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如何根據來自不同腳本的變量縮放對象?

[英]How do i scale an object based on a variable from a different script?

我為我的第三人稱玩家創建了一個力場——基本上是一個圍繞他的球體。 我的球員有耐力浮動(curStamina 和 maxStamina)。

我試圖弄清楚如何根據玩家當前的耐力自動縮放球體的大小。 因此,力場(球體)基本上是對玩家當前擁有的耐力(curStamina)量的視覺解釋,並且基於 curStamina 的大小增加或減少。

這是我的耐力腳本供參考。 任何有關我將如何解決此問題的幫助表示贊賞!

public class Stamina : MonoBehaviour
{

    public float stamina = 100;
    public float maxStamina = 100;
    public float drainPerSecond = 2.0f, gainPerSecond = 1.0f;
    public bool online = false, usingStamina = false;
    //public int lives;
    public GameObject staminaImagePrefab;
    private Transform staminaPanel;
    private Image staminaImage;

    //private Color lerpedColor; // Not currently used
    // Start is called before the first frame update
    void Start()
    {

        if (transform.CompareTag("Player"))
        {
            staminaPanel = GameObject.FindGameObjectWithTag("StaminaPanel").transform;
            GameObject staminaObject = Instantiate(staminaImagePrefab, staminaPanel);
            staminaImage = staminaObject.transform.GetChild(1).GetComponent<Image>();
        }

    }

    // Update is called once per frame
    void Update()
    {

        if (usingStamina)
        {
            DrainStamina();
        }
        else
        {
            RegenerateStamina();
        }
        if (transform.CompareTag("Player"))
        {
            staminaImage.fillAmount = (float)stamina / maxStamina;
        }
    }

    private void RegenerateStamina()
    {
        stamina += gainPerSecond * Time.deltaTime;
        if (stamina > maxStamina) stamina = maxStamina;
    }
    public void StaminaDamage(float value)
    {
        stamina -= value;
    }

    private void DrainStamina()
    {
        stamina -= drainPerSecond * Time.deltaTime;

        if (stamina < 0)
        {
            // Out of stamina
            stamina = 0;
        }
    }
    public void ResetStamina(float _stamina, float _maxStamina)
    {
        stamina = _stamina;
        maxStamina = _maxStamina;
        if (transform.CompareTag("Player"))
        {
            staminaImage.fillAmount = (float)stamina / maxStamina;
        }
    }
}

圖片參考

這是一個如何實現它的例子:

public float MinForceFieldScale = 1f;
public float MaxForceFieldScale = 4f;

[SerializeField]
private Transform forceFieldTransform;

private float DeltaForceFieldScale => MaxForceFieldScale - MinForceFieldScale;

// Update is called once per frame
void Update()
{

    if (usingStamina)
    {
        DrainStamina();
    }
    else
    {
        RegenerateStamina();
    }
    if (transform.CompareTag("Player"))
    {
        staminaImage.fillAmount = (float)stamina / maxStamina;
    }
    UpdateForceFieldSize();
}

private void UpdateForceFieldSize()
{
    float actualStaminaPercent = stamina / maxStamina;
    float forceFieldSize = MinForceFieldScale + DeltaForceFieldScale * actualStaminaPercent;

    forceFieldTransform.localScale = Vector3.one * forceFieldSize;
}

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