The fucking 3rd time i had to upload this project to git

This commit is contained in:
Madhav Kapa
2023-10-06 20:18:29 -04:00
commit 5658acfe16
2689 changed files with 1259400 additions and 0 deletions

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 05-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System.Collections.Generic;
using System.Text;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using Tayx.Graphy.Utils.NumString;
using UnityEngine;
using UnityEngine.UI;
#if UNITY_5_5_OR_NEWER
#endif
namespace Tayx.Graphy.Advanced
{
public class G_AdvancedData : MonoBehaviour, IMovable, IModifiableState
{
#region Methods -> Private
private void Init()
{
G_IntString.Init(0, 7680);
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_sb = new StringBuilder();
m_rectTransform = GetComponent<RectTransform>();
#region Section -> Text
m_processorTypeText.text
= "CPU: "
+ SystemInfo.processorType
+ " ["
+ SystemInfo.processorCount
+ " cores]";
m_systemMemoryText.text
= "RAM: "
+ SystemInfo.systemMemorySize
+ " MB";
m_graphicsDeviceVersionText.text
= "Graphics API: "
+ SystemInfo.graphicsDeviceVersion;
m_graphicsDeviceNameText.text
= "GPU: "
+ SystemInfo.graphicsDeviceName;
m_graphicsMemorySizeText.text
= "VRAM: "
+ SystemInfo.graphicsMemorySize
+ "MB. Max texture size: "
+ SystemInfo.maxTextureSize
+ "px. Shader level: "
+ SystemInfo.graphicsShaderLevel;
var res = Screen.currentResolution;
m_screenResolutionText.text
= "Screen: "
+ res.width
+ "x"
+ res.height
+ "@"
+ res.refreshRate
+ "Hz";
m_operatingSystemText.text
= "OS: "
+ SystemInfo.operatingSystem
+ " ["
+ SystemInfo.deviceType
+ "]";
float preferredWidth = 0;
// Resize the background overlay
var texts = new List<Text>
{
m_graphicsDeviceVersionText,
m_processorTypeText,
m_systemMemoryText,
m_graphicsDeviceNameText,
m_graphicsMemorySizeText,
m_screenResolutionText,
m_gameWindowResolutionText,
m_operatingSystemText
};
foreach (var text in texts)
if (text.preferredWidth > preferredWidth)
preferredWidth = text.preferredWidth;
#endregion
#region Section -> Background Images
m_backgroundImages[0].rectTransform.SetSizeWithCurrentAnchors
(
RectTransform.Axis.Horizontal,
preferredWidth + 25
);
m_backgroundImages[0].rectTransform.anchoredPosition = new Vector2
(
(preferredWidth + 25) / 2 * Mathf.Sign(m_backgroundImages[0].rectTransform.anchoredPosition.x),
m_backgroundImages[0].rectTransform.anchoredPosition.y
);
#endregion
UpdateParameters();
}
#endregion
#region Variables -> Serialized Private
[SerializeField] private List<Image> m_backgroundImages = new();
[SerializeField] private Text m_graphicsDeviceVersionText;
[SerializeField] private Text m_processorTypeText;
[SerializeField] private Text m_operatingSystemText;
[SerializeField] private Text m_systemMemoryText;
[SerializeField] private Text m_graphicsDeviceNameText;
[SerializeField] private Text m_graphicsMemorySizeText;
[SerializeField] private Text m_screenResolutionText;
[SerializeField] private Text m_gameWindowResolutionText;
[Range(1, 60)] [SerializeField] private float m_updateRate = 1f; // 1 update per sec.
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private RectTransform m_rectTransform;
private float m_deltaTime;
private StringBuilder m_sb;
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
private readonly string[] m_windowStrings =
{
"Window: ",
"x",
"@",
"Hz",
"[",
"dpi]"
};
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
Init();
}
private void Update()
{
m_deltaTime += Time.unscaledDeltaTime;
if (m_deltaTime > 1f / m_updateRate)
{
// Update screen window resolution
m_sb.Length = 0;
m_sb.Append(m_windowStrings[0]).Append(Screen.width.ToStringNonAlloc())
.Append(m_windowStrings[1]).Append(Screen.height.ToStringNonAlloc())
.Append(m_windowStrings[2]).Append(Screen.currentResolution.refreshRate.ToStringNonAlloc())
.Append(m_windowStrings[3])
.Append(m_windowStrings[4]).Append(((int)Screen.dpi).ToStringNonAlloc())
.Append(m_windowStrings[5]);
m_gameWindowResolutionText.text = m_sb.ToString();
// Reset variables
m_deltaTime = 0f;
}
}
#endregion
#region Methods -> Public
public void SetPosition(GraphyManager.ModulePosition newModulePosition)
{
var xSideOffsetBackgroundImage = Mathf.Abs(m_backgroundImages[0].rectTransform.anchoredPosition.x);
var ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.y);
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(0, -ySideOffset);
m_backgroundImages[0].rectTransform.anchorMax = Vector2.up;
m_backgroundImages[0].rectTransform.anchorMin = Vector2.zero;
m_backgroundImages[0].rectTransform.anchoredPosition = new Vector2(xSideOffsetBackgroundImage, 0);
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(0, -ySideOffset);
m_backgroundImages[0].rectTransform.anchorMax = Vector2.one;
m_backgroundImages[0].rectTransform.anchorMin = Vector2.right;
m_backgroundImages[0].rectTransform.anchoredPosition = new Vector2(-xSideOffsetBackgroundImage, 0);
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(0, ySideOffset);
m_backgroundImages[0].rectTransform.anchorMax = Vector2.up;
m_backgroundImages[0].rectTransform.anchorMin = Vector2.zero;
m_backgroundImages[0].rectTransform.anchoredPosition = new Vector2(xSideOffsetBackgroundImage, 0);
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(0, ySideOffset);
m_backgroundImages[0].rectTransform.anchorMax = Vector2.one;
m_backgroundImages[0].rectTransform.anchorMin = Vector2.right;
m_backgroundImages[0].rectTransform.anchoredPosition = new Vector2(-xSideOffsetBackgroundImage, 0);
break;
case GraphyManager.ModulePosition.FREE:
break;
}
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_processorTypeText.alignment = TextAnchor.UpperLeft;
m_systemMemoryText.alignment = TextAnchor.UpperLeft;
m_graphicsDeviceNameText.alignment = TextAnchor.UpperLeft;
m_graphicsDeviceVersionText.alignment = TextAnchor.UpperLeft;
m_graphicsMemorySizeText.alignment = TextAnchor.UpperLeft;
m_screenResolutionText.alignment = TextAnchor.UpperLeft;
m_gameWindowResolutionText.alignment = TextAnchor.UpperLeft;
m_operatingSystemText.alignment = TextAnchor.UpperLeft;
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_processorTypeText.alignment = TextAnchor.UpperRight;
m_systemMemoryText.alignment = TextAnchor.UpperRight;
m_graphicsDeviceNameText.alignment = TextAnchor.UpperRight;
m_graphicsDeviceVersionText.alignment = TextAnchor.UpperRight;
m_graphicsMemorySizeText.alignment = TextAnchor.UpperRight;
m_screenResolutionText.alignment = TextAnchor.UpperRight;
m_gameWindowResolutionText.alignment = TextAnchor.UpperRight;
m_operatingSystemText.alignment = TextAnchor.UpperRight;
break;
case GraphyManager.ModulePosition.FREE:
break;
}
}
public void SetState(GraphyManager.ModuleState state, bool silentUpdate = false)
{
if (!silentUpdate) m_previousModuleState = m_currentModuleState;
m_currentModuleState = state;
var active = state == GraphyManager.ModuleState.FULL
|| state == GraphyManager.ModuleState.TEXT
|| state == GraphyManager.ModuleState.BASIC;
gameObject.SetActive(active);
m_backgroundImages.SetAllActive(active && m_graphyManager.Background);
}
/// <summary>
/// Restores state to the previous one.
