UP-Viagg-io/Viagg-io/Assets/Packages/Graphy - Ultimate Stats Mon.../Runtime/Fps/G_FpsGraph.cs

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* 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
{
#region Variables -> Serialized Private
[SerializeField] private Image m_imageGraph = null;
[SerializeField] private Shader ShaderFull = null;
[SerializeField] private Shader ShaderLight = null;
// This keeps track of whether Init() has run or not
[SerializeField] private bool m_isInitialized = false;
#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 Update()
{
UpdateGraph();
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
if( m_shaderGraph == null )
{
// While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
return;
}
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()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if( !m_isInitialized )
{
Init();
}
short fps = (short) (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;
m_highestFps = m_highestFps > 0 ? m_highestFps : 1;
if( m_shaderGraph.ShaderArrayValues == null )
{
m_fpsArray = new int[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
}
for( int i = 0; i <= m_resolution - 1; i++ )
{
m_shaderGraph.ShaderArrayValues[ 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()
{
if( m_shaderGraph.ShaderArrayValues == null || m_fpsArray.Length != m_resolution )
{
m_fpsArray = new int[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
}
for( int i = 0; i < m_resolution; i++ )
{
m_shaderGraph.ShaderArrayValues[ 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.UpdateArrayValuesLength();
}
#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();
m_isInitialized = true;
}
#endregion
}
}