The fucking 3rd time i had to upload this project to git
This commit is contained in:
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/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
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* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 15-Dec-17
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* Studio: Tayx
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*
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* Git repo: https://github.com/Tayx94/graphy
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*
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* This project is released under the MIT license.
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* Attribution is not required, but it is always welcomed!
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* -------------------------------------*/
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using Tayx.Graphy.Graph;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Tayx.Graphy.Fps
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{
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public class G_FpsGraph : G_Graph
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{
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#region Methods -> Unity Callbacks
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private void Update()
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{
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UpdateGraph();
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}
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#endregion
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#region Methods -> Public
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public void UpdateParameters()
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{
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if (m_shaderGraph == null)
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// TODO: While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
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// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
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return;
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switch (m_graphyManager.GraphyMode)
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{
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case GraphyManager.Mode.FULL:
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m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
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m_shaderGraph.Image.material = new Material(ShaderFull);
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break;
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case GraphyManager.Mode.LIGHT:
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m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
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m_shaderGraph.Image.material = new Material(ShaderLight);
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break;
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}
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m_shaderGraph.InitializeShader();
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m_resolution = m_graphyManager.FpsGraphResolution;
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CreatePoints();
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}
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#endregion
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#region Methods -> Private
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private void Init()
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{
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m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
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m_fpsMonitor = GetComponent<G_FpsMonitor>();
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m_shaderGraph = new G_GraphShader
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{
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Image = m_imageGraph
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};
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UpdateParameters();
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m_isInitialized = true;
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}
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#endregion
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#region Variables -> Serialized Private
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[SerializeField] private Image m_imageGraph;
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[SerializeField] private Shader ShaderFull;
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[SerializeField] private Shader ShaderLight;
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// This keeps track of whether Init() has run or not
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[SerializeField] private bool m_isInitialized;
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#endregion
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#region Variables -> Private
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private GraphyManager m_graphyManager;
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private G_FpsMonitor m_fpsMonitor;
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private int m_resolution = 150;
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private G_GraphShader m_shaderGraph;
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private int[] m_fpsArray;
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private int m_highestFps;
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#endregion
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#region Methods -> Protected Override
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protected override void UpdateGraph()
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{
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// Since we no longer initialize by default OnEnable(),
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// we need to check here, and Init() if needed
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if (!m_isInitialized) Init();
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var fps = (short)(1 / Time.unscaledDeltaTime);
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var currentMaxFps = 0;
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for (var i = 0; i <= m_resolution - 1; i++)
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{
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if (i >= m_resolution - 1)
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m_fpsArray[i] = fps;
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else
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m_fpsArray[i] = m_fpsArray[i + 1];
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// Store the highest fps to use as the highest point in the graph
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if (currentMaxFps < m_fpsArray[i]) currentMaxFps = m_fpsArray[i];
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}
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m_highestFps = m_highestFps < 1 || m_highestFps <= currentMaxFps ? currentMaxFps : m_highestFps - 1;
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m_highestFps = m_highestFps > 0 ? m_highestFps : 1;
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if (m_shaderGraph.ShaderArrayValues == null)
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{
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m_fpsArray = new int[m_resolution];
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m_shaderGraph.ShaderArrayValues = new float[m_resolution];
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}
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for (var i = 0; i <= m_resolution - 1; i++)
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m_shaderGraph.ShaderArrayValues[i] = m_fpsArray[i] / (float)m_highestFps;
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// Update the material values
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m_shaderGraph.UpdatePoints();
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m_shaderGraph.Average = m_fpsMonitor.AverageFPS / m_highestFps;
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m_shaderGraph.UpdateAverage();
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m_shaderGraph.GoodThreshold = (float)m_graphyManager.GoodFPSThreshold / m_highestFps;
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m_shaderGraph.CautionThreshold = (float)m_graphyManager.CautionFPSThreshold / m_highestFps;
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m_shaderGraph.UpdateThresholds();
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}
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protected override void CreatePoints()
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{
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if (m_shaderGraph.ShaderArrayValues == null || m_fpsArray.Length != m_resolution)
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{
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m_fpsArray = new int[m_resolution];
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m_shaderGraph.ShaderArrayValues = new float[m_resolution];
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}
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for (var i = 0; i < m_resolution; i++) m_shaderGraph.ShaderArrayValues[i] = 0;
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m_shaderGraph.GoodColor = m_graphyManager.GoodFPSColor;
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m_shaderGraph.CautionColor = m_graphyManager.CautionFPSColor;
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m_shaderGraph.CriticalColor = m_graphyManager.CriticalFPSColor;
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m_shaderGraph.UpdateColors();
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m_shaderGraph.UpdateArray();
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}
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#endregion
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}
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}
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 2e119c7747ac400478c7cfcaea03214e
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timeCreated: 1511794194
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,224 @@
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/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
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* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 03-Jan-18
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* Studio: Tayx
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*
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* Git repo: https://github.com/Tayx94/graphy
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*
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* This project is released under the MIT license.
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* Attribution is not required, but it is always welcomed!
