如何根据来自不同脚本的变量缩放对象?

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

我为我的第三人称玩家创建了一个力场——基本上是一个围绕他的球体。 我的玩家有耐力花车(curStamina 和 maxStamina)。

我正在尝试弄清楚如何根据玩家当前的耐力自动缩放球体的大小。所以力场(球体)基本上是对玩家当前拥有的耐力量(curStamina)的视觉解释,并且根据 curStamina 增加或减少大小。

这是我的耐力脚本供参考。感谢任何有关我将如何处理的帮助!

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;
        }
    }
}

下面是一个如何实现它的例子:

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;
}