拟模型之间调度虚拟受控对象,提高了对虚拟受控对象的控制效率。
下面结合优选的实施方式对本公开实施例的技术方案进行进一步的举例介绍。具体以上述虚拟模型为建筑模型进行举例说明,提供了一种全局可视化建筑内部队调用查看方法。
目前,在策略游戏中,用户的部队会调动到各个地图上的虚拟建筑中,部队可从虚拟建筑中出征,或在各个虚拟建筑之间调动,比如,部队可以调动到要塞、军营、分城等类型的虚拟建筑中,用户可以选择虚拟建筑然后执行调动命令,对应部队进行调动。
在相关技术中,虚拟建筑的选择,采用在大地图上进行直接跳转,用户若想从一个虚拟建筑移动到另一个虚拟建筑,需要在大地图上划动寻找,或是利用标记定位在大地图上跳转;部队的查看/调动,通常使用多步点击的递进式操作,由虚拟建筑外大地图界面进入到虚拟建筑内界面,再由虚拟建筑内见面进入到当前部队界面后选择部队进行调动;部队行军信息的查看,只能通过在大地图上查看行军部队,若出发地或目的地超出图形用户界面,需要沿对应方向划动移动地图视角查看。
但是,在上述方法中,用户需要在地图上定位或寻找需要调动的目标虚拟建筑,点击需要调动的虚拟建筑,然后选择虚拟建筑内的部队进入到调动命令界面,最后点击调动,整个过程需要展示3个界面,需要进行多步操作,比如,用户如果要查看己方部队在虚拟建筑中的分布情况,需要在地图上定位或寻找需要对应虚拟建筑,点击虚拟建筑后点击城池按钮,进入城池查看;如果用户想要快速查看部队在虚拟建筑中的分布情况,则需要频繁在虚拟建筑之间切换进出查看,因而,存在用户在己方虚拟建筑之间调动部队,流程较长,操作成本较高的技术问题。
进一步讲,虽然当前交互方案较为符合用户常规认知,点击交互单次操作成本低但是在需要高频次调动部队或大规模战斗中,这类时间紧迫,对交互效率有要求的场景下,具有以下缺点:在虚拟建筑选择交互的情况下,大地图上虚拟建筑之间无法在一个图形用户界面内显示,用户需要滑动图形用户界面让目标虚拟建筑进入图形用户界面视角,交互繁琐,当地图上的虚拟建筑之间距离较远,可能需要通过虚拟建筑标记跳转,跳转交互操作复杂且跳转过程非瞬时完成,即时性较差,同时,众多用户的虚拟建筑极为密集得在图形用户界面上显示,用户识别和定位自己的要塞,不够清晰直观;在部队的查看交互的情况下,当前交互每次查看虚拟建筑中部队需要进入到虚拟建筑中查看,一进一出交互繁琐,且同时只能显示一个虚拟建筑中的部队,当用户需要进行全局兵力部署考虑的时候,存在不够直观清晰、无法展现全局信息的问题;在部队调动的情况下,需要频繁进出虚拟建筑选择部队,操作成本高,整个操作过程全部为点击操作,用户的操控感和对局势的掌控感较弱;在对行军信息的查看的情况下:大多数情况下出发地和目的地无法在同一个图形用户界面内显示,因此只能在大地图上展现部分行军路径,无法对整个行军路径信息有全局认知。
针对上述问题,本公开利用大地图、城池和部队原本包含关系的三层级通过透视在同一层级展现的显示形式;将部队以气泡吸附在虚拟建筑周围,并通过拖拽到对象进行部队调动的交互形式,从而极大提升用户对己方虚拟建筑和虚拟建筑内部队的查看和调动效率,同时在全局视角下拖动调动部队,相比之前连续切换,提高了用户的操控感和对局势的掌控感。
下面对该实施例的上述方法进行进一步介绍。
在该实施例中,以己方所有虚拟建筑坐标点为参数,做最小面积矩形,使得所有坐标点在矩形内, 同时矩形两边平行于坐标轴,同时,最小面积矩形满足:较长边按1:X比例缩放后刚好为当前分辨率对应边长的80%,以确定X的值后,将大地图以1:X比例进行缩放,并显示在全局查看模式。
可选地,缩放后的矩形区域在图形用户界面中居中显示,地图中的虚拟建筑以1:Y比例进行缩放,其余图像以固定比例显示,其中,X>Y。
在该实施例中,图3是根据本公开实施例的一种进入全局查看模式的示意图,如图3所示,通过长按大地图上任意己方虚拟建筑进入全局查看模式,全局查看模式下己方所有虚拟建筑以最大显示范围显示在图形用户界面上,己方虚拟建筑中的部队以气泡+线的形式吸附在虚拟建筑周围显示,可通过点击返回按钮回到大地图界面。
需要说明的是,在相关技术中,只有定位并移动到虚拟建筑处才可以查看该虚拟建筑中的部队,而在本公开中,基于全局模式,可通过虚拟建筑外的气泡查看所有虚拟建筑中的部队,并不需要移动到对应虚拟建筑即可确定虚拟建筑中的部队。
在该实施例中,图4是根据本公开实施例的一种虚拟对象移动的示意图,如图4所示,当玩家想要将A虚拟建筑中的部队调动到B部队,可按住A虚拟建筑上吸附的部队进行拖动,当拖动距离大于一定值后部队气泡与虚拟建筑连线断开,当部队拖动至B虚拟建筑附近一定范围时,虚拟建筑拖动放置区域高亮激活显示,进入该区域部队气泡自动被虚拟建筑吸附并产生连线,同时弹出确认弹窗,点击确认后AB部队之间会出现动态轨迹,部队气泡沿轨迹从A虚拟建筑向B虚拟建筑移动。
可选地,以虚拟建筑的几何中心点为圆心,R为半径作圆,圆内区域为吸附关系判定区域,若气泡圆心点在判定区域内,则判定吸附,反之判定脱离。
可选地,如图4所示,脱离与吸附过程有部队气泡和连线的动效,因而,当判定为脱离的瞬间,部队气泡连线会由城池端向气泡端收缩并消失,吸附的瞬间,部队气泡连线会由气泡端向城池圆心端生长,同时气泡会沿两圆心连线路径有适当位移。
需要说明的是,只要进入到全局查看模式,可对己方所有可放置部队的虚拟建筑进行部队调动,这种操作是多向的,且与虚拟建筑的类型无关。
在该实施例中,若友方、敌袭部队进入视野范围且目标为己方虚拟建筑,全局模式下显示友方敌方部队动态轨迹。
可选地,如图4所示,在全局模式下,我方的部队和动态轨迹一定会显示,但友方和敌袭部队的动态轨迹只有在其目标在我方虚拟建筑视野范围内也会显示,同时,我方和友方,敌袭部队的动态轨迹也会在大地图游戏界面显示,全局模式下部队的动态信息与大地图界面是一致且同步的,只不过全局模式下信息呈现更为全面,可以清楚的看到轨迹的完整路径,而大地图中只能看到当前进入画面中的动态轨迹。