/// </summary>
public void RestorePreviousState()
{
SetState(m_previousModuleState);
}
public void UpdateParameters()
{
foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
SetPosition(m_graphyManager.AdvancedModulePosition);
SetState(m_graphyManager.AdvancedModuleState);
}
public void RefreshParameters()
{
foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
SetPosition(m_graphyManager.AdvancedModulePosition);
SetState(m_currentModuleState, true);
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Graph;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Audio
{
public class G_AudioGraph : G_Graph
{
#region Methods -> Public
public void UpdateParameters()
{
if (m_shaderGraph == null)
// TODO: While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
return;
switch (m_graphyManager.GraphyMode)
{
case GraphyManager.Mode.FULL:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraph.Image.material = new Material(ShaderFull);
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphHighestValues.Image.material = new Material(ShaderFull);
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraph.Image.material = new Material(ShaderLight);
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphHighestValues.Image.material = new Material(ShaderLight);
break;
}
m_shaderGraph.InitializeShader();
m_shaderGraphHighestValues.InitializeShader();
m_resolution = m_graphyManager.AudioGraphResolution;
CreatePoints();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_shaderGraph = new G_GraphShader
{
Image = m_imageGraph
};
m_shaderGraphHighestValues = new G_GraphShader
{
Image = m_imageGraphHighestValues
};
UpdateParameters();
m_isInitialized = true;
}
#endregion
#region Variables -> Serialized Private
[SerializeField] private Image m_imageGraph;
[SerializeField] private Image m_imageGraphHighestValues;
[SerializeField] private Shader ShaderFull;
[SerializeField] private Shader ShaderLight;
[SerializeField] private bool m_isInitialized;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_AudioMonitor m_audioMonitor;
private int m_resolution = 40;
private G_GraphShader m_shaderGraph;
private G_GraphShader m_shaderGraphHighestValues;
private float[] m_graphArray;
private float[] m_graphArrayHighestValue;
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
/* ----- NOTE: ----------------------------
* We used to Init() here regardless of
* whether this module was enabled.
* The reason we don't Init() here
* anymore is that some users are on
* platforms that do not support the arrays
* in the Shaders.
*
* See: https://github.com/Tayx94/graphy/issues/17
*
* Even though we don't Init() competely
* here anymore, we still need
* m_audioMonitor for in Update()
* --------------------------------------*/
m_audioMonitor = GetComponent<G_AudioMonitor>();
}
private void Update()
{
if (m_audioMonitor.SpectrumDataAvailable) UpdateGraph();
}
#endregion
#region Methods -> Protected Override
protected override void UpdateGraph()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if (!m_isInitialized) Init();
var incrementPerIteration = Mathf.FloorToInt(m_audioMonitor.Spectrum.Length / (float)m_resolution);
// Current values -------------------------
for (var i = 0; i <= m_resolution - 1; i++)
{
float currentValue = 0;
for (var j = 0; j < incrementPerIteration; j++)
currentValue += m_audioMonitor.Spectrum[i * incrementPerIteration + j];
// Uses 3 values for each bar to accomplish that look
if ((i + 1) % 3 == 0 && i > 1)
{
var value =
(
m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration))
+ m_graphArray[i - 1]
+ m_graphArray[i - 2]
) / 3;
m_graphArray[i] = value;
m_graphArray[i - 1] = value;
m_graphArray[i - 2] =
-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArray[i] =
m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration));
}
}
for (var i = 0; i <= m_resolution - 1; i++) m_shaderGraph.ShaderArrayValues[i] = m_graphArray[i];
m_shaderGraph.UpdatePoints();
// Highest values -------------------------
for (var i = 0; i <= m_resolution - 1; i++)
{
float currentValue = 0;
for (var j = 0; j < incrementPerIteration; j++)
currentValue += m_audioMonitor.SpectrumHighestValues[i * incrementPerIteration + j];
// Uses 3 values for each bar to accomplish that look
if ((i + 1) % 3 == 0 && i > 1)
{
var value =
(
m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration))
+ m_graphArrayHighestValue[i - 1]
+ m_graphArrayHighestValue[i - 2]
) / 3;
m_graphArrayHighestValue[i] = value;
m_graphArrayHighestValue[i - 1] = value;
m_graphArrayHighestValue[i - 2] =
-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArrayHighestValue[i] =
m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration));
}
}
for (var i = 0; i <= m_resolution - 1; i++)
m_shaderGraphHighestValues.ShaderArrayValues[i] = m_graphArrayHighestValue[i];
m_shaderGraphHighestValues.UpdatePoints();
}
protected override void CreatePoints()
{
// Init Arrays
if (m_shaderGraph.ShaderArrayValues == null || m_shaderGraph.ShaderArrayValues.Length != m_resolution)
{
m_graphArray = new float[m_resolution];
m_graphArrayHighestValue = new float[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
m_shaderGraphHighestValues.ShaderArrayValues = new float[m_resolution];
}
for (var i = 0; i < m_resolution; i++)
{
m_shaderGraph.ShaderArrayValues[i] = 0;
m_shaderGraphHighestValues.ShaderArrayValues[i] = 0;
}
// Color
m_shaderGraph.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.UpdateColors();
m_shaderGraphHighestValues.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.UpdateColors();
// Threshold
m_shaderGraph.GoodThreshold = 0;
m_shaderGraph.CautionThreshold = 0;
m_shaderGraph.UpdateThresholds();
m_shaderGraphHighestValues.GoodThreshold = 0;
m_shaderGraphHighestValues.CautionThreshold = 0;
m_shaderGraphHighestValues.UpdateThresholds();
// Update Array
m_shaderGraph.UpdateArray();
m_shaderGraphHighestValues.UpdateArray();
// Average
m_shaderGraph.Average = 0;
m_shaderGraph.UpdateAverage();
m_shaderGraphHighestValues.Average = 0;
m_shaderGraphHighestValues.UpdateAverage();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Audio
{
public class G_AudioManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_audioGraphGameObject;
[SerializeField] private Text m_audioDbText;
[SerializeField] private List<Image> m_backgroundImages = new();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_AudioGraph m_audioGraph;
private G_AudioMonitor m_audioMonitor;
private G_AudioText m_audioText;
private RectTransform m_rectTransform;
private readonly List<GameObject> m_childrenGameObjects = new();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition(GraphyManager.ModulePosition newModulePosition)
{
var xSideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.x);
var ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.y);
m_audioDbText.alignment = TextAnchor.UpperRight;
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.FREE:
break;
}
}
public void SetState(GraphyManager.ModuleState state, bool silentUpdate = false)
{
if (!silentUpdate) m_previousModuleState = m_currentModuleState;
m_currentModuleState = state;
switch (state)
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(true);
if (m_graphyManager.Background)
m_backgroundImages.SetOneActive(0);
else
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.TEXT:
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(false);
if (m_graphyManager.Background)
m_backgroundImages.SetOneActive(1);
else
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive(true);
SetGraphActive(false);
m_childrenGameObjects.SetAllActive(false);
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive(false);
break;
}
}
public void RestorePreviousState()
{
SetState(m_previousModuleState);
}
public void UpdateParameters()
{
foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
m_audioGraph.UpdateParameters();
m_audioMonitor.UpdateParameters();
m_audioText.UpdateParameters();
SetState(m_graphyManager.AudioModuleState);
}
public void RefreshParameters()
{
foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
m_audioGraph.UpdateParameters();
m_audioMonitor.UpdateParameters();
m_audioText.UpdateParameters();
SetState(m_currentModuleState, true);
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_rectTransform = GetComponent<RectTransform>();
m_audioGraph = GetComponent<G_AudioGraph>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_audioText = GetComponent<G_AudioText>();
foreach (Transform child in transform)
if (child.parent == transform)
m_childrenGameObjects.Add(child.gameObject);
}
private void SetGraphActive(bool active)
{
m_audioGraph.enabled = active;
m_audioGraphGameObject.SetActive(active);
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Tayx.Graphy.Audio
{
/// <summary>
/// Note: this class only works with Unity's AudioListener.
/// If you're using a custom audio engine (like FMOD or WWise) it won't work,
/// although you can always adapt it.
/// </summary>
public class G_AudioMonitor : MonoBehaviour
{
#region Variables -> Private
private const float m_refValue = 1f;
private GraphyManager m_graphyManager;
private AudioListener m_audioListener;
private GraphyManager.LookForAudioListener m_findAudioListenerInCameraIfNull =
GraphyManager.LookForAudioListener.ON_SCENE_LOAD;
private FFTWindow m_FFTWindow = FFTWindow.Blackman;
private int m_spectrumSize = 512;
#endregion
#region Properties -> Public
/// <summary>
/// Current audio spectrum from the specified AudioListener.
/// </summary>
public float[] Spectrum { get; private set; }
/// <summary>
/// Highest audio spectrum from the specified AudioListener in the last few seconds.
/// </summary>
public float[] SpectrumHighestValues { get; private set; }
/// <summary>
/// Maximum DB registered in the current spectrum.
/// </summary>
public float MaxDB { get; private set; }
/// <summary>
/// Returns true if there is a reference to the audio listener.
