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 @@
|
||||
/* ---------------------------------------
|
||||
* 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 Tayx.Graphy.Graph;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Tayx.Graphy.Fps
|
||||
{
|
||||
public class G_FpsGraph : G_Graph
|
||||
{
|
||||
#region Variables -> Serialized Private
|
||||
|
||||
[SerializeField] private Image m_imageGraph = null;
|
||||
|
||||
[SerializeField] private Shader ShaderFull = null;
|
||||
[SerializeField] private Shader ShaderLight = null;
|
||||
|
||||
// This keeps track of whether Init() has run or not
|
||||
[SerializeField] private bool m_isInitialized = false;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Variables -> Private
|
||||
|
||||
private GraphyManager m_graphyManager = null;
|
||||
|
||||
private G_FpsMonitor m_fpsMonitor = null;
|
||||
|
||||
private int m_resolution = 150;
|
||||
|
||||
private G_GraphShader m_shaderGraph = null;
|
||||
|
||||
private int[] m_fpsArray;
|
||||
|
||||
private int m_highestFps;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Methods -> Unity Callbacks
|
||||
|
||||
private void Update()
|
||||
{
|
||||
UpdateGraph();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Methods -> Public
|
||||
|
||||
public void UpdateParameters()
|
||||
{
|
||||
if( m_shaderGraph == null )
|
||||
{
|
||||
// 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 -> 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();
|
||||
}
|
||||
|
||||
short fps = (short) (1 / Time.unscaledDeltaTime);
|
||||
|
||||
int currentMaxFps = 0;
|
||||
|
||||
for( int 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( int 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( int 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.UpdateArrayValuesLength();
|
||||
}
|
||||
|
||||
#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
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user