How to edit Hinge Joint Target Position in a script?

I’m trying to find a way to edit the value of Target Position in the hinge Joint component in a C# script.

Edit: My main source of confusion was HingeJoint hinge = GetComponent<HingeJoint>(); on the Unity documentation regarding Component.GetComponent, which a more experienced developer explained to me should be HingeJoint hinge = gameObject.GetComponent<HingeJoint>();, which helped me understand how that worked. But, now that I should have it setup correctly, it still does not work.

Figured it out, here’s what I had:

public class Leg_movement : MonoBehaviour
{
    public GameObject foot, lowerLeg, upperLeg;
    JointSpring footSpring, lowerLegSpring, upperLegSpring;
    void Start()
    {
        HingeJoint footHinge = foot.GetComponent<HingeJoint>();
        footSpring = footHinge.spring;
        HingeJoint lowerLegHinge = lowerLeg.GetComponent<HingeJoint>();
        lowerLegSpring = lowerLegHinge.spring;
        HingeJoint upperLegHinge = upperLeg.GetComponent<HingeJoint>();
        upperLegSpring = upperLegHinge.spring;
    }
    void Update()
    {
        if (Input.GetKey(Keybinds.kcLeftLeg))
        {
            Debug.Log("Left leg contracts");
            lowerLegSpring.targetPosition = 100;
        }
        if (Input.GetKey(Keybinds.kcRightLeg))
        {
            Debug.Log("Right leg contracts");
        }
    }
}

And here’s what I should have had:

public class Leg_movement : MonoBehaviour
{
    public GameObject foot, lowerLeg, upperLeg;
    JointSpring footSpring, lowerLegSpring, upperLegSpring;
    HingeJoint footHinge, lowerLegHinge, upperLegHinge;
    void Start()
    {
        footHinge = foot.GetComponent<HingeJoint>();
        footSpring = footHinge.spring;
        lowerLegHinge = lowerLeg.GetComponent<HingeJoint>();
        lowerLegSpring = lowerLegHinge.spring;
        upperLegHinge = upperLeg.GetComponent<HingeJoint>();
        upperLegSpring = upperLegHinge.spring;
    }
    void Update()
    {
        if (Input.GetKey(Keybinds.kcLeftLeg))
        {
            Debug.Log("Left leg contracts");
            lowerLegSpring.targetPosition = 100;
            lowerLegHinge.spring = lowerLegSpring;
        }
        if (Input.GetKey(Keybinds.kcRightLeg))
        {
            Debug.Log("Right leg contracts");
        }
    }
}

Works flawlessly now.