/// </summary>
public bool SpectrumDataAvailable => m_audioListener != null;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if (m_audioListener != null)
{
// Use this data to calculate the dB value
AudioListener.GetOutputData(Spectrum, 0);
float sum = 0;
for (var i = 0; i < Spectrum.Length; i++) sum += Spectrum[i] * Spectrum[i]; // sum squared samples
var rmsValue = Mathf.Sqrt(sum / Spectrum.Length); // rms = square root of average
MaxDB = 20 * Mathf.Log10(rmsValue / m_refValue); // calculate dB
if (MaxDB < -80) MaxDB = -80; // clamp it to -80dB min
// Use this data to draw the spectrum in the graphs
AudioListener.GetSpectrumData(Spectrum, 0, m_FFTWindow);
for (var i = 0; i < Spectrum.Length; i++)
// Update the highest value if its lower than the current one
if (Spectrum[i] > SpectrumHighestValues[i])
SpectrumHighestValues[i] = Spectrum[i];
// Slowly lower the value
else
SpectrumHighestValues[i] = Mathf.Clamp
(
SpectrumHighestValues[i] - SpectrumHighestValues[i] * Time.deltaTime * 2,
0,
1
);
}
else if (m_audioListener == null
&& m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ALWAYS)
{
m_audioListener = FindAudioListener();
}
}
private void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_findAudioListenerInCameraIfNull = m_graphyManager.FindAudioListenerInCameraIfNull;
m_audioListener = m_graphyManager.AudioListener;
m_FFTWindow = m_graphyManager.FftWindow;
m_spectrumSize = m_graphyManager.SpectrumSize;
if (m_audioListener == null
&& m_findAudioListenerInCameraIfNull != GraphyManager.LookForAudioListener.NEVER)
m_audioListener = FindAudioListener();
Spectrum = new float[m_spectrumSize];
SpectrumHighestValues = new float[m_spectrumSize];
}
/// <summary>
/// Converts spectrum values to decibels using logarithms.
/// </summary>
/// <param name="linear"></param>
/// <returns></returns>
public float lin2dB(float linear)
{
return Mathf.Clamp(Mathf.Log10(linear) * 20.0f, -160.0f, 0.0f);
}
/// <summary>
/// Normalizes a value in decibels between 0-1.
/// </summary>
/// <param name="db"></param>
/// <returns></returns>
public float dBNormalized(float db)
{
return (db + 160f) / 160f;
}
#endregion
#region Methods -> Private
/// <summary>
/// Tries to find an audio listener in the main camera.
/// </summary>
private AudioListener FindAudioListener()
{
var mainCamera = Camera.main;
if (mainCamera != null && mainCamera.TryGetComponent(out AudioListener audioListener)) return audioListener;
return null;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
{
if (m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ON_SCENE_LOAD)
m_audioListener = FindAudioListener();
}
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
UpdateParameters();
SceneManager.sceneLoaded += OnSceneLoaded;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Utils.NumString;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Audio
{
public class G_AudioText : MonoBehaviour
{
#region Variables -> Serialized Private
[SerializeField] private Text m_DBText;
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_updateRate = m_graphyManager.AudioTextUpdateRate;
}
#endregion
#region Methods -> Private
private void Init()
{
G_IntString.Init(-80, 0); // dB range
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
UpdateParameters();
}
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_AudioMonitor m_audioMonitor;
private int m_updateRate = 4;
private float m_deltaTimeOffset;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if (m_audioMonitor.SpectrumDataAvailable)
{
if (m_deltaTimeOffset > 1f / m_updateRate)
{
m_deltaTimeOffset = 0f;
m_DBText.text = Mathf.Clamp((int)m_audioMonitor.MaxDB, -80, 0).ToStringNonAlloc();
}
else
{
m_deltaTimeOffset += Time.deltaTime;
}
}
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Graph;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Fps
{
public class G_FpsGraph : G_Graph
{
#region Methods -> Unity Callbacks
private void Update()
{
UpdateGraph();
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
if (m_shaderGraph == null)
// TODO: While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
return;
switch (m_graphyManager.GraphyMode)
{
case GraphyManager.Mode.FULL:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraph.Image.material = new Material(ShaderFull);
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraph.Image.material = new Material(ShaderLight);
break;
}
m_shaderGraph.InitializeShader();
m_resolution = m_graphyManager.FpsGraphResolution;
CreatePoints();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
m_shaderGraph = new G_GraphShader
{
Image = m_imageGraph
};
UpdateParameters();
m_isInitialized = true;
}
#endregion
#region Variables -> Serialized Private
[SerializeField] private Image m_imageGraph;
[SerializeField] private Shader ShaderFull;
[SerializeField] private Shader ShaderLight;
// This keeps track of whether Init() has run or not
[SerializeField] private bool m_isInitialized;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_FpsMonitor m_fpsMonitor;
private int m_resolution = 150;
private G_GraphShader m_shaderGraph;
private int[] m_fpsArray;
private int m_highestFps;
#endregion
#region Methods -> Protected Override
protected override void UpdateGraph()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if (!m_isInitialized) Init();
var fps = (short)(1 / Time.unscaledDeltaTime);
var currentMaxFps = 0;
for (var i = 0; i <= m_resolution - 1; i++)
{
if (i >= m_resolution - 1)
m_fpsArray[i] = fps;
else
m_fpsArray[i] = m_fpsArray[i + 1];
// Store the highest fps to use as the highest point in the graph
if (currentMaxFps < m_fpsArray[i]) currentMaxFps = m_fpsArray[i];
}
m_highestFps = m_highestFps < 1 || m_highestFps <= currentMaxFps ? currentMaxFps : m_highestFps - 1;
m_highestFps = m_highestFps > 0 ? m_highestFps : 1;
if (m_shaderGraph.ShaderArrayValues == null)
{
m_fpsArray = new int[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
}
for (var i = 0; i <= m_resolution - 1; i++)
m_shaderGraph.ShaderArrayValues[i] = m_fpsArray[i] / (float)m_highestFps;
// Update the material values
m_shaderGraph.UpdatePoints();
m_shaderGraph.Average = m_fpsMonitor.AverageFPS / m_highestFps;
m_shaderGraph.UpdateAverage();
m_shaderGraph.GoodThreshold = (float)m_graphyManager.GoodFPSThreshold / m_highestFps;
m_shaderGraph.CautionThreshold = (float)m_graphyManager.CautionFPSThreshold / m_highestFps;
m_shaderGraph.UpdateThresholds();
}
protected override void CreatePoints()
{
if (m_shaderGraph.ShaderArrayValues == null || m_fpsArray.Length != m_resolution)
{
m_fpsArray = new int[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
}
for (var i = 0; i < m_resolution; i++) m_shaderGraph.ShaderArrayValues[i] = 0;
m_shaderGraph.GoodColor = m_graphyManager.GoodFPSColor;
m_shaderGraph.CautionColor = m_graphyManager.CautionFPSColor;
m_shaderGraph.CriticalColor = m_graphyManager.CriticalFPSColor;
m_shaderGraph.UpdateColors();
m_shaderGraph.UpdateArray();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Fps
{
public class G_FpsManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_fpsGraphGameObject;
[SerializeField] private List<GameObject> m_nonBasicTextGameObjects = new();
[SerializeField] private List<Image> m_backgroundImages = new();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_FpsGraph m_fpsGraph;
private G_FpsMonitor m_fpsMonitor;
private G_FpsText m_fpsText;
private RectTransform m_rectTransform;
private readonly List<GameObject> m_childrenGameObjects = new();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition(GraphyManager.ModulePosition newModulePosition)
{
var xSideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.x);
var ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.y);
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.FREE:
break;
}
}
public void SetState(GraphyManager.ModuleState state, bool silentUpdate = false)
{
if (!silentUpdate) m_previousModuleState = m_currentModuleState;
m_currentModuleState = state;
switch (state)
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(true);
if (m_graphyManager.Background)
m_backgroundImages.SetOneActive(0);
else
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.TEXT:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(false);
if (m_graphyManager.Background)
