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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Collaborators: Lars Aalbertsen (@Rockylars)
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using System.Runtime.CompilerServices;
namespace Tayx.Graphy.Fps
{
public class G_FpsMonitor : MonoBehaviour
{
/* ----- TODO: ----------------------------
* Add summaries to the variables.
* Add summaries to the functions.
* --------------------------------------*/
#region Variables -> Serialized Private
[SerializeField] private int m_averageSamples = 200;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private float m_currentFps = 0f;
private float m_avgFps = 0f;
private float m_minFps = 0f;
private float m_maxFps = 0f;
private float[] m_averageFpsSamples;
private int m_avgFpsSamplesOffset = 0;
private int m_indexMask = 0;
private int m_avgFpsSamplesCapacity = 0;
private int m_avgFpsSamplesCount = 0;
private int m_timeToResetMinMaxFps = 10;
private float m_timeToResetMinFpsPassed = 0f;
private float m_timeToResetMaxFpsPassed = 0f;
private float unscaledDeltaTime = 0f;
#endregion
#region Properties -> Public
public float CurrentFPS { get { return m_currentFps; } }
public float AverageFPS { get { return m_avgFps;} }
public float MinFPS { get { return m_minFps;} }
public float MaxFPS { get { return m_maxFps;} }
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
unscaledDeltaTime = Time.unscaledDeltaTime;
m_timeToResetMinFpsPassed += unscaledDeltaTime;
m_timeToResetMaxFpsPassed += unscaledDeltaTime;
// Update fps and ms
m_currentFps = 1 / unscaledDeltaTime;
// Update avg fps
m_avgFps = 0;
m_averageFpsSamples[ToBufferIndex(m_avgFpsSamplesCount)] = m_currentFps;
m_avgFpsSamplesOffset = ToBufferIndex(m_avgFpsSamplesOffset + 1);
if (m_avgFpsSamplesCount < m_avgFpsSamplesCapacity)
{
m_avgFpsSamplesCount++;
}
for (int i = 0; i < m_avgFpsSamplesCount; i++)
{
m_avgFps += m_averageFpsSamples[i];
}
m_avgFps /= m_avgFpsSamplesCount;
// Checks to reset min and max fps
if ( m_timeToResetMinMaxFps > 0
&& m_timeToResetMinFpsPassed > m_timeToResetMinMaxFps)
{
m_minFps = 0;
m_timeToResetMinFpsPassed = 0;
}
if ( m_timeToResetMinMaxFps > 0
&& m_timeToResetMaxFpsPassed > m_timeToResetMinMaxFps)
{
m_maxFps = 0;
m_timeToResetMaxFpsPassed = 0;
}
// Update min fps
if (m_currentFps < m_minFps || m_minFps <= 0)
{
m_minFps = m_currentFps;
m_timeToResetMinFpsPassed = 0;
}
// Update max fps
if (m_currentFps > m_maxFps || m_maxFps <= 0)
{
m_maxFps = m_currentFps;
m_timeToResetMaxFpsPassed = 0;
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_timeToResetMinMaxFps = m_graphyManager.TimeToResetMinMaxFps;
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
ResizeSamplesBuffer(m_averageSamples);
UpdateParameters();
}
private void ResizeSamplesBuffer(int size)
{
m_avgFpsSamplesCapacity = Mathf.NextPowerOfTwo(size);
m_averageFpsSamples = new float[m_avgFpsSamplesCapacity];
m_indexMask = m_avgFpsSamplesCapacity - 1;
m_avgFpsSamplesOffset = 0;
}
#if NET_4_6 || NET_STANDARD_2_0
[MethodImpl(MethodImplOptions.AggressiveInlining)]
#endif
private int ToBufferIndex(int index)
{
return (index + m_avgFpsSamplesOffset) & m_indexMask;
}
#endregion
}
}
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