该实施例,在全局模式下,通过长按大地图上任意己方虚拟建筑进入全局查看模式,全局查看模式下己方所有虚拟建筑以最大显示范围显示在图形用户界面上,玩家可点击返回按钮回到大地图界面,从而可以在一个图形用户界面内总览所有己方虚拟建筑及其在整个地图上的大致分布情况;通过将己方虚拟建筑中的部队以“气泡+线”的形式吸附在虚拟建筑周围显示,从而可以在一个图形用户界面内总览各个己方虚拟建筑内的待命部队分布情况,通过在AB部队之间出现动态轨迹,从而可以在一个图形用户界面内总览己方部队在整个地图上的完整行军路径;通过显示友方敌方部队动态轨迹,从而可以在一个图形用户界面内总览己方部队在整个地图上的完整行军路径,并可以在大范围视角下查看敌袭部队行军路径和大致方位,实现了快速高效在虚拟建筑间调动部队,进而解决了游戏场景中虚拟建筑设施的交互效率低的技术问题。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。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可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本公开各个实施例的方法。
在本实施例中还提供了一种虚拟对象的显示控制装置,该装置通过终端设备提供一图形用户界面,图形用户界面的显示内容包括虚拟场景,以及位于虚拟场景中的多个虚拟模型,该装置用于实现上述实施例及优选实施方式,已经进行过说明的不再赘述。如以下所使用的,术语“单元”、可以实现预定功能的软件和/或硬件的组合。尽管以下实施例所描述的装置较佳地以软件来实现,但是硬件,或者软件和硬件的组合的实现也是可能并被构想的。
图5是根据本公开实施例的一种虚拟对象的显示控制装置的结构框图,如图5所示,该虚拟对象的显示控制装置500可以包括:第一显示单元501、第二显示单元502和控制单元503。
第一显示单元501,用于在图形用户界面中显示第一比例尺对应的第一虚拟场景画面,其中,第一虚拟场景画面包含至少一虚拟模型;
第二显示单元502,用于响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,其中,目标虚拟场景画面包含虚拟模型所属的虚拟模型集合,对象控件用于表示虚拟模型集合中的虚拟模型关联的虚拟受控对象;
控制单元503,用于响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。
在该实施例中,通过第一显示单元,在图形用户界面中显示第一比例尺对应的第一虚拟场景画面,其中,第一虚拟场景画面包含至少一虚拟模型;通过第二显示单元,响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,其中,目标虚拟场景画面包含虚拟模型所属的虚拟模型集合,对象控件用于表示虚拟模型集合中的虚拟模型关联的虚拟受控对象;通过控制单元,响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。也就是说,本公开实施例通过在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,从而可以在一个屏内总览所有虚拟模型及其在整个地图上的分布情况,通过对象控件可以实现在不同虚拟模型之间调度虚拟受控对象,提高了对虚拟受控对象的控制效率。
在本公开的一些示例实施例中,第一操作为对至少一虚拟模型的选择操作,目标比例尺为第二比例尺;第二显示单元502用于响应于对至少一虚拟模型的选择操作,获取所选择的虚拟模型所属的虚拟模型集合;确定虚拟模型集合对应的第二比例尺,其中,第二比例尺使得虚拟模型集合在图形用户界面中得到完整显示;在图形用户界面中显示第二比例尺对应的第二虚拟场景画面以及对象控件,其中,目标虚拟场景画面包括第二虚拟场景画面。
通过上述第二显示单元,玩家在选择一虚拟模型便自动调整图形用户界面中显示的比例尺,从而将与上述虚拟模型所属的虚拟模型集合完整的显示在图形用户界面上,该过程不仅简化了玩家调整虚拟场景画面显示比例的操作,也便于玩家快速确定可移动的其他虚拟模型,进而提高玩家对虚拟受控对象的控制效率。
在本公开的一些示例实施例中,第二显示单元502用于对第一比例尺下显示的虚拟模型集合按照预设缩放幅度进行缩小,直至虚拟模型集合中的所有虚拟模型均完整显示于图形用户界面中;将虚拟模型集合中的所有虚拟模型完整显示于图形用户界面时对应的比例尺确定为第二比例尺。
通过上述第二显示单元,由于第一比例尺下的虚拟场景画面中主要显示了玩家控制虚拟角色所在虚拟模型的画面内容,在玩家选择一虚拟模型时显示该虚拟模型所属的虚拟模型集合时便需缩小画面直至将虚拟模型集合中的所有虚拟模型完整显示于图形用户界面,该过程可以快速确定最优的第二比例尺,防止缩放幅度过大不便玩家进行虚拟模型之间移动操作,进而提高玩家对虚拟受控对象的控制效率。
在本公开的一些示例实施例中,第一操作为对第一虚拟场景画面的缩放操作,目标比例尺为第三比例尺;第二显示单元502用于响应对第一虚拟场景画面的缩放操作,确定缩放操作对应的第三比例尺;确定第三比例尺下的第三虚拟场景画面中存在的虚拟模型,并将第三虚拟场景画面中存在的虚拟模型确定为虚拟模型集合;确定虚拟模型集合中的虚拟模型关联的虚拟受控对象;在图形用户界面中显示第三比例尺下的第三虚拟场景画面以及虚拟受控对象对应的对象控件,其中,目标虚拟场景画面包括第三虚拟场景画面。
通过上述第二显示单元,玩家可以手动缩小或放大当前虚拟场景画面的显示比例尺,从而灵活调整当前虚拟场景画面中所能容纳的虚拟模型,提高了玩家对显示虚拟模型的范围控制操作的灵活性。同时,根据确定与各虚拟模型关联的虚拟受控对象以及虚拟受控对象对应的对象控件,实现了提高玩家对虚拟受控对象的控制灵活性。
在本公开的一些示例实施例中,控制单元503用于对对象控件的第二操作,从对象控件至第二虚拟模型的响应区域的拖动操作,其中,响应区域包括第二虚拟模型本身,和/或,位于第二虚拟模型预设范围的模型外围区域。
通过上述控制单元,玩家可以将对象控件拖动至第二虚拟模型的响应区域,该拖动操作符合玩家将一物体拖动到目标位置的操作习惯,且极大提升用户对己方虚拟模型和虚拟受控对象的查看和调动效率,在全局视角下拖动虚拟受控对象,相比之前连续切换,提高了用户的操控感和对局势的掌控感。同时,当从对象控件拖动到第二虚拟模型本身和/或位于第二虚拟模型预设范围的模型外围区域便能触发虚拟受控对象从第一虚拟模型移动至第二虚拟模型,避免了相关技术中未拖动至第二虚拟模型本身便需要玩家重新执行拖动操作导致对虚拟受控对象的控制效率低的问题,从而提高玩家对虚拟受控对 象的控制效率。