m_backgroundImages.SetOneActive(1);
else
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
m_nonBasicTextGameObjects.SetAllActive(false);
SetGraphActive(false);
if (m_graphyManager.Background)
m_backgroundImages.SetOneActive(2);
else
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(false);
SetGraphActive(false);
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive(false);
break;
}
}
public void RestorePreviousState()
{
SetState(m_previousModuleState);
}
public void UpdateParameters()
{
foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
m_fpsGraph.UpdateParameters();
m_fpsMonitor.UpdateParameters();
m_fpsText.UpdateParameters();
SetState(m_graphyManager.FpsModuleState);
}
public void RefreshParameters()
{
foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
m_fpsGraph.UpdateParameters();
m_fpsMonitor.UpdateParameters();
m_fpsText.UpdateParameters();
SetState(m_currentModuleState, true);
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_rectTransform = GetComponent<RectTransform>();
m_fpsGraph = GetComponent<G_FpsGraph>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
m_fpsText = GetComponent<G_FpsText>();
foreach (Transform child in transform)
if (child.parent == transform)
m_childrenGameObjects.Add(child.gameObject);
}
private void SetGraphActive(bool active)
{
m_fpsGraph.enabled = active;
m_fpsGraphGameObject.SetActive(active);
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using UnityEngine;
namespace Tayx.Graphy.Fps
{
public class G_FpsMonitor : MonoBehaviour
{
#region Methods -> Public
public void UpdateParameters()
{
m_onePercentSamples = (short)(m_fpsSamplesCapacity / 100);
m_zero1PercentSamples = (short)(m_fpsSamplesCapacity / 1000);
}
#endregion
#region Methods -> Private
private void Init()
{
m_fpsSamples = new short[m_fpsSamplesCapacity];
m_fpsSamplesSorted = new short[m_fpsSamplesCapacity];
UpdateParameters();
}
#endregion
#region Variables -> Private
private short[] m_fpsSamples;
private short[] m_fpsSamplesSorted;
private readonly short m_fpsSamplesCapacity = 1024;
private short m_onePercentSamples = 10;
private short m_zero1PercentSamples = 1;
private short m_fpsSamplesCount;
private short m_indexSample;
private float m_unscaledDeltaTime;
#endregion
#region Properties -> Public
public short CurrentFPS { get; private set; }
public short AverageFPS { get; private set; }
public short OnePercentFPS { get; private set; }
public short Zero1PercentFps { get; private set; }
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_unscaledDeltaTime = Time.unscaledDeltaTime;
// Update fps and ms
CurrentFPS = (short)Mathf.RoundToInt(1f / m_unscaledDeltaTime);
// Update avg fps
uint averageAddedFps = 0;
m_indexSample++;
if (m_indexSample >= m_fpsSamplesCapacity) m_indexSample = 0;
m_fpsSamples[m_indexSample] = CurrentFPS;
if (m_fpsSamplesCount < m_fpsSamplesCapacity) m_fpsSamplesCount++;
for (var i = 0; i < m_fpsSamplesCount; i++) averageAddedFps += (uint)m_fpsSamples[i];
AverageFPS = (short)(averageAddedFps / (float)m_fpsSamplesCount);
// Update percent lows
m_fpsSamples.CopyTo(m_fpsSamplesSorted, 0);
/*
* TODO: Find a faster way to do this.
* We can probably avoid copying the full array every time
* and insert the new item already sorted in the list.
*/
Array.Sort(m_fpsSamplesSorted, (x, y) => x.CompareTo(y)); // The lambda expression avoids garbage generation
var zero1PercentCalculated = false;
uint totalAddedFps = 0;
var samplesToIterateThroughForOnePercent = m_fpsSamplesCount < m_onePercentSamples
? m_fpsSamplesCount
: m_onePercentSamples;
var samplesToIterateThroughForZero1Percent = m_fpsSamplesCount < m_zero1PercentSamples
? m_fpsSamplesCount
: m_zero1PercentSamples;
var sampleToStartIn = (short)(m_fpsSamplesCapacity - m_fpsSamplesCount);
for (var i = sampleToStartIn; i < sampleToStartIn + samplesToIterateThroughForOnePercent; i++)
{
totalAddedFps += (ushort)m_fpsSamplesSorted[i];
if (!zero1PercentCalculated && i >= samplesToIterateThroughForZero1Percent - 1)
{
zero1PercentCalculated = true;
Zero1PercentFps = (short)(totalAddedFps / (float)m_zero1PercentSamples);
}
}
OnePercentFPS = (short)(totalAddedFps / (float)m_onePercentSamples);
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 22-Nov-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Utils.NumString;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Fps
{
public class G_FpsText : MonoBehaviour
{
#region Methods -> Public
public void UpdateParameters()
{
m_updateRate = m_graphyManager.FpsTextUpdateRate;
}
#endregion
#region Variables -> Serialized Private
[SerializeField] private Text m_fpsText;
[SerializeField] private Text m_msText;
[SerializeField] private Text m_avgFpsText;
[SerializeField] private Text m_onePercentFpsText;
[SerializeField] private Text m_zero1PercentFpsText;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_FpsMonitor m_fpsMonitor;
private int m_updateRate = 4; // 4 updates per sec.
private int m_frameCount;
private float m_deltaTime;
private float m_fps;
private float m_ms;
private const string m_msStringFormat = "0.0";
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_deltaTime += Time.unscaledDeltaTime;
m_frameCount++;
// Only update texts 'm_updateRate' times per second
if (m_deltaTime > 1f / m_updateRate)
{
m_fps = m_frameCount / m_deltaTime;
m_ms = m_deltaTime / m_frameCount * 1000f;
// Update fps
m_fpsText.text = Mathf.RoundToInt(m_fps).ToStringNonAlloc();
SetFpsRelatedTextColor(m_fpsText, m_fps);
// Update ms
m_msText.text = m_ms.ToStringNonAlloc(m_msStringFormat);
SetFpsRelatedTextColor(m_msText, m_fps);
// Update 1% fps
m_onePercentFpsText.text = ((int)m_fpsMonitor.OnePercentFPS).ToStringNonAlloc();
SetFpsRelatedTextColor(m_onePercentFpsText, m_fpsMonitor.OnePercentFPS);
// Update 0.1% fps
m_zero1PercentFpsText.text = ((int)m_fpsMonitor.Zero1PercentFps).ToStringNonAlloc();
SetFpsRelatedTextColor(m_zero1PercentFpsText, m_fpsMonitor.Zero1PercentFps);
// Update avg fps
m_avgFpsText.text = ((int)m_fpsMonitor.AverageFPS).ToStringNonAlloc();
SetFpsRelatedTextColor(m_avgFpsText, m_fpsMonitor.AverageFPS);
// Reset variables
m_deltaTime = 0f;
m_frameCount = 0;
}
}
#endregion
#region Methods -> Private
/// <summary>
/// Assigns color to a text according to their fps numeric value and
/// the colors specified in the 3 categories (Good, Caution, Critical).
/// </summary>
/// <param name="text">
/// UI Text component to change its color
/// </param>
/// <param name="fps">
/// Numeric fps value
/// </param>
private void SetFpsRelatedTextColor(Text text, float fps)
{
if (fps > m_graphyManager.GoodFPSThreshold)
text.color = m_graphyManager.GoodFPSColor;
else if (fps > m_graphyManager.CautionFPSThreshold)
text.color = m_graphyManager.CautionFPSColor;
else
text.color = m_graphyManager.CriticalFPSColor;
}
private void Init()
{
G_IntString.Init(0, 2000); // Max fps expected
G_FloatString.Init(0, 100); // Max ms expected per frame
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
UpdateParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 23-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
namespace Tayx.Graphy.Graph
{
public abstract class G_Graph : MonoBehaviour
{
#region Methods -> Protected
/// <summary>
/// Updates the graph/s.
/// </summary>
protected abstract void UpdateGraph();
/// <summary>
/// Creates the points for the graph/s.
/// </summary>
protected abstract void CreatePoints();
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 23-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using System.Collections.Generic;
using System.Linq;
using Tayx.Graphy.Audio;
using Tayx.Graphy.Fps;
using Tayx.Graphy.Ram;
using Tayx.Graphy.Utils;
using UnityEngine;
using UnityEngine.Events;
namespace Tayx.Graphy
{
/// <summary>
/// Main class to access the Graphy Debugger API.
/// </summary>
public class GraphyDebugger : G_Singleton<GraphyDebugger>
{
#region Variables -> Serialized Private
[SerializeField] private List<DebugPacket> m_debugPackets = new();
#endregion
/* ----- TODO: ----------------------------
* Add summaries to the variables.
* Add summaries to the functions.
* Ask why we're not using System.Serializable instead for the helper class.
* Simplify the initializers of the DebugPackets, but check wether we should as some wont work with certain lists.
