特效新内容。修复gameplay致命bug和分数保存bug
This commit is contained in:
@@ -0,0 +1,197 @@
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/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
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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 Variables -> Serialized Private
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[SerializeField] private Image m_imageGraph = null;
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[SerializeField] private Shader ShaderFull = null;
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[SerializeField] private Shader ShaderLight = null;
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// This keeps track of whether Init() has run or not
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[SerializeField] private bool m_isInitialized = false;
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#endregion
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#region Variables -> Private
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private GraphyManager m_graphyManager = null;
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private G_FpsMonitor m_fpsMonitor = null;
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private int m_resolution = 150;
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private G_GraphShader m_shaderGraph = null;
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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 -> 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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{
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// 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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}
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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 -> 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 )
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{
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Init();
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}
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short fps = (short) (1 / Time.unscaledDeltaTime);
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int currentMaxFps = 0;
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for( int i = 0; i <= m_resolution - 1; i++ )
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{
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if( i >= m_resolution - 1 )
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{
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m_fpsArray[ i ] = fps;
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}
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else
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{
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m_fpsArray[ i ] = m_fpsArray[ i + 1 ];
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}
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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 ] )
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{
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currentMaxFps = m_fpsArray[ i ];
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}
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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( int i = 0; i <= m_resolution - 1; i++ )
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{
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m_shaderGraph.ShaderArrayValues[ i ] = m_fpsArray[ i ] / (float) m_highestFps;
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}
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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( int i = 0; i < m_resolution; i++ )
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{
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m_shaderGraph.ShaderArrayValues[ i ] = 0;
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}
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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.UpdateArrayValuesLength();
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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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}
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}
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@@ -0,0 +1,19 @@
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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:
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AssetOrigin:
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serializedVersion: 1
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productId: 105778
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packageName: '[Graphy] - Ultimate FPS Counter - Stats Monitor & Debugger'
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packageVersion: 3.0.5
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assetPath: Assets/Graphy - Ultimate Stats Monitor/Runtime/Fps/G_FpsGraph.cs
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uploadId: 626547
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@@ -0,0 +1,258 @@
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/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
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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 UnityEngine;
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using UnityEngine.UI;
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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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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 = null;
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[SerializeField] private List<GameObject> m_nonBasicTextGameObjects = new List<GameObject>();
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[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
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#endregion
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#region Variables -> Private
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private GraphyManager m_graphyManager = null;
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private G_FpsGraph m_fpsGraph = null;
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private G_FpsMonitor m_fpsMonitor = null;
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private G_FpsText m_fpsText = null;
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private RectTransform m_rectTransform = null;
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private Vector2 m_origPosition = Vector2.zero;
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private List<GameObject> m_childrenGameObjects = new List<GameObject>();
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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, Vector2 offset )
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{
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if ( newModulePosition == GraphyManager.ModulePosition.FREE )
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return;
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m_rectTransform.anchoredPosition = m_origPosition;
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float xSideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.x ) + offset.x;
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float ySideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.y ) + offset.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 )
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{
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m_previousModuleState = m_currentModuleState;
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}
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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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{
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m_backgroundImages.SetOneActive( 0 );
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}
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else
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{
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m_backgroundImages.SetAllActive( false );
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}
