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: 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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