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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 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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