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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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{
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m_backgroundImages.SetOneActive( 1 );
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}
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else
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{
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m_backgroundImages.SetAllActive( false );
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}
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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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{
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m_backgroundImages.SetOneActive( 2 );
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}
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else
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{
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m_backgroundImages.SetAllActive( false );
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}
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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 )
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{
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image.color = m_graphyManager.BackgroundColor;
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}
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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 )
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{
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image.color = m_graphyManager.BackgroundColor;
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}
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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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#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_rectTransform = GetComponent<RectTransform>();
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m_origPosition = m_rectTransform.anchoredPosition;
|
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|
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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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||||
{
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if( child.parent == transform )
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||||
{
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m_childrenGameObjects.Add( child.gameObject );
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||||
}
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||||
}
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||||
}
|
||||
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||||
private void SetGraphActive( bool active )
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||||
{
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||||
m_fpsGraph.enabled = active;
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||||
m_fpsGraphGameObject.SetActive( active );
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 221dc0b3655ddb749ace6bad55f0159f
|
||||
timeCreated: 1514998359
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 105778
|
||||
packageName: '[Graphy] - Ultimate FPS Counter - Stats Monitor & Debugger'
|
||||
packageVersion: 3.0.5
|
||||
assetPath: Assets/Graphy - Ultimate Stats Monitor/Runtime/Fps/G_FpsManager.cs
|
||||
uploadId: 626547
|
||||
@@ -0,0 +1,146 @@
|
||||
/* ---------------------------------------
|
||||
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
|
||||
* 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 Variables -> Private
|
||||
|
||||
private short[] m_fpsSamples;
|
||||
private short[] m_fpsSamplesSorted;
|
||||
private short m_fpsSamplesCapacity = 1024;
|
||||
private short m_onePercentSamples = 10;
|
||||
private short m_zero1PercentSamples = 1;
|
||||
private short m_fpsSamplesCount = 0;
|
||||
private short m_indexSample = 0;
|
||||
|
||||
private float m_unscaledDeltaTime = 0f;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Properties -> Public
|
||||
|
||||
public short CurrentFPS { get; private set; } = 0;
|
||||
public short AverageFPS { get; private set; } = 0;
|
||||
public short OnePercentFPS { get; private set; } = 0;
|
||||
public short Zero1PercentFps { get; private set; } = 0;
|
||||
|
||||
#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( int i = 0; i < m_fpsSamplesCount; i++ )
|
||||
{
|
||||
averageAddedFps += (uint) m_fpsSamples[ i ];
|
||||
}
|
||||
|
||||
AverageFPS = (short) ((float) 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
|
||||
|
||||
bool zero1PercentCalculated = false;
|
||||
|
||||
uint totalAddedFps = 0;
|
||||
|
||||
short samplesToIterateThroughForOnePercent = m_fpsSamplesCount < m_onePercentSamples
|
||||
? m_fpsSamplesCount
|
||||
: m_onePercentSamples;
|
||||
|
||||
short samplesToIterateThroughForZero1Percent = m_fpsSamplesCount < m_zero1PercentSamples
|
||||
? m_fpsSamplesCount
|
||||
: m_zero1PercentSamples;
|
||||
|
||||
short sampleToStartIn = (short) (m_fpsSamplesCapacity - m_fpsSamplesCount);
|
||||
|
||||
for( short i = sampleToStartIn; i < sampleToStartIn + samplesToIterateThroughForOnePercent; i++ )
|
||||
{
|
||||
totalAddedFps += (ushort) m_fpsSamplesSorted[ i ];
|
||||
|
||||
if( !zero1PercentCalculated && i >= samplesToIterateThroughForZero1Percent - 1 )
|
||||
{
|
||||
zero1PercentCalculated = true;
|
||||
|
||||
Zero1PercentFps = (short) ((float) totalAddedFps / (float) m_zero1PercentSamples);
|
||||
}
|
||||
}
|
||||
|
||||
OnePercentFPS = (short) ((float) totalAddedFps / (float) m_onePercentSamples);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#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
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b205584e495e4634aa3a332a78102a19
|
||||
timeCreated: 1513376950
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 105778
|
||||
packageName: '[Graphy] - Ultimate FPS Counter - Stats Monitor & Debugger'
|
||||
packageVersion: 3.0.5
|
||||
assetPath: Assets/Graphy - Ultimate Stats Monitor/Runtime/Fps/G_FpsMonitor.cs
|
||||
uploadId: 626547
|
||||
@@ -0,0 +1,156 @@
|
||||
/* ---------------------------------------
|
||||
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
|
||||
* 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;
|
||||
using Tayx.Graphy.Utils.NumString;
|
||||
|
||||
namespace Tayx.Graphy.Fps
|
||||
{
|
||||
public class G_FpsText : MonoBehaviour
|
||||
{
|
||||
#region Variables -> Serialized Private
|
||||
|
||||
[SerializeField] private Text m_fpsText = null;
|
||||
[SerializeField] private Text m_msText = null;
|
||||
|
||||
[SerializeField] private Text m_avgFpsText = null;
|
||||
[SerializeField] private Text m_onePercentFpsText = null;
|
||||
[SerializeField] private Text m_zero1PercentFpsText = null;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Variables -> Private
|
||||
|
||||
private GraphyManager m_graphyManager = null;
|
||||
|
||||
private G_FpsMonitor m_fpsMonitor = null;
|
||||
|
||||
private int m_updateRate = 4; // 4 updates per sec.
|
||||
|
||||
private int m_frameCount = 0;
|
||||
|
||||
private float m_deltaTime = 0f;
|
||||
|
||||
private float m_fps = 0f;
|
||||
|
||||
private float m_ms = 0f;
|
||||
|
||||
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 -> Public
|
||||
|
||||
public void UpdateParameters()
|
||||
{
|
||||
m_updateRate = m_graphyManager.FpsTextUpdateRate;
|
||||
}
|
||||
|
||||
#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 )
|
||||
{
|
||||
int roundedFps = Mathf.RoundToInt( fps );
|
||||
|
||||
if( roundedFps >= m_graphyManager.GoodFPSThreshold )
|
||||
{
|
||||
text.color = m_graphyManager.GoodFPSColor;
|
||||
}
|
||||
else if( roundedFps >= 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 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f74bbf307d92b0d4e81ae60b9eb1e42f
|
||||
timeCreated: 1511555604
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 105778
|
||||
packageName: '[Graphy] - Ultimate FPS Counter - Stats Monitor & Debugger'
|
||||
packageVersion: 3.0.5
|
||||
assetPath: Assets/Graphy - Ultimate Stats Monitor/Runtime/Fps/G_FpsText.cs
|
||||
uploadId: 626547
|
||||
Reference in New Issue
Block a user