From 9ef63b49ccc6636d8c1bb5f1e04a2f22587d5487 Mon Sep 17 00:00:00 2001 From: Alee Date: Sun, 9 Jun 2019 13:18:33 -0400 Subject: Added Graphy --- .../Scripts/Fps/G_FpsGraph.cs | 178 +++++++++++++++++++++ 1 file changed, 178 insertions(+) create mode 100644 Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Fps/G_FpsGraph.cs (limited to 'Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Fps/G_FpsGraph.cs') 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 new file mode 100644 index 0000000..c25d964 --- /dev/null +++ b/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Fps/G_FpsGraph.cs @@ -0,0 +1,178 @@ +/* --------------------------------------- + * 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(); + + m_fpsMonitor = GetComponent(); + + m_shaderGraph = new G_GraphShader + { + Image = m_imageGraph + }; + + UpdateParameters(); + } + + #endregion + } +} \ No newline at end of file -- cgit v1.2.3