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Diffstat (limited to 'Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Fps/G_FpsGraph.cs')
-rw-r--r--Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Fps/G_FpsGraph.cs178
1 files changed, 0 insertions, 178 deletions
diff --git a/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Fps/G_FpsGraph.cs b/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Fps/G_FpsGraph.cs
deleted file mode 100644
index c25d964..0000000
--- a/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Fps/G_FpsGraph.cs
+++ /dev/null
@@ -1,178 +0,0 @@
-/* ---------------------------------------
- * 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 Tayx.Graphy.Graph;
-using UnityEngine;
-using UnityEngine.UI;
-
-namespace Tayx.Graphy.Fps
-{
- public class G_FpsGraph : G_Graph
- {
- /* ----- TODO: ----------------------------
- * Add summaries to the variables.
- * Add summaries to the functions.
- * Check if we should add a "RequireComponent" for "FpsMonitor".
- * --------------------------------------*/
-
- #region Variables -> Serialized Private
-
- [SerializeField] private Image m_imageGraph = null;
-
- [SerializeField] private Shader ShaderFull = null;
- [SerializeField] private Shader ShaderLight = null;
-
- #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 OnEnable()
- {
- Init();
- }
-
- private void Update()
- {
- UpdateGraph();
- }
-
- #endregion
-
- #region Methods -> Public
-
- public void UpdateParameters()
- {
- 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()
- {
- int fps = (int)(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;
-
- for (int i = 0; i <= m_resolution - 1; i++)
- {
- m_shaderGraph.Array[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()
- {
- m_shaderGraph.Array = new float[m_resolution];
-
- m_fpsArray = new int[m_resolution];
-
- for (int i = 0; i < m_resolution; i++)
- {
- m_shaderGraph.Array[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.UpdateArray();
- }
-
- #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();
- }
-
- #endregion
- }
-} \ No newline at end of file