在本公开的一些示例实施例中,目标虚拟场景画面中包含虚拟受控对象对应的对象标识;控制单元503用于在目标虚拟场景画面中生成从第一虚拟模型至第二虚拟模型的第一轨迹路线;根据虚拟受控对象的移动进度,同步控制对象标识沿第一轨迹路线进行移动。
通过上述控制单元,可以根据生成的移动轨迹路线辅助玩家基于移动轨迹路线进行滑动,从而为玩家提供操作辅助。且实时显示目前玩家控制虚拟受控对象的移动进度,提高玩家操作的直观性。
在本公开的一些示例实施例中,目标虚拟场景画面包含虚拟受控对象对应的第一关系标识,第一关系标识用于表示虚拟受控对象与第一虚拟模型之间的所属关系;虚拟对象的显示控制装置500还可以包括第三显示单元,其中,第三显示单元可以用于响应于移动的对象标识与第一虚拟模型之间的距离大于第一距离阈值,在目标虚拟场景画面中取消显示第一关系标识;响应于移动的对象标识与第二虚拟模型之间的距离小于第二距离阈值,在目标虚拟场景画面中显示第二关系标识,其中,第二关系标识用于表示虚拟受控对象与第二虚拟模型之间的所属关系。
通过上述标识显示单元,可以基于虚拟场景画面中显示的关系标识辅助玩家快速获取虚拟受控对象与第二虚拟模型之间的所属关系,从而便于玩家对整体的场景画面的了解,进而提高玩家对各虚拟受控对象在各虚拟模型之间的移动控制。同时,在玩家控制虚拟受控对象从第一虚拟模型移动至第二虚拟模型便及时更新关系标识,提高系统信息更新的及时性。
在本公开的一些示例实施例中,响应将第一比例尺切换为目标比例尺的第一操作,第二显示单元502用于响应将第一比例尺切换为目标比例尺的第一操作,控制虚拟场景中除虚拟模型集合之外的场景要素按照目标比例尺进行第一尺寸变换,控制虚拟模型集合按照第四比例尺进行第二尺寸变换,其中,第四比例尺小于目标比例尺;在图形用户界面中显示目标虚拟场景画面,其中,目标虚拟场景画面中包含按照目标比例尺进行第一尺寸变换的场景要素,以及按照第四比例尺进行第二尺寸变换的虚拟模型集合。
通过第二显示单元,响应将第一比例尺切换为目标比例尺的第一操作,控制虚拟场景中除虚拟模型集合之外的场景要素按照目标比例尺进行第一尺寸的等比例缩放,得到变换后的图形用户界面,缩放后的虚拟场景画面可以在图形用户界面中居中显示,以使在一个图形用户界面内可以总览所有虚拟场景画面。同时,在同一个虚拟场景画面中显示多个不同尺寸的虚拟模型,实现突出显示以提示用户的同时提高了虚拟场景画面显示的丰富性。
在本公开的一些示例实施例中,虚拟对象的显示控制装置500还可以包括信息确定单元,其中,信息确定单元用于基于虚拟模型集合中每个虚拟模型在虚拟场景中的位置信息,确定目标几何区域,其中,目标几何区域包括每个虚拟模型在虚拟场景中的位置信息;基于目标几何区域的边长,确定目标比例尺。
通过信息确定单元,根据虚拟模型集合中每个虚拟模型的位置信息确定目标几何区域,从而基于目标几何区域的边长确定目标比例尺,以将第一比例尺快速切换为目标比例尺,此时虚拟场景画面中便可包含虚拟模型集合中的每个虚拟模型,从而提高玩家的切换虚拟场景画面比例尺的效率。
在本公开的一些示例实施例中,目标几何区域为包括每个虚拟模型在虚拟场景中的位置信息,且面积最小的矩形区域;信息确定单元用于在构成矩形区域的多条边中,确定最长边,且确定与图形用户界面的当前分辨率相匹配的目标边;基于最长边和目标边确定目标比例尺,其中,按照目标比例尺对最长边进行缩放后的最长边与目标边之间的占比满足目标比值。
通过信息确定单元,在基于目标几何区域的边长确定目标比例尺时,从多条边中选取与图形用户界面的当前分辨率相匹配的目标边,在切换虚拟场景画面的显示比例时不影响场景画面的分辨率,避免出现分辨率下降的问题,提高玩家的游戏体验感。
在本公开的一些示例实施例中,第三显示单元还用于响应于虚拟受控对象的至少一友方虚拟受控对象和/或至少一敌方虚拟受控对象移动的起始点在目标虚拟场景画面中,在图形用户界面上显示至少一友方虚拟受控对象和/或至少一敌方虚拟受控对象的第二轨迹路线,其中,第二轨迹路线用于表示对应的友方虚拟受控对象和/或敌方虚拟受控对象在目标虚拟场景画面中移动的完整路径。
上述第三显示单元,通过显示友方敌方部队动态轨迹,可以在一个图形用户界面内总览己方部队在整个地图上的完整行军路径;并可以在大范围视角下查看敌袭部队行军路径和大致方位,实现了快速高效在虚拟建筑间调动部队,进而解决了游戏场景中虚拟建筑设施的交互效率低的技术问题。
需要说明的是,上述各个单元是可以通过软件或硬件来实现的,对于后者,可以通过以下方式实现,但不限于此:上述单元均位于同一处理器中;或者,上述各个单元以任意组合的形式分别位于不同的处理器中。
本公开的实施例还提供了一种计算机可读存储介质,该计算机可读存储介质中存储有计算机程序, 其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述计算机可读存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,在图形用户界面中显示第一比例尺对应的第一虚拟场景画面,其中,第一虚拟场景画面包含至少一虚拟模型;
S2,响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,其中,目标虚拟场景画面包含虚拟模型所属的虚拟模型集合,对象控件用于表示虚拟模型集合中的虚拟模型关联的虚拟受控对象;
S3,响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。
上述实施例在图形用户界面中显示第一比例尺对应的第一虚拟场景画面;响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件;响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。也就是说,本公开实施例通过在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,从而可以在一个屏内总览所有虚拟模型及其在整个地图上的分布情况,通过对象控件可以实现在不同虚拟模型之间调度虚拟受控对象,提高了对虚拟受控对象的控制效率。
