【问题标题】:How do i scale an object based on a variable from a different script?如何根据来自不同脚本的变量缩放对象?
【发布时间】:2020-10-13 05:17:11
【问题描述】:

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

我试图弄清楚如何根据玩家当前的耐力自动缩放球体的大小。因此,力场(球体)基本上是对玩家当前拥有的体力(curStamina)的视觉解释,并根据 curStamina 增加或减少大小。

这是我的耐力脚本供参考。任何有关我将如何解决此问题的帮助都将不胜感激!

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;
        }
    }
}

【问题讨论】:

  • 大部分代码是不相关的:“变量..不同的范围”,当然。该值是用于缩放还是仅用于显示都没有关系。

标签: unity3d transform scale


【解决方案1】:

这是一个如何实现它的示例:

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;
}

【讨论】:

  • 工作就像一个魅力!我有点理解你处理大部分内容的方式,我只有一个问题:背后的逻辑是什么:private float DeltaForceFieldScale => MaxForceFieldScale - MinForceFieldScale;
  • 这只是创建返回最大值和最小值之间差异的吸气剂的简单方法。是尺寸范围。这和我写的一样:float DeltaForceFieldScale { get { return MaxForceFieldScale - MinForceFieldScale; }} 如果你想要float DeltaForceFieldScale;,你也可以创建一个字段,然后在Start 上计算它的值。有关=> operatorget set 的更多信息
猜你喜欢
  • 1970-01-01
  • 2011-08-18
  • 2011-08-18
  • 1970-01-01
  • 1970-01-01
  • 1970-01-01
  • 2021-02-08
  • 2015-09-07
  • 1970-01-01
相关资源
最近更新 更多