diff options
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.cs | 178 |
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 - } -}
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