在本公开的一些示例实施例中,第一操作为对至少一虚拟模型的选择操作,目标比例尺为第二比例尺;响应于对至少一虚拟模型的选择操作,获取所选择的虚拟模型所属的虚拟模型集合;确定虚拟模型集合对应的第二比例尺,其中,第二比例尺使得虚拟模型集合在图形用户界面中得到完整显示;在图形用户界面中显示第二比例尺对应的第二虚拟场景画面以及对象控件,其中,目标虚拟场景画面包括第二虚拟场景画面。
通过上述实施例,玩家在选择一虚拟模型便自动调整图形用户界面中显示的比例尺,从而将与上述虚拟模型所属的虚拟模型集合完整的显示在图形用户界面上,该过程不仅简化了玩家调整虚拟场景画面显示比例的操作,也便于玩家快速确定可移动的其他虚拟模型,进而提高玩家对虚拟受控对象的控制效率。
在本公开的一些示例实施例中,第二比例尺通过以下方式确定:对第一比例尺下显示的虚拟模型集合按照预设缩放幅度进行缩小,直至虚拟模型集合中的所有虚拟模型均完整显示于图形用户界面中;将虚拟模型集合中的所有虚拟模型完整显示于图形用户界面时对应的比例尺确定为第二比例尺。
通过上述实施例,由于第一比例尺下的虚拟场景画面中主要显示了玩家控制虚拟角色所在虚拟模型的画面内容,在玩家选择一虚拟模型时显示该虚拟模型所属的虚拟模型集合时便需缩小画面直至将虚拟模型集合中的所有虚拟模型完整显示于图形用户界面,该过程可以快速确定最优的第二比例尺,防止缩放幅度过大不便玩家进行虚拟模型之间移动操作,进而提高玩家对虚拟受控对象的控制效率。
在本公开的一些示例实施例中,第一操作为对第一虚拟场景画面的缩放操作,目标比例尺为第三比例尺;响应对第一虚拟场景画面的缩放操作,确定缩放操作对应的第三比例尺;确定第三比例尺下的第三虚拟场景画面中存在的虚拟模型,并将第三虚拟场景画面中存在的虚拟模型确定为虚拟模型集合;确定虚拟模型集合中的虚拟模型关联的虚拟受控对象;在图形用户界面中显示第三比例尺下的第三虚拟场景画面以及虚拟受控对象对应的对象控件,其中,目标虚拟场景画面包括第三虚拟场景画面。
通过上述实施例,玩家可以手动缩小或放大当前虚拟场景画面的显示比例尺,从而灵活调整当前虚拟场景画面中所能容纳的虚拟模型,提高了玩家对显示虚拟模型的范围控制操作的灵活性。同时,根据确定与各虚拟模型关联的虚拟受控对象以及虚拟受控对象对应的对象控件,实现了提高玩家对虚拟受控对象的控制灵活性。
在本公开的一些示例实施例中,对对象控件的第二操作,包括:从对象控件至第二虚拟模型的响应区域的拖动操作,其中,响应区域包括第二虚拟模型本身,和/或,位于第二虚拟模型预设范围的模型外围区域。
通过上述实施例,玩家可以将对象控件拖动至第二虚拟模型的响应区域,该拖动操作符合玩家将一物体拖动到目标位置的操作习惯,且极大提升用户对己方虚拟模型和虚拟受控对象的查看和调动效率,在全局视角下拖动虚拟受控对象,相比之前连续切换,提高了用户的操控感和对局势的掌控感。同时,当从对象控件拖动到第二虚拟模型本身和/或位于第二虚拟模型预设范围的模型外围区域便能触发虚拟受控对象从第一虚拟模型移动至第二虚拟模型,避免了相关技术中未拖动至第二虚拟模型本身便需要玩家重新执行拖动操作导致对虚拟受控对象的控制效率低的问题,从而提高玩家对虚拟受控对象的控制效率。
在本公开的一些示例实施例中,目标虚拟场景画面中包含虚拟受控对象对应的对象标识;控制对 象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型,包括:在目标虚拟场景画面中生成从第一虚拟模型至第二虚拟模型的第一轨迹路线;根据虚拟受控对象的移动进度,同步控制对象标识沿第一轨迹路线进行移动。
通过上述实施例,可以根据生成的移动轨迹路线辅助玩家基于移动轨迹路线进行滑动,从而为玩家提供操作辅助。且实时显示目前玩家控制虚拟受控对象的移动进度,提高玩家操作的直观性。
在本公开的一些示例实施例中,目标虚拟场景画面包含虚拟受控对象对应的第一关系标识,第一关系标识用于表示虚拟受控对象与第一虚拟模型之间的所属关系;方法还包括:响应于移动的对象标识与第一虚拟模型之间的距离大于第一距离阈值,在目标虚拟场景画面中取消显示第一关系标识;响应于移动的对象标识与第二虚拟模型之间的距离小于第二距离阈值,在目标虚拟场景画面中显示第二关系标识,其中,第二关系标识用于表示虚拟受控对象与第二虚拟模型之间的所属关系。
通过上述实施例,可以基于虚拟场景画面中显示的关系标识辅助玩家快速获取虚拟受控对象与第二虚拟模型之间的所属关系,从而便于玩家对整体的场景画面的了解,进而提高玩家对各虚拟受控对象在各虚拟模型之间的移动控制。同时,在玩家控制虚拟受控对象从第一虚拟模型移动至第二虚拟模型便及时更新关系标识,提高系统信息更新的及时性。
在本公开的一些示例实施例中,响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面,包括:响应将第一比例尺切换为目标比例尺的第一操作,控制虚拟场景中除虚拟模型集合之外的场景要素按照目标比例尺进行第一尺寸变换,控制虚拟模型集合按照第四比例尺进行第二尺寸变换,其中,第四比例尺小于目标比例尺;在图形用户界面中显示目标虚拟场景画面,其中,目标虚拟场景画面中包含按照目标比例尺进行第一尺寸变换的场景要素,以及按照第四比例尺进行第二尺寸变换的虚拟模型集合。
通过上述实施例,响应将第一比例尺切换为目标比例尺的第一操作,控制虚拟场景中除虚拟模型集合之外的场景要素按照目标比例尺进行第一尺寸的等比例缩放,得到变换后的图形用户界面,缩放后的虚拟场景画面可以在图形用户界面中居中显示,以使在一个图形用户界面内可以总览所有虚拟场景画面。同时,在同一个虚拟场景画面中显示多个不同尺寸的虚拟模型,实现突出显示以提示用户的同时提高了虚拟场景画面显示的丰富性。
在本公开的一些示例实施例中,基于虚拟模型集合中每个虚拟模型在虚拟场景中的位置信息,确定目标几何区域,其中,目标几何区域包括每个虚拟模型在虚拟场景中的位置信息;基于目标几何区域的边长,确定目标比例尺。
