特效新内容。修复gameplay致命bug和分数保存bug

This commit is contained in:
2026-02-16 01:55:18 +08:00
parent 3a7a0b4669
commit 9f7c1c57b7
206 changed files with 112684 additions and 857 deletions
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/* ---------------------------------------
* 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.Ram
{
public class G_RamGraph : G_Graph
{
#region Variables -> Serialized Private
[SerializeField] private Image m_imageAllocated = null;
[SerializeField] private Image m_imageReserved = null;
[SerializeField] private Image m_imageMono = null;
[SerializeField] private Shader ShaderFull = null;
[SerializeField] private Shader ShaderLight = null;
[SerializeField] private bool m_isInitialized = false;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_RamMonitor m_ramMonitor = null;
private int m_resolution = 150;
private G_GraphShader m_shaderGraphAllocated = null;
private G_GraphShader m_shaderGraphReserved = null;
private G_GraphShader m_shaderGraphMono = null;
private float[] m_allocatedArray;
private float[] m_reservedArray;
private float[] m_monoArray;
private float m_highestMemory = 0;
#endregion
#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 -> 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();
}
float allocatedMemory = m_ramMonitor.AllocatedRam;
float reservedMemory = m_ramMonitor.ReservedRam;
float monoMemory = m_ramMonitor.MonoRam;
m_highestMemory = 0;
for( int 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( int 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( int 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.UpdateArrayValuesLength();
m_shaderGraphReserved.UpdateArrayValuesLength();
m_shaderGraphMono.UpdateArrayValuesLength();
// Average
m_shaderGraphAllocated.Average = 0;
m_shaderGraphReserved.Average = 0;
m_shaderGraphMono.Average = 0;
m_shaderGraphAllocated.UpdateAverage();
m_shaderGraphReserved.UpdateAverage();
m_shaderGraphMono.UpdateAverage();
}
#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
}
}
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@@ -0,0 +1,232 @@
/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* 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 UnityEngine;
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using UnityEngine.UI;
namespace Tayx.Graphy.Ram
{
public class G_RamManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_ramGraphGameObject = null;
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_RamGraph m_ramGraph = null;
private G_RamText m_ramText = null;
private RectTransform m_rectTransform = null;
private Vector2 m_origPosition = Vector2.zero;
private List<GameObject> m_childrenGameObjects = new List<GameObject>();
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, Vector2 offset )
{
if ( newModulePosition == GraphyManager.ModulePosition.FREE )
return;
m_rectTransform.anchoredPosition = m_origPosition;
float xSideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.x ) + offset.x;
float ySideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.y ) + offset.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;
}
}
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>();
m_origPosition = m_rectTransform.anchoredPosition;
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) (@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 UnityEngine;
using UnityEngine.Profiling;
namespace Tayx.Graphy.Ram
{
public class G_RamMonitor : MonoBehaviour
{
#region Properties -> Public
public float AllocatedRam { get; private set; }
public float ReservedRam { get; private set; }
public float MonoRam { get; private set; }
#endregion
#region Methods -> Unity Callbacks
private void Update()
{
AllocatedRam = Profiler.GetTotalAllocatedMemoryLong() / 1048576f;
ReservedRam = Profiler.GetTotalReservedMemoryLong() / 1048576f;
MonoRam = Profiler.GetMonoUsedSizeLong() / 1048576f;
}
#endregion
}
}
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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* 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 UnityEngine;
using UnityEngine.UI;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Ram
{
public class G_RamText : MonoBehaviour
{
#region Variables -> Serialized Private
[SerializeField] private Text m_allocatedSystemMemorySizeText = null;
[SerializeField] private Text m_reservedSystemMemorySizeText = null;
[SerializeField] private Text m_monoSystemMemorySizeText = null;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_RamMonitor m_ramMonitor = null;
private float m_updateRate = 4f; // 4 updates per sec.
private float m_deltaTime = 0.0f;
#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
#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
}
}
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