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* -------------------------------------*/
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using System.Collections.Generic;
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using Tayx.Graphy.UI;
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using Tayx.Graphy.Utils;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Tayx.Graphy.Fps
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{
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public class G_FpsManager : MonoBehaviour, IMovable, IModifiableState
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{
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#region Variables -> Serialized Private
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[SerializeField] private GameObject m_fpsGraphGameObject;
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[SerializeField] private List<GameObject> m_nonBasicTextGameObjects = new();
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[SerializeField] private List<Image> m_backgroundImages = new();
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#endregion
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#region Variables -> Private
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private GraphyManager m_graphyManager;
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private G_FpsGraph m_fpsGraph;
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private G_FpsMonitor m_fpsMonitor;
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private G_FpsText m_fpsText;
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private RectTransform m_rectTransform;
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private readonly List<GameObject> m_childrenGameObjects = new();
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private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
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private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
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#endregion
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#region Methods -> Unity Callbacks
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private void Awake()
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{
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Init();
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}
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private void Start()
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{
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UpdateParameters();
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}
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#endregion
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#region Methods -> Public
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public void SetPosition(GraphyManager.ModulePosition newModulePosition)
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{
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var xSideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.x);
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var ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.y);
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switch (newModulePosition)
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{
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case GraphyManager.ModulePosition.TOP_LEFT:
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m_rectTransform.anchorMax = Vector2.up;
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m_rectTransform.anchorMin = Vector2.up;
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m_rectTransform.anchoredPosition = new Vector2(xSideOffset, -ySideOffset);
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break;
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case GraphyManager.ModulePosition.TOP_RIGHT:
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m_rectTransform.anchorMax = Vector2.one;
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m_rectTransform.anchorMin = Vector2.one;
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m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, -ySideOffset);
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break;
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case GraphyManager.ModulePosition.BOTTOM_LEFT:
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m_rectTransform.anchorMax = Vector2.zero;
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m_rectTransform.anchorMin = Vector2.zero;
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m_rectTransform.anchoredPosition = new Vector2(xSideOffset, ySideOffset);
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break;
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case GraphyManager.ModulePosition.BOTTOM_RIGHT:
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m_rectTransform.anchorMax = Vector2.right;
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m_rectTransform.anchorMin = Vector2.right;
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m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, ySideOffset);
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break;
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case GraphyManager.ModulePosition.FREE:
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break;
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}
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}
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public void SetState(GraphyManager.ModuleState state, bool silentUpdate = false)
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{
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if (!silentUpdate) m_previousModuleState = m_currentModuleState;
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m_currentModuleState = state;
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switch (state)
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{
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case GraphyManager.ModuleState.FULL:
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gameObject.SetActive(true);
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m_childrenGameObjects.SetAllActive(true);
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SetGraphActive(true);
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if (m_graphyManager.Background)
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m_backgroundImages.SetOneActive(0);
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else
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m_backgroundImages.SetAllActive(false);
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break;
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case GraphyManager.ModuleState.TEXT:
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gameObject.SetActive(true);
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m_childrenGameObjects.SetAllActive(true);
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SetGraphActive(false);
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if (m_graphyManager.Background)
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m_backgroundImages.SetOneActive(1);
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else
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m_backgroundImages.SetAllActive(false);
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break;
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case GraphyManager.ModuleState.BASIC:
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gameObject.SetActive(true);
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m_childrenGameObjects.SetAllActive(true);
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m_nonBasicTextGameObjects.SetAllActive(false);
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SetGraphActive(false);
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if (m_graphyManager.Background)
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m_backgroundImages.SetOneActive(2);
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else
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m_backgroundImages.SetAllActive(false);
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break;
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case GraphyManager.ModuleState.BACKGROUND:
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gameObject.SetActive(true);
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m_childrenGameObjects.SetAllActive(false);
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SetGraphActive(false);
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m_backgroundImages.SetAllActive(false);
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break;
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case GraphyManager.ModuleState.OFF:
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gameObject.SetActive(false);
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break;
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}
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}
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public void RestorePreviousState()
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{
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SetState(m_previousModuleState);
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}
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public void UpdateParameters()
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{
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foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
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m_fpsGraph.UpdateParameters();
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m_fpsMonitor.UpdateParameters();
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m_fpsText.UpdateParameters();
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SetState(m_graphyManager.FpsModuleState);
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}
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public void RefreshParameters()
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{
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foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
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m_fpsGraph.UpdateParameters();
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m_fpsMonitor.UpdateParameters();
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m_fpsText.UpdateParameters();
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SetState(m_currentModuleState, true);
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}
|
||||
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#endregion
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||||
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#region Methods -> Private
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||||
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private void Init()
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{
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m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
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m_rectTransform = GetComponent<RectTransform>();
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m_fpsGraph = GetComponent<G_FpsGraph>();
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m_fpsMonitor = GetComponent<G_FpsMonitor>();
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m_fpsText = GetComponent<G_FpsText>();
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foreach (Transform child in transform)
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if (child.parent == transform)
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m_childrenGameObjects.Add(child.gameObject);
|
||||
}
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||||
|
||||
private void SetGraphActive(bool active)
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||||
{
|
||||
m_fpsGraph.enabled = active;
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||||
m_fpsGraphGameObject.SetActive(active);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
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@ -0,0 +1,12 @@
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||||
fileFormatVersion: 2
|
||||
guid: 221dc0b3655ddb749ace6bad55f0159f
|
||||
timeCreated: 1514998359
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,139 @@
|
||||
/* ---------------------------------------
|
||||
* 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
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b205584e495e4634aa3a332a78102a19
|
||||
timeCreated: 1513376950
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,146 @@
|
||||
/* ---------------------------------------
|
||||
* 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
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
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fileFormatVersion: 2
|
||||
guid: f74bbf307d92b0d4e81ae60b9eb1e42f
|
||||
timeCreated: 1511555604
|
||||
licenseType: Store
|
||||
MonoImporter:
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user