特效新内容。修复gameplay致命bug和分数保存bug
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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.Ram
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{
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public class G_RamGraph : G_Graph
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{
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#region Variables -> Serialized Private
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[SerializeField] private Image m_imageAllocated = null;
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[SerializeField] private Image m_imageReserved = null;
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[SerializeField] private Image m_imageMono = null;
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[SerializeField] private Shader ShaderFull = null;
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[SerializeField] private Shader ShaderLight = null;
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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_RamMonitor m_ramMonitor = null;
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private int m_resolution = 150;
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private G_GraphShader m_shaderGraphAllocated = null;
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private G_GraphShader m_shaderGraphReserved = null;
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private G_GraphShader m_shaderGraphMono = null;
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private float[] m_allocatedArray;
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private float[] m_reservedArray;
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private float[] m_monoArray;
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private float m_highestMemory = 0;
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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_shaderGraphAllocated == null
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|| m_shaderGraphReserved == null
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|| m_shaderGraphMono == null )
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{
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/*
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* Note: this is fine, since we don't much care what granularity we use if the graph
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* has not been initialized, i.e. it's disabled. There is no chance that for some reason
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* parameters will not stay up to date if at some point in the future the graph is enabled:
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* at the end of Init(), UpdateParameters() is called again.
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*/
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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_shaderGraphAllocated.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
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m_shaderGraphReserved.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
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m_shaderGraphMono.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
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m_shaderGraphAllocated.Image.material = new Material( ShaderFull );
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m_shaderGraphReserved.Image.material = new Material( ShaderFull );
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m_shaderGraphMono.Image.material = new Material( ShaderFull );
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break;
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case GraphyManager.Mode.LIGHT:
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m_shaderGraphAllocated.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
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m_shaderGraphReserved.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
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m_shaderGraphMono.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
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m_shaderGraphAllocated.Image.material = new Material( ShaderLight );
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m_shaderGraphReserved.Image.material = new Material( ShaderLight );
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m_shaderGraphMono.Image.material = new Material( ShaderLight );
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break;
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}
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m_shaderGraphAllocated.InitializeShader();
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m_shaderGraphReserved.InitializeShader();
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m_shaderGraphMono.InitializeShader();
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m_resolution = m_graphyManager.RamGraphResolution;
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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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float allocatedMemory = m_ramMonitor.AllocatedRam;
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float reservedMemory = m_ramMonitor.ReservedRam;
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float monoMemory = m_ramMonitor.MonoRam;
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m_highestMemory = 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_allocatedArray[ i ] = allocatedMemory;
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m_reservedArray[ i ] = reservedMemory;
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m_monoArray[ i ] = monoMemory;
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}
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else
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{
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m_allocatedArray[ i ] = m_allocatedArray[ i + 1 ];
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m_reservedArray[ i ] = m_reservedArray[ i + 1 ];
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m_monoArray[ i ] = m_monoArray[ i + 1 ];
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}
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if( m_highestMemory < m_reservedArray[ i ] )
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{
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m_highestMemory = m_reservedArray[ i ];
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}
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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_shaderGraphAllocated.ShaderArrayValues[ i ] = m_allocatedArray[ i ] / m_highestMemory;
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m_shaderGraphReserved.ShaderArrayValues[ i ] = m_reservedArray[ i ] / m_highestMemory;
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m_shaderGraphMono.ShaderArrayValues[ i ] = m_monoArray[ i ] / m_highestMemory;
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}
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m_shaderGraphAllocated.UpdatePoints();
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m_shaderGraphReserved.UpdatePoints();
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m_shaderGraphMono.UpdatePoints();
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}
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protected override void CreatePoints()
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{
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if( m_shaderGraphAllocated.ShaderArrayValues == null ||
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m_shaderGraphAllocated.ShaderArrayValues.Length != m_resolution )
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{
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m_allocatedArray = new float[m_resolution];
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m_reservedArray = new float[m_resolution];
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m_monoArray = new float[m_resolution];
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m_shaderGraphAllocated.ShaderArrayValues = new float[m_resolution];
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m_shaderGraphReserved.ShaderArrayValues = new float[m_resolution];
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m_shaderGraphMono.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_shaderGraphAllocated.ShaderArrayValues[ i ] = 0;
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m_shaderGraphReserved.ShaderArrayValues[ i ] = 0;
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m_shaderGraphMono.ShaderArrayValues[ i ] = 0;
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}
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// Initialize the material values
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// Colors
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m_shaderGraphAllocated.GoodColor = m_graphyManager.AllocatedRamColor;
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m_shaderGraphAllocated.CautionColor = m_graphyManager.AllocatedRamColor;
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m_shaderGraphAllocated.CriticalColor = m_graphyManager.AllocatedRamColor;
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m_shaderGraphAllocated.UpdateColors();
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m_shaderGraphReserved.GoodColor = m_graphyManager.ReservedRamColor;
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m_shaderGraphReserved.CautionColor = m_graphyManager.ReservedRamColor;
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m_shaderGraphReserved.CriticalColor = m_graphyManager.ReservedRamColor;
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m_shaderGraphReserved.UpdateColors();
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m_shaderGraphMono.GoodColor = m_graphyManager.MonoRamColor;
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m_shaderGraphMono.CautionColor = m_graphyManager.MonoRamColor;
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m_shaderGraphMono.CriticalColor = m_graphyManager.MonoRamColor;
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m_shaderGraphMono.UpdateColors();
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// Thresholds
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m_shaderGraphAllocated.GoodThreshold = 0;
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m_shaderGraphAllocated.CautionThreshold = 0;
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m_shaderGraphAllocated.UpdateThresholds();
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m_shaderGraphReserved.GoodThreshold = 0;
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m_shaderGraphReserved.CautionThreshold = 0;
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m_shaderGraphReserved.UpdateThresholds();
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m_shaderGraphMono.GoodThreshold = 0;
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m_shaderGraphMono.CautionThreshold = 0;
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m_shaderGraphMono.UpdateThresholds();
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m_shaderGraphAllocated.UpdateArrayValuesLength();
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m_shaderGraphReserved.UpdateArrayValuesLength();
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m_shaderGraphMono.UpdateArrayValuesLength();
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// Average
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m_shaderGraphAllocated.Average = 0;
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m_shaderGraphReserved.Average = 0;
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m_shaderGraphMono.Average = 0;
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m_shaderGraphAllocated.UpdateAverage();
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m_shaderGraphReserved.UpdateAverage();
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m_shaderGraphMono.UpdateAverage();
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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_ramMonitor = GetComponent<G_RamMonitor>();
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m_shaderGraphAllocated = new G_GraphShader();
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m_shaderGraphReserved = new G_GraphShader();
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m_shaderGraphMono = new G_GraphShader();
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m_shaderGraphAllocated.Image = m_imageAllocated;
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m_shaderGraphReserved.Image = m_imageReserved;
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m_shaderGraphMono.Image = m_imageMono;
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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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