通过上述实施例,根据虚拟模型集合中每个虚拟模型的位置信息确定目标几何区域,从而基于目标几何区域的边长确定目标比例尺,以将第一比例尺快速切换为目标比例尺,此时虚拟场景画面中便可包含虚拟模型集合中的每个虚拟模型,从而提高玩家的切换虚拟场景画面比例尺的效率。
在本公开的一些示例实施例中,目标几何区域为包括每个虚拟模型在虚拟场景中的位置信息,且面积最小的矩形区域;基于目标几何区域的边长,确定目标比例尺,包括:在构成矩形区域的多条边中,确定最长边,且确定与图形用户界面的当前分辨率相匹配的目标边;基于最长边和目标边确定目标比例尺,其中,按照目标比例尺对最长边进行缩放后的最长边与目标边之间的占比满足目标比值。
通过上述实施例,在基于目标几何区域的边长确定目标比例尺时,从多条边中选取与图形用户界面的当前分辨率相匹配的目标边,在切换虚拟场景画面的显示比例时不影响场景画面的分辨率,避免出现分辨率下降的问题,提高玩家的游戏体验感。
在本公开的一些示例实施例中,响应于虚拟受控对象的至少一友方虚拟受控对象和/或至少一敌方虚拟受控对象移动的起始点在目标虚拟场景画面中,在图形用户界面上显示至少一友方虚拟受控对象和/或至少一敌方虚拟受控对象的第二轨迹路线,其中,第二轨迹路线用于表示对应的友方虚拟受控对象和/或敌方虚拟受控对象在目标虚拟场景画面中移动的完整路径。
通过上述实施例,通过显示友方敌方部队动态轨迹,可以在一个图形用户界面内总览己方部队在整个地图上的完整行军路径;并可以在大范围视角下查看敌袭部队行军路径和大致方位,实现了快速高效在虚拟建筑间调动部队,进而解决了游戏场景中虚拟建筑设施的交互效率低的技术问题。可选地,在本实施例中,上述计算机可读存储介质可以包括但不限于:U盘、只读存储器(Read-Only Memory,简称为ROM)、随机存取存储器(Random Access Memory,简称为RAM)、移动硬盘、磁碟或者光盘等各种可以存储计算机程序的介质。
本公开的实施例还提供了一种电子装置,包括存储器和处理器,该存储器中存储有计算机程序,该处理器被设置为运行计算机程序以执行上述任一项方法实施例中的步骤。
可选地,上述电子装置还可以包括传输设备以及输入输出设备,其中,该传输设备和上述处理器连接,该输入输出设备和上述处理器连接。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,在图形用户界面中显示第一比例尺对应的第一虚拟场景画面,其中,第一虚拟场景画面包含至少一虚拟模型;
S2,响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,其中,目标虚拟场景画面包含虚拟模型所属的虚拟模型集合,对象控件用于表示虚拟模型集合中的虚拟模型关联的虚拟受控对象;
S3,响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。
在图形用户界面中显示第一比例尺对应的第一虚拟场景画面;响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件;响应对对象控件的第二操作,控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型。也就是说,本公开实施例通过在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,从而可以在一个屏内总览所有虚拟模型及其在整个地图上的分布情况,通过对象控件可以实现在不同虚拟模型之间调度虚拟受控对象,提高了对虚拟受控对象的控制效率。
在本公开的一些示例实施例中,第一操作为对至少一虚拟模型的选择操作,目标比例尺为第二比例尺;响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,包括:响应于对至少一虚拟模型的选择操作,获取所选择的虚拟模型所属的虚拟模型集合;确定虚拟模型集合对应的第二比例尺,其中,第二比例尺使得虚拟模型集合在图形用户界面中得到完整显示;在图形用户界面中显示第二比例尺对应的第二虚拟场景画面以及对象控件,其中,目标虚拟场景画面包括第二虚拟场景画面。
通过上述实施例,玩家在选择一虚拟模型便自动调整图形用户界面中显示的比例尺,从而将与上述虚拟模型所属的虚拟模型集合完整的显示在图形用户界面上,该过程不仅简化了玩家调整虚拟场景画面显示比例的操作,也便于玩家快速确定可移动的其他虚拟模型,进而提高玩家对虚拟受控对象的控制效率。
在本公开的一些示例实施例中,第二比例尺通过以下方式确定:对第一比例尺下显示的虚拟模型集合按照预设缩放幅度进行缩小,直至虚拟模型集合中的所有虚拟模型均完整显示于图形用户界面中;将虚拟模型集合中的所有虚拟模型完整显示于图形用户界面时对应的比例尺确定为第二比例尺。
通过上述实施例,由于第一比例尺下的虚拟场景画面中主要显示了玩家控制虚拟角色所在虚拟模型的画面内容,在玩家选择一虚拟模型时显示该虚拟模型所属的虚拟模型集合时便需缩小画面直至将虚拟模型集合中的所有虚拟模型完整显示于图形用户界面,该过程可以快速确定最优的第二比例尺,防止缩放幅度过大不便玩家进行虚拟模型之间移动操作,进而提高玩家对虚拟受控对象的控制效率。
在本公开的一些示例实施例中,第一操作为对第一虚拟场景画面的缩放操作,目标比例尺为第三比例尺;响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面以及对象控件,包括:响应对第一虚拟场景画面的缩放操作,确定缩放操作对应的第三比例尺;确定第三比例尺下的第三虚拟场景画面中存在的虚拟模型,并将第三虚拟场景画面中存在的虚拟模型确定为虚拟模型集合;确定虚拟模型集合中的虚拟模型关联的虚拟受控对象;在图形用户界面中显示第三比例尺下的第三虚拟场景画面以及虚拟受控对象对应的对象控件,其中,目标虚拟场景画面包括第三虚拟场景画面。
通过上述实施例,玩家可以手动缩小或放大当前虚拟场景画面的显示比例尺,从而灵活调整当前虚拟场景画面中所能容纳的虚拟模型,提高了玩家对显示虚拟模型的范围控制操作的灵活性。同时,根据确定与各虚拟模型关联的虚拟受控对象以及虚拟受控对象对应的对象控件,实现了提高玩家对虚拟受控对象的控制灵活性。
