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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Collaborators: Lars Aalbertsen (@Rockylars)
* Project: Graphy - Ultimate Stats Monitor
* Date: 22-Nov-17
* Studio: Tayx
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Fps
{
public class G_FpsText : MonoBehaviour
{
/* ----- TODO: ----------------------------
* Add summaries to the variables.
* Add summaries to the functions.
* Check if we should add a "RequireComponent" for "FpsMonitor".
* Improve the IntString Init to come from the core instead.
* --------------------------------------*/
#region Variables -> Serialized Private
[SerializeField] private Text m_fpsText = null;
[SerializeField] private Text m_msText = null;
[SerializeField] private Text m_avgFpsText = null;
[SerializeField] private Text m_minFpsText = null;
[SerializeField] private Text m_maxFpsText = null;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_FpsMonitor m_fpsMonitor = null;
private int m_updateRate = 4; // 4 updates per sec.
private int m_frameCount = 0;
private float m_deltaTime = 0f;
private float m_fps = 0f;
private const int m_minFps = 0;
private const int m_maxFps = 10000;
private const string m_msStringFormat = "0.0";
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_deltaTime += Time.unscaledDeltaTime;
m_frameCount++;
// Only update texts 'm_updateRate' times per second
if (m_deltaTime > 1f / m_updateRate)
{
m_fps = m_frameCount / m_deltaTime;
// Update fps and ms
m_fpsText.text = Mathf.RoundToInt(m_fps).ToStringNonAlloc();
m_msText.text = (m_deltaTime / m_frameCount * 1000f).ToStringNonAlloc(m_msStringFormat);
// Update min fps
m_minFpsText.text = m_fpsMonitor.MinFPS.ToInt().ToStringNonAlloc();
SetFpsRelatedTextColor(m_minFpsText, m_fpsMonitor.MinFPS);
// Update max fps
m_maxFpsText.text = m_fpsMonitor.MaxFPS.ToInt().ToStringNonAlloc();
SetFpsRelatedTextColor(m_maxFpsText, m_fpsMonitor.MaxFPS);
// Update avg fps
m_avgFpsText.text = m_fpsMonitor.AverageFPS.ToInt().ToStringNonAlloc();
SetFpsRelatedTextColor(m_avgFpsText, m_fpsMonitor.AverageFPS);
// Reset variables
m_deltaTime = 0f;
m_frameCount = 0;
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_updateRate = m_graphyManager.FpsTextUpdateRate;
}
#endregion
#region Methods -> Private
/// <summary>
/// Assigns color to a text according to their fps numeric value and
/// the colors specified in the 3 categories (Good, Caution, Critical).
/// </summary>
///
/// <param name="text">
/// UI Text component to change its color
/// </param>
///
/// <param name="fps">
/// Numeric fps value
/// </param>
private void SetFpsRelatedTextColor(Text text, float fps)
{
if (fps > m_graphyManager.GoodFPSThreshold)
{
text.color = m_graphyManager.GoodFPSColor;
}
else if (fps > m_graphyManager.CautionFPSThreshold)
{
text.color = m_graphyManager.CautionFPSColor;
}
else
{
text.color = m_graphyManager.CriticalFPSColor;
}
}
private void Init()
{
//TODO: Replace this with one activated from the core and figure out the min value.
if (!G_IntString.Inited || G_IntString.MinValue > m_minFps || G_IntString.MaxValue < m_maxFps)
{
G_IntString.Init
(
minNegativeValue: m_minFps,
maxPositiveValue: m_maxFps
);
}
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
UpdateParameters();
}
#endregion
}
}
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