* --------------------------------------*/
protected GraphyDebugger()
{
}
#region Structs -> Public
[Serializable]
public struct DebugCondition
{
[Tooltip("Variable to compare against")]
public DebugVariable Variable;
[Tooltip("Comparer operator to use")] public DebugComparer Comparer;
[Tooltip("Value to compare against the chosen variable")]
public float Value;
}
#endregion
#region Helper Classes
[Serializable]
public class DebugPacket
{
[Tooltip("If false, it won't be checked")]
public bool Active = true;
[Tooltip("Optional Id. It's used to get or remove DebugPackets in runtime")]
public int Id;
[Tooltip("If true, once the actions are executed, this DebugPacket will delete itself")]
public bool ExecuteOnce = true;
[Tooltip(
"Time to wait before checking if conditions are met (use this to avoid low fps drops triggering the conditions when loading the game)")]
public float InitSleepTime = 2;
[Tooltip(
"Time to wait before checking if conditions are met again (once they have already been met and if ExecuteOnce is false)")]
public float ExecuteSleepTime = 2;
public ConditionEvaluation ConditionEvaluation = ConditionEvaluation.All_conditions_must_be_met;
[Tooltip("List of conditions that will be checked each frame")]
public List<DebugCondition> DebugConditions = new();
// Actions on conditions met
public MessageType MessageType;
[Multiline] public string Message = string.Empty;
public bool TakeScreenshot;
public string ScreenshotFileName = "Graphy_Screenshot";
[Tooltip("If true, it pauses the editor")]
public bool DebugBreak;
public UnityEvent UnityEvents;
public List<Action> Callbacks = new();
private bool executed;
private float timePassed;
public bool Check { get; private set; }
public void Update()
{
if (!Check)
{
timePassed += Time.deltaTime;
if ((executed && timePassed >= ExecuteSleepTime)
|| (!executed && timePassed >= InitSleepTime))
{
Check = true;
timePassed = 0;
}
}
}
public void Executed()
{
Check = false;
executed = true;
}
}
#endregion
#region Enums -> Public
public enum DebugVariable
{
Fps,
Fps_Min,
Fps_Max,
Fps_Avg,
Ram_Allocated,
Ram_Reserved,
Ram_Mono,
Audio_DB
}
public enum DebugComparer
{
Less_than,
Equals_or_less_than,
Equals,
Equals_or_greater_than,
Greater_than
}
public enum ConditionEvaluation
{
All_conditions_must_be_met,
Only_one_condition_has_to_be_met
}
public enum MessageType
{
Log,
Warning,
Error
}
#endregion
#region Variables -> Private
private G_FpsMonitor m_fpsMonitor;
private G_RamMonitor m_ramMonitor;
private G_AudioMonitor m_audioMonitor;
#endregion
#region Methods -> Unity Callbacks
private void Start()
{
m_fpsMonitor = GetComponentInChildren<G_FpsMonitor>();
m_ramMonitor = GetComponentInChildren<G_RamMonitor>();
m_audioMonitor = GetComponentInChildren<G_AudioMonitor>();
}
private void Update()
{
CheckDebugPackets();
}
#endregion
#region Public Methods
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket(DebugPacket newDebugPacket)
{
m_debugPackets?.Add(newDebugPacket);
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
DebugCondition newDebugCondition,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
Action newCallback
)
{
var newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions.Add(newDebugCondition);
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks.Add(newCallback);
AddNewDebugPacket(newDebugPacket);
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
List<DebugCondition> newDebugConditions,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
Action newCallback
)
{
var newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions = newDebugConditions;
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks.Add(newCallback);
AddNewDebugPacket(newDebugPacket);
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
DebugCondition newDebugCondition,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
List<Action> newCallbacks
)
{
var newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions.Add(newDebugCondition);
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks = newCallbacks;
AddNewDebugPacket(newDebugPacket);
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
List<DebugCondition> newDebugConditions,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
List<Action> newCallbacks
)
{
var newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions = newDebugConditions;
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks = newCallbacks;
AddNewDebugPacket(newDebugPacket);
}
/// <summary>
/// Returns the first Packet with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public DebugPacket GetFirstDebugPacketWithId(int packetId)
{
return m_debugPackets.First(x => x.Id == packetId);
}
/// <summary>
/// Returns a list with all the Packets with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public List<DebugPacket> GetAllDebugPacketsWithId(int packetId)
{
return m_debugPackets.FindAll(x => x.Id == packetId);
}
/// <summary>
/// Removes the first Packet with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public void RemoveFirstDebugPacketWithId(int packetId)
{
if (m_debugPackets != null && GetFirstDebugPacketWithId(packetId) != null)
m_debugPackets.Remove(GetFirstDebugPacketWithId(packetId));
}
/// <summary>
/// Removes all the Packets with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public void RemoveAllDebugPacketsWithId(int packetId)
{
if (m_debugPackets != null) m_debugPackets.RemoveAll(x => x.Id == packetId);
}
/// <summary>
/// Add an Action callback to the first Packet with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="callback"></param>
/// <param name="id"></param>
public void AddCallbackToFirstDebugPacketWithId(Action callback, int id)
{
if (GetFirstDebugPacketWithId(id) != null) GetFirstDebugPacketWithId(id).Callbacks.Add(callback);
}
/// <summary>
/// Add an Action callback to all the Packets with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="callback"></param>
/// <param name="id"></param>
public void AddCallbackToAllDebugPacketWithId(Action callback, int id)
{
if (GetAllDebugPacketsWithId(id) != null)
foreach (var debugPacket in GetAllDebugPacketsWithId(id))
if (callback != null)
debugPacket.Callbacks.Add(callback);
}
#endregion
#region Methods -> Private
/// <summary>
/// Checks all the Debug Packets to see if they have to be executed.
/// </summary>
private void CheckDebugPackets()
{
if (m_debugPackets == null) return;
for (var i = 0; i < m_debugPackets.Count; i++)
{
var packet = m_debugPackets[i];
if (packet != null && packet.Active)
{
packet.Update();
if (packet.Check)
switch (packet.ConditionEvaluation)
{
case ConditionEvaluation.All_conditions_must_be_met:
var count = 0;
foreach (var packetDebugCondition in packet.DebugConditions)
if (CheckIfConditionIsMet(packetDebugCondition))
count++;
if (count >= packet.DebugConditions.Count)
{
ExecuteOperationsInDebugPacket(packet);
if (packet.ExecuteOnce) m_debugPackets[i] = null;
}
break;
case ConditionEvaluation.Only_one_condition_has_to_be_met:
foreach (var packetDebugCondition in packet.DebugConditions)
if (CheckIfConditionIsMet(packetDebugCondition))
{
ExecuteOperationsInDebugPacket(packet);
if (packet.ExecuteOnce) m_debugPackets[i] = null;
break;
}
break;
}
}
}
m_debugPackets.RemoveAll(packet => packet == null);
}
/// <summary>
/// Returns true if a condition is met.
/// </summary>
/// <param name="debugCondition"></param>
/// <returns></returns>
private bool CheckIfConditionIsMet(DebugCondition debugCondition)
{
switch (debugCondition.Comparer)
{
case DebugComparer.Less_than:
return GetRequestedValueFromDebugVariable(debugCondition.Variable) < debugCondition.Value;
case DebugComparer.Equals_or_less_than:
return GetRequestedValueFromDebugVariable(debugCondition.Variable) <= debugCondition.Value;
case DebugComparer.Equals:
return Mathf.Approximately(GetRequestedValueFromDebugVariable(debugCondition.Variable),
debugCondition.Value);
case DebugComparer.Equals_or_greater_than:
return GetRequestedValueFromDebugVariable(debugCondition.Variable) >= debugCondition.Value;
case DebugComparer.Greater_than:
return GetRequestedValueFromDebugVariable(debugCondition.Variable) > debugCondition.Value;
default:
return false;
}
}
/// <summary>
/// Obtains the requested value from the specified variable.
/// </summary>
/// <param name="debugVariable"></param>
/// <returns></returns>
private float GetRequestedValueFromDebugVariable(DebugVariable debugVariable)
{
switch (debugVariable)
{
case DebugVariable.Fps:
return m_fpsMonitor != null ? m_fpsMonitor.CurrentFPS : 0;
case DebugVariable.Fps_Min:
return m_fpsMonitor != null ? m_fpsMonitor.OnePercentFPS : 0;
case DebugVariable.Fps_Max:
return m_fpsMonitor != null ? m_fpsMonitor.Zero1PercentFps : 0;
case DebugVariable.Fps_Avg:
return m_fpsMonitor != null ? m_fpsMonitor.AverageFPS : 0;
case DebugVariable.Ram_Allocated:
return m_ramMonitor != null ? m_ramMonitor.AllocatedRam : 0;
case DebugVariable.Ram_Reserved:
return m_ramMonitor != null ? m_ramMonitor.AllocatedRam : 0;
case DebugVariable.Ram_Mono:
return m_ramMonitor != null ? m_ramMonitor.AllocatedRam : 0;
case DebugVariable.Audio_DB:
return m_audioMonitor != null ? m_audioMonitor.MaxDB : 0;
default:
return 0;
}
}
/// <summary>
/// Executes the operations in the DebugPacket specified.
