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Stamina exhaustion and warning UI design guide

Learn how to make stamina bars, low-resource warnings, and fatigue states readable enough that players can predict risk before their next move fails.

公開日: 2026-07-09#Stamina Systems#UI Design#Feedback Design#Beginner

Quick Start

Start with a tiny working version

Stamina is one of the most common systems in action-heavy games, yet many player frustrations come not from the drain itself but from poor communication. A dodge fails without warning, sprint suddenly stops on a climb, or a heavy action becomes unavailable with no clear reason.

Build it in small code pieces

1. 値を用意する

Inspectorで変更できる値と表示先を置きます。

StaminaWarningTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float staminaValue = 1f;
    [SerializeField] private float exhaustionLevel = 2f;
    [SerializeField] private float recoverySeconds = 3f;

2. 状態を変える

ボタンを押した時に、1つだけ状態を進めます。

StaminaWarningTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "消費する" : step == 1 ? "低下を知らせる" : "回復を待つ";
        if (statusText != null)
        {
            statusText.text = $"{label}\nstaminaValue={staminaValue:0.##}\nexhaustionLevel={exhaustionLevel:0.##}\nrecoverySeconds={recoverySeconds:0.##}";
        }

3. 画面に表示する

変わった結果を画面に出して確認します。

StaminaWarningTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\nstaminaValue={staminaValue:0.##}\nexhaustionLevel={exhaustionLevel:0.##}\nrecoverySeconds={recoverySeconds:0.##}";
        }
        Debug.Log($"スタミナ切れ警告: {label}");

Complete script

StaminaWarningTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class StaminaWarningTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float staminaValue = 1f;
    [SerializeField] private float exhaustionLevel = 2f;
    [SerializeField] private float recoverySeconds = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "消費する" : step == 1 ? "低下を知らせる" : "回復を待つ";
        if (statusText != null)
        {
            statusText.text = $"{label}\nstaminaValue={staminaValue:0.##}\nexhaustionLevel={exhaustionLevel:0.##}\nrecoverySeconds={recoverySeconds:0.##}";
        }
        Debug.Log($"スタミナ切れ警告: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

Learn how to make stamina bars, low-resource warnings, and fatigue states readable enough that players can predict risk before their next move fails.

The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.