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

156 lines
4.7 KiB
C#
Raw Normal View History

/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 22-Nov-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 UnityEngine;
using UnityEngine.UI;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Fps
{
public class G_FpsText : MonoBehaviour
{
#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_onePercentFpsText = null;
[SerializeField] private Text m_zero1PercentFpsText = 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 float m_ms = 0f;
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;
m_ms = m_deltaTime / m_frameCount * 1000f;
// Update fps
m_fpsText.text = Mathf.RoundToInt( m_fps ).ToStringNonAlloc();
SetFpsRelatedTextColor( m_fpsText, m_fps );
// Update ms
m_msText.text = m_ms.ToStringNonAlloc( m_msStringFormat );
SetFpsRelatedTextColor( m_msText, m_fps );
// Update 1% fps
m_onePercentFpsText.text = ((int) (m_fpsMonitor.OnePercentFPS)).ToStringNonAlloc();
SetFpsRelatedTextColor( m_onePercentFpsText, m_fpsMonitor.OnePercentFPS );
// Update 0.1% fps
m_zero1PercentFpsText.text = ((int) (m_fpsMonitor.Zero1PercentFps)).ToStringNonAlloc();
SetFpsRelatedTextColor( m_zero1PercentFpsText, m_fpsMonitor.Zero1PercentFps );
// Update avg fps
m_avgFpsText.text = ((int) (m_fpsMonitor.AverageFPS)).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 )
{
int roundedFps = Mathf.RoundToInt( fps );
if( roundedFps >= m_graphyManager.GoodFPSThreshold )
{
text.color = m_graphyManager.GoodFPSColor;
}
else if( roundedFps >= m_graphyManager.CautionFPSThreshold )
{
text.color = m_graphyManager.CautionFPSColor;
}
else
{
text.color = m_graphyManager.CriticalFPSColor;
}
}
private void Init()
{
G_IntString.Init( 0, 2000 ); // Max fps expected
G_FloatString.Init( 0, 100 ); // Max ms expected per frame
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
UpdateParameters();
}
#endregion
}
}