在本公开的一些示例实施例中,对对象控件的第二操作,包括:从对象控件至第二虚拟模型的响应区域的拖动操作,其中,响应区域包括第二虚拟模型本身,和/或,位于第二虚拟模型预设范围的模型外围区域。
通过上述实施例,玩家可以将对象控件拖动至第二虚拟模型的响应区域,该拖动操作符合玩家将一物体拖动到目标位置的操作习惯,且极大提升用户对己方虚拟模型和虚拟受控对象的查看和调动效率,在全局视角下拖动虚拟受控对象,相比之前连续切换,提高了用户的操控感和对局势的掌控感。同时,当从对象控件拖动到第二虚拟模型本身和/或位于第二虚拟模型预设范围的模型外围区域便能触发虚拟受控对象从第一虚拟模型移动至第二虚拟模型,避免了相关技术中未拖动至第二虚拟模型本身便需要玩家重新执行拖动操作导致对虚拟受控对象的控制效率低的问题,从而提高玩家对虚拟受控对象的控制效率。
在本公开的一些示例实施例中,目标虚拟场景画面中包含虚拟受控对象对应的对象标识;控制对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至虚拟模型集合的第二虚拟模型,包括:在目标虚拟场景画面中生成从第一虚拟模型至第二虚拟模型的第一轨迹路线;根据虚拟受控对象的移动进度,同步控制对象标识沿第一轨迹路线进行移动。
通过上述实施例,可以根据生成的移动轨迹路线辅助玩家基于移动轨迹路线进行滑动,从而为玩家提供操作辅助。且实时显示目前玩家控制虚拟受控对象的移动进度,提高玩家操作的直观性。
在本公开的一些示例实施例中,目标虚拟场景画面包含虚拟受控对象对应的第一关系标识,第一关系标识用于表示虚拟受控对象与第一虚拟模型之间的所属关系;方法还包括:响应于移动的对象标识与第一虚拟模型之间的距离大于第一距离阈值,在目标虚拟场景画面中取消显示第一关系标识;响应于移动的对象标识与第二虚拟模型之间的距离小于第二距离阈值,在目标虚拟场景画面中显示第二关系标识,其中,第二关系标识用于表示虚拟受控对象与第二虚拟模型之间的所属关系。
通过上述实施例,可以基于虚拟场景画面中显示的关系标识辅助玩家快速获取虚拟受控对象与第二虚拟模型之间的所属关系,从而便于玩家对整体的场景画面的了解,进而提高玩家对各虚拟受控对象在各虚拟模型之间的移动控制。同时,在玩家控制虚拟受控对象从第一虚拟模型移动至第二虚拟模型便及时更新关系标识,提高系统信息更新的及时性。
在本公开的一些示例实施例中,响应将第一比例尺切换为目标比例尺的第一操作,在图形用户界面中显示目标比例尺对应的目标虚拟场景画面,包括:响应将第一比例尺切换为目标比例尺的第一操作,控制虚拟场景中除虚拟模型集合之外的场景要素按照目标比例尺进行第一尺寸变换,控制虚拟模型集合按照第四比例尺进行第二尺寸变换,其中,第四比例尺小于目标比例尺;在图形用户界面中显示目标虚拟场景画面,其中,目标虚拟场景画面中包含按照目标比例尺进行第一尺寸变换的场景要素,以及按照第四比例尺进行第二尺寸变换的虚拟模型集合。
通过上述实施例,响应将第一比例尺切换为目标比例尺的第一操作,控制虚拟场景中除虚拟模型集合之外的场景要素按照目标比例尺进行第一尺寸的等比例缩放,得到变换后的图形用户界面,缩放后的虚拟场景画面可以在图形用户界面中居中显示,以使在一个图形用户界面内可以总览所有虚拟场景画面。同时,在同一个虚拟场景画面中显示多个不同尺寸的虚拟模型,实现突出显示以提示用户的同时提高了虚拟场景画面显示的丰富性。
在本公开的一些示例实施例中,基于虚拟模型集合中每个虚拟模型在虚拟场景中的位置信息,确定目标几何区域,其中,目标几何区域包括每个虚拟模型在虚拟场景中的位置信息;基于目标几何区域的边长,确定目标比例尺。
通过上述实施例,根据虚拟模型集合中每个虚拟模型的位置信息确定目标几何区域,从而基于目标几何区域的边长确定目标比例尺,以将第一比例尺快速切换为目标比例尺,此时虚拟场景画面中便可包含虚拟模型集合中的每个虚拟模型,从而提高玩家的切换虚拟场景画面比例尺的效率。
在本公开的一些示例实施例中,目标几何区域为包括每个虚拟模型在虚拟场景中的位置信息,且面积最小的矩形区域;基于目标几何区域的边长,确定目标比例尺,包括:在构成矩形区域的多条边中,确定最长边,且确定与图形用户界面的当前分辨率相匹配的目标边;基于最长边和目标边确定目标比例尺,其中,按照目标比例尺对最长边进行缩放后的最长边与目标边之间的占比满足目标比值。
通过上述实施例,在基于目标几何区域的边长确定目标比例尺时,从多条边中选取与图形用户界面的当前分辨率相匹配的目标边,在切换虚拟场景画面的显示比例时不影响场景画面的分辨率,避免出现分辨率下降的问题,提高玩家的游戏体验感。
在本公开的一些示例实施例中,响应于虚拟受控对象的至少一友方虚拟受控对象和/或至少一敌方虚拟受控对象移动的起始点在目标虚拟场景画面中,在图形用户界面上显示至少一友方虚拟受控对象和/或至少一敌方虚拟受控对象的第二轨迹路线,其中,第二轨迹路线用于表示对应的友方虚拟受控对象和/或敌方虚拟受控对象在目标虚拟场景画面中移动的完整路径。
通过上述实施例,通过显示友方敌方部队动态轨迹,可以在一个图形用户界面内总览己方部队在整个地图上的完整行军路径;并可以在大范围视角下查看敌袭部队行军路径和大致方位,实现了快速高效在虚拟建筑间调动部队,进而解决了游戏场景中虚拟建筑设施的交互效率低的技术问题。
可选地,本实施例中的具体示例可以参考上述实施例及可选实施方式中所描述的示例,本实施例在此不再赘述。
图6是根据本公开实施例的一种电子装置的示意图。如图6所示,电子装置600仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。
如图6所示,电子装置600以通用计算设备的形式表现。电子装置600的组件可以包括但不限于:上述至少一个处理器610、上述至少一个存储器620、连接不同系统组件(包括存储器620和处理器 610)的总线630和显示器640。
其中,上述存储器620存储有程序代码,程序代码可以被处理器610执行,使得处理器610执行本公开实施例的上述方法部分中描述的根据本公开各种示例性实施方式的步骤。
存储器620可以包括易失性存储单元形式的可读介质,例如随机存取存储单元(RAM)6201和/或高速缓存存储单元6202,还可以进一步包括只读存储单元(ROM)6203,还可包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。