/// </summary>
/// <param name="debugPacket"></param>
private void ExecuteOperationsInDebugPacket(DebugPacket debugPacket)
{
if (debugPacket != null)
{
if (debugPacket.DebugBreak) Debug.Break();
if (debugPacket.Message != "")
{
var message = "[Graphy] (" + DateTime.Now + "): " + debugPacket.Message;
switch (debugPacket.MessageType)
{
case MessageType.Log:
Debug.Log(message);
break;
case MessageType.Warning:
Debug.LogWarning(message);
break;
case MessageType.Error:
Debug.LogError(message);
break;
}
}
if (debugPacket.TakeScreenshot)
{
var path = debugPacket.ScreenshotFileName + "_" + DateTime.Now + ".png";
path = path.Replace("/", "-").Replace(" ", "_").Replace(":", "-");
#if UNITY_2017_1_OR_NEWER
ScreenCapture.CaptureScreenshot(path);
#else
Application.CaptureScreenshot(path);
#endif
}
debugPacket.UnityEvents.Invoke();
foreach (var callback in debugPacket.Callbacks)
if (callback != null)
callback();
debugPacket.Executed();
}
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Graph;
using UnityEngine;
using UnityEngine.UI;
#if UNITY_5_5_OR_NEWER
#endif
namespace Tayx.Graphy.Ram
{
public class G_RamGraph : G_Graph
{
#region Methods -> Unity Callbacks
private void Update()
{
UpdateGraph();
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
if (m_shaderGraphAllocated == null
|| m_shaderGraphReserved == null
|| m_shaderGraphMono == null)
/*
* Note: this is fine, since we don't much
* care what granularity we use if the graph
* has not been initialized, i.e. it's disabled.
* There is no chance that for some reason
* parameters will not stay up to date if
* at some point in the future the graph is enabled:
* at the end of Init(), UpdateParameters() is
* called again.
*/
return;
switch (m_graphyManager.GraphyMode)
{
case GraphyManager.Mode.FULL:
m_shaderGraphAllocated.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphReserved.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphMono.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphAllocated.Image.material = new Material(ShaderFull);
m_shaderGraphReserved.Image.material = new Material(ShaderFull);
m_shaderGraphMono.Image.material = new Material(ShaderFull);
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraphAllocated.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphReserved.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphMono.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphAllocated.Image.material = new Material(ShaderLight);
m_shaderGraphReserved.Image.material = new Material(ShaderLight);
m_shaderGraphMono.Image.material = new Material(ShaderLight);
break;
}
m_shaderGraphAllocated.InitializeShader();
m_shaderGraphReserved.InitializeShader();
m_shaderGraphMono.InitializeShader();
m_resolution = m_graphyManager.RamGraphResolution;
CreatePoints();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_ramMonitor = GetComponent<G_RamMonitor>();
m_shaderGraphAllocated = new G_GraphShader();
m_shaderGraphReserved = new G_GraphShader();
m_shaderGraphMono = new G_GraphShader();
m_shaderGraphAllocated.Image = m_imageAllocated;
m_shaderGraphReserved.Image = m_imageReserved;
m_shaderGraphMono.Image = m_imageMono;
UpdateParameters();
m_isInitialized = true;
}
#endregion
#region Variables -> Serialized Private
[SerializeField] private Image m_imageAllocated;
[SerializeField] private Image m_imageReserved;
[SerializeField] private Image m_imageMono;
[SerializeField] private Shader ShaderFull;
[SerializeField] private Shader ShaderLight;
[SerializeField] private bool m_isInitialized;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_RamMonitor m_ramMonitor;
private int m_resolution = 150;
private G_GraphShader m_shaderGraphAllocated;
private G_GraphShader m_shaderGraphReserved;
private G_GraphShader m_shaderGraphMono;
private float[] m_allocatedArray;
private float[] m_reservedArray;
private float[] m_monoArray;
private float m_highestMemory;
#endregion
#region Methods -> Protected Override
protected override void UpdateGraph()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if (!m_isInitialized) Init();
var allocatedMemory = m_ramMonitor.AllocatedRam;
var reservedMemory = m_ramMonitor.ReservedRam;
var monoMemory = m_ramMonitor.MonoRam;
m_highestMemory = 0;
for (var i = 0; i <= m_resolution - 1; i++)
{
if (i >= m_resolution - 1)
{
m_allocatedArray[i] = allocatedMemory;
m_reservedArray[i] = reservedMemory;
m_monoArray[i] = monoMemory;
}
else
{
m_allocatedArray[i] = m_allocatedArray[i + 1];
m_reservedArray[i] = m_reservedArray[i + 1];
m_monoArray[i] = m_monoArray[i + 1];
}
if (m_highestMemory < m_reservedArray[i]) m_highestMemory = m_reservedArray[i];
}
for (var i = 0; i <= m_resolution - 1; i++)
{
m_shaderGraphAllocated.ShaderArrayValues[i] = m_allocatedArray[i] / m_highestMemory;
m_shaderGraphReserved.ShaderArrayValues[i] = m_reservedArray[i] / m_highestMemory;
m_shaderGraphMono.ShaderArrayValues[i] = m_monoArray[i] / m_highestMemory;
}
m_shaderGraphAllocated.UpdatePoints();
m_shaderGraphReserved.UpdatePoints();
m_shaderGraphMono.UpdatePoints();
}
protected override void CreatePoints()
{
if (m_shaderGraphAllocated.ShaderArrayValues == null ||
m_shaderGraphAllocated.ShaderArrayValues.Length != m_resolution)
{
m_allocatedArray = new float[m_resolution];
m_reservedArray = new float[m_resolution];
m_monoArray = new float[m_resolution];
m_shaderGraphAllocated.ShaderArrayValues = new float[m_resolution];
m_shaderGraphReserved.ShaderArrayValues = new float[m_resolution];
m_shaderGraphMono.ShaderArrayValues = new float[m_resolution];
}
for (var i = 0; i < m_resolution; i++)
{
m_shaderGraphAllocated.ShaderArrayValues[i] = 0;
m_shaderGraphReserved.ShaderArrayValues[i] = 0;
m_shaderGraphMono.ShaderArrayValues[i] = 0;
}
// Initialize the material values
// Colors
m_shaderGraphAllocated.GoodColor = m_graphyManager.AllocatedRamColor;
m_shaderGraphAllocated.CautionColor = m_graphyManager.AllocatedRamColor;
m_shaderGraphAllocated.CriticalColor = m_graphyManager.AllocatedRamColor;
m_shaderGraphAllocated.UpdateColors();
m_shaderGraphReserved.GoodColor = m_graphyManager.ReservedRamColor;
m_shaderGraphReserved.CautionColor = m_graphyManager.ReservedRamColor;
m_shaderGraphReserved.CriticalColor = m_graphyManager.ReservedRamColor;
m_shaderGraphReserved.UpdateColors();
m_shaderGraphMono.GoodColor = m_graphyManager.MonoRamColor;
m_shaderGraphMono.CautionColor = m_graphyManager.MonoRamColor;
m_shaderGraphMono.CriticalColor = m_graphyManager.MonoRamColor;
m_shaderGraphMono.UpdateColors();
// Thresholds
m_shaderGraphAllocated.GoodThreshold = 0;
m_shaderGraphAllocated.CautionThreshold = 0;
m_shaderGraphAllocated.UpdateThresholds();
m_shaderGraphReserved.GoodThreshold = 0;
m_shaderGraphReserved.CautionThreshold = 0;
m_shaderGraphReserved.UpdateThresholds();
m_shaderGraphMono.GoodThreshold = 0;
m_shaderGraphMono.CautionThreshold = 0;
m_shaderGraphMono.UpdateThresholds();
m_shaderGraphAllocated.UpdateArray();
m_shaderGraphReserved.UpdateArray();
m_shaderGraphMono.UpdateArray();
// Average
m_shaderGraphAllocated.Average = 0;
m_shaderGraphReserved.Average = 0;
m_shaderGraphMono.Average = 0;
m_shaderGraphAllocated.UpdateAverage();
m_shaderGraphReserved.UpdateAverage();
m_shaderGraphMono.UpdateAverage();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Ram
{
public class G_RamManager : MonoBehaviour, IMovable, IModifiableState
{
/* ----- TODO: ----------------------------
* Add summaries to the variables.
* Add summaries to the functions.
* Check if we should add a "RequireComponent" for "RectTransform".
* Check if we should add a "RequireComponent" for "RamGraph".
* Check why this manager doesnt use RamMonitor, as all the other managers have a monitor script.
* Check if we should add a "RequireComponent" for "RamText".
* --------------------------------------*/
#region Variables -> Serialized Private
[SerializeField] private GameObject m_ramGraphGameObject;
[SerializeField] private List<Image> m_backgroundImages = new();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_RamGraph m_ramGraph;
private G_RamText m_ramText;
private RectTransform m_rectTransform;
private readonly List<GameObject> m_childrenGameObjects = new();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition(GraphyManager.ModulePosition newModulePosition)
{
var xSideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.x);
var ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.y);
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.FREE:
break;
}
}
public void SetState(GraphyManager.ModuleState state, bool silentUpdate = false)
{
if (!silentUpdate) m_previousModuleState = m_currentModuleState;
m_currentModuleState = state;
switch (state)
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(true);
if (m_graphyManager.Background)
m_backgroundImages.SetOneActive(0);
else
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.TEXT:
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(false);
if (m_graphyManager.Background)
m_backgroundImages.SetOneActive(1);
else
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive(true);
SetGraphActive(false);
m_childrenGameObjects.SetAllActive(false);
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive(false);
break;
}
}
public void RestorePreviousState()
{
SetState(m_previousModuleState);
}
public void UpdateParameters()
{
foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
m_ramGraph.UpdateParameters();
m_ramText.UpdateParameters();
SetState(m_graphyManager.RamModuleState);
}
public void RefreshParameters()
{
foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
m_ramGraph.UpdateParameters();
m_ramText.UpdateParameters();
SetState(m_currentModuleState, true);
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_ramGraph = GetComponent<G_RamGraph>();
m_ramText = GetComponent<G_RamText>();
m_rectTransform = GetComponent<RectTransform>();
foreach (Transform child in transform)
if (child.parent == transform)
m_childrenGameObjects.Add(child.gameObject);
}
private void SetGraphActive(bool active)
{
m_ramGraph.enabled = active;
m_ramGraphGameObject.SetActive(active);
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
#if UNITY_5_5_OR_NEWER
using UnityEngine.Profiling;
#endif
namespace Tayx.Graphy.Ram
{
public class G_RamMonitor : MonoBehaviour
{
#region Methods -> Unity Callbacks
private void Update()
{
AllocatedRam = Profiler.GetTotalAllocatedMemoryLong() / 1048576f;
ReservedRam = Profiler.GetTotalReservedMemoryLong() / 1048576f;
MonoRam = Profiler.GetMonoUsedSizeLong() / 1048576f;
}
#endregion
#region Properties -> Public
public float AllocatedRam { get; private set; }
public float ReservedRam { get; private set; }
public float MonoRam { get; private set; }
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 05-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Utils.NumString;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Ram
{
public class G_RamText : MonoBehaviour
{
#region Methods -> Public
public void UpdateParameters()
{
m_allocatedSystemMemorySizeText.color = m_graphyManager.AllocatedRamColor;
m_reservedSystemMemorySizeText.color = m_graphyManager.ReservedRamColor;
m_monoSystemMemorySizeText.color = m_graphyManager.MonoRamColor;
m_updateRate = m_graphyManager.RamTextUpdateRate;
}
#endregion
#region Methods -> Private
private void Init()
{
// We assume no game will consume more than 16GB of RAM.
// If it does, who cares about some minuscule garbage allocation lol.
G_IntString.Init(0, 16386);
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_ramMonitor = GetComponent<G_RamMonitor>();
UpdateParameters();
}
#endregion
#region Variables -> Serialized Private
[SerializeField] private Text m_allocatedSystemMemorySizeText;
[SerializeField] private Text m_reservedSystemMemorySizeText;
[SerializeField] private Text m_monoSystemMemorySizeText;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_RamMonitor m_ramMonitor;
private float m_updateRate = 4f; // 4 updates per sec.
private float m_deltaTime;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_deltaTime += Time.unscaledDeltaTime;
if (m_deltaTime > 1f / m_updateRate)
{
// Update allocated, mono and reserved memory
m_allocatedSystemMemorySizeText.text = ((int)m_ramMonitor.AllocatedRam).ToStringNonAlloc();
m_reservedSystemMemorySizeText.text = ((int)m_ramMonitor.ReservedRam).ToStringNonAlloc();
m_monoSystemMemorySizeText.text = ((int)m_ramMonitor.MonoRam).ToStringNonAlloc();
m_deltaTime = 0f;
}
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 22-Nov-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy
{
/// <summary>
/// This class communicates directly with the shader to draw the graphs. Performance here is very important
/// to reduce as much overhead as possible, as we are updating hundreds of values every frame.
/// </summary>
public class G_GraphShader
{
#region Variables
public const int ArrayMaxSizeFull = 512;
public const int ArrayMaxSizeLight = 128;
public int ArrayMaxSize = 128;
public float[] ShaderArrayValues;
public Image Image = null;
private readonly string Name = "GraphValues"; // The name of the array
private readonly string Name_Length = "GraphValues_Length";
public float Average = 0;
private int m_averagePropertyId;
public float GoodThreshold = 0;
public float CautionThreshold = 0;
private int m_goodThresholdPropertyId;
private int m_cautionThresholdPropertyId;
public Color GoodColor = Color.white;
public Color CautionColor = Color.white;
public Color CriticalColor = Color.white;
private int m_goodColorPropertyId;
private int m_cautionColorPropertyId;
private int m_criticalColorPropertyId;
#endregion
#region Methods -> Public
/// <summary>
/// This is done to avoid a design problem that arrays in shaders have,
/// and should be called before initializing any shader graph.
/// The first time that you use initialize an array, the size of the array in the shader is fixed.
/// This is why sometimes you will get a warning saying that the array size will be capped.
/// It shouldn't generate any issues, but in the worst case scenario just reset the Unity Editor
/// (if for some reason the shaders reload).
/// I also cache the Property IDs, that make access faster to modify shader parameters.
/// </summary>
public void InitializeShader()
{
Image.material.SetFloatArray(Name, new float[ArrayMaxSize]);
m_averagePropertyId = Shader.PropertyToID("Average");
m_goodThresholdPropertyId = Shader.PropertyToID("_GoodThreshold");
m_cautionThresholdPropertyId = Shader.PropertyToID("_CautionThreshold");
m_goodColorPropertyId = Shader.PropertyToID("_GoodColor");
m_cautionColorPropertyId = Shader.PropertyToID("_CautionColor");
m_criticalColorPropertyId = Shader.PropertyToID("_CriticalColor");
}
/// <summary>
/// Updates the material linked with this shader graph with the values in the float[] array.
/// </summary>
public void UpdateArray()
{
Image.material.SetInt(Name_Length, ShaderArrayValues.Length);
}
/// <summary>
/// Updates the average parameter in the material.
/// </summary>
public void UpdateAverage()
{
Image.material.SetFloat(m_averagePropertyId, Average);
}
/// <summary>
/// Updates the thresholds in the material.
/// </summary>
public void UpdateThresholds()
{
Image.material.SetFloat(m_goodThresholdPropertyId, GoodThreshold);
Image.material.SetFloat(m_cautionThresholdPropertyId, CautionThreshold);
}
/// <summary>
/// Updates the colors in the material.
/// </summary>
public void UpdateColors()
{
Image.material.SetColor(m_goodColorPropertyId, GoodColor);
Image.material.SetColor(m_cautionColorPropertyId, CautionColor);
Image.material.SetColor(m_criticalColorPropertyId, CriticalColor);
}
/// <summary>
/// Updates the points in the graph with the set array of values.
/// </summary>
public void UpdatePoints()
{
// Requires an array called "name"
// and another one called "name_Length"
Image.material.SetFloatArray(Name, ShaderArrayValues);
}
#endregion
}
}

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"name": "Tayx.Graphy",
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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
namespace Tayx.Graphy.UI
{
public interface IModifiableState
{
/// <summary>
/// Set the module state.
/// </summary>
/// <param name="newState">
/// The new state.