在一些实例中,存储器620还可以包括具有一组(至少一个)程序模块6205的程序/实用工具6204,这样的程序模块6205包括但不限于:操作系统、一个或者多个应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。存储器620可进一步包括相对于处理器610远程设置的存储器,这些远程存储器可以通过网络连接至电子装置600。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
总线630可以为表示几类总线结构中的一种或多种,包括存储单元总线或者存储单元控制器、外围总线、图形加速端口、处理器610或者使用多种总线结构中的任意总线结构的局域总线。
显示器640可以例如触摸屏式的液晶显示器(LCD),该液晶显示器可使得用户能够与电子装置600的用户界面进行交互。
可选地,电子装置600也可以与一个或多个外部设备700(例如键盘、指向设备、蓝牙设备等)通信,还可与一个或者多个使得用户能与该电子装置600交互的设备通信,和/或与使得该电子装置600能与一个或多个其它计算设备进行通信的任何设备(例如路由器、调制解调器等等)通信。这种通信可以通过输入/输出(I/O)接口650进行。并且,电子装置600还可以通过网络适配器660与一个或者多个网络(例如局域网(LAN),广域网(WAN)和/或公共网络,例如因特网)通信。如图6所示,网络适配器660通过总线630与电子装置600的其它模块通信。应当明白,尽管图6中未示出,可以结合电子装置600使用其它硬件和/或软件模块,可以包括但不限于:微代码、设备驱动器、冗余处理单元、外部磁盘驱动阵列、RAID系统、磁带驱动器以及数据备份存储系统等。
上述电子装置600还可以包括:键盘、光标控制设备(如鼠标)、输入/输出接口(I/O接口)、网络接口、电源和/或相机。
本领域普通技术人员可以理解,图6所示的结构仅为示意,其并不对上述电子装置的结构造成限定。例如,电子装置600还可包括比图6中所示更多或者更少的组件,或者具有与图1所示不同的配置。存储器620可用于存储计算机程序及对应的数据,如本公开实施例中的数据处理方法对应的计算机程序及对应的数据。处理器610通过运行存储在存储器620内的计算机程序,从而执行各种功能应用以及数据处理,即实现上述的数据处理方法。
上述本公开实施例序号仅仅为了描述,不代表实施例的优劣。
在本公开的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本公开所提供的几个实施例中,应该理解到,所揭露的技术内容,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如单元的划分,可以为一种逻辑功能划分,实际实现时可以有另外的划分方式,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接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
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。
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。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
集成的单元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该技术方案的全部或部分可以以软件产品的形式体现出来,该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(可为个人计算机、服务器或者网络设备等)执行本公开各个实施例方法的全部或部分步骤。而前述的存储介质包括:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
以上仅是本公开的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本 公开原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本公开的保护范围。

Claims (14)

  1. 一种虚拟对象的显示控制方法,通过终端设备提供一图形用户界面,所述图形用户界面的显示内容包括虚拟场景,以及位于所述虚拟场景中的多个虚拟模型,所述方法包括:
    在图形用户界面中显示第一比例尺对应的第一虚拟场景画面,其中,所述第一虚拟场景画面包含至少一虚拟模型;
    响应将所述第一比例尺切换为目标比例尺的第一操作,在所述图形用户界面中显示所述目标比例尺对应的目标虚拟场景画面以及对象控件,其中,所述目标虚拟场景画面包含所述虚拟模型所属的虚拟模型集合,所述对象控件用于表示所述虚拟模型集合中的虚拟模型关联的虚拟受控对象;
    响应对所述对象控件的第二操作,控制所述对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至所述虚拟模型集合的第二虚拟模型。
  2. 根据权利要求1所述的方法,其中,所述第一操作为对所述至少一虚拟模型的选择操作,所述目标比例尺为第二比例尺;
    所述响应将所述第一比例尺切换为目标比例尺的第一操作,在所述图形用户界面中显示所述目标比例尺对应的目标虚拟场景画面以及对象控件,包括:
    响应于对所述至少一虚拟模型的选择操作,获取所选择的虚拟模型所属的所述虚拟模型集合;
    确定所述虚拟模型集合对应的所述第二比例尺,其中,所述第二比例尺使得所述虚拟模型集合在所述图形用户界面中得到完整显示;
    在所述图形用户界面中显示所述第二比例尺对应的第二虚拟场景画面以及所述对象控件,其中,所述目标虚拟场景画面包括所述第二虚拟场景画面。
  3. 根据权利要求2所述的方法,其中,所述第二比例尺通过以下方式确定:
    对所述第一比例尺下显示的虚拟模型集合按照预设缩放幅度进行缩小,直至所述虚拟模型集合中的所有虚拟模型均完整显示于所述图形用户界面中;
    将所述虚拟模型集合中的所有虚拟模型完整显示于所述图形用户界面时对应的比例尺确定为所述第二比例尺。
  4. 根据权利要求1所述的方法,其中,所述第一操作为对所述第一虚拟场景画面的缩放操作,所述目标比例尺为第三比例尺;
    所述响应将所述第一比例尺切换为目标比例尺的第一操作,在所述图形用户界面中显示所述目标比例尺对应的目标虚拟场景画面以及对象控件,包括:
    响应对所述第一虚拟场景画面的缩放操作,确定所述缩放操作对应的第三比例尺;
    确定所述第三比例尺下的第三虚拟场景画面中存在的虚拟模型,并将所述第三虚拟场景画面中存在的虚拟模型确定为所述虚拟模型集合;
    确定所述虚拟模型集合中的虚拟模型关联的虚拟受控对象;
    在所述图形用户界面中显示所述第三比例尺下的第三虚拟场景画面以及所述虚拟受控对象对应的所述对象控件,其中,所述目标虚拟场景画面包括所述第三虚拟场景画面。
  5. 根据权利要求1所述的方法,其中,所述对所述对象控件的第二操作,包括:从所述对象控件至所述第二虚拟模型的响应区域的拖动操作,其中,所述响应区域包括所述第二虚拟模型本身,和/或,位于所述第二虚拟模型预设范围的模型外围区域。
  6. 根据权利要求1所述的方法,其中,所述目标虚拟场景画面中包含所述虚拟受控对象对应的对象标识;
    所述控制所述对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至所述虚拟模型集合的第二虚拟模型,包括:
    在所述目标虚拟场景画面中生成从所述第一虚拟模型至所述第二虚拟模型的第一轨迹路线;
    根据所述虚拟受控对象的移动进度,同步控制所述对象标识沿所述第一轨迹路线进行移动。
  7. 根据权利要求6所述的方法,其中,所述目标虚拟场景画面包含所述虚拟受控对象对应的第一关系标识,所述第一关系标识用于表示所述虚拟受控对象与所述第一虚拟模型之间的所属关系;所述方法还包括:
    响应于移动的所述对象标识与所述第一虚拟模型之间的距离大于第一距离阈值,在所述目标虚拟场景画面中取消显示所述第一关系标识;
    响应于移动的所述对象标识与所述第二虚拟模型之间的距离小于第二距离阈值,在所述目标虚拟场景画面中显示第二关系标识,其中,所述第二关系标识用于表示所述虚拟受控对象与所述第二虚拟模型之间的所属关系。
  8. 根据权利要求1所述的方法,其中,所述响应将所述第一比例尺切换为目标比例尺的第一操作, 在所述图形用户界面中显示所述目标比例尺对应的目标虚拟场景画面,包括:
    响应将所述第一比例尺切换为目标比例尺的第一操作,控制所述虚拟场景中除所述虚拟模型集合之外的场景要素按照所述目标比例尺进行第一尺寸变换,控制所述虚拟模型集合按照第四比例尺进行第二尺寸变换,其中,所述第四比例尺小于所述目标比例尺;
    在所述图形用户界面中显示所述目标虚拟场景画面,其中,所述目标虚拟场景画面中包含按照所述目标比例尺进行第一尺寸变换的所述场景要素,以及按照所述第四比例尺进行第二尺寸变换的所述虚拟模型集合。
  9. 根据权利要求8所述的方法,其中,所述方法还包括:
    基于所述虚拟模型集合中每个虚拟模型在所述虚拟场景中的位置信息,确定目标几何区域,其中,所述目标几何区域包括所述每个虚拟模型在所述虚拟场景中的位置信息;
    基于所述目标几何区域的边长,确定所述目标比例尺。
  10. 根据权利要求9所述的方法,其中,所述目标几何区域为包括所述每个虚拟模型在所述虚拟场景中的位置信息,且面积最小的矩形区域;基于所述目标几何区域的边长,确定所述目标比例尺,包括:
    在构成所述矩形区域的多条边中,确定最长边,且确定与所述图形用户界面的当前分辨率相匹配的目标边;
    基于所述最长边和所述目标边确定所述目标比例尺,其中,按照所述目标比例尺对所述最长边进行缩放后的最长边与所述目标边之间的占比满足目标比值。
  11. 根据权利要求1至10中任意一项所述的方法,其中,所述方法还包括:
    响应于所述虚拟受控对象的至少一友方虚拟受控对象和/或至少一敌方虚拟受控对象移动的起始点在所述目标虚拟场景画面中,在所述图形用户界面上显示所述至少一友方虚拟受控对象和/或所述至少一敌方虚拟受控对象的第二轨迹路线,其中,所述第二轨迹路线用于表示对应的所述友方虚拟受控对象和/或所述敌方虚拟受控对象在所述目标虚拟场景画面中移动的完整路径。
  12. 一种虚拟对象的显示控制装置,通过终端设备提供一图形用户界面,所述图形用户界面的显示内容包括虚拟场景,以及位于所述虚拟场景中的多个虚拟模型,所述装置包括:
    第一显示单元,用于在图形用户界面中显示第一比例尺对应的第一虚拟场景画面,其中,所述第一虚拟场景画面包含至少一虚拟模型;
    第二显示单元,用于响应将所述第一比例尺切换为目标比例尺的第一操作,在所述图形用户界面中显示所述目标比例尺对应的目标虚拟场景画面以及对象控件,其中,所述目标虚拟场景画面包含所述虚拟模型所属的虚拟模型集合,所述对象控件用于表示所述虚拟模型集合中的虚拟模型关联的虚拟受控对象;
    控制单元,用于响应对所述对象控件的第二操作,控制所述对象控件对应的虚拟受控对象从所属的第一虚拟模型移动至所述虚拟模型集合的第二虚拟模型。
  13. 一种计算机可读存储介质,所述计算机可读存储介质中存储有计算机程序,其中,所述计算机程序被设置为被处理器运行时执行所述权利要求1至11中任一项中所述的方法。
  14. 一种电子装置,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器被设置为运行所述计算机程序以执行所述权利要求1至11中任一项中所述的方法。
PCT/CN2023/079641 2022-06-08 2023-03-03 虚拟对象的显示控制方法、装置、存储介质和电子装置 WO2023236602A1 (zh)

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