/// </param>
void SetState(GraphyManager.ModuleState newState, bool silentUpdate);
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
namespace Tayx.Graphy.UI
{
public interface IMovable
{
/// <summary>
/// Sets the position of the module.
/// </summary>
/// <param name="newModulePosition">
/// The new position of the module.
/// </param>
void SetPosition(GraphyManager.ModulePosition newModulePosition);
}
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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 04-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Utils
{
public static class G_ExtensionMethods
{
#region Methods -> Extension Methods
/// <summary>
/// Functions as the SetActive function in the GameObject class, but for a list of them.
/// </summary>
/// <param name="gameObjects">
/// List of GameObjects.
/// </param>
/// <param name="active">
/// Wether to turn them on or off.
/// </param>
public static List<GameObject> SetAllActive(this List<GameObject> gameObjects, bool active)
{
foreach (var gameObj in gameObjects) gameObj.SetActive(active);
return gameObjects;
}
public static List<Image> SetOneActive(this List<Image> images, int active)
{
for (var i = 0; i < images.Count; i++) images[i].gameObject.SetActive(i == active);
return images;
}
public static List<Image> SetAllActive(this List<Image> images, bool active)
{
foreach (var image in images) image.gameObject.SetActive(active);
return images;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Started by David Mkrtchyan, modified by Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 18-May-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
namespace Tayx.Graphy.Utils.NumString
{
public static class G_FloatString
{
#region Variables -> Private
/// <summary>
/// Float represented as a string, formatted.
/// </summary>
private const string m_floatFormat = "0.0";
/// <summary>
/// The currently defined, globally used decimal multiplier.
/// </summary>
private static readonly float m_decimalMultiplier = 10f;
/// <summary>
/// List of negative floats casted to strings.
/// </summary>
private static string[] m_negativeBuffer = new string[0];
/// <summary>
/// List of positive floats casted to strings.
/// </summary>
private static string[] m_positiveBuffer = new string[0];
#endregion
#region Properties -> Public
/// <summary>
/// The lowest float value of the existing number buffer.
/// </summary>
public static float MinValue => -(m_negativeBuffer.Length - 1).FromIndex();
/// <summary>
/// The highest float value of the existing number buffer.
/// </summary>
public static float MaxValue => (m_positiveBuffer.Length - 1).FromIndex();
#endregion
#region Methods -> Public
/// <summary>
/// Initialize the buffers.
/// </summary>
/// <param name="minNegativeValue">
/// Lowest negative value allowed.
/// </param>
/// <param name="maxPositiveValue">
/// Highest positive value allowed.
/// </param>
public static void Init(float minNegativeValue, float maxPositiveValue)
{
var negativeLength = minNegativeValue.ToIndex();
var positiveLength = maxPositiveValue.ToIndex();
if (MinValue > minNegativeValue && negativeLength >= 0)
{
m_negativeBuffer = new string[negativeLength];
for (var i = 0; i < negativeLength; i++)
m_negativeBuffer[i] = (-i - 1).FromIndex().ToString(m_floatFormat);
}
if (MaxValue < maxPositiveValue && positiveLength >= 0)
{
m_positiveBuffer = new string[positiveLength + 1];
for (var i = 0; i < positiveLength + 1; i++)
m_positiveBuffer[i] = i.FromIndex().ToString(m_floatFormat);
}
}
public static void Dispose()
{
m_negativeBuffer = new string[0];
m_positiveBuffer = new string[0];
}
/// <summary>
/// Returns this float as a cached string.
/// </summary>
/// <param name="value">
/// The required float.
/// </param>
/// <returns>
/// A cached number string.
/// </returns>
public static string ToStringNonAlloc(this float value)
{
var valIndex = value.ToIndex();
if (value < 0 && valIndex < m_negativeBuffer.Length) return m_negativeBuffer[valIndex];
if (value >= 0 && valIndex < m_positiveBuffer.Length) return m_positiveBuffer[valIndex];
return value.ToString();
}
//TODO: Convert this to use m_floatFormat instead, but investigate which functions require and dont require one first.
/// <summary>
/// Returns this float as a cached string.
/// </summary>
/// <param name="value">
/// The required float.
/// </param>
/// <returns>
/// A cached number string.
/// </returns>
public static string ToStringNonAlloc(this float value, string format)
{
var valIndex = value.ToIndex();
if (value < 0 && valIndex < m_negativeBuffer.Length) return m_negativeBuffer[valIndex];
if (value >= 0 && valIndex < m_positiveBuffer.Length) return m_positiveBuffer[valIndex];
return value.ToString(format);
}
/// <summary>
/// Returns a float as a casted int.
/// </summary>
/// <param name="f">
/// The given float.
/// </param>
/// <returns>
/// The given float as an int.
/// </returns>
public static int ToInt(this float f)
{
return (int)f;
}
/// <summary>
/// Returns an int as a casted float.
/// </summary>
/// <param name="f">
/// The given int.
/// </param>
/// <returns>
/// The given int as a float.
/// </returns>
public static float ToFloat(this int i)
{
return i;
}
#endregion
#region Methods -> Private
private static int ToIndex(this float f)
{
return Mathf.Abs((f * m_decimalMultiplier).ToInt());
}
private static float FromIndex(this int i)
{
return i.ToFloat() / m_decimalMultiplier;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Started by David Mkrtchyan, modified by Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 18-May-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
namespace Tayx.Graphy.Utils.NumString
{
public static class G_IntString
{
#region Variables -> Private
/// <summary>
/// List of negative ints casted to strings.
/// </summary>
private static string[] m_negativeBuffer = new string[0];
/// <summary>
/// List of positive ints casted to strings.
/// </summary>
private static string[] m_positiveBuffer = new string[0];
#endregion
#region Properties -> Public
/// <summary>
/// The lowest int value of the existing number buffer.
/// </summary>
public static int MinValue => -(m_negativeBuffer.Length - 1);
/// <summary>
/// The highest int value of the existing number buffer.
/// </summary>
public static int MaxValue => m_positiveBuffer.Length;
#endregion
#region Methods -> Public
/// <summary>
/// Initialize the buffers.
/// </summary>
/// <param name="minNegativeValue">
/// Lowest negative value allowed.
/// </param>
/// <param name="maxPositiveValue">
/// Highest positive value allowed.
/// </param>
public static void Init(int minNegativeValue, int maxPositiveValue)
{
if (MinValue > minNegativeValue && minNegativeValue <= 0)
{
var length = Mathf.Abs(minNegativeValue);
m_negativeBuffer = new string[length];
for (var i = 0; i < length; i++) m_negativeBuffer[i] = (-i - 1).ToString();
}
if (MaxValue < maxPositiveValue && maxPositiveValue >= 0)
{
m_positiveBuffer = new string[maxPositiveValue + 1];
for (var i = 0; i < maxPositiveValue + 1; i++) m_positiveBuffer[i] = i.ToString();
}
}
public static void Dispose()
{
m_negativeBuffer = new string[0];
m_positiveBuffer = new string[0];
}
/// <summary>
/// Returns this int as a cached string.
/// </summary>
/// <param name="value">
/// The required int.
/// </param>
/// <returns>
/// A cached number string if within the buffer ranges.
/// </returns>
public static string ToStringNonAlloc(this int value)
{
if (value < 0 && -value <= m_negativeBuffer.Length) return m_negativeBuffer[-value - 1];
if (value >= 0 && value < m_positiveBuffer.Length) return m_positiveBuffer[value];
// If the value is not within the buffer ranges, just do a normal .ToString()
return value.ToString();
}
#endregion
}
}

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/* ---------------------------------------
* Sourced from: https://wiki.unity3d.com/index.php/Singleton
* Modified by: Martín Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 07-Jul-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
namespace Tayx.Graphy.Utils
{
/// <summary>
/// Be aware this will not prevent a non singleton constructor
/// such as `T myT = new T();`
/// To prevent that, add `protected T () {}` to your singleton class.
/// </summary>
public class G_Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
#region Properties -> Public
public static T Instance
{
get
{
lock (_lock)
{
if (_instance == null)
Debug.Log
(
"[Singleton] An instance of " + typeof(T) +
" is trying to be accessed, but it wasn't initialized first. " +
"Make sure to add an instance of " + typeof(T) + " in the scene before " +
" trying to access it."
);
return _instance;
}
}
}
#endregion
#region Variables -> Private
private static T _instance;
private static readonly object _lock = new();
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
if (_instance != null)
Destroy(gameObject);
else
_instance = GetComponent<T>();
}
private void OnDestroy()
{
if (_instance == this) _instance = null;
}
#endregion
}
}

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